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![[image loading]](http://i48.tinypic.com/vevdh.jpg) 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Update 8/2/2010: This thread and any of my others may contain images that are out of date or broken.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![[image loading]](http://img208.imageshack.us/img208/8192/devotionsketch.jpg) 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] +
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] +Version 1.0CLICK FOR HIGH RESOLUTION PHOTO High Resolution Angle Texturing (mostly) complete Beta version for testing purposes Openness according to Map analyzer - this is the only image that cooperated :/ Original map sketch![[image loading]](http://img844.imageshack.us/img844/8649/valhallasketch.jpg) 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 v0.1Terrain, Textures and Resources. No DoodadsTerrain v0.1 Getting started![[image loading]](http://i45.tinypic.com/2hnxqx1.jpg) Neo Metalopolis for Map Redesign contest + Show Spoiler [Neo Metalopolis] + + Show Spoiler [Neo Metalopolis 1.0 Still image] +Neo Metalopolis![[image loading]](http://img294.imageshack.us/img294/6622/neometalopolisv10.jpg) ...The map image tool in the editor decided to clip out the road at the 6oclock natural for some reason... Original Metalopolis![[image loading]](http://img193.imageshack.us/img193/8504/metaolopolis.jpg) 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] +
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] ++ Show Spoiler [Map analyzer results] ++ Show Spoiler [Redemption] +
Altar of Darkness + Show Spoiler [Altar] +Alpha design![[image loading]](http://img85.imageshack.us/img85/9442/altarofdarkness2nddesig.jpg) 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 DarknessFinish 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 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)
ConceptIn 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. ![[image loading]](http://img251.imageshack.us/img251/6638/matchpoint10lowres.jpg) + 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] ++ 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![[image loading]](http://img179.imageshack.us/img179/9563/sc2editor20100528011810.jpg) Pics of version 1.11![[image loading]](http://img69.imageshack.us/img69/6797/sc2editor20100507215700.jpg) Pics of version 1.8![[image loading]](http://img153.imageshack.us/img153/3065/sc2editor20100507171954.jpg) Pic of version 1.7![[image loading]](http://img132.imageshack.us/img132/3636/sc2editor20100424110018.jpg) Pic of version 1.6 Original map![[image loading]](http://img709.imageshack.us/img709/2186/sc2editor20100424013925.jpg) Pic of version 1.5![[image loading]](http://img717.imageshack.us/img717/5205/sc2editor20100424010152.jpg) Pic of version 1.4.1 Pic of version 1.3 These pics are before version 1.3![[image loading]](http://img41.imageshack.us/img41/2862/sc2editor20100423210536.jpg) ![[image loading]](http://www.iccup.com/upload/maps/images/ICCup%20fighting%20spirit%201.3.jpg) 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![[image loading]](http://img34.imageshack.us/img34/5240/sc2editor20100423185650.jpg) ![[image loading]](http://img227.imageshack.us/img227/8834/sc2editor20100423185705.jpg) ![[image loading]](http://img265.imageshack.us/img265/5905/sc2editor20100423185737.jpg) ![[image loading]](http://img405.imageshack.us/img405/6332/sc2editor20100423185725.jpg) ![[image loading]](http://img13.imageshack.us/img13/4494/sc2editor20100423185732.jpg) ![[image loading]](http://img265.imageshack.us/img265/5905/sc2editor20100423185737.jpg) ![[image loading]](http://img14.imageshack.us/img14/1488/sc2editor20100423185719.jpg) 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 :/ ![[image loading]](http://img293.imageshack.us/img293/7537/sc2editor20100422194949.jpg) 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
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(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 terrainVersion 0.1 - Shrunk it down from here Version 0.1 - Explanation of map features Map sketch![[image loading]](http://img52.imageshack.us/img52/9907/1v1mapsketch.jpg) 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.
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Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11.
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On June 08 2010 07:11 simples wrote: Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11.
You are being oversensitive.
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On June 08 2010 07:11 simples wrote: Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11.
you're kind of retarded
moving on Ground zero has rediculously short ground distance, unless the scale of the map is massive. I personally would put a wall up the middle a little, forcing the players to scale the highground to get to eachother. also, you could almost shell your Opp's nat from your own with siege tanks... I think games on it would quickly dissolve into bloodbath style play, with none of the top area of the map being used.
edit: relooking at GZ, the distance is a tiny bit more then i thought, but if you were to make the nat exits further away from eachother (closer to the sides of the map) I think it may resolve what I'm seeing here.
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On June 08 2010 07:20 Shiladie wrote:Show nested quote +On June 08 2010 07:11 simples wrote: Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11. you're kind of retarded moving on Ground zero has rediculously short ground distance, unless the scale of the map is massive. I personally would put a wall up the middle a little, forcing the players to scale the highground to get to eachother. also, you could almost shell your Opp's nat from your own with siege tanks... I think games on it would quickly dissolve into bloodbath style play, with none of the top area of the map being used. The map will be significantly bigger in-game than it will be in the concept. I just draw it out on graph paper like that to get a basic design with some symmetry, and go from there in the editor. Check the Impervious Spoiler to see what I mean, the rush time on that map is about 40 seconds from one ramp to the other and it doesn't look like it on paper.
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On June 08 2010 07:21 prodiG wrote:Show nested quote +On June 08 2010 07:20 Shiladie wrote:On June 08 2010 07:11 simples wrote: Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11. you're kind of retarded moving on Ground zero has rediculously short ground distance, unless the scale of the map is massive. I personally would put a wall up the middle a little, forcing the players to scale the highground to get to eachother. also, you could almost shell your Opp's nat from your own with siege tanks... I think games on it would quickly dissolve into bloodbath style play, with none of the top area of the map being used. The map will be significantly bigger in-game than it will be in the concept. I just draw it out on graph paper like that to get a basic design with some symmetry, and go from there in the editor. Check the Impervious Spoiler to see what I mean, the rush time on that map is about 40 seconds from one ramp to the other and it doesn't look like it on paper.
ahh, ok, other then that, it looks like it could be interesting, i'd have to see it done up in the editor before I could speak more on what would happen on it.
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On June 08 2010 07:16 bull0563 wrote:Show nested quote +On June 08 2010 07:11 simples wrote: Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11. You are being oversensitive. I agree. Plus, if you're going to be overly sensitive about a "ground zero" map being set in a "destroyed city", I think you'd want to refer to the actual origin of the term, when it was used to describe Hiroshima after the atomic bombings in WW2.
The maps themselves look pretty good.
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What would be very cool of you to do (and would make the simple-minded like me actually care about the change-log and evolution of FS @ SC2) would be to make a .gif of all the screenshots you have of it, starting from the very beginning and working your way forwards to your perfected version.
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On June 08 2010 07:30 bITt.mAN wrote: What would be very cool of you to do (and would make the simple-minded like me actually care about the change-log and evolution of FS @ SC2) would be to make a .gif of all the screenshots you have of it, starting from the very beginning and working your way forwards to your perfected version. that would actually be a very neat gif to see, and not too hard to put together.
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On June 08 2010 07:35 Shiladie wrote:Show nested quote +On June 08 2010 07:30 bITt.mAN wrote: What would be very cool of you to do (and would make the simple-minded like me actually care about the change-log and evolution of FS @ SC2) would be to make a .gif of all the screenshots you have of it, starting from the very beginning and working your way forwards to your perfected version. that would actually be a very neat gif to see, and not too hard to put together. I'm down. What software can I do this in and still get proper quality out? I suppose I could slap a youtube together or something.
...Maybe I should start documenting the hell out of my map creation process or start a stream or something :O
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Can't wait to see Tornado. Thats a map that I think would really translate well into sc2.
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any version of PS should be able to do it, though I havn't done it personally.
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Gimp with the APNG plugin will let you create animated pictures like GIFs but higher quality. Firefox 3 can show these, don't know about other web browsers.
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I've been working on ZodiAc sparingly. I seem to keep getting detracted by the fact that you can't copy/fit everything exactly how it was in the BW map. It's kind of frustrating writing and rewriting a map section over and over.
Any tips?
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On June 08 2010 07:11 simples wrote: Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11.
I live in the city and the name Ground zero isn't that offensive to me, it just reminds me of the horror. Any way i like all of the maps, i just wish blizz would let us put maps into the map pool. Or something like ICCUP.
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On June 08 2010 08:06 Bob300 wrote:Show nested quote +On June 08 2010 07:11 simples wrote: Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11. I live in the city and the name Ground zero isn't that offensive to me, it just reminds me of the horror. Any way i like all of the maps, i just wish blizz would let us put maps into the map pool. Or something like ICCUP.
Relic did something like that with Company of Heroes. They held map competitions and the winners got into the map pool of the matchmaking. It was kind of cool. The whole game had some balancing issues though and the maps were part of it but perhaps we can see something like that with Starcraft 2 as well.
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On June 08 2010 07:40 Shiladie wrote: any version of PS should be able to do it, though I havn't done it personally. I'm working on it right now. It's a HUGE pain in the ass, but I'll get it done :D
EDIT: done!
Changelog .gif - it's 5mb, so it may take awhile to load.![[image loading]](http://img9.imageshack.us/img9/1876/fightingspirit.gif)
On June 08 2010 08:04 CharlieMurphy wrote: I've been working on ZodiAc sparingly. I seem to keep getting detracted by the fact that you can't copy/fit everything exactly how it was in the BW map. It's kind of frustrating writing and rewriting a map section over and over.
Any tips? Looking in hindsight at how I did Fighting Spirit, there are a few key things that would have saved me a lot of time at the start. Take a good look at blizzard's sc2 maps, they're ALL placed on one large island-shaped piece of terrain. This is important to keep in mind because brood war maps didn't have that map boundary, and the SC2 map standard is to have them covered with doodads, and are non-pathable.
Second off, it's important to keep in mind you can't have the 0x0 size cliffs like brood war did. I compensated for this on FS by making the cliffs around the natural non-pathable, but this same effect can be accomplished with properly placed doodads and/or a combination of both of the above.
Finally, you have to realize that there's no way you can make the map exactly like it was in Brood War. You have to use your own judgment to translate the map over and simply hope you nail it on the head.
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![[image loading]](http://www.sc2maps.net/d/file/Leagues_Maps/2010-02-03/4c538fd360bdc6c7912289a8ed0003f6.jpg) Terrain v0.1
![[image loading]](http://img9.imageshack.us/img9/4743/neotornadoterrainv01.jpg)
I think it's pretty close...
Edit: oops, double post
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Wow, Fighting Spirit looks great! I hope to see more renditions of other classic brood war maps in the future. Maybe we'll see Destination or Matchpoint soon.
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Oh my god these look amazing, thanks for the link.
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I don't like the high yield on your Impervious map. Too easy to defend, I think you should make it regular minerals and call it a day. Just my personal opinion.
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nice looking maps sir keep it up
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TL Supercool map needs SpaceShark! May some homage to some of the popular casters around here too, maybe let them pick a feature or design a starting base to use.
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Kool maps bro, btw I love you josh~
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On June 10 2010 13:28 Dukat wrote: TL Supercool map needs SpaceShark! May some homage to some of the popular casters around here too, maybe let them pick a feature or design a starting base to use. If any of them see this and have any ideas, let me know. I am totally down for putting together a completely community-designed map.
...As a matter of fact, I think I might start a thread right now!
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Textured and placed resources on Neo Tornado! I'm probably going to work on the doodads tomorrow or Friday~
EDIT: For the record, the cliffs behind main and nat are purely decorational, they are not pathable and cannot be tank dropped or anything like that.
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On June 10 2010 15:58 prodiG wrote: EDIT: For the record, the cliffs behind main and nat are purely decorational, they are not pathable and cannot be tank dropped or anything like that. Thats good, but just keep in mind how incredibly ideal that cliff is for raven harass. I can just leave the raven safe up there, then drop an auto turret into the minerals with pretty much zero risk. Not really a bad thing, but it does affect anyone using the fast one of each build, by prioritizing a quick raven over extra tanks in the early game.
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On June 10 2010 16:09 used man wrote:Show nested quote +On June 10 2010 15:58 prodiG wrote: EDIT: For the record, the cliffs behind main and nat are purely decorational, they are not pathable and cannot be tank dropped or anything like that. Thats good, but just keep in mind how incredibly ideal that cliff is for raven harass. I can just leave the raven safe up there, then drop an auto turret into the minerals with pretty much zero risk. Not really a bad thing, but it does affect anyone using the fast one of each build, by prioritizing a quick raven over extra tanks in the early game. The cliff is outside the map boundary, you can't even fly up there
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Ah, I thought you meant that you had put that pathing block doodad up there 
EDIT: you might also consider putting some more green looking grass in there, the BW grass stood out alot more, and it looks pretty bland as is. Although doodads might fix that anyway.
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On June 10 2010 16:16 used man wrote:Ah, I thought you meant that you had put that pathing block doodad up there  EDIT: you might also consider putting some more green looking grass in there, the BW grass stood out alot more, and it looks pretty bland as is. Although doodads might fix that anyway. Doodads will fix it up, and it looks significantly less bland once you actually get in-game. It may require a bit of touching up, but i think the idea of the entire tileset is to give the badlands dirty bland feel anyway
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On your fighting spirit conversion you have allowed pathing on the walls around the center base, this wasn't allowed in BW and makes tank drops/other stuff rather annoying. Some of the guys playing during the Extravaganza where complaining about it.
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On June 10 2010 17:07 sob3k wrote: On your fighting spirit conversion you have allowed pathing on the walls around the center base, this wasn't allowed in BW and makes tank drops/other stuff rather annoying. Some of the guys playing during the Extravaganza where complaining about it. Originally, I had it non-pathable but apparently you couldn't cast neural parasite over it. I think I may change it back, since I definitately agree tanks sitting up there would be irritating as hell.
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On June 10 2010 18:22 prodiG wrote:Show nested quote +On June 10 2010 17:07 sob3k wrote: On your fighting spirit conversion you have allowed pathing on the walls around the center base, this wasn't allowed in BW and makes tank drops/other stuff rather annoying. Some of the guys playing during the Extravaganza where complaining about it. Originally, I had it non-pathable but apparently you couldn't cast neural parasite over it. I think I may change it back, since I definitately agree tanks sitting up there would be irritating as hell.
Did you use nopath zoning or the blocking doodad? They might interact differently with NP.
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definitately Read this word out loud to yourself; I bet it's not what you meant to say.
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On June 10 2010 21:37 sob3k wrote:Show nested quote +On June 10 2010 18:22 prodiG wrote:On June 10 2010 17:07 sob3k wrote: On your fighting spirit conversion you have allowed pathing on the walls around the center base, this wasn't allowed in BW and makes tank drops/other stuff rather annoying. Some of the guys playing during the Extravaganza where complaining about it. Originally, I had it non-pathable but apparently you couldn't cast neural parasite over it. I think I may change it back, since I definitately agree tanks sitting up there would be irritating as hell. Did you use nopath zoning or the blocking doodad? They might interact differently with NP. I used the pathing layer, not the doodad. It's worth testing, I'll look into it later tonight.
New screenshot of Neo Tornado, has about 80% of the doodads
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Map name: Atlantis, it is very much a work in progress the map is suppose to be a large 1v1 map, with many attack paths and large battle grounds near natural and expos i wanted to see what people would think of the really small forked path that lead straight to the ramp to the main, they only fit smaller units like zels, lings, rine no tanks or col, its suppose to be a quicker route you use early game for getting your scout there and quick attacks like 2 gate, or early lings/marine push. feedback appreciated  + Show Spoiler +
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with the new image of neo tornedo we can see some mineral patch are out of bound
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On June 11 2010 10:32 PsykoMantis wrote:Map name: Atlantis, it is very much a work in progress the map is suppose to be a large 1v1 map, with many attack paths and large battle grounds near natural and expos i wanted to see what people would think of the really small forked path that lead straight to the ramp to the main, they only fit smaller units like zels, lings, rine no tanks or col, its suppose to be a quicker route you use early game for getting your scout there and quick attacks like 2 gate, or early lings/marine push. feedback appreciated + Show Spoiler +
This Actually Looks Pretty GOOD!
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On June 11 2010 10:37 KhAlleB wrote: with the new image of neo tornedo we can see some mineral patch are out of bound Blue is map boundary, yellow is camera boundary
On June 11 2010 10:32 PsykoMantis wrote:Map name: Atlantis, it is very much a work in progress the map is suppose to be a large 1v1 map, with many attack paths and large battle grounds near natural and expos i wanted to see what people would think of the really small forked path that lead straight to the ramp to the main, they only fit smaller units like zels, lings, rine no tanks or col, its suppose to be a quicker route you use early game for getting your scout there and quick attacks like 2 gate, or early lings/marine push. feedback appreciated + Show Spoiler +
I like the design, it's very original. There's a lot of destructible rocks that i think (without testing) would be really annoying.
Also, is this map hand mirrored? If so I definitely recommend copying the terrain and pressing / and * on the numpad to rotate and pasting it back down to get a perfect mirror (yuou'll have to ctrl+z a few times to get it to line up but once you do working on the map becomes a lot easier)
I also recommend also laying down some basic textures before you do that and touching them up after you've completed the terrain design
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Now that the beta is down, 1v1 maps are like porn for me. and this is - very nice, nice... porn.
Anyhoo my fave is your Impervious map. I can't help but comment 1st on the strategically unimportant yet total coolness of the broken bridges to the island expos (the islands look too small to me btw) and the little tracks circling the map. Style is essential man. Other possibly completely useless notes: I like the gold expo being so easy to defend from the nat, but lacking gas (Also, as an irrelevant side-note, if both players can get the gold easily, it's not really that much of a win. I'm sure everyone knows what I'm talking about when you spawn cross-position on Lost Temple). It's interesting to consider how vigorously the Watch Towers will be fought over due to the fact that they're so revealing. The debris on the wide ramp is obviously not new, but I love it. I like the super-vulnerable expos on the high ground and the valley of death below the Towers. Cool map!
Other notes: I really like Metalopolis, but your version is very legitimate and intriguing. It'll be interesting to see how strats change on your Neo. Fighting Spirit also looks great (yet it's a bleak and unforgiving reminder that Sc1 came out in '98).
So do you post your maps on nibbits or sc2mapster.com so we can dl them? That way I can play on them -- ALONE!! This is what the downtime of beta done to me! Playing playerless on Galaxy Editor! *sobs* whhhyyy! Why did the beta close right when school was out, and the game come out when the next semester starts!?
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prodiG I have to say this is some the best map creation I have ever seen its fantastic really well done. If I had to pick a favourite it would be Impervious. Gratz on some really fine work.
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On June 11 2010 17:49 scrdmnttr wrote: So do you post your maps on nibbits or sc2mapster.com so we can dl them? That way I can play on them -- ALONE!! This is what the downtime of beta done to me! Playing playerless on Galaxy Editor! *sobs* whhhyyy! Why did the beta close right when school was out, and the game come out when the next semester starts!? I stopped doing this because I was uploading them all to SC2Mapster before i could publish, and when publishing went live someone published a private version of fighting spirit and forever prevented me from publishing it on the name "Fighting Spirit", until the patch 15 database reset came around.
needless to say, this irritated the hell out of me, and I really REALLY wish Blizzard had some way of addressing this issue, otherwise i'd be all for uploading them back to SC2Mapster and the like
also, thanks guys :D I only got to play a few games on Impervious before the beta went down, but what I found was it was a really cool mix between the standard metalopolis style macro game and really tactical and precise play, because once you've lost control of your side of the upper middle area you're in trouble. And I think i spent just about as much time doodading it up for "style" as i did designing and creating the terrain and layout of the features
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I have one question for the op if anyone don't mind.
What do you think about modding SC2 maps to have BW units and unit/building stats?
I was kinda looking into that and i am curious about your opinion.
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i took you suggestion prodiG and mirrored it using the copy, rotate and paste method, map looks a lot better now. i also removed a lot of the destructible rocks (they were pretty annoying when i was testing the map) made the 3rd expo on high ground with cliff line above ramps which colosuss + reapers can use
here is the map: Atlantis-Vers2 + Show Spoiler + if anyone wants to try the map out PM me 
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I really like impervious. I played some 1v1's on it with a friend and we both feel that this map is really great for competetive play.
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On June 11 2010 23:01 VladCepesh wrote:I have one question for the op if anyone don't mind. What do you think about modding SC2 maps to have BW units and unit/building stats? I was kinda looking into that and i am curious about your opinion.  I actually thought it would be fun to try this. When the game goes retail and I have vultures, reavers and lurkers I was thinking of taking the stacked muta mod and getting all of the old brood war units in the game and try to make them behave the same, just because it'd be cool 
On June 12 2010 00:25 PsykoMantis wrote:i took you suggestion prodiG and mirrored it using the copy, rotate and paste method, map looks a lot better now. i also removed a lot of the destructible rocks (they were pretty annoying when i was testing the map) made the 3rd expo on high ground with cliff line above ramps which colosuss + reapers can use here is the map: Atlantis-Vers2+ Show Spoiler +if anyone wants to try the map out PM me  I like this a lot. How much time in seconds does it take for one army of reasonable size take to get around the map?
On June 12 2010 00:32 Tiazi wrote: I really like impervious. I played some 1v1's on it with a friend and we both feel that this map is really great for competetive play. Fantastic, now we just have to get it used in some tournaments :D
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the time for different distances are: scouting/early pushes from main to main ~40s (using the small path) with a reasonable army with bigger units, if you dont break the rocks in front of your natural it takes a whopping 82s from main to main, or 68s from natural to natural if the rocks are broken the time is ~45s it takes ~20s for a pheonix to go from main to main and ~34s for a slow voidray to go from main to main the 82s distance is the longest possible route on the map, i think to go from your natural to anywhere else on the map in midgame is ~30-50s all these times are times irl on faster in sc2
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that sounds pretty standard to me, i was just curious because it was hard to tell from your screenshot
Neo Tornado is just about done This weekend I want to have a basic terrain layout for Ground Zero and Redemption
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nice map. looking forward to trying it out when the beta comes back up.
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Ground Zero terrain v0.1!
![[image loading]](http://img576.imageshack.us/img576/595/groundzeroterrainv01.jpg)
Just got the terrain layout down. Everything will be less square and covered in doodads and textures later :D
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prodiG, really really digging your maps. Impervious and Neo-Tornado are my favorites, can't choose between the two! Looking forward to seeing your other designs completed.
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On June 13 2010 13:33 Maelkyral wrote: prodiG, really really digging your maps. Impervious and Neo-Tornado are my favorites, can't choose between the two! Looking forward to seeing your other designs completed. I have the terrain for Redemption halfway done :D
EDIT:
Here's a sketch
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Redemption Terrain v0.1 is done
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looks pretty interesting. is that middle area gonna be buildable or is it just for tanks and whatnot?
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On June 14 2010 09:38 Cirno wrote: looks pretty interesting. is that middle area gonna be buildable or is it just for tanks and whatnot? I dunno.
Poll: Should the middle cliff be buildable?Yes (4) 57% No (3) 43% 7 total votes Your vote: Should the middle cliff be buildable? (Vote): Yes (Vote): No
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New screenshots of Ground Zero, i'm just about halfway done~
EDIT: To mods, sorry about whatever double posts come up. I need feedback to get these maps as best they can be, so I bump sometimes :<
If it's a big problem, I can stop (It would really help if you spotlighted the thread though :D)
EDIT 2: I want to put a destructbile xel'naga tower right in the middle, where the command center is in the screenshot. If anyone knows how to do this without losing melee status please let me know :D
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So dedicated! Look how hard you're working! 
You know how they hired Mr Jack because his drawings were so awesome? yeah. You should be a mapper. GJ dude ;P
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Make the map Blood Bath and Challenger! Two classic maps that I don't think I have seen recreated yet.
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On June 14 2010 14:25 Donger wrote: Make the map Blood Bath and Challenger! Two classic maps that I don't think I have seen recreated yet. Blood Bath has been done already, I don't know about Challenger.
I'm creating a destructible tower to put in the middle of Ground Zero to block the gold expansion and also give vision over middle. If you want to expand there, you forfeit the vision :D
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that was a pretty good idea, how can you make the tower distructible?
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On June 14 2010 14:48 Madkipz wrote: that was a pretty good idea, how can you make the tower distructible? I have to create it in the Data Editor. I've got the functionality working, i'm just having some trouble with the animations
![[image loading]](http://img571.imageshack.us/img571/445/sc22010061323592544.jpg)
Here you can see that I am attacking it, it's providing vision, and I can't build under it :D
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pretty awesome was it difficult to create? or do you not wish to share ? XD
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On June 14 2010 15:06 Madkipz wrote: pretty awesome was it difficult to create? or do you not wish to share ? XD I'll share once I have it working completely
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I really like the direction you're going in with that destructible watch tower. However I feel like 12 might be a few too many patches of high yield. It is giving you over twice the amount of minerals that a normal expo would be giving you. Even though you're sacrificing the sight from the tower, maybe something around 1.6 - 1.8 might be more balanced. (I'm fully aware on actual in game testing can prove this either way). Just something to keep in mind . The map looks really clean cut though, I like that in maps with urban tilesets.
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On June 14 2010 19:04 stimtokolos wrote:I really like the direction you're going in with that destructible watch tower. However I feel like 12 might be a few too many patches of high yield. It is giving you over twice the amount of minerals that a normal expo would be giving you. Even though you're sacrificing the sight from the tower, maybe something around 1.6 - 1.8 might be more balanced. (I'm fully aware on actual in game testing can prove this either way). Just something to keep in mind  . The map looks really clean cut though, I like that in maps with urban tilesets. I dropped it down to 10 patches, I just haven't posted a screenshot. It may go down to 8 if testing proves that 10 is still too much.
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Like your stuff. You're inspiring me to try the map editor later tonight
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On June 16 2010 06:43 Alou wrote:Like your stuff. You're inspiring me to try the map editor later tonight  Go for it. Can never have too many good maps for a game :D
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prodiG want to able to upload more then 5 of your maps? Blizzard is hiring level designers. Go for it and we can finallly have good blizz maps
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i think this remake of metalopolis is a really simple and solid remake, great job on this love tornado too
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On June 23 2010 21:24 jamesr12 wrote: prodiG want to able to upload more then 5 of your maps? Blizzard is hiring level designers. Go for it and we can finallly have good blizz maps I'll look into this but I doubt it 
On June 23 2010 21:34 MorroW wrote:i think this remake of metalopolis is a really simple and solid remake, great job on this  love tornado too Yeah, I didn't want to go all-out, just some significant gameplay changes. There are a few texture issues I've been meaning to fix...
New screenshot of Redemption is up, I have the map half textured/doodaded. You can see all the features anyway:
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![[image loading]](http://img85.imageshack.us/img85/9442/altarofdarkness2nddesig.jpg)
This is my alpha design for Altar of Darkness. What do you guys think? Should I change it or finish it?
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
Here's a poll for everyone who likes to lurk instead of post:
Poll: Altar of DarknessFinish 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 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)
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BETA IS UP! /me puts away his nerd boner
Expect to see Impervious, Redemption, Ground Xero, Fighting Spirit and Neo Tornado up ASAP!
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On July 08 2010 12:29 prodiG wrote: BETA IS UP! /me puts away his nerd boner
Expect to see Impervious, Redemption, Ground Xero, Fighting Spirit and Neo Tornado up ASAP!
Just curious, is it letting you connect through the editor? edit: It wont for me. D;
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On July 08 2010 12:41 Skee wrote:Show nested quote +On July 08 2010 12:29 prodiG wrote: BETA IS UP! /me puts away his nerd boner
Expect to see Impervious, Redemption, Ground Xero, Fighting Spirit and Neo Tornado up ASAP! Just curious, is it letting you connect through the editor? edit: It wont for me. D; still patching, i'll keep you posted.
EDIT: can't get logged in on teh editor as of 12:50 KST
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+ Show Spoiler +On July 08 2010 12:42 prodiG wrote:Show nested quote +On July 08 2010 12:41 Skee wrote:On July 08 2010 12:29 prodiG wrote: BETA IS UP! /me puts away his nerd boner
Expect to see Impervious, Redemption, Ground Xero, Fighting Spirit and Neo Tornado up ASAP! Just curious, is it letting you connect through the editor? edit: It wont for me. D; still patching, i'll keep you posted. EDIT: can't get logged in on teh editor as of 12:50 KST Yeah D=. I have 3 maps to publish and can't. -.-;
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Hi, I just played a game on ground xero, and the frame rate rendered the game unplayable. Not completely sure what the problem is, but this is the only map i 've had the problem on. My guess, would be all of the fire effects on the map. The ramps in the top right and bottom left also had holes in them.
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On July 11 2010 04:39 used man wrote: Hi, I just played a game on ground xero, and the frame rate rendered the game unplayable. Not completely sure what the problem is, but this is the only map i 've had the problem on. My guess, would be all of the fire effects on the map. The ramps in the top right and bottom left also had holes in them. I've played tons of games vs AI on it and never had this issue, so I'm not sure what to say. And what do you mean holes? Can you post screenshots?
EDIT: I just played it. My framerates were fine, but I saw the holes :/ I'll try to fix these but I don't know if it's a game bug or not, since the minerals in the middle of the map also disappeared :/
EDIT 2: I fixed the holes, doodads and mineral patches in the middle. I have no idea why the map would perform poorly, the fire effects are just lava splash doodads and don't look to be demanding at all
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All maps except Neo Metalopolis are published (it still needs to have gold minerals and geysers fixed) either under prodiG or Cirno (US ONLY). Almost all of the loadscreens are up-to-date. (I think I need to change the logo on one of them, that's all)
Play on them, post feedback and report bugs! I tried playing games on almost all of them last night and in every one of them I was having network problems, which I had never had an issue with before. Is anyone having the same problem?
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awesome maps, can't wait to play them very cool to watch them on ragequit.tv Ustream. Keep up the great work.
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What does [GE] mean anyway?
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On July 17 2010 13:08 neobowman wrote: What does [GE] mean anyway?
Galaxy Editor I believe.
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On July 17 2010 13:39 Alou wrote:Galaxy Editor I believe. ^Yeah, I made this thread before the [Map] Convention was started
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Fantastic maps man, glad we were able to use them for our show tonight :D
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I just want to say that I love your maps. I've played quite a few customs on them, and hope that maybe one day Blizzard will add them to the ladder map pool.
Keep up the good work!
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On July 17 2010 16:24 QuothTheRaven wrote: I just want to say that I love your maps. I've played quite a few customs on them, and hope that maybe one day Blizzard will add them to the ladder map pool.
Keep up the good work! I would love for blizzard to add my maps to the ladder pool. :D
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On July 18 2010 07:05 prodiG wrote:Show nested quote +On July 17 2010 16:24 QuothTheRaven wrote: I just want to say that I love your maps. I've played quite a few customs on them, and hope that maybe one day Blizzard will add them to the ladder map pool.
Keep up the good work! I would love for blizzard to add my maps to the ladder pool. :D
Blizzard said they plan on adding user maps, but they cannot be overly complicated or large (none of the current BW pro maps) I feel like your maps they don't think are too complicated would have a very good shot of being on the ladder, assuming blizzard is a bunch of dirty liars (hope not)
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Awesome! Fighting Spirit Map Port is my favourite! Keep up the good work!
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On July 18 2010 09:24 jamesr12 wrote:Show nested quote +On July 18 2010 07:05 prodiG wrote:On July 17 2010 16:24 QuothTheRaven wrote: I just want to say that I love your maps. I've played quite a few customs on them, and hope that maybe one day Blizzard will add them to the ladder map pool.
Keep up the good work! I would love for blizzard to add my maps to the ladder pool. :D Blizzard said they plan on adding user maps, but they cannot be overly complicated or large (none of the current BW pro maps) I feel like your maps they don't think are too complicated would have a very good shot of being on the ladder, assuming blizzard is a bunch of dirty liars (hope not) I suppose I could see wanting to keep small and simple ladders for the initial launch ladder pool. I really hope, though, that they add some much larger and more complex maps (BW style) to the ladder map pool as the game matures. Being stuck on Incineration Zone and Steppes of War size maps for all of SC2 would not be fun.
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I think Match Point is probably the most advanced looking map that has my name on it. The rest of them are pretty straight forward. And I agree that maps the size of Steppes or IZ would ruin this game, macro games are so much more interesting than <someone dies at midgame because they screwed up one push>
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Looking forward to some high-level play on these maps!
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Planning some stuff for post release
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So when are we going to get these published for release? <3 prodiG!
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On July 30 2010 01:17 Zanez.smarty wrote: So when are we going to get these published for release? <3 prodiG! This is published on US, search "iCCup" :D
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What's about the EU server? are you planning on publishing them there soon?
is there anything we can do to speed this progress up?
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On August 25 2010 05:26 Ohdamn wrote: What's about the EU server? are you planning on publishing them there soon?
is there anything we can do to speed this progress up?
I don't want to publish any maps on EU until they've been thoroughly tested and I know that I don't have to update them, since my update process is pretty complicated:
1. See feedback about map 2. Edit the map accordingly. This could involve mirroring in two, three, four or more spots 3. Update the load screen. I have to export a map image, put it into the load screen, save as .tga, improt the new image into the map. 4. Update any threads or images around the web. If the balance change is something huge enough that it could attact new players to the map, why not? 5. Publish the map. On US, I may have to find a friend's account to publish it on. This could involve waiting for that person to get off their account for the time that it takes to publish (5 slot limit) 6. Get in contact with someone with open map slots on every other server and a little tech savvy, and if necessary walk them through how to publish, not to mention attempt to fix any bugs that they run into by proxy 7. Rinse and repeat for every map and every update.
I want a better system Obviously, the images are my choice but I think it's become so standard that it's something I can't abandon without a good reason.
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On August 25 2010 06:11 prodiG wrote:Show nested quote +On August 25 2010 05:26 Ohdamn wrote: What's about the EU server? are you planning on publishing them there soon?
is there anything we can do to speed this progress up?
I don't want to publish any maps on EU until they've been thoroughly tested and I know that I don't have to update them, since my update process is pretty complicated: 1. See feedback about map 2. Edit the map accordingly. This could involve mirroring in two, three, four or more spots 3. Update the load screen. I have to export a map image, put it into the load screen, save as .tga, improt the new image into the map. 4. Update any threads or images around the web. If the balance change is something huge enough that it could attact new players to the map, why not? 5. Publish the map. On US, I may have to find a friend's account to publish it on. This could involve waiting for that person to get off their account for the time that it takes to publish (5 slot limit) 6. Get in contact with someone with open map slots on every other server and a little tech savvy, and if necessary walk them through how to publish, not to mention attempt to fix any bugs that they run into by proxy 7. Rinse and repeat for every map and every update. I want a better system  Obviously, the images are my choice but I think it's become so standard that it's something I can't abandon without a good reason. So where's the connection between point 1-4 and EU server? >.>
Concerning the other ones, I got 2 ppl to upload stuff on US server, not a big deal really.
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I'm drooling over these maps... If we had these in ladder (after testing and fixing, of course) I would be playing ladder 24/7...
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Neo Tornado looks awesome, but it has too many edges in the main that can be used for hidden tech. I think players must be forced to show more creativity hiding their tech, not just putting them those buildings at the edges...
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Hey prodiG make a map with a giant bridge in the middle that lowers into lava every x seconds/minutes. Or a 4 player map that has a rotating bridge in the middle that randomly spins and connects two bases
I dunno, something flashy and dynamic, something moving
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I have a note about the Fury map. It's rush distance is way too short. I was a bit disappointed when I found out that there were no destructable rocks in the middle so it makes early armies to go around like it is on scrap station...
Accept from that the map is great!
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On November 02 2010 04:59 pontiff wrote: I have a note about the Fury map. It's rush distance is way too short. I was a bit disappointed when I found out that there were no destructable rocks in the middle so it makes early armies to go around like it is on scrap station...
Accept from that the map is great! The image in this thread, as with many of them are very out of date. I keep all of my images up to date on my website http://www.prodiGsc.com
Here is the latest version of Fury:
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THE WATCHTOWERS ARE ON FIRE !
That's so genius and creative.
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On November 02 2010 06:25 prodiG wrote:Show nested quote +On November 02 2010 04:59 pontiff wrote: I have a note about the Fury map. It's rush distance is way too short. I was a bit disappointed when I found out that there were no destructable rocks in the middle so it makes early armies to go around like it is on scrap station...
Accept from that the map is great! The image in this thread, as with many of them are very out of date. I keep all of my images up to date on my website http://www.prodiGsc.comHere is the latest version of Fury: http://www.prodigsc.com/wp-content/uploads/2010/09/2-Fury-1.21.jpg That looks better. it is strange I played yesterday and it was obviously older version, but the in-game map search couldn't find me this version (with the rocks)...
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On November 03 2010 05:56 pontiff wrote:Show nested quote +On November 02 2010 06:25 prodiG wrote:On November 02 2010 04:59 pontiff wrote: I have a note about the Fury map. It's rush distance is way too short. I was a bit disappointed when I found out that there were no destructable rocks in the middle so it makes early armies to go around like it is on scrap station...
Accept from that the map is great! The image in this thread, as with many of them are very out of date. I keep all of my images up to date on my website http://www.prodiGsc.comHere is the latest version of Fury: http://www.prodigsc.com/wp-content/uploads/2010/09/2-Fury-1.21.jpg That looks better. it is strange I played yesterday and it was obviously older version, but the in-game map search couldn't find me this version (with the rocks)... I must have an older version up on EU, ill look into it~
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dunno if you care about this or not, but on Destiny if you put 1 extra block of space at the right of the top expo's ramp, it would be the first 4 player map where a terran could build a rax wall without having to move for an addon, or have an addon exposed.
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On November 03 2010 12:16 danson wrote: dunno if you care about this or not, but on Destiny if you put 1 extra block of space at the right of the top expo's ramp, it would be the first 4 player map where a terran could build a rax wall without having to move for an addon, or have an addon exposed. That's an interesting thought, I'm definitely going to experiment with it : O
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