Map Design Thread - Page 20
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Vertigo-1
United States19 Posts
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GGTeMpLaR
United States7226 Posts
download here: http://www.sc2mapster.com/maps/stranded-korhal/ | ||
Sykoyo
United States3 Posts
On May 25 2010 14:45 Vertigo-1 wrote: Question: I have a 4v4 map. The map layout has 2 players starting at each corner. I have the start locations linked for teams of 4 on one side vs 4 on the other side (so each corner is sure to have a teammate next to them). How can I also make each corner linked for 2's in a 2v2 game? I tried playing the map with 2v2 game variant and the way it spawned us was messed up. (each corner spawned enemies neighboring each other). I got it to work for 2v2 by using the advanced placement and adding more allies to the basic placement as well. I hope this explanation works, again this let 2v2 and 4v4 work correctly i did NOT test 1v1 or 3v3, im sure more setup may need be required for 3v3. Um basically what I did was link them normally for a 4v4 setup like you already have and then go back through and ally each corner together in that same menu (team basic placement) and you should end up with two locations having 3 allies two with 1 ally and 4 with 2 allies. Then in the advanced team placement i made each corner into a 'team' and then proceeded to link each enemy team to that team. Each team will consist of 2 ppl and each team will have 3 linked enemy teams. I tested it as 4v4 and one team spawned on the left side of the map and the other team spawn on the right side then i tested twice as 2v2 and each team spawned together. This way worked for those amount of times i tested it and i'm ASSUMING it will always work 100% for 2v2 like this, I could be wrong tho without loading it up as 2v2 a lot more. I hope this helps. If you need more detailed i can put the editor map file on my ftp and let you download it and see the team settings for yourself. | ||
G_Wen
Canada525 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=122171¤tpage=13#250 No download yet but it'll be up soon. Map Name: Byzantium Author: G_Wen Version: 1.0 D/L: N/A yet More images: + Show Spoiler + | ||
Sykoyo
United States3 Posts
I want to make sure the gameplay is going to be good before I add in all the visual things I want. I'm pretty indifferent to the way it looks now, some things I just don't really like and I plan to change a lot after some games get played on it and I get some feedback. I'm planning on possibly lowering the water because it looks icky to me right now and maybe add some Xel'Naga towers as well but at this point I'm unsure as the direction I will take. If someone out there has an idea for a better name for the map I'm all ears because the current one doesn't really roll off the tongue easily if you know what I mean, just feels awkward saying it. Map Name: Sunken Snow Temple Author: Sykoyo Version: Alpha/WIP D/L: If you are wondering about this site it's my personal ftp and yea its fugly but it works. http://nyko.ganzor.com/Files/Starcraft 2/Sunken Snow Temple Fin.SC2Map The map has also been published onto battle.net as Sunken Snow Temple Alpha or something like that so you can get it that way to Just 1v1 Melee nothing special. The starting locations are the left and right raised areas. I can get more pictures if anyone wants. + Show Spoiler + | ||
Grebliv
Iceland800 Posts
map1 (3) Asymmetry might be a problem, main cliffs not scalable/droppable (aside from the natural) map2 (4) Cliffs behind mains are not scalable as well as being a no-fly zone aside from the odd overlord hiding spot or two (everything that is 2cliff levels above the base level of the map) both maps are around 126x126 +-10 or thereabout playable size will be getting download or publishing stuff later (time to grab a bite and the editor was whining about me not being logged in or something) | ||
Vertigo-1
United States19 Posts
On May 26 2010 04:56 Sykoyo wrote: I got it to work for 2v2 by using the advanced placement and adding more allies to the basic placement as well. I hope this explanation works, again this let 2v2 and 4v4 work correctly i did NOT test 1v1 or 3v3, im sure more setup may need be required for 3v3. Um basically what I did was link them normally for a 4v4 setup like you already have and then go back through and ally each corner together in that same menu (team basic placement) and you should end up with two locations having 3 allies two with 1 ally and 4 with 2 allies. Then in the advanced team placement i made each corner into a 'team' and then proceeded to link each enemy team to that team. Each team will consist of 2 ppl and each team will have 3 linked enemy teams. I tested it as 4v4 and one team spawned on the left side of the map and the other team spawn on the right side then i tested twice as 2v2 and each team spawned together. This way worked for those amount of times i tested it and i'm ASSUMING it will always work 100% for 2v2 like this, I could be wrong tho without loading it up as 2v2 a lot more. I hope this helps. If you need more detailed i can put the editor map file on my ftp and let you download it and see the team settings for yourself. The file would be a tremendous help as I'm still a bit confused as to how to set it up the way you describe. Thanks a ton though for trying to explain it and for offering the file | ||
Sykoyo
United States3 Posts
http://nyko.ganzor.com/Files/Starcraft 2/4v4test.SC2Map | ||
monkh
United Kingdom568 Posts
(If you wish to download any of my maps send me PM and ill msg u my bnet id and u can download em through battle net EU if you wish to download it from US ill see what i can do) Map: Space Rock 55821a, 1v1 + Show Spoiler [Map Note's] + This map is very small 128x128. What i like about this map, is option of where to wall off, there is a really tight choke real close to you base but this restricts building space also larger choke but further out but is difficult to wall of but also provides support for expansion easily. with 2nd high ground expansion provides resource for longer games but if games go longer than this there is the extreme hard to defend middle expansions. + Show Spoiler [IMG1 map overview] + + Show Spoiler [IMG2 start location] + + Show Spoiler [IMG3 Expansions] + + Show Spoiler [IMG4 Centre] + Map: Jungle Temple, 1v1 + Show Spoiler [Map Note's] + This map is huge was reduced from 256x256 to 192x256. (may make it into 2v2 map) It is still fairly big map, I like this map because it is pretty good looking. The map provides lots of large chokes and long travel distance good chance of long game on this map. Idea behind this map was to give a map a more broodwar feel. OK I never played broodwar or only once on single player like 10 years ago but I have watched few matches on youtube and I get a feeling broodwar maps have lot larger feel to them with a lot of wider chokes this is where idea for this map was aimed at, to give map a more broodwar feel to it. Let me know what you think! + Show Spoiler [IMG1 map overview] + + Show Spoiler [IMG2 start location+expansions] + + Show Spoiler [IMG3 Island Expansion & Forest Ex…] + Map: Lavaflow, 4v4 or 2v2 + Show Spoiler [Map Note's] + This map is 232x232. A small 4v4 map, well sized for 2v2 map. I have added spawn location support for 1v1 however I do think would be to big for a 1v1 really. I was going to try have a choke covered in lava which would lightly dmg units passing through it however I wasn't able to do it on a melee classified map. + Show Spoiler [IMG1 map overview] + + Show Spoiler [IMG2 ] + Map: Sky Scape, 2v2 or 1v1 + Show Spoiler [Map Note's] + This map is 168x168. Based on top of skyscraper, this map featuring 4 spawns, 1 wide ramp ontop of your base with 2 tight chokes down below should make map easy to defend if you are able to scout where your enemy is quickly. + Show Spoiler [IMG1 Map Overview] + + Show Spoiler [IMG2 A Spawn+expansions] + + Show Spoiler [IMG3 A corner of the map] + + Show Spoiler [IMG4 Map Centre] + + Show Spoiler [IMG5 Night Elf :D] + Map: Gold Tooth, 2v2 or 1v1 + Show Spoiler [Map Note's] + This map is 160x160. Based on Mars Sara, this map featuring 4 spawns, at spawns each player has 1 rich mineral node 7 normal mineral nodes fairly easy to defend with one ramp to main expansion more difficult with 3 routes of attack however optional island expansion however only features one gas and fewer minerals. Middle expansion features 4 gas and no minerals. + Show Spoiler [IMG1 Map Overview] + + Show Spoiler [IMG2 Spawn location] + + Show Spoiler [IMG3 Main Expansion] + + Show Spoiler [IMG4 Island Expansion] + + Show Spoiler [IMG5 Centre expansion] + | ||
sevia
United States954 Posts
Please post any comments or criticisms, this was my first time using the editor and I think I did a decent job. Better than Extinction, anyways. TODO: Sight blockers, proper spawn points, aesthetics. Name: Carinae Players: 4v4 Image (click for bigger version): + Show Spoiler + | ||
BliptiX
Canada324 Posts
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SharkSpider
Canada606 Posts
Information and Image: + Show Spoiler + I made this remake of RoV because someone posted a version of the original map on Battlenet US that I don't really agree with, and I wanted to get in there before the map's name was taken up by versions that wouldn't be edited or taken care of. Right now, it's available on US servers under (2) Ride of Valkyries, but it's not at version 1 yet because I think it needs a little work before I set it to final. Concerns that I have are the number of resources in the mineral blocks, and the placement of the high-yield. I put two high-yields in the areas off the center map, instead of one on the top of the map. I also added Xel-Naga watchtowers, but if they break any matchups I'll remove them. I made a few judgment calls on the water surrounding the map, some of the textures, and where to bend to how the SC2 editor works (the ramp size issues on the bottom ramp literally can't be fixed with the current version of the editor, but I really want to) If anyone has comments/suggestions that would help balance this or make it look better, I'd love to hear them. Specifically, mineral/gas placement or terrain balance issues. The pathing has been checked so that there aren't any drop zones that were not available on the original map, so the gameplay should flow as close as possible to how it did on RoV back in SC1. | ||
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