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Map Design Thread - Page 14

Forum Index > SC2 General
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dyren
Profile Joined December 2009
United States260 Posts
April 29 2010 07:20 GMT
#261
I really like that dimfish. I like how each player has quick access to a high ground pod but proceeding across to the opponents base is a longer route (counter-attack distance is longer.) I see that being the only issue with this map: the likelihood and ease of counter-attacks. I think it's an awesome small map, love the name too. :D
(╬ ಠ益ಠ)
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 29 2010 07:29 GMT
#262
On April 29 2010 16:20 dyren wrote:
I really like that dimfish. I like how each player has quick access to a high ground pod but proceeding across to the opponents base is a longer route (counter-attack distance is longer.) I see that being the only issue with this map: the likelihood and ease of counter-attacks. I think it's an awesome small map, love the name too. :D


Thanks, bud, I appreciate the feedback. I was experimenting to see just how tiny a map I could make that might still work for a competitive match. Thing is, our platinum++ players can probably early reaper or 6 pool or what have you on this map and win, even if they told you it was coming. If a bona fide plat asks, I'll do a "pico" with similar layout but longer travel time.
Vertigo-1
Profile Joined April 2010
United States19 Posts
April 29 2010 07:29 GMT
#263
On April 29 2010 16:14 dyren wrote:
Vertigo, there's an option under Tools > Brush > Allow Cliff Merging ( Shift + i ). Is this on or off? Does changing it affect your issue?


Thank you so much, this was the problem. It was off, lol. Time to revamp my levels now that I am able to use different cliffs together haha.
sacrife
Profile Joined April 2010
Norway26 Posts
April 29 2010 07:51 GMT
#264
I cant for the life of me figure out how to update the leaderboard.
I can fill it with text and stuff, but updating stuff as kills, lives, etc is just something I cant figure out.
I googled but all I can find is a forum reference to a site that's down ;(.
PRRAAGGUEEAAA
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 29 2010 17:49 GMT
#265
My sixth map: (4)Omen

+ Show Spoiler +
[image loading]


And a close-up of the main and natural:
+ Show Spoiler +
[image loading]





There are 5 mineral patches inside the main. You can remote mine them with workers just before a Maynard transfer, or build a second hatch in-base for the larvae and mine them, or mine them with a CC before lifting off to natural or island expansions. I guess Protoss could put down a nexus at them and get a bonus chrono boost, but they are probably better off remote mining with probes about to leave for an expansion. Another thought is you can use those 5 minerals as part of an in-main wall to hinder units that slip through the choke.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 29 2010 19:13 GMT
#266
On April 29 2010 16:51 sacrife wrote:
I cant for the life of me figure out how to update the leaderboard.
I can fill it with text and stuff, but updating stuff as kills, lives, etc is just something I cant figure out.
I googled but all I can find is a forum reference to a site that's down ;(.


I'm having the same issue right now myself. Theoretically it should be as simple as saying 'when player unit gets a kill' do 'update leader board row 1, column 2, ADD 1' however it isn't working when I do this.
i-bonjwa
Takyn
Profile Joined March 2010
Germany42 Posts
April 29 2010 19:18 GMT
#267
Temple Garden (finished)

This is a 2 player map, starting positions are top right and bottom left.
There are 10 bases total, 2 high yield, 2 island expos. The naturals are easily defendable early because they only have a small ramp, but there is a cliff expo overlooking the naturals.

+ Show Spoiler +
[image loading]


Download: http://www.sc2mapster.com/maps/temple-garden/
Jokey665
Profile Joined April 2010
United States138 Posts
April 29 2010 19:23 GMT
#268
So... first two maps. They're based on maps from Total Annihilation.

+ Show Spoiler [(4) Desert Joust] +
Original:
[image loading]

SC2:
[image loading]

SC2, different angle:
[image loading]

The pictures are slightly outdated, the ramps facing left/right have rocks on them.

Your main includes a Xel'Naga watchtower right behind your mineral line, and your 'natural' has 1 rich vespene geyser instead of two normal geysers. Your main has 8 mineral patches, while every expo has 6. You have two ramps into your main/natural area, the ones pointing up and down should be blockable with Barracks/Add-on/Depot or Barracks/Depot/Depot or Gateway/Pylon/Pylon or Forge/Pylon/Cannon. The ones pointing left and right should be blockable with Depot/Depot or Pylon/Pylon.


+ Show Spoiler [(4) Lava Highground] +
Original:
[image loading]

SC2:
[image loading]

SC2, different angle:
[image loading]

Pics are messed up slightly because my PC blows. There is bright red lava where it should be, haha. Also I've changed the textures slightly since the pics were taken.

Your main has two easy expansions; a mineral-only with 2 high yield patches slightly further away than the normal patches, and a gas-only with 4 geysers. Choose wisely. Each of these expansions has more resources than normal (mineral patches have 2500 and geysers have 3500, normal values 1500 and 2500). I wanted to try something different.

Easy choke, blockable with barracks/depot/depot. Backdoor ramp with rocks on it. 4 watchtowers directly across from the ramps in the middle of the map, with an additional 4 inside the high yield expansion (theoretically giving you vision full-time while you're mining it).


Go easy on me, first time making "competitive" starcraft maps.
pandamanana
Profile Joined April 2010
37 Posts
April 29 2010 19:26 GMT
#269
I made a thread for my first map a while back, but I just recently updated it.
master of wood, water and hill
Superouman
Profile Blog Joined August 2007
France2195 Posts
April 29 2010 22:03 GMT
#270
Ooookay, this time i tried to implent other tilesets in one
This is kind of oasis, totally unplayable, the map is big as hell
There is a walkable river in the middle

(4)Oasis
[image loading]
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Vertigo-1
Profile Joined April 2010
United States19 Posts
April 29 2010 22:19 GMT
#271
I've been working on a Blood Bath remake. Here's how it's looking so far (no where near done texturing/doodads/etc., but I think I got the map layout finished)

Original:

+ Show Spoiler +
[image loading]


My remake:

+ Show Spoiler +
[image loading]


Any suggestions/comments would be most appreciated!
FiveAlarm
Profile Joined March 2010
United States57 Posts
April 30 2010 01:30 GMT
#272
I've made some adjustments to my WIP "Twin Mesas". Still no download.

+ Show Spoiler +
[image loading]


- Greatly improved map symmetry.
- Properly centered the Xel'naga tower.
- Reduced the amount of building space denied by the LOS blockers in the mains.
- Added birds.

I don't plan on making any more changes until custom maps are playable on Battle Net.
o/ \o TEAMWORK!
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-04-30 02:15:11
April 30 2010 02:10 GMT
#273
Map Name: Uroboros
2 Players.
Positions at 10 and 4.
Still a WIP.

[image loading]
REEBUH!!!
Baleur
Profile Joined April 2010
Sweden9 Posts
April 30 2010 03:04 GMT
#274
The Mar Sara Incident
http://www.filefront.com/16309789/Baleur_The_Mar_Sara_Incident.SC2Map
2v2
Fight to control the central high yields!
Mining them out early can be dangerous if the game doesnt end quickly, as the lack of minerals creates a huge passage for enemy troops.

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Crystalline Risks
http://www.filefront.com/16309805/Baleur_Crystalline_Risks.SC2Map
1v1
Control the island expansion to avoid unexpected air raids, or the central passage for rich vespene and distance-mined high yields during mid-late game.

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Sevas Tra
Slakter
Profile Joined January 2010
Sweden1947 Posts
April 30 2010 15:40 GMT
#275
Is there a way to make things smaller? Otherwise I have to remake Peaks of Baekdu
Protoss, can't live with em', can't kill em'.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-04-30 15:53:53
April 30 2010 15:53 GMT
#276
Uroboros updated
Still a WIP.

[image loading]
REEBUH!!!
Zionner
Profile Joined April 2010
Scotland112 Posts
Last Edited: 2010-04-30 18:52:34
April 30 2010 18:52 GMT
#277
Military Outpost Update Released: DL Link: http://www.mediafire.com/?ttljgznngmz

General Changes:
Cleaned up several jagged edges in the terrain, that were previously making a lot of the cliffs look wrong.

Balence Changes:
Reduced Size of main base area/Increased size of area at Expansion above main base
Reduced Size of ramp at the right hand side High Mineral, to match the other High Mineral patch
Moved the position of the minerals at the bottom base, to be more in line with the other base
Moved Base starting points slightly further away from the mineral lines
Increased amount of minerals patches at main base to 6

Current Known Issues:
The placement of the minerals at the expansions above each main base could be better, this may be changed, based on any feedback recieved.
The Area at the main base/the expansion above the main base, may also be changed, based on any feedback given.


Thanks for downloading and trying the map guys! I hope you're enjoying it!
I really need to stress, that the improvements I can do to the map is limited, based on how much feedback you guys give me, and so feedback is really important for me guys =)

Hope you like the changes made!
Zionner
For the Swarm!
Slakter
Profile Joined January 2010
Sweden1947 Posts
April 30 2010 18:52 GMT
#278
Ive done a remake of Beaks of Baekdu, almost done. Just need some advice for where to place Watchtowers/LOS-blockers/Gold-minerals!

[image loading]

Some of you guys are great at texturing, any tips so I can make Peaks of Baekdu a beautiful map as it was in BW?
Protoss, can't live with em', can't kill em'.
Shade692003
Profile Joined August 2005
Canada702 Posts
April 30 2010 18:59 GMT
#279
On April 30 2010 07:03 ProTosS4EveR wrote:
Ooookay, this time i tried to implent other tilesets in one
This is kind of oasis, totally unplayable, the map is big as hell
There is a walkable river in the middle

(4)Oasis
[image loading]


I see you have made the vagina map.

You even made the clitoris.
I hate the post below mine because it feels War3-ish.
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
Last Edited: 2010-04-30 19:27:45
April 30 2010 19:26 GMT
#280
Just in case somebody is interested:
Here is a mapping contest which is the first and will be followed by others made by those guys at this homepage.
http://starcraft-mapping.de/forum/wettbewerbe-f52/-totg-terrainer-of-the-galaxy-1-t547.html

I know it's german so here comes the basic informations:
Make a screenshot on a self created map. Topic is: "Terran Outpost"
Rules: No Image editing exept for cutting to the right size if you have to, act on your own, don't steal ideas, hand screenshot in until 2nd of may 20.00pm (CET) by posting it in that thread and don't import custom models or stuff like that.

I'm not having to do anything with this besides participating but I thought it might be fun for some interested people. There's nothing to win besides a special title or something for that forum (really, who cares about that?) but I still like the idea of competing a little.
Winner will be found by an open voting.
When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
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