Map Design Thread - Page 18
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blasted
United States11 Posts
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Vertigo-1
United States19 Posts
Lotus Prime (4) ![]() The main choke and natural expansion: ![]() 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): ![]() 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): ![]() 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: ![]() 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
United States3733 Posts
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 ![]() WOW this looks like an awesome concept! Does it have LOS blockers? | ||
Rut
United States70 Posts
![]() 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
France2195 Posts
On May 13 2010 16:13 0neder wrote: WOW this looks like an awesome concept! Does it have LOS blockers? What do you mean by LOS? | ||
Maginor
Norway505 Posts
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martymarty
Czech Republic6 Posts
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 ![]() Sunken_Ruins.SC2Map Eye of the Tiger v1.0 ![]() Eye_of_the_Tiger.SC2Map Battle Isle v1.0 ![]() Battle_Isle.SC2Map | ||
lowlypawn
United States241 Posts
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
United States11 Posts
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
United States241 Posts
On May 15 2010 01:42 blasted wrote: 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
United States11 Posts
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
United States506 Posts
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blasted
United States11 Posts
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Vertigo-1
United States19 Posts
![]() 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
Norway505 Posts
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blasted
United States11 Posts
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Vertigo-1
United States19 Posts
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lowlypawn
United States241 Posts
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
United States506 Posts
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peckham33
United States267 Posts
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