Team maps Mapmaking Workshop (2v2, 3v3)

Need for new good-quality, competitive maps

Discussion about the game and its default mods.
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FRenzy
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Joined: Sun Jun 26, 2016 8:00 am

Post by FRenzy » Sun Jan 14, 2018 2:46 pm

Update ! http://www.sleipnirstuff.com/forum/view ... 254#306254
New version 0.2 : A at 160cells, B at 128cells.

(Also, added mo's post as WIP / and materia's as abandoned, as discussed in-game. Feel free to correct if any error)

My (dormant) YouTube channel : FRenzy OpenRA
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james.bong
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Joined: Mon Jul 18, 2016 10:52 pm

Post by james.bong » Sat Jan 27, 2018 1:21 pm

Revision 3 of Burning Plain, updates:
- Reworked ore a little more with a slight increase per player
- Added an additional ore mine per player
- Reworked the centre to be less chokey and more interesting

https://resource.openra.net/maps/25365

Image

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FRenzy
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Post by FRenzy » Sun Jan 28, 2018 12:36 pm

Added !

My (dormant) YouTube channel : FRenzy OpenRA
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Wippie
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Post by Wippie » Tue Jan 30, 2018 10:45 pm

New revision of Climax up. https://resource.openra.net/maps/24981/

Tried to make the bottom passages an viable option, giving more mixed gameplay. Let me know what you guys think.

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Blackened
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Joined: Sat May 21, 2016 6:27 pm

Post by Blackened » Mon Feb 12, 2018 8:23 pm

First revision of Coldsnap is out.

Image

Things of interest:
2v2
99x156
~210000k
Bottom most spawns start with the standard 3 ore mines and have 2 expansion mines.
Uppermost spawns only start with 2 ore mines but have 3 expansion mines.
Upper half of the map is split by a river and contains 4 "safe" ore mines and 1 "safe" gem mine per side. The gem mines are also based near the shore for easy destroyer harassment and buried in ore so they won't produce until cleaned up. 3 additional ore mines are centered in 2 contestable fields.
8 oil on the bottom half and 4 more on the top.
2 hospitals on the top
1 communications center on the top
1 communications center on the bottom but can only be accessed from the river.
2 command centers on the top placed next to the primary ore fields for each side.
2 command centers on the bottom placed next to the river to allow river access without moving an mcv. Also allows access to 2 thin ore mines.

I think this map has a lot of potential for different strategies. expanding to the top seems mandatory but I think there is enough ore on the bottom that a team could try to end it early.

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FRenzy
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Re: Team maps Mapmaking Workshop (2v2, 3v3)

Post by FRenzy » Tue May 29, 2018 1:18 pm

3v3 map : Daybreak - by FRenzy
Current version : v5

Link : https://resource.openra.net/maps/27261
Image

VERSIONS :
NEW Image < Image < Image < Image < Image OLD

v5 :
Same size (140²), reworked expansions : three main lanes, but some overlapping between two adjacent allies.

v4 :
From 160x140 to 140x140 (removed corner expansions, more balanced)

v3 :
Changed size : 160x140

v2 :
Smaller version : from 180x140 to 160x120

v1 :
3v3 map

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Wippie
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Re: Team maps Mapmaking Workshop (2v2, 3v3)

Post by Wippie » Thu May 31, 2018 8:32 am

A quick update on the Climax project.
Moving armies from the center towards the top and bottom landridges was hard, pathing and performance werent optimal. So i went ahead and create at least 4 tile wide landridges to connect top and bottom instead of the bridges and instead of the small passages.

The broken bridges remain in place.

Image

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FRenzy
Posts: 226
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Re: Team maps Mapmaking Workshop (2v2, 3v3)

Post by FRenzy » Sat Jun 09, 2018 12:24 pm

3v3 map : Frostmourne - by FRenzy
Current version : v4

Link : https://resource.openra.net/maps/27546/

Image

VERSIONS :
v1 :
INFORMATION :
Map maker : FRenzy
Tools : SirCake's MapSketchGenerator, Inkscape, Photoshop

VERSIONS :
- V4 : reduced a few chokes, more decoration

- V3 : visual changes : more landmarks

- V2 : smaller, more ore
3v3, 150x140, 488k$, 3 starting mines /player + 10 additional mines /team

- V1 : 3v3, 170x140, 353k$, 3 starting mines /player + 10 additional mines /team

Timelapse of the making :
Took me around 2-3 hour(for version 1). Maybe 1/2- 1h designing the map on Inkscape / Photoshop, then 2 good hours editing the map in the Map Editor.


Image
Last edited by FRenzy on Sat Jun 09, 2018 10:39 pm, edited 3 times in total.

eskimo
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Joined: Tue Jan 17, 2017 9:59 pm

Re: Team maps Mapmaking Workshop (2v2, 3v3)

Post by eskimo » Sat Jun 09, 2018 8:35 pm

Nice map. Reminds me of south by south west.

My 3vs3 is slowly coming along. Though it's aimed at keeping in with the style of campy/naval high tech play with a little room for army movement.

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FRenzy
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Joined: Sun Jun 26, 2016 8:00 am

Re: Team maps Mapmaking Workshop (2v2, 3v3)

Post by FRenzy » Wed Jun 13, 2018 7:21 am

2v2 map : Diffraction - by FRenzy
Current version : v2
Link : https://resource.openra.net/maps/27560/

INFORMATION :
Map maker : FRenzy
Inspiration : SoScared's "Interference". Suggested idea by wippie.
Tools : SirCake's MapSketchGenerator, Inkscape, Photoshop

Image

VERSIONS :
v2 :
- Removed unnecessary rules.
v1 :
- 4p, 128x128, 353k$, 2 oil, 2 hospital, 4 Forward Command. 34 mines, 3 at start per player.

PROCESS :
Idea : suggested by wippie to transform 1v1 Interference into a 4pl map. Should work as 2v2 or FFA, so each player faces center of the map.

Analysis of Interference : in terms of lanes / Adaptation for 4p :
Image Image Image

Iterations :
Image Image
Narrower lanes ?
Image Image
Trees only ?
Image

Mix of the two. Using trees for the interfering waves + redrawn ore patches / Final result :
Image Image

james.bong
Posts: 6
Joined: Mon Jul 18, 2016 10:52 pm

Re: Team maps Mapmaking Workshop (2v2, 3v3)

Post by james.bong » Sun Jun 17, 2018 11:11 am

A map I made back in January. I forgot to upload this 2nd revision to the resource center.

Can be played as FFA or 2v2:
https://resource.openra.net/maps/27578/

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eskimo
Posts: 213
Joined: Tue Jan 17, 2017 9:59 pm

Re: Team maps Mapmaking Workshop (2v2, 3v3)

Post by eskimo » Sun Jun 24, 2018 4:32 pm

Boiling Lakes. 3vs3. Naval. Large 200x200 map. Plenty of room to move, expand and flank on forward positions.

https://resource.openra.net/maps/27659/

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