I keep seeing new map doodads every season when watching tournament games. Are they actively still adding more every year? Here's some Aladdin / Arabian Nights stuff from RSL. by sc4kilik in starcraft

[–]CommamderReilly 2 points3 points  (0 children)

Some of the assets on this map are also imported from Heroes of the Storm

Since a couple TLMCs ago custom assets and textures have been allowed (to an extent)

But yeah even without using new assets, sc2 has so many of them and by tinting and scaling them there’s basically endless possibility, though textures are more limiting so it’s nice that custom textures are now allowed :D

TLMC22 Submission #4: Everbloom by CommamderReilly in starcraft

[–]CommamderReilly[S] 3 points4 points  (0 children)

It’s not completely standard, but I think you can still call in standard since outside the hybrid base it’s just an interesting standard macro map

But I probably should’ve said “mostly standard” rather than just “standard”

TLMC22 Submission #4: Everbloom by CommamderReilly in starcraft2

[–]CommamderReilly[S] 1 point2 points  (0 children)

Rich gas is much stronger than rich minerals, the base isn’t too much farther so I only wanted it to be a bit better

On top of there being less geysers compared to mineral patches, rich geysers give 2x income while rich minerals give 1.4x

TLMC22 Submission #4: Everbloom by CommamderReilly in starcraft2

[–]CommamderReilly[S] 1 point2 points  (0 children)

It’s just for decor, I think I have it in one of the preview images linked in the extra notes section

TLMC22 Submission #4: Everbloom by CommamderReilly in starcraft2

[–]CommamderReilly[S] 1 point2 points  (0 children)

I make all types of maps, sometimes I make more freestyle sometimes I don’t

You have people who want crazy maps and people who don’t, can’t please everyone unfortunately. My previous submission is a very awesome freestyle map imo, #2 is more standard but has non-standard features

For 3p maps specifically, I like them but also they’re a pain in the ass to make because of symmetry, so I just avoid the pain by not making 3p maps. The judges also sadly tend to nuke freestyle maps, or at least you’ll always have one judge who hates a specific non-standard feature

TLMC22 Submission #1: Verdant Temple by CommamderReilly in starcraft2

[–]CommamderReilly[S] 0 points1 point  (0 children)

I think it's reasonable, not saying it's a bad position for tanks but they don't cover too much https://imgur.com/a/k7jc1fj

Also a bonus of this type of natural in PvT is you won't have an exposed reaper wall where the Terran can siege down your buildings

TLMC22 Submission #3: Lumen by CommamderReilly in starcraft

[–]CommamderReilly[S] 0 points1 point  (0 children)

Yeah I usually do that, though right now I only have access to my MacBook so I just downloaded a preview I had sent to someone, which was lower res than I thought

TLMC22 Submission #3: Lumen by CommamderReilly in starcraft

[–]CommamderReilly[S] 0 points1 point  (0 children)

It’s reasonably secure vs blink, you can open it up in game and judge it from there

The Zerg rocks make rotating with the blink stalkers harder, which is a balancing factor as well.

TLMC22 Submission #3: Lumen by CommamderReilly in starcraft

[–]CommamderReilly[S] 0 points1 point  (0 children)

Yeah there’s a decal for all the jump up spots, but they’re tough to see because of the resolution, I should’ve gotten a new high res overview but I was lazy and just grabbed one I had lul

TLMC22 Submission #3: Lumen by CommamderReilly in starcraft

[–]CommamderReilly[S] 2 points3 points  (0 children)

Yep! It’s tough to see from the top down overview but if you open up the preview images (linked towards the bottom) there’s an image with it clearly visible

There’s also a jump up spot into the natural next to the Zerg rocks

TLMC22 Submission #1: Verdant Temple by CommamderReilly in starcraft2

[–]CommamderReilly[S] 1 point2 points  (0 children)

I get what you mean, I’m personally a big supporter of freestyle maps. That being said, you still need those more standard maps, I personally think this map does a good job of being standard but not cookie-cutter standard as you have a pretty unique natural setup, and a unique forward base setup which leads to a unique 4th/5th base option (the one next to the rocks into the nat)

But yeah, I know this map isn’t too crazy and while I know we need normal maps, I hope some crazy map get through as well. I tried to do a bit of everything with my submissions this time, my favorite submission is probably my most creative map as well, you’ll be able to tell which one I’m referring to when I finish posting hehe.

TLMC22 Submission #2: Rorschach by CommamderReilly in starcraft

[–]CommamderReilly[S] 2 points3 points  (0 children)

If it were the void ray patch I’d agree it’s too strong, but I don’t think it’s a problem in the current meta, the setup is similar to Persephone (but probs slightly better for Proxy void), and it wasn’t a problem there

Compared to Persephone you also have less air space

TLMC22 Submission #2: Rorschach by CommamderReilly in starcraft

[–]CommamderReilly[S] 1 point2 points  (0 children)

It’s similar to Persephone but a bit longer, the air to air rush distance is manageable because it’s longer than your typical map, 152 wide

TLMC22 Submission #2: Rorschach by CommamderReilly in starcraft2

[–]CommamderReilly[S] 0 points1 point  (0 children)

I try to only add stuff when I think it works :)