• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:21
CEST 12:21
KST 19:21
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Stellar Fest TWO the Moon (Dec 16-20)5Weekly Cups (August 24-30): Patches' balance mod takes over2New 3v3 BGH Ladder (and more) on ShieldBattery!38Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles3
StarCraft 2
General
Weekly Cups (August 10-16): SHIN doubles Weekly Cups (August 24-30): Patches' balance mod takes over SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? Weekly Cups (August 17-23): Zerg dominate the week
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) 2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
Which box art did your first copy of StarCraft 1 have? New 3v3 BGH Ladder (and more) on ShieldBattery! XUN appreciation thread ASL22 General Discussion Pros React To: Calm's Big Brain Play Vs Mini
Tourneys
[ASL22] Ro24 Group F BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS Escore Tournament - Season 3 [Megathread] Daily Proleagues
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6995 users

Simple Questions/Answers - Page 120

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 118 119 120 121 122 182 Next
And G
Profile Joined May 2012
Germany491 Posts
August 06 2013 09:51 GMT
#2381
I just realized that you can place force fields that last forever and essentially serve as rocks that can only be destroyed by massive units (which are all tier 3) and thus last longer. Are there any maps that have experimented with this?
not a community mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 07 2013 19:54 GMT
#2382
On August 06 2013 18:51 And G wrote:
I just realized that you can place force fields that last forever and essentially serve as rocks that can only be destroyed by massive units (which are all tier 3) and thus last longer. Are there any maps that have experimented with this?

Not that have seen any kind of real competitive use. There have been quite a few over time that toyed with this idea. It's hard to use it effectively because much of the time rocks are just as good if not better. To use the forcefield you need a really small choke. Or you have to make a duplicate unit in the data editor to use a larger one and at that point you're just messing with stuff and might as well make whatever you want. The other thing is that protoss get colossus anyway so they have a much easier time opening forcefield blocks (if they want to) than terran or zerg who have to deviate from normal compositions or wait til lategame.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 07 2013 20:25 GMT
#2383
On August 08 2013 04:54 EatThePath wrote:
Show nested quote +
On August 06 2013 18:51 And G wrote:
I just realized that you can place force fields that last forever and essentially serve as rocks that can only be destroyed by massive units (which are all tier 3) and thus last longer. Are there any maps that have experimented with this?

Not that have seen any kind of real competitive use. There have been quite a few over time that toyed with this idea. It's hard to use it effectively because much of the time rocks are just as good if not better. To use the forcefield you need a really small choke. Or you have to make a duplicate unit in the data editor to use a larger one and at that point you're just messing with stuff and might as well make whatever you want. The other thing is that protoss get colossus anyway so they have a much easier time opening forcefield blocks (if they want to) than terran or zerg who have to deviate from normal compositions or wait til lategame.

you could use it as a backdoor into a base, like the natural.
It would have to be pretty out of the way so that unit pathing wasn't terribly affected.
ModeratorI am still alive, somehow
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 07 2013 20:29 GMT
#2384
On August 08 2013 05:25 The_Templar wrote:
Show nested quote +
On August 08 2013 04:54 EatThePath wrote:
On August 06 2013 18:51 And G wrote:
I just realized that you can place force fields that last forever and essentially serve as rocks that can only be destroyed by massive units (which are all tier 3) and thus last longer. Are there any maps that have experimented with this?

Not that have seen any kind of real competitive use. There have been quite a few over time that toyed with this idea. It's hard to use it effectively because much of the time rocks are just as good if not better. To use the forcefield you need a really small choke. Or you have to make a duplicate unit in the data editor to use a larger one and at that point you're just messing with stuff and might as well make whatever you want. The other thing is that protoss get colossus anyway so they have a much easier time opening forcefield blocks (if they want to) than terran or zerg who have to deviate from normal compositions or wait til lategame.

you could use it as a backdoor into a base, like the natural.
It would have to be pretty out of the way so that unit pathing wasn't terribly affected.

Oh yeah and the pathing problem, good point.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 07 2013 20:30 GMT
#2385
On August 08 2013 05:29 EatThePath wrote:
Show nested quote +
On August 08 2013 05:25 The_Templar wrote:
On August 08 2013 04:54 EatThePath wrote:
On August 06 2013 18:51 And G wrote:
I just realized that you can place force fields that last forever and essentially serve as rocks that can only be destroyed by massive units (which are all tier 3) and thus last longer. Are there any maps that have experimented with this?

Not that have seen any kind of real competitive use. There have been quite a few over time that toyed with this idea. It's hard to use it effectively because much of the time rocks are just as good if not better. To use the forcefield you need a really small choke. Or you have to make a duplicate unit in the data editor to use a larger one and at that point you're just messing with stuff and might as well make whatever you want. The other thing is that protoss get colossus anyway so they have a much easier time opening forcefield blocks (if they want to) than terran or zerg who have to deviate from normal compositions or wait til lategame.

you could use it as a backdoor into a base, like the natural.
It would have to be pretty out of the way so that unit pathing wasn't terribly affected.

Oh yeah and the pathing problem, good point.

I made a pretty bad map with a backdoor force field once and the pathing thing really disturbed it since the "backdoor" was closer to the opponent's base.
ModeratorI am still alive, somehow
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 07 2013 20:39 GMT
#2386
On August 08 2013 05:30 The_Templar wrote:
Show nested quote +
On August 08 2013 05:29 EatThePath wrote:
On August 08 2013 05:25 The_Templar wrote:
On August 08 2013 04:54 EatThePath wrote:
On August 06 2013 18:51 And G wrote:
I just realized that you can place force fields that last forever and essentially serve as rocks that can only be destroyed by massive units (which are all tier 3) and thus last longer. Are there any maps that have experimented with this?

Not that have seen any kind of real competitive use. There have been quite a few over time that toyed with this idea. It's hard to use it effectively because much of the time rocks are just as good if not better. To use the forcefield you need a really small choke. Or you have to make a duplicate unit in the data editor to use a larger one and at that point you're just messing with stuff and might as well make whatever you want. The other thing is that protoss get colossus anyway so they have a much easier time opening forcefield blocks (if they want to) than terran or zerg who have to deviate from normal compositions or wait til lategame.

you could use it as a backdoor into a base, like the natural.
It would have to be pretty out of the way so that unit pathing wasn't terribly affected.

Oh yeah and the pathing problem, good point.

I made a pretty bad map with a backdoor force field once and the pathing thing really disturbed it since the "backdoor" was closer to the opponent's base.

Would have to use it to block deadends in that case.
Comprehensive strategic intention: DNE
And G
Profile Joined May 2012
Germany491 Posts
August 08 2013 09:29 GMT
#2387
Ah yes, I didn't consider pathing. I guess you could use force fields to create chokes around otherwise open bases since that wouldn't interfere with pathing AI too much, but blocking paths completely seems like a bad idea.
not a community mapmaker
doktorLucifer
Profile Blog Joined November 2008
United States855 Posts
August 09 2013 06:01 GMT
#2388
I'm looking for the name of a small FFA (melee?) map played on the MLG stream with the viewers (for fun). It was realllllly small, and everyone spawns in the center of the map next to each other, and mine from there.
And G
Profile Joined May 2012
Germany491 Posts
August 09 2013 06:11 GMT
#2389
This one?
not a community mapmaker
doktorLucifer
Profile Blog Joined November 2008
United States855 Posts
August 09 2013 07:44 GMT
#2390
YES! Thank you. ^_^
jon osterman
Profile Joined June 2013
71 Posts
August 09 2013 11:45 GMT
#2391
mmmm... making trouble for the "sc2 hots engine" by "changing" pathing "parameters" seems like a good idea to me ..

waypoints are the answer to it : means more player skill required and that is ..? (+ Show Spoiler +
always good in my book
)
do a dear .. a female dear .. ray a drop of golden son .. me a name i call myself, fa a long long way to run
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
August 10 2013 09:02 GMT
#2392
Do progamers wear makeup? I was only imagining for photo shoots mind you (and horrible early GOM production -_-") but I wondered just because you see so many shots of progamers (Or maybe just the rich ones) with seemingly perfect, + Show Spoiler +
suspiciously
shiny skin, even when they're supposed shots of them just wandering about the city or doing something else casual.
Is it just that they're using skin lotions/products/etc. (and if so, which ones? ) and they don't eat anything with much sugar?
If there is a particular thread I should be lead to, link away!
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
moskonia
Profile Joined January 2011
Israel1448 Posts
August 10 2013 17:18 GMT
#2393
Hello, I wonder if anyone knows how to add cliff types, I am using the Haven tileset and it only had 1 cliff type...
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
August 10 2013 17:27 GMT
#2394
On August 11 2013 02:18 moskonia wrote:
Hello, I wonder if anyone knows how to add cliff types, I am using the Haven tileset and it only had 1 cliff type...

same as swapping out textures, but at the final menu you select what cliffs the map is using and swap those out.
"Not you."
moskonia
Profile Joined January 2011
Israel1448 Posts
August 10 2013 17:38 GMT
#2395
I am sorry but i still don't get it, can you give me a short step by step explanation? I go to map textures and I can get to cliff types, but I can't figure out how to add one to my Terrain type.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2013-08-10 18:06:29
August 10 2013 18:05 GMT
#2396
On August 11 2013 02:38 moskonia wrote:
I am sorry but i still don't get it, can you give me a short step by step explanation? I go to map textures and I can get to cliff types, but I can't figure out how to add one to my Terrain type.


was afraid that wasn't going to cut it, this is the best explanation I could find.
just like textures there should be a field just like that for cliffs.

On July 13 2013 04:52 Coppermantis wrote:
Once you're in the data editor, look for a field that says "textures - blend +". To the right of it you should see a list of textures (e.g., "Tyrador Marble Tiles|Tyrador Square bricks"). Click on the list and change out textures.

That only changes the tile set data itself, so you then have to go to map>map textures to actually set those as useable in the editor by swapping the textures out in the same way you did in the data editor.


if you have problems navigating to the editor, search for a video guide for swapping out textures, it works practically the same but a different field in the editor.
"Not you."
And G
Profile Joined May 2012
Germany491 Posts
August 10 2013 18:08 GMT
#2397
F7 -> Haven tileset -> double click Haven Organic Cliffs (the top level instance) -> green plus sign
not a community mapmaker
moskonia
Profile Joined January 2011
Israel1448 Posts
August 10 2013 21:59 GMT
#2398
Thanks you two, really helpful
Big J
Profile Joined March 2011
Austria16289 Posts
August 11 2013 19:20 GMT
#2399
Data Editor question:
Is there a way to resize a unit with an effect or behaviour?
I'd specifically like to change the
Movement: Radius
Movement: Inner Radius

attributes of a unit by usage of an ability.
And G
Profile Joined May 2012
Germany491 Posts
August 12 2013 15:03 GMT
#2400
Will it be a performance problem to have a large number (about 1 per square) of non-animated and non-particle doodads such as foliage, trees, rocks et cetera?
not a community mapmaker
Prev 1 118 119 120 121 122 182 Next
Please log in or register to reply.
Live Events Refresh
Next event in 39m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech117
EnDerr 31
StarCraft: Brood War
Calm 2837
Bisu 655
Horang2 573
Jaedong 408
Mong 361
Mini 329
Larva 295
Hyuk 215
Rush 205
EffOrt 198
[ Show more ]
BeSt 166
Light 123
Killer 109
Pusan 86
Dewaltoss 73
Leta 68
ZerO 62
Mind 55
ToSsGirL 36
Stork 32
Hm[arnc] 27
sorry 26
Bale 24
Soulkey 21
soO 16
ajuk12(nOOB) 14
SilentControl 11
Barracks 8
NotJumperer 7
Free 3
League of Legends
JimRising 378
Counter-Strike
shoxiejesuss1340
pashabiceps1165
olofmeister844
markeloff46
Super Smash Bros
Mew2King65
Other Games
singsing1134
ceh9767
Sick128
ZerO(Twitch)9
[ Show 12 non-featured ]
StarCraft 2
• StrangeGG 62
• LUISG 28
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 11
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1229
Upcoming Events
GSL
39m
OSC
2h 39m
PiGosaur Cup
13h 39m
Kung Fu Cup
1d
Replay Cast
1d 13h
The PondCast
1d 23h
IntoTheTV X SOOP
3 days
CranKy Ducklings
3 days
Sparkling Tuna Cup
4 days
OSC
5 days
[ Show More ]
Afreeca Starleague
5 days
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
6 days
Afreeca Starleague
6 days
Leta vs ggaemo
Jaedong vs Queen
Liquipedia Results

Completed

BSL 2026 LAN: Kraków
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
RSL Revival: Season 6
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Escore Tournament S3: King of Kings
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.