• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:23
CEST 03:23
KST 10:23
  • 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] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
[$1250] International ShieldBattery League32Weekly Cups (October 5-11): Farewell to 5.0.163Rollback Netcode in Brood War1295.0.17 Patch Notes - October 7, 202624Weekly Cups Results (Sep 28-Oct 4)0
StarCraft 2
General
Weekly Cups (October 5-11): Farewell to 5.0.16 No more sc2 streamers on team liquid? Server Blocker SCII needs to put more weight on strategy and tact Terran AddOns placement
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) Master Swan Open (Global Bronze-Master 2) $3,500 WardiTV Not-Summer Championship
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 548 Shining Bright The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Rollback Netcode in Brood War Hands of Pluto Mineral gathering rate (boosted) for each patch Practice Partners (Official)
Tourneys
[ASL22] Grand Finals [$1250] International ShieldBattery League [Megathread] Daily Proleagues 2v2v2v2 Tournament
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Nintendo Switch Thread Dawn of War IV Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread The Chess Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion!
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
ShieldBattery on Mac
Kraekkling
The Link Between Gaming and …
TrAiDoS
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9684 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
Replay Cast
08:00
Continental Nation League S1
CranKy Ducklings27
Liquipedia
BSL Open Qualifier
04:00
Pro & Gosu - Last Chance #2
ZZZero.O158
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 25
StarCraft: Brood War
Rain 2998
GuemChi 2178
Shuttle 623
Artosis 586
ZZZero.O 158
ProTech135
yabsab 13
Terrorterran 3
Dota 2
monkeys_forever936
NeuroSwarm208
League of Legends
JimRising 609
Reynor65
Counter-Strike
Fnx 1296
Super Smash Bros
hungrybox628
C9.Mang0433
Other Games
summit1g6342
PiGStarcraft268
Maynarde134
Organizations
Other Games
gamesdonequick829
[ Show 13 non-featured ]
StarCraft 2
• davetesta11
• CranKy Ducklings SOOP9
• Nickrosys4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Pr0nogo 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Scarra1166
Upcoming Events
WardiTV Weekly
9h 37m
IntoTheTV X SOOP
1d 9h
PiGosaur Cup
1d 22h
The PondCast
2 days
Kung Fu Cup
2 days
IntoTheTV X SOOP
3 days
FEL
5 days
FEL
6 days
Sparkling Tuna Cup
6 days
Replay Cast
6 days
Liquipedia Results

Completed

ASL Season 22
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
IPSL Winter 2026-27
KCM Race Survival 2026 Season 4
Acropolis #5 - GSC
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
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
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.