• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:52
CET 19:52
KST 03:52
  • 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!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Dark completes military service, returns to SC23[BSL23] RO16 Group Stage17Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
Dark completes military service, returns to SC2 Greetings.. No more SC2 streamers on team liquid? Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22 Tasteless Time Warp: SC Evo Showmatch (May 25) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Starcraft 2 Advance [G] How to playtest arcade maps [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
List of top players active on ShieldBattery BW General Discussion [BSL23] RO16 Group Stage Starcraft player cRuZa Passed away. screpdb: new Starcraft reporting tool
Tourneys
KCM Race Survival 2026 Season 4 BWCL Season 65 Announcement [Megathread] Daily Proleagues [BSL23] Ro16 Group C - Sunday 21:00 CET
Strategy
Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09 50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy)
Other Games
General Games
Nintendo Switch Thread List of Game Threads The PlayStation 5 Stormgate/Frost Giant Megathread Path of Exile
Dota 2
Can Game Data Analytics Help Players Improvements
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
Trading/Investing Thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Dating: How's your luck? US Politics Mega-thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12630 users

Simple Questions/Answers - Page 153

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 151 152 153 154 155 182 Next
Gwavajuice
Profile Joined June 2014
France1810 Posts
March 23 2015 20:13 GMT
#3041
After Ptitdrogo's vid in strat section where he repeated several times that Overgowth had plenty of money, I asked him what he meant and he replied that on this map mineral gathering was signicatively faster than on some other, Expedition lost for instance.

I always thought that the difference of money in my build was due to my worker pairing hiccups, and never realized that the maps were the main cause of this.

so :

- did you guys know about this?
- how exactly do you design your mineral patch to be gathered "fast" (like overgrowth) or "slow" (like expedition lost)?
- is it something a map designer has to focus on when creating his main bases?
Dear INno and all the former STX boys.
Ej_
Profile Blog Joined January 2013
47656 Posts
March 23 2015 20:38 GMT
#3042
On March 24 2015 05:13 Gwavajuice wrote:
After Ptitdrogo's vid in strat section where he repeated several times that Overgowth had plenty of money, I asked him what he meant and he replied that on this map mineral gathering was signicatively faster than on some other, Expedition lost for instance.

I always thought that the difference of money in my build was due to my worker pairing hiccups, and never realized that the maps were the main cause of this.

so :

- did you guys know about this?
- how exactly do you design your mineral patch to be gathered "fast" (like overgrowth) or "slow" (like expedition lost)?
- is it something a map designer has to focus on when creating his main bases?

"fast" mineral patches are the close ones. What pro players do (and everyone should!) is stacking workers on the close patches so they mine faster.
Overgrowth is considered a fast map to gather as there are 4 close patches in the main which speeds up every BO a ton. Slow maps are the ones with only 2 close patches in main (like the aforementioned Expedition Lost). It depends on which angle the mineral line is facing, making it have more close patches in certain directions than in the others,

Example:
http://i.imgur.com/HZ5L1Qp.jpg
the cardinal mineral lines have 2 close patches each, the ones facing the town hall diagonally have 3 close mineral patches (which is considered to be the "normal" amount). Since you don't have to account for cannon rushes in main bases, you'll sometimes see maps have 4 close patches in main (like Overgrowth).
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Gwavajuice
Profile Joined June 2014
France1810 Posts
March 23 2015 22:35 GMT
#3043
Yeah I got this, but why would one choose to not put 4 close patches, or at least 3?

I thought the norm was 3+ close patches, and 4 everytime it's possible...

Is it a thing for a map maker to think "ok this one will only have 2 close patches cause I'm evil" or "ok it's open bar on this map 4 close patches to everyone!"
Dear INno and all the former STX boys.
SwedenTheKid
Profile Joined July 2014
567 Posts
March 28 2015 23:34 GMT
#3044
Do large doodads (300-500%) increase lag substantially?
Casual Mapmaker
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2015-03-29 18:47:34
March 29 2015 18:44 GMT
#3045
On March 21 2015 23:48 The_Templar wrote:
I'm having a problem exporting my map images (Data –> Export Map Image). I am able to get the images, but for some reason it only uses the top left section of each of my maps. For example, when I export catallena's map image, I get this. + Show Spoiler +
[image loading]

I checked off "match game" under view options.

Is there a way I can fix this? I use a mac retina laptop.

Export map bug or any other bug is prblematic for sc2

because there is no help/support/fixes for mac users

(other than in the blizzpatches)
so maybe do screenshots in editor and in game screenshots (playtesting your map)
On March 29 2015 08:34 SwedenTheKid wrote:
Do large doodads (300-500%) increase lag substantially?


not if you don't use them

yes they do lag.. anything does .. using half a dozen wont be noticed.. making a forest of them, then it will not move.. the trick is to see how many per map
"not enough rights"
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2015-03-29 22:16:53
March 29 2015 22:14 GMT
#3046
+ Show Spoiler +
On March 24 2015 05:13 Gwavajuice wrote:
After Ptitdrogo's vid in strat section where he repeated several times that Overgowth had plenty of money, I asked him what he meant and he replied that on this map mineral gathering was signicatively faster than on some other, Expedition lost for instance.

I always thought that the difference of money in my build was due to my worker pairing hiccups, and never realized that the maps were the main cause of this.

so :

- did you guys know about this?
- how exactly do you design your mineral patch to be gathered "fast" (like overgrowth) or "slow" (like expedition lost)?
- is it something a map designer has to focus on when creating his main bases?

+ Show Spoiler +
On March 24 2015 05:38 Ej_ wrote:
Show nested quote +
On March 24 2015 05:13 Gwavajuice wrote:
After Ptitdrogo's vid in strat section where he repeated several times that Overgowth had plenty of money, I asked him what he meant and he replied that on this map mineral gathering was signicatively faster than on some other, Expedition lost for instance.

I always thought that the difference of money in my build was due to my worker pairing hiccups, and never realized that the maps were the main cause of this.

so :

- did you guys know about this?
- how exactly do you design your mineral patch to be gathered "fast" (like overgrowth) or "slow" (like expedition lost)?
- is it something a map designer has to focus on when creating his main bases?

"fast" mineral patches are the close ones. What pro players do (and everyone should!) is stacking workers on the close patches so they mine faster.
Overgrowth is considered a fast map to gather as there are 4 close patches in the main which speeds up every BO a ton. Slow maps are the ones with only 2 close patches in main (like the aforementioned Expedition Lost). It depends on which angle the mineral line is facing, making it have more close patches in certain directions than in the others,

Example:
http://i.imgur.com/HZ5L1Qp.jpg
the cardinal mineral lines have 2 close patches each, the ones facing the town hall diagonally have 3 close mineral patches (which is considered to be the "normal" amount). Since you don't have to account for cannon rushes in main bases, you'll sometimes see maps have 4 close patches in main (like Overgrowth).

tldr: boring.. (not the subject, the tl / tlmc stance on the matter of sc2 economics))

patches of minerals' placement have to be equivalent in all maps.. so should the number of trees..

..ramps this and rush distance that!!

make my nat a non cannonable bunker please!

make my base have defender vision at every turn and show me the way through the dark of the fog to his base..!

i won't be leaving my base .. so i'll have time to see the way .. thank you for dumb-ing down the game

...

variations in maps is one of the boons of starcraft.. brood war ; not one map pool in sc2 has been a "palette" of diverse gameplays accessible like scbw was (why it was as great as it was)

sigh

i miss black fog
"not enough rights"
SwedenTheKid
Profile Joined July 2014
567 Posts
Last Edited: 2015-03-29 22:38:52
March 29 2015 22:30 GMT
#3047
You can turn on black fog btw, pretty sure it will lose the melee tag though. It's under map options I think.

I agree that sc2 players and mappers have become far to conservative with map variation. Not allowing open naturals is one thing, requiring every map to have a super easy 3rd is another.
Casual Mapmaker
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
March 30 2015 00:07 GMT
#3048
On March 30 2015 07:30 SwedenTheKid wrote:
You can turn on black fog btw, pretty sure it will lose the melee tag though. It's under map options I think.

I agree that sc2 players and mappers have become far to conservative with map variation. Not allowing open naturals is one thing, requiring every map to have a super easy 3rd is another.


I disagree, the key factor in this is what makes it to ladder, as that is the direction every mapmaker will take when considering features.
when the shoutcraft map pool was being organized, you suddenly saw stuff come out you would never see on ladder, not because they suddenly decided to stop being conservative, but because being conservative was no longer a restriction.
"Not you."
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2015-03-30 11:49:25
March 30 2015 11:45 GMT
#3049
+ Show Spoiler +
On March 30 2015 09:07 Meavis wrote:
Show nested quote +
On March 30 2015 07:30 SwedenTheKid wrote:
You can turn on black fog btw, pretty sure it will lose the melee tag though. It's under map options I think.

I agree that sc2 players and mappers have become far to conservative with map variation. Not allowing open naturals is one thing, requiring every map to have a super easy 3rd is another.


I disagree, the key factor in this is what makes it to ladder, as that is the direction every mapmaker will take when considering features.
when the shoutcraft map pool was being organized, you suddenly saw stuff come out you would never see on ladder, not because they suddenly decided to stop being conservative, but because being conservative was no longer a restriction.

your opinion could be useful if it did not only deal in abstracts (as in, it is useless)

tl is now "on" blizzard commercial banners

now is the time for tl mapmakers to shine

do they?

no, because your (tl's) fortress of solitude (melee only) is really a void

tl members/users can and will make a difference (around a year after lotv retail) but in the vacuum of a bunch of photocopied variations of barely one "genre" (out of dozens) of gameplays maps

what will make it to ladder you say? lol

like in real life:+ Show Spoiler +

the government (in this case blizz and then tl and then tl mapmakers "regulars") shouldn't scare its citizens + Show Spoiler +
(i mean the citizens shouldn't be scared of these simians up in the trees.. just join them and kick the bad ones off)


the citizens should make and unmake its government
"not enough rights"
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2015-03-30 11:56:19
March 30 2015 11:56 GMT
#3050
On March 30 2015 07:30 SwedenTheKid wrote:
You can turn on black fog btw, pretty sure it will lose the melee tag though. It's under map options I think.

I agree that sc2 players and mappers have become far to conservative with map variation. Not allowing open naturals is one thing, requiring every map to have a super easy 3rd is another.


i respectfully dissagree,
you can't turn on Black fog on tl
"not enough rights"
turtles
Profile Blog Joined August 2011
Australia360 Posts
April 01 2015 00:59 GMT
#3051
Why don't you try and create a map that is less conventional then?

You will quickly find that it takes a lot of work and will be completely ignored by everyone else. There's not really much motivation to do so. You shouldn't accuse others of not doing something if you're not willing to do it yourself, that's hypocritical.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2015-04-04 12:08:38
April 04 2015 12:01 GMT
#3052
+ Show Spoiler +
On April 01 2015 09:59 turtles wrote:
Why don't you try and create a map that is less conventional then?

You will quickly find that it takes a lot of work and will be completely ignored by everyone else. There's not really much motivation to do so. You shouldn't accuse others of not doing something if you're not willing to do it yourself, that's hypocritical.

i'm well aware, which is why i am not..

since 4 years ago +, i have been doing and supporting all manners of potential gameplays (from darn weird to the pretty obvious changes)

i ended up doing only free-for-alls (thank you tl for refining my taste by the way)

#still my favorite turtle
+ Show Spoiler +
ty, + Show Spoiler +
be back, + Show Spoiler +
forever + Show Spoiler +
and ever


edit: + Show Spoiler +
my best are uploaded on eu na

swamp city and void temple (they have other names on na)
"not enough rights"
Antirusher
Profile Joined April 2015
Germany21 Posts
April 04 2015 23:47 GMT
#3053
So im trying on a map for TLMC 6 now and Ive allready had a pretty reasonable idea for a map, but what do i have to do in order to be able to place collapsable rock towers? When i search for those in the Units tab I can find two of those with debris left and debris right, but trying to place them they appear to be invisible? Thanks for the help! PS: In case youre interested in going into TLMC as a team with me and help me out a little (Im willing to split any awarded price money 50-50 ;p, i just want my beta invite ) pls tell me
fuelled by NRG.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
April 05 2015 00:01 GMT
#3054
just pick a tower, then after placing it doubleclick on it to set the angle it faces
"Not you."
Antirusher
Profile Joined April 2015
Germany21 Posts
April 05 2015 11:51 GMT
#3055
Is "Collapsible Rock Tower Debris Push Unit (Ramp Left/Right)" the right tower afterall? Since in the editor I cant see it when i place it, but i can undo placing it, so it has to be there? Maybe i have to import some assets or sth? Im really new to editing melee maps D:
fuelled by NRG.
kakalxlax
Profile Joined May 2014
49 Posts
Last Edited: 2015-04-05 21:29:01
April 05 2015 19:37 GMT
#3056
i asked this in a locked thread and didn't quite get the answer

how do you make a unit weapon target multiple units (fire to different units each time it attacks) in a mod?

each attack should count independently, i was able to make the unit attack multiple targets, but each attack to each unit should consume a charge.
Alpaca10
Profile Joined March 2015
Germany15 Posts
April 07 2015 00:04 GMT
#3057
Is it able to test a map online instead of alone and some ai? Or is it only able to do with publishing it? And if its only by publishing, can I stop changing the version cause of every little thing everytime?
turtles
Profile Blog Joined August 2011
Australia360 Posts
Last Edited: 2015-04-07 03:32:05
April 07 2015 03:31 GMT
#3058
Alpaca10 - I've never tested this before so I don't know if it would work. But you can publish a map as private so that it doesn't appear to anyone online but you. Not sure if the version numbers change when you do that but it might be worth a shot?

What's the big deal about the number changing though? that's why they have major and minor revision numbers. Look here for the current version numbers for microsoft windows:

www.gaijin.at/en/lstwinver.php

People say "I'm running windows 7'. They don't say "I'm running windows version 6.1.7600.16385".

The major revision numbers are the only important ones.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2015-04-08 04:37:37
April 08 2015 04:35 GMT
#3059
On April 06 2015 04:37 kakalxlax wrote:
i asked this in a locked thread and didn't quite get the answer

how do you make a unit weapon target multiple units (fire to different units each time it attacks) in a mod?

each attack should count independently, i was able to make the unit attack multiple targets, but each attack to each unit should consume a charge.


To accomplish this you're going to want either an ability rather than a weapon, or a Hangar type weapon. It's hard to be more specific without more info on what you're trying to accomplish. It might be as simple as having a search area effect.

On April 07 2015 09:04 Alpaca10 wrote:
Is it able to test a map online instead of alone and some ai? Or is it only able to do with publishing it? And if its only by publishing, can I stop changing the version cause of every little thing everytime?


If you change the map name, the version # resets. You'll need to publish to properly test anything, but if you make it private nobody will be able to see it except you (and presumably blizzard). You can just publish it under some random name until you're ready to make it public.
~ ~ <°)))><~ ~ ~
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
April 10 2015 09:33 GMT
#3060
does anyone know how the LotV economy is handled? does the game detect mineral patches and set them to 50/50 750 and 1500 or do the values of mineral patches have to be set to 750 manually?
"Not you."
Prev 1 151 152 153 154 155 182 Next
Please log in or register to reply.
Live Events Refresh
OSC
01:00
OSC 5000
EmpressLilyy60
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
MindelVK 33
EnDerr 16
StarCraft: Brood War
Britney 16780
Rain 1352
Shuttle 290
Dewaltoss 145
Hyun 50
Barracks 22
910 22
Aegong 17
scan(afreeca) 9
Dota 2
Gorgc8077
monkeys_forever361
420jenkins328
canceldota39
League of Legends
Trikslyr67
Counter-Strike
gobbtv172
jkaem122
Other Games
Grubby3812
singsing2055
Liquid`RaSZi1522
FrodaN1365
tarik_tv944
Beastyqt561
mouzStarbuck222
ArmadaUGS115
QueenE84
Mew2King82
Chillindude11
Railgan11
Organizations
StarCraft 2
angryscii 23
[ Show 17 non-featured ]
StarCraft 2
• Shameless 33
• LUISG 30
• Reevou 8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• blackmanpl 8
• Pr0nogo 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1970
League of Legends
• TFBlade1097
Other Games
• imaqtpie929
• Shiphtur519
Upcoming Events
OSC
4h 9m
ArT vs MindelVK
MiniZergUA vs TBD
Shameless vs TBD
Ultimate Battle
17h 9m
OSC
19h 9m
OSC
1d 4h
ByuN vs MaxPax
herO vs Krystianer
Percival vs Shameless
LetaleX vs YoungYakov
Nicoract vs Gerald
GgMaChine vs ArT
CranKy Ducklings
1d 15h
WardiTV Invitational
1d 17h
IPSL
1d 22h
TerrOr vs IJ_Terran
rasowy vs Hazorath
BSL
2 days
TerrOr vs OyAji
UltrA vs Gosudark
Sparkling Tuna Cup
2 days
WardiTV Invitational
2 days
[ Show More ]
IPSL
2 days
Art_Of_Turtle vs KameZerg
Radley vs George
BSL
3 days
Artosis vs Dewalt
Ret vs Tech
WardiTV Weekly
3 days
PiGosaur Cup
5 days
The PondCast
5 days
GSL
6 days
Liquipedia Results

Completed

Proleague 2026-11-11
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
BLAST Rivals Fall 2026
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
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

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
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.