• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:55
CEST 05:55
KST 12:55
  • 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] Ro16 Preview: Rough Waters9[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism7Official StarCraft website teases new content ahead of BlizzCon?121Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!46
StarCraft 2
General
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner Will Earn a Spot at HSC 30! SC4ALL II: StarCraft 2 Player Announcement 7/8 Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Balance hotfix patch 5.0.16b (July 16)
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) 2026 GSTL Announcement Stellar Fest TWO the Moon (Dec 16-20) 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 # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
BW General Discussion Official StarCraft website teases new content ahead of BlizzCon? [ASL22] Ro16 Preview: Rough Waters ASL22 General Discussion Pros React To: Calm's Big Brain Play Vs Mini
Tourneys
[ASL22] Ro16 Group A BWCL Season 65 Announcement [ASL22] Ro16 Group B [Megathread] Daily Proleagues
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Diablo IV [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
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
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine
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
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
F* the Children and Get Off …
TrAiDoS
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6477 users

Map Collaboration Thread - Page 6

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 4 5 6 All
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
January 27 2011 03:13 GMT
#101
left side as it gives defender advatange with the backdoor rocks, perhaps do a 50:50 of the 2

like dat? [image loading] just an idea
Live Fast Die Young :D
WniO
Profile Blog Joined April 2010
United States2706 Posts
Last Edited: 2011-01-30 20:39:22
January 29 2011 08:57 GMT
#102
EDIT: new pic =D
Collaboration: Alright i know this thread is based mostly on melee maps, but i really would love help with a custom map im working on.
I need someone who is great with triggers and events. My idea for the map is basically a new take on the nazi zombies from what treyarch has produced. Heres a screen of what the map looks like so far.
[image loading]
If you or someone you know would like to help me make this let me know here or in a PM. If you would like me to go into more detail on what i want accomplished just hit me up.

Depending on how much triggering there is involved im going to assume the credits will be in your name mostly, with original idea and details by me. Im planning on getting the layout done before the week ends. Im very committed to this project and will be the main tester for whoever is doing the triggers. I also have a few friends that can help. thanks. And if any of you want to help or give ideas for this and i like them i will put your name in the credits. thanks yo!
InfestedHydralisk
Profile Joined October 2010
Netherlands110 Posts
January 29 2011 16:40 GMT
#103
Interesting thread, I really like this. I may sign up for Collaboration on Terraining and Doodads.
So don't put me up yet! :p
I will put up some stuff to show if I decide to sign up for it.
Champion seed spitting.
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 30 2011 20:46 GMT
#104
Added a new pic a few comments up. PLEASE i need someones help for this map
NullCurrent
Profile Joined November 2010
Sweden245 Posts
January 31 2011 14:08 GMT
#105
@WniO: No idea if I have the time to help with the coding as I'm currently attending university. And the only experience I have with the map editor is melee map making, nothing with triggers. Although I worked a bit with that on Warcraft 3, I'm not so experienced with it.

But I'm a programmer, so I will be able to learn it quickly, if I have the time.

@iGrok: Add me on the help sections for layout, balance and terrain. I want to give something back to this thread
The Planetary Workshop - TPW - Mapmaking Team
EffectS
Profile Joined May 2010
Belgium795 Posts
January 31 2011 15:22 GMT
#106
Made this concept, I might try and make it for MotM #2. Tried to make it already, but had alot of difficulties with some of the placement so decided to make it in paint first. Still don't know what to do with the center. Btw, the little circles are destructable rocks. Tell me what you think please!
[image loading]
----
Some guy named EunByuL left this at my personal concept page (da link) though i'd help him out. LOL.
----

Imo, the main looks way too small and I can't figure out where the ramps (?) are really. Maybe supply a better picture? :D
TEEHEE
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-01-31 15:28:03
January 31 2011 15:27 GMT
#107
i think it looks reasonable and readable :D


1,2,3 and 4 are the mains.
I I and I I should be the ramps.

nat choke looks good.
centre looks too open and boring.
corner expansions should have DRs in the space of potential cc to deny Terran fly-ins. chokes are to long/narrow.

the layout showcases well why rotational symmetry can produce positional imbalances (distance third to nat)

suggestion: move third more towards centre and get rif of ramps from nat to DRs
EffectS
Profile Joined May 2010
Belgium795 Posts
February 13 2011 11:21 GMT
#108
Require some feedback on my latest update:
here
TEEHEE
GreedyShroom
Profile Joined December 2010
Sweden1 Post
February 13 2011 13:39 GMT
#109
Got a map that needs feedback. Also it's my first map that didn't get scraped due to retarded layout. Got two versions of the map and need help with deciding which version I should use.

Version 1
+ Show Spoiler +

[image loading]

Version 2
+ Show Spoiler +

[image loading]


Playable bounds 112x120

Concerns:
-Area in front of natural feels too big.
-Back door ramp into the natural.
-Side path and third might be too wide.

P.S. Straight lines will be removed when I start working on textures.
Blurb
Profile Joined November 2010
Denmark55 Posts
February 13 2011 16:12 GMT
#110
Could use feedback (balancing) and help with general doodad/texture.

Editor Screenshot
+ Show Spoiler +
[image loading]


Analyzer Summary
+ Show Spoiler +
[image loading]
I have a signature.
Johanaz
Profile Joined September 2010
Denmark363 Posts
February 13 2011 19:19 GMT
#111
On February 13 2011 22:39 GreedyShroom wrote:+ Show Spoiler +

Got a map that needs feedback. Also it's my first map that didn't get scraped due to retarded layout. Got two versions of the map and need help with deciding which version I should use.

Version 1
+ Show Spoiler +

[image loading]

Version 2
+ Show Spoiler +

[image loading]


Playable bounds 112x120

Concerns:
-Area in front of natural feels too big.
-Back door ramp into the natural.
-Side path and third might be too wide.

P.S. Straight lines will be removed when I start working on textures.


I´d go for version 2, cause the map is smallish and you don´t wanna have towers inside each of the gold bases. Towers should stand alone and be a strategic objective imo.
Perhaps move third a bit further away and move the (natural backdoor) ramp closer to the center.


On February 14 2011 01:12 Blurb wrote:
Could use feedback (balancing) and help with general doodad/texture.

Editor Screenshot
+ Show Spoiler +
[image loading]


Analyzer Summary
+ Show Spoiler +
[image loading]


I´d try and make the map a little more standard; I mean simpler layout with the bases more "composed" (clean looking) plus you have a lot of streched narrow paths. Start with simple maps then increase complexity as you learn more about gameplay and using the editor in general.

Try and search for maps with Char tileset and see what other people did.
Char has 4 types of doodads: plants, creepy organics, minerals/crystals and fire. Try and find a theme that fits your vision of the map.
TPW Map Maker - theplanetaryworkshop.com
EunByuL
Profile Joined September 2010
Vietnam77 Posts
February 16 2011 11:33 GMT
#112
[image loading]

Are these positions too close? It's a 4-player map and the other positional balance is like 20 units longer than these close positions. I'm not worried about 130 units rush distance, but I think 100 is too close?

And if it really is too close, any suggestions on how to fix?
Tôi không
Johanaz
Profile Joined September 2010
Denmark363 Posts
February 16 2011 11:59 GMT
#113
It´s longer than Lost Temple, Metalopolis and Delta Quadrant close positions. I think you´re good. If you want to increase the distance a bit you could just extend the gaps outside the naturals a bit towards the center.
TPW Map Maker - theplanetaryworkshop.com
EunByuL
Profile Joined September 2010
Vietnam77 Posts
February 16 2011 12:52 GMT
#114
On February 16 2011 20:59 Johanaz wrote:
It´s longer than Lost Temple, Metalopolis and Delta Quadrant close positions. I think you´re good. If you want to increase the distance a bit you could just extend the gaps outside the naturals a bit towards the center.


Ok, so I guess I'll keep it like that then.

I'm looking for someone really experienced with textures/doodads since I'm really terrible at it myself. If you're up for the task, please send me a PM with a good reference (pictures/maps) so that I can decide if you're really what I'm looking for. This map will probably be submitted for MotM #3 if it is properly textured/doodad'ed before then.

Also, if someone would like to check up on balancing with me I'd be happy to accept. Most of the time I think I'm good balance-wise, but this might just be my ego. So I think it's a good thing to check up on other mappers to check if the map is balanced enough.

Lastly I might be looking for someone who knows his way around triggers and custom GUI's for an additional mod of the map I might be making.
Tôi không
Zero.Tha.Hero
Profile Joined August 2010
Canada155 Posts
February 20 2011 22:24 GMT
#115
Rush distances that short might work if you used rocks to mostly block the entrances to that middle expansion. That way, early units (scout, harass, etc) would slip by easy but moving big forces would be slowed down by rocks. Might also help in defense for whichever player dares take the expo in close pos. Or you could just pull a Shakuras and limit to X or close air pos.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-02-23 08:27:14
February 23 2011 08:25 GMT
#116
Need help on balance for my new map Syrany.

Heres the overview:

+ Show Spoiler +
[image loading]


Now Ive been pointed out correctly that the XWO (xelnaga watch obelisks, making this a thing ) are not fair in close spawns. Theres allways 1 player that spawns closer to it.

Things I've had in mind and broken my head over so far :

- If I shift the main ramp to the right, the 'backdoor' has got to go. That will make the 3rd way too easy to hold imho
- If I twist the middle, the XWO are going to be in a way different spot, making my little obelisk power grid thing way ugly
- If I redo the middle completely I gotta remove the gold expo in the middle. Now I did plan on that, but I need something to justify 4 towers checking it out. It has to be thát important
- If I shift the whole outter ring around to make it balanced, the obelisk powergrid ends up in the 4th and near the backdoor, making it even more imbalanced in the end.

Im running out of ideas... Really appreciate some help.
KCCO!
Prev 1 4 5 6 All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSTL: Main Stage Day 5
CranKy Ducklings149
Discussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 194
ProTech132
StarCraft: Brood War
Rain 2193
GuemChi 1445
Sharp 91
Hm[arnc] 47
Aegong 44
Noble 17
Yoon 8
Dota 2
monkeys_forever405
NeuroSwarm157
Counter-Strike
Coldzera 1292
taco 368
Super Smash Bros
hungrybox1115
Other Games
summit1g10247
JimRising 666
C9.Mang0199
Maynarde106
Trikslyr31
ROOTCatZ4
[ Show 12 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki29
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21763
League of Legends
• Scarra888
• Lourlo881
Upcoming Events
The PondCast
6h 5m
KCM Race Survival
6h 5m
OSC
18h 35m
Escore
1d 6h
IntoTheTV X SOOP
1d 7h
CranKy Ducklings
2 days
Sparkling Tuna Cup
3 days
Shopify Rebellion Sundays
3 days
Spirit vs Mixu
Clem vs TBD
RSL Revival
3 days
Serral vs Rogue
BlizzCon
3 days
[ Show More ]
Replay Cast
3 days
Afreeca Starleague
4 days
WardiTV Weekly
4 days
Afreeca Starleague
5 days
GSL
5 days
PiGosaur Cup
5 days
The PondCast
6 days
Kung Fu Cup
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-09-08
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #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

Upcoming

Escore Tournament S3: King of Kings
Acropolis #5 - GSA
Blizzard Classic Cup 2026
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Blizzard Classic Cup 2026
Stake Ranked Episode 6
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
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.