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.
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.
Station M19 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.
Infernum 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 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...
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?
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.
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?
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?
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
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.
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.