TL Map Making Contest - Page 3
Forum Index > SC2 Maps & Custom Games |
StimiLant
United States534 Posts
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Merany
France890 Posts
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Sea_Food
Finland1612 Posts
d. Use the correct LOS blockers for the tileset without altering anything about them Can someone explain me the reasoning for this? I mean we are allowed to do what ever we want to the other doodas but not thsese... I guess I have to remake my aesthetics AGAIN. | ||
funcmode
Australia720 Posts
On September 28 2011 16:12 Sea_Food wrote: Can someone explain me the reasoning for this? I mean we are allowed to do what ever we want to the other doodas but not thsese... I guess I have to remake my aesthetics AGAIN. Honestly that rule in context makes no sense at all, since nowhere does it stipulate we can't mix textures from different sets, if you're using 8 different textures from 8 different sets, how do you determine which is the applicable LOS blocker? Some clarification would be nice. | ||
Plexa
Aotearoa39261 Posts
On September 28 2011 16:12 Sea_Food wrote: Can someone explain me the reasoning for this? I mean we are allowed to do what ever we want to the other doodas but not thsese... I guess I have to remake my aesthetics AGAIN. You can't do whatever you want to do with the other doodads - you want to use them as presented in the editor. The reasoning is to keep it consistent with the aesthetics presented in the editor (i.e. as the game was design by blizz). On September 28 2011 16:15 funcmode wrote: Use the LOS blockers from the predominant texture; things like dual sight would be considered 'distracting' use of custom textures. But even in that case, there are two clear predominant textures and in each half you use the default LOS blocker. The intention is that modifications to textures are used like on abyssal caverns/nerazim. Honestly that rule in context makes no sense at all, since nowhere does it stipulate we can't mix textures from different sets, if you're using 8 different textures from 8 different sets, how do you determine which is the applicable LOS blocker? Some clarification would be nice. | ||
funcmode
Australia720 Posts
On September 28 2011 16:16 Plexa wrote: You can't do whatever you want to do with the other doodads - you want to use them as presented in the editor. The reasoning is to keep it consistent with the aesthetics presented in the editor (i.e. as the game was design by blizz). Use the LOS blockers from the predominant texture; things like dual sight would be considered 'distracting' use of custom textures. The intention is that modifications to textures are used like on abyssal caverns/nerazim. Yet you highlight Testbug (one of the most obnoxiously designed maps to date) as setting the standard for future maps from the community? Bit weird, but ok. | ||
Destructicon
4713 Posts
I have two maps already made, working on a 3rd and I'll be eager to post them. What I want to ask though is, how do we measure the distance from main to main and from main to natural? | ||
Plexa
Aotearoa39261 Posts
On September 28 2011 16:21 funcmode wrote: Highlighted because it broke the 'foreign maps are bad, m'kay' stereotype. However, such a map is not suitable for this competition. Yet you highlight Testbug (one of the most obnoxiously designed maps to date) as setting the standard for future maps from the community? Bit weird, but ok. On September 28 2011 16:22 Destructicon wrote: This is great news for the map making community, and for everyone in general, because we will be able to pool together the power of the community and harness it for the greater enjoyment of all. I have two maps already made, working on a 3rd and I'll be eager to post them. What I want to ask though is, how do we measure the distance from main to main and from main to natural? Use the tools linked at the bottom of the post | ||
SidianTheBard
United States2474 Posts
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nt-rAven
Canada405 Posts
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Kamais_Ookin
Canada4218 Posts
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Seeker
Where dat snitch at?36669 Posts
Their own website Their own liquipedia Their own StarLeague Their own Power Ranking Their own dedicated staff Their own professional team And now Their own map contest. Can the epicness continue? Yes it can.... | ||
Stipulation
United States587 Posts
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funcmode
Australia720 Posts
On September 28 2011 16:22 Plexa wrote: Highlighted because it broke the 'foreign maps are bad, m'kay' stereotype. However, such a map is not suitable for this competition. It did? I'd be tempted to argue the opposite (questionable aesthetics, bad map for protoss), but I suppose this isn't the time nor the place. That aside, GL to everyone who enters. | ||
eTcetRa
Australia822 Posts
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Stamper
Germany148 Posts
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Bear4188
United States1797 Posts
People really underestimate the value of nurturing a map making community to the point where it can constantly pump out fresh, interesting, tournament-quality maps. Seeing this effort backed by Blizzard gives me confidence that SC2 is going to be around as a top-tier esport for a long time. | ||
RedHelix
250 Posts
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NullCurrent
Sweden245 Posts
+ Show Spoiler + is this ok? | ||
Plexa
Aotearoa39261 Posts
On September 28 2011 16:48 NullCurrent wrote: Mixed LoS-blockers example from Monsoon Valley: + Show Spoiler + is this ok? Strictly speaking no, but your risk by entering something like that is that if it makes ladder at some point then that probably will be edited and you lose control of the end result. | ||
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