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Map Design Thread - Page 20

Forum Index > SC2 General
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Prev 1 18 19 20 All
Vertigo-1
Profile Joined April 2010
United States19 Posts
May 25 2010 05:45 GMT
#381
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).
GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
May 25 2010 19:45 GMT
#382
best custom map RPG made so far easily, voice acting, in-game cinematics, music, it is pretty awesome



download here:
http://www.sc2mapster.com/maps/stranded-korhal/
Sykoyo
Profile Joined May 2010
United States3 Posts
May 25 2010 19:56 GMT
#383
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.
Has anyone ever been so far as to do what like?
G_Wen
Profile Joined September 2009
Canada525 Posts
May 25 2010 21:22 GMT
#384
Byzantium 3 (2.3) has been ported to SC2. Original post was in this thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=122171&currentpage=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

[image loading]

More images:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

ESV Mapmaking Team
Sykoyo
Profile Joined May 2010
United States3 Posts
May 25 2010 22:34 GMT
#385
Hi, I'm a bit new here and I'm not exactly a mapper of sorts but I just get bored and start playing in game editors and this is one of the results and I'd LOVE some feedback on it.

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 +

[image loading]
Has anyone ever been so far as to do what like?
Grebliv
Profile Joined May 2006
Iceland800 Posts
May 26 2010 10:38 GMT
#386
Two maps I've made, both in a WIP state atm but well should both be testable

map1 (3)
[image loading]

Asymmetry might be a problem, main cliffs not scalable/droppable (aside from the natural)

map2 (4)
[image loading]
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)
ESV Mapmaking!
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-28 04:51:46
May 28 2010 01:58 GMT
#387
On May 26 2010 04:56 Sykoyo wrote:
Show nested quote +
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.



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
Profile Joined May 2010
United States3 Posts
May 28 2010 15:50 GMT
#388
It's just the blank starting slate that the editor starts you in with 8 starting locations placed, 2 in each corner. The way the team start locations are set up is in 4v4 one team will start on the left side and the other team will start on the right side. Simple open up the Team Placement basic and advanced to see the settings I have. I'm not sure if everything I have is absolutely required to make it work that way but it did work the few times I tested it and 2v2 teams spawned together. You could also use this way to set up a 2v2v2v2 with each team spawning in a corner, not sure if anyone has tried to do that or not, but it would definitely work.

http://nyko.ganzor.com/Files/Starcraft 2/4v4test.SC2Map
Has anyone ever been so far as to do what like?
monkh
Profile Blog Joined April 2010
United Kingdom568 Posts
Last Edited: 2010-05-31 21:03:42
May 29 2010 15:29 GMT
#389
Mapper: Daeden
(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] +

[image loading]

+ Show Spoiler [IMG2 start location] +

[image loading]

+ Show Spoiler [IMG3 Expansions] +

[image loading]

+ Show Spoiler [IMG4 Centre] +

[image loading]


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] +

[image loading]

+ Show Spoiler [IMG2 start location+expansions] +

[image loading]

+ Show Spoiler [IMG3 Island Expansion & Forest Ex…] +

[image loading]


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] +

[image loading]

+ Show Spoiler [IMG2 ] +

[image loading]



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] +

[image loading]

+ Show Spoiler [IMG2 A Spawn+expansions] +

[image loading]

+ Show Spoiler [IMG3 A corner of the map] +

[image loading]

+ Show Spoiler [IMG4 Map Centre] +

[image loading]

+ Show Spoiler [IMG5 Night Elf :D] +

[image loading]


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] +

[image loading]

+ Show Spoiler [IMG2 Spawn location] +

[image loading]

+ Show Spoiler [IMG3 Main Expansion] +

[image loading]

+ Show Spoiler [IMG4 Island Expansion] +

[image loading]

+ Show Spoiler [IMG5 Centre expansion] +

[image loading]

Daeden.620
sevia
Profile Joined May 2010
United States954 Posts
May 29 2010 21:59 GMT
#390
Hey, this map is definitely still a WIP, but I figured I would post a screenshot for feedback. It's still untextured and there's no 'fluff', only minerals/gas/rocks/towers. The primary goal of the map was to separate the 4v4 into a "2v2 + 2v2", so that early in the game, the players work in pairs to defend, expand, and rush.

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 +
[image loading]
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
BliptiX
Profile Joined April 2010
Canada324 Posts
Last Edited: 2010-06-01 08:24:45
May 31 2010 22:34 GMT
#391
changing mine don't see a delete post option so this will do
SharkSpider
Profile Joined May 2010
Canada606 Posts
Last Edited: 2010-06-01 00:04:26
May 31 2010 23:40 GMT
#392
(2) Ride of Valkyries

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.

[image loading]


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