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Active: 2834 users

Map Design Thread - Page 17

Forum Index > SC2 General
Post a Reply
Prev 1 15 16 17 18 19 20 Next All
Rut
Profile Blog Joined January 2010
United States70 Posts
May 08 2010 18:11 GMT
#321
3 player melee map, titled "Jungle of Joy"

[image loading]

Download

I wanted to make a standard, straight-forward three player macro map and this is what I came up with. The Xel Naga watchtower in the center has a much larger range than a standard one. The map isn't nearly as large around the borders as it looks--there's only a small amount of space between the edges of the mains and the playable border.
Vertigo-1
Profile Joined April 2010
United States19 Posts
May 08 2010 20:12 GMT
#322
Here's my newest map. It's a WIP 4v4 map. Can't decide to call it either "Tempest" or "Dust Storm."

+ Show Spoiler +
[image loading]


Bear4188
Profile Joined March 2010
United States1797 Posts
May 09 2010 01:47 GMT
#323
I'm back after my CPU died in my gaming desktop relegating me to only my linux notebook. But I got a new CPU so I'll be making maps again.

[image loading]

[image loading]

Imbrium Plain
1v1
DL

Actually not all that happy with this one. It's a really bland tileset and I was trying to make a nice cratered moon effect, but the tileset doesn't have any basaltic lava flow-like texture, but has stupid blue sand instead. Also there don't seem to be any doodads that really fit this landscape.

Sunken natural should make controlling the center more important, I tried to make a lot of open maneuvering space out in the center areas and multiple options for 3rd, 4th expansions. I still don't fully understand the effect vision blockers will play in future high level play, so I kinda just stuck some in the middle hoping someone will make neat use of them, as well as some hiding/ambush ones in the N and S.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
CagedMind
Profile Joined February 2010
United States506 Posts
May 09 2010 03:00 GMT
#324
How come when I dl maps from here http://blog.naver.com/exbird/ they don't open in edtior. I noticed that they are bigger files. Not sure what's going on with that. Pics are pretty hard to look in sc2 at lot of times layout isn't distinguishable.
your micro has been depleted
Tristan
Profile Blog Joined December 2009
Canada566 Posts
Last Edited: 2010-05-11 02:07:19
May 09 2010 23:59 GMT
#325
Been working on this for a little while, I have named it Pompeii

Current Version: 0.3
-Edited the lighting
-Changed the ridges on the natural expansions to make them more open to things like tank drops or colossi
-Removed the mid-level rocks
[image loading]

v0.1
+ Show Spoiler +
[image loading]
[image loading]


DL

This map has some really interesting possibilities and many different ways a game can flow. As you can see there are two possible natural expansions, with an easy 4th and two island expansions. There is also a fuse path, where destructible rocks give you a good high ground position over your section of the map and eventually access to the center rich expansion. Eventually this can lead to the center bridge opening and directly linking the two enemy mains that can lead to some interesting endgame. For a small map there is a lot of economy and a lot of interesting pathing depending on things like what natural someone takes or where they attempt to rush. Any feedback is welcomed.
http://Zangano431.tumblr.com/
Bear4188
Profile Joined March 2010
United States1797 Posts
Last Edited: 2010-05-10 04:29:59
May 10 2010 04:12 GMT
#326
[image loading]

[image loading]

[image loading]

Blue Lagoon
1v1
DL

Bal'shir tileset with the white sand from Xil and a tweaked version of the Shakuras water. A duel map that's my experiment in heavy usage of LOS blocking. There are several dense jungle type areas with almost zero visibility, making them great places to lie in ambush or force close range encounters. The amount of LOS blocking and the short air distance should also make air fairly powerful. There's one very narrow sandbar that allows for a short rush distance and it also has a very important Xel'naga watch tower in the middle of it, however it would be suicide to attempt to move a large army through this tiny choke, so you have to bring them much further around through much wider spaces which pass several potential ambush spots. There's also a northern path blockaded by 4 destructible rocks that connects the two naturals. The gold is an island which should also be reachable by cliff jumpers and stalkers, holding should also ensure control of the XWT, so it's a very powerful position to take.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-10 10:16:39
May 10 2010 09:59 GMT
#327
Can anyone tell me how to get this very reddish/hot look in my lava map?

[image loading]

And also, how is this tower on the bottom of the lava sticking out of it? It won't let me place that doodad in lava...

[image loading]
saltygrapes
Profile Joined April 2010
181 Posts
May 10 2010 10:16 GMT
#328
On May 10 2010 18:59 Vertigo-1 wrote:
Can anyone tell me how to get this very reddish/hot look in my lava map?

[image loading]

And also, how is this tower on the bottom of the lava/sticking out of it? It won't let me place that doodad in lava...

[image loading]


Edit the Lighting to get the red effect

Hold shift while placing the doodad to remove placing requirements
sxpointz!
skacky
Profile Joined May 2010
France4 Posts
May 10 2010 14:45 GMT
#329
Thanks for the shift tip, it will be easier for me to hide the bad seams with artificial/natural cliffs.

Here's something I've been making for the past two days, name's Breeze Cove and it is a 144*144 two-player map (starting locations are 11 and 5 o'clock).

[image loading]

It has some sight blockers and two destructible rocks on the left corner leading to a backdoor and an expansion.
However I can't seem to find where to set the fog (I found the lighting stuff, very well made by the way) and to prevent ground units from getting on some cliffs (like in the top right-hand corner).
Tristan
Profile Blog Joined December 2009
Canada566 Posts
May 10 2010 16:31 GMT
#330
SC2mapster seems to be all UMS maps now and theres nowhere to just post maps and discuss melee mapmaking =\
http://Zangano431.tumblr.com/
blasted
Profile Joined May 2010
United States11 Posts
May 10 2010 19:14 GMT
#331
On May 10 2010 19:16 saltygrapes wrote:
Show nested quote +
On May 10 2010 18:59 Vertigo-1 wrote:
Can anyone tell me how to get this very reddish/hot look in my lava map?

[image loading]

And also, how is this tower on the bottom of the lava/sticking out of it? It won't let me place that doodad in lava...

[image loading]


Edit the Lighting to get the red effect

Hold shift while placing the doodad to remove placing requirements


I had to do quite a bit more to get the lava the way I wanted it....I will make a tutorial on how to do so. Hopefully I'll finish it today!
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-05-11 01:47:49
May 11 2010 01:42 GMT
#332
On May 10 2010 23:45 skacky wrote:
Thanks for the shift tip, it will be easier for me to hide the bad seams with artificial/natural cliffs.

Here's something I've been making for the past two days, name's Breeze Cove and it is a 144*144 two-player map (starting locations are 11 and 5 o'clock).

[image loading]

It has some sight blockers and two destructible rocks on the left corner leading to a backdoor and an expansion.
However I can't seem to find where to set the fog (I found the lighting stuff, very well made by the way) and to prevent ground units from getting on some cliffs (like in the top right-hand corner).

Um, "slightly" unbalanced me thinks.

On May 10 2010 13:12 Bear4188 wrote:
[image loading]

[image loading]

[image loading]

Blue Lagoon
1v1
DL

Bal'shir tileset with the white sand from Xil and a tweaked version of the Shakuras water. A duel map that's my experiment in heavy usage of LOS blocking. There are several dense jungle type areas with almost zero visibility, making them great places to lie in ambush or force close range encounters. The amount of LOS blocking and the short air distance should also make air fairly powerful. There's one very narrow sandbar that allows for a short rush distance and it also has a very important Xel'naga watch tower in the middle of it, however it would be suicide to attempt to move a large army through this tiny choke, so you have to bring them much further around through much wider spaces which pass several potential ambush spots. There's also a northern path blockaded by 4 destructible rocks that connects the two naturals. The gold is an island which should also be reachable by cliff jumpers and stalkers, holding should also ensure control of the XWT, so it's a very powerful position to take.


what locations are the starting locations? the large openings or the beach? otherwise great map.
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?
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-05-11 01:44:55
May 11 2010 01:43 GMT
#333
oops, can an admin delete this please. my computer dubble sent.
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?
Bear4188
Profile Joined March 2010
United States1797 Posts
May 11 2010 04:20 GMT
#334
On May 11 2010 10:42 peckham33 wrote:
what locations are the starting locations? the large openings or the beach? otherwise great map.


3 o'clock and 12 o'clock on the highground. Map editor likes to hide the start points if you mess with terrain height :/
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 11 2010 08:51 GMT
#335
On May 01 2010 06:58 sob3k wrote:
Show nested quote +
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]


uhhh, did you TRY to make this look like a vagina? I mean...it even has a clit...


ROFL, i just saw the comment. It was totally not intentional xDDDD
Maybe the unconscious part of myself did this intentionally
And you can still nuke the vagina if you want
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
Radaka
Profile Joined April 2010
United States5 Posts
Last Edited: 2010-05-11 09:58:57
May 11 2010 09:51 GMT
#336
Updated Cleaver to what is likely the final version!

[image loading]
Overview

[image loading]
Middle Ground

[image loading]
Top Left Main

[image loading]

Bottom Right Main

Consider this map no longer a work in progress, but I'm happy to change things to accommodate.

CLICK TO DOWNLOAD CLEAVER

============================
============================
============================

Here's another 1v1 map that's all ready to be given to the public!

This one's called Night Lights.

[image loading]
Overview

[image loading]
Main Courtyard

[image loading]
The Peninsula

[image loading]
Bottom Left Base

[image loading]

Top Right Base

CLICK TO DOWNLOAD NIGHT LIGHTS

Let me know what you think
skacky
Profile Joined May 2010
France4 Posts
May 11 2010 11:19 GMT
#337
I really like Night Lights, great job on it.
Korhal isn't an easy tileset.
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-12 19:09:16
May 12 2010 19:07 GMT
#338
So many cool maps. I'm interested in how the low visibility areas in Blue Lagoon turns out. I figured out how to adjust the fog color to make lava maps look more dynamic, but I think there's probably something else I'm missing to make it look even better.
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
May 12 2010 19:22 GMT
#339
Wow! I'm honestly amazed at the quality of maps being posted here :O
Can't wait to try these out...
Vertigo-1
Profile Joined April 2010
United States19 Posts
May 12 2010 20:39 GMT
#340
On May 10 2010 23:45 skacky wrote:
Thanks for the shift tip, it will be easier for me to hide the bad seams with artificial/natural cliffs.

Here's something I've been making for the past two days, name's Breeze Cove and it is a 144*144 two-player map (starting locations are 11 and 5 o'clock).

[image loading]

It has some sight blockers and two destructible rocks on the left corner leading to a backdoor and an expansion.
However I can't seem to find where to set the fog (I found the lighting stuff, very well made by the way) and to prevent ground units from getting on some cliffs (like in the top right-hand corner).


If you go to data editor then to "Terrain Texture Sets" there should be a list of modifiable values on the right hand side, some of which have to do with the fog. You can edit stuff like that there.

And under doodads you can find "pathing blockers" to place down on the ground to disallow units being able to walk on it.
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