Map Design Thread - Page 3
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peckham33
United States267 Posts
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wishbones
Canada2600 Posts
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. | ||
peckham33
United States267 Posts
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peckham33
United States267 Posts
EDIT: PM me any sugestions. | ||
wishbones
Canada2600 Posts
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peckham33
United States267 Posts
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semantics
10040 Posts
![]() hum i wonder if i have my camera right, it looks like i'm missing 2 blocks all around the map. | ||
Snausages
United States529 Posts
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peckham33
United States267 Posts
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. ![]() 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. | ||
DeR.Five
United States3 Posts
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
Finland24 Posts
http://www.teamliquid.net/blogs/viewblog.php?topic_id=121412 | ||
PanzerDragoon
United States822 Posts
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). ![]() (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
10040 Posts
On April 25 2010 06:54 peckham33 wrote: 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
Canada2600 Posts
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peckham33
United States267 Posts
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ComradeDover
Bulgaria758 Posts
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". | ||
wishbones
Canada2600 Posts
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semantics
10040 Posts
![]() 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
Canada2600 Posts
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BentoBox
Canada303 Posts
Do you guys usually sketch up the map on paper before working with the editor? | ||
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