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Map Jam & Challenge #6 - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 All
Fatam
Profile Joined June 2012
1986 Posts
June 15 2013 21:35 GMT
#21
not a huge fan of the topics and i'm sorta busy today so i may or may not whip up something. GL all and looking forward to seeing craziness
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Quakecomm
Profile Joined April 2012
United States344 Posts
Last Edited: 2013-06-16 02:05:35
June 16 2013 01:45 GMT
#22
Ok this is the first time I've really made a map, so please don't judge too harshly.
I present to you (2) Ridge Rift
[image loading]

Published to NA & EU
:D
gorkey island is the only good map
Ruinsteel
Profile Joined April 2012
United States43 Posts
Last Edited: 2013-06-16 02:00:13
June 16 2013 01:57 GMT
#23
Here's my map submission! Decided to do minimal texturing / doodads as usual, but I like how the layout works. Not too sure how it would play out, but it would be interesting! Rocks block the ramp by the Xel'Naga towers, but a unit can still gain vision. This is there to prevent a straight line to the opponent's gold base right away.

Korhal Sky City [NA]
140x140 playable with 24 ramps
+ Show Spoiler +
[image loading]


As a side note, I've noticed that when I tried to place City debris, It has either a placeholder model or none at all. Is this an issue with everyone or just me? I've also noticed a while ago that certain Protoss decals would not show up either. If anyone knows anything about this, please reply or PM me!
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
June 16 2013 03:24 GMT
#24
I didn't submit a topic since I've been sitting in airplanes for most of the past day and didn't notice this was starting, can I still participate?
vibeo gane,
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2013-06-16 03:26:03
June 16 2013 03:25 GMT
#25
On June 16 2013 12:24 -NegativeZero- wrote:
I didn't submit a topic since I've been sitting in airplanes for most of the past day and didn't notice this was starting, can I still participate?

You have about 11.5 hours.
You don't have to submit a topic to participate.
Moderatorshe/her
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2013-06-16 03:27:25
June 16 2013 03:27 GMT
#26
Updated my map

+ Show Spoiler [new image] +
[image loading]


Now it has 30 ramps instead of 28.
Moderatorshe/her
TL+ Member
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
June 16 2013 05:29 GMT
#27
On June 16 2013 12:25 The_Templar wrote:
Show nested quote +
On June 16 2013 12:24 -NegativeZero- wrote:
I didn't submit a topic since I've been sitting in airplanes for most of the past day and didn't notice this was starting, can I still participate?

You have about 11.5 hours.
You don't have to submit a topic to participate.

k nevermind, i need to sleep lol
vibeo gane,
RFDaemoniac
Profile Joined September 2011
United States544 Posts
June 16 2013 07:06 GMT
#28
Sleep: Who needs it? I'm staying up to pull something together, though it's not likely to be that great
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-06-16 07:24:48
June 16 2013 07:22 GMT
#29
154x122 Untitled


[image loading]

I probably would change more stuff / add some light aesthetics but it's getting late. This map embraces CS and expo ambiguity. 2 ways to expand. The normal third was originally an entombed valley third but I changed it a bit.

oh and i should mention. the XNT kind of has an interesting dynamic.. if you're trying to be sneaky about taking the gold then you will want to deny the enemy from ever taking that XNT because it shows if you have that base or not. Also, it doubles as providing vision --> defense for those 2 bases.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2013-06-16 09:35:14
June 16 2013 09:15 GMT
#30
Name: ESV Inverse World
Size: 152x152

[image loading]

+ Show Spoiler [boring pictures] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


The name Inverse World ran into problems, hence the ESV tag. And, if you're insane, it's published on all servers. Exactly 11 ramps in each quadrant, so it's legit. The edges of the map take after Outsider, like Koprulu, only this map features 2 gold bases at each of the vestiges. Also a gold island expansion marks the center of the map. The only places a pylon can be used to warp into the edges are between the two mineral lines, and the main ramp is like the one found on crevasse, only smaller. So yes, no part of this whatsoever is standard. So MLG will obviously have nothing to do with it.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2013-06-16 10:19:01
June 16 2013 10:10 GMT
#31
Oh that's seriously awesome, NewSunshine! I'd 100% be down to play like 5 games on this after I go to bed and wake up tomorrow (it's 6am here -_-). Those aesthetics are also pretty sexy. I'm really liking the lighter high ground against the grey and green midground.

Quakecomm, Congrats on your first map (It's miraculous compared to my first)! These Jams are definitely a good way to get some creative practice in.

Here is my submission. It's not published anywhere, as it could use some serious adjustments. Particularly the main/nat setup, though most of what you probably have issues with is intentional

Bracket Peaks
112x128
[image loading]

It doesn't show in the overview, but the areas behind the mineral lines of the main and nat have line of sight blockers in them, inspired by Semmo's Breeze. Main to Main distance is ~210, which is pretty long, even though the map is very small. I'm hoping to encourage extremely aggressive, scrappy, micro-intensive games. The gold bases are all 2/3's, with 4 nodes and 1 hyg. This hopefully allows you to pick that third in order to be very aggressive, and then if it doesn't work out yet you can take another forward gold base to keep up the aggression since you get such a quick return on your investment.

EDIT: There are 27 ramps per player :D

EDIT2: NewSunshine, for some reason I want you to only put two geysers between the two gold mineral lines on each side instead of four. Just thought I'd mention it. I'll come back tomorrow to try to support why.
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2013-06-16 10:31:11
June 16 2013 10:28 GMT
#32
On June 16 2013 19:10 RFDaemoniac wrote:
+ Show Spoiler +
Oh that's seriously awesome, NewSunshine! I'd 100% be down to play like 5 games on this after I go to bed and wake up tomorrow (it's 6am here -_-). Those aesthetics are also pretty sexy. I'm really liking the lighter high ground against the grey and green midground.

Quakecomm, Congrats on your first map (It's miraculous compared to my first)! These Jams are definitely a good way to get some creative practice in.

Here is my submission. It's not published anywhere, as it could use some serious adjustments. Particularly the main/nat setup, though most of what you probably have issues with is intentional

Bracket Peaks
112x128
[image loading]

It doesn't show in the overview, but the areas behind the mineral lines of the main and nat have line of sight blockers in them, inspired by Semmo's Breeze. Main to Main distance is ~210, which is pretty long, even though the map is very small. I'm hoping to encourage extremely aggressive, scrappy, micro-intensive games. The gold bases are all 2/3's, with 4 nodes and 1 hyg. This hopefully allows you to pick that third in order to be very aggressive, and then if it doesn't work out yet you can take another forward gold base to keep up the aggression since you get such a quick return on your investment.

EDIT: There are 27 ramps per player :D

EDIT2: NewSunshine, for some reason I want you to only put two geysers between the two gold mineral lines on each side instead of four. Just thought I'd mention it. I'll come back tomorrow to try to support why.

Thanks

About the geysers, it's one of those things that just comes down to it being a jam map. A lot of this map was very quickly done, it was actually about 4 hours start to finish. So a lot of this map could use refinement - hell, if it were to be a serious map it could probably stand to be restructured entirely - but I had a cool concept and hashed it out pretty nicely I think, which is good enough for me. I may revisit the idea for this map though.

edit: though actually, there is some rationale behind the geyser setup. the reasoning is that since Terran tends to want the gold minerals, I'd throw P and Z a bone here by including the extra geysers as well. But as I said, this is just the first take on the idea, they could be rich geysers too, it's up in the air still.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2013-06-16 17:19:31
June 16 2013 17:13 GMT
#33
Submissions are closed.
The poll is up.
Please place an additional vote if you submitted a map by PMing The_Templar with the author and map name that you'd like to vote for.
Moderatorshe/her
TL+ Member
lorestarcraft
Profile Joined April 2011
United States1049 Posts
June 16 2013 17:39 GMT
#34
CRAP DANG IT!!! I fell asleep with out submitting mine!!!
SC2 Mapmaker
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 16 2013 18:19 GMT
#35
I figure voting for my own map is tacky, and besides that I do like Sky City quite a bit, I think there's a solid design there and a cool map can certainly come from it. I like how the ramps are used to punctuate sections of the map, and the interesting dynamic for 3+ bases. Good stuff.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Ruinsteel
Profile Joined April 2012
United States43 Posts
Last Edited: 2013-06-16 22:00:10
June 16 2013 21:59 GMT
#36
On June 17 2013 03:19 NewSunshine wrote:
I figure voting for my own map is tacky, and besides that I do like Sky City quite a bit, I think there's a solid design there and a cool map can certainly come from it. I like how the ramps are used to punctuate sections of the map, and the interesting dynamic for 3+ bases. Good stuff.


Thanks, was thinking about changing a couple things on it and making it a standard map. It's definitely one of my better maps if you ask me. Had fun making it, but will probably change the aesthetics to something I can work more doodads into without obstructing gameplay. Voted for your map and Conjoined .

Edit: I got more than 2 votes! It's a new record! Haha .
RFDaemoniac
Profile Joined September 2011
United States544 Posts
June 17 2013 01:11 GMT
#37
Lorestarcraft, you should totally still post yours. We might not be voting on it but that's only an incidental part of this.

I'm not that happy with my map. Looking at the overview it sort of just looks like some things were thrown down on it, even though that's not how it was constructed. I've been playing around with some of the ideas and I still think that the small high grounds with multiple ramps coming up to them make for a nice micro-able structure.

I'm a little torn between voting for NewSunshine, whose map I think is the most interesting, and Ruinsteel, whose use of ramps is more central to the map. Perhaps both?
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 17 2013 13:36 GMT
#38
On June 16 2013 18:15 NewSunshine wrote:
Name: ESV Inverse World
Size: 152x152

[image loading]

+ Show Spoiler [boring pictures] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


The name Inverse World ran into problems, hence the ESV tag. And, if you're insane, it's published on all servers. Exactly 11 ramps in each quadrant, so it's legit. The edges of the map take after Outsider, like Koprulu, only this map features 2 gold bases at each of the vestiges. Also a gold island expansion marks the center of the map. The only places a pylon can be used to warp into the edges are between the two mineral lines, and the main ramp is like the one found on crevasse, only smaller. So yes, no part of this whatsoever is standard. So MLG will obviously have nothing to do with it.


That is really sick man. Would play. Having two wall bases is a lot better than one, imo.
Retired Mapmaker™
RFDaemoniac
Profile Joined September 2011
United States544 Posts
June 17 2013 18:34 GMT
#39
What do you do to stop/discourage double cc before rax or double nexus before gateway on this map?
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2013-06-18 16:11:47
June 18 2013 16:07 GMT
#40
I guess ESV Inverse World wins.

Topics submitted:
+ Show Spoiler +
    1. Use of bridges

    2. Every time you expand to a non-island base you increase the number of chokes that you have to defend by at least one.

    3. Ambiguous expansion patterns

    4. Wide chokes

    5. 6 xel'naga towers

    6. Gold bases

    7. Use of nonstandard resources, e.g. mixed gold and regular mineral patches

    8. 2 maps in 1

    9. Inspired by a WC3 map

    10. Remake of a Blizzard Brood War map

    11. At least 11 ramps per player


Please let me know by PM if you want your topic removed from this list.
Also PM me if you want to administer the next map jam; otherwise, I'll do the next one if possible.
By the way, I'm very glad we didn't have to do #9 and #10. That would have been awful.
Moderatorshe/her
TL+ Member
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