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New Mapping Technique/Concepts for Melee

Forum Index > SC2 Maps & Custom Games
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CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-10-19 10:14:53
October 19 2010 09:27 GMT
#1
I am working on a map which is mostly complete and I tried to implement some innovative stuff in it to make it stand out from other maps which may well be equally balanced/well made but just don't grab the players or spectators to want to play the map any more than any other maps.


            The First thing is something I dubbed Creep webbing/Creep Threading.

It can be done with neutral tumors on the map as well as without them (just a zerg player would have to start spreading creep to make it visible obviously). Having creep already on the map also means that zerg would not have to actually have to send overlord or creep tumors all the way to that point to gain boosts. Effectively making these spots higher value terrain to be battled over. A player could even possibly use a strategy to send queen out to drop tumor(s) at this island of creep somewhere on the map. I believe a player can also use detection and kill the neutral tumors in the likewise.

Basically what you do is place lines of unbuildable pathing and creep blockers in the same spaces. You can actually draw out all kinds of designs in this, but the least confusing most effective way of doing this is just to do 1 line of block with a space on one or both sides to let one square in to the next pathable line.

This effectively makes it so zerg creep: Spreads faster, Needs less tumors, move across map more quickly, have less creep occupying in same space. So it still keeps their speed buffs but lose the ability to build anywhere.

Zerg units don't actually have to be 100% on the creep to net the speed benefits, they can be on the fringe edges of it before they lose the the boost. Which is exactly how this works.

[spoiler=Pics of Webbing]

[image loading]

closeup of hidden webbing in map editor.

[image loading]

closeup of revealed webbing in map editor

[image loading]

Larger view showing building pathing blocking in yellow

[image loading]

trying out designs

[image loading]

closeup of revealed webbing but unexplored

[image loading]

Same area but explored

[image loading]

[image loading]

[image loading]

More similar areas (slightly different designs).

[image loading]

[image loading]

[image loading]

Overlord diarrhea or crop circles????

[image loading]

[image loading]

Before shots

[image loading]

After



            The second concept is not all that game changing but is interesting and can be fun at the least. I don't really have a name for this but I guess I'll just call it Fakey Ramp for the sake of simplicity.

So obviously this would be best implemented into a main base, but could also be used (and arguably has been used on other maps) on other places around the map.

What it is, is a normal narrow choke to a main on level ground probably 3 spaces wide to simulate a normal ramp width ( I had to use doodad rocks and cliff to make it just right) and on this narrow choke you will place LoS blockers. The thickness of these is totally up to you but I think 1 or 2 rows juxtapose emulates a ramp best.

So since high ground in this game does not cause miss rate, but instead has the advantage of being able to see them and shoot them while they cannot see or fire back it essentially just makes acts like a ramp where neither player can see in or out. This is arguably terrible for the defender (unless they are zerg or terran where they can have air units very early to see over the shrubs).

So to balance this out, I threw a XWT inside the main base. The placement again, is up to the creator but I think a placement where it doesn't show too far outside on the main path as well as doesn't show too much around the outskirts around the main base (for air detection) would be optimal.

The cool side effect of this is that the XWT can be placed in such a distance that a scouter of an unknown base could just tap the tower to see if the player is there rather than going all the way into empty bases (saving a bit of scouting time).

Also, the owner of the XWT in their main would have to choose when to devote units to sitting at the tower to see outside their own base, so there is a little dynamic of if/when you should use workers to see instead of mine/build.

As a side effect to this I noticed that larva/eggs will set off XWT indefinitely. So zergs could place hatch next to it to keep the tower on all the time (until an enemy shares the tower with their unit).

Another technique using this concept would be to send some (or drop) units onto the tower the moment you are going to attack the front of the base completely switching the advantage of the choke around to you since you have units on both sides and can see both inside and out while they can't (its like flipping a ramp around like a light switch) Maybe we can call it lightswitching?

[spoiler=Pics of Fakey Ramp]
[image loading]

[image loading]

[image loading]

Showing XWT range

[image loading]

Here I put a bunch of unbuildable pathing to make it so tumor would have to be spread from only the very edge of the LoS shrubs to reach the green squares for the next tumor.

[image loading]

Showing spacing

[image loading]

Showing creep spread unexplored

[image loading]

Explored

[image loading]

Showing tumor distance


            The third concept I used was the implementation of half gold bases. Where I just alternated the minerals to gold/blue within the same 8 patch base. So it's only going to mine out half as fast as a gold but still can give some explosive mineral bonus like a gold base can.

[image loading]


edit- blah spoiler breaks the image layout
..and then I would, ya know, check em'. (Aka SpoR)
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
October 19 2010 10:10 GMT
#2
I think we can call it Nightmarjoism - the need to put names on random features in the map editor
The artist formerly known as Starparty
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
October 19 2010 10:11 GMT
#3
I'm curious if anyone else has come up with any other gimmicks or concepts for maps. Many of these tricks or ideas ended up being some of the most important things for pro map design in bw. Things like reverse ramps, neutral blocking structures, backdoor bases, Mineral walls, Neutral geysers that when killed blocked a path (reverse Drocks), etc.
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
October 19 2010 10:12 GMT
#4
On October 19 2010 19:10 Starparty wrote:
I think we can call it Nightmarjoism - the need to put names on random features in the map editor

lol, well regardless what you wanna call it ( i could care less tbh) I still would like to see it being used more
..and then I would, ya know, check em'. (Aka SpoR)
iGrok
Profile Blog Joined October 2010
United States5142 Posts
October 19 2010 11:50 GMT
#5
I've come up with a few gimmicks, but most were aimed at controlling the timing of a game.

For example,

Anti-reaper step-cliffs
[image loading]

Thats a player 15-controlled tank on the step, with LOS blockers to ensure that it doesn't attack early. this particular setup leaves the reaper with 20 hp. (can you tell that I came up with this before the massive reaper nerf?) P-15 controlled PFs in double-Gold expos offer more risk/reward and force air. But so far all my Hostile npc experiments haven't been really applicable in a map. Your techniques look interesting though!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
October 19 2010 12:19 GMT
#6
I don't think the creep one has much uses, though it's interesting. Creep tumours can only make a new one so far from the original. As for speed, it's pretty rare that you actually need the tumours to spread the creep faster, and in the end, it's not uncommon to have two or three creep tumours spreading in the same location.

The non-ramp thing is interesting.... Though I don't see many people who would use it instead of just making the main high ground. I guess it has its uses.

The gold/regular mineral thing is pretty obvious and I'm relatively certain everyone's thought of it before.

But a lot of effort put into the post =D.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
October 19 2010 12:57 GMT
#7
On October 19 2010 21:19 neobowman wrote:
I don't think the creep one has much uses, though it's interesting. Creep tumours can only make a new one so far from the original. As for speed, it's pretty rare that you actually need the tumours to spread the creep faster, and in the end, it's not uncommon to have two or three creep tumours spreading in the same location.

The non-ramp thing is interesting.... Though I don't see many people who would use it instead of just making the main high ground. I guess it has its uses.

The gold/regular mineral thing is pretty obvious and I'm relatively certain everyone's thought of it before.

But a lot of effort put into the post =D.


the fakey ramp is cool because it allows you to have more than 3 levels of "cliffs"
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
burningDog
Profile Joined September 2010
Netherlands59 Posts
October 19 2010 13:24 GMT
#8
About the webbing: there's say, 40% of non-creeped ground between the patterns. Doesn't that slow down zerg units (they might not make a nice straight line across the pattern)?

And don't buildingblockers block autoturrets? That could be a bit anoying.
emperorchampion
Profile Blog Joined December 2008
Canada9496 Posts
October 19 2010 14:17 GMT
#9
Cool stuff, it would be neat to see if some of this stuff can be implemented in new maps.
TRUEESPORTS || your days as a respected member of team liquid are over
Superouman
Profile Blog Joined August 2007
France2195 Posts
October 19 2010 17:06 GMT
#10
On October 19 2010 19:10 Starparty wrote:
I think we can call it Nightmarjoism - the need to put names on random features in the map editor


Sporism would be more accurate here

I don't see any good use for this. :/

On October 19 2010 21:19 neobowman wrote:
I don't think the creep one has much uses, though it's interesting. Creep tumours can only make a new one so far from the original. As for speed, it's pretty rare that you actually need the tumours to spread the creep faster, and in the end, it's not uncommon to have two or three creep tumours spreading in the same location.

The non-ramp thing is interesting.... Though I don't see many people who would use it instead of just making the main high ground. I guess it has its uses.

The gold/regular mineral thing is pretty obvious and I'm relatively certain everyone's thought of it before.

But a lot of effort put into the post =D.


There are half golf/half blue expands in the vista princess fortress
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
dimfish
Profile Blog Joined February 2010
United States663 Posts
Last Edited: 2010-10-19 18:40:19
October 19 2010 18:38 GMT
#11
I put a little destructible debris over a geyser at a 3-gas expansion on Axis of Industry. The 3-gas expos are in the center and with the destructible you can't fast expand to it, so it can't totally throw off the standard early game. But it could be an awesome third base to support high tech.

I think this could be used on other maps, too

Edit: out of the ideas in the thread so far I like creep threading to make creep cross a very large open space quickly and half-blue half-gold expo, because a little SCV micro could make such a base more effective, bringing back some SC1 skills.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 19 2010 20:29 GMT
#12
Yeah, finally a nice way to implement hidden swastikas etc.!!

I think the idea with LOS Blockers is good, maybe a bit hard to realize because they might be in the way of some buildings to wall off. The HY/Normal mineral expansions exist for a long time now I think.

One thing I once wanted to put into a map but couldn't because I'm a noob in data editing is neutral point defense drones. That means that they'd defend any player and just shoot all the projectiles in reach. If anyone knows how to do this, help plz^^
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
October 20 2010 00:50 GMT
#13
oh shit u mean like PDD's that are enemy computer controlled to both players. That would be kind of interesting. Like throwing darkswarms on maps in bw.
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-10-20 00:59:41
October 20 2010 00:56 GMT
#14
On October 19 2010 21:19 neobowman wrote:
I don't think the creep one has much uses, though it's interesting. Creep tumours can only make a new one so far from the original. As for speed, it's pretty rare that you actually need the tumours to spread the creep faster, and in the end, it's not uncommon to have two or three creep tumours spreading in the same location.

.


Are you crazy? rare that you need to spread creep faster? Creep spreading is the single most important thing you need to be doing in every game besides spending/making your larva. It provides scouting, speed boost on most of your units, the ability to make structures, etc. So the fact that this actually gets it to spread faster and get you across the map sooner is really really good for a zerg player. If a player were to have 2 or 3 tumors spreading in the same direction then this would make it spread EVEN faster. That is the point. And finding a green square to place a tumor is not a problem at all.


On October 19 2010 22:24 burningDog wrote:
About the webbing: there's say, 40% of non-creeped ground between the patterns. Doesn't that slow down zerg units (they might not make a nice straight line across the pattern)?

And don't buildingblockers block autoturrets? That could be a bit anoying.


Yea it would block all buildings, but that's a non issue because its not going to be all over the map, I guess I should actually draw dirt or rock terrain on it to make it more clear that it's unbuildable (if there isn't ooze showing it there).
Plenty of maps have unbuildable areas, look at Luna. You just can't make an auto turret there, so an auto turret based strategy wouldn't be very wise on a map like that.
..and then I would, ya know, check em'. (Aka SpoR)
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
October 20 2010 02:10 GMT
#15
On October 20 2010 09:56 CharlieMurphy wrote:
Show nested quote +
On October 19 2010 21:19 neobowman wrote:
I don't think the creep one has much uses, though it's interesting. Creep tumours can only make a new one so far from the original. As for speed, it's pretty rare that you actually need the tumours to spread the creep faster, and in the end, it's not uncommon to have two or three creep tumours spreading in the same location.

.


Are you crazy? rare that you need to spread creep faster? Creep spreading is the single most important thing you need to be doing in every game besides spending/making your larva. It provides scouting, speed boost on most of your units, the ability to make structures, etc. So the fact that this actually gets it to spread faster and get you across the map sooner is really really good for a zerg player. If a player were to have 2 or 3 tumors spreading in the same direction then this would make it spread EVEN faster. That is the point. And finding a green square to place a tumor is not a problem at all.


But there's a limit to how far you can place a creep tumour from its original. And I doubt anyone has the mechanics to plant a creep tumour exactly when its cooldown finishes either.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 20 2010 02:37 GMT
#16
On October 20 2010 09:50 CharlieMurphy wrote:
oh shit u mean like PDD's that are enemy computer controlled to both players. That would be kind of interesting. Like throwing darkswarms on maps in bw.

Kinda yeah. Btw. I'm a dumbass, it's actually really easy and I'm gonna try to implement it into my next map. Just gotta figure out how to make it have infinite energy.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Speedbump
Profile Blog Joined January 2010
New Zealand338 Posts
October 20 2010 03:59 GMT
#17
Looks interesting. This should hopefully be used in some new maps (the creep webbing), but I could also see it being hard to adjust to for non-Zerg players. (as it can modify the ground distance a tiny bit better in Zerg's favour)

I guess something I've wanted to see for quite a while is instead of having gold minerals at an expo, you have high-yield vespene. It could make for some interesting games, as it could lead to some ninja expos in an attempt to out-tech and out-resource the opponent.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 20 2010 04:03 GMT
#18
On October 20 2010 12:59 Speedbump wrote:
I guess something I've wanted to see for quite a while is instead of having gold minerals at an expo, you have high-yield vespene.

Now that's funny
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
CortoMontez
Profile Joined October 2010
Australia608 Posts
Last Edited: 2010-10-20 04:48:16
October 20 2010 04:47 GMT
#19
I thought an interesting idea would be a double expansion, of a similar layout to the mining area is in the SP mission 'In utter darkness', where 2 Nexuses/CCs/Hatches are required for optimal gathering.

On topic, would the in base XWT work too much like the terran sensor tower and encourage turtling?
"Creator was doing a really good job trying to win without storm but it was like eating spaghetti with a screwdriver." -Severian
iGrok
Profile Blog Joined October 2010
United States5142 Posts
October 20 2010 07:31 GMT
#20
On October 20 2010 11:37 FlopTurnReaver wrote:
Show nested quote +
On October 20 2010 09:50 CharlieMurphy wrote:
oh shit u mean like PDD's that are enemy computer controlled to both players. That would be kind of interesting. Like throwing darkswarms on maps in bw.

Kinda yeah. Btw. I'm a dumbass, it's actually really easy and I'm gonna try to implement it into my next map. Just gotta figure out how to make it have infinite energy.


Don't even have to do that, just stack like 100 of them. Problem solved the brute-force way.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
October 20 2010 08:26 GMT
#21
On October 20 2010 11:10 neobowman wrote:
Show nested quote +
On October 20 2010 09:56 CharlieMurphy wrote:
On October 19 2010 21:19 neobowman wrote:
I don't think the creep one has much uses, though it's interesting. Creep tumours can only make a new one so far from the original. As for speed, it's pretty rare that you actually need the tumours to spread the creep faster, and in the end, it's not uncommon to have two or three creep tumours spreading in the same location.

.


Are you crazy? rare that you need to spread creep faster? Creep spreading is the single most important thing you need to be doing in every game besides spending/making your larva. It provides scouting, speed boost on most of your units, the ability to make structures, etc. So the fact that this actually gets it to spread faster and get you across the map sooner is really really good for a zerg player. If a player were to have 2 or 3 tumors spreading in the same direction then this would make it spread EVEN faster. That is the point. And finding a green square to place a tumor is not a problem at all.


But there's a limit to how far you can place a creep tumour from its original. And I doubt anyone has the mechanics to plant a creep tumour exactly when its cooldown finishes either.

I do it all the time, not saying i'm perfect but I've got the mental timing down on how often u need to respread a tumor for the most part.
..and then I would, ya know, check em'. (Aka SpoR)
Samro225am
Profile Joined August 2010
Germany982 Posts
October 20 2010 10:54 GMT
#22
On October 20 2010 13:03 FlopTurnReaver wrote:
Show nested quote +
On October 20 2010 12:59 Speedbump wrote:
I guess something I've wanted to see for quite a while is instead of having gold minerals at an expo, you have high-yield vespene.

Now that's funny


funny for terran,fly in get gas, tech up a bit and get out if the expansion is safe enough situated in a map?

i like the idea of highyield vespene quite a bit, pretty much a counterpart to mineral only expansions. though I think some of us might have already played with this idea.

i think mappers should take the tech pat into account. make the xtra vespene (like tripple) harder to control for example. but it might be hard to balance: map control of centre vs more expansions, bigger army used for better map control or teched up forces for small attacks. tech up and bigger army is a contradiction somehow, isn't it?
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 20 2010 15:19 GMT
#23
No, funny because there's HY gas at every HY expansion already.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
BoomStevo
Profile Joined August 2010
United States332 Posts
October 20 2010 18:36 GMT
#24
On October 21 2010 00:19 FlopTurnReaver wrote:
No, funny because there's HY gas at every HY expansion already.

High-Yield gas geysers were broken for a while until one of the patches fixed them. So I know I hadn't been using them until recently. I don't know about everyone else.

Aside from that, my biggest problem with the high-yield geysers is they look exactly the same as the regular geysers. Therefore, if you use the high-yield gas at a regular, blue mineral expansion, it's difficult for the player to see the difference. With the high-yield minerals, it's easy to see because they're gold, but with the gas, you either have to click on them or start mining from them to know.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 20 2010 21:58 GMT
#25
That's why usually there's only HY gas where's HY minerals too. Easy way to see
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
October 20 2010 22:48 GMT
#26
High Yield Gas should be another color, normal gas is green it should be orange or something.
..and then I would, ya know, check em'. (Aka SpoR)
BoomStevo
Profile Joined August 2010
United States332 Posts
October 20 2010 22:53 GMT
#27
On October 21 2010 07:48 CharlieMurphy wrote:
High Yield Gas should be another color, normal gas is green it should be orange or something.

It should be Terrazine gas... which I think is purple?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
WniO
Profile Blog Joined April 2010
United States2706 Posts
October 21 2010 01:04 GMT
#28
This is an awesome thread. I love the creativity that you guys are bringing to the table.
yoplate
Profile Joined August 2010
United States332 Posts
Last Edited: 2010-10-21 02:04:55
October 21 2010 02:04 GMT
#29
How about different expansions than the standard 8/6 patch/2 gas.

Like a 12 mineral patch base, or a 4 minerals, but 3 gas base.

Or how about an expo with only 6 regular patches and 1 gas, but they have 3k mins instead of 1.5?

The possibilities are nearly endless.
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
October 21 2010 03:13 GMT
#30
On October 19 2010 18:27 CharlieMurphy wrote:
Also, the owner of the XWT in their main would have to choose when to devote units to sitting at the tower to see outside their own base, so there is a little dynamic of if/when you should use workers to see instead of mine/build.

IMO early game you don't need to be scouting you're "ramp"; by the time you need to start watching for attacks, you've probably already got units, and lategame it won't really be detrimental to leave a unit or worker there if you really need. For example, (assuming it's the entrance to your main) you're going to have a unit there anyway if you're teching on one base, and you won't need it if you're being really aggressive. You also won't use it if you have an expo outside of it. If you happen to take a main with one, you'd do better to get more of a heads up against an attack if you want to stop it. Units/structures defending an expo from harass would be near enough to the expo that it wouldn't matter if the tower were active or not.
People are imbeciles, lucky thing god made cats.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
December 05 2010 07:58 GMT
#31
So, something that hasn't been mentioned:

Force fields.

You can place them down as neutral units, and they last forever. But they can still be crushed by massive units or burrowed under by roaches and infestors.

They could be used for terrain that you want uncrossable by anything that can't crush FFs or burrow. Basically a destructible rock that can't be destroyed no matter what until the late game.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 05 2010 08:43 GMT
#32
Thats a good idea, but a little imba towards Terran. Thors are the fastest massive unit by a long shot. Still if you can balance it out, could be quite useful!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
December 05 2010 09:30 GMT
#33
On December 05 2010 16:58 TedJustice wrote:
So, something that hasn't been mentioned:

Force fields.

You can place them down as neutral units, and they last forever. But they can still be crushed by massive units or burrowed under by roaches and infestors.

They could be used for terrain that you want uncrossable by anything that can't crush FFs or burrow. Basically a destructible rock that can't be destroyed no matter what until the late game.

They used to expire after 15 seconds. Has this been changed recently?
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
.AK
Profile Joined September 2010
United States561 Posts
December 05 2010 09:39 GMT
#34
I dont know how good of an idea this would be but ill give it a shot

Have forcefields that are unbreakable but lets say have to a trigger to go on/off every five minutes
This would effectively change the dynamics of the map for ground units
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PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
December 05 2010 10:04 GMT
#35
I've used forcefields to block expos. and such. and hostile PDDs overtop of destructable rocks forcing you to have to melee/projectileless attack them to break them.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
December 06 2010 17:51 GMT
#36
On December 05 2010 18:30 prodiG wrote:
Show nested quote +
On December 05 2010 16:58 TedJustice wrote:
So, something that hasn't been mentioned:

Force fields.

You can place them down as neutral units, and they last forever. But they can still be crushed by massive units or burrowed under by roaches and infestors.

They could be used for terrain that you want uncrossable by anything that can't crush FFs or burrow. Basically a destructible rock that can't be destroyed no matter what until the late game.

They used to expire after 15 seconds. Has this been changed recently?

I don't know how recently it changed, but using them in my map, they stayed forever.

Expiring in 15 seconds is a function assigned to them by the spell, it's not native to the forcefield itself.
Steezysn0brdr
Profile Joined November 2010
United States16 Posts
Last Edited: 2010-12-07 18:38:54
December 06 2010 17:57 GMT
#37
Edit: Deleted
Despite your pseudo-bohemian appearance and vaguely leftist doctrine of beliefs...
Xapti
Profile Joined April 2010
Canada2473 Posts
December 06 2010 18:50 GMT
#38
Funny that I stumble upon this topic.... I was wondering if it's possible to add custom units and effects into custom maps... such as custom dark swarms, custom disruption webs, custom cover/miss-chance (SC1 doodads), or other stuff.
I'm curious about what are the limitations of melee for maps. I think in beta I played a melee game where all build times were reduced to 0, so I guess there's not much limitations, lol. I guess triggers are one of the only limitations?
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 06 2010 20:29 GMT
#39
You didn't play a melee game like that. In melee, non of the units can be changed, no triggers added, no player-controlled units on the map at the start.... other stuff that i'm forgetting to say right now
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Xapti
Profile Joined April 2010
Canada2473 Posts
December 06 2010 21:55 GMT
#40
On December 07 2010 05:29 iGrok wrote:
You didn't play a melee game like that. In melee, non of the units can be changed, no triggers added, no player-controlled units on the map at the start.... other stuff that i'm forgetting to say right now
OK I was suspecting that the data couldn't be edited, I guess I was mistaken that it was a melee mode game. That of course means no custom units,to emulate SC1's, but certainly there will be new things discovered I suppose (force fields were mentioned already for instance).
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
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