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Map Design Thread - Page 19

Forum Index > SC2 General
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Prev 1 17 18 19 20 Next All
blasted
Profile Joined May 2010
United States11 Posts
May 16 2010 21:01 GMT
#361
I think wishbones forgot about this thread >.>
genai
Profile Joined July 2009
Croatia78 Posts
Last Edited: 2010-05-17 18:49:30
May 17 2010 18:43 GMT
#362
On May 16 2010 20:06 lowlypawn wrote:
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.



i believe you can run thru shallow water... i remember seeing maps in this very thread with shallow water! i believe you make it with that tool for making small adjustments to the terrain, not full cliff levels! 3rd tool under terrain, called height

put water level just under ground level and lower ground with height on certain areas and that should be it i think (hope someone can confirm 100%)

edit: http://www.teamliquid.net/forum/viewpost.php?post_id=5184657 i believe thats the map i noticed
Bear4188
Profile Joined March 2010
United States1797 Posts
Last Edited: 2010-05-17 20:32:12
May 17 2010 20:30 GMT
#363
Correct. "Water" is just a visual effect, and has no physical properties whatsoever. You could have the entire game take place underwater, but that would have pretty poor visibility and I think the camera treats the water surface as the ground height. Note that if you want to create streams and such in this manner you should edit/reduce the water's mesh size (essentially, the "waviness"), otherwise the waves hitting the shoreline will look very jagged and quite ugly.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
lowlypawn
Profile Joined January 2009
United States241 Posts
May 18 2010 18:23 GMT
#364
Ok next idea!

I made a Team Melee map for WC3 a long time ago (with some help). Below is a screenshots and you can D/L it here: http://www.wcreplays.com/forums/showthread.php?t=96205

[image loading]

What is “Team Melee"?

Team Melee is basically a solo 1v1 game but with multiple players controlling each side. This allows better micro management of units, and in theory perfect control of economy. This version allows up to 5 players on each side to share in the duties and 2 observers. With SC2 maybe even more players will be possible.

This is not a new idea. Team Melee maps has been used by Star Craft for years. Often having one Pro player take on 3 decent ladder players (Some VOD’s can be found on the Team Liquid site). Some professional starcraft players use team melee maps to practice playing against really tough opponents, using two other pro players.


I would like to do the same for SC2. Basically take all the popular SC2 ladder maps and edit the triggers to make a nice Team melee map. It's also a nice touch to change a few of the banners or billboards to read something like "SC2 mapster team melee" and "Team Liquid - team melee". It just makes it look more professional.

Anyway I am looking for some people who want to help me. Because I haven't started looking at the triggers in SC2. OR someone can just take my idea and run with it, I don't care.

My dream would be for one of these map to get popular enough for two pro Korean teams play on (at the same time). I would love to watch that replay! The micro would be insane , can you say 1500APM!!!!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-05-18 18:37:35
May 18 2010 18:34 GMT
#365
Hey! I should post my first original map here! I"ll update once I've picked a map name. For now, here is the OP copypasta'd

I just finished version 1.0 of my first original map. However, I have no idea what to call it! Help me come up with a name and post any suggestions/feedback :D

prodiG's Untitled map v1.0
[image loading]
[image loading]
[image loading]

Poll: What should I name the map?

Impervious (35)
 
46%

Hold the Line (23)
 
30%

Twin Frenzy (7)
 
9%

Search to Belong (4)
 
5%

True Sight (4)
 
5%

Double Vision (3)
 
4%

76 total votes

Your vote: What should I name the map?

(Vote): Impervious
(Vote): Search to Belong
(Vote): Hold the Line
(Vote): Double Vision
(Vote): True Sight
(Vote): Twin Frenzy




Pictures of progress
+ Show Spoiler +

Half the doodads done
[image loading]

Finished most of the texturing, added some doodads
[image loading]

Finalized terrain
[image loading]


Version 0.1 - Shrunk it down from here
[image loading]

Version 0.1 - Explanation of map features
[image loading]

Map sketch
[image loading]


Map Features
-Xel'Naga Towers can see each other - You know when you're being watched
-Two alternate paths of attack blocked by rocks
-Main path in a tight choke
-Your side of the map is relatively easy to control until air comes out
-Destructible rock @ the natural choke that can be broken to widen the area (like the twilight tileset BW map who's name escapes me atm)
-LOS Blockers hiding the cliff expansion and alternate paths from the middle ramps (You can't see them on the screenshots, they're too thin :< )

I wanted to create a macro-oriented 1v1 map while still having the possibility of interesting and sort of crazy tactics (For example, xel'naga towers allowing units to shoot up the high ground and make it out of the choke, or set up flanks, or triple expand while holding one lane :D)
I am a little worried that void rays/muta will be a bit too strong here though...
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
peckham33
Profile Joined April 2010
United States267 Posts
May 19 2010 02:39 GMT
#366
man, i've heard of posts that long, but man you take the cake (well, all thats left is the pan but you still take it)
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?
Vertigo-1
Profile Joined April 2010
United States19 Posts
May 21 2010 20:56 GMT
#367
Is it possible to set start locations in 1v1 restricted to one side of the map similar to forcing teammates to spawn next to each other? For example, say I made a map like Twilight Fortress that was clearly designed for 2v2. How would one set parameters so that if that map was played 1v1 that the two players wouldn't spawn next to each other?
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 21 2010 21:32 GMT
#368
On May 22 2010 05:56 Vertigo-1 wrote:
Is it possible to set start locations in 1v1 restricted to one side of the map similar to forcing teammates to spawn next to each other? For example, say I made a map like Twilight Fortress that was clearly designed for 2v2. How would one set parameters so that if that map was played 1v1 that the two players wouldn't spawn next to each other?


That's an interesting idea for a new pattern of 1v1 map. I haven't played around with the team spawn dialog, but maybe you can get it working through that.

I'll check it out after work--if you figure out how to do it first please post back!
SiNiquity
Profile Joined April 2010
United States734 Posts
May 21 2010 21:41 GMT
#369
On May 22 2010 05:56 Vertigo-1 wrote:
Is it possible to set start locations in 1v1 restricted to one side of the map similar to forcing teammates to spawn next to each other? For example, say I made a map like Twilight Fortress that was clearly designed for 2v2. How would one set parameters so that if that map was played 1v1 that the two players wouldn't spawn next to each other?


Haha Twilight Fortress in 1v1... that's what, 3 natural expansions in your main? Awesome.
'i' before 'e' except after 'c' ~ it's scientifically proven.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
May 21 2010 21:51 GMT
#370
I HOPE YOU ALL UPLOAD YOUR MAPS ASAP!!!

sorry i have not worked on the thread its way too much work anyone is welcome to just simply quote my OP copy+Paste and continue the work under their OP, I will PM a mod to close my thread just pm me and let me know if you wish to continue the work.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Vertigo-1
Profile Joined April 2010
United States19 Posts
May 22 2010 02:03 GMT
#371
Is anyone else having problems publishing? On my Lotus Prime map, it tells me under "Verification:" that it's "unable to publish due to problems" which is not very specific whatsoever and I have no idea how to fix said "problems". I've been able to upload my other maps so far, so not sure what's wrong.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
May 22 2010 02:42 GMT
#372
bump
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
CagedMind
Profile Joined February 2010
United States506 Posts
May 22 2010 02:56 GMT
#373
I can't publish either.
your micro has been depleted
Kambo_Rambo
Profile Joined May 2010
Australia79 Posts
May 22 2010 03:13 GMT
#374
Posted by someone else on this forum.

Use the File > Preferences command from any editor window
Select the Battle.net item in the list
Change the Host value to: us-beta.logon.battle.net
Click OK
You require more vespene minerals?
Earll
Profile Blog Joined March 2010
Norway847 Posts
May 22 2010 03:15 GMT
#375
Patch 13 Goes Live - Map Publishing on Battle.net
Posted by sixen 5 hours ago
Even with Map publishing being released now, we still encourage you to submit maps here on Mapster. When the Beta goes down on the 31st, the only way to distribute maps is through private websites such as Mapster. Battle.net will be down, therefore the Publishing features will be down as well. In addition, our system is also a good way to distribute single-player maps for those people who choose not to play over Battle.net and wish to play the Offline version of the game.

Patch 13 has gone live on the US servers. The EU patch is also up now! Battle.net is live!

Note: The default Battle.net host in the editor is currently not configured with the correct beta information. Before you can publish from the editor, you will need to change this setting by doing the following:

* Use the File > Preferences command from any editor window
* Select the Battle.net item in the list
* Change the Host value to: us-beta.logon.battle.net
* Click OK

See here for further information on the Publishing features.

The window to publish your map to Battle.net can be seen below As you can see, you can set your own versions, allow it to be Public (all Battle.net users) or Private (Real ID friends only can see it). Also, there's a "Protection" feature which you can set (Lock Editing status). Something interesting, the Editor also optimizes our maps for size as well, which is great.
Wat
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-22 03:30:11
May 22 2010 03:28 GMT
#376
Another question, when I create a lobby with my map, all of the options are limited to "custom." How do I make my map "melee"? How do I choose to play my level as 2v2, 1v1, FFA, etc.? I thought that I did what I needed to do in "Player properties" and "Team Placement" (I linked start locations and made every start location assigned to the "user"). What else do I need to do to make my maps work like a normal level?

Currently there are no ways for me to establish a gametype in the lobby and the game forces the us to create an artificial FFA game by dragging players to "new team" so that everyone is their own team, or else it defaults to a 3 v 1 game (3 slots available for team 1, 1 for team 2) This trend is across all my maps, for example I have an 8 player map that is also lopsided (5 vs 3 if I remember correctly). Not sure what I'm doing wrong.
Bear4188
Profile Joined March 2010
United States1797 Posts
May 22 2010 06:26 GMT
#377
I've published Infernum, Shrine of the Lost, Blue Lagoon, Ground Zero, and Imbrium Plain. If anyone plays them and has some feedback/suggestions let me know here or send me a PM and I'll work on revisions. However, I'm going to be driving to Colorado the next few days so I won't get back right away.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
HubertFelix
Profile Joined April 2010
France631 Posts
May 22 2010 08:21 GMT
#378
Where do we download those published maps? It's on battle.net? I'm sorry if the answer is on the thread i searched a bit here and on bnet, didn't found.

Thanks for you work, we need to play on new maps !
vaporwolf
Profile Joined April 2010
United States8 Posts
May 22 2010 12:48 GMT
#379
To play on the published maps go to Multiplayer > Custom Game > Create Game

Then on the Map Screen, on the right (across from the filter dropdown) is a search field. Type in the map name there to find the maps.

Here are the maps I have published right now. I'd love any feedback about how these actually play.

Diamond Steppes - 1v1/2v2/FFA
Climb the Diamond Steppes to Dominate Your Enemies
+ Show Spoiler +
[image loading]


Cloverbloom - 1v1/2v2/FFA
This is a big map, maybe too big... Fight through the Cloverbloom lake as you seek to destroy your foes.
+ Show Spoiler +
[image loading]


Sworls - 1v1/2v2/FFA
Easy expanding, but can you navigate the toxic pools as you take the fight to the center.
+ Show Spoiler +
[image loading]


Spaceport - 1v1
Control the High Ground to ensure you control the resources.
+ Show Spoiler +
[image loading]


War Park - 1v1
Take the Fast Lane to War with the center lane, or pull off to the side to re-fuel.
+ Show Spoiler +
[image loading]
Shnakvoum rikoyoch
Drayne
Profile Joined February 2010
Canada239 Posts
May 22 2010 18:30 GMT
#380
Hey guys! ive got a WIP called Tyranny . please go check it out and give me your comments
its a 1v1 map based around aggresive style while keeping those expos close and fairly defendable!
it should play fine as it is now, but it really needs more tweaking
Map name : Tyranny
Published on US server
Thanks for your time, i cant wait for your comments :p
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