Map Jam & Challenge #20
http://wiki.teamliquid.net/starcraft2/User:The_Templar/Map_Jam_&_Challenge
From
Saturday, May 16 4:00pm GMT (GMT+00:00)
To
Sunday, May 17 4:00pm GMT (GMT+00:00)
Rules:
http://wiki.teamliquid.net/starcraft2/User:The_Templar/Map_Jam_&_Challenge
From
Saturday, May 16 4:00pm GMT (GMT+00:00)
To
Sunday, May 17 4:00pm GMT (GMT+00:00)
Rules:
- All participants send one topic to the admin via PM, e.g. 'rocks' and 'low main'.
- Combine the two randomly selected topics in one map.
- Post your map overview and relevant details in this thread.
- Poll decides on winner with participants having one additional vote.
Winner is determined
Monday, May 18 4:00pm GMT (GMT+00:00)
+ Show Spoiler [Submissions] +
Onrefni Sloop by Superouman + Show Spoiler +
Infernal Minigolf by moskonia + Show Spoiler +
Smothered Hope by LComteVarauG + Show Spoiler +
MJC by Rukis + Show Spoiler +
Too Close For Comfort by Coppermantis + Show Spoiler +
+ Show Spoiler +
MJC Infernally Tired by Uvantak + Show Spoiler +
Infernal Minigolf by moskonia + Show Spoiler +
Smothered Hope by LComteVarauG + Show Spoiler +
On May 17 2015 10:19 LComteVarauG wrote:
+ Show Spoiler +
Aesthetics:
+ Show Spoiler +
I didn't find the Inferno Pools tileset very inspiring, but I took the gold base setup, the optional (and forward) third and the island base. The center has similar deadzones, but without the watch towers and with a thin path like on Mutiny.
There are just under 1000 doodads on this map, despite its small size!
+ Show Spoiler +
Aesthetics:
+ Show Spoiler +
I didn't find the Inferno Pools tileset very inspiring, but I took the gold base setup, the optional (and forward) third and the island base. The center has similar deadzones, but without the watch towers and with a thin path like on Mutiny.
There are just under 1000 doodads on this map, despite its small size!
MJC by Rukis + Show Spoiler +
Too Close For Comfort by Coppermantis + Show Spoiler +
+ Show Spoiler +
On May 17 2015 12:20 Coppermantis wrote:
I have no idea what I'm doing.
I'm not too fond of having to base it on another map, but oh well. I too didn't really like Inferno Pools' tileset, so I just kinda-sorta thought about the base layout in this one.
I have no idea what I'm doing.
I'm not too fond of having to base it on another map, but oh well. I too didn't really like Inferno Pools' tileset, so I just kinda-sorta thought about the base layout in this one.
MJC Infernally Tired by Uvantak + Show Spoiler +
On May 17 2015 16:05 Uvantak wrote:
I'm soooooo tired, but I finished without falling asleep on te keyboard, gn to y'all.
+ Show Spoiler [90º] +
+ Show Spoiler [Random pics] +
I just realized that it has almost no doodads, I would count them to make a joke about Templar maps, but that would mean that I would need to reopen the editor, and there is no way in hell I'm doing that again at this hour.
Oh also sorry for the bland, layout I had another map in the works but I got tired of it, it was simply too shitty, so I scrapped it and started all over.
I'm soooooo tired, but I finished without falling asleep on te keyboard, gn to y'all.
+ Show Spoiler [90º] +
+ Show Spoiler [Random pics] +
I just realized that it has almost no doodads, I would count them to make a joke about Templar maps, but that would mean that I would need to reopen the editor, and there is no way in hell I'm doing that again at this hour.
Oh also sorry for the bland, layout I had another map in the works but I got tired of it, it was simply too shitty, so I scrapped it and started all over.
Poll: TBD
Topics:
- Must be inspired by or based on Inferno Pools.
- Smaller than 124x124 (or sub 15,376 area)
Process
Send your idea for an interesting topic to the event's administrator via a private message to The_Templar. Two topics are randomly selected using randomizer.org at the start of the event, and then immediately made official. This way, no "cheating" can occur, and the administrator can technically participate as well.
Make sure you read the How does it work? section as well and feel free to ask additional questions in this thread.
Send your idea for an interesting topic to the event's administrator via a private message to The_Templar. Two topics are randomly selected using randomizer.org at the start of the event, and then immediately made official. This way, no "cheating" can occur, and the administrator can technically participate as well.
Make sure you read the How does it work? section as well and feel free to ask additional questions in this thread.
FAQ:
What is the Map Jam & Challenge?
The Map Jam & Challenge is a format by and for the community.
The Map Jam & Challenge is a regular map making competition.
The Map Jam & Challenge wants you to be creative and quick.
The Map Jam & Challenge provokes thinking outside the box.
This is a format developed collaboratively by Samro and Scorp, and was motivated by MotM, CSL Map Jam and the Map Making Challenge.
Why do this?
It is all about challenging your fellow map makers with some strange idea and together do a 24h map making jam that will produce innovative, fun and crazy maps. From this format ideas may emerge that can be implemented to competitive maps - or maybe not. There is nothing to win like beta keys, sorry for that. I have no giveaways, no t-shirts. Also I do not own this format. This is an idea that i hope can be run by the community itself, without judges, organization, etc.
I know many will appreciate this. Here it is all about making maps. These may or may not be played. This is not the biggest point. We are looking for new ideas in maps and for new ways to make maps.
How does it work?
- Runs monthly.
- 24 hours to allow all timezones a few hours. Is held in the weekend to allow the most people to participate.
- All participants send one topic to the admin via PM, e.g. 'rocks' and 'low main'.
- By a randomized process two topics are selected among all entries and made public to start the Map Jam & Challenge. This aspects helps to have no 'cheating' like preparing a map to give yourself more time.
- Within the 24 hours participants post the overview in this thread and upload their map to EU/NA (ask your fellow map makers at EU/NA)
- Public Vote decides on the winning map. Map makers who think they have the edge in evaluating how good a map is, can message the admin with their choice to have a double-vote.
- Win = Fun & Fame
Map Jam & Challenge #20
The Map Jam & Challenge starts Saturday, May 16 4:00pm GMT (GMT+00:00) and runs 24 hours. Topics need to be sent to The_Templar via PM until one hour before the challenge starts. This gives the admin one hour to randomly select the double-topic. Via PM we will keep all ideas secret and fresh for the next round maybe and the double-topic is quite a surprise for everyone.
Topics will be announced in this thread.
The previous events were administrated by The_Templar, Scorp, Samro, and RFDaemoniac. In future events, other community members may administrate as well, except no one besides The_Templar seems interested in doing so. If you are interested in administration please notify the admin of the most recent map jam.
Previous Topics
+ Show Spoiler +
- [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=379818]Map Jam #1[list]
- 2v2
- Desert Oasis Style Mains
[/list] - [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=386324]Map Jam #2[/url][list]
- Extreme chokes and open spaces
- Use of hostile units
[/list] - [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=392429]Map Jam #3[/url][list]
- 3 player
- multiple Xel'Naga Towers
[/list] - [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=397502]Map Jam #4[/url][list]
- Area < 16900
- Forward high ground
[/list] - [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=412228]Map Jam #5[/url][list]
- No ramps
- Maximum playable width of 116
[/list] - [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=416325]Map Jam #6[/url][list]
- Gold Bases
- Contains at least 11 ramps per player
[/list] - [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=420293]Map Jam #7[/url][list]
- Based on a Magic the Gathering card
- Xel'Naga tower in main
[/list] - [url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=424264]Map Jam #8[/url][list]
- 3 player map
- Asymmetric
[/list] - [url=http://www.teamliquid.net/forum/sc2-maps/438361-map-jam-and-challenge-9]Map Jam #9[/url][list]
- 2 Central bases separated by rocks with two ramps leading to each expansion
- Nonlinear terrain
[/list] - [url=http://www.teamliquid.net/forum/sc2-maps/449699-map-jam-and-challenge-10]Map Jam #10[/url][list]
- No elevation levels
- At least half of the expansions on the map must be farther away from your opponent's main base than your main base is.
[/list] - [url=http://www.teamliquid.net/forum/sc2-maps/452243-map-jam-and-challenge-11]Map Jam #11[/url][list]
- At least a portion of the main base must border a cliff higher than it which is accessible from the outside.
- The map must have a single watch tower that gives vision of the 3rd base hatch/nexus/CC of all spawn points.
[/list] - [url=http://www.teamliquid.net/forum/sc2-maps/462048-map-jam-and-challenge-12]Map Jam #12[/url][list]
- Low Main.
- 1/4 of bases or more must be islands.
[/list] - [url=http://www.teamliquid.net/forum/sc2-maps/465192-map-jam-and-challenge-13]Map Jam #13[/url][list]
- At most two ramps per player
- Island map
[/list] - [url=http://www.teamliquid.net/forum/sc2-maps/468139-map-jam-and-challenge-14]Map Jam #14[/url][list]
- Maximum of 8 bases
- Very short air rush distance
[/list] - [url=http://www.teamliquid.net/forum/sc2-maps/470973-map-jam-and-challenge-15]Map Jam #15[/url][list]
- Use of mineral walls.
- Playable bounds at least twice as long as wide, or vice versa.
[/list] - [url=http://www.teamliquid.net/forum/sc2-maps/472644-map-jam-and-challenge-16]Map Jam #16[/url][list]
- Only 2 normal (8 mineral, 2 gas) bases per player.
- The use of single wide horizontal or vertical ramps.
[/list] - [url=http://www.teamliquid.net/forum/sc2-maps/478289-map-jam-and-challenge-17]Map Jam #17[/url][list]
- 5 player map
- At least one double-sided XNT, i.e. the tower is placed between two unpathable areas that create a long walk distance between either side, with no space adjacent to the tower for passage.
[/list] - [url=http://www.teamliquid.net/forum/sc2-maps/480686-map-jam-and-challenge-18]Map Jam #18[/url][list]
- Wide ramp into the main and natural.
- Remake of an older map by yourself.
[/list] - [url=http://www.teamliquid.net/forum/sc2-maps/483528-map-jam-and-challenge-19]Map Jam #19[/url][list]
- Make a map in the style of another mapmaker of your choosing. Everyone else has to guess who you are imitating.
- Must break at least 3 of the 4 TLMC-recommended design restrictions.
[/list]