• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 21:30
CET 03:30
KST 11:30
  • 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
HomeStory Cup 28 - Info & Preview12Rongyi Cup S3 - Preview & Info3herO wins SC2 All-Star Invitational14SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8
Community News
Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April6Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8
StarCraft 2
General
StarCraft 2 Not at the Esports World Cup 2026 Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win HomeStory Cup 28 - Info & Preview Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win Oliveira Would Have Returned If EWC Continued
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) HomeStory Cup 28 StarCraft Evolution League (SC Evo Biweekly) RSL Season 4 announced for March-April $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 511 Temple of Rebirth The PondCast: SC2 News & Results Mutation # 510 Safety Violation Mutation # 509 Doomsday Report
Brood War
General
[ASL21] Potential Map Candidates Can someone share very abbreviated BW cliffnotes? Liquipedia.net NEEDS editors for Brood War BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
Azhi's Colosseum - Season 2 [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Battle Aces/David Kim RTS Megathread Nintendo Switch Thread Path of Exile Mobile Legends: Bang Bang Beyond All Reason
Dota 2
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
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread The Games Industry And ATVI Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1225 users

[Melee Map Techniques] The Swamp

Forum Index > SC2 Maps & Custom Games
Post a Reply
MAPPoVe
Profile Joined September 2010
86 Posts
Last Edited: 2011-04-06 22:59:57
April 06 2011 00:24 GMT
#1
Hello,

I thought about this quite a while now and I'm trying to implement it into my current map.

Swamp in my map is an area where
1. Massive ground units cannot move (Thor, Col., Ultra).
2. Tanks cannot siege.
3. It's not buildable.
4. LOS Blockers fill out most of the space.

First two points are easily realized by Triggers.
Currently the massive units die when entering the Region, wish makes sense because they would sink into the swamp if you like, wish they ofc don't do they just explode. I'm not really sure whether this is to harsh or not. I'd like to hear your opinions.

I currently implemented the areas with Points. An alternative would be using regions but is there no way of having non square/circle shapes for regions or Points ?

[image loading]


edit:
Here is the map file in case anyone wants to copy the triggers. The swamp is realized by Regions with lots of LOS in wish massive ground units Movementspeed is reduced to 0.3*UnitSpeed and Tanks cannot siege.
swamptest.SC2map

The only problem is that you probably can't keep map melee attribute due to use of triggers. There are various ways to use this in melee maps, probably mainly for flaking paths.
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-04-06 01:20:23
April 06 2011 01:13 GMT
#2
Can you keep the melee attribution while using triggers like this??

The problem is that there is no warning. If you kill certain units immediately upon entering certain areas, it will be highly irksome to players of all skill levels because it feels like a violation of their expectations.

I know you can combine regions (at least in the condition logic of the triggers) to get more complicated shapes, though I'm fuzzy on the details.

[edit] Ideally this swamp area would be quite distinct visually as a special zone, and it would simply be impassable to massive units, like a no fly zone. I can't think just this moment how you would do this seamlessly with triggers, and I wonder if there is a way you can use the data editor for a more elegant and robust solution.

I must say I am highly interested in this because it will be useful for no-fly terrain that prevents vikings from walking in and causing trouble when lifting off underneath no-fly! =)
Comprehensive strategic intention: DNE
Nonei
Profile Joined December 2010
United States6 Posts
April 06 2011 05:21 GMT
#3
This sounds very interesting! I totally agree that it needs to be visually distinctive.

It may be easier / more friendly to simply have the area trigger cause the units to slowwwww to the speed of a queen off creep (or slightly faster for non-massive units). May as well be stuck LOL.

If you really do want it to be dangerous, could have a countdown timer on the massive unit for X seconds (10?) and after that the unit dies if it is still in the area. I'm not sure how to do a visible progress countdown bar, but I'm thinking something that acts like the timer on a hatch for while the eggs are cooking after an inject.

FYI You can avoid the death animation by using 'remove unit' instead of 'kill unit' for the action... if you want it to fade away instead of just being gone, maybe 'move unit instantly' to some random off camera point and then remove it.

There is definitely a way to combine multiple regions into one region (actions-->region-->add region to region).
WniO
Profile Blog Joined April 2010
United States2706 Posts
Last Edited: 2011-04-06 06:21:29
April 06 2011 06:14 GMT
#4
You could limit massive units for sure, for instance:
[image loading]
Of course, making it more organic rather than so mechanical would be better, but you get the idea, (and putting grass or doodads where the blockers are would help.)

@ Eat the path, I KNOW YOUR SECRET!

EDIT: Also, i have been dying to do something like what you put since i first discovered the campaign editor in broodwar. I would love to see like a cold/winteresque section where once you entered your bio units would slowly lose health, or mech units would be slower or hell anything that changes the gameplay. i got really good at triggers in bw but in sc2 i dont know where to start so this thread will be constantly looked at by me^
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
April 06 2011 06:25 GMT
#5
actually sounds really unique :D

about the harshness... i don't think it's too harsh, but i don't think it's necessary

I think WniO's picture looks good, with yeah patches of grass or such where the path blockers are :D
Then again you could just load the area up with doodads that take up space, and just make it so tanks can't siege there if there is enough space (idk the size of a tank compared to thor and marine)

I wonder how an area dotted with LOS would be like? (like in the above image) if you could see around them or what...
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 06 2011 06:39 GMT
#6
Colossus are actually really skinny though, so nimble on their pointy legs, not sure if you could do a pathing gate for them. They just walk around on the cliffs anyway. ;D

My secret is safe with you. O.O

@Yoshi: if you make scattered LosB they block vision where the angles overlap, it's pretty much what you expect should happen, very underused technique.
Comprehensive strategic intention: DNE
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-04-06 09:37:34
April 06 2011 09:33 GMT
#7
this op needs eye candy!

<3 the discussion

losb are under used

edit:
For areas: just make a circle (or whatever shape) with lots of areas drawn out around themselves and overlapping, this is 2D terrain 5 areas will give you a circle
fenX
Profile Joined February 2011
France127 Posts
April 06 2011 10:01 GMT
#8
On April 06 2011 09:24 MAPPoVe wrote:
3. It's not buildable.

Just paint a non-buildable path
On April 06 2011 09:24 MAPPoVe wrote:
4. LOS Blockers fill out most of the space.

that also works for non-buildable, you can't build on LoSB doodads, but I feel that it could be a problem for balance and give a huge advantage to melee units.
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
Last Edited: 2011-04-06 14:05:48
April 06 2011 14:05 GMT
#9
I think it would also make sense to slow down units while in the swamp.

EDIT: Just saw that it already got suggested^^
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Archivian
Profile Joined November 2010
United Kingdom362 Posts
April 06 2011 14:54 GMT
#10
I had thought about something like this before with different types of gas clouds presenting problems in different areas (Though i didnt think about stopping tank sieging, thats pretty cool) and a swamp-like idea, I just had how to impliment it properly. But one thing did bother me and I wonder if it will be the same with this idea.

Which is, if the ground becomes too hazardous or comborsum, would it:
A) Be ubalanced for any particular team
B) Wouldnt players just build flying units and do drops? Basically avoiding the situation all together.

When I tried it (the swamp like idea) another issue I had was when I sent units to walk through it, marines would either conga line through or take an inefficient route from A to B depending on where in the swamp I was clicking. Which for me felt very frustraiting and so i didnt think it was playable.

That being said, it may have just tried to do it in a bad way.

I hope your idea works out well, it definitely sounds interesting.
"you were only supposed to blow the bloody doors off!" Micheal Caine
MAPPoVe
Profile Joined September 2010
86 Posts
Last Edited: 2011-04-06 15:03:31
April 06 2011 14:58 GMT
#11
There is definitely a way to combine multiple regions into one region (actions-->region-->add region to region).


Yeah thats helpfull, so thanks for that.

I think slowing down the massive units is a good idea, I think thats pretty easy to do aswell.

As for the movement Blockers: You have to take into account, that players are able to load up a medivac or similar to drop units into the Swamp.

But I feel that it could be a problem for balance and give a huge advantage to melee units.


Balance always depends on the way you use the swamp areas.
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
MAPPoVe
Profile Joined September 2010
86 Posts
April 06 2011 23:00 GMT
#12
Updated op with a picture and my current implementation.
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
adso
Profile Joined March 2011
718 Posts
April 22 2011 22:20 GMT
#13
On April 06 2011 09:24 MAPPoVe wrote:
+ Show Spoiler +
Hello,

I thought about this quite a while now and I'm trying to implement it into my current map.

Swamp in my map is an area where
1. Massive ground units cannot move (Thor, Col., Ultra).
2. Tanks cannot siege.
3. It's not buildable.
4. LOS Blockers fill out most of the space.

First two points are easily realized by Triggers.
Currently the massive units die when entering the Region, wish makes sense because they would sink into the swamp if you like, wish they ofc don't do they just explode. I'm not really sure whether this is to harsh or not. I'd like to hear your opinions.

I currently implemented the areas with Points. An alternative would be using regions but is there no way of having non square/circle shapes for regions or Points ?

[image loading]


edit:

Here is the map file in case anyone wants to copy the triggers.+ Show Spoiler +
The swamp is realized by Regions with lots of LOS in wish massive ground units Movementspeed is reduced to 0.3*UnitSpeed and Tanks cannot siege.
swamptest.SC2map

The only problem is that you probably
can't keep map melee attribute due to use of triggers.+ Show Spoiler +
There are various ways to use this in melee maps, probably mainly for flaking paths
.

<3 the concept
<3 the work
<3 the result in the relevant grizzli
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
01:00
#67
PiGStarcraft498
CranKy Ducklings112
SteadfastSC111
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft498
RuFF_SC2 164
ProTech138
SteadfastSC 111
StarCraft: Brood War
Artosis 715
Shuttle 325
Dewaltoss 59
Hyuk 46
Noble 23
Dota 2
monkeys_forever478
LuMiX1
League of Legends
C9.Mang0438
Counter-Strike
shahzam511
taco 371
minikerr20
Coldzera 3
Super Smash Bros
hungrybox253
AZ_Axe189
Other Games
summit1g7312
tarik_tv3224
Day[9].tv978
ViBE165
Maynarde147
Livibee68
Mew2King57
Trikslyr22
Organizations
Other Games
gamesdonequick1185
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH134
• Hupsaiya 92
• Sammyuel 16
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• RayReign 22
• HerbMon 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Scarra806
Other Games
• Day9tv978
Upcoming Events
WardiTV Invitational
9h 31m
Replay Cast
21h 31m
The PondCast
1d 7h
WardiTV Invitational
1d 9h
Replay Cast
1d 21h
RongYI Cup
3 days
herO vs Maru
uThermal 2v2 Circuit
4 days
Replay Cast
5 days
Wardi Open
5 days
Monday Night Weeklies
5 days
[ Show More ]
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-02-02
HSC XXVIII
Underdog Cup #3

Ongoing

CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Rongyi Cup S3
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W7
Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
LiuLi Cup: 2025 Grand Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 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.