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Hey everyone,
We're looking for new non-Korean maps to fill the map pool of Gambit's Cup 4. Thus, what better way than a map making contest! This contest is open to anyone who would like to participate, there is no submission limit per person.
Contest is Closed Winners: (2) Planum (3) Legionnaire (3) Power Bond (4) Magrathea (4) Aquatia City
How does it work?
1) Post your map in the thread below, include link to broodwarmaps.net upload and include a photo of the map (spoilers for several entries).
2) Write a brief description of your map, inspiration or lore. Something about the map that makes it interesting.
3) All maps posted before the deadline will be reviewed and the top maps will be taken for player testing.
4) Once the players have tested the maps and their feedback has been received, we will select the final 4 winners which will be added to the map pool of Gambit Cup 4.
Requirements
1) You must be willing and able to provide updates to the map upon request, including potentially major fixes on a timeline of two weeks or less.
2) If you are unable to meet the requirement #1, you agree that the editing of your map may be taken over by another person chosen by the organization.
Submission Deadline: Sunday, September 24th
If players could leave feedback on the maps that would be really cool and it would go a long way to improving the quality of the maps.
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Is there a deadline for map submissions?
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On September 11 2017 04:34 JungleTerrain wrote: Is there a deadline for map submissions? Yes, added to the OP
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Is there a preferred size for the map image?
Thanks for this great opportunity Eywa!
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On September 11 2017 04:43 PhilipJayFry wrote: Is there a preferred size for the map image?
Thanks for this great opportunity Eywa!
Size that has been used for years for map images, especially at Broodwarmaps.net, is 768x768 px for a 128x128 map under the Jpg format. The map file comes out to be not that big, usually a bit under 500KB which is the limit for pictures at Broodwarmaps.net. Also the quality is not bad at all, allowing one to see all the details of the map.
To take an image of your map, this is how I do it, I'm sure there are other simple ways:
1) Open map file in SCMDraft 2) Go to File > Save Image > save to desktop. This will be a Bitmap format image which comes out to be around 15 MB, which is huge. 3) I open the file in MS Paint, and resize it to 768x768 pixels, having the scale option on for the height-width ratio (128x96 maps come out to be 768x576). Then I "Save as..." it as a PNG file, which has a higher quality but is usually around 1 MB. 4) I then use a program called Photoscape (free program), and edit the image's brightness and contrast settings (I have presaved configurations for different tilesets) so as to be able to see all the map's details as SCBW maps have very low contrast and are pretty dim. 5) I then "Save as..." the file into a Jpeg, and use the quality settings to make sure that it remains under the 500 KB limit.
Now you can use this submitted image as a link to an image here on TL using the [ img ] tags.
Also, here is the download for SCMDraft, you need this to be able to make a decent map. It has features that allows you to debug the map you are working on as well.
www.stormcoast-fortress.net
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Well I'm going to kick things off with my submission since I've been working on a map for a few weeks anyways and it's close to being done.
(3)Power Bond
Map Image: + Show Spoiler +
Link: Broodwarmaps.net Map Thread
Brief description: The map was inspired by LasTCursE's (3)Blackout, which can be seen here: www.panschk.de. I always thought that the map had great potential, but I also liked the simple base layout. So I decided to work on my version that opened up the middle some more and (imo) was more interesting path-wise, but also tried to use space a bit better. I also reused the name of one of my first maps ever (which I made back in like 2007 or something).
Edit: Now that I think about it I'm not sure if this is exactly a description.
The map is not done, but I figured I'd submit it to get the ball rolling. Credit to LasTCursE, his map inspired me and I took his bridges from his map (although knowing him he probably took it off some other unknown map, probably a korean one lol).
All minerals and gas values are full EXCEPT the high ground gases at 11, 3 and 7 o clock, which will have a reduced gas value. I haven't decided what value yet, but probably will be somewhere between 1500 and 2500 gas.
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I think is important to have new maps without black minimap,i tested the fight club foreign maps on iccup playing obs games and it was very fun for me and for the players trying it.also your map reminds me one from the fight club specially the cc .
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On September 11 2017 07:17 [sc1f]eonzerg wrote: I think is important to have new maps without black minimap,i tested the fight club foreign maps on iccup playing obs games and it was very fun for me and for the players trying it.also your map reminds me one from the fight club specially the cc .
You talking about Freakling's (3)Reap the Storm?
The maps are both 3 player and space tileset, and their locations are similar, I guess I can see how it reminds you of it. However, they will definitely play differently.
None of the maps in Fight Club had a neutral Command Center in the middle of the map, what are you talking about?
And yes I can make the minimap visible, it just needs to be played in UMS mode.
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not the problem is the ums versión we had one of the observers appeared as part of the decoration :D in the middle in a some very similar highground terrain.it could be a CC,hatchery or nexus =)
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That was because one of the observers was set to user selectable instead of a race and has long been fixed.
Can we suggest maps by other map makers?
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with this deadline i guess only maps already in making can make it, new maps for me at least needs longer sry ^^
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On September 12 2017 16:29 Drake wrote: with this deadline i guess only maps already in making can make it, new maps for me at least needs longer sry ^^ Well, as long as you can get the beta map out by this time, it's good for a submission. I think it's reasonable considering the edit timeline required during the league.
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That's such a great news. I'm working atm on some maps. I hope I can finish them one time.
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I know i probably won't get anywhere in this contest but it inspired me to create my first ever "competitive" BW map.
I'd love to get some tips and feedback here, since there is no real place for custom maps on teamliquid. The map is WIP and not decorated yet. Please point out any obvious imbalances or features that can be abused.
(2) Front Line
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On September 13 2017 00:01 CoL_DarkstaR wrote: I know i probably won't get anywhere in this contest but it inspired me to create my first ever "competitive" BW map.
I'd love to get some tips and feedback here, since there is no real place for custom maps on teamliquid. The map is WIP and not decorated yet. Please point out any obvious imbalances or features that can be abused.
(2) Front Line
Some of the concepts are cool, but I'm not sure how it would play, it seems like Terran mech would be unstoppable on this map at first glance, the terrain in front of the 4th gas allows buildings and is quite narrow, it seems like Terran could split the map and win without doing a single thing.
I'm sure other people can provide additional feedback on how to improve things.
Gut feeling is T > Z > P < T but I could be wrong.
I would probably make the back expansion mineral only. Also, both gas above the start location (I believe)
I also feel like most of the mineral only expansions are a bit pointless because I see every player going for the 4 gas before taking a mineral only, the games are likely to already be decided by the time someone goes for it. Because of the 3 early gas in the main you will see a lot of mid game play with gas heavy units.
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On September 11 2017 08:01 Freakling wrote: That was because one of the observers was set to user selectable instead of a race and has long been fixed.
Can we suggest maps by other map makers? I mean, if you're willing to maintain it and they're ok with it, yes.
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On September 13 2017 00:30 Eywa- wrote:Show nested quote +On September 13 2017 00:01 CoL_DarkstaR wrote: I know i probably won't get anywhere in this contest but it inspired me to create my first ever "competitive" BW map.
I'd love to get some tips and feedback here, since there is no real place for custom maps on teamliquid. The map is WIP and not decorated yet. Please point out any obvious imbalances or features that can be abused.
(2) Front Line
Some of the concepts are cool, but I'm not sure how it would play, it seems like Terran mech would be unstoppable on this map at first glance, the terrain in front of the 4th gas allows buildings and is quite narrow, it seems like Terran could split the map and win without doing a single thing. I'm sure other people can provide additional feedback on how to improve things. Gut feeling is T > Z > P < T but I could be wrong. I would probably make the back expansion mineral only. Also, both gas above the start location (I believe) I also feel like most of the mineral only expansions are a bit pointless because I see every player going for the 4 gas before taking a mineral only, the games are likely to already be decided by the time someone goes for it. Because of the 3 early gas in the main you will see a lot of mid game play with gas heavy units.
Thanks for your feedback and i guess you got a point with the 4th base. I'm still hesitating to change the core feature of the map which is the "safe" back expansion. How about changing the amount of minerals on there to still have the positive effect for zerg players?
Here's an update:
Edit: please ignore the weird cliff outside the natural. It was just placed for editing purposes.
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Well, I suppose I should post a map . I was super lazy and just remade a Blizzard map, but I quite like the result all the same ;d
(4) Rivalry Renewed + Show Spoiler +
Broodwarmaps.net
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On September 13 2017 01:17 CoL_DarkstaR wrote:Show nested quote +On September 13 2017 00:30 Eywa- wrote:On September 13 2017 00:01 CoL_DarkstaR wrote: I know i probably won't get anywhere in this contest but it inspired me to create my first ever "competitive" BW map.
I'd love to get some tips and feedback here, since there is no real place for custom maps on teamliquid. The map is WIP and not decorated yet. Please point out any obvious imbalances or features that can be abused.
(2) Front Line
Some of the concepts are cool, but I'm not sure how it would play, it seems like Terran mech would be unstoppable on this map at first glance, the terrain in front of the 4th gas allows buildings and is quite narrow, it seems like Terran could split the map and win without doing a single thing. I'm sure other people can provide additional feedback on how to improve things. Gut feeling is T > Z > P < T but I could be wrong. I would probably make the back expansion mineral only. Also, both gas above the start location (I believe) I also feel like most of the mineral only expansions are a bit pointless because I see every player going for the 4 gas before taking a mineral only, the games are likely to already be decided by the time someone goes for it. Because of the 3 early gas in the main you will see a lot of mid game play with gas heavy units. Thanks for your feedback and i guess you got a point with the 4th base. I'm still hesitating to change the core feature of the map which is the "safe" back expansion. How about changing the amount of minerals on there to still have the positive effect for zerg players? Here's an update: Edit: please ignore the weird cliff outside the natural. It was just placed for editing purposes. I like the changes to the 3 and 9.
You should check the feedback from broodwarmaps.net, there is good insight into pathing bugs and mineral glitches that are useful to fix up before you spend too much time balancing the map.
With that being said, I think there is far too much easily accessible gas still.
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On September 13 2017 01:24 Eywa- wrote:Well, I suppose I should post a map . I was super lazy and just remade a Blizzard map, but I quite like the result all the same ;d (4) Rivalry Renewed+ Show Spoiler +Broodwarmaps.net
The map center looks too tight for me. Too many chokes and obstacles which should favor T over P and P over Z in fights. Just a first impression though.
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@CoL_DarkstaR At blue's starting location, place the gas on top instead of below. Gas on bottom requires 4 workers on average for optimal mining. This is known as the "gas issue".
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Well, then I'll probably end up with a ton of submissions, but for today let's start with my most current triptych of 3 player maps:
(3)Reap the Storm: Most current version: 1.06 Got some updates since Bisudagger's Fight Club with better looking High Platform ramps and various pathfinding-related bug fixes and optimizations. + Show Spoiler [show image] + Download from BWMN
(3)Frogstar World B: Most current version: 1.00 Any one who has followed ASL map suggestions on Afreeca probably has seen this one. The map name is up for interpretation to those in the know ;D Inspired by -NegativeZero-'s Terraform. + Show Spoiler [show image] + Download from BWMN
(3)Légionnaire: Most current version: (alpha) Loosely based on Gladiator. Still work in progress – deco and pathfinding leave a lot to be desired. + Show Spoiler [show image] + Download from BWMN
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On September 13 2017 01:17 CoL_DarkstaR wrote:Show nested quote +On September 13 2017 00:30 Eywa- wrote:On September 13 2017 00:01 CoL_DarkstaR wrote: I know i probably won't get anywhere in this contest but it inspired me to create my first ever "competitive" BW map.
I'd love to get some tips and feedback here, since there is no real place for custom maps on teamliquid. The map is WIP and not decorated yet. Please point out any obvious imbalances or features that can be abused.
(2) Front Line
Some of the concepts are cool, but I'm not sure how it would play, it seems like Terran mech would be unstoppable on this map at first glance, the terrain in front of the 4th gas allows buildings and is quite narrow, it seems like Terran could split the map and win without doing a single thing. I'm sure other people can provide additional feedback on how to improve things. Gut feeling is T > Z > P < T but I could be wrong. I would probably make the back expansion mineral only. Also, both gas above the start location (I believe) I also feel like most of the mineral only expansions are a bit pointless because I see every player going for the 4 gas before taking a mineral only, the games are likely to already be decided by the time someone goes for it. Because of the 3 early gas in the main you will see a lot of mid game play with gas heavy units. Thanks for your feedback and i guess you got a point with the 4th base. I'm still hesitating to change the core feature of the map which is the "safe" back expansion. How about changing the amount of minerals on there to still have the positive effect for zerg players? Here's an update: Edit: please ignore the weird cliff outside the natural. It was just placed for editing purposes.
The mid/left and the mid/right expo islands arent the same on the left side you get 1 or 2 to far to the right
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Well this is my first serious melee map, and after a bunch of reworks it should be presentable now.
(4) Aquatia City + Show Spoiler +
Link: Broodwarmaps.net Map Thread
The map was mostly inspired by, one the idea to reverse the postions of the main and natural on the map (put the natural into the corner and move the main to the side of the map) and two a mental image of a floating city out in the middle of the ocean.
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On September 13 2017 04:17 Clipse wrote:Well this is my first serious melee map, and after a bunch of reworks it should be presentable now. (4) Aquatia City+ Show Spoiler +Link: Broodwarmaps.net Map ThreadThe map was mostly inspired by, one the idea to reverse the postions of the main and natural on the map (put the natural into the corner and move the main to the side of the map) and two a mental image of a floating city out in the middle of the ocean. It's like 4 player Tau Cross, except no cliff at the natural.
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TLADT24917 Posts
This is pretty neat. I might try my hand at making a map for fun.
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I don't agree, freaking will no doubt have at least 1 map in the pool, but if he has to modify 4 maps on week 1 (not saying it would happen, but it could), it might be too much to ask, it's best if we encourage other participants. With the help of other established map creators, they too can provide good content. It's a community building exercise of sorts .
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I guess the next logical step after yesterday's triptych in triplets is a quartet in fourths – selected for being not just the next "FS clone".
(4)Kiseyras: by CrystalDrag Most current version: 2.23 Probably the map with the most thought and work put into it in history. You should not miss out on this one. + Show Spoiler [show image] + Download from BWMN
(4)Dies Iræ: Most current version: (alpha) Nonstandard main-natural layout and lots of innovative game mechanics : extended creep spread in mains to help Zerg defend the choke and lots of ramps and chokes with vision blockers – better try it out in-game. Still needs some fine tuning and decoration. + Show Spoiler [show image] + Download from BWMN
(4)Atlantis: Most current version: 1.01 Based on a concept by ProTosS4EveR (aka Superouman). Combines cardinal main locations with a non-open-middle design and a strong deco theme that is not like any other Jungle map. + Show Spoiler [show image] + Download from BWMN
(4)Magrathea: Most current version: (alpha) Python meats Fortress, Because Magratheans are the best makers! Still needs some fine tuning and decoration. + Show Spoiler [show image] + Download from BWMN
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On September 13 2017 13:27 Eywa- wrote:I don't agree, freaking will no doubt have at least 1 map in the pool, but if he has to modify 4 maps on week 1 (not saying it would happen, but it could), it might be too much to ask, it's best if we encourage other participants. With the help of other established map creators, they too can provide good content. It's a community building exercise of sorts . yeah i was joking, just saying he's got a ton of good maps lol
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I was working the last 4 hours on this map... I will edit this post later on. Too tired now, sorry.
(2)Blood Crystals http://www.panschk.de/mappage/comments.php?mapid=4967
Edit:
- Outsider was the primary inspiration. - Natural Selection 2 Vents were another inspiration.
- NO_TESAGI_OK. Only old maps! - I can't fight there. I wish I could fly. - Proxy? I can't find it.
+ Show Spoiler +
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On September 13 2017 21:22 -NegativeZero- wrote:Show nested quote +On September 13 2017 13:27 Eywa- wrote:I don't agree, freaking will no doubt have at least 1 map in the pool, but if he has to modify 4 maps on week 1 (not saying it would happen, but it could), it might be too much to ask, it's best if we encourage other participants. With the help of other established map creators, they too can provide good content. It's a community building exercise of sorts . yeah i was joking, just saying he's got a ton of good maps lol
Now where is your map submission, mate?
Edit:
What? I've never seen that map of yours. I really like it. Much better than Python imo (i know it's different, I just want to say I hate python Lol).
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You may have been on hiatus when I made it. And like almost all of my maps it is and has been spending most of its existence somewhere in development limbo… So I thought this may be a good opportunity to finally finish it.
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Some small suggestions, because 96² maps are seldom seen. Even the little things like proper rushing distances and adequate number of expansions become very hard to deal issues that require different solutions than normal maps.
(2)names are hard: by CrystalDrag Most current version: (alpha) A neat little semi-island map with the potential for games to become pretty crazy pretty fast. I guess it is also still in dire need of a proper map name, so feel free to post suggestions… + Show Spoiler [show image] + Download from BWMN
(2)Tar Basin: Most current version: (alpha) Not the most creative map name either, so I am open to suggestions. 3/9 expansions being along the symmetry axis means there is no easy map split and players have to fight hard over expansions in the late game. The tight ramps to the high ground rim block big units. Proper rushing distance is achieved through putting the naturals in the corners and adding strategic hight ground in the centre that units need to move around. + Show Spoiler [show image] + Download from BWMN
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How about island maps? Not the crappy old kind that either completely screws Zerg over by starvation or is just Tank hell incarnate. These are the new island maps that allow for appropriate early expansions, new strategies and macro-heavy play.
(3)Frozen Canal: by CrystalDrag Most current version: 1.8 Little problem: Blizzard removed the core game mechanic (neutral creep spawners) that this map relies upon with 1.18. Why? Probably because they simply don't really understand the importance of keeping melee map mechanics intact for SCR. If they had not been omnipresent in Korean tourney maps, they'd probably removed any kind of neutral unit sprites from ẃorking in melee maps as well... So, sign some bug reports on the Blizzard forums, I guess. + Show Spoiler [show image] + Download from BWMN
(3)Inner Coven: Most current version: 1.02 One of my ASL submissions. It is technically not an island map, but you sure have to play it like one (except for the possibility for things like crackling raids around the outer circle later in the game). + Show Spoiler [show image] + Download from BWMN
(4)Beehive: Most current version: 1.00 Another of my ASL submissions. Taking Fortress to its logical extreme. + Show Spoiler [show image] + Download from BWMN
(3)Flight Path: Most current version: 1.03 Already used two years ago in a RvR invitational, where some really exciting games were played on it. + Show Spoiler [show image] + Download from BWMN
(3)Songe d'une Nuit d'Été: Most current version: (alpha) Because everything sounds better in French. Combines Pathfinder-like mains with an Outsider-like ring of perimeter expansions – and island playstyle, of course. Still looks very alpha, but is fully technically playable. + Show Spoiler [show image] + Download from BWMN
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(2)Planet L2P BroodWarMaps
Map that plays a lot different than what it first looks like! There are many ways to play on this map and flanking, splitting and moving your army actively around the map is the way to win. Natural temples have been stacked and there are 5 of them.
I have played Starcraft over 10 years and I've been B-level player in iCCup and I would have never thought how this map would actually play out. Try it! It's definetely a different and fun experience. The one who is better at multitasking shall win!
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(2) Isolation
I did eventually try a more standard 4 player map but mix some things up a little. This is my third attempt at map making but i think this map could prove to be entertaining.
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here you go jungleterrain, this is for you
(2)Overwatch
Description Standard map with a bunch of the classic bw map features: narrow/awkward direct path with a longer main attack path, some high ground pods and ridges to put tanks on, etc.
Fun fact: this map was finished (and named) in 2013, before the blizzard game was announced, and well before the korean cash-in map of the same name was released.
Download
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On September 22 2017 02:02 -NegativeZero- wrote:here you go jungleterrain, this is for you (2)OverwatchDescriptionStandard map with a bunch of the classic bw map features: narrow/awkward direct path with a longer main attack path, some high ground pods and ridges to put tanks on, etc. Fun fact: this map was finished (and named) in 2013, before the blizzard game was announced, and well before the korean cash-in map of the same name was released. Download
Well I wanted a new one but i guess that works
:3
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Anyone who wants to influence the map making decision, please post and comment on the maps before Sunday or forever hold your peace.
Discussion is also encouraged in the GC Discord.
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(2)Planum BroodWarMaps
Tired of playing always the same way? Well, Planum is the answer! This map offers a variety of different playstyles and builds. Scouting is really important in this map because there is no general agreement on which one is the 3rd base. You choose the one that suits to your playstyle!
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On September 22 2017 04:45 SiaBBo wrote:(2)PlanumBroodWarMapsTired of playing always the same way? Well, Planum is the answer! This map offers a variety of different playstyles and builds. Scouting is really important in this map because there is no general agreement on which one is the 3rd base. You choose the one that suits to your playstyle! This map is disgusting.
I like it
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TLADT24917 Posts
Planum looks like a pretty cool map to play on. I like all the possibilities and the fact that you'll have to constantly fight for space.
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Russian Federation483 Posts
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Wow Planum opens the door to so many possibilities, I love it! Unique and original.
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If you want, you can make a whole thread. Be aware that I will be judging solely on quality, not quantity, though. (Fixed ;D)
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Thanks for the comments everyone! I would like to note that Planet L2P also has been modified. We are also looking to change the natural/backdoor/minonly relation so the expansions are not so tankable. We would also like to adjust backdoors in a way that there would be 5 or 6 patches and 1000 minerals in each. This is because there is already a minonly and opening backdoors create interesting positions faster. Please take a look at this new version and comment if you prefer it to the old one. Thanks!
(Disregard mineral formations in backdoors since they will be changed.)
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I guess I can add this one too, given that I just updated it anyway and BWCL is going to use it:
(2)Oxide: Most current version: 1.05 Some may remember it from the SBWI team league. Was considered hard for PvT, though. + Show Spoiler [show image] + Download from BWMN
If you need more up-to date versions, that's another thing to just PM me about. Most observer versions on BWMN are not yet the latest one and I have some newer WIP versions of most of my maps that I have not uploaded yet.
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I'm closing submissions for GC Maps. I will post the maps that will be featured in GC4 a little bit later.
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Winners added to the OP, please review your maps and ensure that they are game ready for week 1! Perfect anything that can be perfected
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How much time for updates?
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On September 26 2017 05:24 Freakling wrote: How much time for updates? The league starts in about 2 weeks
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