• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 01:29
CET 07:29
KST 15:29
  • 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
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
BGE Stara Zagora 2026 announced11[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2
StarCraft 2
General
BGE Stara Zagora 2026 announced SC: Evo Complete - Ranked Ladder OPEN ALPHA When will we find out if there are more tournament Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge
Tourneys
Constellation Cup - Main Event - Stellar Fest RSL Revival: Season 3 Tenacious Turtle Tussle [Alpha Pro Series] Nice vs Cure $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ A cwal.gg Extension - Easily keep track of anyone Which season is the best in ASL? soO on: FanTaSy's Potential Return to StarCraft
Tourneys
[Megathread] Daily Proleagues [BSL21] RO16 Group B - Sunday 21:00 CET [BSL21] RO16 Group C - Saturday 21:00 CET Small VOD Thread 2.0
Strategy
Game Theory for Starcraft How to stay on top of macro? Current Meta PvZ map balance
Other Games
General Games
Nintendo Switch Thread The Perfect Game Stormgate/Frost Giant Megathread Beyond All Reason Should offensive tower rushing be viable in RTS games?
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 TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Big Programming Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Where to ask questions and add stream? The Automated Ban List
Blogs
Esports Earnings: Bigger Pri…
TrAiDoS
Thanks for the RSL
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2776 users

Map Jam & Challenge #2 - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 Next All
moskonia
Profile Joined January 2011
Israel1448 Posts
December 08 2012 15:06 GMT
#21
"Hostile units"... Well the maps will defiantly be unique.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-08 15:35:32
December 08 2012 15:29 GMT
#22
Just a heads up to anyone who might not have played around with this kind of thing before.

To make neutral units hostile you have to do 2 things:

1) go to the properties of the unit by pressing enter when it's selected and change "Player" from (0) Neutral to (15) Hostile
2) go to Player Properties, click on 15 Hostile, change AI from (Default) to Computer

If you don't do that then they won't actually attack.

by the way, I'm loving whoever put in the hostile unit idea (my submission was "116x116 or less" :-P could have been cool but probably a bit restrictive)
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
December 08 2012 16:21 GMT
#23
While hostile units might sound pretty wicked at first, mind that structures do count as units as well, and that hostile units not necessarily have an attack. I am sure the topic can - with some creative use - make for some interesting mechanics.

On December 09 2012 00:29 Fatam wrote:
Just a heads up to anyone who might not have played around with this kind of thing before.

To make neutral units hostile you have to do 2 things:

1) go to the properties of the unit by pressing enter when it's selected and change "Player" from (0) Neutral to (15) Hostile
2) go to Player Properties, click on 15 Hostile, change AI from (Default) to Computer

If you don't do that then they won't actually attack.

by the way, I'm loving whoever put in the hostile unit idea (my submission was "116x116 or less" :-P could have been cool but probably a bit restrictive)


Added your tip to the topic.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Leviance
Profile Joined November 2009
Germany4079 Posts
December 08 2012 17:34 GMT
#24
Hostile units :D awesome. Hoping for some Brutalisks and a Leviathan
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
Coppermantis
Profile Joined June 2012
United States845 Posts
December 08 2012 17:42 GMT
#25
Does the map still have to have the Melee Tag? i.e can I use triggers to control the hostile units/use campaign units?
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-12-08 18:25:46
December 08 2012 18:25 GMT
#26
On December 09 2012 02:42 Coppermantis wrote:
Does the map still have to have the Melee Tag? i.e can I use triggers to control the hostile units/use campaign units?

Melee tag doesn't exist anymore afaik? You can do anything you want really in a "melee" map and still use it as such. But more importantly, I say, go for it! I want to see what you do. ;D



And I must say I'm very happy mine got chosen. ;D
Comprehensive strategic intention: DNE
Ruinsteel
Profile Joined April 2012
United States43 Posts
December 08 2012 19:22 GMT
#27
Haven't made a map in a while, so I think I'm going to give this a try! Looks like something that will be lots of fun! ^_^
lorestarcraft
Profile Joined April 2011
United States1049 Posts
December 08 2012 19:45 GMT
#28
Terraformation
[image loading]
The neatral unit is a seige tank that block a little cardinal ramp to the natural. When aggro'd it may unseige and chase, but it will return to it's spot.
The player it protects need not worry. It doesn't have vision of the high ground.
+ Show Spoiler +
[image loading]
SC2 Mapmaker
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
December 08 2012 20:24 GMT
#29
A map with close by air spawns but neutral spores between them would be pretty interesting.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
moskonia
Profile Joined January 2011
Israel1448 Posts
December 08 2012 20:37 GMT
#30
On December 09 2012 05:24 iHirO wrote:
A map with close by air spawns but neutral spores between them would be pretty interesting.

So do one yourself! And it sounds cool as well!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 08 2012 22:22 GMT
#31
On December 09 2012 05:24 iHirO wrote:
A map with close by air spawns but neutral spores between them would be pretty interesting.

Yeah man make it happen! =D


By the way, what's the best way to reveal hostile units at the beginning of the game? Should I just use triggers? Is there a setting elsewhere that reveals stuff at the beginning of the game (like having neutral depots revealed)?
Comprehensive strategic intention: DNE
Ruinsteel
Profile Joined April 2012
United States43 Posts
Last Edited: 2012-12-08 23:34:10
December 08 2012 23:21 GMT
#32
Well, I finished my map. I didn't use any doodads because I have other things to do today, but I did do some simple texturing! Hope you guys like it, its my first 4-player map, so I'm not sure I made enough chokes, but I made sure to add hostile units in the form of hostile bases. The golds have a PF, 3 MTs, 4 siege tanks, 8 marines, 2 marauders, and 2 medivacs. The 2 center bases have the same thing, minus the siege tanks. Watch towers, if held by 1 player, see almost every attack path (destroying rocks near gold base will not be seen). Not sure how it will play out, but I had fun making it, and that's what counts! :D

[image loading]

Not bad for ~4 hrs work if you ask me =)

Edit: Map name is Korhal Plaza on NA. Bounds are 156x156 (playable).
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-12-09 08:59:22
December 09 2012 00:52 GMT
#33
Broken Paradise
152x152 - published: NA
[image loading]

Hostile units include marines positioned next to the North and South watchtowers, as well as hostile Missile Turrets on the island expansions.

+ Show Spoiler [details] +
[image loading]
Hostile marines, chillin' out in formation.
[image loading]
A ramp mostly blocked by huge debris, functioning like a choke at first, but can be massively opened up later.
[image loading]
Sight radii of the central Xel'Naga towers.
[image loading]
Two hostile Turrets act to control the airspace between the main bases, but also block the expansion.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Gfire
Profile Joined March 2011
United States1699 Posts
December 09 2012 01:24 GMT
#34
Here's mine:

[image loading]

Published on NA.

You've basically got groups of four photon cannons powered by warp prisms. I was also considering some sort of setup where the defender could kill the pylon/warp prism without getting in range of the cannon so they could leave it up only as long as they wanted. I was a bit concerned about rushes through the paths if you only have to fight one of the sets of cannons, so I added two more cannons to each group and now you can't put a pylon/prism in a place where you could kill and it would still power all four cannons.

Anyway, I think something using pylons which could be safely destroyed only from the inside would be pretty awesome, although I didn't end up using that.
all's fair in love and melodies
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2012-12-09 05:46:21
December 09 2012 03:09 GMT
#35
[image loading]

[image loading]

Published on [NA]

End of Days

This one uses hostile units (named Hybrid Indoctrinated) in two ways:

1: The 11/5 o'clock bases are protected by hostile guardians. (1 Planetary Fortress, 2 Spartan Company, 1 Loki, 1 Siege Tank w/ wall) and will make you work for your high yield resources.

2: Every 11 minutes the nydus worms in the center (which are special versions with very high health and armor) will produce an Omegalisk. This devastating enemy will patrol the middle of the map* for six minutes and then go on a suicide strike in a random direction.

Ignore the top bit, it is the behind the scenes work for the Omegalisk and is unreachable by either player.


* It can be avoided entirely by going the long way around as it only moves in a straight line across the middle

EDIT: Fog update. I like the light bluish-white better than the purple.
TheHourglass
Profile Joined November 2012
11 Posts
Last Edited: 2012-12-09 04:55:29
December 09 2012 04:19 GMT
#36
Heres mine.
a portal tribute!
Sorry, but it may take some time to upload
Typing this from my iPhone.
The map will be up by at latest 12oclock EST.
siege tanks block off the third and the sole path.
Mildly pissed that the fog doesnt work.
Wheatley Labratories
[image loading]
Ok, why isnt this working?
Save the endangered tree octopus!
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2012-12-09 05:14:10
December 09 2012 05:13 GMT
#37
I worked on this all night long while watching NASL4, needless to say it was a blast, and I am really happy from the outcome. I did not use the hostile unit aspect that much, but I always wanted to make a gold expansion blocked by cannons, so I did it

The map is uploaded to the EU as "Blue Desert Flower", I know I know, the name is not that good, but I could not think of anything better while being so tiered, maybe something will come up when I wake up. Anyways I hope the maps works out, I think I did a good job with the chokes and the open spaces.

Overview:
[image loading]

The paths to the 3rd: (each of them can be blocked with 2 2x2 buildings)
+ Show Spoiler +
[image loading]


The XNWT: (Notice that the tower barley reaches both of the close entrances to the 3rd, thus making it more rewarding to control the middle since it allows to scout for all ins, or makes them delayed a bit)
+ Show Spoiler +
[image loading]


I did not do a whole lot of doodading, but I did most of the texturing if not all I think.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
December 09 2012 05:38 GMT
#38
Inspired by Siskos to have multiple small entrances to each base instead of one larger one, I left the center open and there is space within the base for a zerg army to surround an attacker that comes through the choke before tanks can siege the hatchery.
For hostile units, I put dark templar on any pathable ground not reachable from the rest of the map (the island bases in the corners, as well as high ground pods outside the 5th.
There are also hostile zealots at 4 of the entrances at your 5th. you can't lure them all the way to attack the natural, but you could probably set a trap with them. Otherwise they just protect one path from attack before you have to take your 5th.
There are also hostile turrets in the middle, forcing you to send overlords/medivacs through watch tower vision or all the way around on the outside until they are destroyed.
There are also neutral banelings in the area around the watchtower, which can be targeted once you have detection to allow for splash damage from units that wouldn't otherwise do splash. These areas are signified with green grass on the map.

Antagonite
[image loading]
Bounds are 160x144, so it's very large... There are 5 full bases and 2 6m1hyg bases per player
TheHourglass
Profile Joined November 2012
11 Posts
December 09 2012 06:09 GMT
#39
On December 09 2012 14:38 RFDaemoniac wrote:
Inspired by Siskos to have multiple small entrances to each base instead of one larger one, I left the center open and there is space within the base for a zerg army to surround an attacker that comes through the choke before tanks can siege the hatchery.
For hostile units, I put dark templar on any pathable ground not reachable from the rest of the map (the island bases in the corners, as well as high ground pods outside the 5th.
There are also hostile zealots at 4 of the entrances at your 5th. you can't lure them all the way to attack the natural, but you could probably set a trap with them. Otherwise they just protect one path from attack before you have to take your 5th.
There are also hostile turrets in the middle, forcing you to send overlords/medivacs through watch tower vision or all the way around on the outside until they are destroyed.
There are also neutral banelings in the area around the watchtower, which can be targeted once you have detection to allow for splash damage from units that wouldn't otherwise do splash. These areas are signified with green grass on the map.

Antagonite
[image loading]
Bounds are 160x144, so it's very large... There are 5 full bases and 2 6m1hyg bases per player

I like the lava-esqe effects at the natural.
What are they?
Save the endangered tree octopus!
TheHourglass
Profile Joined November 2012
11 Posts
December 09 2012 06:17 GMT
#40
Which reminds me: will I have time to work more on the map tomorrow? Mine still needs a bit more work.
Save the endangered tree octopus!
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 32m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft581
Nina 130
StarCraft: Brood War
Yoon 94
IntoTheRainbow 8
Dota 2
XaKoH 754
monkeys_forever555
NeuroSwarm176
Other Games
summit1g15003
Mew2King37
Organizations
Other Games
gamesdonequick1201
Dota 2
PGL Dota 2 - Main Stream268
StarCraft: Brood War
lovetv 13
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH177
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 26
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1407
Other Games
• Scarra1564
Upcoming Events
Sparkling Tuna Cup
3h 32m
NightMare vs YoungYakov
Krystianer vs Classic
ByuN vs Shameless
SKillous vs Percival
WardiTV Korean Royale
5h 32m
Zoun vs SHIN
TBD vs Reynor
TBD vs herO
Solar vs TBD
BSL 21
13h 32m
Hawk vs Kyrie
spx vs Cross
Replay Cast
17h 32m
Wardi Open
1d 5h
Monday Night Weeklies
1d 10h
StarCraft2.fi
1d 10h
Replay Cast
1d 17h
Wardi Open
2 days
StarCraft2.fi
2 days
[ Show More ]
PiGosaur Monday
2 days
Wardi Open
3 days
StarCraft2.fi
3 days
Replay Cast
3 days
The PondCast
4 days
Replay Cast
4 days
Korean StarCraft League
5 days
CranKy Ducklings
6 days
SC Evo League
6 days
BSL 21
6 days
Sziky vs OyAji
Gypsy vs eOnzErG
Liquipedia Results

Completed

SOOP Univ League 2025
RSL Revival: Season 3
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
CSCL: Masked Kings S3
Slon Tour Season 2
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
Kuram Kup
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
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 © 2025 TLnet. All Rights Reserved.