|
To all map makers:
I've decided to make this thread for everyone who will be dedicating time into map making. If you create a map you may post a picture of your map as well as descriptions and/or feedback requests.
If you post a design for a map and update it please edit original post for that specific map, placing the older content in a + Show Spoiler + and have the newer version visible with highlighted version and date for convenience of others 
Have fun with the editor!
(2) IMPERIAL SCARS V:2.0
+ Show Spoiler +
Description + Show Spoiler +I originally designed this map for starcraft broodwar during the recent map makers contest a short time ago, I decided to evolve the map from its original state + Show Spoiler + and I think it turned out nicely. 6 destructible barriers are placed throughout this unconventional starcraft 2 map that later open paths that are more direct to the enemy. multiple xel nagas help to watch over hotzones or peer at enemy expo's if they are undefended. One thing I decided to do for this map was to keep the battles economically savvy by adding very unconventional expo's as you'll see during play as you'll notice, the high yields contain no gas, and the very center bridge-way of the map holds 4 vespene geysers
PS: I know I wrote the title incorrectly I was REALLY tired when I made this thread
|
bumping this, if there are any more mainstream threads, please link it here, if not lets keep this alive, i literally cannot use this editor because I for one believe it to be incomplete, seeing as it has no HELP feature yet, which I will desperately need. So to all you map makers out there, keep this alive, and keep the convo's flowing so that I can better understand this, as well as me. or anyone else.
|
On April 23 2010 20:23 HeyitsClay wrote:Bored and cant sleep so im working on this, probably 999 people working on something like this but here is what i got so far: ![[image loading]](http://img411.imageshack.us/img411/3117/python2.jpg) Not close to done yet but its looking pythony 
Here's another map from one of the current blogs.
edit - design is miss spellt
|
|
|
its been said before, but dessign is spelled design Edit this if you can, because if this will end up a serious map thread, i will be annoyed beyond comparison every time i check in on it
|
I have a completed working adaptation of BGH. If only there was some way to 2v2v2v2 with people.  + Show Spoiler +
|
BGH is for retarded noobs -.-
I like that python map!! definetly better looking than the BW one =D
I think we should make a thread about helping with maping finding some tools and stuff :D giving tips.. stuff like that
|
On April 24 2010 02:18 FliSky wrote: Omfg.. BGH is for retarded noobs -.-
Farewell
|
On April 24 2010 02:18 FliSky wrote:BGH is for retarded noobs -.- I like that python map!! definetly better looking than the BW one =D I think we should make a thread about helping with maping finding some tools and stuff :D giving tips.. stuff like that 
A little 2v2v2v2 every once in a while really helps you enjoy Starcraft more. I find that some times when I play competitive 1v1 alot I get to the point where I just need to have a nice fun relaxing game where the point is to have fun and do crazy shit. Where the point of 1v1 is to win and a have fun in that order.
|
Side note: leave your SC2 identifier for easy recognition so others can download your maps when the next patch releases!
|
Le bump^
Ill be making another map today, definitely a more open 2v2 setting
|
Ill be making a map ive been planning ever since Beta got released when the EUs get latest patch. Looking forward to test some of your maps and to let you test mine!
|
should be good, when the patch comes out I'll hold some kind of TLnet Testing phase where a bunch of people throw me some maps through PMs and I release one map a day for testing
|
Excellent, new maps!!
But you should spell "design" right...
|
hahah! I made this thread in the morning with 2 hours sleep cause i stayed up till 3 am making my map and had to wake up on call at 5 to restore a flood -_- Im still super tired
how can I change the title?!
|
On April 24 2010 02:18 FliSky wrote:BGH is for retarded noobs -.- I like that python map!! definetly better looking than the BW one =D I think we should make a thread about helping with maping finding some tools and stuff :D giving tips.. stuff like that 
I'm sorry you used your first post so frivilously, my fellow Bulgarian. You will be missed.
|
On April 24 2010 01:42 ComradeDover wrote:I have a completed working adaptation of BGH. If only there was some way to 2v2v2v2 with people. + Show Spoiler +
SC2 BGH needs to take into account SC2 units. Like, you know, Stalkers with Blink.
Being able to Blink directly into someone's main like that is probably not something that should be allowed.
|
|
|
I agree, Perhaps do some high ground/low ground adaptations?
or even LOS blockers would work temporarily but it would still hold balance issues
try making Medium game hunters with 6 players instead of 8 lol
|
On April 24 2010 05:03 NicolBolas wrote:SC2 BGH needs to take into account SC2 units. Like, you know, Stalkers with Blink. Being able to Blink directly into someone's main like that is probably not something that should be allowed.
Maybe. I'd have to test this with somebody.
Although personally I'd love to see stalkers with blink be the norm on BGH rather than "hope I don't get attacked then make a million carriers". SC1 BGH didn't do a very good job of tanking SC1 units into account, notably with siege tanks.
|
Heres a Screen and description of my first map (WIP):
+ Show Spoiler +![[image loading]](http://img683.imageshack.us/img683/2848/1stmapc.jpg) 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 =)
|
So, you're not going to add ANY SC2 stuff to Python? No LoS blockers? XelNaga Towers? Come on man, it's so bland.
|
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.
|
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 +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?
|
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 +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.
|
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 +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/
|
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 +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]](http://img683.imageshack.us/img683/2848/1stmapc.jpg)
|
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 +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! =)
|
I had some fun, but the lighting got a little dark at some point for what reason I have no idea. + Show Spoiler +
|
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 +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]](http://img683.imageshack.us/img683/2848/1stmapc.jpg) 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?
|
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 +
|
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 Steppesfor 1v1-2v2 + Show Spoiler +
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...
|
On April 24 2010 06:20 Snausages wrote: Also, how do you toggle those yellow and blue lines? View -> Map boundaries or something similar.
|
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.
|
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
|
51543 Posts
what adaptions of sc1 maps have people made besides python and bgh?
|
Sc2 needs more maps with open centers like python and medusa.
|
Anyone found an easy way to make symmetry in the editor yet.
|
On April 24 2010 09:14 semantics wrote: Anyone found an easy way to make symmetry in the editor yet. yeah what he said
|
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.
|
Map: Lagoon
Inspired by Blood Bath from the original starcraft.
1v1, 2v2, ffa
please try this with your friends and let me know about balance, as I opted not to create a "mirror image" for each base.
You can play this with your friends right now. heres how: Link
http://www.sc2mapster.com/maps/lagoon/
![[image loading]](http://static.curseforge.net/thumbman/images/20/2/600x530/Lagoon.png.-m1.png)
|
|
|
On April 24 2010 10:44 bakedace wrote:Map: LagoonInspired by Blood Bath from the original starcraft. 1v1, 2v2, ffa please try this with your friends and let me know about balance, as I opted not to create a "mirror image" for each base. You can play this with your friends right now. heres how: Linkhttp://www.sc2mapster.com/maps/lagoon/![[image loading]](http://static.sc2mapster.com/content/images/19/995/Lagoon.png) That's so anti zerg without lurkers or scourges lol
|
On April 24 2010 10:49 semantics wrote:Show nested quote +On April 24 2010 10:44 bakedace wrote:Map: LagoonInspired by Blood Bath from the original starcraft. 1v1, 2v2, ffa please try this with your friends and let me know about balance, as I opted not to create a "mirror image" for each base. You can play this with your friends right now. heres how: Linkhttp://www.sc2mapster.com/maps/lagoon/![[image loading]](http://static.sc2mapster.com/content/images/19/995/Lagoon.png) That's so anti zerg without lurkers or scourges lol
Anti-zerg? With those wide open spaces, no chokes no ramps? Are you kidding me?!
|
On April 24 2010 10:52 ComradeDover wrote:Show nested quote +On April 24 2010 10:49 semantics wrote:On April 24 2010 10:44 bakedace wrote:Map: LagoonInspired by Blood Bath from the original starcraft. 1v1, 2v2, ffa please try this with your friends and let me know about balance, as I opted not to create a "mirror image" for each base. You can play this with your friends right now. heres how: Linkhttp://www.sc2mapster.com/maps/lagoon/![[image loading]](http://static.sc2mapster.com/content/images/19/995/Lagoon.png) That's so anti zerg without lurkers or scourges lol Anti-zerg? With those wide open spaces, no chokes no ramps? Are you kidding me?!
but there are many chokes 
|
On April 24 2010 10:54 bakedace wrote:Show nested quote +On April 24 2010 10:52 ComradeDover wrote:On April 24 2010 10:49 semantics wrote:On April 24 2010 10:44 bakedace wrote:Map: LagoonInspired by Blood Bath from the original starcraft. 1v1, 2v2, ffa please try this with your friends and let me know about balance, as I opted not to create a "mirror image" for each base. You can play this with your friends right now. heres how: Linkhttp://www.sc2mapster.com/maps/lagoon/![[image loading]](http://static.sc2mapster.com/content/images/19/995/Lagoon.png) That's so anti zerg without lurkers or scourges lol Anti-zerg? With those wide open spaces, no chokes no ramps? Are you kidding me?! but there are many chokes 
The closest thing to a "choke" on that map is right in the middle, and it looks like it would take a CC to wall that off. >:[
|
On April 24 2010 10:56 ComradeDover wrote:Show nested quote +On April 24 2010 10:54 bakedace wrote:On April 24 2010 10:52 ComradeDover wrote:On April 24 2010 10:49 semantics wrote:On April 24 2010 10:44 bakedace wrote:Map: LagoonInspired by Blood Bath from the original starcraft. 1v1, 2v2, ffa please try this with your friends and let me know about balance, as I opted not to create a "mirror image" for each base. You can play this with your friends right now. heres how: Linkhttp://www.sc2mapster.com/maps/lagoon/![[image loading]](http://static.sc2mapster.com/content/images/19/995/Lagoon.png) That's so anti zerg without lurkers or scourges lol Anti-zerg? With those wide open spaces, no chokes no ramps? Are you kidding me?! but there are many chokes  The closest thing to a "choke" on that map is right in the middle, and it looks like it would take a CC to wall that off. >:[
these chokes are the same size as they are on kulas ravine.
![[image loading]](http://static.curseforge.net/thumbman/images/20/0/600x562/Lagoon2.png.-m1.png)
|
Those "chokes" as you call them are either 1) In the middle, in very contestable territory. Nobody is going to wall-off there. Any gateway/rax you build to wall off is practically a proxy. 2) as wide as the distance between the gases. How exactly do you wall that off?
Kulas Ravine, on the other hand, can be completely blocked off with 1 set of destructible rocks.
|
On April 24 2010 11:07 ComradeDover wrote: Those "chokes" as you call them are either 1) In the middle, in very contestable territory. Nobody is going to wall-off there. Any gateway/rax you build to wall off is practically a proxy. 2) as wide as the distance between the gases. How exactly do you wall that off?
Clearly you don't know what your talking about
play it before you talk like you know how its played. Have you ever played blood bath?
|
Balance aside, that would be a very boring map to play on.
|
On April 24 2010 11:08 bakedace wrote:Show nested quote +On April 24 2010 11:07 ComradeDover wrote: Those "chokes" as you call them are either 1) In the middle, in very contestable territory. Nobody is going to wall-off there. Any gateway/rax you build to wall off is practically a proxy. 2) as wide as the distance between the gases. How exactly do you wall that off? Clearly you don't know what your talking about
You're the one highlighting the middle of the map and calling that a choke, and you say I don't know what I'm talking about. -.-"
Go ahead and get a third opinion and see what they say.
|
[QUOTE]On April 24 2010 02:25 Crabman123 wrote: [QUOTE]On April 24 2010 02:18 FliSky wrote: BGH is for retarded noobs -.-
not every one wants to be a gosu iccup hot sauce korean calm down its just a game
|
[QUOTE]On April 24 2010 11:10 GiantEnemyCrab wrote: [QUOTE]On April 24 2010 02:25 Crabman123 wrote: [QUOTE]On April 24 2010 02:18 FliSky wrote: BGH is for retarded noobs -.-
not every one wants to be a gosu iccup hot sauce korean calm down its just a game[/QUOTE]
All the most epic games ever are on BGH! It does have to be better balanced for SC2 though especially since Stalkers have blink...
|
On April 24 2010 11:12 Sl4ktarN wrote:Show nested quote +On April 24 2010 11:10 GiantEnemyCrab wrote:On April 24 2010 02:25 Crabman123 wrote:On April 24 2010 02:18 FliSky wrote: BGH is for retarded noobs -.-
not every one wants to be a gosu iccup hot sauce korean calm down its just a game All the most epic games ever are on BGH! It does have to be better balanced for SC2 though especially since Stalkers have blink...
I think that would only make it that much more interesting. :D
We'll see how things go once I can actually get the map tested with others online. 
EDIT: I'm not too worried about stalkers to be honest. The map is already horribly balanced with tanks in mind. All this will mean is Protoss players can blink to anything that's already tankable, which is a fair trade since they recalling against a turtle is so much harder.
|
No replys in the other thread so ill post here.
On April 24 2010 10:33 Ursad0n wrote: Guys i am currently working on Ride of the Valkyries, however i have a couple questions. Is there any way to rotate the screen so i can see the other side of cliffs? Is there a way to pick the exact height for a location? Does it always take forever to smooth out the texture?
THANKS! :D
And is there any way to make any highground a cliff by default because i am having trouble making cliffs without fuckin everything up.
![[image loading]](http://img43.imageshack.us/img43/893/rideofvalkyries.png)
|
On April 24 2010 11:14 Ursad0n wrote:No replys in the other thread so ill post here. Show nested quote +On April 24 2010 10:33 Ursad0n wrote: Guys i am currently working on Ride of the Valkyries, however i have a couple questions. Is there any way to rotate the screen so i can see the other side of cliffs? Is there a way to pick the exact height for a location? Does it always take forever to smooth out the texture?
THANKS! :D
And is there any way to make any highground a cliff by default because i am having trouble making cliffs without fuckin everything up. ![[image loading]](http://img43.imageshack.us/img43/893/rideofvalkyries.png)
You rotate the screen by holding ctrl and rightclick-dragging. And are you even using cliffs? From the screenshot it looks like you're just using the height tool.
|
One does not simply height-tool into cliffs.
|
You're the one highlighting the middle of the map and calling that a choke, and you say I don't know what I'm talking about. -.-"
Go ahead and get a third opinion and see what they say.
think of it this way...
on each yellow line that army is going to have a disadvantage, and pink the advantage; because its a strategic choke point.
|
On April 24 2010 11:18 bakedace wrote:Show nested quote + You're the one highlighting the middle of the map and calling that a choke, and you say I don't know what I'm talking about. -.-"
Go ahead and get a third opinion and see what they say.
think of it this way... on each yellow line that army is going to have a disadvantage, and pink the advantage; because its a strategic choke point.
And yet none of that matters when you have 8 zerglings in your base screwing up your mineral line because you can't keep them out because you only have one marine/zealot out at that point.
|
On April 24 2010 01:42 ComradeDover wrote:I have a completed working adaptation of BGH. If only there was some way to 2v2v2v2 with people. + Show Spoiler +
ummm there is go to advanced teams you will only be able to play it when patch 10 comes out though
-Zabestrial
|
On April 24 2010 11:19 ComradeDover wrote:Show nested quote +On April 24 2010 11:18 bakedace wrote: You're the one highlighting the middle of the map and calling that a choke, and you say I don't know what I'm talking about. -.-"
Go ahead and get a third opinion and see what they say.
think of it this way... on each yellow line that army is going to have a disadvantage, and pink the advantage; because its a strategic choke point. And yet none of that matters when you have 8 zerglings in your base screwing up your mineral line because you can't keep them out because you only have one marine/zealot out at that point.
Blood bath was and still is one of the more popular 2v2 maps (in sc1). its even smaller in proportion to my map.
|
On April 24 2010 11:17 Jyvblamo wrote: One does not simply height-tool into cliffs. One did not read my questions. It was made into hight tool when i imported it and i asked how u make cliffs that DON'T just raise what you already have. It's pissing me off cause i tried to make the edges cliffs and all it did was pile cliffs on top of what was already there.
|
That's Fighting Spirit, not Match Point
|
edit: nvm someone already did.
|
![[image loading]](http://img718.imageshack.us/img718/2494/stationm19.jpg)
First map I've made in 8 years :p mostly just getting back into it. Think it lacks open space for late game macro battles.
|
On April 24 2010 11:20 Zabestrial wrote:ummm there is go to advanced teams you will only be able to play it when patch 10 comes out though -Zabestrial
No no no. I don't want the spawns team-linked. That isn't what 2v2v2v2 BGH is all about. I'm sure teams can be made in the lobby. What I meant was I wish there was a way to play this with seven other people.
On April 24 2010 11:26 ndralcasid wrote:That's Fighting Spirit, not Match Point
Oh fuck. Good catch. Where is my mine today? :S
There was a Match Point someone was making that I couldn't find, though.
|
I've never made a map before, but since I had time to kill waiting on bnet to come up... I made this. Took all of 20 minutes lol. Its amazing how eazy quality maps are to make with this editor. Can't wait to see what the pros can do.
|
|
|
Jesus Christ does nobody know how/want to help without being a condescending ass? I know you can't height tool into a cliff however the map editor did not create cliffs when i imported the map it converted the map, and i know you all know how to do it because i've seen these maps. So if someone would actually help that would be fantastic.
|
I'm currently working on two maps. Fire Peak, and as yet unnamed map I've given the code of #A10101 for the time being. You can look at details of both here.
Nice work from everyone so far, can't wait to see how some of those sketches turn out.
|
On April 24 2010 12:03 Ursad0n wrote: Jesus Christ does nobody know how/want to help without being a condescending ass? I know you can't height tool into a cliff however the map editor did not create cliffs when i imported the map it converted the map, and i know you all know how to do it because i've seen these maps. So if someone would actually help that would be fantastic.
Well I'll look at your OP and see if I can help.
+ Show Spoiler +No replys in the other thread so ill post here. On April 24 2010 10:33 Ursad0n wrote: Guys i am currently working on Ride of the Valkyries, however i have a couple questions. Is there any way to rotate the screen so i can see the other side of cliffs? Is there a way to pick the exact height for a location? Does it always take forever to smooth out the texture?
THANKS! :D
And is there any way to make any highground a cliff by default because i am having trouble making cliffs without fuckin everything up.
1. There are two ways to rotate and change your view. i. Hold ctrl and right-click and drag as needed ii. The method I prefer is to actually go to View > Camera > Camera Editor and then move that to a second screen (or the side of your screen if you don't have two like I do). The Camera Editor has many precise options that you will have to explore, and you can use it to view the map in any manner that you wish.
2. There are four levels of ground available, no more. Level 0 is for water/lava Level 1, 2, and 3 go on top of one another, with level 1 bordering with water/lava. However, when you create the map you can edit the base height, which will basically change the height that your map appears to come off the distant background (in other words if you are not making a Space Platform map you will not have a distant background, so height won't be noticeable until you place water). Changing base height WILL NOT change how many levels you can make. Changing the water height will allow you to put two levels under water if you want (0 and 1).
3. On the textures palette you can change a slider bar that adjust Speed. This is how fast the effect you are using will happen.
4. For cliffs you need to use the tool to the right of the one you have been using to adjust height of the existing level. There is options to raise and lower cliffs (one level each time).
Edit: Apologies for double post, didn't realize my previous post was after his.
|
the start of something legit
![[image loading]](http://img.photobucket.com/albums/v653/sixbrownsnakes2/Terrain003.jpg)
dont know if it'll turn into a melee map or not... we shall see
|
On April 24 2010 12:22 saltygrapes wrote:the start of something legit ![[image loading]](http://img.photobucket.com/albums/v653/sixbrownsnakes2/Terrain003.jpg) dont know if it'll turn into a melee map or not... we shall see Wow O.o that looks great.
And how are you guys getting floating islands? Is there some way to delete the terrain you start out with??
|
On April 24 2010 12:22 saltygrapes wrote:the start of something legit + Show Spoiler +dont know if it'll turn into a melee map or not... we shall see
Nice.
Edit:
LazyScout you can delete the existing train past to what I call 'level 0' fill it with water, and then add back in 'level 1' terrain on top of it.
|
On April 24 2010 12:22 saltygrapes wrote:the start of something legit ![[image loading]](http://img.photobucket.com/albums/v653/sixbrownsnakes2/Terrain003.jpg) dont know if it'll turn into a melee map or not... we shall see O.O
no words.....
|
Wow, that's beautiful. Frankly, I'm sick of butt ugly BW maps so I hope people start putting more effort into making their maps aesthetically appealing.
|
On April 24 2010 12:14 SichuanPanda wrote:Show nested quote +On April 24 2010 12:03 Ursad0n wrote: Jesus Christ does nobody know how/want to help without being a condescending ass? I know you can't height tool into a cliff however the map editor did not create cliffs when i imported the map it converted the map, and i know you all know how to do it because i've seen these maps. So if someone would actually help that would be fantastic.
+ Show Spoiler +Well I'll look at your OP and see if I can help. + Show Spoiler +No replys in the other thread so ill post here. On April 24 2010 10:33 Ursad0n wrote: Guys i am currently working on Ride of the Valkyries, however i have a couple questions. Is there any way to rotate the screen so i can see the other side of cliffs? Is there a way to pick the exact height for a location? Does it always take forever to smooth out the texture?
THANKS! :D
And is there any way to make any highground a cliff by default because i am having trouble making cliffs without fuckin everything up. 1. There are two ways to rotate and change your view. i. Hold ctrl and right-click and drag as needed ii. The method I prefer is to actually go to View > Camera > Camera Editor and then move that to a second screen (or the side of your screen if you don't have two like I do). The Camera Editor has many precise options that you will have to explore, and you can use it to view the map in any manner that you wish. 2. There are four levels of ground available, no more. Level 0 is for water/lava Level 1, 2, and 3 go on top of one another, with level 1 bordering with water/lava. However, when you create the map you can edit the base height, which will basically change the height that your map appears to come off the distant background (in other words if you are not making a Space Platform map you will not have a distant background, so height won't be noticeable until you place water). Changing base height WILL NOT change how many levels you can make. Changing the water height will allow you to put two levels under water if you want (0 and 1). 3. On the textures palette you can change a slider bar that adjust Speed. This is how fast the effect you are using will happen. 4. For cliffs you need to use the tool to the right of the one you have been using to adjust height of the existing level. There is options to raise and lower cliffs (one level each time). Edit: Apologies for double post, didn't realize my previous post was after his. Thank you very much haha. Sorry but i got 0 help from the post saying "one does not simply height tool cliffs" Cant w8 to make a sick map!
|
Just finished Trial By Fire, as more of a proof of concept that you can make a balanced SC2 map without resorting to a choke or ramp. The idea was the have really long rush distances so that 6pooling and the like won't auto-win, but still award aggressive play.
![[image loading]](http://img52.imageshack.us/img52/4136/trialbyfireforstarcraft.png)
+ Show Spoiler [So close, yet so far...] +
On April 24 2010 12:03 Ursad0n wrote: Jesus Christ does nobody know how/want to help without being a condescending ass? I know you can't height tool into a cliff however the map editor did not create cliffs when i imported the map it converted the map, and i know you all know how to do it because i've seen these maps. So if someone would actually help that would be fantastic.
There's a cliff tool under the terrain layer. It's right next to the height tool. How did you miss it? -.-"
|
the 2nd part:
![[image loading]](http://img.photobucket.com/albums/v653/sixbrownsnakes2/Terrain004.jpg)
kekek
|
We need a new micro jail intense!! Would love to see that.
|
On April 24 2010 13:15 saltygrapes wrote:the 2nd part: ![[image loading]](http://img.photobucket.com/albums/v653/sixbrownsnakes2/Terrain004.jpg) kekek
What tile set is this? It looks awesome
|
its base Korhal with Xil organic cliffs and a few added belshir tiles
|
On April 24 2010 13:30 saltygrapes wrote: its base Korhal with Xil organic cliffs and a few added belshir tiles
Yeah man, that's really well done.. keep it up!!
|
![[image loading]](http://img541.imageshack.us/img541/350/timeless.jpg) haha well this is my attempt the middle will be fleshed out etc i'm just wondering the best way to make this symmetric and probably shorten the run distance prob remove some mins at the high yeild patch etc
|
god damn you guys are hard to keep up with.
|
On April 24 2010 13:36 semantics wrote:+ Show Spoiler +haha well this is my attempt the middle will be fleshed out etc i'm just wondering the best way to make this symmetric and probably shorten the run distance prob remove some mins at the high yeild patch etc prob have to move that middle spot down temp and copy and flip the bottom then go from there edit: shiz i quoted myself isntead of editing t-tt
|
Wow i'm so slow @ this. The plan is to make Ride of the Valkyries, then make it better in honor of SC2
|
I started working on this map today, I still need to add expo's rocks etc. Can you guys give me suggestions?
Thank You :D
|
On April 24 2010 01:24 Cheree wrote:oh cool, gonna go make this map i designed like a month ago! + Show Spoiler + This is tedious stuff!
My map in progress:
|
I refuse to believe that there isn't a symmetry tool. There is no way blizzard did the symmetry by hand in designing their maps
|
Also has anyone wrote a quick FAQ for getting started in this map editor? I only goofed around in BW editor and never used the WC3 editor.
|
On April 24 2010 13:43 semantics wrote:Show nested quote +On April 24 2010 13:36 semantics wrote:+ Show Spoiler +haha well this is my attempt the middle will be fleshed out etc i'm just wondering the best way to make this symmetric and probably shorten the run distance prob remove some mins at the high yeild patch etc prob have to move that middle spot down temp and copy and flip the bottom then go from there edit: shiz i quoted myself isntead of editing t-tt My sad attempt tring to make it symmetrical, time to add the last expo and clean up the mid and side
![[image loading]](http://i44.tinypic.com/jpdla9.jpg)
i think i need to make it shorter this map else will be to macro lovin ionno but i'll have to see the rush distance.
|
Hi everyone, I have been following these posts, so that I can get a good idea of the new map editor, all the while I have been working hard at making a new thread with a proper title.
Map Design Thread
If you could all go and take a look at what I've done with the thread, I am sure you will be pretty excited. I am hoping to keep that list growing and growing. But it needs your help. Just read what I have posted, and leave some comments as to what you think about it. thanks
~wishbones
|
On April 24 2010 14:14 PanzerDragoon wrote: I refuse to believe that there isn't a symmetry tool. There is no way blizzard did the symmetry by hand in designing their maps
lol.
|
|
|
another map in the works..
we have driving with "w a s d" and acceleration, so far.
still unsure about which camera view we're gonna use ( third-person / over-head / default ).
![[image loading]](http://static.sc2mapster.com/content/images/20/6/mytrack.png)
![[image loading]](http://static.sc2mapster.com/content/images/20/5/mytrack2.png)
inspired by one of my favorite games ever:
|
|
|
|
|
Kennigit
Canada19447 Posts
Gonna close this since wishbones' looks nicer and more organized. If you would be so kind, add these maps to you thread wishbones .
|
|
|
|
|
|