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I take no offense buddy
I just worked on it for a month and am hoping for the best out of this tournament. The map is final like you say, so I'll just hope for the best to occur. As you said, it's not a game-breaker, although it may suck for a judge to not be able to be a referee by default =P I posted a help question about how to fix it but I got no response yet.
Anyway, good luck to everyone else as well! I hope my map can still contest
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VTClonze.683 ~3100master How are you judging 'top players'? and i hope you will be PM'ing the 16 invited players =o
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Id like to play if possible. Id is Ender.1582. I am 2600 Masters
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TakeItEasy.492 2100 Masters Protoss
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Australia8532 Posts
dde, desrow, clonze ... just the names i spotted cruising through this thread .. those are some pretty big names coming out from NrG and VT .. There are going to be some awesome games in this tournament!
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Title: Zel' Kalith
Overview:
Author: NastyMarine (#339)
TL.net Map Thread: Click Here
*Available on North America*
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Just announcing that dezi cannot judge this month, so monitor will take his place. dezi will judge next month along with this months winner. Good luck everyone!
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A LOT of these maps look really promising, just off of first glance, Mudrock, Disaster Park and Greenery are my personal favorites, they seem to be well thought out. gl to all
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Alright, I re-submitted the map Bel'Shir Walkway, version 5.0. All player settings and game variants issues were fixed! Proceed =D
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Marshlands
Map Thread
Author: NullCurrent
Forrested 4 player map with close natural which also have a backdoor, destroying it makes for an additional attack path, or expansion path which makes it possible to always expand towards or from your enemy. Two watchtowers look out over the center of the map and the normal attack routes.
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Player: VTPokebunny.787 3400 master
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Map Name: Mazy Hill
Author: Ragoo
Map Image:
Map Description:
This is a fairly big 1v1 map with 2 spawn points that has a lot of different attack pathes which are partly blocked by Destructible Rocks. Most unique feature is a 2 cliff level high hill with mass LOS blockers surrounding it in the middle.
Map Thread
gl to everyone, maps look awesome this month, I can't see any really shitty ones so far
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Mapname: Exodus
Author: gnj (playing on EU: gnj.764)
Map description: Natural and 3rd are relatively easy to take. Rich mineral fields are placed in key regions trying to lead to aggressive play.
Map image:
(click for bigger image)
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wooo! looking forward to this. love some of the new maps.
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Map Name: Noon Hill
Map Thread <click
Author: Me!
Overview:
Description: Noon Hill is a unique four-spawn 1v1 map that uses rotational symmetry. The natural choke is 9 units wide and can be walled with three Barracks/Gateways, making fast-expand viable while keeping the rush distances short, allowing for early pressure. The expansion layout allows you to always expand away from your opponent (cross positions are an exception, of course).
The plateaus can be a game changer, and stress army positioning a lot on this map, giving the map a very competitive atmosphere. The single XWT in the center of the map can grant some sight into all of the plateaus and can also be a very important part of the map.
An interesting feature of the map is the potential for the natural to be harassed. Click on the thread link and read to gain a competitive edge over your opponents on this map.
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Map Name: Evergreen
Author: Sevia (NA Sev.744)
Description: A large 4-player map, a series of wide spaces and narrow chokes separates bases. Players initially choose between a safer but less profitable expansion, or a riskier but more long-lasting one. Additional resources are more distant, demanding that players move out to gain control of the open center and its watchtower. Small passages allow for faster but more constricted movement.
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