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For Starcraft II, we decided to join the competitive map making scene. A team of mappers; some experts, some newer mappers, have joined forces to make well balanced, competitive Starcraft 2 maps.
neobowman- Returning mapper from Starcraft: Brood War, neobowman will be adding his expertise to the group.
Grebliv- An amazing mapper showing great original designs with a great balance between micro and macro maps
G Wen:- G_Wen shows fantastic editor skills in both 2 player maps and 4 player maps
monitor- producing creative maps, promising new styles of Starcraft play
UsedMan- these unusual designs show hard work and commitment put into his map making- he is also very experienced with the data editor
FiveAlarm- FiveAlarm showed dedication to map making skills, and will certainly produce some outstanding work
We are working together to hopefully create some of the better Starcraft 2 maps currently available; putting out 1 or 2 per month. Our map pool is small right now, featuring accurate Brood War remakes and a couple new maps.
We've merged with iCCup! Our maps added can be seen here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=157948
Brood War Remakes: + Show Spoiler +
Custom Melee maps: + Show Spoiler + All of our maps go through many stages of testing, to ensure well-rounded maps- nothing is perfect though, feedback is appreciated! Search "TSI" in-game to find our maps (US Server).
Sincerely, TeamSix
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Very nice, the more teams there are the better quality maps we can expect.
You guys have some good looking maps to start, I look forward to seeing more of them to come.
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Hopefully
We are focusing mostly on making original maps now, since we have 3 BW remakes.
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What's with these mapping teams?
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On August 09 2010 06:16 CagedMind wrote: What's with these mapping teams?
Blizzard control has really taken a map-makers ability to make his/her maps playable and popular and, well, for lack of better words, reduced it.
I suppose the real question is what can be gained from a team, and are there any drawbacks as a team?
I personally dont think so as the more teams there are the more attention there is to map detail/quality by the players.
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On August 09 2010 06:16 CagedMind wrote: What's with these mapping teams?
I thought you would never ask! The story of how mapping teams came to be as we know them is actually quite interesting. Stay a while and I shall tell you about it.
In the beginning, mappers were solitary creatures. Having little regular contact with other mappers they cared not for hygiene and appeared rugged and grimy to outsiders. During the day they would rest for the sun beat down fiercely and work was hard to do. During the night they would come out of their holes and use their time to scavenge by torchlight for suitable twigs, leaves and other scraps. If they were lucky enough, they might even find a rodents nest to ransack for its bedding. The soft material they found was sometimes quite dirty but, with the help of some mud could be molded into rocks or other features more effectively than twigs and leaves.
On special days when the sky was cloudy and the sun beat down less harshly, the mappers would be roused from their slumber before dusk. They would take the opportunity to construct great model worlds outside their holes with the materials they gathered. (Some of these models have withstood the elements so well that they can be admired even today!) The mappers dreamed of a world far more advanced than their own and took great pride in constructing examples that preserved their ideas. When they were satisfied with their work they would mark it as theirs by imprinting the ground nearby with the shape of their hand. This was a lonely task, and few others would ever appreciate it but, the mappers were compelled to continue nonetheless.
During this early stage of the mapper's development contact with others would occur very infrequently. As has been depicted on many wall paintings within well preserved mapper holes, contact was generally the result of a mapper with an extinguished torch becoming lost in the darkness and stumbling on another mappers hole while trying to find his way home. Occasionally the lost mapper would take notice of the other's work and utter a passing grunt of approval or dismissal and the other's pride would swell or deflate briefly before the lost mapper departed. In most cases, the other gained nothing from the exchange. He could not identify what feature of his model had elicited the reaction.
As time passed, the mappers developed a system of communication and could share ideas and criticisms much more effectively. As they became more social some alpha personalities even began to clean their faces and trim their scraggly beards. Slowly but surely they began to crave each others feedback and desired to work together more frequently. The results of their collaborative efforts (identified by grouped handprint impressions) can be seen in some of the younger works that have been left behind and the individual work of most mappers during this new age surpassed the quality of anything found outside the oldest mapper holes.
+ Show Spoiler +TL;DR: The mapping teams are just a front for our conspiracy to take over TLnet.
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Cool to see map making teams...
Ehm, is there any way to apply for it if one is interested, or is it filled out?
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My guess is that the mapping teams provide a way to get some of the quality melee maps out to bnet in an easy-to-find way. Instead of having to remember the title of every map, you can just put "iccup" or "tsi" in the search box and feel relatively confident that the maps that show up as a result will be good quality.
And as long as you keep using those search terms, you'll notice any new maps released by that team, as opposed to having to keep checking the forums.
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On August 09 2010 08:45 Fitzsimmons wrote:Instead of having to remember the title of every map, you can just put "iccup" or "tsi" in the search box and feel relatively confident that the maps that show up as a result will be good quality.
And as long as you keep using those search terms, you'll notice any new maps released by that team, as opposed to having to keep checking the forums.
There you have it folks.
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We are currently working to add more original Starcraft 2 maps to the map pool!
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Map pool updated, check out our maps in-game by searching "TSI".
Added: Shuriken RoadRunner Cityscape Avalanche Asarin Sukhima Python
Let us know what you think!
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Upped Shuriken, Roadrunner and Cityscape to EU, Heartbreak ridge should be there already. Rest of the maps pending.
Search "TSI" when creating game and the rest should be easy (I hope )
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On August 09 2010 08:38 Dystisis wrote: Cool to see map making teams...
Ehm, is there any way to apply for it if one is interested, or is it filled out?
Dito.
Nice work on all the maps you guys have! I really like Cityscape, and look forward to playing on it with my friends. Roadrunner looks amazing, but I haven't played on it yet. I also wanna play on Cobra and see how gameplay unfolds on that interesting map.
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Thanks! Cobra actually has some data mess-ups, I'm working on fixing that now. We have been working on a group project for a while, should be released soon!
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Is there any way to replace the tons of trees on HBR with... something else? It's a nightmare for us hobos with crappy video cards, the framerate plummets pretty hard when they're in view.
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Man most, if not all, of these original maps look great!
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I actually thought HBR was really really well done. It was one of my favorite maps in BW, and it would be nice to see this map added to the ladder!
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Personally, I liked the HBR remake. Haven't encountered the issue with trees though.
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Im looking forward to collaboration efforts with you all in the future.
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I'll look into replacing trees if its giving anybody an issue. Konicki I sent you a PM, sounds good!
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