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Map Design Thread

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Broodie
Profile Blog Joined May 2008
Canada832 Posts
Last Edited: 2010-04-23 19:51:25
April 23 2010 14:18 GMT
#1
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 +
OLDER MAP VERSION 1
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 +
[image loading]


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 +
[image loading]
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
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 23 2010 15:06 GMT
#2
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.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-23 15:09:30
April 23 2010 15:09 GMT
#3
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]

Not close to done yet but its looking pythony


Here's another map from one of the current blogs.

edit - design is miss spellt
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Cheree
Profile Joined January 2010
Canada123 Posts
Last Edited: 2010-04-23 16:27:15
April 23 2010 16:24 GMT
#4
oh cool, gonna go make this map i designed like a month ago!

+ Show Spoiler +

http://i43.tinypic.com/29nt378.jpg
http://i39.tinypic.com/24ozgra.jpg
http://i44.tinypic.com/330d4b5.jpg
*wants beta*
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
April 23 2010 16:29 GMT
#5
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
really?
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 16:42 GMT
#6
I have a completed working adaptation of BGH. If only there was some way to 2v2v2v2 with people.
+ Show Spoiler +
[image loading]
Bring back 2v2s!
FliSky
Profile Joined April 2010
Bulgaria1 Post
Last Edited: 2010-04-23 17:21:16
April 23 2010 17:18 GMT
#7
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
kakstedobre
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
April 23 2010 17:19 GMT
#8
On April 24 2010 02:18 FliSky wrote:
Omfg.. BGH is for retarded noobs -.-


Farewell
"trash micro but win - its marine" MC commentary during HSC 4
Reuental
Profile Joined July 2009
United States457 Posts
April 23 2010 17:25 GMT
#9
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.
I'm a Crab made of men.
Broodie
Profile Blog Joined May 2008
Canada832 Posts
April 23 2010 18:23 GMT
#10
Side note: leave your SC2 identifier for easy recognition so others can download your maps when the next patch releases!
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Broodie
Profile Blog Joined May 2008
Canada832 Posts
April 23 2010 19:34 GMT
#11
Le bump^

Ill be making another map today, definitely a more open 2v2 setting
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Slakter
Profile Joined January 2010
Sweden1947 Posts
April 23 2010 19:38 GMT
#12
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!
Protoss, can't live with em', can't kill em'.
Broodie
Profile Blog Joined May 2008
Canada832 Posts
April 23 2010 19:40 GMT
#13
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
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Orpheus
Profile Joined April 2010
United States35 Posts
April 23 2010 19:42 GMT
#14
Excellent, new maps!!

But you should spell "design" right...
It begins...
Broodie
Profile Blog Joined May 2008
Canada832 Posts
Last Edited: 2010-04-23 19:48:10
April 23 2010 19:47 GMT
#15
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?!
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 19:55 GMT
#16
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.
Bring back 2v2s!
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
April 23 2010 20:03 GMT
#17
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 +
[image loading]


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.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
April 23 2010 20:08 GMT
#18
[image loading]
Treatin' fools since '87
Broodie
Profile Blog Joined May 2008
Canada832 Posts
April 23 2010 20:09 GMT
#19
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
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 20:14 GMT
#20
On April 24 2010 05:03 NicolBolas wrote:
Show nested quote +
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 +
[image loading]


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.
Bring back 2v2s!
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
51543 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
bakedace
Profile Blog Joined March 2010
United States672 Posts
Last Edited: 2010-04-24 02:52:07
April 24 2010 01:44 GMT
#41
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]

ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-24 02:46:35
April 24 2010 01:47 GMT
#42
On April 24 2010 09:13 GTR wrote:
what adaptions of sc1 maps have people made besides python and bgh?


I've seen Fighting Spirit, Match Point, Medusa, and HBR basically finished, and a fairly done Destination as well.

Edit: Pictures and threads for each.
+ Show Spoiler [HBR] +
[image loading]

Thread

+ Show Spoiler [Medusa] +
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+ Show Spoiler [Destination] +
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+ Show Spoiler [Fighting Spirit (Tons of pictures)] +
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Thread


Couldn't find the Match Point. I'm sure it's here somewhere.
Bring back 2v2s!
semantics
Profile Blog Joined November 2009
10040 Posts
April 24 2010 01:49 GMT
#43
On April 24 2010 10:44 bakedace wrote:
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]


That's so anti zerg without lurkers or scourges lol
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 01:52 GMT
#44
On April 24 2010 10:49 semantics wrote:
Show nested quote +
On April 24 2010 10:44 bakedace wrote:
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]


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?!
Bring back 2v2s!
bakedace
Profile Blog Joined March 2010
United States672 Posts
April 24 2010 01:54 GMT
#45
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: 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]


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
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 01:56 GMT
#46
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: 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]


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. >:[
Bring back 2v2s!
bakedace
Profile Blog Joined March 2010
United States672 Posts
Last Edited: 2010-04-24 02:06:36
April 24 2010 02:05 GMT
#47
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: 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]


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]
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-24 02:08:07
April 24 2010 02:07 GMT
#48
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.
Bring back 2v2s!
bakedace
Profile Blog Joined March 2010
United States672 Posts
Last Edited: 2010-04-24 02:10:15
April 24 2010 02:08 GMT
#49
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?
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
April 24 2010 02:09 GMT
#50
Balance aside, that would be a very boring map to play on.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 02:10 GMT
#51
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.
Bring back 2v2s!
GiantEnemyCrab
Profile Blog Joined April 2010
Canada503 Posts
April 24 2010 02:10 GMT
#52
[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
¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯
Slakter
Profile Joined January 2010
Sweden1947 Posts
April 24 2010 02:12 GMT
#53
[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...
Protoss, can't live with em', can't kill em'.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-24 02:17:49
April 24 2010 02:13 GMT
#54
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.
Bring back 2v2s!
Ursad0n
Profile Blog Joined April 2010
United States523 Posts
April 24 2010 02:14 GMT
#55
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]
You make it sound like there's a correlation between what should happen and what actually happens. I mean, life is chaotic and it's often unfair. I know it is for me.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 02:16 GMT
#56
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]


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.
Bring back 2v2s!
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
April 24 2010 02:17 GMT
#57
One does not simply height-tool into cliffs.
bakedace
Profile Blog Joined March 2010
United States672 Posts
April 24 2010 02:18 GMT
#58

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.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 02:19 GMT
#59
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.
Bring back 2v2s!
Zabestrial
Profile Joined June 2009
United States194 Posts
April 24 2010 02:20 GMT
#60
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 +
[image loading]


ummm there is go to advanced teams
you will only be able to play it when patch 10 comes out though


-Zabestrial
www.YouTube.com/BreakingHaven
bakedace
Profile Blog Joined March 2010
United States672 Posts
Last Edited: 2010-04-24 02:26:26
April 24 2010 02:23 GMT
#61
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.
Ursad0n
Profile Blog Joined April 2010
United States523 Posts
April 24 2010 02:24 GMT
#62
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.

You make it sound like there's a correlation between what should happen and what actually happens. I mean, life is chaotic and it's often unfair. I know it is for me.
ndralcasid
Profile Blog Joined January 2009
United States524 Posts
April 24 2010 02:26 GMT
#63
On April 24 2010 10:47 ComradeDover wrote:


I've seen Match Point, Medusa, and HBR basically finished, and a fairly done Destination as well.

+ Show Spoiler [Match Point (Tons of pictures)] +
[image loading]
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Thread


That's Fighting Spirit, not Match Point
I aint crying over some daggone danishes
SilentCrono
Profile Blog Joined March 2010
United States1420 Posts
Last Edited: 2010-04-24 02:28:22
April 24 2010 02:27 GMT
#64
edit: nvm someone already did.
♞ Your soul will forever be lost in the void of a horse. ♞
Bear4188
Profile Joined March 2010
United States1797 Posts
April 24 2010 02:29 GMT
#65
[image loading]

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.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 02:45 GMT
#66
On April 24 2010 11:20 Zabestrial wrote:
Show nested quote +
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 +
[image loading]


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:
Show nested quote +
On April 24 2010 10:47 ComradeDover wrote:


I've seen Match Point, Medusa, and HBR basically finished, and a fairly done Destination as well.

+ Show Spoiler [Match Point (Tons of pictures)] +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Thread


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.
Bring back 2v2s!
FreakinSyco
Profile Joined April 2010
United States8 Posts
Last Edited: 2010-04-24 02:52:58
April 24 2010 02:49 GMT
#67
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.

[image loading]
Abide.
vaporwolf
Profile Joined April 2010
United States8 Posts
April 24 2010 03:00 GMT
#68
Here's another one I made tonight. for 1v1.

Warpark
+ Show Spoiler +
[image loading]

[image loading]
Shnakvoum rikoyoch
Ursad0n
Profile Blog Joined April 2010
United States523 Posts
April 24 2010 03:03 GMT
#69
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.
You make it sound like there's a correlation between what should happen and what actually happens. I mean, life is chaotic and it's often unfair. I know it is for me.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 24 2010 03:04 GMT
#70
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.
i-bonjwa
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-04-24 03:14:33
April 24 2010 03:14 GMT
#71
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.
i-bonjwa
saltygrapes
Profile Joined April 2010
181 Posts
April 24 2010 03:22 GMT
#72
the start of something legit

[image loading]

dont know if it'll turn into a melee map or not... we shall see
sxpointz!
LazyScout
Profile Joined February 2010
United States223 Posts
April 24 2010 03:24 GMT
#73
On April 24 2010 12:22 saltygrapes wrote:
the start of something legit

[image loading]

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??
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-04-24 03:27:56
April 24 2010 03:25 GMT
#74
On April 24 2010 12:22 saltygrapes wrote:
the start of something legit

+ Show Spoiler +
[image loading]


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.
i-bonjwa
Kantuva
Profile Joined April 2010
Uruguay209 Posts
April 24 2010 03:28 GMT
#75
On April 24 2010 12:22 saltygrapes wrote:
the start of something legit

[image loading]

dont know if it'll turn into a melee map or not... we shall see

O.O

no words.....
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
Bear4188
Profile Joined March 2010
United States1797 Posts
April 24 2010 03:31 GMT
#76
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.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
Ursad0n
Profile Blog Joined April 2010
United States523 Posts
April 24 2010 03:34 GMT
#77
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!
You make it sound like there's a correlation between what should happen and what actually happens. I mean, life is chaotic and it's often unfair. I know it is for me.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-24 03:51:54
April 24 2010 03:45 GMT
#78
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]

+ Show Spoiler [So close, yet so far...] +
[image loading]


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? -.-"
Bring back 2v2s!
saltygrapes
Profile Joined April 2010
181 Posts
April 24 2010 04:15 GMT
#79
the 2nd part:

[image loading]

kekek
sxpointz!
skYfiVe
Profile Joined April 2010
United States382 Posts
April 24 2010 04:18 GMT
#80
We need a new micro jail intense!! Would love to see that.
"1baseiwa"
Schryver
Profile Joined April 2010
United States29 Posts
April 24 2010 04:18 GMT
#81
On April 24 2010 13:15 saltygrapes wrote:
the 2nd part:

[image loading]

kekek


What tile set is this? It looks awesome
saltygrapes
Profile Joined April 2010
181 Posts
April 24 2010 04:30 GMT
#82
its base Korhal with Xil organic cliffs and a few added belshir tiles
sxpointz!
skYfiVe
Profile Joined April 2010
United States382 Posts
April 24 2010 04:31 GMT
#83
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!!
"1baseiwa"
semantics
Profile Blog Joined November 2009
10040 Posts
April 24 2010 04:36 GMT
#84
[image loading]
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
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 24 2010 04:41 GMT
#85
god damn you guys are hard to keep up with.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-04-24 04:44:00
April 24 2010 04:43 GMT
#86
On April 24 2010 13:36 semantics wrote:
+ Show Spoiler +
[image loading]

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
Ursad0n
Profile Blog Joined April 2010
United States523 Posts
April 24 2010 04:56 GMT
#87
Wow i'm so slow @ this. The plan is to make Ride of the Valkyries, then make it better in honor of SC2

[image loading]
You make it sound like there's a correlation between what should happen and what actually happens. I mean, life is chaotic and it's often unfair. I know it is for me.
Pablols
Profile Joined August 2009
Chile519 Posts
April 24 2010 04:56 GMT
#88
I started working on this map today, I still need to add expo's rocks etc.
Can you guys give me suggestions?
[image loading]

Thank You :D
Cheree
Profile Joined January 2010
Canada123 Posts
Last Edited: 2010-04-24 05:09:40
April 24 2010 05:09 GMT
#89
On April 24 2010 01:24 Cheree wrote:
oh cool, gonna go make this map i designed like a month ago!

+ Show Spoiler +

http://i43.tinypic.com/29nt378.jpg
http://i39.tinypic.com/24ozgra.jpg
http://i44.tinypic.com/330d4b5.jpg

This is tedious stuff!

My map in progress:

[image loading]
*wants beta*
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 24 2010 05:14 GMT
#90
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
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 24 2010 05:16 GMT
#91
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.
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-04-24 05:26:54
April 24 2010 05:26 GMT
#92
On April 24 2010 13:43 semantics wrote:
Show nested quote +
On April 24 2010 13:36 semantics wrote:
+ Show Spoiler +
[image loading]

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]

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.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 24 2010 05:36 GMT
#93
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
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 05:38 GMT
#94
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.
Bring back 2v2s!
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 24 2010 05:39 GMT
#95
comrad gogo.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
bakedace
Profile Blog Joined March 2010
United States672 Posts
April 24 2010 06:55 GMT
#96
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]
[image loading]

inspired by one of my favorite games ever:
[image loading]
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-24 06:59:13
April 24 2010 06:58 GMT
#97
hey baked ace theres a new thread for this, ill add those to your profile tho.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=121280
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
bakedace
Profile Blog Joined March 2010
United States672 Posts
April 24 2010 06:59 GMT
#98
On April 24 2010 15:58 wishbones wrote:
hey baked ace theres a new thread for this, ill add those to your profile tho.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=121280


oops, thanks!
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
April 24 2010 07:00 GMT
#99
Gonna close this since wishbones' looks nicer and more organized. If you would be so kind, add these maps to you thread wishbones .
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