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Map Design Thread - Page 8

Forum Index > SC2 General
Post a Reply
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Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-26 00:22:25
April 26 2010 00:11 GMT
#141
On April 26 2010 07:20 nomsayin wrote:
Show nested quote +
On April 25 2010 09:38 nomsayin wrote:
A work in progress. This is my conversion of destination to SC2. Changed 2 expansions to high yields, added two xel naga towers, and changed the minerals on the back ramp to destructible rocks.

+ Show Spoiler +
Mapper: Nomsayin
Map: Destination convert. No DL, image
WIP



Updated, still no DL, WIP Images: angled, overhead

[image loading]
[image loading]

Anyone know how to keep units from sinking into the bridges when they walk over?

This is my favorite destination remake so far. Can't wait for DL!

Also, I updated HBR once again.
teaaaaaaaa
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 26 2010 01:58 GMT
#142
Alright Updated
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
camith
Profile Joined April 2010
United States8 Posts
April 26 2010 02:01 GMT
#143
any one made any nice custom games yet?
Badred
Profile Joined August 2009
Canada129 Posts
April 26 2010 02:18 GMT
#144
Posted this in the other thread; figured I'd post it here, too. This is my Outsider-inspired map, with plenty of room for action around the edges. Each player has only one easy expansion; to get at anything else they need to break down some barriers. Small choke in main, medium choke at nat, and at least 2 rocks to get through if the opponent is breaking through your backdoor. Also a limited amount of cliff for Reapers to get into the main through. Mediumish rush distance for the size of the map.

[image loading]
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 26 2010 02:23 GMT
#145
On April 26 2010 10:58 wishbones wrote:
Alright Updated

Now I am off to bed while I am ahead.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Bear4188
Profile Joined March 2010
United States1797 Posts
Last Edited: 2010-04-26 03:36:11
April 26 2010 03:34 GMT
#146
Alrighty..

Updated: + Show Spoiler +
Station M19
[image loading]
DL
Finished as a v1.00, but testing is obviously extremely limited right now. Don't like the texturing, so that may also change at some point if people end up actually wanting to play this.


New: + Show Spoiler +
Infernum
[image loading]
DL
Released as a 1.00 per request, I simply don't have the macro skills to even hope to test this map myself, but I don't think anyone really understands SC2 large map macro yet, because it doesn't exist yet :p. The middle high yields are 8x5000 minerals and 2x7500 high yield gas, the other two "blizzard standard' 6 HY minerals and 2 regular gas. Main is 10 minerals, nat is 6, all other expos 7.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
April 26 2010 03:36 GMT
#147
Found a Mario Kart mod on the beta forums!

"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
Pablols
Profile Joined August 2009
Chile519 Posts
April 26 2010 03:46 GMT
#148
Big Game Hunters
[image loading]

Latest Pic of my other map,
Scarred
[image loading]

:D if u have any suggestions on how to make them better tell me
Ideas
Profile Blog Joined April 2008
United States8148 Posts
Last Edited: 2010-04-26 04:06:15
April 26 2010 04:05 GMT
#149
OK here's 2.0

[image loading]

I still need to add doodads and other crap to make it more pretty. 2 problems I think ill run into while testing though: for some reason the map is like 10 matrices too high, so there's a bunch of space on the bottom for air units to fly around in and nothing at the top. The other problem is that I think the choke at the natural might be WAY too big lol. Everything is much bigger than it looks like I guess.

How do you make the outer edges all water? I really want to do it but the "water" tool is really weird...
Free Palestine
Deimos
Profile Joined June 2009
Mexico134 Posts
April 26 2010 04:18 GMT
#150
I made Othello but still things that must fixed ,, i hope fix very soon and paste a link with the download

[image loading]
omgCRAZY
Profile Blog Joined January 2010
Canada551 Posts
April 26 2010 04:39 GMT
#151
The is my map I have been working on, currently its called "Edge" (no clue why)

WIP

Download: (coming soon!)

Image Link
+ Show Spoiler +
[image loading]

[image loading]


THIS NEEDS FACE!
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 26 2010 04:48 GMT
#152
On April 26 2010 13:05 Ideas wrote:
OK here's 2.0

[image loading]

I still need to add doodads and other crap to make it more pretty. 2 problems I think ill run into while testing though: for some reason the map is like 10 matrices too high, so there's a bunch of space on the bottom for air units to fly around in and nothing at the top. The other problem is that I think the choke at the natural might be WAY too big lol. Everything is much bigger than it looks like I guess.

How do you make the outer edges all water? I really want to do it but the "water" tool is really weird...


The water tool is just fine. What do you find weird about it?
Bring back 2v2s!
TrayD
Profile Joined November 2009
Finland23 Posts
April 26 2010 04:54 GMT
#153
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


Map i made last night. Im new to map making and did this while watching HDH invitational last night.
There is easy taken natural, few forcefields in the map. I will update if anyone looks abit interested.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 26 2010 04:56 GMT
#154
On April 26 2010 13:54 TrayD wrote:
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


Map i made last night. Im new to map making and did this while watching HDH invitational last night.
There is easy taken natural, few forcefields in the map. I will update if anyone looks abit interested.


I was going to dick around with neutral forcefields myself, but I'm not sure exactly what they do. Do you know how the neutral forcefields behave? Do they disappear after the normal forcefield duration time is up or are they persistent for the whole match?
Bring back 2v2s!
Ideas
Profile Blog Joined April 2008
United States8148 Posts
April 26 2010 05:07 GMT
#155
On April 26 2010 13:48 ComradeDover wrote:
Show nested quote +
On April 26 2010 13:05 Ideas wrote:
OK here's 2.0

[image loading]

I still need to add doodads and other crap to make it more pretty. 2 problems I think ill run into while testing though: for some reason the map is like 10 matrices too high, so there's a bunch of space on the bottom for air units to fly around in and nothing at the top. The other problem is that I think the choke at the natural might be WAY too big lol. Everything is much bigger than it looks like I guess.

How do you make the outer edges all water? I really want to do it but the "water" tool is really weird...


The water tool is just fine. What do you find weird about it?



did not know i had to adjust water levels

here it is with water, looks SO much better lol

[image loading]
Free Palestine
Ephixa
Profile Joined April 2010
Canada6 Posts
Last Edited: 2010-04-26 05:31:05
April 26 2010 05:30 GMT
#156
[image loading]

I made a website for the custom map I'm making. Hopefully we will be able to implement 3rd person view for certain players and RTS for others. Calling it Herocraft. It's like Hydra Ranchers, Zone Control, Dota, Kings & Knights

http://herocraft.tumblr.com/

hello world
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-26 05:53:06
April 26 2010 05:46 GMT
#157
WOW finally they cheered . Jezuz, Man this youtube video thanks, im loving the thought of making maps more and more, i had only today started to mess with it, had zerglings doing cliff hops, shooting Void Ray lasers. Man I am glad i found sc back in the day. Thanks for that video, i had never seen it before. I will never be able to make those maps. 3rd Person View, I always said sc would be sick close up as if you were inside the unit, but this makes for good too. My idea had been for replays//obs you can press a button to be inside its FPView. I highly doubt that we won't be able to scroll into Fpview by release, or at least after some future patch. I hope it has the WoW feeling in its Keyboard/Mouse movement, because if so thats just perfect for the game. No need to have standard hotkeys from games like GoW, Fallout 3, etc...

edit Wow perfect example of whats to come, thats awesome. Once more please.

http://www.youtube.com/watch?v=fFbFCTziw28&feature=player_embedded

I will update tomorrow guys, peace.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
TrayD
Profile Joined November 2009
Finland23 Posts
April 26 2010 06:13 GMT
#158
On April 26 2010 13:56 ComradeDover wrote:
Show nested quote +
On April 26 2010 13:54 TrayD wrote:
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


Map i made last night. Im new to map making and did this while watching HDH invitational last night.
There is easy taken natural, few forcefields in the map. I will update if anyone looks abit interested.


I was going to dick around with neutral forcefields myself, but I'm not sure exactly what they do. Do you know how the neutral forcefields behave? Do they disappear after the normal forcefield duration time is up or are they persistent for the whole match?


Atleast when i tested the map abit, they lasted forever i think, tho i didn't check them after 2minute mark, i can check it out.
Lighioana
Profile Joined March 2010
Norway466 Posts
Last Edited: 2010-04-26 12:09:26
April 26 2010 12:09 GMT
#159
nvm
And forgive me nothing for I truly meant it all
Bear4188
Profile Joined March 2010
United States1797 Posts
April 26 2010 12:15 GMT
#160
Shrine of the Lost
[image loading]
DL
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
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