|
your Country52796 Posts
Looks great! I'll be sure to play on this map.
|
|
Now we are seeing some real progress in the maps. A few final comments on the submissions:
@Namrufus - Looks awesome. The similarities with metalopolis are gone, the balance issues seems to be solved, and its basically impossible for me to say that any race or position should be overpowered on this map. One thing I do want to point out is that the top XN tower looks like it can barely see into the 2 o'clock main, and this could be an issue with 4 gates.
@fenX - The map is really interesting, and some serious thought is required from the players to figure out strategies for differnt spawns. It looks like it can be a bit annoying to defend the 4 o'clock on three bases, as the chokes are a bit wierdly placed. I don't know how the balance is on this spawn, but the other two positions are clearly well made, so I don't think it is a serious problem.
|
your Country52796 Posts
My map submission works, right?
|
no comments... (hides in fear of flames)
|
your Country52796 Posts
On September 19 2011 01:38 Zaphod Beeblebrox wrote: no comments... (hides in fear of flames) ?
|
---
it would be nice we would have a small "final submission" to identify the last version, since many images look very work in progress!
---
|
|
your Country52796 Posts
On September 19 2011 02:24 Samro225am wrote: ---
it would be nice we would have a small "final submission" to identify the last version, since many images look very work in progress!
--- The only change on mine is that there are no black streaks at the starting locations.
|
Edited my post to say *Final Submission* Also, added the analyzer pics to this post so you don't need to click the link to the original map post.
GL
|
your Country52796 Posts
With my 777th post I shall make the final submission.
The black streaks do not show up in game, they are there to show where the start locations are. Man I hope that worked. Some extra details: On both teams, everyone has a different role. On the team of three, one player takes a very fast expansion, the player near two ramps holds the line, and the far right player secures the bottom area. On the team of 4, the top player can take a super easy expansion, the 2 players in the corner hold the front, and the right-side player secures the bottom area. It's sort of a divided battlefield that way, and that leads to the top right not being used . On a funny note, I tested this with computers and the top right player would not expand at all, even though he had 590 or more minerals the whole time. Unfortunately, I don't know how to program it so that I can make 3v4 games. The game will only let me have 3v3... Or FFA which is a really bad idea on this map ;D.
On September 14 2011 12:08 Yoshi Kirishima wrote:Show nested quote +On September 04 2011 04:23 TehTemplar wrote:With my 666th post I will submit my ultimate map. The most crazy stuff about it.+ Show Spoiler +The first side:+ Show Spoiler +-3 players -1 player has a protected expansion that can be sieged when rocks are broken. -1 player has a very standard, Shattered Temple-like Main-Nat-Third Setup. -1 player has a completely crazy main setup, with the minerals against the cliff with 2 ramps nearby. One ramp can be walled against melee units with just 1 3x3 structure, while the other has a 4x4 space. The natural is directly below that with 2 entrances+ the third, which has rocks that both block it and block an attack path. The other side: + Show Spoiler +-4 players -1 player has a protected expansion behind his minerals. -1 player has a single large ramp near him leading into the natural. -1 player has a person on either side of him, and therefore has a lower expansion possibility but more protection. -1 player has 2 ramps, both leading out into natural expansions. 1 is the main natural, and the other is an isolated natural with a cliffable spot blocked off by rocks. Contested bases: + Show Spoiler +There are 7 contested expansions, 4 closer to the team with 4 players and 3 closer to the team with 3 players. The middle:+ Show Spoiler +The middle is where I outdid myself in comparison to my standards. It's a beautiful blend between the terrain from both sides+Char Rock. There are 2 gold metalopolis-style bases with a ramp leading into a watchtower placed similarly to the one in Abyssal. Something that this map shows about me:+ Show Spoiler +I am a boss with rocks and I love using them ^.^ THE MAP: + Show Spoiler +The black streaks show where the start locations are. gg. + Show Spoiler +Edit: Forgot a few things. My goal with this map: + Show Spoiler +My goal was to try to create the most balanced imbalanced map with uneven amounts of players/bases. I also set out to create a map with more, weaker players on one of the teams. My history with positionally imbalanced maps (BORING DON'T READ) :+ Show Spoiler +I started with the 7 player map Death Caves (Published on NA, FFA map). The map was a major success, with one game played on it that lasted 55 minutes because one guy turtled on the island for the last 15 minutes. The map featured very similar mains, followed by wildly different natural-third setups with contested thirds and watchtowers outside of everyone's bases. Then, one day, I drew maps for fun, and I came up with the 2 player map The HunT. The map had a good concept, but the execution was so bad that I scrapped it. Later, I came up with the map Veed Acthas (Published on NA, FFA map). This map had very standard naturals but crazy mains (1 exception). It too was a major success, with me winning the only game ever played on it because I got killed early on, lifted to the center island, and massed air units and a-moved. With my sights then set on 1v1 maps, I came up with the map Quadruple Territories (Published on NA, 1v1 map), which had slightly different main-nat setups, similar thirds, and a symmetrical center. I felt disoriented, as my Imbamaps, as I knew them, were not improving along with my other maps. I made Lava Magnus (Published on NA, 1v1 map), which was a 3 player map intended for this competition, but I saw everyone else was doing the same thing, and set my sights on a team map. The results are seen here today. Holy man this is epic! Until I read your goal though it seemed like it was supposed to be around equal skill 3v4 with the 3 side having more advantages, but it seems not. Will probably play on this map a couple times with friends if we only have 7 people ^-^ Actually, it is supposed to be equal skill. By weaker, I meant fewer opporunities to expand, harder to defend, etc.
|
my idea was to have really different setups for the two sides. partly worked out fine. spawn at 1 has an advantage to take the first four bases i think, lategame spawn at 8 should have an easier time to seccure his half of the map. positioning can be a bit tricky. especially with two different sides. possibly might be picking this map up again some day.
Folly Fields
EU: v0.1
Size: 144x112 Bases: 12 n2n: 129 AU
+ Show Spoiler [Overview] +
+ Show Spoiler [analyzer summary] +
+ Show Spoiler [analyzer influence] +
|
There are some really interesting looking maps in this competition, asymmetry gives a great chance to show off creativity
Good luck to all those taking part
|
On September 19 2011 02:03 TehTemplar wrote:Show nested quote +On September 19 2011 01:38 Zaphod Beeblebrox wrote: no comments... (hides in fear of flames) ?
Well, I tried to comment on the competitive possibilities of the maps. And your map is a 3v4 so... its really not going to be used all that much. But it is certainly well made.
|
obviously submission of maps is now closed and the judges are looking forward to have some strange games and brainfreezing analysis
|
your Country52796 Posts
On September 19 2011 20:07 Samro225am wrote: obviously submission of maps is now closed and the judges are looking forward to have some strange games and brainfreezing analysis My map only works 3v3... But I think you'll find the top 3 easily can defeat the bottom 3 in a 3v3.
|
On September 19 2011 20:07 Samro225am wrote: obviously submission of maps is now closed and the judges are looking forward to have some strange games and brainfreezing analysis Lest it be mistaken the post here was more or less the final version for submission. The map thread has the details of the finalized version.
|
On September 20 2011 04:37 TehTemplar wrote:Show nested quote +On September 19 2011 20:07 Samro225am wrote: obviously submission of maps is now closed and the judges are looking forward to have some strange games and brainfreezing analysis My map only works 3v3... But I think you'll find the top 3 easily can defeat the bottom 3 in a 3v3.
setting up a 3v4 shouldn't be too hard. simply set each spawn as an ally of each other spawn in its team
it is kinda hard to explain so if you take a look at this map file:
http://dl.dropbox.com/u/15345289/team_placement_3v4.SC2Map
and look at Map->Team Placement (Basic)... you can see what I mean.
Hope this helps!
edit: spelling
|
Oh my gawd these maps look awesome. Will play when i get home
|
On September 18 2011 20:08 Zaphod Beeblebrox wrote: Now we are seeing some real progress in the maps. A few final comments on the submissions:
@Namrufus - ...One thing I do want to point out is that the top XN tower looks like it can barely see into the 2 o'clock main, and this could be an issue with 4 gates.
Uhhhhhggggg how did I miss this? You can warp into the main using the tower... fixed version now published on NA. Thanks for the heads up!
Anyways, I can't wait to see what the judges have to say about the maps!
|
|
|
|