ASL Map Contest - Page 3
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Freakling
Germany1525 Posts
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BLinD-RawR
ALLEYCAT BLUES49490 Posts
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onlystar
United States971 Posts
On October 03 2019 05:01 Excalibur wrote: Map I submitted was rejected with no response when I satisfied all criteria given. I've already heard all the justifications for why that was ("they couldn't POSSIBLY respond for why they rejected every submission" ect) but I personally do not find it worth it to invest the time it takes to create a map at a level acceptable for submission only to have it sent back with just a 'No.' attached to it. they cant pick all the maps... they are picking like 5 that go to vote? out of around maybe 500ish sent in what do you expect they are going to write down and critique everybodys map in an email ofcourse not | ||
M3t4PhYzX
Poland4081 Posts
On October 03 2019 05:13 Freakling wrote: Yeah, we could really need something like TLMC for BW maps, where you can get actual feedback and the whole judging process is transparent. sounds amazing, I would love to see it! | ||
bovienchien
Vietnam1152 Posts
2006 GOMTV MSL Season 1 | ||
FlaShFTW
United States9968 Posts
On October 03 2019 05:13 Freakling wrote: Yeah, we could really need something like TLMC for BW maps, where you can get actual feedback and the whole judging process is transparent. I'd be down to judge this. I critiqued SC2 maps way back when. Doesn't take much time either besides getting players to test the map with games. | ||
FFW_Rude
France10201 Posts
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prosatan
Romania7398 Posts
On October 04 2019 05:52 FFW_Rude wrote: Flash Tshirt ? Let me recolorize Fighting spirit and submit Haha Maybe a Fighting Spirit made of ice and full of Christmas Spirit ! | ||
FFW_Rude
France10201 Posts
On October 04 2019 06:10 prosatan wrote: Haha Maybe a Fighting Spirit made of ice and full of Christmas Spirit ! No that was Fighting Breaker. There's also Circuit Spirit somewhere | ||
TelecoM
United States10637 Posts
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konadora
Singapore66064 Posts
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bovienchien
Vietnam1152 Posts
Description: This map is for 2 players at 1 o'clock and 7 o'clock Every main base has 3 mineral lines and 3 gas 4 other bases Total: 10 bases include 2 islands Brown is road that infantry units can move on it Blue is sea. Concept: 3 o'clock and 9 o'clock make this game is mind game. Because those roads are so far but you can come by your infantry units. Also they are so near but you have to come by your air units. It's too difficult to take 4th and 5th base in this map. But it's easy to attack them. What will you do in this case? | ||
bovienchien
Vietnam1152 Posts
(3)White Dragons Valley | ||
razorsuKe
Canada1995 Posts
Download: http://www.panschk.de/mappage/maps/(4)Shadow Valleys(n).scm 1) Shadow Valley 2) TkTkVrooM 3) 4 4) 128x128 5) Jungle 6) 46 seconds 7) Features: - Valleys leading to the natural can be used to hide unit movement and buildings. You only have vision into the valleys if you have a unit in there or a flying unit above. (This area is buildable) - 2 island expansions - Game play will develop very differently depending on spawn locations. >> If you spawn top left or bottom right you have easier ground access to two 3rd base locations. >> If you spawn top right or bottom left, you have a natural 3rd and closer access to the island expansion. Download: http://www.panschk.de/mappage/maps/(4)Shadow Valleys(n).scm | ||
1030xxx
Australia62 Posts
On October 07 2019 18:53 razorsuKe wrote: I am submitting this map on behalf of TossGo (TkTkVrooM) 1) Shadow Valley 2) TkTkVrooM 3) 4 4) 128x128 5) Jungle 6) 46 seconds 7) Features: - Valleys leading to the natural can be used to hide unit movement and buildings. You only have vision into the valleys if you have a unit in there or a flying unit above. (This area is buildable) - 2 island expansions - Game play will develop very differently depending on spawn locations. >> If you spawn top left or bottom right you have easier ground access to two 3rd base locations. >> If you spawn top right or bottom left, you have a natural 3rd and closer access to the island expansion. Can we have the map download link? | ||
razorsuKe
Canada1995 Posts
Yes, sorry http://www.panschk.de/mappage/maps/(4)Shadow Valleys(n).scm | ||
Chef
10810 Posts
On October 06 2019 22:44 bovienchien wrote: I like this map. How about you? (3)White Dragons Valley + Show Spoiler + Looks really interesting, but the paths are quite narrow. It's a cool concept for a semi island map. The rush distances are a little short at least until you destroy the assimilator. I think because Terran can close off his base fairly early, then just build up mech really efficiently, then knock down the temples and slow push toward enemy main... It looks difficult against Terran. But every map ever produced people think is Terran favoured unless there is a huge open middle. Same for Protoss vs Zerg, Protoss can close off early, really efficiently make a strong army, then walk toward Zerg base after reopening his main. This is just based off a rule of thumb about narrow paths favouring certain matchups. I don't know how it would play of course. Maybe if Terran or Protoss close off their base too early, Zerg and Protoss can just freely expand / tech to carriers / tech to the weird muta guardian style. I like your map, I would enjoy seeing it played a high level. | ||
JungleTerrain
Chile799 Posts
edit: the starting locations should probably be pushed all the way to the corners and flipped mineral lines to have them face the edges of the map. Wonder if Tk is around and what he thinks of the submission XD | ||
Freakling
Germany1525 Posts
That being said, White Dragons Valley has been sitting on the "maps to be remade" list on BWMN for a ling time now, some one should properly adopt it. | ||
razorsuKe
Canada1995 Posts
On October 08 2019 06:49 JungleTerrain wrote: Don't really like horizontal spawns in Tk's map, seems very linear. I think I would like to see games played in vertical or cross spawns. PvT might be hard because of the narrowness of everything. I don't see why he didn't give some of the unused space to the mains and make them bigger, they look like they are on the smaller side. Symmetry probably could be improved, too. edit: the starting locations should probably be pushed all the way to the corners and flipped mineral lines to have them face the edges of the map. Wonder if Tk is around and what he thinks of the submission XD On October 08 2019 07:42 Freakling wrote: There is also a rule that prohibits submitting maps you haven't made yourself. That being said, White Dragons Valley has been sitting on the "maps to be remade" list on BWMN for a ling time now, some one should properly adopt it. He told me specifically to post it, I let him read what I wrote including the description before posting. I also wrote in the email to the Judge that I am only acting as his communicator, if his submission is successful all acknowledgements/prizes will go to him and not to me. He also seems open to making changes, he likes feedback and suggestions. | ||
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