• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:02
CEST 09:02
KST 16:02
  • 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
Code S Season 1 (2026) - RO4 & Finals Preview5[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13
Community News
Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !16Weekly Cups (April 27-May 4): Clem takes triple0
StarCraft 2
General
Weekly Cups (May 11-17): Classic wins double Code S Season 1 (2026) - RO4 & Finals Preview Team Liquid Map Contest #22 - The Finalists Code S Season 1 (2026) - RO8 Results Code S Season 1 (2026) - RO12 Results
Tourneys
$1,400 SEL Season 3 Ladder Invitational GSL Code S Season 2 (2026) GSL Code S Season 1 (2026) $5,000 WardiTV Spring Championship 2026 Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune Mutation # 524 Death and Taxes
Brood War
General
25 Years Since Brood War Patch 1.08 BW General Discussion vespene.gg — BW replays in browser Lights Ro.8 Review (asl s21) BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Semifinals B [BSL22] RO8 Bracket Stage + Another TieBreaker [ASL21] Ro8 Day 4 Escore Tournament StarCraft Season 2
Strategy
Muta micro map competition Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne ZeroSpace Megathread War of Dots, 2026 minimalst RTS Nintendo Switch Thread
Dota 2
The Story of Wings Gaming
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread YouTube Thread Russo-Ukrainian War Thread UK Politics Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Why RTS gamers make better f…
gosubay
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2378 users

Map Design Thread - Page 18

Forum Index > SC2 General
Post a Reply
Prev 1 16 17 18 19 20 Next All
blasted
Profile Joined May 2010
United States11 Posts
May 13 2010 07:01 GMT
#341
Added some changes based on suggestions that were made, and I also turned the quality settings up in the editor before taking these.

[image loading]

[image loading]

[image loading]
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-13 07:13:02
May 13 2010 07:12 GMT
#342
I've shown this map before but here is the final version (pending testing) with detailed screenshots featuring the main areas. I've spent countless hours on it, any comments or suggestions would be most appreciated! It was made with 2v2 in mind (left side vs. right side) but should also be balanced for 1v1 as well.

Lotus Prime (4)

[image loading]

The main choke and natural expansion:

[image loading]

There's a smokestack area for aggressors to hide units in or for defenders to hide units to ambush. On the north side there is a path that leads to your teammate's natural/main, but in a 1v1 it's another area you must defend. There's also another choke that is initially blocked off by rocks between the high ground and the smoke stack area, much like Scrap Station's natural.

The 6 o'clock two expansions (mirrored at the 12 o'clock side):

[image loading]

There's a backdoor connecting each with two breakable rock walls. You can choose to break both in a row, clearing a short path from your expansion to the enemy's, or opt for cutting through the watch tower smokey pathway to skip one of the rock walls and get to work on the opposite one while leaving your expansions rockwall intact. The watch tower grants vision of the main pathway just north of the ledge (but doesn't grant vision of the very exposed high yield center) and just north of the rocks (the rocks are not under the tower vision, so a sneak attack is still possible even if you have control of the watch tower). In addition the high ground adjacent to the mineral lines can be taken advantage to siege/Reaper/Collosi/etc. The very outer edges of the high ground however isn't connected to the low ground though (there is a slight gap that isn't apparent in the image) so Reapers and Collosi must get high ground from the angled/northern areas of the ledges.

9 o'clock Island Expansion (mirrored on 3 o'clock side):

[image loading]

This expansion is between the two teammates. It may seem like a "free" expansion at first, but it is highly vulnerable to air units and harassment from the high ground. Furthermore even if you have control of both watchtowers, there is a blind spot down the middle that would not warn you of a threat if the blind spot was taken advantage of. The gas is exposed to fire from the ledge, and although this expansion is blocked off by a high ledge so ground forces can't easily reach it, Reapers/Collosi can get to the high ground and Stalkers can blink across.

The high yield center and high ground center expansions:

[image loading]

Utilizing the high ground will be very crucial for making sure your enemies don't get access to the gold minerals, however the wide ramps make it not too difficult to reach high ground attackers before they do too much damage. I'm contemplating removing the two "gaps" between the two high yield patches to make the area less confined, but would like to test the map as is first.

I'd like to also say that the screenshots are a bit misleading as the close-up shots make some areas seem smaller than they actually are. I made sure that this map wasn't cramped, but wanted to simultaneously reward good positioning of units so that army movement and placement is very deliberate.

0neder
Profile Joined July 2009
United States3733 Posts
May 13 2010 07:13 GMT
#343
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]

WOW this looks like an awesome concept! Does it have LOS blockers?
Rut
Profile Blog Joined January 2010
United States70 Posts
May 13 2010 17:46 GMT
#344
Here's another two player map, titled "Aksala."

[image loading]

Download

The playable boundary is exactly where it looks like it should be, along the dark rock border.

This one's a remake of one of my old Broodwar maps. There's a backdoor high-yield expansion (5 high yield minerals and 1 normal gas) blocked by destructible rocks (500 health).

There are line of sight blockers where the black lines are. There are also 6 watchtowers focused around the center of the map. They are all on high ground and are unreachable by normal ground units. They have a very large radius, and having all four the of the central ones will make it impossible for the opponent to sneak by on a land route without you knowing.
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 13 2010 18:00 GMT
#345
On May 13 2010 16:13 0neder 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]

WOW this looks like an awesome concept! Does it have LOS blockers?


What do you mean by LOS?
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
Maginor
Profile Joined May 2010
Norway505 Posts
May 13 2010 18:58 GMT
#346
LOS = Line of sight.
martymarty
Profile Joined April 2010
Czech Republic6 Posts
May 13 2010 23:36 GMT
#347
Hi guys,
I'm rather new to both TL and creating maps, though I played starcraft for quite a while and really enjoy the beta. I also always liked to play with editor and enjoyed creating maps, prolly ever since I was making maps as a kid in warcraft 2

So, here are three I am currently working on, one is however not fixed yet, because I started doing it by random, without measuring anything and I think it's way too unsymetrical. I'll be glad on any input / thoughts you will have, since there ain't many other means how to test / improve the maps yet.

Oh, and by the way, some of those maps I found here in the previous posts, or actualy most of them, are just awesome, great job everyone!

So here comes the pictures, also with links to the maps, so anyone can have a more thoroughtful look. All are ment for 1v1, the one that I mentioned would need fixing with placement is actualy for 3 players to make it a little different.

Sunken Ruins v0.5
[image loading]
Sunken_Ruins.SC2Map

Eye of the Tiger v1.0
[image loading]
Eye_of_the_Tiger.SC2Map

Battle Isle v1.0
[image loading]
Battle_Isle.SC2Map

lowlypawn
Profile Joined January 2009
United States241 Posts
May 14 2010 05:12 GMT
#348
Some awesome looking maps here.

Quick question, is it possible to open up the blizzard maps in the editor? I tried but without success (maybe there is a trick I am missing).

Thanks in advance.
blasted
Profile Joined May 2010
United States11 Posts
May 14 2010 16:42 GMT
#349
On May 14 2010 14:12 lowlypawn wrote:
Some awesome looking maps here.

Quick question, is it possible to open up the blizzard maps in the editor? I tried but without success (maybe there is a trick I am missing).

Thanks in advance.


You have to rename the file extension to .SC2MAP from .s2ma I believe.
lowlypawn
Profile Joined January 2009
United States241 Posts
May 14 2010 23:46 GMT
#350
On May 15 2010 01:42 blasted wrote:
Show nested quote +
On May 14 2010 14:12 lowlypawn wrote:
Some awesome looking maps here.

Quick question, is it possible to open up the blizzard maps in the editor? I tried but without success (maybe there is a trick I am missing).

Thanks in advance.


You have to rename the file extension to .SC2MAP from .s2ma I believe.


It's "SC2.MAP" but don't work
I made a test map and it saves the file as SC2.MAP. I don't think you can open the current ladder maps due to it changes the checksum if you modify the file name.

It's a shame because I learned a ton in WC3 by taking apart the blizzard maps and figuring out how they made all the interesting terrain.
blasted
Profile Joined May 2010
United States11 Posts
May 15 2010 00:50 GMT
#351
It does work, I have done it before. I just double checked and the file extension for the editor is indeed ".sc2map"

So all you have to do is rename a blizzard map to have the file extension ".sc2map" and it will load right into the editor. I have not had any issues doing this and I have loaded into almost every map, give or take a few.
CagedMind
Profile Joined February 2010
United States506 Posts
May 15 2010 01:31 GMT
#352
How do u rename extensions?
your micro has been depleted
blasted
Profile Joined May 2010
United States11 Posts
May 15 2010 02:05 GMT
#353
You right click the file, then select rename. Type in whatever you like. Or maybe you don't have file extensions shown, in which case you need to go into your folder options, select the view tab and uncheck "hide extensions for known file types." Folder options are in the control panel on windows 7/Vista, and I believe you just go to Tools--> Folder Options in XP. Hope this helps.
Vertigo-1
Profile Joined April 2010
United States19 Posts
May 15 2010 20:34 GMT
#354
Can anyone tell me why some cliff doodads (mainly having issue's on the Redstone tileset with these) either stick out the top of the cliff or go to the very bottom of the cliff? Is there a way to have more control over it's vertical placement? For example these cliff spires can only be placed like this:

[image loading]

If I try to inch it down a bit by moving the mouse, it goes from there to the bottom of the lava pit. I can't find any area in between that it will allow me to place it. The same goes for some of the lava falls. The only way to make them appear reasonably logical is to place them on a 3 height high cliff with a bottomless pit chasm, or else it will stick out the top or be too close to the ground. It's very sensitive to even get it to work in that case, it took me like 5 minutes to get it right because if I move it a little too much the lavafall will appear above the cliff. What am I doing wrong?

Maginor
Profile Joined May 2010
Norway505 Posts
May 15 2010 21:49 GMT
#355
Select it, then press enter. There should be a field to modify its altitude.
blasted
Profile Joined May 2010
United States11 Posts
May 15 2010 23:05 GMT
#356
An even easier way is to just select it and press page down or up for vertical adjustment, and you can also use the number pad to move it around as well.
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-16 00:30:23
May 16 2010 00:13 GMT
#357
Oh wow that's a huge help thanks a lot Another quick question...some doodads I pick (for example "Rain Emitter Large") shows up as just a texture-less orb...what's with that?
lowlypawn
Profile Joined January 2009
United States241 Posts
May 16 2010 11:06 GMT
#358
Ok I finally was able to open the Blizzard maps in the editor thanks to this thread.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123991

So after dissecting the Blizzard maps for a bit I think it will be much faster to make melee maps for SC2 then WC3. The reasons are.

Only 3 levels in SC2 (well 4 if you count the inaccessible bottom level). I forget the exact amount of levels you could go in WC3, I’m thinking around 10, it could get pretty complicated and making the ramps could be tricky. I think Blizzard did this because flying units would act strange with rapid elevation changes.

No trees! Placing all the trees took forever! On top of that you had to manually bunch them up to achieve a natural look. It was also very tedious to have the exact same amount of trees for both players. The mirror image command for doodads didn't always work (for example 3 player maps).

No creeps!!!!!! I have a serious love hate relationship with creeps. On one hand they did give a map a nice flavor. But on the other hand placing them, balancing them and setting up the loot was VERY time consuming. Not to mention you never made everyone happy, they were too easy or too hard or too much ranged or bla bla bla.

The only thing I didn’t mess with much was water. In WC3 you could have the units run through shallow water (like Turtle-Rock). I’m assuming is not allowed in SC2 simply because I have not seen it used in a map. Maybe someone can confirm my suspicions before I get a chance to test it myself tomorrow.

Lastly the texture tool is a lot more powerful then WC3, I love how you can blend textures together. The only drawback I have seen thus far is when changing elevation I get very low frame rates, so it’s kind of annoying to use that tool.

All and all I think making melee maps will be snap compared to WC3.
CagedMind
Profile Joined February 2010
United States506 Posts
May 16 2010 19:44 GMT
#359
What is wc3?
your micro has been depleted
peckham33
Profile Joined April 2010
United States267 Posts
May 16 2010 20:08 GMT
#360
WC3=warcraft3(another blizz game)
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?
Prev 1 16 17 18 19 20 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
KungFu Cup 2026 Week 7
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft476
Nina 170
ProTech118
StarCraft: Brood War
GuemChi 4464
Zeus 292
Bale 83
Shinee 70
Sacsri 58
HiyA 47
JulyZerg 46
ToSsGirL 45
GoRush 29
ajuk12(nOOB) 5
[ Show more ]
soO 0
Dota 2
XaKoH 485
League of Legends
JimRising 655
Counter-Strike
Stewie2K1559
Super Smash Bros
Mew2King108
Other Games
summit1g10261
C9.Mang0420
ceh9305
monkeys_forever161
NeuroSwarm75
Trikslyr20
Organizations
Counter-Strike
PGL1172
Other Games
gamesdonequick589
StarCraft: Brood War
lovetv 13
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1429
Upcoming Events
The PondCast
2h 58m
Kung Fu Cup
3h 58m
WardiTV Qualifier
6h 58m
GSL
1d 2h
Cure vs sOs
SHIN vs ByuN
Replay Cast
1d 16h
GSL
2 days
Classic vs Solar
GuMiho vs Zoun
WardiTV Spring Champion…
2 days
Replay Cast
2 days
Sparkling Tuna Cup
3 days
WardiTV Spring Champion…
3 days
[ Show More ]
Replay Cast
3 days
RSL Revival
4 days
Classic vs SHIN
Rogue vs Bunny
BSL
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
Flash vs Soma
RSL Revival
5 days
BSL
5 days
Patches Events
5 days
Universe Titan Cup
6 days
Rogue vs Percival
Wardi Open
6 days
Monday Night Weeklies
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W7
2026 GSL S1
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
YSL S3
SCTL 2026 Spring
RSL Revival: Season 5
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
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 © 2026 TLnet. All Rights Reserved.