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Map Design Thread - Page 16

Forum Index > SC2 General
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blasted
Profile Joined May 2010
United States11 Posts
May 03 2010 01:40 GMT
#301
Yes, there are two sets of rocks on each bridge that leads to the enemy base. I assume I will probably end up taking it out, but I wanted to experiment with it. As of now reapers can't take that path, but I feel that singling out one unit is unfair. Other than reapers it would take units quite a bit of time to get through 2 sets of rocks, and it should be much easier to just take the main path.


peckham33
Profile Joined April 2010
United States267 Posts
May 03 2010 04:41 GMT
#302
how much time you spend on that map!!!! it looks great (sure you are a first timer)
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
May 03 2010 06:01 GMT
#303
Maginor, the water doesn't actually rise and fall, I just decreased the terrain height ever so slightly on the north face of the island. I have a suspicion that it may take trigger work in order to make tides rise and fall, perhaps causing the map to lose melee status.

CagedMind, I intentionally made it difficult to push straight through the middle since there are the other options of pushing through the gold mineral expansions and even going all the way around the cliffs to the natural ramp. Even if the center of the map proved extremely difficult to cross, you would have the same turtling advantage as your opponent. There are also many spots for early proxies to bypass confrontation by the cliffs in the middle, and the cliffs don't affect air units, reapers, colossus, stalkers with blink, drops, nydus worms, etc. So I don't the center design breaks the map.

Still, I am considering some revisions to the middle and/or connecting the beaches all the way around. I'm not sure which option, including the original version, scores the best balance between defender's advantage and abundance of attack paths.

One possible variation would be Rising Tides v1.0b:

[image loading]

What do you think?
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
May 03 2010 06:22 GMT
#304
I have a question?

How do you actually PLAY those Maps on SC2?..........
https://soundcloud.com/thesamplethief
Schryver
Profile Joined April 2010
United States29 Posts
May 03 2010 07:50 GMT
#305
On May 03 2010 15:22 kickinhead wrote:
I have a question?

How do you actually PLAY those Maps on SC2?..........

http://forums.sc2mapster.com/general/general-chat/646-tool-sc2-custom-map-patcher/
Use this supposedly.
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
Last Edited: 2010-05-03 10:22:33
May 03 2010 10:20 GMT
#306
(2)Korhal Cove
Two Players: 9 and 6 o'clock
BETA Design


[image loading]

Comments/Criticism appreciated.

Decoration hasn't been mirrored nor is it complete. There is something wrong with the symmetry at the moment so I still need to tweak the terrain. There are three Watchtowers: One located at one the 1 oclock cliffside, overlooking the Bridge. There are also two located near the center ridge/valley.
Treatin' fools since '87
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 03 2010 16:17 GMT
#307
Two new melee maps:


(2) Pisa
What's going on with the main choke here? Zesty!
+ Show Spoiler +

[image loading]


(2) Boiling Point
It's like you have 2 naturals, sort of.
+ Show Spoiler +
[image loading]

And notice you can advance around the view of the watchtowers--we can't let these things be too good (I'm starting to think Blizzard's Lost Temple should be renamed "Man The Crow's Nest")


And an updated version of a map I've already posted, because sadly the original map file became corrupted. (P.S. Mappers, if you have a map you are in love with, make a separate back-up copy of it to avoid corrupted data!) I like the layout better this time around.

(2) Curtain
Yeah, that's a line of LoS-blockers all the way across the top of the map--let's encourage some clever troop maneuvers instead of "walk to enemy base for fighting now." You can punish the unwary doing that on this map.
+ Show Spoiler +
[image loading]

Superouman
Profile Blog Joined August 2007
France2195 Posts
May 03 2010 17:16 GMT
#308
nice job with the symetry nasty, this kind of symetry will be easier in SC2 since it's not isometrical terrain anymore =]
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
blasted
Profile Joined May 2010
United States11 Posts
Last Edited: 2010-05-03 17:45:35
May 03 2010 17:37 GMT
#309
On May 03 2010 13:41 peckham33 wrote:
how much time you spend on that map!!!! it looks great (sure you are a first timer)


I spent over 25 hours on it :x Although a lot of that time was spent trying to figure out how to do one thing for several hours. And I assure you this is my first rts map
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 03 2010 18:20 GMT
#310
ty muchly meta and ryu
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
May 03 2010 20:31 GMT
#311
On May 04 2010 02:16 ProTosS4EveR wrote:
nice job with the symetry nasty, this kind of symetry will be easier in SC2 since it's not isometrical terrain anymore =]


the boundaries are fucking wierd tho. THe left side of the map is off by like two small grids. for some reason when i use snap to grid, the selection that I copy/paste is always a few grids wider on one side of the selection. So its throwing me off big time. For some reason it isnt accurate for me.
Treatin' fools since '87
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 03 2010 21:12 GMT
#312
Update for my map...

Map Name: Destination
Author: nomsayin
Version: WIP
D/L: Available soon!

[image loading]
[image loading]

Update notes:

Fixed the bridges, so units no longer sink into them. Added lots of foliage and doodads. Removed extra mineral patches at mains, moved minerals. Added wind effects. Updated the lighting, created day/night cycle.
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-04 00:46:17
May 04 2010 00:45 GMT
#313
I've been working on my 2v2/1v1/FFA map "Lotus Prime" tirelessly. It's finally almost done. I've spent WAY too much time doing texture work. My anal self wanted to not make the textures symmetrical across the entire level, so I actually textured the whole thing by hand. Hopefully it will come through as a polished level as a result. At least I learned some neat texturing tricks in the process though so I'm glad that I did. I think the evolution of this map is kind of neat, so I'll post the links to the older versions so you can see the process it has went through.

Version 1:
+ Show Spoiler +
[image loading]


Version 2:
+ Show Spoiler +
[image loading]


Version 3:
+ Show Spoiler +
[image loading]


Current:
+ Show Spoiler +
[image loading]


Like I said, I've spent way too much time on this level, lol. Hopefully it ends up being fun to play. Through my tests with the (crappy) AI it feels like it will be a good map, but won't know for sure until I test it out with humans (COME ON BLIZZARD).

By the way 2v2 would be played left vs. right side in case it wasn't obvious. Any feedback is much appreciated.
Timmay
Profile Joined April 2005
United States112 Posts
Last Edited: 2010-05-04 14:13:30
May 04 2010 13:43 GMT
#314
(8) Ironbound
D/U
WIP
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


(2) The Outer Limits
D/U
WIP
+ Show Spoiler +
[image loading]

[image loading]


- - - - -

I started Ironbound in case we are allowed to host custom games before 4v4 ladder was introduced. The Outer Limits was an effort to just look different from other maps, while still being functional.
Rut
Profile Blog Joined January 2010
United States70 Posts
Last Edited: 2010-05-04 15:46:09
May 04 2010 15:43 GMT
#315
This is my first SC2 map, and of course it's named and slightly themed after the generous donor of my Beta key, Twilight Star.

(2)TwilightStar
[image loading]

Download

The main and natural should be relatively standard, and then you have a choice between going for the normal third, which is protected somewhat by destructible rocks, and the high yield third which can be easily harassed by the high ground. The high yield also has one high yield geyser.

Weeds that obstruct the player's view are located just outside the natural at the beginning of the path leading to the normal third. There are five Xel Naga watch towers: one above the high ground of each natural, one on the high ground in between the third and the very high ground, and one in the middle of the map (which is two tiers high so units have to be dropped there to reach it). The high cliff above the natural is reachable by foot, though it is protected somewhat by the destructible rocks. Theoretically, the natural's high ground should be key to the harass play of the game.

Questions, comments, concerns?
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-05 03:02:05
May 05 2010 02:26 GMT
#316
Here's my latest 1v1 map. It still needs doodads and whatnot but the basic layout is in place. If you could give any feedback that might help improve the balance or any comments at all on it I'd appreciate it. I've drawn white lines where there are line of sight blockers since the picture doesn't make it very obvious.

+ Show Spoiler +
[image loading]


Also, could anyone tell me how to adjust the lighting? Incineration Zone has a cool heat haze/reddish lighting effect on the map and I can't figure out how to get that effect.

Currently I'm calling it Sweltering Outpost, but I'm not sold on that. If anyone has a better name please do share! (Smoldering Outpost? lol, dunno).
Blackchoas
Profile Joined April 2010
United States8 Posts
May 05 2010 05:25 GMT
#317
I've been working on a convertion of BGH while my map is complete I seem to be having a problem with the map in which the program insists that its a custom map and not a melee map does anyone no how I can fix this or is willing to help me?
I am the Destroyer!!!!
peckham33
Profile Joined April 2010
United States267 Posts
May 05 2010 05:35 GMT
#318
where is wish? and it considers it custom if you change the units.
dead men tell no lies, and i am dead, yet i can talk so i must be alive, but i was just shot in the head five times so i must be dead, but if i am dead then all i have said must be true, so now i am dead and alive?
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
Last Edited: 2010-05-06 17:45:00
May 05 2010 17:16 GMT
#319
(4) Primeval Spring

Tried to make a very clean and spaced map in the center to allow the players to maneuver and position their huge armies like we used to do in BW.

The terrain under the water in the center is walkable but not buildable (center is not an island).


old
+ Show Spoiler +

Angled overrall view
+ Show Spoiler +
[image loading]


Entire map
+ Show Spoiler +
[image loading]


Center close
+ Show Spoiler +
[image loading]

3rd and 4th
+ Show Spoiler +
[image loading]


New
-added destructable rocks at the 4ths
-no more lame water in the middle (looks good on ultra, but on low looks really bad. I use low)

Entire map
+ Show Spoiler +
[image loading]


Main and natural
+ Show Spoiler +
[image loading]
"When the geyser died, a probe came out" - SirJolt
Radaka
Profile Joined April 2010
United States5 Posts
May 07 2010 11:18 GMT
#320
4v4 Map, for when they finally release the ability to play those

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

I'll be putting up a download link when I am able to successfully test a full 4v4 game. Until then, cheers!
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