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Map Design Thread - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 18 19 20 Next All
peckham33
Profile Joined April 2010
United States267 Posts
April 24 2010 20:20 GMT
#41
what is the best way to put an image in here? i am currently working on a map.
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?
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-24 21:26:33
April 24 2010 20:49 GMT
#42
oh you just need to use

imageshack is quick, no registration needed. and yeah thats the best way. Just use the text boxes of links it gives after uploading, ive tried simply copying the url from the picture itself, and then nothing showed up. so use the text box's.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-04-24 21:41:44
April 24 2010 21:00 GMT
#43
ok, got 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?
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-04-24 21:19:51
April 24 2010 21:07 GMT
#44
here is a map i am working on:walled off

EDIT: PM me any sugestions.
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?
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 24 2010 21:31 GMT
#45
alrite pekham33 its up.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
peckham33
Profile Joined April 2010
United States267 Posts
April 24 2010 21:40 GMT
#46
btw, you missed the c in my profiles name you wrote pekham33. as it is, it isn't hard to do.
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?
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-04-24 21:49:18
April 24 2010 21:48 GMT
#47
Starting from scratch doing it smarter now building half the map to the max then i'll extend and flip copy paste thingy so far got this also need ot add alot of block pathing don't really have much done on besides the mineral placement, going to have alot of bridges though.
[image loading]
hum i wonder if i have my camera right, it looks like i'm missing 2 blocks all around the map.
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 24 2010 21:48 GMT
#48
updated hbr again
teaaaaaaaa
peckham33
Profile Joined April 2010
United States267 Posts
April 24 2010 21:54 GMT
#49
On April 25 2010 06:48 semantics wrote:
Starting from scratch doing it smarter now building half the map to the max then i'll extend and flip copy paste thingy so far got this also need ot add alot of block pathing don't really have much done on besides the mineral placement, going to have alot of bridges though.
[image loading]
hum i wonder if i have my camera right, it looks like i'm missing 2 blocks all around the map.

looks right to me. just so you know, the whole map dosen't accually come into play, only a region of the map.
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?
DeR.Five
Profile Joined April 2010
United States3 Posts
April 24 2010 21:59 GMT
#50
Question for discussion: anybody think it would be fun to play a map WITHOUT a ramp into the main? Or without a natural?

In other words: while we already know that a ramp or nearby natural can multiply strategic opportunities, doesn't it also limit them in certain ways?

I would just challenge us to think outside the box a little bit to create maps that might open doors to other strategies.
LaiGGu
Profile Blog Joined January 2010
Finland24 Posts
April 24 2010 22:03 GMT
#51
Destination remake if you want to add it to the list:
http://www.teamliquid.net/blogs/viewblog.php?topic_id=121412
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 24 2010 22:05 GMT
#52
On April 25 2010 05:02 -infinite- wrote:
Well, shoot. Bit by the 3 day trial... I wanted to get a good discussion, but hopefully that will happen in this thread.

I thought I'd share my first map, Inundation. This is a prototype/wip until I get the clear signal from users that it rocks (I rather not pollute the space with garbage).

I would like to get this as a really good 1v1 map requiring good use of micro (from all the obstacles) and macro (from back door attack routes).

[image loading]
(right-click view image to see a larger image)

You can only get so much out of a picture. So I thought I would take a crack at recording. I tossed up a HD version of it so you can see more details, so be sure to flip the switch to 1080p.

View map fly-through on YouTube

Thanks all!


The map looks beautiful, but I wonder if its a bit too narrow. If you do backdoors make them take a while to take down because these 2000 HP backdoors are not large enough. Think stacked temples on Neo Medusa or Heartbreak Ridge.

It looks like a campaign map though, with the layout and aesthetic.
semantics
Profile Blog Joined November 2009
10040 Posts
April 24 2010 22:05 GMT
#53
On April 25 2010 06:54 peckham33 wrote:
Show nested quote +
On April 25 2010 06:48 semantics wrote:
Starting from scratch doing it smarter now building half the map to the max then i'll extend and flip copy paste thingy so far got this also need ot add alot of block pathing don't really have much done on besides the mineral placement, going to have alot of bridges though.
[image loading]
hum i wonder if i have my camera right, it looks like i'm missing 2 blocks all around the map.

looks right to me. just so you know, the whole map dosen't accually come into play, only a region of the map.

Yeah it actually extends like 12 blocks all around what is shown but i'm missing like 2 block all around that is listed as green thus walkable and build able maybe i have the camera wrong something easily checkable when i finish the map
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 24 2010 22:55 GMT
#54
updating each new entry, watch for the "its up!" edit in this post.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-04-24 23:04:05
April 24 2010 23:00 GMT
#55
[image loading]here is a side veiw of a part of walled off. also, i really whould appereciate it wish if you would put the c into my name on your list.
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?
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-24 23:11:29
April 24 2010 23:07 GMT
#56
On April 25 2010 06:59 DeR.Five wrote:
Question for discussion: anybody think it would be fun to play a map WITHOUT a ramp into the main? Or without a natural?

In other words: while we already know that a ramp or nearby natural can multiply strategic opportunities, doesn't it also limit them in certain ways?

I would just challenge us to think outside the box a little bit to create maps that might open doors to other strategies.


See my map "Trial By Fire" for a map without a ramp.

Well, it has ramps, but they're the super-fat kind. No chokes.

EDIT: As for a map without a natural, I think the second bases on Desert Oasis barely qualify as "naturals".
Bring back 2v2s!
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-24 23:24:50
April 24 2010 23:21 GMT
#57
Alrite added the new maps, changed peckham33's name, fixed your map Broodie. Let me know if I missed anybody's posts by checking your name in the OP. Thanks again.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-04-24 23:24:36
April 24 2010 23:23 GMT
#58
Almost done just need to do some doodad work and add a few block pathing and probing some islands to fill in some of the void that you can't land on just for looks
[image loading]
I also could just use the jungle tileset and make it in water like everyone else is doing lol cuz frankly the jungle tile set looks so much better.

Also might add some sc2 elements really you can't really cliff hop on this map and it doesn't have any vision blocking it might as well be a sc1 map.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 24 2010 23:24 GMT
#59
Wow looks nice, also adding a suggested Rating Poll to each and every map, just locate it in the spoiler to the right of any given map. Broodie suggested this, and I think its a fantastic idea.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
BentoBox
Profile Joined November 2009
Canada303 Posts
Last Edited: 2010-04-24 23:28:22
April 24 2010 23:27 GMT
#60
My god you guys are so good at this :D

Do you guys usually sketch up the map on paper before working with the editor?
Only dead fish swim with the stream
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