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Map Design Thread - Page 2

Forum Index > Closed
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Zionner
Profile Joined April 2010
Scotland112 Posts
Last Edited: 2010-04-23 20:47:12
April 23 2010 20:18 GMT
#21
Heres a Screen and description of my first map (WIP):

+ Show Spoiler +
[image loading]

Direct Link: http://img683.imageshack.us/img683/2848/1stmapc.jpg/

It's a 1v1, based on the Scrap Station tileset. It's going to be a medium to large sized map, it will have the standard main base, with natural (though I'm still deciding on what to do with the choke), as well as two gold expansions (each have a path to above one of the two mains, which has yet another expansion up there).

It's an experimental thing as far as I am concerned, as I'm not sure if the path next to the gold expansion (while it is blocked off) it may be OP'ed a bit, but I'm hoping I can make it work! =P

The screenshot shows the path up to the expansion above the main base, via one of the gold expansions, it is blocked off by a destructible Garage. Again, not sure if its a good idea or not, I'm just giving it a try for now =)
For the Swarm!
0neder
Profile Joined July 2009
United States3733 Posts
April 23 2010 20:24 GMT
#22
So, you're not going to add ANY SC2 stuff to Python? No LoS blockers? XelNaga Towers? Come on man, it's so bland.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 20:26 GMT
#23
Oh, man. I just had a fucking brilliant idea for an SC2 port of an SC1 map. Seriously, it's amazing. I have work for the next four hours and class for four more hours after that, so assuming at least an hour and a half to get the map hammered out, I should be ready to present it by midnight tonight, PST.
Bring back 2v2s!
AlTheCake
Profile Blog Joined October 2008
Canada1071 Posts
Last Edited: 2010-04-23 20:28:00
April 23 2010 20:27 GMT
#24
On April 24 2010 05:24 0neder wrote:
So, you're not going to add ANY SC2 stuff to Python? No LoS blockers? XelNaga Towers? Come on man, it's so bland.

Dude, the poster said that it's not nearly close to done yet.
I'm going to go out on a whim and say that he'll add SC2 stuff to python.

On April 24 2010 05:18 Zionner wrote:
Heres a Screen and description of my first map (WIP):

+ Show Spoiler +
[image loading]


It's a 1v1, based on the Scrap Station tileset. It's going to be a medium to large sized map, it will have the standard main base, with natural (though I'm still deciding on what to do with the choke), as well as two gold expansions (each have a path to above one of the two mains, which has yet another expansion up there).

It's an experimental thing as far as I am concerned, as I'm not sure if the path next to the gold expansion (while it is blocked off) it may be OP'ed a bit, but I'm hoping I can make it work! =P

The screenshot shows the path up to the expansion above the main base, via one of the gold expansions, it is blocked off by a destructible Garage. Again, not sure if its a good idea or not, I'm just giving it a try for now =)

I can't see your picture ><

Is it just me?
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 20:29 GMT
#25
On April 24 2010 05:27 AlTheCake wrote:
Show nested quote +
On April 24 2010 05:18 Zionner wrote:
Heres a Screen and description of my first map (WIP):

+ Show Spoiler +
[image loading]


It's a 1v1, based on the Scrap Station tileset. It's going to be a medium to large sized map, it will have the standard main base, with natural (though I'm still deciding on what to do with the choke), as well as two gold expansions (each have a path to above one of the two mains, which has yet another expansion up there).

It's an experimental thing as far as I am concerned, as I'm not sure if the path next to the gold expansion (while it is blocked off) it may be OP'ed a bit, but I'm hoping I can make it work! =P

The screenshot shows the path up to the expansion above the main base, via one of the gold expansions, it is blocked off by a destructible Garage. Again, not sure if its a good idea or not, I'm just giving it a try for now =)

I can't see your picture ><

Is it just me?


I can't either.
Bring back 2v2s!
Zionner
Profile Joined April 2010
Scotland112 Posts
April 23 2010 20:30 GMT
#26
On April 24 2010 05:29 ComradeDover wrote:
Show nested quote +
On April 24 2010 05:27 AlTheCake wrote:
On April 24 2010 05:18 Zionner wrote:
Heres a Screen and description of my first map (WIP):

+ Show Spoiler +
[image loading]


It's a 1v1, based on the Scrap Station tileset. It's going to be a medium to large sized map, it will have the standard main base, with natural (though I'm still deciding on what to do with the choke), as well as two gold expansions (each have a path to above one of the two mains, which has yet another expansion up there).

It's an experimental thing as far as I am concerned, as I'm not sure if the path next to the gold expansion (while it is blocked off) it may be OP'ed a bit, but I'm hoping I can make it work! =P

The screenshot shows the path up to the expansion above the main base, via one of the gold expansions, it is blocked off by a destructible Garage. Again, not sure if its a good idea or not, I'm just giving it a try for now =)

I can't see your picture ><

Is it just me?


I can't either.


Heres the direct link: http://img683.imageshack.us/i/1stmapc.jpg/
For the Swarm!
TieN.nS)
Profile Joined August 2003
United States2131 Posts
April 23 2010 20:46 GMT
#27
On April 24 2010 05:30 Zionner wrote:
Show nested quote +
On April 24 2010 05:29 ComradeDover wrote:
On April 24 2010 05:27 AlTheCake wrote:
On April 24 2010 05:18 Zionner wrote:
Heres a Screen and description of my first map (WIP):

+ Show Spoiler +
[image loading]


It's a 1v1, based on the Scrap Station tileset. It's going to be a medium to large sized map, it will have the standard main base, with natural (though I'm still deciding on what to do with the choke), as well as two gold expansions (each have a path to above one of the two mains, which has yet another expansion up there).

It's an experimental thing as far as I am concerned, as I'm not sure if the path next to the gold expansion (while it is blocked off) it may be OP'ed a bit, but I'm hoping I can make it work! =P

The screenshot shows the path up to the expansion above the main base, via one of the gold expansions, it is blocked off by a destructible Garage. Again, not sure if its a good idea or not, I'm just giving it a try for now =)

I can't see your picture ><

Is it just me?


I can't either.


Heres the direct link: http://img683.imageshack.us/i/1stmapc.jpg/


Actually, you should use the direct URL that Imageshack provides right on that page. http://img683.imageshack.us/img683/2848/1stmapc.jpg
[image loading]
Zionner
Profile Joined April 2010
Scotland112 Posts
Last Edited: 2010-04-23 20:48:30
April 23 2010 20:48 GMT
#28
On April 24 2010 05:46 TieN.nS) wrote:
Show nested quote +
On April 24 2010 05:30 Zionner wrote:
On April 24 2010 05:29 ComradeDover wrote:
On April 24 2010 05:27 AlTheCake wrote:
On April 24 2010 05:18 Zionner wrote:
Heres a Screen and description of my first map (WIP):

+ Show Spoiler +
[image loading]


It's a 1v1, based on the Scrap Station tileset. It's going to be a medium to large sized map, it will have the standard main base, with natural (though I'm still deciding on what to do with the choke), as well as two gold expansions (each have a path to above one of the two mains, which has yet another expansion up there).

It's an experimental thing as far as I am concerned, as I'm not sure if the path next to the gold expansion (while it is blocked off) it may be OP'ed a bit, but I'm hoping I can make it work! =P

The screenshot shows the path up to the expansion above the main base, via one of the gold expansions, it is blocked off by a destructible Garage. Again, not sure if its a good idea or not, I'm just giving it a try for now =)

I can't see your picture ><

Is it just me?


I can't either.




Heres the direct link: http://img683.imageshack.us/i/1stmapc.jpg/


Actually, you should use the direct URL that Imageshack provides right on that page.


Oops, Updated thanks! =)
For the Swarm!
Inschato
Profile Blog Joined November 2009
Canada1349 Posts
April 23 2010 21:19 GMT
#29
I had some fun, but the lighting got a little dark at some point for what reason I have no idea.
+ Show Spoiler +

[image loading]
http://static.sc2mapster.com/content/files/425/753/Whackazerg.SC2Map
3.
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-23 21:27:08
April 23 2010 21:20 GMT
#30
On April 24 2010 05:46 TieN.nS) wrote:
Show nested quote +
On April 24 2010 05:30 Zionner wrote:
On April 24 2010 05:29 ComradeDover wrote:
On April 24 2010 05:27 AlTheCake wrote:
On April 24 2010 05:18 Zionner wrote:
Heres a Screen and description of my first map (WIP):

+ Show Spoiler +
[image loading]


It's a 1v1, based on the Scrap Station tileset. It's going to be a medium to large sized map, it will have the standard main base, with natural (though I'm still deciding on what to do with the choke), as well as two gold expansions (each have a path to above one of the two mains, which has yet another expansion up there).

It's an experimental thing as far as I am concerned, as I'm not sure if the path next to the gold expansion (while it is blocked off) it may be OP'ed a bit, but I'm hoping I can make it work! =P

The screenshot shows the path up to the expansion above the main base, via one of the gold expansions, it is blocked off by a destructible Garage. Again, not sure if its a good idea or not, I'm just giving it a try for now =)

I can't see your picture ><

Is it just me?


I can't either.


Heres the direct link: http://img683.imageshack.us/i/1stmapc.jpg/


Actually, you should use the direct URL that Imageshack provides right on that page. http://img683.imageshack.us/img683/2848/1stmapc.jpg
[image loading]

That looks really really good. The one thing in that picture that's irking me right now is the yellow mineral placement.

Also, how do you toggle those yellow and blue lines?
teaaaaaaaa
vaporwolf
Profile Joined April 2010
United States8 Posts
April 23 2010 21:36 GMT
#31
Here's a map I put together last night. Trying to get away from all the choke-points to see how a more open map would feel. It's on the Monolyth/Lunar template. Two sets of gold minerals in the center pit with high-yeild vespene as well.

Diamond Steppes
for 1v1-2v2
+ Show Spoiler +
[image loading]

[image loading]
Shnakvoum rikoyoch
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 21:38 GMT
#32
On April 24 2010 06:36 vaporwolf wrote:
Here's a map I put together last night. Trying to get away from all the choke-points to see how a more open map would feel. It's on the Monolyth/Lunar template. Two sets of gold minerals in the center pit with high-yeild vespene as well.

Diamond Steppes
for 1v1-2v2
+ Show Spoiler +
[image loading]

[image loading]


Something tells me that, with no choke whatsoever, zergling/zealot floods or fast reapers are going to be pretty strong, unless you're cross-positions...
Bring back 2v2s!
Fantus
Profile Joined April 2010
United States14 Posts
April 23 2010 21:40 GMT
#33
On April 24 2010 06:20 Snausages wrote:
Also, how do you toggle those yellow and blue lines?

View -> Map boundaries or something similar.
Zionner
Profile Joined April 2010
Scotland112 Posts
Last Edited: 2010-04-23 22:09:17
April 23 2010 21:43 GMT
#34
That looks really really good. The one thing in that picture that's irking me right now is the yellow mineral placement.

Also, how do you toggle those yellow and blue lines?


Thanks =) ^^

I'm not sure how you toggle them off, as they come up automatically for me, and I use them quite a bit.
For the Swarm!
Broodie
Profile Blog Joined May 2008
Canada832 Posts
April 24 2010 00:11 GMT
#35
Nice maps, give me a few hours of sleep and Ill pump out another brilliant beast of a map

would you guys rather me do a 1v1 or 2v2 map for when I wake up?

and choose me a tileset, although I'd prefer to not use the same one I used for Imperial Scars
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
GTR
Profile Blog Joined September 2004
51480 Posts
April 24 2010 00:13 GMT
#36
what adaptions of sc1 maps have people made besides python and bgh?
Commentator
NeoOmega
Profile Blog Joined September 2008
United States495 Posts
April 24 2010 00:13 GMT
#37
Sc2 needs more maps with open centers like python and medusa.
semantics
Profile Blog Joined November 2009
10040 Posts
April 24 2010 00:14 GMT
#38
Anyone found an easy way to make symmetry in the editor yet.
Drakonis
Profile Joined October 2009
Canada97 Posts
April 24 2010 00:19 GMT
#39
On April 24 2010 09:14 semantics wrote:
Anyone found an easy way to make symmetry in the editor yet.


yeah what he said
im a roc
Profile Blog Joined April 2010
United States745 Posts
Last Edited: 2010-04-24 00:27:56
April 24 2010 00:27 GMT
#40
On April 24 2010 09:19 Drakonis wrote:
Show nested quote +
On April 24 2010 09:14 semantics wrote:
Anyone found an easy way to make symmetry in the editor yet.


yeah what he said


Blizzard said in the Twitter Q&A that there is no auto-mirroring function. I have no idea what they were thinking with this, it's just stupid that they wouldn't put in such a simple feature while they keep bragging about how powerful it is.
Beware The Proxy Pool Rush
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