• Log InLog In
  • Register
Liquid`
TeamLiquid Liquipedia LiquidDota LiquidLegends
EDT 03:53
CEST 09:53
KST 16:53
  • 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
Lore of the Nexus: The Angiris Council0DHM Valencia: Power Rank43[TSL9] Prize Pool & Talent18Code S RO10 - Group B, Day 1 Preview (Season 2)7Code S RO10 - Group A, Day 1 Preview (Season 2)11
Community News
2022 AfreecaTV Challengers Starleague Season 210BSL 2v2 ProLeague x ShieldBattery - SIGN UP NOW!14Code S RO10 Groups announced, RO20 final results1ESL Open #128: ByuN, MaxPax, Scarlett win3Artosis to leave Korea after GSL Season 3, possibility of online GSL casts?87
StarCraft 2
General
Vidalista 20mg | Generic Tadalafil: Best ED Cure DHM Valencia: Power Rank Rogue & Trap out for DHM Valencia? Forbidden Ground buildings Shopify TeamLiquid StarLeague 9
Tourneys
What Is The Price Of Chillwell Portable AC Reviews DreamHack Masters: Valencia 2022 - Day 1 [GSL 2022] Code S:Season 2 - Ro10 Group A [NationWars 7] Ro8 thread [Alpha Pro Series] Rogue v TIME
Strategy
Hero's pvz Simple Questions Simple Answers What should I try to work on to improve my TvZ [G] YAKS LOTV: Yet Another hotKey Setup - zerg
Custom Maps
Simple Questions/Answers [A] SC Real Scale
External Content
Mutation # 323 Well Trained Mutation # 322 Warp Zone Mutation # 321 Rise From Ashes Mutation # 320 Retribution
Brood War
General
YellOw wins poker tournament for $696,000 USD Future Cup 4 Under 18 ¿BSL U18? Titan Reactor - Year 2 [Update]ShieldBattery: New Ranked System BW General Discussion
Tourneys
[BSL15] - RO16 Group C - Friday 17:00 CEST [BSL15] - Ro16 Group D - Sunday 17:00 CEST The Casual Games of the Week Thread Artosis vs Gauntlet of the Apes
Strategy
ZvT Guardian Hydra Optimized Strategy before the gosus Project: Strat Update [G] How to get started on ladder as a new Z player
Other Games
General Games
Diablo Immoral The PlayStation 5 Crossfire: Legion - A new RTS combining C&C and SC Final Fantasy XIV Nintendo Switch Thread
Dota 2
Official Dota and Chess General Discussion TL.net migration megathread + LiquidDota archive [DPC 21-22] Tour 3 Discussion/LR LiquidDota to reintegrate into TL.net LiquidDota Site Rules
League of Legends
[Patch 12.7] Arcana Skins Release Discussion LiquidLegends to reintegrate into TL.net [Summer Split] LoL Esports General Discussion [Patch Notes] Release General Discussion
Heroes of the Storm
Lore of the Nexus: The Angiris Council HotS: WP and Funny Moments Mapping Heroes: Battleground Stats Last Flight To Paris: MCC Group Stage
Hearthstone
TL Mafia
British Empire Mini Mafia II TL Mafia Community Thread Chezinu streak(s) Mafia Sengoku Mafia Survivor II: The Amazon
Community
General
Coronavirus and You Summer Games Done Quick 2022! US Politics Mega-thread Trading/Investing Thread Kashmir - Article 370 revoked
Fan Clubs
Day[9] Fan Club soO Fan Club Zest Fan Club
Media & Entertainment
Movie Discussion! [TV] HBO Game of Thrones Korean Music Discussion [Manga] One Piece [Manga] Berserk
Sports
2021 - 2022 Football Thread 2021 NFL/CFB Season NBA General Discussion Formula 1 Discussion McBoner: A hockey love story
Tech Support
Computer Build, Upgrade & Buying Resource Thread The Ultimate Mouse Thread Simple Questions Simple Answers
TL Community
The Automated Ban List
Blogs
On Radicalization and S…
plasmidghost
Bravery and cowardice…
Starlightsun
My daughter wants to pla…
JoinTheRain
On gun violence in America…
MrBitter
First time having "S*X".
Garnet
Gomorrah
Broodwar4lyf
Getting Back to it..!.20 years…
FuDDx
Age
AmericanUmlaut
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1309 users

[G] Melee Map Release Checklist

Forum Index > SC2 Maps & Custom Games
Post a Reply
dimfish
Profile Blog Joined February 2010
United States663 Posts
Last Edited: 2011-05-04 18:37:15
February 01 2011 23:23 GMT
#1
So you put together this awesome map with 3 naturals and two backdoors and 20 watchtowers and all the rush distances are measured out... now how do you go about releasing this pig for the community to enjoy? Just follow this handy checklist:

  1. Melee Status
    Before you do anything else, go to "Map -> Map Status" and see if it is "Melee" status. If not, the dialog will tell you why.

  2. Player Settings
    You'd be surprised how often this slips by while folks are crafting beautifully-textured smiley faces on their maps. Go to "Map -> Player Properties..." and check this dialog carefully. By default Player 0 is "Neutral" and Player 15 is "Hostile," which is what you want for a melee map. Then make sure Player 1-# are set to "User" where # is the number of spawns on your map.

  3. Team Settings and Disabling 1v1 Spawns
    If your map is for teams (2v2, 3v3) or if it is supposed to work like Shakuras Plateau where you want certain spawn pairs to be disabled in 1v1, you need to visit "Map -> Team Placement..." and use basic mode for setting up team games and advanced mode for disabling spawns in 1v1. Open Shakuras Plateau in the editor for an example of configuring 1v1 spawns.

  4. Game Variants
    Go to "Map -> Game Variants..." and check the box for "Use Default Variants" and melee game-typey stuff will appear. If you can't seem to get refs or observers in your map, this is probably unchecked.

  5. Unpathable cliffs
    Did you use strips of high ground around the edges of your map, or maybe put some tiny unpathable cliffs here and there? Did you either use pathing blockers (doodads) or the pathing fill point or the paint pathing layer to make them unpathable? If you have a pathable cliff above the main and you didn't mean to, your map might be arrested for abuse.

  6. Unusual Pathing/Cliff Pathing
    This is a subtle issue. Sometimes you want a doodad that doesn't have a footprint to be in the play area so you paint some pathing on it, or do cute stuff with pathing blockers here and there. If you have anything like this on your map, place a big group of marines and a big group of reapers on the map and fire it up in test mode. Then walk giant blobs of units all next to and around and past the tricky pathing areas to see if anything unusual behavior occurs. Do the same with the reapers, sometimes when you monkey with pathing near a cliff the cliff-walking units can get into places you didn't think they could.

  7. Generate Lighting Map
    You want to generate this so your map will have better lighting in the SC2 engine, but you wait until the terrain layout is set, otherwise you have to regenerated. Go to "Data -> Generate Lighting Map..." to kick it off.

  8. Generate Foilage
    Did you forget to plant bushes? Go to the terrain control dialog, click the tree icon and click "Generate Foliage" to make cute plants appear. I usually erase the foliage layer completely then just paint exactly where I want it.

  9. Publish "Public"
    When you go to publish a map the default for "Release" is "Private" which means people cannot find your map by name when the search for it. Switch to public when it's go time.

  10. Test Games!
    Last of all you can easily double-check everything else you've done by playing games online with other people. Creating games, joining them, having people search for the map, having observers in a game will all tell you your map is configured for release. There are many chat channels where you can recruit some nice people to give you a hand, like 'MotM' for instance.



Please post other items for this checklist so our maps will shine.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 02 2011 06:52 GMT
#2
Dimfish requested that I record the obs issue I am struggling with.

When I publish a map, Players 1-14 are set to 'user' to allow for spectator and referee modes. However, this displays the map as a 14-player on the map list.

The prime issue is that 9 out of 10 times, a random person who's placed in watcher mode will have either spectator or referee title. As a host, I am unable to remove the referee or change to spectator, and I am also unable to promote people to referee as well. To make a referee a spectator I am forced to kick the person and re-invite them to the lobby.

This is the most frustrating aspect of the map-making deal, and I am trying everything I can to fix this so it displays as a 2-player man and Referee/Spectator modes are selectable by the HOST.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
iGrok
Profile Blog Joined October 2010
United States5142 Posts
February 02 2011 06:56 GMT
#3
Don't set them to user. Set them to none. Obs is a BNet function not associated with the player settings.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 02 2011 07:04 GMT
#4
This will still allow Ref/Spectator mode to be selected by the host only right?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
funcmode
Profile Joined June 2010
Australia720 Posts
Last Edited: 2011-02-02 07:07:43
February 02 2011 07:06 GMT
#5
Yeah you're player properties (for a 2P map) should look like this:

[image loading]

I would assume that the problems you're having with setting additional users as ref's/spectators, etc. stem from not having the player properties set up right.

Oh and, for the record, nice thread dimfish
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
dimfish
Profile Blog Joined February 2010
United States663 Posts
February 02 2011 07:34 GMT
#6
Thanks funcmode. But why did you set player 15 control to 'none' instead of the default of 'hostile'? I don't even know if that makes a difference, but it seems to be fine in the maps I've published. Anyone know what "player 15" does in hostile mode except control the hostile Ultra on MorroW's crazy beta map?
dimfish
Profile Blog Joined February 2010
United States663 Posts
February 02 2011 07:48 GMT
#7
IronMan, I think I found the bug in your map! Check out the "game variants" item I added to the OP and see if it fixes your problem.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 02 2011 08:11 GMT
#8
Fixed! Thanks =)
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
funcmode
Profile Joined June 2010
Australia720 Posts
Last Edited: 2011-02-02 08:24:48
February 02 2011 08:19 GMT
#9
On February 02 2011 16:34 dimfish wrote:
Thanks funcmode. But why did you set player 15 control to 'none' instead of the default of 'hostile'? I don't even know if that makes a difference, but it seems to be fine in the maps I've published. Anyone know what "player 15" does in hostile mode except control the hostile Ultra on MorroW's crazy beta map?

You know, I don't really know. I vaguely remember way back before release you had to set the 15th slot to none instead of hostile for it to give you the "All Melee requirements have been met" message, but I might be making that up. Regardless, like you said I don't think it makes a difference now unless you plan on actually having hostile units on the map, in which case you'll obviously need it set to hostile.

I meant to mention game variants in my first post but I guess it totally slipped my mind, as that and player properties pretty much go hand-in-hand.

Speaking of game variants - I remember a while back, you could generate the defaults but then change the actual default setting (i.e. 4P map, generate defaults, set 1v1 as [Default]), but now it seems you can't do that any more. So if you make a 4P map it forces the default setting to be 2v2. Did anyone else notice this, or does it just happen to me?
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Barrin
Profile Blog Joined May 2010
United States5002 Posts
Last Edited: 2011-02-03 16:27:27
February 03 2011 16:22 GMT
#10
I was thinking about it.. and well.. what shouldn't you check just before releasing? I donno about the rest of you guys but as far as layout and texturing goes, I check parts and then check other parts, change parts, end up changing other parts because I changed parts, and then change more parts because I changed parts, and then check everything again and maybe change something etc etc etc etc. Quite frankly I check everything. I guess what I'm saying is that line that designates whether you think you're ready to release or not is sorta different for everyone (and some things can be on different sides of that line for a lot of people).

So IMO it can be pretty confusing as to what exactly should go on this list.

Well, you're already working on what we should include, so I guess what I'm asking is what should we exclude?

Terrain? Textures? Doodads? Fog? Lightning? Water? Height Levels (i.e. "noise)? I could go on of course.
Grandfather of LotV's resource model. "Fewer Resources per Base"
iGrok
Profile Blog Joined October 2010
United States5142 Posts
February 03 2011 16:38 GMT
#11
The art stuff isn't as important imo. This guide is to get it to a playable state I believe. A few things on here are perhaps not as essential.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
dimfish
Profile Blog Joined February 2010
United States663 Posts
February 03 2011 17:06 GMT
#12
On February 04 2011 01:38 iGrok wrote:
The art stuff isn't as important imo. This guide is to get it to a playable state I believe. A few things on here are perhaps not as essential.


Exactly, this isn't a guide to making a great map, this is a guide to the things that should be correct/set/checked for a map meant to be played by the community at large. Player and variant settings are crucial, and other stuff that can break a map (pathing bugs or expos with really bad resource placement) are going to completely turn players off.

Other stuff is a matter of style, right? Some people do light texturing, some people go crazy. Personally I never use weather effects on purpose because I find them more distracting than the look they add. But you probably want the game engine to cache the light map, don't ya!?

So here's a good rule: if its something you should do before releasing any melee map whatsoever, let's put it on the list.

So following my own rule, I think generating foliage is debatable. Although, when you meant to do it it's such a hidden function its really easy to forget.
NullCurrent
Profile Joined November 2010
Sweden245 Posts
February 03 2011 17:15 GMT
#13
RE-generating foilage is important, if you have changed terrain elevation (or cliff levels).
If you do not regenerate, foilage might "levitate" above ground in the map, which doesn't look too good.
The Planetary Workshop - TPW - Mapmaking Team
dimfish
Profile Blog Joined February 2010
United States663 Posts
February 03 2011 17:37 GMT
#14
On February 04 2011 02:15 NullCurrent wrote:
RE-generating foilage is important, if you have changed terrain elevation (or cliff levels).
If you do not regenerate, foilage might "levitate" above ground in the map, which doesn't look too good.


That's true, I've had plants sitting on concrete where I changed textures after generating foliage, a similar problem. Okay, let's leave this as a step you should just do quick before releasing a map to make sure distracting graphical bugs don't bother players.
Please log in or register to reply.
Live Events Refresh
Next event in 7m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ROOTSuperNova 233
ProTech60
StarCraft: Brood War
Rain 15530
Horang2 4673
Larva 837
PianO 776
ToSsGirL 211
Leta 192
ggaemo 155
Terrorterran 60
zelot 47
sSak 47
[ Show more ]
Pusan 29
scan(afreeca) 25
Jumperer 14
Beast 9
Dota 2
resolut1ontv 1635
Attackerdota680
XaKoH 644
febbydoto81
Super Smash Bros
Westballz32
Other Games
tarik_tv22939
summit1g22524
singsing1470
WinterStarcraft739
Livibee424
Crank 154
mouzStarbuck32
PainUser7
Organizations
Other Games
gamesdonequick64006
Dota 2
BeyondTheSummit12901
Counter-Strike: Global Offensive
ESL CS:GO403
StarCraft 2
OGamingTV SC2 167
Blizzard YouTube
[ Show 19 non-featured ]
StarCraft 2
• Bosshoore 1
• CSOeSports
• LaughNgamez Trovo
• Poblha
• Alpha X_
• aXEnki
• Migwel
• intothetv
• Laughngamez YouTube
• Gussbus
• Kozan
• IndyKCrew
StarCraft: Brood War
• sscaitournament2
• STPLYoutube
• AfreecaTV YouTube
• BSLYoutube
Dota 2
• WagamamaTV1689
League of Legends
• Rush9467
• Stunt365
Upcoming Events
ESL Pro Tour
7m
ESL.tv369
Esl_sc2369
ALGaming 169
TaKeTV 105
ESL59
ESL_sc2c42
ESL_sc2b33
DPC 2021/2022 Tour 3
2h 7m
Team Bald Reborn vs Nigma
OG vs TBD
CSO Contender
8h 7m
DPC 2021/2022 Tour 3
11h 7m
Evil Geniuses vs TBD
ESL Pro Tour
19h 7m
ESL Pro Tour
1d
Ultimate Battle
1d 3h
Soulkey vs Rush
BSL: ProLeague
1d 7h
ESL Pro Tour
2 days
ESL Pro Tour
2 days
[ Show More ]
DPC 2021/2022 Tour 3
3 days
Evil Geniuses vs TBD
Liquipedia Results

Completed

Endless Battle 3: Mihu vs KuKu
DHM Valencia: EU
X-Cup Summer 2022 - Qual. 4
Roobet Cup

Ongoing

BSL Season 15: GosuLeague
STL37
RCG 2021
KCM Ladies Race Survival 2022 Season 2
Nine-Tathlon Invitational
HoneyCai Friendlies Season 4
GAN Race Survival Season 4
CWCL Season 4
FS Mania
Big Baby Popularity Contest
KCM Race Survival 2022 Season 2
BSL Season 15
TOP Challenge Qualifier
2022 ACS Season 2: Qualifier
Deathfate Pro Team League
WTL 2022 Summer
2022 GSL S2: Code S
StarCraft II: NationWars 7
DH Masters Valencia
Community Clash League S4
X-Cup Summer 2022 - Quals.
Masters Clash Champ. 2022
ESL Challenger Valencia 2022

Upcoming

BSL Season 15: HasuLeague
Future Cup 4 (U18)
Luck Over Strength
TOP Challenge
2022 ACS Season 2
WSL Season 3
Ultimate Battle: Soulkey vs Rush
2022 GSL: ST 2
DH Masters Atlanta
2022 GSL S3: Code S
TSL 9
HomeStory Cup XXI
X-Cup Summer 2022
X-Cup Summer 2022 - Qual. 7
X-Cup Summer 2022 - Qual. 6
X-Cup Summer 2022 - Qual. 5
IEM Rio Major 2022
ESL Challenger Melbourne 2022
ESL Pro League Season 16
BLAST Premier Fall Groups
ESL Challenger League S42 NA
ESL Challenger League S42 EU
ESL Challenger League S42 AP
IEM Cologne 2022
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 © 2022 TLnet. All Rights Reserved.