So, here is my map =D
I wanted to do a kinda big map. I choosed the 6v6 option.
It is in space, as asked.
It is really not the primary idea I had. I will probably make another map that will do my other idea.
It is 97% symetric, so, no rigged place. The 3% is some doodates and textures. But there is the same amount on eatch side.
The start point for the team is no accessible from the other team. Except if a Hero have a blink ability, this will need to be set correctly.
So, I finally got to something probably interesting. There is some nice strategies that could be used during the game. For example, you can go to the Xel'Naga Tower into the center of the map by using a portal. This give you the vision of most of the map, it shows the bridges, all around, and a part of the portal section of the ennemy. It can be crutial if you want to know where are going your ennemies. Also, being at the Xel tower give you an advantage caus of the heigh. Through all the map, there is many place where smoke bloc vision. To cast spell, you must have the vision. So, to hit your ennemy you must show yourself. But, if you have low hp and have to flee, you can run through the smoke to make your ennemy unable to attack you.
There is also a few destructibles in the map. For one side of eatch bridges, there is a destructible debris and a destructible billboard. You can use your time killing the debris, but if you have to pass now, you should just kill the billboard and pass, and come back later for the rock for easier passing. In the middle of eatch bridge, there is also some anti-vision. Meaning, if you want to pass, you don't always know what is on the other side. Although, if someone of your team is controlling the tower, the other side of the bridge is show, so you might be able to attack your ennemy first while he is not seeing you.
Except the bridges and the Xel'Naga Tower, there is many portal that I don't exacly know how they will work. I added a kind of bridge on the map edges for both team. If you get into the right portal, you could pass through the other side and get something usefull. At the moment, the bridge are not working though. So there might be some workaround when making the triggers later. I added in the corner an elevated square with four portals. They will teleport somewhere, but at the moment this ain't fix. I don't know where eatch portal will teleport to. But at those corners, there might also be something usefull for the battle.
Lastly, I added a destructible that is a Shakled Ultralisk. This is just an idea, but, we could make something that if you kill your ennemy's ultralisk cage, it leberates it and starts attacking the ennemy. Or, if you leberate your Ultralisk, he starts going for your ennemy. There is also Mengsk Hologram that could do something if you kill it in the middle of the map. Etc.
I know it looks a bit empty, some places may be more filled in. But, I'm asking myself, at 6v6, does it really need to be filled? You need some places to run around and be able to run-fire, run-fire... And with the spells effects, will those places be filled? I think so. Notice that the screenshot doesn't show well the many 'LOS' places. It only gives a good idea of the map.
I just made a second map that looks really more impressive. Inspired by the mission into the campaign on a Xel'Naga ship, I made my own ship. But this is not my first idea again -_- I'm always doing something else than what I want. haha
This is more playable in a 1v1 or 2v2. There is no much space to walk, but just enough to make some epic battle.
Once again, I don't know where the portals teleport to, but this don't really matter. The persons that will make the trigger will modify those portals and place them where they really want.
It tooks me less time then the other one just top of this post... but it looks better. xD
As a final try for today here is another map. I might do something else next week. Depends of the inspiration =P
So, this is a 1v1 map, very small, very simple, few heigh 3 portals per player.
This IS my first idea that was a try to recreat the place where Zeratul meet Kerigan. I liked the idea of placing tall rocks and moving around them like Zeratul does in the video. I know the result is very different and is not as good as my Xel'Naga ship, but it still can be fun. Small maps are most of the time faster to make so instead of taking me 3-4hours or more, it tooks me one hour.
The only bad thing about my map is that the space restriction is incorrect. It looks like in a cave. Used Ulaan (cave) tileset though. I wanted to make it looks like if it was an asteroid where plants growth, but it is just pretty simple. I also forgot to add a space background caus Ulaan doesn't have any background.
well, due to the extension i thought i'd give a larger one a go. and I've tried to implement a second level and an event as well.
first off, it's meant to be a CTF map as that's my fave type of game, but you can obviously use it for whatever you feel like =)
the idea behind the map is that two forces are fighting in a sort of destroyed temple area. above the arena is a number of floating islands that can be teleported to. and every 2 mins (or insert your time here) the temple gods get angered by the presence of the teams and 3 ghost templars come out onto each of the stone pads. they then will focus some energy and teleport everyone on the floating islands into the middle of the lower map. the pads on which they do the energy focusing thing could then also be some sort of aoe damage possibly.
a little more luck than judgement there i must admit! but i could actually look to improve it further by adding the exact locations of the tops of the trees and maybe some of the rocks, my main trouble was trying not to over-do the fog due to it probably causing lag on lower end pc's.
thanks for the kind words though!
i've taken a look at everyone else's and here is my feeback as well:
loving the first one, the little subway bits with the beacon at the bottom is great :D second one is great when zoomed out, you really captured the feel of the ship well but i can't help but think it lacks a few of the 'hull' textures, as most of the game will be played from a zoomed in perspective. third one is pretty good but due to you trying to keep the theme very much realistic it does end up a little bland i think.
one main criticism of all your maps is the beacon placement though. i have a feeling this won't matter anyway as the tofu team will give them all some of their own ideas but it might be worth taking a look at the tofu example map and copying how they did the beacons on that one.
brilliant as always, great use of lighting and the terrain objects. one thing that i think will be a shame though is your pretty much flawless texturing. I just can't see them being able to use much more than a select few textures in the final map which will mean having to simplify your map, who knows though, maybe they'll find a way around it ;)
really liked this one actually, i thought the blueish lighting of ulnar (i think) and the red of the water really went well and looked almost psychedelic. i liked the generator usage next to the pipe and the vent as well :)
Not any great ideas behind the map, just trying to make a good working terrain for the cause, and see how many doodads there could be fitted in without destroying the map, gave up half way :D In any case a few screenshots and file:
Edit: 6vs6 map obviously :D rightclick and show picture/open in new tab for full size.
Here is the starting area:
A little closer look on some of the details:
Overview of the map teleportation thingies, since I prolly didn't get it right from the description:
I'm starting today a remake of the Colisée of Rome. It might be interesting if well made. I know I'm not respecting again the Space theme, but I was inspired and I think if the result is good, they take it. There is no reason to pass next to this kinda of work!
Edit: After at less 2 hours of work i got something as a preview what it would looks later =D
Edit: Added a new printscreen. That's what I did for now. I'll take a break since I got sick by being too long at computer and for too much concentration about my map. =/ This is freaking long and everything must be changed of small angle...
Edit: I continued a little bit this morning. I will probably continute later. But I learned to take break mostly for this map. Actually, near 1700 doodates. I don't think I'll have the time to finish it before next monday. It's kinda long... There is missing the 3th and 4th lvl for about 50%, there will be a 3lvl high inside that is started and another maybe 2 or 1 lvl high mroe inside. The stage where we sit will be also made. They will be the Stone Zealot base caus it have a footprint like a bridge. So I could place units in the air on these. =D The place that will stay in the middle will looks like something 8x8 what is a 6v6. All the interior is not made atm. Imagine an arena inside a Colossum, this will be. =) I estimate like 30-40% finish.
I decided to get an entry in for this. It is my first ever terrain so I'm not expecting anything great (Especially after seeing the other entries). Never the less, I thought it would be a good experience to try my hand at terraining and I have thoroughly enjoyed it.
The map is attached to this post.
The general idea is that it is a 1v1 or 2v2 map (Best sized for 2v2, however the large amount of space taken up by doodads means that it could suit to 1v1 also). Both teams will spawn behind a barricade in the center at the start of the game. The green beacons allow players to get close to the other player (Allowing melee characters to still deal damage on this very defensive map) which means that players must always be mobile. Map control is considerably important because of the barricades at original starting points which are most certainly the strongest area to fortify upon. Despite their usefulness, the green beacons allow players to deal a lot of damage to players who camp behind these defenses (Forcing players to be mobile which will ensure that their is always action). The low ground can be used as a means to trap players (Because of the difficult escapes from them) and will generally be visited only by a player who is struggling to hold their own in the center (Perhaps their could be some items down their to lure people over?).
Here's my entry, it's supposed to be a Xel'Naga spaceship travelling through warp space (or hyperspace, whatever you want to call it). It's meant for a 6v6 team deathmatch, but could also work for CTF I guess.
There's a large number of cliffs and teleporters, giving plenty of oportunities for players to ambush enemy heroes walking on lower areas. There aren't many open areas, though, so heroes built for close quarters combat may be slighly better in this map (not sure if there are heroes of that kind in TOFU).
The teams' bases are protected by a repulsor field, preventing enemy players from getting inside, and there are teleporters leading outside in addition to the normal exit to prevent camping from the enemy team.
I had other ideas for arenas but unfortunately, I couldn't finish them, had some work to do for a project and a problem in real life kept me away from the editor for a few days. At least I could finish this one in time.
The last picture shows how the teleporters connect to eachother.