The final pool for MotM #3 is set. Thanks to everyone for participating!
This month we had two guest judges, dezi (winner of MotM 1) and NullCurrent( winner of MotM 2). BoomStevo decided that he wanted to submit one of his own maps, and stepped down for the month. So, dezi, NullCurrent, prodiG, FlopTurnReaver, dimfish and myself shut ourselves in a dark room earlier today for three hours to talk about the maps.
These finalists will be the map pool for the MotM Tournament #3, which will be cast on iCCupTV by iCCup.ASoS and our very own iCCup.prodiG!
For the Players -16 spots - post here with bnet id and points (NA Only for now) -The Ro16 will begin March 24th, check in at 7:00. -$100 for first place. -We do need backups as well!
For the Mappers -Submit your best melee map -Top 5 maps are used in MotM tournament -Best map decided by judges after tournament, with input from the community. -Winning map is added to the CSL map pool and MotM map pool. -Winner is guest judge the next month -Every 6 months, we will have a month for the previous 5 winners. The winner every 6 months will receive $25.
For the Community! You are all cordially invited to tune in on the various streams of all the different games, and watch the VODs of top players going toe to toe on brand new battlefields.. BUT WAIT, THERE'S MORE! In addition, every finalist map will be uploaded with the MotM tag on BNet, so they can be found easily for games with your friends. Just hit "Create Custom Game" and search for MotM . At the end of the moth, we'll still have polls - ranging from best looking, best playing, most cheesy, etc.
When? Map Submission closes Sunday, Mar 06 5:00am GMT (GMT+00:00). Finalists will be chosen by March 10th. All games will be played March 24th (and 25th if necessary), starting at 7:30 EST. The winner will be decided by March 31. The map pool in this tournament will be released by March 10. All maps will be available on NA and EU.
March will focus on 1v1 maps. You may submit any map, with any number of spawns, but it will only be judged by its 1v1 play (so Maps like XN, Meta, and LT are allowed, and so are maps like Megaton - Megaton just won't score very well). Submit your best maps from now until Sunday, Mar 06 5:00am GMT (GMT+00:00). Submit by posting in this thread with the following format: Map name in bold, an overview image, author(s), and short (2-4 sentences) description. You may also link to your Map thread. Please also email the map files to submit.motm@gmail.com, with the subject "MAP - (Name)". You can include a longer (up to 10 sentences) description in the email if you like. You may submit up to 1 map per competition. Make sure you submit the FINAL version - we will not take updates. + Show Spoiler [Things that will get you DQ'd] +
Player settings are not done properly (i.e. Only 1 player can play). Map file not emailed in. Map is not posted here. Map is a clear modification of a Blizzard Map. Map was not created by you. Map has custom settings. (UMS)
If you don't test your own map, odds are much greater that things will be wrong. Play on your map!
MotM Staff January Judges Panel: iGrok, prodiG, BoomStevo, Dimfish, FlopTurnReaver, NullCurrent, dezi WE NEED ADMINS FOR GAMES! If you would like to help out, email igrok.motm@gmail.com
Rules & Regulations -All games must have an MotM admin as referee in-game. Admins are responsible for reporting scores. If there is a dispute, you will be asked to provide the replay as evidence. -Observers are not allowed in any match, other than MotM admins. -If a player is more than 10 minutes late for their assigned game, their opponent will advance. -Check-in is 30 minutes prior to start. If you do not check in on time, you will be replaced.
Sponsorship MotM’s main prizes are sponsored by myself and dimfish. We have no corporate sponsors, but we have big plans for the future. Anyone who wishes to donate to or sponsor MotM will only help us to grow. In the future we plan bigger prizes, more side awards, and more. For information, contact iGrok.motm@gmail.com. Sponsors: iGrok dimfish pyrestrike bkrow
Shoutouts HUGE SHOUTOUT to TL.net user bkrow for his help funding this month!
Contact Info With any questions, send me a pm or email iGrok.motm@gmail.com
Good luck to everyone who submits a map. I didn't manage to get much work done this month for a map since I reformatted my computer and lost a lot of motivation. Hopefully I'll have a little something to show for next month.
Description: 4 Player macro map designed for 1 on 1 play. Easy to take but not very rich natural, pushing the game into macromode, while still having short distances for quick games and alot of hiding possibilities. XelNaga Watch Obelisks (XWO) put in for a nice touch to the theme of the map.
Description: i think i will go with this map, unless i can crank about something better in the next days it's a rotational 4spawn map made for macro game with multiple attack paths. main/nat are fairly save. from the middle third the ground distances to any 4th base are about equal so you can expand in either direction without getting too much of a spawn location disadvantage. more information to be found in map thread
Description: A small four player map with a free in-base natural. The 3rd is easily defensible, but once you take the gas, you can't pass through. Each player has their own watchtower to look for run-bys and harass. Adagio Map Thread
Description: A big 1on1 map with a lots of possibilities to expand. 3 XWTsee the hole basin and could be very important to have to avoid drops or to see them in time. There are so many ways to attack or just avoid an attack. To use the different groundlevels in a right way could be the key to win on this map.
Description: A 2 player map with many elements of the best 2 player map out there, Xel'Naga. Has many new unique features such as a completely wide open middle, a 3 gas expansion & many many attack paths.
On March 03 2011 18:50 dezi wrote: So much Bel'Shir maps - that's why i always hated to created one on my own :p
I dont blame em, its one of the tilesets that are pretty well put together. The textures all fit eachother without using too many decals / texturework to make it look good. For junior mappers, its the best tileset imo.
On March 03 2011 18:50 dezi wrote: So much Bel'Shir maps - that's why i always hated to created one on my own :p
I had a different map I was going to submit but I won't be able to finish up the final touches because I haven't had time to use the editor for the past couple days, as well as today / most of tomorrow I won't be able to as well.
Maybe if I can powerhouse thru it friday night/saturday before the entries I'll submit my non-bel'shir map hehe
On March 03 2011 18:50 dezi wrote: So much Bel'Shir maps - that's why i always hated to created one on my own :p
I had a different map I was going to submit but I won't be able to finish up the final touches because I haven't had time to use the editor for the past couple days, as well as today / most of tomorrow I won't be able to as well.
Maybe if I can powerhouse thru it friday night/saturday before the entries I'll submit my non-bel'shir map hehe
You can only submit once sorry ^^
I won't hold anything against bel'shir this month. Probably.
Next month might be a "No Bel'Shir" in addition to 3 player maps only though ^^
One of my earliest maps. There are 2 in-base naturals both of which have a backdoor protected by 6000 HP/3 Armor of destructable rocks. A somewhat short rush distance with a lot of chances for early expand builds.
I think i will go with this...i should have something better next time.
EDIT:I see my uloaded picture is to big.... :\ EDIT 2:Never mind....my computer bugged out on me...
I regret to say that I will not be participating this month
UO stole me again More specifically, the new freeshard IPY2 which I have been beta testing since week1 of January this year >.< UO basically invented "sandbox MMO"... fucking epic game really. I'm actually co-leading a guild under the Team Liquid name over there. In fact we have djWHEAT himself with us (he luvs UO as much as I do), and he has attracted quite a lot of people to the guild, and we're the second largest guild on the server. The largest guild is a group called the "goonsquad" from the something awful forums, and their whole purpose is to make everyone hate them (it's pretty pathetic really, but they are an antagonist which makes things interesting ). That makes the IPY2 Team Liquid guild largest respectable guild on the largest Ultima Online free server that's currently running (and there will probably never be a bigger server again).
But one day my interest in this game will die out and I will come back to SC2 mapmaking Don't make me look too bad when I come back y'hear!?!
The destructible rocks blocking attack paths allow for a slow early game, but the action quickly builds up from there. A back-door expansion allows for a relatively safe expansion. Xel'Naga Watch Towers help to keep watch of the opponent.
Discription: Based of the Brood War map; Fighting Spirit. Players spawn in a circular position. The Natural is surround by a unpathable cliff. Two paths lead towards the main base, of which the third base is blocked off by Destructible Rocks. The High Yield position is surround by a unpathable cliff, making it easy to harass it with ranged units from the side.
Discription: Its a 2 player map, but the rush distance is quite long and there are a lot of expansion possibilities, so it should be a macro oriented map. The 3rd base has instead of 2 normal geysers 1 rich geyser to ge more diviation.
As I said when I posted I was away from my computer that had the files on it, but I'm on it now and just going to do one more play on it then I will send you guys the map files. :D
On March 05 2011 06:57 dezi wrote: We don't have Grounds of Workship, Japura River and Aiur Grounds.
... I had a feeling that i had the wrong adress.... motm@gmail.com ^ Thats the one i used....is it right? EDIT:.... That "sumit." part was part of the adress was'nt it? \facepalm
On March 05 2011 06:57 dezi wrote: We don't have Grounds of Workship, Japura River and Aiur Grounds.
... I had a feeling that i had the wrong adress.... motm@gmail.com ^ Thats the one i used....is it right?
Please also email the map files to submit.motm@gmail.com, with the subject "MAP - (Name)". You can include a longer (up to 10 sentences) description in the email if you like.
Description: Size: 128x120 Expansions: 12 ( ten regular and two high yield ) Spawnpoints: 2 additional features: Inbase-Natural with 6Min and destructable rocks at second geyser Brake DRs at Inbase-nat to gain access to geyser and cliff that is also walkable from mapcentre Brake DRs in centre to gain two small extra pathes
Again a custom tileset based on many sets (Folsom, Ulaan, Meinhoff, Redstone, Mar Sara, Valhalla)
Description: - Easily defended third with backdoor ramp to nat - High ground neutral fifths, low ground and open fourths + gold. - Narrow path through cliffs in map centre, overlooked by both XNT
I count 21 maps so far .. I predict antoher 21 in the hours to come I felt forced to submit my map allready, or I would have spent even more time than I should allow myself...
Description: Average size 2-spawn map with an inbase natural expansion with less resources. Middle area is easily flankable and is controlled by 2 Xel'Naga watch towers.
Description: 3 Player map. The two thirds have the same distance from the natural. You can always expand in any direction you want. The map is very open, but offers a variety of chokes at tactical points to fall back and defend.
Description Two-player map with a close natural expansion and a third behind the rocks. One Xel'Naga tower on each side and a middle choke with LOS-blockers in front of the ramps.
Description: Large 4 player map with 14 bases total. 4 Watchtowers overlook the central paths. Different gameplay depending on spawn location. In close positions a 3rd base will be easier to take than on Metalopolis or old Lost Temple, but not super easy. Cross positions rush distance slightly longer than Metalopolis.
Description: 3 Player map. The two thirds have the same distance from the natural. You can always expand in any direction you want. The map is very open, but offers a variety of chokes at tactical points to fall back and defend.
cheers, madsquare.
Shouldn't you save your 3 player map for next month? That's what I would do.
Author : Fen Description : a small 2 players map with a back expansion. Access to that expansion is blocked by minerals (each blocking patch contains 500 minerals instead of 1500) and gas geyzers blocked by destructible rocks.
A rotational four player map with equidistant 3rd bases to left and right, and center in some cases. The natural is quite nice to defend, though just outside is a long ditch in the open space. Pathways and watchtowers are very tactical.
Yeah it's looking tough again this month and just like last month some heavy hitters was posted in the last 24 hours before deadline.
Btw guys I gotta win this month cause my attempts to make a 3-player map so far have left me banging my head into the wall! 90 and 180 degree mirroring is easy and comfortable, 120 degree wanna make me kill myself. All the more respect to those who actually make good 3-player maps cause so far I pasionately hate it ;-)
On March 07 2011 10:02 lefix wrote: who says they need to be mirrored 120 degrees or mirrored at all?
This! But I have yet to do it to my satisfaction. You have some secret tech lefix? ;D
i attempted making a 3spawn map recently. i started out by making a photoshop template that matched the editors grid and sketched out one third. then copy paste and rotate it 120 degrees. then transfer the design over to galaxy using grid for meassure.
this is what i had originally planned for this months map, but i learned that 45degree ramps don't work very well with 120degree angles so it ended up being a 4 spawn rotational map in the end. i can only recommend using less ramps and more cliff walls/chokes for this kind of map :D
Quick note to the mappers out there: April is 3p map month (as most of you know).
Also, using more than 2 textures from the Bel'Shir tileset is not allowed. You WILL be DQ'd for it. Learn to use textures other than Bel'Shir. It is one of the best stock sets for sure, but enough is enough lol.
On March 07 2011 09:31 Archvil3 wrote: Yeah it's looking tough again this month and just like last month some heavy hitters was posted in the last 24 hours before deadline.
Btw guys I gotta win this month cause my attempts to make a 3-player map so far have left me banging my head into the wall! 90 and 180 degree mirroring is easy and comfortable, 120 degree wanna make me kill myself. All the more respect to those who actually make good 3-player maps cause so far I pasionately hate it ;-)
3 Player maps are like... meh... *jumps out window*
iGrok.... Problem. My golf course map uses 3 textures from the Bel'shir tileset (Brush/Grass Light/ Grass Dark) Are you telling me I can't use that? T_T
On March 08 2011 13:13 Silence- wrote: iGrok.... Problem. My golf course map uses 3 textures from the Bel'shir tileset (Brush/Grass Light/ Grass Dark) Are you telling me I can't use that? T_T
i vote you can, you have already posted the map and its essential for the whole theme of the map (not jungle, but golfcourse).
I dont get a vote tho, but if it matters, iGrok, allow his map plz
@Admins: whats the policy on maps that dont fit the requirements when the postingperiod has ended? are they allowed in or do they have till the 10th to sort it out? whats the dealio
Silence, you're fine. We're just asking the community to branch out a bit and not pound plain ol' Bel Shir into the ground. Your golf map in contrast has a well-crafted, unique style.
And yeah, there are some great maps this month, like past months. It's a tough and fun job carefully reviewing them!
@Admins: whats the policy on maps that dont fit the requirements when the postingperiod has ended? are they allowed in or do they have till the 10th to sort it out? whats the dealio
@Silence, its the spirit of the law, so you're fine. @Everyone asking about deadlines: The reason we will not accept late entries is because we playtest every map multiple times while we're judging. We can't give a proper test to a map that we receive late, and it isn't fair for us to play a map more than others because we got 3 different updated versions while you fixed you map. Every mapper is told a month in advance (2 months for the upcoming month). You not only expected to design and decorate your map. Before it even gets submitted, it should be tested to death. And if you test it, you should catch any issues.
Basically, if you do what we and any top mapper will tell you to do - Play your maps! If you do this you'll catch any problems.
Now, once we test it, you're allowed to make some minor tweaks before the tournament, and we might suggest some. But really, your map needs to be in final form before you press submit. And please remember that your map file has to be emailed in as well, and that ALSO has to be recieved by the deadline.
Looks like some awesome players signing up so far!
Some early stats! Note that this is from me just going through things by hand and I am not immune to mistakes :X
Total submitted maps: 30 (in this thread, dunno about true (re:emailed) subs) 4P maps: 12 3P maps: 2 2P maps: 16
Maps with in-base natural: 5 Maps with a low-eco expo: 3
I wanted to count stats for tilesets, but then I realized plenty of you guys are using custom sets which kind of nukes that stat I also wanted to go through all the different map sizes and get that stat too, but since I don't have the files and not everyone has a thread, I don't have all that data
I think my next count will be number of expos (assuming 2 players) per map! That I can get even with only pictures at least
I'm trying to get this out a little early to make up for last month ^^.
The final pool for MotM #3 is set. Thanks to everyone for participating!
This month we had two guest judges, dezi (winner of MotM 1) and NullCurrent( winner of MotM 2). BoomStevo decided that he wanted to submit one of his own maps, and stepped down for the month. So, dezi, NullCurrent, prodiG, FlopTurnReaver, dimfish and myself shut ourselves in a dark room earlier today for three hours to talk about the maps.
These finalists will be the map pool for the MotM Tournament #3, which will be cast on iCCupTV by Raelcun and our very own prodiG!
But we know why you're really here. It's awards time.
The Sixth Man Award - Fault Lines, EatThePath. Fault lines was a good map that used textures really well to zone the map. Definitely check it out!
Most Attractive Map - Sanctuarium, funcmode. There are so many awesome details. The tiling, the color scheme - everything just works. A terrific work of art (and it plays well too)
Judge's Choice - Leviathan, BoomStevo. Don't accuse us of favoring our own! Every judge, including the guest judges, gave Leviathan top points. Gameplay is amazing, aesthetically its great... its just a great map.
Most Original - Fault Lines, EatThePath. He used texture combinations no one would even think of using and made it work, and the middle is a really different idea from anything that's been done so far.
The Guest Judge Award - Sanctuarium, funcmode. dezi and NullCurrent wanted to specially recognize Sanctuarium as one of their favorites.
prodiG's special awards will be up soon!
I'll be sending out scorecards to everyone who participated. You do not have to share these with anyone, they are for your information only - if you've got any questions about your score please do it privately. Averages went way up this month, even though prodiG graded much more harshly! Good job people For your information, here are the averages this month (last month's in green): Balance/Originality/Fun /Aesthetics/Total 5.91 / 6.54 / 5.71 / 5.68 / 23.84 6.26 / 6.41 / 5.73 / 5.94 / 24.34
Again, thanks to everyone who contributed. MotM 3 is looking great! Just remember that this is only the beginning, that we strongly encourage you to play these top five maps and see what makes them so good! Hang out in channel MotM, I'll set up games on all of these maps when I can (on NA or EU)
Next month is 3p map month! Remember that you are not allowed to use more than 3 Bel'shir textures (increased from 2). We want to encourage new styles, and Bel'Shir is getting boring :/. Looking forward to some awesome 3p designs next month!
Notes from the Judges Work on proportions! Monitor put together a great Proportions Guide. While you shouldn't follow it to the letter in every map you make, there are a lot of maps that needed a bit of work proportions-wise.
Also, shoutout to Bitter Jungle. A really cool map, Bloodbath 2.0.
Also, I'll post a little article written by dezi about judging soon
Thanks to everybody who made this possible, dimfish, FlopTurnReaver, prodiG, dezi, NullCurrent, as well as every one of you mapmakers and players! Looking forward to a great Tournament.
Ladies and gentlemen, it's that time again. I know I slacked off last month, but I'm back this month with more prodiG's special awards!
Once again, the submissions this month varied from absolute trash to pure gold. These awards go out to some of the more noteworthy maps that I thought were... interesting... in one way or another
Adagio has been chosen for the Baskerville award this month for exactly what the award describes: Most creative use of resource placement. monitor has used an interesting mechanic with the vespene geysers at the third base on this map to create a very interesting amount of tension for the third base. For those of you who are unaware of how it works, the two vespene geysers block entrance to the third base. Small units like workers can pass between the geysers to construct their respective town halls, but once the geysers have been occupied by a refinery/extractor/assimilator units can no longer pass through and the only entrance to the base is up the ramp, which is quite far away by ground compared to its alternate entrance.
The Dustin Browder award is given to maps that use destructible rocks to help balance them. Syrany has destructible rocks on the island bases to prevent Terrans from lifting to them, ultimately causing them to never be taken - very similar to many of the rock-blocked bases you'll find on blizzard maps (gold expansions on Delta Quadrant, anyone?)
The Multiple Penetration award is given to maps that have a very large amount of entrances into the same position. On Nuclearly, there are a ton of paths (almost all blocked by Destructible Rocks) that lead into the main base and natural expansion. The complexity of this map is absolutely astounding and it is definitely deserving of this new award.
Congrats to the finalists! Normally I would have put all of the map pics and links on the wiki already but I have been really busy at work Can't wait to see the player lineups and brackets, this month is gonna be sick with the people who've already signed up!
I hope we can see some of the scores people got Don't be shy people, we are (mostly) congratulatory folk!
On March 12 2011 01:25 iGrok wrote: As I posted earlier, if you want your scorecard, pm me with the map name
I think people got confused because it says in the post with the awards that you will be PMing everyone their scores. May want to edit that out so it doesn't get copy/pasta'd in to the next month.
Finally updated the wiki! This is still the draft, hopefully it all gets sighted soon. If I get time I will throw in stats! Also, Madsquare, could you provide a top-down image of The Edge? It'd be awesome if we could keep the map overviews consistent
And more players please! I keep mentioning the $100 up for grabs not only because it's good for the tourney, but because I helped fund it and I want to see ppl fightin' over my dollars >:D j/k, but seriously, let's get dangerous!
Hey everyone! I'm hosting a little tournament with the new Map of the Month Maps. I need about 8 people (preferred diamond/master) in around 10-20 minutes. If you'd like to obs join the chatchannel "MotM", if you'd like to play whisper me and also join the channel!
i was playing in Aldaris Betrayal and it have some problems, ny zerg buddy couldnt research ventral sacs for the overlords, i could see all the creep tumors without detection... i dont know what else, u should check those thing before the tour
On March 19 2011 01:51 Topin wrote: i was playing in Aldaris Betrayal and it have some problems, ny zerg buddy couldnt research ventral sacs for the overlords, i could see all the creep tumors without detection... i dont know what else, u should check those thing before the tour
The image of Memorial on the wiki is from this thread and not up to date. Whoever is able to update the wiki, please use this image. Don't want the players to read the map wrong Thanks.
1 hour to go? I would help with updating the wiki with the brackets if I knew how. However I prob need to sleep before the tournament begins. It's like in an hour, right? (it's late in EU)
Also, will it still be streamed on iCCupTV? I'm worried beacuse there is some custom map series going on there and the watchers seems intent on wathcing that all night ><