Mandatory pic in the OP, I'm so bad at photoshop.
Update: 11/1/2010 - I no longer keep this thread up to date. Instead, I use my website http://www.prodiGsc.com. There you will find up-to-date images of all maps as well as maps that I am currently working on.
Update 8/2/2010: This thread and any of my others may contain images that are out of date or broken. Check the map's appropriate thread or in-game to see the definite latest version.
+ Show Spoiler [why?] +
In order to stay on top of this, every time i create or update a map, i have to update it's loading screen, update it's thread, update it here, publish on US, coordinate with someone to have it published on EU and asia soon, try to make sure the latest images are in all of the other threads (such as iCCup map pool thread, iCCup map series, etc). It's an insane amount of work and it's easy to fall behind on. I wish there was an easier system for all of this
Maps
Devotion 1.1
+ Show Spoiler [Devotion] +
Devotion is named after the song Devotion by Nuclear Blast Allstars feat. Jari Maenpaa (of Wintersun, Ensiferum). It is a 4 player map largely inspired by Gaia, a popular SC:BW map. I've decided that rather than straight-up remaking Brood War maps, I'd take some key features from them and do my spin on them in SC2.
To play the map, search "iCCup" in custom games. Map is only on US atm. See changelog section for changes.
Version 1.0
+ Show Spoiler [Additional Images] +
30% Complete
Beta version
Original Sketch
Features
-Inspired by Gaia, an SC:BW map
-Natural has ramp to shared 3rd expansion
-LOS blockers blocking vision to the open center area
-Xel’Naga Towers to spot beyond the LOS blockers
-High Yield expansions blocked by destructible rocks
Tips from the designer
-The gold can be sieged into from the mains, but only if the player has a spotter. Be sure to build some anti-air if you take the gold. (The trees around the main block LOS)
-No, the blue thing between the mains is not pathable, it's only for aesthetics (it looks so cool :3)
-Your natural is fairly easy to simcity if you're creative and use your hatch/nexus/cc as part of the wall (Metalopolis-style simcity).
-Mains have close air positions, but the distance by ground is quite long. Here are the times for a probe to make it from one ramp to the other:
11 to 7oclock ramp to ramp = ~25s
11 to 2olcock ramp to ramp = ~32s
11 to 5ocklock ramp to ramp = ~37s
-Nydus worms, forward pylons or medivacs to ferry units around come in handy when trying to break inevitable contains
Starchild 1.0
+ Show Spoiler [Starchild] +
Starchild is named after the song "Starchild" by Wintersun. It is a 2-player map inspired by Heartbreak Ridge, a popular 1v1 map in SC:BW, and may be featured in the iCCup Map Series pending further testing.
Click for High Res image
+ Show Spoiler [Additional Images] +
Half-done
beta version
Original terrain and tileset design
The third sketch I made of the map (and the only one i didn't throw out)
Features
-Inspired by Heartbreak Ridge, an SC:BW map.
-Destructible rock blocking cliff behind natural expansion
-Two Xel’Naga Towers that provide vision to that player’s natural choke point
-Dangerous ramps
-Gold expansion hidden by LOS Blockers
+ Show Spoiler [Known issues and bugs] +
-Passive players (particularly Zerg) will have a difficult time securing a 3rd expansion against a more aggressive opponent.
+ Show Spoiler [Changelog] +
Valhalla v1.1
+ Show Spoiler [Valhalla] +
I've decided to start naming all of my maps after awesome metal songs. This map is named Valhalla after "Valhalla Awaits Me" by Amon Amarth. The emblem in the center is Odin's Triple Horns.
\m/
Version 1.1
+ Show Spoiler [Additional Images] +
Features
-Close natural expansion
-Mineral only 3rd
-Close 3rd expansion
-LOS blockers on one side of the 3rd expansion
-4th expansion also close by
-Plays like an aggressive macro map
-Odin's triple horns in the middle
+ Show Spoiler [Known issues and bugs] +
Trees around naturals may be a problem.
+ Show Spoiler [Changelog] +
Version 1.1
Fixed the 4th expansions so they can no longer siege into the natural.
Aesthetic changes
Neo Tornado - Brood War map conversion
+ Show Spoiler [Neo Tornado] +
Brood War Version
Neo Tornado v1.0
Map Features v1.0 - Yellow line is camera, blue is map boundary
Terrain, Textures, Resources, Doodads and Boundaries v0.1
Terrain, Textures and Resources. No Doodads
Terrain v0.1
Getting started
Neo Metalopolis for Map Redesign contest
+ Show Spoiler [Neo Metalopolis] +
+ Show Spoiler [Neo Metalopolis 1.0 Still image] +
Neo Metalopolis
...The map image tool in the editor decided to clip out the road at the 6oclock natural for some reason...
Original Metalopolis
Features/Changes:
-Main on double high ground
-Nat on high ground, large ramp to middle with not a lot of space above it, making fights there more challenging
-Nat backdoor to third, ramp out to middle
-Gold minerals easily to harass
Concept:
I wanted to make the map a bit harder to macro on, and I believe this is what I've accomplished here.
Ground Xero
+ Show Spoiler [Ground Xero] +
Inspired by Metalopolis, takes place in a demolished city environment. Macro-Oriented map.
+ Show Spoiler [Features] +
Easy to take natural
Andromeda-style main with cliff behind natural. LOS Blockers for proxy and hidden tech
Watchtowers over the 3rd and outer lane of the map
Fire!
Destructible Tower in middle blocking the base. If you want the base, forfeit the vision.
+ Show Spoiler [Known bugs] +
Tarmac appears under the road, apparently the tarmac actor is bugged :/
+ Show Spoiler [Progress] +
Expansions placed, map is half textured, outside areas doodaded up
Map theme / out of bounds scenery
Terrain v0.1
Concept
Feedback is appreciated! Check out the Ground Xero thread!
Officially Untitled Super Cool TeamLiquid Map (LINK)
+ Show Spoiler [Super Cool TeamLiquid Map] +
Concept
-Bunch of features people think are cool
-Has a bad ass pony in the middle of the map and TL textured into all the mains
-I don't know anything else, I just thought this would be totally awesome.
Redemption - Designed by TL User TrueRedemption
+ Show Spoiler [Redemption] +
+ Show Spoiler [Hi-Res screenshot of the map] +
The map's idea came from TL user TrueRedemption (see his image in the "Additional images" section. I saw it, asked him if I could make it, and after some changes and redesigning this is the final result. Personally, it reminds me somewhat of Destination.
The theme of the map is an abandoned space station that was studying or processing the spires that you see all over the map.
Features:
-Steppes of War-sized ramps at the natural to middle
-Xel'Naga Towers at 4th expansions
-Double wide ramps to the high ground middle
-LOS blockers in the middle for interesting tactics
-Gold expansions are 6M2G, all other expansions are 8M2G
+ Show Spoiler [Additional images] +
Banner background. I thought htis looked really fucking cool~
Half Textured/Doodaded
Terrain v0.1
Explanation of features
Sketch
I was worried the original would be uninteresting and too easy to macro on. Now it's very similar to Destination
Original Design by TL User TrueRedemption
+ Show Spoiler [Map analyzer results] +
+ Show Spoiler [Redemption] +
Half Textured/Doodaded
Terrain v0.1
Explanation of features
Sketch
I was worried the original would be uninteresting and too easy to macro on. Now it's very similar to Destination
Original Design by TL User TruerrrrrrRedemption
Altar of Darkness
+ Show Spoiler [Altar] +
Alpha design
Features:
Can't build in the red textured area between the natural choke and open middle area. (checkerboarded so you can place creep tumors and sensor towers, but nothing else)
The cliff around the 3rds will be non-pathable
Poll: Altar of Darkness
Finish the map! (18)
69%
The design is crap, I'd never play this (8)
31%
Change <something> and it will be good (post) (0)
0%
26 total votes
The design is crap, I'd never play this (8)
Change <something> and it will be good (post) (0)
26 total votes
Your vote: Altar of Darkness
(Vote): Finish the map!
(Vote): The design is crap, I'd never play this
(Vote): Change <something> and it will be good (post)
Concept
In my head, I am picturing this:
-4 Players, slightly open natural expansion
-Open Middle Area a la python
-Probably Char tileset
-Pentagram, maybe with Baphomet in the middle because that's metal \m/
Match Point - BW
+ Show Spoiler [Match Point] +
Dyren is the original creator, I only finished the map up, changed some things, and published it. Big shoutouts to Dyren!
TO DYREN:If you have any problems with this, let me know.
This is a port of the classic SC: BW professional map Match Point. I decided to finish this due to popular demand.
+ Show Spoiler [Hi-Res map image - 2000x2250] +
+ Show Spoiler [Map Features] +
-Can't build in the area nal_ra cannoned up. This is up for testing
-Map is mirrored unlike the original (some ramps are oriented differently in BW)
-Cliffs around the map and between natural are un-pathable (anywhere there are holed cliffs in brood war)
-SC2Mapanalyzer did not cooperate with the SC2MAP File.
+ Show Spoiler [Known issues] +
-None so far!
+ Show Spoiler [Changelog] +
Version 1.0
-Published Map
Fighting Spirit - Brood War map conversion (LINK)
Search "Fighting Spirit" in-game to play!
+ Show Spoiler [Fighting Spirit] +
Latest Version of Fighting Spirit
Original Brood War version
Changelog .gif - it's 5mb, so it may take awhile to load.
Pics of progress:
+ Show Spoiler +
Pic of version 1.13
Pics of version 1.11
Pics of version 1.8
Pic of version 1.7
Pic of version 1.6
Original map
Pic of version 1.5
Pic of version 1.4.1
Pic of version 1.3
These pics are before version 1.3
I'll call these pics of the beta version because me having a beta sounds cool
+ Show Spoiler +
--These are before doodads were added and the textures were finally touched up, <1.0
These are before I had the layout done
I started by using the import legacy map tool, which decided not to do anything with the terrain on the top part of the map :/
Two bases done!
Three bases!
Map Features:
-Center base has rich geysers which return 6 per trip, and 12 patches instead of the standard 8. (In the original, there was two geysers which was double the gas you'd get from a normal base.)
-Center base blocked by a destructible rock
-All naturals can be walled in with forge gateway cannon side-by-side, or barracks barracks depot
-Cannot build on bridge or around it (Like in BW, there are 1x1 holes so Zerg can place creep tumors)
-Cannot walk or blink across the spiky area between main and 3rd. (like in bw)
-Cannot walk on any of the cliff edges around the naturals or the middle (like in bw)
Feedback is appreciated!
CHANGELOG
+ Show Spoiler +
Changes in v1.1
-Increased the size of the rivers to prevent siege tanks shooting into the nat across the river.
-Changed some doodads and foliage
Changes in v1.2
-Reworked textures to be more consistent
-Fixed some pathing issues
-Smoothed the hills between main and 3rd so air units don't fly 9999 miles in the air while over a giant spike
Changes in v1.3
-Changed the building pathing to be more like brood war
-Added two watchtowers
-Cosmetic terrain changes
-Made all bridges the same width and distance from nat
Changes in v1.4.1
-Boundaries fixed; They were exploitable by air
-Fixed so that stalkers cannot blink from main to 3rd
-Retextured the water to make the map feel a little darker, like SC1
-Retextured the bases to look more natural
-Changed some doodads
-Fixed the glitch texture at bottom-right's ramp
Changes in v1.4.2
-Texture adjustments
-Mineral patches now look different and natural
Changes in v1.5
-My will to continue working on this today
-Lighting of the map
-Touched up some missed water spots and textures
Changes in v1.6
-Fixed more textures
-Moved geysers to the corner of the mains
Changes in v1.7
-Map rebuilt, now symmetrical
-Mineral patches placed correctly
-Retextured
-Changed border
-Added LOS blocker around watchtower. This is still up for testing.
Changes in v1.8
-Vastly improved the map aesthetically
-Added doodads
-Changed water scheme
-Retextured
-Added more detail into the border and map architecture
Changes in v1.9
-Changed the layout of the resources at each base to better look like an SC2 map
-Added 1x1 holes in the unbuildable area so Zerg can spread creep
-Made the map 4 player instead of 1. Oops~
Changes in v1.10
-Added two more Xel'Naga Towers
-Moved them so they can no longer see into the 3rd (and spot creep)
-Published the map for the public to play
-Fixed some textures
-Fixed the Map picture in the load screen.
Changes in v1.10 and v1.11
-Fixed the teams, map can now be set to melee
-fixed some textures
-Checkerboarded non-buildable area to make placing creep tumors much easier
-Resized some trees so that they should no longer interfere with gameplay
Changes in v1.12
-Changed water
Changes in v1.13
-Changed mineral patches in the center from normal to gold. This is still up for testing
-Aesthetical improvements
-Can now click "Open to public"
Changes in v1.14
-Removed watchtowers completely. This is a bit of a judgement call, but I didn't like the way the games were playing out with them on the map.
-Made bridges 1 matrix more narrow - It wasn't much of a choke the way it was
-Aesthetical improvements
Changes in v1.15
-Lobby Fixed
(2) Impervious (LINK)
Search "Impervious" in-game to play!
+ Show Spoiler [Impervious] +
My first original map, focused on map control, positioning, macro and relatively standard play.
Impervious v1.1
Explanation of map features
Pictures of progress
+ Show Spoiler +
Half the doodads done
Finished most of the texturing, added some doodads
Finalized terrain
Version 0.1 - Shrunk it down from here
Version 0.1 - Explanation of map features
Map sketch
Map Features
-Xel'Naga Towers can see each other - You know when you're being watched
-Two alternate paths of attack blocked by rocks
-Main path in a tight choke
-Your side of the map is relatively easy to control until air comes out
-Destructible rock @ the natural choke that can be broken to widen the area (Like Othello in BW)
-LOS Blockers hiding the cliff expansion and alternate paths from the middle ramps (You can't see them on the screenshots, they're too thin)
Changelog
+ Show Spoiler +
[u]Version 1.0
* Named "Impervious"
Version 1.1
* Made the map 2 players. Oops.