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Map Design Thread - Page 9

Forum Index > SC2 General
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wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-26 19:06:51
April 26 2010 17:57 GMT
#161
I am updating as we speak, I would just like to finish the current list of new entries, before a single new one is added. It is like doing the dishes, when your girlfriend/mom suddenly brings another huge stack as you thought you were almost done.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
April 26 2010 18:01 GMT
#162
How do you make holes in the map on space maps? Like on scrap station?


btw great update wishbones
Dr.Frost
Profile Joined April 2009
United States389 Posts
April 26 2010 18:41 GMT
#163
Wishbones is doing an awesome job keeping up this thread! I hope he keeps doing it for a long time. I love seeing and voting on peoples maps. Some really great ones are out there already.
They are here to right our fall, they have heard someones troubled call???
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-27 04:53:18
April 26 2010 19:06 GMT
#164
Alright Updated
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 26 2010 20:36 GMT
#165
I've got three melee works in progress:


Curtain

+ Show Spoiler +

[image loading]


The mains have a backdoor ramp that isn't as dangerous as the Blistering Sands backdoor, and most players will want to break it open when they're ready to expand to the "backyard natural."

This map gets its name from a "curtain" of LoS-blockers across the top of the map. There are no expansions up there, it's only purpose is to provide a lane for troop movement. The LoS-blockers are hard to see in the full pic (but they're clear in the minimap), so this close up of the natural shows it better, and how close you can sneak up on the nat.

+ Show Spoiler +

[image loading]



Excavation

+ Show Spoiler +
[image loading]


About half of the map's pathways are defined by destructible rocks--don't flip out yet! I think this map is experimental for sure, but not completely bonkers. Early game the rocks are sturdy and the gold expo chokes make for some interesting play. Mid- and late-game when you've got the juice to knock down rocks easy, I really think players will have something better to do than bulldoze everything in sight.

The destructible rocks as extended terrain features has a really interesting side-effect: cliff jumpers cannot go over this kind of wall. I actually think this gives players more interesting choices for expanding. Cliff-jumpers are still great for climbing the long exposed cliff of the main or for using the center to cross directly to the gold expos, but a player choosing the outer-most expo knows no cliff units can waltz right in.

All units can see over the rocks, too, so with some observant play you can prepare for an enemy breach.


Zenith Madrid

+ Show Spoiler +
[image loading]


Nothing out of control on this map, no LoS blockers, no watchtowers, no destructible rocks. The draw of Zenith Madrid is that the mains are on the inside of the playable map, like Desert Oasis, except more interesting:

1. Unlike Desert Oasis with two equal routes, on Zenith Madrid one route around the main is very short and very narrow. Rushes or early scouts use this to get to the opponent's base as fast as possible. Notice in the close up below that the main is two levels above the center, and the short path has one ramp before curving around the back to the natural and the main's ramp.

+ Show Spoiler +
[image loading]

What this means is units in the main can watch and fire on the shortest route between the mains, and cliff jumpers have to get at least halfway down the tight route before getting up into the main. When attacking, a player makes a critical choice between using the short path or pushing around the longer, wider side, whereas Desert Oasis is much less interesting.

2. Units with vision can fire up a cliff with no penalty, so tanks and such can really pound the main on Desert Oasis. That's fine, I'm not saying every map should prevent that, but on Zenith Madrid there is an unpathable buffer on the center-side of the main. If you want to fire into the main, you have to work one side or the other (or both!) to get at it.
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
April 26 2010 20:39 GMT
#166
holy shit dimfish, cant wait to try your maps, great job. Curtain is my fav
"When the geyser died, a probe came out" - SirJolt
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-04-26 20:48:05
April 26 2010 20:46 GMT
#167
Nice work so far Dimfish looking very crisp. I have a couple of new maps in the works, and am almost finished finalized Aqueduct and re-tooling Fire Peak. I'll have all of this stuff up sometime this evening (its 4:41 P for me and I also want to play some games as well today, so it will likely be a while). My two new maps are called Basin - a lush jungle valley for 1 on 1 play which features many intersecting rivers, a secondary path to 3rd bases and to the opponents base blocked by destructible rocks, and a lot of bridge. The second map is not yet named but my concept for it is a another 1 on 1 map with a short rush distance and lots of easy to defend expansions - I am designing the map to encourage aggressive play from both players and will likely have a decent sized battlefield in the middle of the map. I am using a desert tileset for this one.

Edit: I am also thinking of a 1 on 1 map that will have players given High-yield bases right off the bat, placing first expansions further away than a normal natural. I'm sure this would make for interesting play.
i-bonjwa
zeox
Profile Joined November 2007
Norway314 Posts
Last Edited: 2010-04-26 20:52:40
April 26 2010 20:51 GMT
#168
First map I've ever made for an RTS. don't know if I'll continue with it or not, depends on how much time i can allot to working on it in the coming weeks S:
+ Show Spoiler +
[image loading]

Oh, it's called Turbulence. didn't come up with a better name for it :S. I feel as though it's missing an expansion somewhere, but I can't figure out where
themineralpatch.com -- twitter.com/inged
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 26 2010 21:09 GMT
#169
On April 27 2010 03:01 BDF92 wrote:
How do you make holes in the map on space maps? Like on scrap station?


I had the same question that I posted in the thread for discussing the map editor.
CoL_DarkstaR answered it on page 24. Probably best to throw other map editor questions in there, also.
Jeuh
Profile Joined March 2010
United States31 Posts
April 26 2010 21:19 GMT
#170
Suicide Canyon. New to map making, I think it "may" be a little to big seeing as the ground distance is roughly 40-45 seconds from natural to natural. I put a lot of work into it though and of course any feedback would be appreciated. The idea is you start on the low ground and fight your way up to your expansion. Very technical map with lots of places to stage ambushes. Favors air because ground armies tend to get congested in the narrow passages. The watchtowers overlook rocks going into the back ledge of your base which also gives access to another expansion on the high ground.

[image loading]
...Or is it only that I need not flaunt my power in such an infantile test of will?
Julmust
Profile Blog Joined November 2008
Sweden4867 Posts
April 26 2010 22:14 GMT
#171
Ok so time for me do dive in.

Fjords (WiP currently testing it a lil' bit)

+ Show Spoiler [image] +
[image loading]


2 player map, starting positions are 5 and 11 (by the rocks and the ramp). I came up with the name when I was just deleting random space and saw the formations the brush left.

+ Show Spoiler [My Thoughts] +
I wanted to present the player with some hard descisions during the game. If you spawn at 5 you can take your 3rd fairly easy along the right side of the map (as it's a semi-island expansion) but getting the gold will be harder.
If the player instead opts for the left path and goes for the normal mineral as 3rd, he gets a base that's hard to defend but there's a short push to the gold along the edge.
Going for the gold minerals directly always gives you a base that's far from your main/nat so it's a gamble.

In the later stages of the game the fight will move from the edges to the center of the map for those gold minerals. Being the first one to break in is beneficial since you'll have to break two rocks to get to that goldy center.

All bases have a backdoor entrence/exit, this is part me wanting to keep players from getting contained and also making it viable to expand along the bottom/top of the map.


Feedback is always welcome.
AdministratorI'm dancing in the moonlight
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-26 22:25:40
April 26 2010 22:25 GMT
#172
Updating Shortly Keep Em Coming
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
Last Edited: 2010-04-26 22:37:27
April 26 2010 22:31 GMT
#173
I'm working on a 1v1 melee map:

Red Mesa
[image loading]
key notes:
- high ground areas are very important to control in the mid game for defense, and expansion opportunities
- 3 paths to the enemy, but only 1 accessible early on. Side paths blocked by destructible rocks/debris
- easily accessible 5th geyser (in the high ground above the nat)
- semi-open center, flanked by large ramps leading to the high grounds
- main choke can be besieged from the high ground overlooking it

I've made an edited image to highlight some key features:
+ Show Spoiler +
[image loading]
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 26 2010 23:59 GMT
#174
Blue Storm SC2 Edition as of now:

[image loading]


Also, update HBR please, the DL link's been down for a while.
teaaaaaaaa
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-27 00:37:50
April 27 2010 00:13 GMT
#175
Ladies (lol) and gentlemen of TL, I present to you, Shipka.

+ Show Spoiler [Pictures] +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Map notes can be found in the map's own thread here.
Bring back 2v2s!
Bear4188
Profile Joined March 2010
United States1797 Posts
Last Edited: 2010-04-27 02:06:16
April 27 2010 02:00 GMT
#176
On April 27 2010 04:06 wishbones wrote:
Alright Updated

Thanks for the boost of compliment! We almost have the whole alphabet in that list, keep em coming guys! Currently we are missing: A, E, G, Q, W, X, and Y.


You missed a couple of mine

+ Show Spoiler +

Shrine of the Lost
[image loading]
DL


+ 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.


Great job with this thread, really getting the custom mapping off to a flying start

EDIT: Cancel that, they're both inside the poll spoiler for the first one :p
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
BentoBox
Profile Joined November 2009
Canada303 Posts
April 27 2010 03:06 GMT
#177
Is there a way to open s2map files with the editor?
Only dead fish swim with the stream
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
April 27 2010 03:11 GMT
#178
A large 1v1 map not ready yet, dont know how to call it:

+ Show Spoiler +
[image loading]


Initially it was supposed to be a 2v2, but the mains at 5 and 11 would be favored by the cliffs, while 7 and 1 could be easily reaper harassed, for example.
"When the geyser died, a probe came out" - SirJolt
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
April 27 2010 03:17 GMT
#179
wow red mesa looks amazing gj
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-04-27 04:38:02
April 27 2010 04:31 GMT
#180
Match Point again.... fyi I took a few liberties when adapting this map such as the destructible rocks on the ramp leading up to the high ground above the natural and with regards to the placement of the xel'naga watch towers. If you have any suggestions I'd be glad to hear them.

+ Show Spoiler [Overhead View] +
[image loading]

+ Show Spoiler [Angled View] +
[image loading]

+ Show Spoiler [Details] +
[image loading]


No deco yet, textures are 75% done probably. The texture blending is awesome especially on the space tileset. You can kind of see it in the lower right part of the third image I posted, the light textures on the ramps blend along the edge of the dark metal texture.

The galaxy editor is sweet!

This is my first attempted map (conversion of course).. I'm impressed to see the the level of enthusiasm for the editor and the quality of maps you all are producing! You guys are really good!

Oh and I'd like to give a shout out to LaiGGu for BEATING ME TO THIS.. ARGG! <3

+ Show Spoiler [LaiGGu's Match Point] +
[image loading]
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