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McCheese's Sc2 Map Thread

Forum Index > SC2 Maps & Custom Games
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McCheese
Profile Joined July 2010
208 Posts
Last Edited: 2010-10-02 15:33:55
July 15 2010 13:50 GMT
#1
Hello everyone! I would just like to make this thread to get some feedback on a few maps I've been working on lately. I would like your opinion / comments on whatever you would like, but make sure its about the maps. Help me improve and make better maps for the community. Now, on to the maps.

Overgrown

+ Show Spoiler +

[image loading]

Map Features & Explaination
[image loading]

Dotted Yellow Line = Expansion Route
Black Line = Line of Sight Blocker
Red Circle = Watch Tower

Version: 0.7
Players: 2
Download: Here!

*In case you didn't know or were wondering, the blue line is the end of the map, and yellow is the camera.

Map Thread


Twisted Meadows

+ Show Spoiler +

Old Wc3 map revamped for Sc2. =]
[image loading]

Map Features & Explanation
[image loading]

Dotted Yellow Line = Expansion Route
Black Line = Line of Sight Blocker
Red Circle = Watch Tower

Version: 0.3
Players: 4
Download: Here!

*In case you didn't know or were wondering, the blue line is the end of the map, and yellow is the camera.

Map Thread


Tropical Paradise

+ Show Spoiler +

[image loading]

Map Features & Explanation:
[image loading]

Dotted Yellow Line = Expansion Route
Black Line = Line of Sight Blocker
Red Circle = Watch Tower

Version: 0.2
Players: 2
Download: Here!

*In case you didn't know or were wondering, the blue line is the end of the map, and yellow is the camera.

In - Game Images
+ Show Spoiler +

Main
[image loading]

Nat.
[image loading]

Gold
[image loading]

Watch Tower
[image loading]

Map Thread


Athena

+ Show Spoiler +

[image loading]

Map Features & Explanation
[image loading]

Dotted Yellow Line = Expansion Route
Black Line = Line of Sight Blocker
Red Circle = Watch Tower

Version: 0.1
Players: 3
Download: None.

*In case you didn't know or were wondering, the blue line is the end of the map, and yellow is the camera.

Map Thread


Forgotten Shrine

+ Show Spoiler +

[image loading]

Side View
[image loading]

Map Features & Explanation
[image loading]

Dotted Yellow Line = Expansion Route
Black Line = Line of Sight Blocker
Red Circle = Watch Tower

Version: 0.3
Players: 4
Download: None.

*In case you didn't know or were wondering, the blue line is the end of the map, and yellow is the camera.

In-Game Images

+ Show Spoiler +

Nat.
[image loading]

3rd
[image loading]

4th
[image loading]

Island Expo
[image loading]

Gold
[image loading]

Watch Tower
[image loading]


Map Thread.



Lost Yield

+ Show Spoiler +

[image loading]

Map Features & Explanation
[image loading]

Dotted Yellow Line = Expansion Route
Black Line = Line of Sight Blocker
Red Circle = Watch Tower

Version: 0.2
Players: 2
Download: None.

*In case you didn't know or were wondering, the blue line is the end of the map, and yellow is the camera.

Map Thread



Day & Night

+ Show Spoiler +

Day
[image loading]

Night
[image loading]

Map Features & Explanation
[image loading]

Dotted Yellow Line = Expansion Route
Black Line = Line of Sight Blocker
Red Circle = Watch Tower

Version: 0.1
Players: 2
Download: None.

*In case you didn't know or were wondering, the blue line is the end of the map, and yellow is the camera.

Progress

+ Show Spoiler +

Latest
[image loading]

[image loading]

[image loading]

[image loading]

Map Thread


Sector 8

+ Show Spoiler +

[image loading]


Map Features & Explanation:
[image loading]


Dotted Yellow Line = Expansion Route
Black Line = Line of Sight Blocker
Red Circle = Watch Tower

Version: 0.1
Players: 2
Download: None.

*In case you didn't know or were wondering, the blue line is the end of the map, and yellow is the camera.

More Images

+ Show Spoiler +

Analyzer
+ Show Spoiler +

Summary
+ Show Spoiler +

[image loading]



Openness
+ Show Spoiler +

[image loading]



Shortest Path
+ Show Spoiler +

[image loading]



Resources
+ Show Spoiler +

[image loading]





Main
+ Show Spoiler +

[image loading]



Nat
+ Show Spoiler +

[image loading]



3rd
+ Show Spoiler +

[image loading]



Gold
+ Show Spoiler +

[image loading]



Island
+ Show Spoiler +

[image loading]



Tower
+ Show Spoiler +

[image loading]




Map Thread!




Thanks for your time and please leave some feedback.
rza
Profile Joined June 2010
Canada384 Posts
July 15 2010 13:55 GMT
#2
they both look very nice
i think overgrown will be very fun to play!
red planet looks very big for 1v1
very nice work, keep it up!
Until my death, my goal's to stay alive.
Nafink
Profile Joined July 2010
United States19 Posts
July 15 2010 13:58 GMT
#3
Honest oppinions:

Red Planet: Although I personally LOVE the cliffs everywhere ( I play terran) I know I would never play that map if I was zerg, needs more open space for surrounds

Overgrown: This one I like better, it has some interesting possiblities for expands, Cant see any distinct race advantages, Maybe a few siege tank problems on the top two expands. Have to say im not a big fan of the perfectly straight shot into the opponenets base, even stepps of war has some curves in it, I'd like to see one more set of blue expo's that are more dangerous to take, and two watch towers in strategice points.
Ventil
Profile Blog Joined June 2010
Sweden414 Posts
July 15 2010 14:02 GMT
#4
Overgrown reminds me a bit a little bit of the WC3:RoC map "Booty Bay" in the layout. Me like ^^
Twitter: @VeNtiLSC
Cofo
Profile Blog Joined June 2010
United States1388 Posts
July 15 2010 14:10 GMT
#5
On July 15 2010 23:02 Obbeskrutt wrote:
Overgrown reminds me a bit a little bit of the WC3:RoC map "Booty Bay" in the layout. Me like ^^


That's exactly what I thought! Nice maps.
+ Show Spoiler +
McCheese
Profile Joined July 2010
208 Posts
July 15 2010 14:24 GMT
#6
Thanks you for all the feedback. It really does help alot! And I do play the beta as protoss, and I know what siege tanks are possible of, so I try to keep the race balance in the map as much as possible. =]
BoostJC
Profile Joined July 2010
Canada10 Posts
July 15 2010 16:17 GMT
#7
i was gonna mention the same thing about booty bay, but i liked that map then, and i like this one now
Random Strategies= Zerg 6 pool - Toss 4 Gate - Terran 3 Rax Marauders
McCheese
Profile Joined July 2010
208 Posts
July 16 2010 18:21 GMT
#8
I never heard of or seen that map. haha
peachsncream
Profile Joined April 2010
United States289 Posts
July 16 2010 18:29 GMT
#9
Haven't played either, however i would never play the first map due to the fact its not visually appealing. Overgrown looks nice though and i would actually want to play on it. I'm not sure if it's just me that cares about how the map looks though...
I Micro I Micro - PLZLEAVEDUCK
Backpack
Profile Blog Joined March 2010
United States1776 Posts
July 16 2010 18:32 GMT
#10
On July 17 2010 03:21 McCheese wrote:
I never heard of or seen that map. haha

it's a wc3 map

[image loading]
"You people need to just generally care a lot less about everything." -Zatic
McCheese
Profile Joined July 2010
208 Posts
July 16 2010 18:55 GMT
#11
Yes, Red Planet was basically an experiment map, because it was the very first map I've ever done in the Sc2 Editor. So I don't blame you for that. haha. And Oh yeah, it looks very much like that. I never played Wc3 ever, nor seen that map, but I do see the resemblance. haha
McCheese
Profile Joined July 2010
208 Posts
July 17 2010 05:37 GMT
#12
Uploaded a new map! Go and check it out and don't forget to leave feedback! Thanks!!
Deyster
Profile Blog Joined April 2010
Jordan579 Posts
July 17 2010 06:42 GMT
#13
Just wondering, the 3rd map is a 1v1, but why does it have so much minerals in the middle? I'd say it would be better to have less mineral patches at gold so that whoever controls middle doesn't just go way ahead of his opponent.
Also 3rd and 4th expansions are way too easy to defend.
Watch the minimap.
goswser
Profile Blog Joined May 2009
United States3519 Posts
July 17 2010 06:44 GMT
#14
Is it just me or does overgrown look like an animal splattered on a window pane?
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Skruttis
Profile Joined July 2010
Sweden187 Posts
July 17 2010 09:52 GMT
#15
Overgrown looks good, i espacially like the bottom path for some sneaky runbys. Some Xel'Naga watchtowers would be nice, but not to place them so they have vision over the bottom path.
How is the distance from the middle highground to the natural? Can i tank fire at the expansion? If so, i feel this can be a problem.

Red Planet i didn't like that much. Then i am a zerg player, but it also feels kind of flat and not that fun. It's a vulcano area, shouldn't it be more of a "cliffy" landscape? What i didn't like was probably that there was no "safe places" like wall or something, so everything is very open. And still, it isn't open enough. Can't really explain it, sorry...

About the last map, Dusty, i think it will become good, but just not yet. I don't see any good expansion patterns. Sure, you can hide expansions anywhere, and it got possibility for some long games, but it got a long way to go. Was thinking about it like a 6player map? Possibly?

Overgrown looks good still, and try it out a lot and make sure it's an even match. Then it got potential!

McCheese
Profile Joined July 2010
208 Posts
July 17 2010 14:41 GMT
#16
Thanks for all the feedback! And on Dusty, that back door has rocks on it, idk if you could see those or not. And as for Overgrown, I'll be checking out that tank cliffing spot to make sure you can't. Also, I will move the Xel'Naga Tower in the middle of the path to both the bases on the Highground there. Maybe that'll be a better spot for it. And Red Planet I may just remake/redesign. Thanks again for all the comments/suggestions. It helps lots. =]
Skruttis
Profile Joined July 2010
Sweden187 Posts
July 17 2010 15:51 GMT
#17
On July 17 2010 23:41 McCheese wrote:
Thanks again for all the comments/suggestions. It helps lots. =]

Just keep going creating. And it's really good you take the critic the way you do, it also makes it much more fun to reply =)
McCheese
Profile Joined July 2010
208 Posts
July 17 2010 19:03 GMT
#18
Well thanks. haha It really does help alot. And I changed were the watch tower is, its now on the center cliff towards the edge where the gold expansion is. I also added a few more eye candies, and from the gold expansion, tanks can only hit the one gas, I would like to know if you want that to be possible or not. Should the tanks be able to hit the one gas or not? Thanks.
McCheese
Profile Joined July 2010
208 Posts
July 17 2010 22:02 GMT
#19
Updated Overgrownn. More feedback would be appreciated. =]
Skruttis
Profile Joined July 2010
Sweden187 Posts
July 17 2010 22:26 GMT
#20
On July 18 2010 07:02 McCheese wrote:
Updated Overgrownn. More feedback would be appreciated. =]

Upload a picture! =) In that way can even people read the entire discussion have an opinion!
McCheese
Profile Joined July 2010
208 Posts
July 17 2010 22:28 GMT
#21
Theres one under Overgrownn. Click the spoiler.

xD
Skruttis
Profile Joined July 2010
Sweden187 Posts
July 18 2010 01:42 GMT
#22
Yeah, but i see no changes? It might just be my old lacking memory But the Xel'Naga Tower is still in the middle? Or it might was there before aswell?

What are the changes? =)
McCheese
Profile Joined July 2010
208 Posts
July 18 2010 01:53 GMT
#23
Alright, hopefully that picture helps a little bit. xP
McCheese
Profile Joined July 2010
208 Posts
July 18 2010 04:28 GMT
#24
Another update. Look under Red Planet, and check out the new look and let me know what should stay or change or add (knowing its not done yet). Please speak your opinion. YOU have a say in what goes on in these maps. So put it to good use, and tell me! Thank you.
Skruttis
Profile Joined July 2010
Sweden187 Posts
July 18 2010 14:02 GMT
#25
On July 18 2010 13:28 McCheese wrote:
Another update. Look under Red Planet, and check out the new look and let me know what should stay or change or add (knowing its not done yet). Please speak your opinion. YOU have a say in what goes on in these maps. So put it to good use, and tell me! Thank you.

Yeah, looks much better! Still i'd figure there will be some updates on the map, but good work. Adding a Xel'Naga or two wouldn't hurt, but i guess it would work anyway. Feels like som big 2v2s will go down there. But to make it harder to defend the third, i should make the ramp bigger. Otherwise the map will be to defensive...
Good work, really good facelift =)
TSM
Profile Blog Joined June 2010
Great Britain584 Posts
July 18 2010 14:06 GMT
#26
the risky middle on dust doesn't seem so risky to me
The person to smile when everything goes wrong has found someone to blame it on - arthur bloch **** tl:dr *user was banned for this post*
McCheese
Profile Joined July 2010
208 Posts
July 18 2010 14:51 GMT
#27
I shall do that. And yes, I will add some watch towers and make it look nice, I just wanted to know what people thought about the terrain and how its shaped and all that stuff. So i'll make that ramp bigger.

And for Dusty, I'll make those ramps bigger then too. But There's some stuff I gotta change on that map. haha
ckw
Profile Blog Joined February 2010
United States1018 Posts
July 18 2010 15:14 GMT
#28
On RedPlanet I would take the 3rd before the nat because there's a ramp to defend it. :-)
Being weak is a choice.
McCheese
Profile Joined July 2010
208 Posts
July 18 2010 16:02 GMT
#29
I plan on making those ramps bigger tho. =]
Skruttis
Profile Joined July 2010
Sweden187 Posts
July 18 2010 17:54 GMT
#30
On July 19 2010 00:14 ckw wrote:
On RedPlanet I would take the 3rd before the nat because there's a ramp to defend it. :-)

Interesting! I would go for the natural because it's only one entrance, but i guess, if you're not thinking of getting static defence, and got good enough micro, you can better cover the 2 ramps then covering the entrance to the natural? But i would still favor the natural, because of the single entrance
McCheese
Profile Joined July 2010
208 Posts
July 18 2010 19:40 GMT
#31
I made the ramps on the 3rd a little bigger, and I made the choke to natural a little smaller. =]
Skruttis
Profile Joined July 2010
Sweden187 Posts
July 18 2010 20:13 GMT
#32
On July 19 2010 04:40 McCheese wrote:
I made the ramps on the 3rd a little bigger, and I made the choke to natural a little smaller. =]

Perfect! But, to make it more fun, did you add some critters or stuff? Fun little things in the map, so it isn't so raw? Change in colors, odd marks and stuff. Like on lost temple, there are sharks swimming in the water.
Garson
Profile Joined April 2010
Sweden203 Posts
July 18 2010 23:38 GMT
#33
Please do a remake of Twisted Meadows as your next map
McCheese
Profile Joined July 2010
208 Posts
July 19 2010 01:01 GMT
#34
Yeah, that's what I'm working on. Textures and adding trees and eye candy. It'll look real cool when I'm done, but it'll take awhile since this is a big map! haha

And sure, I can see what I can do. =]

Thanks for all the feedback and things. It really helps.
Skruttis
Profile Joined July 2010
Sweden187 Posts
July 19 2010 01:40 GMT
#35
On July 19 2010 10:01 McCheese wrote:
Yeah, that's what I'm working on. Textures and adding trees and eye candy. It'll look real cool when I'm done, but it'll take awhile since this is a big map! haha

And sure, I can see what I can do. =]

Thanks for all the feedback and things. It really helps.

Thanks to you, keep on doing maps! Good thing the beta is ending, then you have lots of time you don't "waste on playing" ^^
McCheese
Profile Joined July 2010
208 Posts
July 19 2010 02:17 GMT
#36
Haha yeah you're welcome. I just am not very good at 1v1s so I like to play BattleCraft and Nexus Wars! Those are very fun. but yeah, I'll have a week or two. xD
Skruttis
Profile Joined July 2010
Sweden187 Posts
July 19 2010 21:28 GMT
#37
On July 19 2010 11:17 McCheese wrote:
Haha yeah you're welcome. I just am not very good at 1v1s so I like to play BattleCraft and Nexus Wars! Those are very fun. but yeah, I'll have a week or two. xD

Even if you're not that good in 1v1 i would still recommend you playing some if you're making maps. It boosts the knowledge of the game and how every unit works. To make a good map it shouldn't be any ways one race can abuse something to a victory, or there should be enough for all races.

But Nexus Wars is fun, i don't blame you =)
McCheese
Profile Joined July 2010
208 Posts
July 19 2010 21:39 GMT
#38
Yeah I was playing tons of ladder trying to get good and stuff, but I just don't have enough time to get good, so I play mostly custom. But I will be playing ladder casually when I get time and ofcourse, custom. And since I did play lots of ladder, and watch Day[9], I got a good grasp on how everything works. xD
Skruttis
Profile Joined July 2010
Sweden187 Posts
July 19 2010 21:43 GMT
#39
All thanks to Day[9] ^^ well, then just keep it going =)
McCheese
Profile Joined July 2010
208 Posts
July 19 2010 22:53 GMT
#40
Yeah. He has inspired me alot. He does so much for the starcraft community and everything. When I started watching his casts, I was in bronze, and then I jumped up to gold.(back towards the begining of beta when they still had copper and no diamond lol) He helped me alot. And so I deceided I should give back to the community some how and this is the way I'm doing. Hopefully sometime some of my maps will be used in tournys or something. That's what I'm aiming for.
McCheese
Profile Joined July 2010
208 Posts
July 20 2010 02:52 GMT
#41
New Red Planet is up and ready for download! Please leave feedback or any suggestions / comments you have. Thanks!
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
July 20 2010 03:08 GMT
#42
On July 17 2010 03:32 Backpack wrote:
Show nested quote +
On July 17 2010 03:21 McCheese wrote:
I never heard of or seen that map. haha

it's a wc3 map

[image loading]



rofl, same thought....
I'm like badass squared | KeitZer.489
Apollys
Profile Joined July 2010
United States278 Posts
July 20 2010 03:43 GMT
#43
Overgrown looks like it could be quite interesting, I would say a great zerg map other than the long expansion distance, but still the open feel of it would benefit zerg.

Dusty - I really like this map actually. It sort of reminds me of the good ol' Destination, although I know it's different, but it seems like a great bread n butter 1v1 map. I think it will definitely promote/allow for fast expanding, and the third out the back is nice. One thing, I don't really see the high yields getting much use, because bases in the dead center of the map are just impossible to defend unless you have an overwhelming force, at which point you coud've already won the game 5 minutes ago. Maybe in a 200-200 battle, someone could end up grabbing it, I'm not sure. I know if the high yields were on the sides, they would get significant use as sneaky expansions or as a 4th. And does this map have watch towers or grass on it by the way?
When you're feeling down, I'll be there to feel you up!
MaxField
Profile Blog Joined May 2010
United States2386 Posts
July 20 2010 04:04 GMT
#44
Overgrown eh? some one a fan of call of duty?
"Zerg, so bad it loses to hydras" IdrA.
McCheese
Profile Joined July 2010
208 Posts
July 20 2010 12:55 GMT
#45
Thanks for the feedback! And yes, it does have watch towers and Line of Sight Blockers around the watch Towers. I'll have to edit the picture to show that kind of stuff. And I'll change the center around so the gold will be easier to defend, or should I just have the 4th be a gold?

And yeah. Before I found out about Sc2, all I would play would be CoD4. haha
sheaRZerg
Profile Blog Joined June 2009
United States613 Posts
July 20 2010 13:04 GMT
#46
Red Planet reminds me a lot of Fighting spirit....definitely my favorite recent bw map.
"Dude, just don't listen to what I say; listen to what I mean." -Sean Plott
McCheese
Profile Joined July 2010
208 Posts
July 20 2010 14:36 GMT
#47
Haha good. Thats a great map. if you like that one, you'll probably love this one. xD
McCheese
Profile Joined July 2010
208 Posts
Last Edited: 2010-07-20 18:34:49
July 20 2010 17:46 GMT
#48
Update: I uploaded a picture of Twisted Meadows terrain so please give me some feedback on it. And do you want to be able to get to the 3rd by ground or have it an island expo? thanks =]
Skruttis
Profile Joined July 2010
Sweden187 Posts
July 20 2010 19:02 GMT
#49
Damn, Twisted Meadows will be an insane macromap. Having a gold so close to the natural? It's almost a gold as a third... Well, it might be some insane and epic battles, but it also might just totally crash... It seems like tanks even here got some pretty good places to siege, so i remain skeptical. But i also see some opportunitys. I'll have to play it when the game launch to decide =)
McCheese
Profile Joined July 2010
208 Posts
July 20 2010 19:32 GMT
#50
Well the golds are blocked by rocks...and I can always increase the health if necessary or just remove them totally. And I don't think the expos behind the bases should be islands because Terran would be op on this map but as of now they aren't. You can walk in the shallow water which is pretty cool just like in Wc3. I am kinda liking this map and I think it's pretty close to the look of the Wc3 version. If anyone thinks the terrain is not right, please let me know before I start texturing and all that. =]
shawster
Profile Blog Joined May 2010
Canada2485 Posts
Last Edited: 2010-07-20 19:38:37
July 20 2010 19:35 GMT
#51
wow red plante looks identical to fighting spirit loool

but the maps seem really nice, you didn't do anything super crazy. i'm a fan of macro maps so twisted meadows looks nice

oh btw you are aware that twisted meadows is a wc3 map right? just wondering since overgrown looks like booty bay and you didn't know what booty bay was haha.

that back door in tm makes me wanna shit my pants though loool. that's really scary
McCheese
Profile Joined July 2010
208 Posts
July 20 2010 19:44 GMT
#52
Lol. Thanks. And yeah, someone who posted in this thread asked me to remake Twisted Meadows from Wc3, so I am. I'm looking for some opinions and comments on the terrain so far. I think it looks pretty similar, but I want other eyes to see it. =]
McCheese
Profile Joined July 2010
208 Posts
July 21 2010 04:24 GMT
#53
Almost done with Twisted Meadows. Maybe the last map I make until release...not sure yet tho. But I'm sure you all will love this one. xP
Skruttis
Profile Joined July 2010
Sweden187 Posts
Last Edited: 2010-07-21 10:30:27
July 21 2010 10:29 GMT
#54
On July 21 2010 04:44 McCheese wrote:
Lol. Thanks. And yeah, someone who posted in this thread asked me to remake Twisted Meadows from Wc3, so I am. I'm looking for some opinions and comments on the terrain so far. I think it looks pretty similar, but I want other eyes to see it. =]

Is it really important that it is very similar? Well, of course it fun to play the absolute same map, but if you could change it to look like the same place but like 5000 years later. Like a bit more decandent or maybe entirely dead? =) would be fun, like it's accually is the same place but in the time SC2 happens
TymerA
Profile Joined July 2010
Netherlands759 Posts
July 21 2010 10:53 GMT
#55
Overgrown looks like it would be a lot of fun
nice.
McCheese
Profile Joined July 2010
208 Posts
July 21 2010 13:03 GMT
#56
I'll prolly end up changing things in it yes. And thanks. =] Overgrown, I like myself too. haha
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
July 21 2010 13:05 GMT
#57
Do you mind changing the tileset of overgrown? It feels like someone's pouring acid on my eyes.

Otherwise it has the potential to be a very good map.
Skruttis
Profile Joined July 2010
Sweden187 Posts
July 21 2010 16:25 GMT
#58
On July 21 2010 22:05 Sadistx wrote:
Do you mind changing the tileset of overgrown? It feels like someone's pouring acid on my eyes.

Otherwise it has the potential to be a very good map.

I knew there where something bothering me about that map, i just couldn't figure out what...

The watchtower add is really good, perfect boost to the map! =)
McCheese
Profile Joined July 2010
208 Posts
July 21 2010 18:25 GMT
#59
Yeah I can prolly change it. It does seem real bright and green haha. And thanks. =] Thats what I'm hoping for.

And yeah, It wasn't as useful at the bottom as where it is now. xD
McCheese
Profile Joined July 2010
208 Posts
July 21 2010 22:24 GMT
#60
Twisted Meadows is now downloadable! And I changed the tileset for Overgrown and fixed the problem with the water. Check them out!
Skruttis
Profile Joined July 2010
Sweden187 Posts
July 21 2010 22:25 GMT
#61
What you´ve done with Twisted Meadow in terms of "gras" or what ever it's called, around watchtowers and ramps, i really enjoy that junglefeeling, so i'd be really happy if you experimented some more with that =)
McCheese
Profile Joined July 2010
208 Posts
July 21 2010 22:32 GMT
#62
Well thanks. haha I like messing around with the jungle stuff the best. Thats prolly why Red Planet and Dusty look so plain. But I will definately be redoing those and prolly overgrown as well. It did take awhile, but going fast isn't gonna make it look nice, so its better to take the time. xD
Skruttis
Profile Joined July 2010
Sweden187 Posts
July 22 2010 10:20 GMT
#63
But aren't there some rocks and stuff, like some lavasprings or anything to fill up Red Planet with? Or like accual dust flying around on Dusty, like sandstorms? Haven't played around in Editor, so i don't know... But it would be epic =)
McCheese
Profile Joined July 2010
208 Posts
July 22 2010 12:57 GMT
#64
Yeah, in Red Planet theres Ashes flying around. haha and Dusty, I gotta work on even more than Red Planet. xD haha
McCheese
Profile Joined July 2010
208 Posts
July 22 2010 14:04 GMT
#65
Updated Overgrown. Change some textures and things on the terrain, so I hope it looks much smoother and cleaner and better all around. Also added some more doodas and such to make it look even better. xDD
McCheese
Profile Joined July 2010
208 Posts
July 22 2010 23:47 GMT
#66
Updated Twisted Meadows. Added more textures and doodads. xD
Skruttis
Profile Joined July 2010
Sweden187 Posts
July 23 2010 13:27 GMT
#67
Awesome! I got somewhat excited about you creating these maps, and also wanted to create some, but Editor complains about me not having the proper version? Anyway, i'll just have to enjoy your works instead =)
McCheese
Profile Joined July 2010
208 Posts
July 23 2010 13:39 GMT
#68
On July 23 2010 22:27 Skruttis wrote:
Awesome! I got somewhat excited about you creating these maps, and also wanted to create some, but Editor complains about me not having the proper version? Anyway, i'll just have to enjoy your works instead =)


Thanks! =D And that is weird. Unless you didn't play when the last patch came out and didn't update it...

Skruttis
Profile Joined July 2010
Sweden187 Posts
July 24 2010 14:47 GMT
#69
On July 23 2010 22:39 McCheese wrote:
Show nested quote +
On July 23 2010 22:27 Skruttis wrote:
Awesome! I got somewhat excited about you creating these maps, and also wanted to create some, but Editor complains about me not having the proper version? Anyway, i'll just have to enjoy your works instead =)


Thanks! =D And that is weird. Unless you didn't play when the last patch came out and didn't update it...

I might did... But anyway, you should really check out MorroWs maps, just for some inspiration. =)
McCheese
Profile Joined July 2010
208 Posts
July 25 2010 03:00 GMT
#70
Yeah I checked his thread out and a few others. There are some really nice maps out there. Its good. =]
McCheese
Profile Joined July 2010
208 Posts
August 06 2010 19:31 GMT
#71
Updated Twisted meadows. Would Also like more feedback for all the other maps! =]
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
August 06 2010 22:01 GMT
#72
Im gonna be as honest as possible:
Red Planet: Looks like fighting spirit, nat doesn't cover main, 3rd is easy to take though. Try rotating the towers 45 degrees so that a player doesn't have to take two of them to cover his entrance.

Overgrown: Nat is too far from main (death for zerg players, but other races can expand safely by walling off), 3rd is easy to take... again. Not sure why theres another LOS blocker near the bottom of the map...

Dusty: This one is better, and extra expos are really easy to take. Nothing too wrong with this map, but you may want to move the ramp so that it points to the expansion.

Twisted Meadows: Looks surprisingly balanced, lol.
133 221 333 123 111
McCheese
Profile Joined July 2010
208 Posts
August 06 2010 22:08 GMT
#73
On August 07 2010 07:01 GenesisX wrote:
Im gonna be as honest as possible:
Red Planet: Looks like fighting spirit, nat doesn't cover main, 3rd is easy to take though. Try rotating the towers 45 degrees so that a player doesn't have to take two of them to cover his entrance.

Overgrown: Nat is too far from main (death for zerg players, but other races can expand safely by walling off), 3rd is easy to take... again. Not sure why theres another LOS blocker near the bottom of the map...

Dusty: This one is better, and extra expos are really easy to take. Nothing too wrong with this map, but you may want to move the ramp so that it points to the expansion.

Twisted Meadows: Looks surprisingly balanced, lol.


Thanks for all the feedback!

thats what I want, truthful feedback. =]

Thank you.
McCheese
Profile Joined July 2010
208 Posts
August 06 2010 23:27 GMT
#74
Updated Overgrown. =]
DuneBug
Profile Joined April 2010
United States668 Posts
August 07 2010 05:33 GMT
#75
just a note if you isolate a gold expo with destructible rocks it's possible to get a T lifting off and moving and their opponent having no viable counter to that until the rocks are destroyed.
TIME TO SAY GOODNIGHT BRO!
McCheese
Profile Joined July 2010
208 Posts
August 07 2010 15:18 GMT
#76
On August 07 2010 14:33 DuneBug wrote:
just a note if you isolate a gold expo with destructible rocks it's possible to get a T lifting off and moving and their opponent having no viable counter to that until the rocks are destroyed.


Which map are you talking about? Twisted Meadows?
McCheese
Profile Joined July 2010
208 Posts
August 15 2010 02:22 GMT
#77
Updated Overgrown + Tropical Paradise. feedback would be appreciated. =]
McCheese
Profile Joined July 2010
208 Posts
August 24 2010 16:14 GMT
#78
Added more maps to the list, check them out and please leave feedback or any comments / concerns that you have. =]
McCheese
Profile Joined July 2010
208 Posts
September 18 2010 22:04 GMT
#79
Added new maps and such.! please leave some feedback. =]
FlaShFTW
Profile Blog Joined February 2010
United States10146 Posts
September 18 2010 22:53 GMT
#80
hate twisted meadows. reapers will just rape here due to close mass positions
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
McCheese
Profile Joined July 2010
208 Posts
September 20 2010 12:25 GMT
#81
On September 19 2010 07:53 FlaShFTW wrote:
hate twisted meadows. reapers will just rape here due to close mass positions



Yeah, Twisted Meadows is more meant for fun. I don't intend on it being competitive. But thats for the feedback. =]
DamageInq
Profile Joined April 2010
United States283 Posts
September 21 2010 11:20 GMT
#82
The biggest issue I see with a lot of your 4 player maps is that they're not balanced for 1v1. The naturals go toward the next base, so if you spawn close positions one player is expanding toward the other while the other player is expanding away from him.

Look at maps like lost temple or metalopolis where your natural is always closer to the enemies base.

I like lost yeild, but I think it needs another base for each player. Maybe put an island between the third and fourth bases, below and above.
"Scissors are OP. Rock is fine." -Paper
RyanRushia
Profile Blog Joined April 2010
United States2748 Posts
September 21 2010 12:31 GMT
#83
came from wc3... would LOVE to see twisted meadows incorporated into sc2 :D
I saw the angel in the marble and carved until I set him free. | coL.Ryan | www.twitter.com/coL_RyanR
McCheese
Profile Joined July 2010
208 Posts
September 21 2010 21:59 GMT
#84
On September 21 2010 21:31 RyanRushia wrote:
came from wc3... would LOVE to see twisted meadows incorporated into sc2 :D



I did make Twisted Meadows. lol And you can look it up on Battle Net and play!

I may be remaking it to have a competitive version as well!

On September 21 2010 20:20 DamageInq wrote:
The biggest issue I see with a lot of your 4 player maps is that they're not balanced for 1v1. The naturals go toward the next base, so if you spawn close positions one player is expanding toward the other while the other player is expanding away from him.

Look at maps like lost temple or metalopolis where your natural is always closer to the enemies base.

I like lost yeild, but I think it needs another base for each player. Maybe put an island between the third and fourth bases, below and above.



yeah...I need to make more 4 player maps. haha They are just real big and hard to touch up and texture and all that good stuff.

But I do agree that Lost Yield needs another base. I'll add another between the 3rd and Gold expos.
Antares777
Profile Joined June 2010
United States1971 Posts
September 21 2010 23:41 GMT
#85
Twisted Meadows is too choked up it seems.
The mains on Tropical Paradise are too small.
Forgotten Shrine looks huge.
Day & Night is awesome.

ALL of your maps except for Twisted Meadows and Athena have cardinal direction ramps for the choke to their mains. The mains must have diagonal ramps for Terran and Protoss to be able to wall in correctly. You should test walling in those different types of ramps - it's different and requires more buildings for one of the same size that is diagonal.
McCheese
Profile Joined July 2010
208 Posts
September 22 2010 12:20 GMT
#86
On September 22 2010 08:41 Antares777 wrote:
Twisted Meadows is too choked up it seems.
The mains on Tropical Paradise are too small.
Forgotten Shrine looks huge.
Day & Night is awesome.

ALL of your maps except for Twisted Meadows and Athena have cardinal direction ramps for the choke to their mains. The mains must have diagonal ramps for Terran and Protoss to be able to wall in correctly. You should test walling in those different types of ramps - it's different and requires more buildings for one of the same size that is diagonal.



Twisted Meadows is, I just need to make the middle more open and change up the mains a bit.

They are, The 3rd has more space then the main. =/

Its not that big haha. Its a good size tho. =]

And thank you. haha I think it is pretty good. xDD

And yeah. I will look into that. Thanks for all the feedback.!!
McCheese
Profile Joined July 2010
208 Posts
October 02 2010 15:34 GMT
#87
Updated thread with Sector 8! Go out and play some games!!!
Antares777
Profile Joined June 2010
United States1971 Posts
October 03 2010 00:21 GMT
#88
I know that I have said this before, but the ramps into the mains of your maps have to be in some diagonal position. Cardinal positions screw up wall ins.
McCheese
Profile Joined July 2010
208 Posts
October 09 2010 20:24 GMT
#89
On October 03 2010 09:21 Antares777 wrote:
I know that I have said this before, but the ramps into the mains of your maps have to be in some diagonal position. Cardinal positions screw up wall ins.


Can you post a picture of what you mean?
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