The LRTL is a community run tournament made up of community members as well as TL writers and staff members. We value and appreciate the efforts of community mapmakers so we drew upon entrants into the recent map contest to form the majority of our map pool. In the end, we selected Neo Catalyst, Port Aleksander, Pandora, Ametrin and Incubation. But we're looking for new maps for the next round and that's why I'm making this post. Those in charge of the event (including myself) love funky maps for such a jokey tournament. It's why we had Templar change all the bases on Incubation to gold minerals. It's also why we included Caldeum 3 as one of the maps.
So this is a call to arms of sorts as well as a bit of a challenge and a dare. As I said, we were hoping for a new map and we want something that transcends the "new" section. So here are the features we want and the maps they were inspired by.
Caldeum 3 has a pair of mineral walls with 20 minerals each between the natural and fourth. It also has dead assimilators that can be killed to open up a ramp wide enough for small units to pass through, but not larger ones.
Arkanoid has this really elegant way to slow expansion for Protoss or Terran. There are creep tumors with 200 health, four armor and regeneration that block the natural and third. Zerg can still expand to them, but the other races need to kill them before they can expand. It also has destructible rocks that blow up after a certain amount of time. They went overboard with it on this map, but maybe we can incorporate it with a gentler touch.
Outboxer is one of the best proleague only maps ever, but the island bases are some of its most unnecessary features. Fuck it, let's have some island bases.
So there you have it. We're looking for someone to make Neo BideumSpiritnoidboxer. If we like what you've come up with we'll use the map in the next round of our tournament. Thank you very much for considering this request and good luck!
I probably have something you might like. I'll just copy/paste what I wrote to when I submit this map: 2fort Tetr0n
We TF2 now boys! Eight Healing Shrine, Five Base, Four Watchtower, 2Fort, One Victor. Rocks in the middle of the map and on the eastern side mean you don't really have to worry about those attack points early game. You can early fast expand easily on the map as it only takes the normal amount of buildings to wall off the natural, thus allowing you "2 free" bases because the two on the eastern side of the map are now completely blocked in. There are plenty of watchtowers around the map to allow you vision of the choked & rushy areas. Early game you'll focus on the short rush distance and setting up your infrastructure. Middle game you'll be focusing on keeping control of watchtowers, breaking down rocks to open up more pathways and getting more bases. End game you'll control your side of the map, turtling up trying your best to stay strong.
There are eight healing shrines on the map. If you stand on these healing shrines you get healed for 10hp / second. This works for every unit. If you want to be super aggressive, take down the middle rocks early and enjoy your sub 15 second rush distance. You have to be careful though as it's a super choked off path down the middle and you'll be attacking into a giant concave so be ready for that.
***Creep currently does not show up on the light bridges either, it appears to be a bug which I haven't figured out how to fix. If map eventually goes far, might need some additional help from other mappers to fix that issue***
ps: your FPS might drop hard on this map. There are a shit load of lights, moving lights, effects, etc etc.
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Another map you might like that I've always enjoyed was Epicloud by Avex.
On September 23 2017 22:14 SidianTheBard wrote: I probably have something you might like. I'll just copy/paste what I wrote to when I submit this map: 2fort Tetr0n
We TF2 now boys! Eight Healing Shrine, Five Base, Four Watchtower, 2Fort, One Victor. Rocks in the middle of the map and on the eastern side mean you don't really have to worry about those attack points early game. You can early fast expand easily on the map as it only takes the normal amount of buildings to wall off the natural, thus allowing you "2 free" bases because the two on the eastern side of the map are now completely blocked in. There are plenty of watchtowers around the map to allow you vision of the choked & rushy areas. Early game you'll focus on the short rush distance and setting up your infrastructure. Middle game you'll be focusing on keeping control of watchtowers, breaking down rocks to open up more pathways and getting more bases. End game you'll control your side of the map, turtling up trying your best to stay strong.
There are eight healing shrines on the map. If you stand on these healing shrines you get healed for 10hp / second. This works for every unit. If you want to be super aggressive, take down the middle rocks early and enjoy your sub 15 second rush distance. You have to be careful though as it's a super choked off path down the middle and you'll be attacking into a giant concave so be ready for that.
***Creep currently does not show up on the light bridges either, it appears to be a bug which I haven't figured out how to fix. If map eventually goes far, might need some additional help from other mappers to fix that issue***
ps: your FPS might drop hard on this map. There are a shit load of lights, moving lights, effects, etc etc.
___
Another map you might like that I've always enjoyed was Epicloud by Avex.
I played that map while testing for LRTL. No offense it was terrible . I'm not going to sugar coat it. It was literally one of the worst maps I've ever played.
And I think you're missing some of the key points here. Mineral walls, mined out assimilators and creep tumors are elegant ways to influence game play that map makers in the "new" category overlook for some reason. They create interesting gameplay without being completely oppressive like the two maps you linked.
haha, savage! Sidian has a few awesome concept maps tho, maybe 2fort is too extreme/needs some tweaking but there are others. eternium for instance was a pretty neat idea i think.
Ive got a bunch of experimental maps which you might like, there are definitely some risky (read: probably bad ) ones. There is this if you want to rummage through and see if you like anything http://www.teamliquid.net/forum/search.php?q=&t=t&f=-1&u=fatam&gb=date&d= Some are a bit standard but there's a lot of crazy. Just don't go too far back or it starts getting truly bad
Small but surprisingly-resistant-to-cheese map. Was a TLMC7 finalist. In-base nat with 3 very different third options and a short rush distance. Just a really weird layout and some features that you don't normally see.
The extremely simple door allows for a defender-controlled way for a backdoor to the nat. Blizzard wouldn't allow it but I promise this is 100x better than natural backdoor rocks.
A ground unit steps on the very obvious beacon/button that is shown to connect to the door and the door opens. If any ground unit is not on the button, the door closes. Of course it is possible to be cheeky and try to open your opponent's door with a DT or changeling. But 99% of the time the defender will be in control of the door.
which is definitely worth a look as well. It's very pleasing to the eye and it uses lots of doors instead of just the one. In his version doors open/close as you deal a set amount of damage to them. Toggleable rocks, if you will.
Yes, portals. The portals are pretty easy/user-friendly, not much explaining needed. Simply send a unit onto the portal (there is one in each main) and it's a ONE-WAY trip to the destination. So don't worry, no enemy units will be appearing in your base
The concept is to have a rich area up north that you can send units to via teleport, but there's no coming back (so you'd better be sure) and the area is initially cut off from the rest of the map. So the strategic question is: how much do you commit to the rich, remote area and how much do you commit to the "real" part of the map? If you're looking at the overview, the teleporter entrance is the orange circle in the bottom of the mains and the destination is the red temple looking decal all the way in the north.
Since this was never a map that could make ladder (Blizzard hates fun when it comes to SC2) I didn't put huge effort into decorating it but I could dress it up if someone ever had an interest in it.
p.s. structures can't move through the portals, so no gangnam. it would be imba as hell. Sorry (thanks to negativezero for making that catch when I made the map)
Playing with main/nat/3rd conventions. You have a main that, while having the 2nd entrance (wallable by a single 2x2 structure) is actually fairly safe. Then the natural has a smaller than usual choke (4 width instead of 9 or 10), but is extremely large, expanding to a very far away but initially-safe-from-ground-attacks third. And some other slightly unusual features around the map.
The alternate entrance in the main is blockable with a 2x2 building (pylon/depot) as I mentioned. Looking back at the map, I'd probably add a neutral raised supply depot at the top of each main ramp so that it'd be the same # of buildings to wall off as usual. Easy fix if anyone is interested in the map.
The overview here isn't all that attractive but this map looks pretty cool in-game. Sample + Show Spoiler +
Optional naturals and some other interesting stuff, such as the back expansion pathway that is blocked by rocks. Looking back on this map I'd probably do the in-base natural differently for the sake of PvZ, but I think the map is balanced-ish in the other MUs.
Some crazy junkyard idea. The mid is all destructible debris. You need to shoot your way through or go the long way. Or make the path wider if your army gets to big
Or similar idea, some kind of a bomberman map :D It opens up later in the game, kinda. Could be fun, when HP of rocks is reduced maybe?? DOnt know
Absolutely not finalised and so on.. but i could :D thought its far too crazy
Just what you were asking for, an Island kind of map with some custom made stuff. The Main and Natural are both basically at the start on an Island. But as soon as a structure is build at the Natural the bridge will extend. As Long as there are no structures or all structures got destroyed at the natural the bridge will retract again. There are several of These bases. One is a Gold base which is connected with the main base but the Bridge will only extend if a structure is build on the Highground of the Goldbase. The shining decals on the ground show which base needs a structure to activate the right Bridge.
I made everything on that map, the map itself and the triggers.
Features:
If you are interested than I will finnish this map
Just what you were asking for, an Island kind of map with some custom made stuff. The Main and Natural are both basically at the start on an Island. But as soon as a structure is build at the Natural the bridge will extend. As Long as there are no structures or all structures got destroyed at the natural the bridge will retract again. There are several of These bases. One is a Gold base which is connected with the main base but the Bridge will only extend if a structure is build on the Highground of the Goldbase. The shining decals on the ground show which base needs a structure to activate the right Bridge.
I made everything on that map, the map itself and the triggers.