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Clarifications/Changes: Rush distance for Rush maps has been changed from "about 35-50 seconds" to "about 35 seconds".
The definition of Macro map has been changed to: "A map that favors defensive play and encourages players to reach end game unit compositions."
New Rule: You may use permanent neutral abilities onto all maps such as Force Field or Blinding Cloud. However, note that if these features cause performance issues on lower end computers, these maps may be edited or not considered for ladder. |
+ Show Spoiler +On February 16 2017 19:47 Charoisaur wrote:Show nested quote +On February 13 2017 23:45 Roblin wrote:On February 13 2017 20:34 fluidrone wrote: Clarifications/Changes: Rush distance for Rush maps has been changed from "about 35-50 seconds" to "about 35 seconds".
The definition of Macro map has been changed to: "A map that favors defensive play and encourages players to reach end game unit compositions."
New Rule: You may use permanent neutral abilities onto all maps such as Force Field or Blinding Cloud. However, note that if these features cause performance issues on lower end computers, these maps may be edited or not considered for ladder. I'm not a mapmaker, so my question doesn't really matter, but which of the following would be allowed vs would not be allowed, given that performance would not be an issue?: permanent psi storms permanent Time Warp (affecting all units) periodically casting fungal growth in some specific location (affecting all units) pre-placed neutral stasis traps pre-placed neutral burrowed banelings pre-placed neutral widow mines permanent cloaking field (cloaking all units) neutral permanent parasitic bombs permanent guardian shields (affecting all units) or in general: what types of effects would be allowed? is it strictly non-damaging effects that affect all units equally (sch as forcefield and blinding cloud) or is the restriction looser than that? also curious about: periodically casting nukes in some specific location Pre-placed neutral lurkers Neutral purification novas that explode once they touch a unit Neutral auto-turrets Neutral swarmhosts that spawn locusts Neutral liberation zones Pre-placed neutral siege tanks Neutral nydus worms at multiple places neutral ravagers that periodically cast corrossive biles Neutral 200/200 skytoss i was just pointing out a spelling mistake
i think the problem with these features is they have to be understoop by a neophyte whilst discovering the map in a 1v1 setting!
So .. blizzard implemented the red potential spawn locations at the start, because you know, got to make it easier for people who only play ladder once and never come back.. and this is what blizzard wants, features that can be "advertised/signaled" throughout the map .. like you would do a swamp and there would be a signal of locust above it and a clear text saying "neutral aggressive lurker den active" or something
not saying that s what i would want.. i would want a swamp with locust over it yes.. but i'd definitely wouldn't want to display text over it like" 2 lurkers left / out of 3 .. but that is something that is going to come to sc2.. in one shape or another (think lava map )
Examples of features:
very easy: - slow zone (displayed at the start (or throughout the game) on the minimap in green and on the map with a clear design / / zone cuts the speed of all units in 2 (yes you can spread creep through it)
bit harder: - open/close pathway (displayed at the start) (you have a "clock" or a gauge on the site of the open/close doorway/pathway that shows when the change is about to occur) (this leads to all others and to something that might veer too far for any added gameplay to enhance ladder 1v1 )
And that is what this should be about: do new feature add gameplay, is it worth it while the races are still not balanced?
i would say some clearly do:
- slow zones, they can reshape a map (they can be placed on the short distance path and would probably forego any deathball army encounters' effect)
- the hidden lurker sunken in/on expo/base locations (you have to have detection or kill it with aoe to place a base on it)
- the in/out doors or bridges: you have to time your army movement or be kept waiting for transports to go through
- vantage point (through focused terrain deformation, you make a peak that allows for more vision)
- build-able/destructible walls (that one i don't get, using buildings only seems so stupid.. all races should be able to make a wall...
- build-able/destructible accesses, there should be pathways that you can build bridges over(over a rift/lava river etc)!
To be clear i think anything could work, it must make sense when you are playing it!
Imagine an electric zone where only archons can go through <3 (yes the zerg can tunnel under, yes terran buildings fly!)
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What time/zone is the submission deadline?
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On February 17 2017 00:10 NinjaDuckBob wrote: What time zone is the submission deadline?
Last I remember it was 8pm PST. I could be wrong.
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My maps, only 2 this time:
Cabin Fever - Rush
Emperor's Shield - Macro
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On February 17 2017 00:24 IronManSC wrote:Show nested quote +On February 17 2017 00:10 NinjaDuckBob wrote: What time zone is the submission deadline? Last I remember it was 8pm PST. I could be wrong.
Thanks, guys!
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Angel's Knock 104x172
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Threshold of Perception 148x136
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Dracula 152x136
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Endorama 168x168
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What I've submitted:
Arrowhead 120x120, 27s nat to nat
Cloud City 136x136, 34s nat to nat
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Penumbra
Ouroboros
Earthquake RE
Labyrinth
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We also found an issue on Blood Boil
Suffice to say I'm disgusted by how bad I was playing even in the games I won. But Boardwalk, Ascension and Paradise are definitely my favorites out of the ones we played.
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(2) Ophilia
===Size: 198x99 (it's a conspiracy)
===Primary Category: Macro map. ===Secondary Categories: New map.
+ Show Spoiler [Submission data] +===Description: A medium sized 1v1 map using natural green textures, blended with wood to add further visual clarity to the map as you play. The theme was inspired from a classic Broodwar map named "Medusa." So naturally, it borrows elements that made Medusa exciting, game-play and flow wise. Players expand safely with many options for a potential third, however, if the player chooses the more safe natural as his/her first base, they are limited to a 1 gas environment, which could be a clear tell of a potential early-mid game rush tactic. Moving on from the safety of your cliff-zone requires active map play, utilising xel naga towers, as the natural progression of bases quickly opens up a vulnerability at your destructible cliff wall. Ophilia demonstrates a multitude of options, new and old, for nearly any style of player. ===Distinct Features: 1. Wood texturing and high attention to texture detail 2. A brand new yet still comfortable and varied flow to the meta 3. Visual Clarity 4. Unique bases 5. Use of destructible beast 6. Likeness (in translation) to Broodwar map "MEDUSA" 7. Very entertaining games 8. Redesigned wall off patterns 9. One gas at suggested natural base ===Resource Usage: There isn't much altered from the original melee component of the game. 1. Back door rocks have HP lowered to 1250 from 2000, to give more purpose towards committing T1 units to it. 2. Suggested Natural is 1 gas, to counter base safety by limiting technology. ===Rush Distances: ________________________ From Town Hall to Town Hall: 55 in-game seconds From Main Ramp(top) to Main Ramp(bot): 45 in-game seconds ===Pathing Overview: http://i.imgur.com/seXpuAl.jpg
Click here for "Ophilia" Map thread (I appreciate any and all comments)
Unrelated but I really like Penumbra, it's just unique enough to work, a little cramped outside of the main but that's really an easy fix. I think minor tweaks would make this a good candidate for a fun ladder map.
@Ej_: Will you be uploading more replays? These are fun to watch lol
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Okay submitted at the last second (at least I hope so). Got the time mixed up
Dark Tribunal:
Carnivore:
Zerzura:
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On February 17 2017 12:09 Insidioussc2 wrote:Okay submitted at the last second (at least I hope so). Got the time mixed up + Show Spoiler +Dark Tribunal: Carnivore: Zerzura:
There's still two hours to go til the deadline.
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Oh you are right, should have checked the OP instead of Uvantaks countdown some posts ago, haha
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On February 17 2017 12:09 Insidioussc2 wrote:... Dark Tribunal:
Damn, this is one of my favourite maps.
Love the rush of the map, guided by the swag super narrow center path for what feels exactly the right mix. The only f4t I have is add a pinch of land to the (11 down, 5 up)Main, there will be a lot going on in this map and maybe a bit more space is never bad.
+ Show Spoiler +
This will be good I think, awesome use of landscape.
Zerzura: My girlfriend called this one "Booby-Traps?" when I opened it lol.
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On February 17 2017 08:15 Ej_ wrote:Elentos and I played games on some of the submitted maps. Keep in mind that we are just diamond, but if anyone is interested in the games, here are the replays (all games were ZvT): Paradise Lost by Jacky http://drop.sc/replay/4392076Paradise Lost by Jacky, rematch (this time ZvMech) http://drop.sc/replay/4392078Ascension to Aiur by SidianTheBard http://drop.sc/replay/4392081Battle on the Boardwalk by SidianTheBard http://drop.sc/replay/4392082Windwaker by Avex http://drop.sc/replay/4392084Blood Boil by Avex http://drop.sc/replay/4392086Harvester by Fatam http://drop.sc/replay/4392087Endorama by Timmay http://drop.sc/replay/4392072Boardwalk and Paradise Lost were the 2 most fun maps for me, Paradise esp. seems not very good for bio and extremely good for mech and skytoss. Kind of like New Gettysburg I guess. It's a really interesting map, despite air blockers being incredibly infuriating on this one. Ascension to Aiur and Windwaker are very solid "standard" macro maps, even despite the mineral gimmicks on the latter. I think Ascension, Boardwalk and Paradise are very likely to make it to final stage of the contest. Ej, did I ever told you how beautiful your eyes are? And how thick and muscular your arms are? Not to mention your good taste on video games and movies!
Thanks for the reps dude!
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On February 17 2017 13:12 Uvantak wrote: Submitted!
KTV Loihi A wicked battle on Hawaii as it develops
KTV Aurora Awesome use of colorful new concepts
KTV Elegia "Built castle walls, of blood and bone."
Your themes rock dude These maps are pretty damn sweet
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I might have missed some. But these are the ones I've seen so far.
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