• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:16
CEST 10:16
KST 17:16
  • 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
Team Liquid Map Contest #22: Results and Winners6Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
Douyu Cup 2026: $20,000 Legends Event (June 26-28)8[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th154Weekly Cups (May 18-24): MaxPax wins doubles0
StarCraft 2
General
StarCraft II 5.0.16 PTR Patch Notes may 26th High level ptr replays? where can I find them? Team Liquid Map Contest #22: Results and Winners TL Poll: How do you feel about the 5.0.16 PTR balance changes? TL.net Map Contest #22 - Voting & Ladder Map Selection
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
Quality of life changes in BW that you will like ? [BSL22] Non-Korean Championship from 13 to 28 June BGH Auto Balance -> http://bghmmr.eu/ vespene.gg — BW replays in browser The Korean Terminology Thread
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread ZeroSpace Megathread Summer Games Done Quick 2026!
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Does Workplace Frustration D…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7606 users

Simple Questions/Answers - Page 144

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 142 143 144 145 146 182 Next
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 10 2014 05:49 GMT
#2861
On October 10 2014 12:48 TheFish7 wrote:
Seems like a catch-22 to me; if you modify the behavior then the map becomes custom, but I don't know of a way to get rid of that without changing the behavior. Has this been done before? How did Crevasse for example get away with changing the hp values on rocks, or was that also considered a custom map?

It has been done before. Plus there are plenty of maps with two close rock towers that are without the conjoined behaviour
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 10 2014 06:41 GMT
#2862
It's strange to me that it seems to simply work in that example ... I must be doing something wrong.

Here's exactly what I'm doing, in two screenshots:
+ Show Spoiler +
[image loading]
Remove the conjoined behavior, as described...
[image loading]
Custom map type


???
www.alonetone.com/xenotolerance
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 10 2014 08:31 GMT
#2863
Hmm I don't have SC2 where I am right now but I'll look into it this afternoon/tomorrow
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Hot_Ice
Profile Joined January 2013
139 Posts
Last Edited: 2014-10-10 17:30:52
October 10 2014 17:21 GMT
#2864
--- Nuked ---
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 11 2014 11:42 GMT
#2865
On October 10 2014 15:41 Xenotolerance wrote:
It's strange to me that it seems to simply work in that example ... I must be doing something wrong.

Here's exactly what I'm doing, in two screenshots:
+ Show Spoiler +
[image loading]
Remove the conjoined behavior, as described...
[image loading]
Custom map type


???

Ok so I found the solution (or the lack of). When you modify any data value of any unit, the map gets described as custom, so it seems inevitable with un-conjoined rock towers. However, once the map is published, even as a "custom" type, you can still play it normally as a melee map (I mean in the lobby you can select "Melee" type of game).
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-10-11 12:07:15
October 11 2014 12:02 GMT
#2866
Is it at all possible to modify/mix "texture props" of terrain types, so I can have e.g. destructible rocks from Agria and geysers from Zerus?

Edit since I'm at it: I'm currently considering replacing the unbuildable rocks at the bottom of the main ramp of one of my WIP maps with permanent "no building" pathing. This would not affect walling at all since it is not where you would wall off anyway. Is there a reason why this is never done?
not a community mapmaker
Big J
Profile Joined March 2011
Austria16289 Posts
October 14 2014 12:54 GMT
#2867
On October 11 2014 21:02 And G wrote:
Is it at all possible to modify/mix "texture props" of terrain types, so I can have e.g. destructible rocks from Agria and geysers from Zerus?

Edit since I'm at it: I'm currently considering replacing the unbuildable rocks at the bottom of the main ramp of one of my WIP maps with permanent "no building" pathing. This would not affect walling at all since it is not where you would wall off anyway. Is there a reason why this is never done?


To the second question:
In general, "no building"-doodads are rarely used at all. It is just weird to see an empty space that you cannot build upon. I would at least consider to make that 2x2 area visually very different in a way that suggest that you cannot build there.

Obviously the other option - completely blocking the area with a doodad - doesn't work, because then you can use that doodad as part of your bunker/pylon wall at the bottom of the ramp.

I do consider the rock plate solution quite a nice one, since it is visually/mechanically clear that something is blocking the spot.
And G
Profile Joined May 2012
Germany491 Posts
October 14 2014 14:03 GMT
#2868
On TPNT I just used to pathing tool and then added some cracks for visual indication. I've just uploaded a new version with unbuildable rocks instead, but it looked like this:

[image loading]

(Green rectangle shows where you can't build.)

I'd say it's one of those things that might throw you off the first time but to which you would get used quickly. As you know, on the same map vision blockers double as creep blockers which is quite unusual, but no one has complained about that yet and you even thought it was a great idea. In fact I also considered using vision blockers at the bottom of the main ramp since you can't build on them either, but it would have been too weird.

I think the unbuildable rocks (or depots back in WoL) aren't such a good solution since you can accidentally target them in a fight. In fact I think that's the main reason why many progamers kill them. It just seems kind of unnecessary to me.
not a community mapmaker
Big J
Profile Joined March 2011
Austria16289 Posts
October 14 2014 14:12 GMT
#2869
Yeah, Creep blockers aren't used too much either. Personally I'm not really against just blocking Terrain and making it visible as you did here. As you say, it's something that you may find weird for a moment, and then just accept and remember.

Hm, another idea: What if you put a single vision blocker there on top of of the unbuildable area? Not sure how it would look like with the particular larva doodad, but I think it could work out.
Or maybe you could use one of those crystal doodads you have on the map, disable the footprint and play around with sinking it into the ground just enough that it becomes apparent that something is blocking the ground, yet it is still walkable.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2014-10-14 16:05:44
October 14 2014 15:59 GMT
#2870
I think the "Agria Debris" and "Agria Debris Large" doodads are the best for marking out unbuildable areas: they are visually bumpy and resemble the rocky terrain in broodwar, naturally are pathable but block buildings, and also are visually distinct from the destructable plates/bricks/rocks.

I don't think the crack doodad alone is a very good solution, they are used in many other maps as pure decoration. Though of course, as both of you say, it is something that is easy to remember after the first few games on the map.

@Hot_Ice
On October 11 2014 02:21 Hot_Ice wrote:+ Show Spoiler [snip] +

Hello my question is, can you create a Discussion Thread for an Existing Map?

I have one in mind that is only available on the korean server, it's in the top 10 and played alot. I play it for 2 years occasionally and you always find people who join at any time. Since the map is so great but I don't know many english speaking people there I wish to open a discussion- or fan-thread of that map, to discuss that map and its changes and strategies in english, because everything is in korean by default (like forums i found); There is just no discussion thread T_T so what better chance or place was there but Teamliquid? Thanks for tips

You should probably PM a moderator and ask.

My gut instinct is that yeah, it is probably ok to create that thread.
This is it... the alpaca lips.
And G
Profile Joined May 2012
Germany491 Posts
October 14 2014 16:43 GMT
#2871
On October 15 2014 00:59 Namrufus wrote:
I don't think the crack doodad alone is a very good solution, they are used in many other maps as pure decoration.

That's actually a really good point and one I hadn't thought of. As you said, Agria Debris seems suited best for this. I had experimented with smaller/lowered crystals like Big J suggested, but I just couldn't get it to not look out of place. Lowering the terrain and placing some sort of mesh or glass layer over it would probably also look great, but I'm not sure how you would go about getting units to walk over there properly. Kind of like the unpathable area at the mid ground near the gold on Overgrowth, only pathable.

The visuals aside though, as discussed in the TPNT thread the only gameplay reason that speaks for using unbuildable rocks over unbuildable pathing seems to be that it allows for certain kinds of cheese that you might see once in a blue moon. It doesn't seem very convincing, but I guess now that there is a standard it's best to follow it. Still, I don't place unbuildable rocks where there are in-base expansions and I think they don't belong on Nimbus or Alterzim. They seem to have become this thing that you just do without stopping to think about why you're actually doing it.
not a community mapmaker
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 15 2014 19:05 GMT
#2872
On October 11 2014 20:42 OtherWorld wrote:
Show nested quote +
On October 10 2014 15:41 Xenotolerance wrote:
It's strange to me that it seems to simply work in that example ... I must be doing something wrong.

Here's exactly what I'm doing, in two screenshots:
+ Show Spoiler +
[image loading]
Remove the conjoined behavior, as described...
[image loading]
Custom map type


???

Ok so I found the solution (or the lack of). When you modify any data value of any unit, the map gets described as custom, so it seems inevitable with un-conjoined rock towers. However, once the map is published, even as a "custom" type, you can still play it normally as a melee map (I mean in the lobby you can select "Melee" type of game).


True! Question answered, thank you.
www.alonetone.com/xenotolerance
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 15 2014 19:22 GMT
#2873
On October 16 2014 04:05 Xenotolerance wrote:
Show nested quote +
On October 11 2014 20:42 OtherWorld wrote:
On October 10 2014 15:41 Xenotolerance wrote:
It's strange to me that it seems to simply work in that example ... I must be doing something wrong.

Here's exactly what I'm doing, in two screenshots:
+ Show Spoiler +
[image loading]
Remove the conjoined behavior, as described...
[image loading]
Custom map type


???

Ok so I found the solution (or the lack of). When you modify any data value of any unit, the map gets described as custom, so it seems inevitable with un-conjoined rock towers. However, once the map is published, even as a "custom" type, you can still play it normally as a melee map (I mean in the lobby you can select "Melee" type of game).


True! Question answered, thank you.

No problem, was a pleasure to help (:
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
theworldofdustoerba
Profile Joined November 2012
51 Posts
October 15 2014 22:00 GMT
#2874
anyone know how wrl did the custom skygeirr skybox in Nimbus?
And G
Profile Joined May 2012
Germany491 Posts
October 21 2014 15:00 GMT
#2875
How would I go about creating a mod that adds the medic to HotS melee? I don't even know which dependencies to use. Also, I suppose that would be an extension mod, not a dependent mod?
not a community mapmaker
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
October 21 2014 23:10 GMT
#2876
On October 22 2014 00:00 And G wrote:
How would I go about creating a mod that adds the medic to HotS melee? I don't even know which dependencies to use. Also, I suppose that would be an extension mod, not a dependent mod?

You can definitely do this with an extension mod. Easiest way to do it, IMO (I did it with the Lurker) is to generate a separate mod with campaign dependencies, then duplicate the data over to your melee extension mod. Keeps it lighter than loading up all campaign data.
Twitter: @iamcaustic
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
October 22 2014 00:35 GMT
#2877
Yes, do not load the campaign data to start with. It will cause all sorts of problems. Basically your choices are to start with melee and add everything from the campaign you want custom, or start with the campaign data which is crazy different from melee and then add back the Melee data. I'm working on a mod exactly like that now I actually chose to start from the campaign data and add back the melee stuff, but thats only because more than half of the mod is going to be custom stuff anyway and if I could do it again I'd probably go the other way around.
~ ~ <°)))><~ ~ ~
And G
Profile Joined May 2012
Germany491 Posts
October 22 2014 10:55 GMT
#2878
Thanks, but how do I add stuff from the campaign dependency without that dependency activated? Is there an import function somewhere that allows me to extract data from other dependencies or how does that work?
not a community mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
October 29 2014 02:28 GMT
#2879
I have a map design question. Is a full gold base (2g 6m) on an island close to a start location viable if you make taking alternate expansions for Zerg and Protoss easier? Giving a Terran player the option to fly his/her starting CC to the island or allowing him/her to expand quickly to an island could work if you gave the other races other advantages in my opinion. Could I pull this off or am I just stupid?
Casual Mapmaker
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
November 04 2014 07:35 GMT
#2880
Would there be any issues balance-wise or anything else about putting a neutral planetary fortress in a gold base rather than the usual destructible rocks?
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Prev 1 142 143 144 145 146 182 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 44m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Killer 538
Leta 231
Larva 212
Dewaltoss 117
EffOrt 82
Aegong 68
Sharp 49
Dota 2
NeuroSwarm162
League of Legends
JimRising 581
Super Smash Bros
hungrybox662
amsayoshi36
Other Games
PiGStarcraft981
Fuzer 82
Organizations
Other Games
BasetradeTV173
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH297
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2019
Upcoming Events
Sparkling Tuna Cup
1h 44m
uThermal 2v2 Circuit
6h 44m
BSL22 NKC (BSL vs China)
10h 44m
Jaystar vs Dewalt
eOnzErG vs TerrOr
XuanXuan vs Bonyth
Mihu vs Dewalt
Messiah vs Jaystar
eOnzErG vs Bonyth
TerrOr vs Dewalt
Wardi Open
1d 2h
OSC
1d 15h
Replay Cast
3 days
The PondCast
4 days
Replay Cast
4 days
OSC
4 days
CranKy Ducklings
5 days
[ Show More ]
BSL22 NKC (BSL vs China)
6 days
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
Liquipedia Results

Completed

Acropolis #4 - GSB
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
uThermal 2v2 2026 Main Event
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.