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Map Design Thread - Page 10

Forum Index > SC2 General
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Bosu
Profile Blog Joined June 2008
United States3247 Posts
April 27 2010 04:39 GMT
#181
I would love to see the destination remake be in ladder.
#1 Kwanro Fan
0neder
Profile Joined July 2009
United States3733 Posts
April 27 2010 04:53 GMT
#182
On April 27 2010 05:36 dimfish wrote:
I've got three melee works in progress:

WHOA, all of these need to be on the ladder. Or one at least. I really like curtain's concept.
dyren
Profile Joined December 2009
United States260 Posts
April 27 2010 05:02 GMT
#183
+ Show Spoiler +
On April 26 2010 21:15 Bear4188 wrote:
Shrine of the Lost
[image loading]
DL

This. Is. Awesome!!!!
(╬ ಠ益ಠ)
Davee
Profile Joined March 2010
United States38 Posts
April 27 2010 05:32 GMT
#184
On April 27 2010 12:06 BentoBox wrote:
Is there a way to open s2map files with the editor?

If you mean .s2ma, just rename it to .sc2map

On April 27 2010 13:31 dyren wrote:
Match Point again.... fyi I took a few liberties when adapting this map such as the destructible rocks on the ramp leading up to the high ground above the natural and with regards to the placement of the xel'naga watch towers. If you have any suggestions I'd be glad to hear them.


I like the xel'naga ideas and would like to try them. When do you think a link will be up? I'd like to test the map out with a friend.
Pyrthas
Profile Joined March 2007
United States3196 Posts
April 27 2010 05:34 GMT
#185
On April 27 2010 13:39 Bosu wrote:
I would love to see the destination remake be in ladder.

The Othello remake would be great, too, I think. Maybe imbalanced? I dunno. But interestingly different from the current maps.
vaporwolf
Profile Joined April 2010
United States8 Posts
April 27 2010 05:38 GMT
#186
Here's another 2v2 in progress.

Wide open with a fun "aquatic" center ground.

Cloverbloom
[image loading]

[image loading]
Shnakvoum rikoyoch
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 27 2010 06:07 GMT
#187
Alright Updated
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 27 2010 06:18 GMT
#188
Centrifuge:

2 player map, based heavily on Starcraft 1 map Polaris Rhapsody.
Spawn locations at 5 and 11.
+ Show Spoiler +

[image loading]
[image loading]
REEBUH!!!
Kin~Slayer
Profile Blog Joined April 2010
Canada56 Posts
Last Edited: 2010-04-27 07:00:04
April 27 2010 06:54 GMT
#189
hey guys. I don't know if this is the right thread or if I should make my own. I don't want to step out of line and be labelled a troll. But I was listing to the SotG podcast and they were talking about destructible rocks and it got me thinking...

I don't have the beta/time so I can't play with this myself so if someone finds this idea intrigueing I would take that as a great compliment.

What about randomly spawning/randomly triggered Destructible Rocks on a map?

obviously this would require use of triggers but would it be neat for every minute or so have a set of rocks spawn at a random location? This could create a choke at a normally wide open area or instantly cut off narrow attack paths, protect expos/back doors or even deny expos if you lack the field strength?

This would encourage players to think on their feet and to adapt to not only changing army comps but changing map environments too. Especially on maps with little gas to encourage ground armies.

What do you guys think?

EDIT: or even yet a map that's wide open but completely saturated with rocks kind of like dimfish's excavation but the entire map. dig your own attack paths!
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-04-27 08:29:55
April 27 2010 07:21 GMT
#190
+ Show Spoiler [Solved] +
Question: I've been working with the Abraxis tileset and am used to the lower terrain tool creating outer space (sort of like a hole through the map to the background.) I was screen shotting my map and now all of a sudden all the areas that were holes (can be seen in the screen shot in my post at the bottom of the previous page) are now filled with "low" ground (the unwalkably low type) but it won't push through to outer space (open hole) anymore. Has anyone else run into this problem? Argg.. buggy.

Here's a hi-res of Match Point w/ new Deco and a few other random changes. You can also see where all of the "ravines" or "holes" have turned into "ditches" of sorts, they now have a ground which is several heights lower than the lowest walkable ground while before there was NO ground and one could see through to the pretty background.


+ Show Spoiler +
[image loading]
(╬ ಠ益ಠ)
maybenexttime
Profile Blog Joined November 2006
Poland5753 Posts
April 27 2010 07:56 GMT
#191
On April 27 2010 12:06 BentoBox wrote:
Is there a way to open s2map files with the editor?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=121534

Here you go.
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 27 2010 08:10 GMT
#192
On April 27 2010 16:21 dyren wrote:
Question: I've been working with the Abraxis tileset and am used to the lower terrain tool creating outer space (sort of like a hole through the map to the background.) I was screen shotting my map and now all of a sudden all the areas that were holes (can be seen in the screen shot in my post at the bottom of the previous page) are now filled with "low" ground (the unwalkably low type) but it won't push through to outer space (open hole) anymore. Has anyone else run into this problem? Argg.. buggy.


This happened to me, but if you jump into test map you'll see that those areas ARE space-holes like you mean. In the editor press 'v' to toggle the in-game video settings and you'll see space like you should.
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-04-27 14:01:20
April 27 2010 08:22 GMT
#193
Oh thanks, I had noticed that it was only in the editor too. 'V' works like you said. Thanks.

Edit:

Here's more deco and some terrain changes for Match Point v0.2 :
(the colored line indicates rough playable area.
[image loading]
(╬ ಠ益ಠ)
Davee
Profile Joined March 2010
United States38 Posts
Last Edited: 2010-04-27 10:51:15
April 27 2010 10:49 GMT
#194
@Dyren's Match Point: Played a game with my friend and it was fun. I am not sure if you removed the fog or war or something, but it's hard to tell if you have vision of an area or not when you are moving out and looking at the screen or the mini-map. The top-left does not have a neutral command center, but the bottom-right expansion does.
Bear4188
Profile Joined March 2010
United States1797 Posts
April 27 2010 12:44 GMT
#195
On April 27 2010 05:51 zeox wrote:
First map I've ever made for an RTS. don't know if I'll continue with it or not, depends on how much time i can allot to working on it in the coming weeks S:
+ Show Spoiler +
[image loading]

Oh, it's called Turbulence. didn't come up with a better name for it :S. I feel as though it's missing an expansion somewhere, but I can't figure out where


Maybe move the gold out like so, to reward players for winning map control and make the center more valuable.

[image loading]
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
sushiman
Profile Joined September 2003
Sweden2691 Posts
April 27 2010 13:37 GMT
#196
Two quick questions (sorry if they've already been answered):
Has anyone found a way to mix different tilesets in a map? Like using desert textures on a jungle map. I've been looking around, but haven't found anything.
Also, does anyone know how big things like no fly-zones and the like are? I've been making a volcano in the middle of one of my maps, so both questions are related to that. :q
1000 at least.
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-04-27 14:08:59
April 27 2010 13:45 GMT
#197
+ Show Spoiler [Neo-Neo Outsider 0.001 wip] +
[image loading]


+ Show Spoiler [Match Point 0.4 wip] +

[image loading]
I changed some terrain around the middle and added doodads as well as a bunch of path blockers. Also the high ground "pods" are unbuildable, but the rest is buildable. I fixed the issues Davee mentiond.
(╬ ಠ益ಠ)
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-27 13:51:22
April 27 2010 13:50 GMT
#198
looks good
teaaaaaaaa
Lobsang
Profile Joined April 2010
Germany34 Posts
April 27 2010 17:03 GMT
#199
On April 27 2010 05:51 zeox wrote:
+ Show Spoiler +
[image loading]

Oh, it's called Turbulence. didn't come up with a better name for it :S. I feel as though it's missing an expansion somewhere, but I can't figure out where

I really would like to play this map right now, looks fantastic.
xmo
Profile Joined April 2010
United States60 Posts
April 27 2010 17:23 GMT
#200
On April 26 2010 11:18 Badred wrote:
Posted this in the other thread; figured I'd post it here, too. This is my Outsider-inspired map, with plenty of room for action around the edges. Each player has only one easy expansion; to get at anything else they need to break down some barriers. Small choke in main, medium choke at nat, and at least 2 rocks to get through if the opponent is breaking through your backdoor. Also a limited amount of cliff for Reapers to get into the main through. Mediumish rush distance for the size of the map.

[image loading]


Beautiful map. However I feel that removing a few of the destructible rocks would make side expansions more viable. As on now everyone is going to block off their natural's ramp and wall off there.
Quotes are hard. Let's go shopping!
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