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So I've been hard at work + Show Spoiler + over the past few months, revisiting my love of Starcraft, and where my appreciation for maps come from, and I've been creating one map after another, exploring all kinds of ideas and even places. During this sort of mapping sabbatical, I created roughly a dozen maps, but as I kept working I kept refining, so by the end of it all I had a handful of select maps that I was happiest with.
And it would appear this was none too soon. So here I am, just in time for TLMC10, with these six maps to share with you fine folks. These are my six submissions to the map contest, for all to see.
(2)Hourglass (Standard) 136x136 + Show Spoiler +
**Published as DF Hourglass
(4)Mayfly (Standard) 168x152 + Show Spoiler +
**Published as DF Mayfly
(2)Angel Tower (Macro) 144x144 + Show Spoiler +
**Published as DF Angel Tower
(2)Frozen Abyss (Macro) 144x136 + Show Spoiler +
**Published as DF Frozen Abyss
(2)Golden Room (New) 144x144 + Show Spoiler +
**Published as DF Lost Khalai Refuge (it was the working title, don't judge me)
(2)Midnight (Rush) 128x136 + Show Spoiler +
**Published as DF Midnight
They're all published for public play, as you can see, so if for some reason you want to play on one of my maps, you are absolutely free and encouraged to do so. Feel free to let me know what you think, and while I won't tell you to vote for me in the TLMC... + Show Spoiler +vote for me in the TLMC plz T_T
GLHF!
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Really rad aesthetics on Mayfly and Frozen Abyss.
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Golden Room is clearly the one that jumps out as having the most radical design.
The more I think lately, the more I realize that the game is probably too poorly designed to support any truly interesting maps like this, as any interesting terrain features always heavily favor T (or occasionally P) and always hurt Z. So you end up trying to make the rest of the map very Z-favored to counterbalance, and maybe it can almost work. Which it looks like you did so gj with that. It did take me a hot second to realize the manmade was the same level as the grass on the lower level. That is the problem with overhead overviews I suppose, I tried to tell monk before that they should switch to some angle (56 or 60 or 70 whatever your flavor is).
I'm not sure what purpose this comment serves other than to complain about SC2's design a bit and say that you did a good job with most of the maps, so gj.
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Cool maps, good luck with the contest.
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Thanks gaiz, much appreciated
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Hourglass: Despite the 136x136 size, this map seems macro heavy since you can sit on many bases and can only really be harassed from the air even at 4 or 5 bases. I like the lanes through the middle and the concept of committing to an attack route, but I don't like how the outer lanes end at the thirds. I think this just ends up limiting the amount of army movement and makes it too easy to defend on several bases.
Mayfly: Nice 4 player map. It's very standard. Aesthetically it looks very clean, I like it. I don't think 4 player maps are popular right now though. Having the towers on the sides of the map is very interesting, I'm just thinking about how they could be used to spot drops in different starting positions. I think this map might be able to be shrunk a bit.
Angel Tower: I like this one, especially the middle.
Frozen Abyss: I love everything about this map except for the center. I personally think towers on their own platforms like that are an inefficient use of space and don't use them. Also with a center that is on high ground like this one, do you really need two towers there close to each other? It makes an already strong position even stronger.
Golden Room: Looks pretty good for the new category I guess. I'm cautious about maps that focus on air (in this case, the island-like bases) for balance reasons.
Midnight: I like this one, I think double gold bases on a rush map makes sense. The base layout and the use of rocks here is great.
Honestly I think my favorite is Mayfly, it's got a cool name, it looks good, it's standard, and it's a 4 player map which are under represented right now. My understanding is that the 4 player maps are unpopular because people don't like guessing where their opponent is. I think the people that complain about this might as well quit starcraft and go play chess if they want to play a game with perfect information. I think the map pool could use a new Frost-like map.
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I think only hourglas is a strong contender in this lineup, all othets have some tiny or detailed mistakes that spoil the map.
Mayfly looks to have a very low resource density Angel tower has a very wide defensive flank over expos which kills the macro aspect Frozen abyss you can choose between a 3rd thats far away or a 3rd siegeable from above neither look good for a game beyond 2 base Golden room looks very vulnerable to drops all around , maybe to hard to make a definitive prediction on balance but it will likely be in some way Midnight looks somewhat possible again but basecount hurts it a ton
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I like angel tower so much <3 remind me Planet S
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Haha, thanks, I love Planet S too <3
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i would really like to know how to send in and what requirements are for TLMC?
Since i really like to make Maps and since it would be an honor to send one in to see what other think since mostly no one plays custom maps outside of ladder maps and big-game hunters
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On February 12 2018 05:02 Voidcommando wrote: i would really like to know how to send in and what requirements are for TLMC?
Since i really like to make Maps and since it would be an honor to send one in to see what other think since mostly no one plays custom maps outside of ladder maps and big-game hunters
The current TLMC's submission period is over unfortunately, but the requirements are as follows: http://www.teamliquid.net/forum/starcraft-2/530205-team-liquid-map-contest-10. Though to be clear (since you mentioned BGH), this is a SCII map contest.
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thanks but i guess its to late then i send in next time
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Just wanted to pop by and say its cool to see you still doing things Sunshine.
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On February 21 2018 06:31 SigmaFiE wrote: Just wanted to pop by and say its cool to see you still doing things Sunshine. Yeah! Thanks man. I didn't do so hot this time, but that's what the next one is for. Cool to see you still hover round here, too.
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As I said in an other thread, I really love Mayfly and it'd be a shame to see it go to waste (as well as Midnight and Angel tower).
Maybe you could salvage it by cuting the map horizontaly,verticaly and diagonaly to make 3 two players maps out of it since 4p map are basically banned
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On January 28 2018 07:50 NewSunshine wrote:So I've been hard at work + Show Spoiler + over the past few months, revisiting my love of Starcraft, and where my appreciation for maps come from, and I've been creating one map after another, exploring all kinds of ideas and even places. During this sort of mapping sabbatical, I created roughly a dozen maps, but as I kept working I kept refining, so by the end of it all I had a handful of select maps that I was happiest with. And it would appear this was none too soon. So here I am, just in time for TLMC10, with these six maps to share with you fine folks. These are my six submissions to the map contest, for all to see. (2)Hourglass (Standard) 136x136 + Show Spoiler +**Published as DF Hourglass (4)Mayfly (Standard) 168x152 + Show Spoiler +**Published as DF Mayfly (2)Angel Tower (Macro) 144x144 + Show Spoiler +**Published as DF Angel Tower Xvideos Youporn Xhamster(2)Frozen Abyss (Macro) 144x136 + Show Spoiler +**Published as DF Frozen Abyss (2)Golden Room (New) 144x144 + Show Spoiler +**Published as DF Lost Khalai Refuge (it was the working title, don't judge me) (2)Midnight (Rush) 128x136 + Show Spoiler +**Published as DF Midnight They're all published for public play, as you can see, so if for some reason you want to play on one of my maps, you are absolutely free and encouraged to do so. Feel free to let me know what you think, and while I won't tell you to vote for me in the TLMC... + Show Spoiler +vote for me in the TLMC plz T_T GLHF! I'm not sure what purpose this comment serves other than to complain about SC2's design a bit and say that you did a good job with most of the maps, so gj.
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