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Active: 710 users

Map Design Thread

Forum Index > SC2 General
Post a Reply
Normal
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-05-08 18:32:26
April 24 2010 04:58 GMT
#1
New News!

Looking for SC1 maps have that have been converted to SC2? Look no more! Thanks to dyren's SC:BW -> SCII Map Ports thread, finding SC1 converted maps is easier than ever! But don't forget to vote on maps here.


[image loading]
Banner thanks to iCCup.Raelcun

map design thread


Hi guys. I am recreating this thread so that I can be its care taker from here on out, I have PM'd Broodie, and he has approved with flying colors. For anyone of you who have your names up here in the spoilers, you will see that all of your SCII map making information is available for your, and the rest of TL.

I will include things like Broodie the original thread starter had asked for. But I will be the one to update this OP as you post maps throughout the thread. Pretty much anything in your posts I will update under your name here.

If you could all be so kind as to when you are about to post a new map, remember to include the following: Is it finished or not. A name and download link, or if you do not have a Name/Download Link, then that is fine.

The way this works is that I have everyone in alphabetical order, this makes it easier to find one another. The format listing below is how the inside of each persons spoiler will look, I will update as often as I can, and I may sometimes ask that you not post new entries until I have updated the current posts. This will only happen when I have work, or have been away too long to update every 20 to 30 minutes and a huge list of new maps has arrived.

thats all for now. Please enjoy this thread, and make great maps!



Format listing / the spoiler tags.
+ Show Spoiler [W] +
W
+ Show Spoiler [wishbones] +
Mapper: wishbones
Maps: Test Map, DL, WIP/WIP+ Show Spoiler [Rate This Thread] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
Map Design Thread, this is an example of what each persons "profile" will look like in this thread.
Poll: Rate This Thread

5 STAR (6)
 
86%

1 STAR (1)
 
14%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

7 total votes

Your vote: Rate This Thread

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


What each code means.
N/U = Name Unavailable.
D/U = Download Unavailable.
WIP = Work In Progress.
WIP = Work In Progress
WATCH = YouTube Links.
Rate This Map = Rate them!

A little trick for anyone trying to find converted SC1 to SC2 maps. Quote this OP, then CTRL+F the map you want to see, and then come back here to find it.


The Mapper's

b
+ Show Spoiler [B] +

B
+ Show Spoiler [Badred] +
Mapper: Badred
Maps: N/A, D/A, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
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.
Poll: Rate This Map

2 STAR (6)
 
50%

5 STAR (3)
 
25%

3 STAR (2)
 
17%

1 STAR (1)
 
8%

4 STAR (0)
 
0%

12 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


SC2 Katrina, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
WIP Katrina (SC1) inspired 1v1 macro map, with your nat actually behind your main and protected by the same choke. Only about a third of the texturing is done, and no doodads, but I'd still love general feedback on the layout/expos/etc. before I finish it up. Watchtower in the center can see all the lanes of movement through the center but is just barely out of reach of the gold mineral patches.
Poll: Rate This Map

2 STAR (2)
 
40%

1 STAR (1)
 
20%

4 STAR (1)
 
20%

5 STAR (1)
 
20%

3 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [bakedace] +
Mapper: bakedace
Maps: Lagoon, DL, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
Poll: Lagoon

1 STAR (7)
 
54%

2 STAR (3)
 
23%

3 STAR (3)
 
23%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

13 total votes

Your vote: Lagoon

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Derby Race Track, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
Poll: Rate This Map

5 STAR (8)
 
62%

2 STAR (2)
 
15%

3 STAR (2)
 
15%

1 STAR (1)
 
8%

4 STAR (0)
 
0%

13 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR




+ Show Spoiler [BDF92] +
Mapper: BDF92
Maps: N/A, D/A, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
Poll: Rate This Map

4 STAR (4)
 
31%

5 STAR (3)
 
23%

1 STAR (2)
 
15%

2 STAR (2)
 
15%

3 STAR (2)
 
15%

13 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR




+ Show Spoiler [Bear4188] +
Mapper: Bear4188
Maps: Station M19, DL, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
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.
Poll: Rate This Map

3 STAR (5)
 
33%

4 STAR (5)
 
33%

5 STAR (3)
 
20%

1 STAR (1)
 
7%

2 STAR (1)
 
7%

15 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Infernum, DL, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
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.
Poll: Rate This Map

4 STAR (2)
 
40%

5 STAR (2)
 
40%

2 STAR (1)
 
20%

1 STAR (0)
 
0%

3 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Shrine Of The Lost, DL, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
Poll: Rate This Map

5 STAR (7)
 
64%

1 STAR (2)
 
18%

3 STAR (1)
 
9%

4 STAR (1)
 
9%

2 STAR (0)
 
0%

11 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Ground Zero, DL, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [Map Note's] +
Continuing my self-guided tour through the tilesets and experimenting with different gameplay elements. In this map the natural has been dropped two levels down from the main, with a narrow chokey attack path between the two which can also be used as high ground for defense. Also added some "offensive" Xel'Nage watchtowers which a smart player will use to negate said defensive high ground when attacking the natural. Short air distance and circuitous ground paths make air a viable option, and the numerous cliffs open up opportunities for colossus and reaper micro. In the center players can choose to mine one of the outer rungs or go for the rich but totally exposed center.
Poll: Rate This Map

3 STAR (2)
 
50%

4 STAR (1)
 
25%

5 STAR (1)
 
25%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [Bensio] +
Mapper: Bensio
Maps: SC2 Nightmare Station, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
Poll: Rate This Map

2 STAR (3)
 
27%

3 STAR (3)
 
27%

4 STAR (2)
 
18%

5 STAR (2)
 
18%

1 STAR (1)
 
9%

11 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [Blinn] +
Mapper: Blinn
Map: Tranquil Fane, DL, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [IMG4] +
[image loading]
Poll: Rate This Map

4 STAR (2)
 
50%

5 STAR (2)
 
50%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [Broodie] +
Mapper: Broodie
Maps: Imperial Scars2.0, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
Poll: Rate This Map

5 STAR (3)
 
50%

3 STAR (2)
 
33%

4 STAR (1)
 
17%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

6 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Macronesia1.0, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [IMG4] +
[image loading]
+ Show Spoiler [IMG5] +
[image loading]
+ Show Spoiler [IMG6] +
[image loading]
Poll: Rate This Map

5 STAR (3)
 
50%

1 STAR (1)
 
17%

3 STAR (1)
 
17%

4 STAR (1)
 
17%

2 STAR (0)
 
0%

6 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



c
+ Show Spoiler [C] +
C
+ Show Spoiler [Cheree] +
Mapper: Cheree
Maps: The Pits Of Despair, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [IMG5] +
[image loading]
Poll: Rate This Map

3 STAR (3)
 
50%

1 STAR (2)
 
33%

2 STAR (1)
 
17%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

6 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [ComradeDover] +
Mapper: ComradeDover
Maps: BGH, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
Poll: Rate This Map

1 STAR (1)
 
50%

5 STAR (1)
 
50%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

2 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Trial By Fire, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
Poll: Rate This Map

1 STAR (2)
 
67%

3 STAR (1)
 
33%

2 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Island Hopping: N/A, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [Map Note's] +
And before the complaint sirens go off about any percieved weakness in protoss air, I've added these small rocks in the middle to enable stalkers with blink to get across. I don't forsee this as a problem with rushes, as with even the quickest possible timing to get stalkers + blink out, the enemy has plenty of time to defend himself, and watchtowers on both sides should ensure the other player knows what's coming. The other watchtowers on the main islands overlook the opponents high-yield expo, to discourage rushing for that spot immediately.

Even though as far as gas goes each player is limited to his initial two geysers in the beginning, there are three high-yield geysers in each corner and another two by the high yeild minerals for a total of ten high yield geysers total. I think this is necessary since air units are pretty gas-heavy. If needed, I'll remove a geyser or add some minerals or something.

There might be some slight positional imbalances. Despite my best precautions it looks like the topleft base is slightly larger than the bottom right. I don't think it'll affect gameplay too much.

Terran players will not be able to float CCs to any of the islands. I'll be putting a mineral patch with 5 minerals in it over the CC locations. Or maybe rocks. I don't know, I haven't decided yet, but there'll be something blocking that.

I'm not quite done with it yet. I still need to add more pretties and shinys, and I'm thinking about adding another mineral set of mineral patches somewhere on the starting islands. Comments? Thoughts?
Poll: Rate This Map

1 STAR (1)
 
33%

3 STAR (1)
 
33%

5 STAR (1)
 
33%

2 STAR (0)
 
0%

4 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


A House Divided: D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [IMG4] +
[image loading]
+ Show Spoiler [Map Note's] +
1v1 Space Station. No natural, Starting minerals are high-yeild. Only two expansions, both high-yeild.

I'm not entirely certain if stalkers can blink from main to main. I don't think they can, but just in case I've put a huge rip in each main to prevent them from just walking straight into the mineral line after they blink, assuming they can in the first place.

I'm sure I left plenty of room in each main for all nessessarily buildings. After all, with the relative lack of expos, I don't foresee people getting 20 gateways or anything.

The map better look beautiful, at least on Ultra graphics. Texturing was a huge pain.
Poll: Rate This Map

1 STAR (2)
 
50%

3 STAR (2)
 
50%

2 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Shipka, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [IMG4] +
[image loading]
+ Show Spoiler [IMG5] +
[image loading]
+ Show Spoiler [Map Note's] +
Originally conceptualized as a four-player map (Until a cliff bug forced an asymentry I couldn't replicate), Shipka's most striking feature is the abundance of expansions and resources, particularly the middle high ground, which contains no less than three potential expansion areas and commands control over two others. Note the four Xel Naga Watch Towers.

Also notable are the corner triple gas expansions, designed to be difficult to hold considering the rewards reaped.

The mains are well stocked, including an extra mineral-only and a super-easy natural. In addition, they're also relatively easily defended, with a small-ish choke and little moat things to limit entry points for reaper harass. This isn't the best picture to showcase this, but the entire backside of the mains are susceptible to cliffwalking units, so you'll need to keep an eye on that.

The rush/scouting distances are pretty short, but also very narrow making larger pushes along this way completely inadviseable, as your opponent will have an easy time defending with siege tanks or baneling traps or pretty much any ranged unit on the cliffs overlooking the funneled path. Also, note the two Watch Towers, further compounding the defender's advantage.
The push distance, on the other hand, is incredibly long, but much safer for a large ground army, and allows you to secure several expansions as you push. Note the two watchtowers again, but this time placed in positions that award offense instead of defense.

I haven't done too much beautification to the map outside messing with the water a little and doing some basic texturing. Aesthetics aside, what do you guys think? And how can I improve it, keeping in mind it's supposed to be a large map that rewards good mechanical macro/expanding and good defensive placement.
Poll: Rate This Map

3 STAR (2)
 
40%

1 STAR (1)
 
20%

2 STAR (1)
 
20%

5 STAR (1)
 
20%

4 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


d
+ Show Spoiler [D] +
D
+ Show Spoiler [Deimos] +
Mapper: Deimos
Maps: SC2 Othello, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]

+ Show Spoiler [Map Note's] +
I made Othello but still things that must fixed ,, i hope fix very soon and paste a link with the download.
Poll: Rate This Map

4 STAR (2)
 
67%

5 STAR (1)
 
33%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR




+ Show Spoiler [dezi] +
Mapper: dezi
Maps: Harvest Moon, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
Poll: Rate This Map

3 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR




+ Show Spoiler [dimfish] +
Mapper: dimfish
Maps: Curtain, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [Map Note's] +
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.

The draw here is a curtain of LoS blockers across the top of the map for players to ambush armies on the move, or to sneak up close on the natural--but all the resources are on the south side, so are you really going to spend time keeping an eye behind the curtain? Surprise!
Poll: Rate This Map

4 STAR (1)
 
100%

1 STAR (0)
 
0%

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3 STAR (0)
 
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5 STAR (0)
 
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1 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Excavation, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [Map Note's] +
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.

A map with stretches of terrain made of destructible rocks, so digging your way is a viable mid-to-late avenue of attack. Now with new-and-improved terrain deformations so there is a nice ditch with rubble left behind after you break down rocks.
Poll: Rate This Map

5 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Nano, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
This one is called Nano, and it is silly small. There are two paths to take and expanding is easier--all gold expos. I think if both sides hold through rushes this could turn into an interesting two-pronged battlefield.
Poll: Rate This Map

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
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4 STAR (0)
 
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5 STAR (0)
 
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0 total votes

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(Vote): 1 STAR
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(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Zenith Madrid, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
Poll: Rate This Map

1 STAR (0)
 
0%

2 STAR (0)
 
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3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

0 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [Dizmaul] +
Mapper: Dizmaul
Maps: SC2 Medusa, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
Poll: Rate This Map

4 STAR (1)
 
50%

5 STAR (1)
 
50%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

2 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


SC2 Destination, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
Poll: Rate This Map

1 STAR (3)
 
33%

3 STAR (3)
 
33%

5 STAR (2)
 
22%

2 STAR (1)
 
11%

4 STAR (0)
 
0%

9 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [dyren] +
Mapper: dyren
Maps: SC2 Match Point, D/U, WIP, + Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [IMG4] +
[image loading]
+ Show Spoiler [Map Note's] +
-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.
-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.
Poll: Rate This Map

5 STAR (6)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

6 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


SC2 Neo Outsider, D/U, WIP, + Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
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.

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.

Poll: Rate This Map

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

0 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


f
+ Show Spoiler [F] +
F
+ Show Spoiler [fabiano] +
Mapper: fabiano
Maps: N/U, D/U, WIP, IMG+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

5 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR

+ Show Spoiler [Map Note's] +
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.

+ Show Spoiler [FiveAlarm] +
Mapper: FiveAlarm
Maps: Twin Mesas, D/U, WIP, IMG1+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

3 STAR (3)
 
60%

4 STAR (2)
 
40%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

5 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [FreakinSyco] +
Mapper: FreakinSyco
Maps: N/A, D/U, WIP IMG+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

1 STAR (4)
 
100%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



h
+ Show Spoiler [H] +
H
+ Show Spoiler [HellsAn631] +
Mapper: HellsAn631
Maps: Gha'n Dola, D/U, WIP IMG+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

5 STAR (3)
 
60%

2 STAR (1)
 
20%

3 STAR (1)
 
20%

1 STAR (0)
 
0%

4 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Marth No Daar, D/U, WIP, IMG+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

2 STAR (2)
 
67%

5 STAR (1)
 
33%

1 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



i
+ Show Spoiler [I] +
I
+ Show Spoiler [ideas] +
Mapper: ideas
Maps: N/A, D/A, WIP, IMG+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

1 STAR (1)
 
100%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


+ Show Spoiler [Previous Version] +
IMG1, IMG2

+ Show Spoiler [Map Note's] +
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...

Starting positions are (obviously) 7 and 1 o clock. I still need to make it all pretty and stuff (and make it more symmetrical lol). My only real idea was the cliff above the natural with the tower, and then after that it inadvertently turned into "make this map as imba as possible for BW terran" lol. You can't really tell at all from the picture but there is a circle of LoS blocking bushes around the tower in the middle. I'm thinking of making the 2 cliffs closest to the crater have a ramp to them without a block and then adding a tower on top of it as well. I'm also considering adding some rocks on top of one of ramps of the cliff above the nats (or making one of them smaller).

+ Show Spoiler [-infinite-] +
Mapper: -infinite-
Maps: Inundation, D/U, WIP, WATCH, IMG1+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

5 STAR (4)
 
67%

1 STAR (1)
 
17%

4 STAR (1)
 
17%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

6 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



j
+ Show Spoiler [J] +
J
+ Show Spoiler [Jeuh] +
Mapper: Jeuh
Maps: Suicide Canyon, D/U, WIP, IMG+ Show Spoiler [Rate My Map] +
Poll: Rate This Map

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

0 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


+ Show Spoiler [Map Note's] +
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.

+ Show Spoiler [Julmust] +
Mapper: Julmust
Maps: Fjords, D/U, WIP, IMG+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

0 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


+ Show Spoiler [Map Note's] +
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.

+ Show Spoiler [Jyvblamo] +
Mapper: Jyvblamo
Maps: Red Mesa, D/U, WIP, IMG1, IMG2+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

5 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


+ Show Spoiler [Map Note's] +
- 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

+ Show Spoiler [j3d] +
Mapper: j3d
Maps: Hellfire, DL, WIP, IMG+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

1 STAR (1)
 
50%

3 STAR (1)
 
50%

2 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

2 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



k
+ Show Spoiler [K] +
K
+ Show Spoiler [keV.] +
Mapper: keV.
Maps: N/A, D/L, WIP, IMG1, IMG2+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

3 STAR (2)
 
67%

2 STAR (1)
 
33%

1 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



l
+ Show Spoiler [L] +
L
+ Show Spoiler [LaiGGu] +
Mapper: LaiGGu
Maps: SC2 Destination, DL, WIP, IMG+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

1 STAR (1)
 
25%

2 STAR (1)
 
25%

3 STAR (1)
 
25%

4 STAR (1)
 
25%

5 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Match Point, DL, WIP, IMG+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

5 STAR (2)
 
50%

2 STAR (1)
 
25%

3 STAR (1)
 
25%

1 STAR (0)
 
0%

4 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [LunarC] +
Mapper: LunarC
Maps: Centrifuge, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [Map Note's] +
2 player map, based heavily on Starcraft 1 map Polaris Rhapsody.
Spawn locations at 5 and 11.
Poll: Rate This Map

2 STAR (1)
 
100%

1 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


m
+ Show Spoiler [M] +
M
+ Show Spoiler [MorroW] +
Mapper: MorroW
Maps: SC2 Outsider, D/U, WIP, IMG+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

5 STAR (2)
 
50%

2 STAR (1)
 
25%

4 STAR (1)
 
25%

1 STAR (0)
 
0%

3 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


+ Show Spoiler [Map Note's] +
side-geysers got 1.25k gas and side-minerals 749


n
+ Show Spoiler [N] +
N
+ Show Spoiler [NastyMarine] +
Mapper: NastyMarine
Maps: Collision, D/U, IMG+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

3 STAR (1)
 
50%

5 STAR (1)
 
50%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

4 STAR (0)
 
0%

2 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


+ Show Spoiler [Nokarot] +
Mapper: Nokarot
Maps: Rediscovered v1.0, DL, WIP, IMG1+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

2 STAR (1)
 
100%

1 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [nomsayin] +
Mapper: nomsayin
Maps: SCII Destination, D/U, WIP, , IMG1, IMG2+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

5 STAR (5)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


+ Show Spoiler [Previous Version] +
IMG1


o
+ Show Spoiler [O] +
O
+ Show Spoiler [omgCRAZY] +
Mapper: omgCRAZY
Maps: Edge, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
Poll: Rate This Map

2 STAR (1)
 
50%

4 STAR (1)
 
50%

1 STAR (0)
 
0%

3 STAR (0)
 
0%

5 STAR (0)
 
0%

2 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [Orion-TF] +
Mapper: Orion-TF
Maps: Risk Station, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
Poll: Rate This Map

5 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



p
+ Show Spoiler [P] +
P
+ Show Spoiler [Pablols] +
Mapper: Pablols
Maps: Scarred, D/U, IMG+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

5 STAR (2)
 
40%

1 STAR (1)
 
20%

2 STAR (1)
 
20%

4 STAR (1)
 
20%

3 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


+ Show Spoiler [Previous Version] +
IMG1, IMG2, IMG3

Big Game Hunters, D/U, WIP, IMG+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

5 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [Pape] +
Mapper: Pape
Maps: SC2 Blood Bath, D/U, WIP, IMG1, IMG2+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

5 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


+ Show Spoiler [Map Note's] +
Here is a remake of the Blood Bath, its still a work in progress I think I need to adjust the extra minerals in each base a little bit but I like how its turned out so far.


+ Show Spoiler [peckham33] +
Mapper: pekham33
Maps: Walled Off, D/U, WIP, IMG1, IMG2+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

1 STAR (3)
 
75%

2 STAR (1)
 
25%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [prodiG] +
Mapper: prodiG
Maps: SC2 Fighting Spirit, DL, IMG 1.3+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

5 STAR (5)
 
71%

3 STAR (1)
 
14%

4 STAR (1)
 
14%

1 STAR (0)
 
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7 total votes

Your vote: Rate This Map

(Vote): 1 STAR
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(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


+ Show Spoiler [Previous Versions] +
IMG1, IMG2, IMG3, IMG4, IMG5, IMG6, IMG7, IMG8

+ Show Spoiler [Map Note's] +
Doodads are done but I'm not sure I'm quite happy with them yet, I'm no artist
-Center base has rich geysers which return 6 per trip instead of 4!
-Center base blocked by a destructible rock
-All naturals can be walled in with forge gateway cannon side-by-side, or barracks barracks depot
-All gasses in main are facing the 3rd base to maintain orientation
-cannot build on bridge or around it (like in bw)
-cannot walk across the spiky area between main and 3rd. (like in bw)
-cannot walk on the borders of the map(only there becayuse its' a 3d game)
-cannot walk on any of the cliff edges around the naturals or the middle (like in bw)

+ Show Spoiler [Map Changes] +
Changes in v1.1
-Increased the size of the rivers to prevent siege tanks shooting into the nat across the river.
-Changed some doodads and foliage
Changes in v1.2
-Reworked textures to be more consistent
-Fixed some pathing issues
-Smoothed the hills between main and 3rd so air units don't fly 9999 miles in the air while over a giant spike
Changes in v1.3
-Changed the building pathing to be more like brood war
-Added two watchtowers
-Cosmetic terrain changes
-Made all bridges the same width and distance from nat
Changes in v1.4.1
-Boundaries fixed; They were exploitable by air
-Fixed so that stalkers cannot blink from main to 3rd
-Retextured the water to make the map feel a little darker, like SC1
-Retextured the bases to look more natural
-Changed some doodads
-Fixed the glitch texture at bottom-right's ramp
Changes in v1.4.2
-Texture adjustments
-Mineral patches now look different and natural
Changes in v1.5
-My will to continue working on this today
-Lighting of the map
-Touched up some missed water spots and textures
Changes in v1.6
-Fixed more textures
-Moved geysers to the corner of the mains

If you want to test the map out for yourself on battlenet, follow these instructions.


+ Show Spoiler [ProTosS4EveR] +
Mapper: ProTosS4EveR
Maps: The Statue, DL, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
Size: 144x144
Tileset: Bel'Shir
Play Type: 1v1, 2v2
Poll: Rate This Map

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0 total votes

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(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



r
+ Show Spoiler [R] +
R
+ Show Spoiler [Radaka] +
Mapper: Radaka
Maps: Cleaver, DL, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [IMG4] +
[image loading]
+ Show Spoiler [IMG5] +
[image loading]
+ Show Spoiler [IMG6] +
[image loading]
+ Show Spoiler [IMG7] +
[image loading]
Poll: Rate This Map

5 STAR (2)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
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3 STAR (0)
 
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4 STAR (0)
 
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2 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR




+ Show Spoiler [randomnine] +
Mapper: randomnine
Maps: Whisper, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
Here's a multiplayer map I've been working on, called Whisper. It's a large-ish 1v1 map which encourages 2-3 base play and has a relatively open midfield. Very basic decoration at the moment, but I want to see how it plays and probably tweak the base layout before going much further.
Poll: Rate This Map

1 STAR (1)
 
50%

5 STAR (1)
 
50%

2 STAR (0)
 
0%

3 STAR (0)
 
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4 STAR (0)
 
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2 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR




+ Show Spoiler [rrowland] +
Mapper: rrowland
Maps: Shattered Basin, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
Shattered Basin is a small 1v1 map located in one of the last remaining water basins on the planet Monlyth for thousands of miles. Although it is worn, dirty and ruined the ancient basin has enough water to sustain one army for a couple years... Will it be you, or your opponent?

Shattered Basin features an easily defensible high-ground natural expansion with a blocked ramp protecting it (temporarily) from outside threats. This natural expansion overlooks your opponent's high yield mineral expansion with a Xel'Naga watchtower, and his overlooks yours -- If you get greedy your opponent's going to know! The main entrances are cross-map, through a moderate choke in the middle. The choke contains a Xel'Naga watchtower, surrounded by sight-blocking reeds, making it a pivotal piece of land to control.

I have not released the map as it is still a work in progress. I am still working on perfecting the textures and the doodads. Also, if anybody has constructive feedback I will consider altering some of the more critical aspects of the map.

Poll: Rate This Map

5 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
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1 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



s
+ Show Spoiler [S] +
S
+ Show Spoiler [saltygrapes] +
Mapper: saltygrapes
Maps: N/A, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
Poll: Rate This Map

5 STAR (3)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR




+ Show Spoiler [semantics] +
Mapper: semantics
Maps: N/A, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [IMG4] +
[image loading]
Poll: Rate This Map

4 STAR (1)
 
50%

5 STAR (1)
 
50%

1 STAR (0)
 
0%

2 STAR (0)
 
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3 STAR (0)
 
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2 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR




+ Show Spoiler [SichuanPanda] +
Mapper: SichuanPanda
Maps: SC2 Blood Bath, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [IMG4] +
[image loading]
+ Show Spoiler [IMG5] +
[image loading]
+ Show Spoiler [IMG6] +
[image loading]
+ Show Spoiler [Map Note's] +
1. I modified the size of the main bases using more of the extra space in the water. Aditionally I made the choke points more narrow more in keeping with the original map.
2. I modified the size of the expansions to provide more space as well. In the process they are now full 8 mineral expansion, but no longer have gas.
3. I re-tooled the sides of the maps and the High-Yield expansions.
4. High-Yield are now accesible only by air, and behind them I have removed the Xel'Naga towers in favor of even more minerals, and one High-Yield vesspene geyser per side.
5. Furthermore the High-Yield expansions are now single bases, rather than trying to fit a high-yield for each player. I think this will make it more appropriate for team play, as the High-Yields will really be something to claim early.
6. Destructible rocks now make accessing the opponents, or your allies base whichever is the case, by cutting across the edge of the map as is a common them in SC2 map design.
Poll: Rate This Map

1 STAR (1)
 
100%

2 STAR (0)
 
0%

3 STAR (0)
 
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4 STAR (0)
 
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5 STAR (0)
 
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1 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Basin, DL, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [IMG4] +
[image loading]
+ Show Spoiler [Map Note's] +
1. I've spent roughly 5+ hours texturing the entire map including the cliffs to make sure that everything looks rich in texture.

2. The map has a very easy to defend natural. The naturals also only have one high-yield geyser as opposed to two regular yield geysers.

3. For the third base players have a choice of a harder to defend high-yield, but that also puts them closer to the opponent, or a destructible-rock protected regular-yield expansion.

4. (NYI) I am going to implement vision blockers in key locations to make play more interesting.

5. (NYI) For a future version I'm considering re-tooling the rivers in the middle of the map to allow for extra expansion. I will wait until play testing occurs. At this time both players have access 2+1(Natural).
Poll: Rate This Thread

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+ Show Spoiler [Sl4ktarN] +
Mapper: Sl4ktarN
Maps: Eiyafjalla Jokull, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
Volcanic map with an easily defended Main, Natural with backdoor protected by destructle rocks, a hard to defend Third and an even harder to defend mineral only.
On the left and right there are two Watchtowers and the middle is surrounded by LOS-blockers.
Havent decided on whether or not to have high yield-expos and where yet.
Poll: Rate This Map

4 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
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3 STAR (0)
 
0%

5 STAR (0)
 
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1 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [Snausages] +
Mapper: Snausages
Maps: SC2 Heartbreak Ridge, DL, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG4] +
[image loading]
+ Show Spoiler [IMG5] +
[image loading]
+ Show Spoiler [IMG6] +
[image loading]
+ Show Spoiler [IMG7] +
[image loading]
+ Show Spoiler [Map Note's] +

Changes
(v1.03 to v1.1):
-Units can now walk on manmade cliffs surrounding natural. This way, Colossi and Reapers will have easier access to nat and main. Buildings cannot be constructed on the cliffs, however.
-Secret pathway around rocks removed.
-Mineral patch fix

(v1.02 to v1.03):
-Terrain fixes
-Mineral patch fixes

(v1.01b to v1.02):
-Widened bottom half of the 9 o clock ridge by 1 to ensure symmetry

(v1.0b to v1.01b):
-Moved the geysers for bottom-left and top-right expos

(v0.2b to v1.0b):
-Gave each mineral-only expansion a rich vespene geyser.
-Added two XelNaga towers on the middle ground.
-Middle expo vespene geysers now have 3500 gas.
-Reapers can now go around the destructible rocks at backdoor entrances.
-More doodads
-More texturing

(v0.1b to v0.2b):
-Removed neutral missile turrets from backdoor entrances. Destructible Rocks completely barricade them now.
-Reduced the number of stacked Destructible Rocks to 5.
-Middle expansion changed. Yellow mineral patches now have 2500 mins instead of 1500.
-More doodads and varying terrain elevation.
-4 o clock main now has 8 mineral patches instead of 9 (whoops!)
-Choke between middle ridge and mineral-only widened by 1.
-Texturing changes.
-Choke between main and nat narrowed down by 1.
Poll: Rate This Map

5 STAR (2)
 
50%

1 STAR (1)
 
25%

4 STAR (1)
 
25%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


SC2 Blue Storm, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
Poll: Rate This Map

1 STAR (0)
 
0%

2 STAR (0)
 
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3 STAR (0)
 
0%

4 STAR (0)
 
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5 STAR (0)
 
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0 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [sob3k] +
Mapper: sob3k
Maps: Faded, DL, WIP+ Show Spoiler [Rate My Map] +
+ Show Spoiler [IMG1] +
[image loading]
Poll: Rate This Map

1 STAR (1)
 
100%

2 STAR (0)
 
0%

3 STAR (0)
 
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4 STAR (0)
 
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5 STAR (0)
 
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1 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



t
+ Show Spoiler [T] +
T
+ Show Spoiler [TrayD] +
Mapper: TrayD
Maps: N/U, D/U, WIP, IMG, IMG2+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

5 STAR (3)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
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4 STAR (0)
 
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3 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


+ Show Spoiler [Map Note's] +
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.


u
+ Show Spoiler [U] +
U
+ Show Spoiler [Ursad0n] +
Mapper: Ursad0n
Maps: SC2 Ride Of Valkyries, D/U, IMG1, IMG2+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

2 STAR (1)
 
33%

3 STAR (1)
 
33%

5 STAR (1)
 
33%

1 STAR (0)
 
0%

4 STAR (0)
 
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3 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



v
+ Show Spoiler [V] +
V
+ Show Spoiler [vaporwolf] +
Mapper: vaporwolf
Maps: Diamond Steppes, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [IMG4] +
[image loading]
+ Show Spoiler [IMG5] +
[image loading]
+ Show Spoiler [Map Note's] +
With all traffic routed around the center pit, I hope to see a lot of fighting over the high-ground, and make taking the gold a reward for getting the upper hand. The pit is too deep to allow cliff-jumpers into it, so transports will be necessary to claim it, though it's easily harrased by longer-range ground or air units. Using low ground to create the choke into the main base means that cliff-jumpers can't by-pass your choke though, making defense against an early reaper-rush easier.
Poll: Rate This Map

1 STAR (1)
 
33%

2 STAR (1)
 
33%

4 STAR (1)
 
33%

3 STAR (0)
 
0%

5 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Warpark, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
Poll: Rate This Map

3 STAR (2)
 
67%

2 STAR (1)
 
33%

1 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Cloverbloom, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
Poll: Rate This Map

1 STAR (0)
 
0%

2 STAR (0)
 
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3 STAR (0)
 
0%

4 STAR (0)
 
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5 STAR (0)
 
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0 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR




+ Show Spoiler [Vertigo-1] +
Mapper: Vertigo-1
Maps: Chaos Sanctum, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [Map Note's] +
Here's my first map, "Chaos Sanctum." It was designed to be 2v2 only (top vs bottom); I'd appreciate any input (I'm aware it's difficult to see the map details since it's a bit large, so I've included some labels)

I'm not sure if you can tell but there's two high ground areas in the center where the two towers are. There's one ramp on the outer side of each of the tower areas and is a great defensive or offensive position. In case the main paths aren't obvious since the map is very dark and it's zoomed out quite a bit, I've also included the same image with the main paths to and from each base drawn out, not including the destructible rocks and such (Red is general paths, Yellow is cliff walking/jumping paths).
Poll: Rate This Map

4 STAR (2)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

5 STAR (0)
 
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2 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


Smoke Screen, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
My second map that I've been working on is unnamed so far (Tentatively been naming it "Smoke Screen", but not sold on it lol) and I've been having some issues with it/going through several redesigns. I don't think it's quite ready yet but I'm pretty happy with where it's going. Not completely sold on the layout but it's much better than where it was at before, and still need to finish up textures, etc. It's meant to be a 2v2 (left vs right) or 1v1.
Poll: Rate This Map

1 STAR (1)
 
50%

4 STAR (1)
 
50%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

5 STAR (0)
 
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2 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



z
+ Show Spoiler [Z] +
Z
+ Show Spoiler [zeox] +
Mapper: zeox
Maps: Turbulence, D/U, WIP, IMG+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

1 STAR (2)
 
40%

4 STAR (2)
 
40%

3 STAR (1)
 
20%

2 STAR (0)
 
0%

5 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR



+ Show Spoiler [Zionner] +
Mapper: Zionner
Maps: WIP, N/A, DL, IMG1+ Show Spoiler [Rate This Map] +
Poll: Rate This Map

3 STAR (2)
 
50%

4 STAR (1)
 
25%

5 STAR (1)
 
25%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

(Vote): 1 STAR
(Vote): 2 STAR
(Vote): 3 STAR
(Vote): 4 STAR
(Vote): 5 STAR


joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 24 2010 04:59 GMT
#2
Well I meant to have this finished but I just accidentally hit the Post instead of Preview.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 05:39 GMT
#3
Cool thread. I'm working on an island map now under the working title "Island Hopping". Will post pictures as soon as it's presentable.
Bring back 2v2s!
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 24 2010 05:43 GMT
#4
I was thinking of doing this myself. Anyways I hope everyone moves discussion here to make things more organized. I'm almost finalized with my map Fire Peak and I will upload many screenshots when its ready to go. Has anyone figured out a way to be able to pick the maps you make from the 'create custom game' menu?
i-bonjwa
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 24 2010 05:44 GMT
#5
You can add my conversion of fighting spirit if you like :3
http://www.teamliquid.net/forum/viewmessage.php?topic_id=121019
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-24 05:46:57
April 24 2010 05:46 GMT
#6
On April 24 2010 14:43 SichuanPanda wrote:
I was thinking of doing this myself. Anyways I hope everyone moves discussion here to make things more organized. I'm almost finalized with my map Fire Peak and I will upload many screenshots when its ready to go. Has anyone figured out a way to be able to pick the maps you make from the 'create custom game' menu?


Can't be done. Not legitimately, at least. Some enterprising individuals have figured out a work-around in which you replace a Blizzard map in your cache with your custom map and host the appropriate Blizzard map, but if you're just doing solo testing the "Test Document" function in the editor is more than satisfactory.

On April 24 2010 14:44 prodiG wrote:
You can add my conversion of fighting spirit if you like :3
http://www.teamliquid.net/forum/viewmessage.php?topic_id=121019


It's already there.
Bring back 2v2s!
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-24 06:00:04
April 24 2010 05:46 GMT
#7
edit Nvm. Okay it is added.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
KiWiKaKi
Profile Joined February 2010
Canada691 Posts
April 24 2010 05:47 GMT
#8
make destination
ur pro or ur noob , thats life
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-24 05:59:47
April 24 2010 05:48 GMT
#9
On April 24 2010 14:47 KiWiKaKi wrote:
make destination

I'ts under Dizmaul, in the letter D. I will let it sit for now while I figure out a way. I'll probably have a list of the known maps, and then the letter of the alphabet for who has created that map. So example is:

SCBW Maps:
Ride of Valkyries - D, E, F
Destination - W, R, L
Heartbreak Ridge - M, K, Q

With that sort of legend, you would then proceed to search under that letter.




Okay prodiG, 1.3 Image is in there now, and I've backed up the older photo's to a spoiler.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Ursad0n
Profile Blog Joined April 2010
United States523 Posts
April 24 2010 05:59 GMT
#10
:D I'll work on mine a lot more tomorrow but it's late right now.

Really i am posting to say how awesome you are for compressing all of these threads together. I tried to make a practice squad thread and i couldn't keep up with it. Hopefully you will be better at it that me! (Not going to be hard and i believe in you)

Wishbones you're awesome!
You make it sound like there's a correlation between what should happen and what actually happens. I mean, life is chaotic and it's often unfair. I know it is for me.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-24 06:17:47
April 24 2010 06:02 GMT
#11
Yeah, I will have fun with this, something to keep me busy and entertained + I get to see all these cool new maps, and anything for the TL community.


Alright prodiG, I have updated all of your Notes/Map Version Notes, but the link to learn how to test the map in game, has gone 404.


I will be back guys, if any of you have any new maps or updates just let me know. I will post as soon as I update something.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Bensio
Profile Blog Joined April 2010
United Kingdom621 Posts
April 24 2010 06:17 GMT
#12
Just started theorycrafting/working on a remake of Nightmare Station

Original:

[image loading]


Current list of planned changes/additions for SC2:

[image loading]


Due to the angle differences Its impossible to keep it the way it is, but close
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-24 06:19:02
April 24 2010 06:18 GMT
#13
so shall I add this along with your name to the list? As long as you are going to turn it SC2, ill stick it up there as a WIP (work in progress).
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Bensio
Profile Blog Joined April 2010
United Kingdom621 Posts
April 24 2010 06:20 GMT
#14
On April 24 2010 15:18 wishbones wrote:
so shall I add this along with your name to the list? As long as you are going to turn it SC2, ill stick it up there as a WIP (work in progress).


Sure, ty
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 24 2010 06:38 GMT
#15
On April 24 2010 15:20 Bensio wrote:
Show nested quote +
On April 24 2010 15:18 wishbones wrote:
so shall I add this along with your name to the list? As long as you are going to turn it SC2, ill stick it up there as a WIP (work in progress).


Sure, ty

done, again guys, if you could if im not active within like 15 minutes of your posts, PM me the links and name for the map. name/DL link/IMG link/WIP?. Stuff like that will help me when I am not on the forums, while new maps arrive to the thread.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Brucy
Profile Joined April 2010
United States51 Posts
April 24 2010 06:52 GMT
#16
Someone make a TD already.
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
April 24 2010 07:01 GMT
#17
Bump. Use this one please.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-24 07:15:01
April 24 2010 07:05 GMT
#18
bakedace, your new entry is up! Kennigit is da shit!


I'm off to bed, PM any new info that is not currently under your name in the spoiler tags, if you are not currently listed on the list, or your letter is not present, PM me the info, tomorrow it will be up.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-24 08:13:16
April 24 2010 07:41 GMT
#19
Kennigit is indeed "da shit". :D

EDIT: What's this? An islands map? In StarCraft 2?! Oh no he didn't!

+ Show Spoiler [Oh yes he did!] +
[image loading]
[image loading]

And before the complaint sirens go off about any percieved weakness in protoss air, I've added these small rocks in the middle to enable stalkers with blink to get across. I don't forsee this as a problem with rushes, as with even the quickest possible timing to get stalkers + blink out, the enemy has plenty of time to defend himself, and watchtowers on both sides should ensure the other player knows what's coming.

[image loading]

The other watchtowers on the main islands overlook the opponents high-yield expo, to discourage rushing for that spot immediately.

Even though as far as gas goes each player is limited to his initial two geysers in the beginning, there are three high-yield geysers in each corner and another two by the high yeild minerals for a total of ten high yield geysers total. I think this is necessary since air units are pretty gas-heavy. If needed, I'll remove a geyser or add some minerals or something.

There might be some slight positional imbalances. Despite my best precautions it looks like the topleft base is slightly larger than the bottom right. I don't think it'll affect gameplay too much.

Terran players will not be able to float CCs to any of the islands. I'll be putting a mineral patch with 5 minerals in it over the CC locations. Or maybe rocks. I don't know, I haven't decided yet, but there'll be something blocking that.

I'm not quite done with it yet. I still need to add more pretties and shinys, and I'm thinking about adding another mineral set of mineral patches somewhere on the starting islands. Comments? Thoughts?


I hope to see some epic air battles.
Bring back 2v2s!
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 24 2010 08:48 GMT
#20
its up!! now im off to bed again.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 08:50 GMT
#21
On April 24 2010 17:48 wishbones wrote:
its up!! now im off to bed again.


Likewise.
Bring back 2v2s!
Lighioana
Profile Joined March 2010
Norway466 Posts
April 24 2010 08:58 GMT
#22
So many nice maps in this thread. It's gonna be epic when Blizzard will add the possibility to upload to BNet
And forgive me nothing for I truly meant it all
FiveAlarm
Profile Joined March 2010
United States57 Posts
April 24 2010 09:16 GMT
#23
Attempting to create a 1v1 map. Calling it Twin Mesas for now. \o_O/

I'm anxious to see how it plays. Start positions are in the top left, bottom right.

+ Show Spoiler +
[image loading]
o/ \o TEAMWORK!
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 24 2010 10:06 GMT
#24
On April 24 2010 18:16 FiveAlarm wrote:
Attempting to create a 1v1 map. Calling it Twin Mesas for now. \o_O/

I'm anxious to see how it plays. Start positions are in the top left, bottom right.

+ Show Spoiler +
[image loading]

okay, its up. I am off to bed now. But for real this time. One final note, is that anyone who is posting in this thread, maps that is. If you see a lot of maps have been submitted, but I have not yet returned please PM me the links/map name for your own map, and whether or not its a final copy of the map or still a work in progress, otherwise I'll just look for it here. Thanks
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Broodie
Profile Blog Joined May 2008
Canada832 Posts
April 24 2010 16:28 GMT
#25
hey you put the wrong image up for imperial scars xD
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-04-24 17:44:07
April 24 2010 16:55 GMT
#26
Is there any way for me to copy like terrain, units, doodads all at once cuz really making shit syemm is a real pain currently.

The way i do it for terrian is i select half vertically or horizontally depending on the map design and then i just copy paste rotate 180 then set

for doodads and units i have to use a maker so i can get my baring where things should be usually in the middle of the map i select all copy paste rotate 180 set

That is currently the quickest way i figured out how to do it for 2 play maps for 4 player maps i have tried yet. this really need a symmetry thing.
Zionner
Profile Joined April 2010
Scotland112 Posts
April 24 2010 17:17 GMT
#27
Thanks alot for adding my map to your list! =)

Also (to the guy above), I'm not aware of any tools for that sort of stuff, but I personally havent looked into symmetry much, as I feel there are other ways to balence out a map
For the Swarm!
Late
Profile Joined August 2007
Latvia418 Posts
Last Edited: 2010-04-24 17:29:00
April 24 2010 17:23 GMT
#28
edit: nevermind, I need to learn how to read
Pablols
Profile Joined August 2009
Chile517 Posts
Last Edited: 2010-04-24 19:59:01
April 24 2010 17:26 GMT
#29
I have been working on this map, what do you guys think?

[image loading]
+ Show Spoiler +
[image loading]


Any suggestions? And I don't have a name yet.. maybe Scarred?
N/U D/U WIP
Thanks! :D
semantics
Profile Blog Joined November 2009
10040 Posts
April 24 2010 17:41 GMT
#30
GG t-t i prettied up and made my map all good and guess what happens i load it up again this morning and it just crashes the editor over and over well that like 10 hours of my life gone
Pablols
Profile Joined August 2009
Chile517 Posts
April 24 2010 18:15 GMT
#31
On April 25 2010 02:41 semantics wrote:
GG t-t i prettied up and made my map all good and guess what happens i load it up again this morning and it just crashes the editor over and over well that like 10 hours of my life gone

Upload the file to see if its the map or the editor
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 24 2010 18:29 GMT
#32
My HBR remake is now up for download

http://www.teamliquid.net/forum/viewmessage.php?topic_id=121097
teaaaaaaaa
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-24 19:10:46
April 24 2010 19:09 GMT
#33
Alrite, DL link available to HBR, added change notes to both HBR and FS, Pablols your map is up. And broodie as i started doing what you had mentioned I was wondering what you had in mind exactly, so I need a more detailed chat/pm, the problem was Map Rating, or User Rating? I didn't know which one was on your mind.
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
April 24 2010 19:16 GMT
#34
On April 25 2010 03:15 Pablols wrote:
Show nested quote +
On April 25 2010 02:41 semantics wrote:
GG t-t i prettied up and made my map all good and guess what happens i load it up again this morning and it just crashes the editor over and over well that like 10 hours of my life gone

Upload the file to see if its the map or the editor

deleted it in my rage haha oh well i guess it was a good learning experience i want to make melee maps for sc2 in my down time and maybe go into custom maps if i feel like programming.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-24 19:17:57
April 24 2010 19:17 GMT
#35
aw semantics. better luck on your next try, and back that as..i mean map up!
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Zionner
Profile Joined April 2010
Scotland112 Posts
Last Edited: 2010-04-24 19:30:54
April 24 2010 19:27 GMT
#36
Alright, heres a link to my map (note that the name is probably just a temporary one): http://www.mediafire.com/?y2wztwjuzod

This is still a WIP, and all feedback is appreciated. Heres a quick list of the things I know need to be changed:

General Issues:
The area given for each main base is much bigger than the standard area, this will be changed
The first edition of the map, had several errors in mineral placement (See the screenshot in the OP), while I think this has been fixed, I may have missed something,

Balance Issues:
The area that is above the main base's are not equal (in that one has slightly more coverage of the mineral line, than the other).
The LOS blocker is closer to one main than the other
Several ramps may not be in the best places balance wise

I decided to release this to you guys, as since this cant be played online, several of these issues wont effect many people yet, so I was hoping to get some feedback on the map in general, and the issues, before they are playable on B.net

This is my first SC (Both BW and II) map, I hope you guys like it!
Zionner
For the Swarm!
Libtech
Profile Joined March 2010
Canada9 Posts
April 24 2010 19:41 GMT
#37
Just started theorycrafting/working on a remake of Nightmare Station


There is a "Convert Legacy Map" tool in the Editor but I don't think it's working properly yet, it will import the locations of minerals, but from the times I've tried it, thing's like terrain types, cliffs etc aren't working yet.

I have a hunch the Editor we're using doesn't have all the features the final release will. I've found some interesting errors which point to missing materials for units we haven't seen yet as well.
Thus, what is of supreme importance in war is to attack the enemies strategy - Sun Tzu
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 24 2010 20:02 GMT
#38
Okay, Zionner links up in OP, thanks.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
-infinite-
Profile Blog Joined April 2010
United States44 Posts
Last Edited: 2010-04-25 03:34:12
April 24 2010 20:02 GMT
#39
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.



Thanks all!

One shot, one kill. Ready to die but never will.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-24 20:18:01
April 24 2010 20:08 GMT
#40
I'm posting your map as we speak the edit will confirm its up there.

arite its up. along with a new "WATCH" link in the OP and if anyone else has youtubes, post them as well.
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 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
BC.KoRn
Profile Joined February 2003
Canada567 Posts
April 24 2010 23:28 GMT
#61
Can somebody make Gaia?
I am still learning the builder gonna take some time.
[image loading]
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 23:35 GMT
#62
On April 25 2010 08:27 BentoBox wrote:
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?


I don't, no. I just kind of go into the editor and fuck around until I'm happy-ish with it.

But then again, my maps aren't nearly as pretty as some of these other ones. So far, they've just been to prove the point that the balance standards of modern BW maps need not apply to SC2 (Islands, maps without chokes, etc etc)
Bring back 2v2s!
semantics
Profile Blog Joined November 2009
10040 Posts
April 24 2010 23:44 GMT
#63
On April 25 2010 08:27 BentoBox wrote:
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?

I do a general lay out like i want expos here , and here and i want certain like width to this area or w.e and then i figure out how i can split up the map so i can copy paste and rotate it for the mirror, for the made i did i cut it vertically worked on half the map then copy pasted the other half together i do something similar for doodas and minerals/tower placement etc.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-25 01:10:50
April 25 2010 00:15 GMT
#64
Alright. Now we can rate the maps, I have added spoilers with 1 to 5 ratings. Enjoy. Each map has a "Rate This Map" spoiler.


Edited for the below posts

My little brother finally wants to try StarCraft, his words exactly as I write this post are because i had written something but he said no no thats not why.

"because he is getting entertained of watching it"
"and it looks kool"

^_^

So ill fix anyones new posts as soon as he is done. He is 7 years old btw. I am 22. Hahaha Quite the age gap.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
EZjijy
Profile Blog Joined February 2010
United States1039 Posts
April 25 2010 00:24 GMT
#65
Too many spoilers imo.
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 25 2010 00:33 GMT
#66
reuploaded hbr, forgot to put back starting locations
teaaaaaaaa
nomsayin
Profile Blog Joined March 2009
United States124 Posts
Last Edited: 2010-04-25 00:45:03
April 25 2010 00:38 GMT
#67
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
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-25 01:34:48
April 25 2010 01:33 GMT
#68
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.


How's this?

Ladies (lol) and gentlemen of TL, I present to you, A House Divided

+ Show Spoiler [A House Divided] +

1v1 Space Station
No natural, Starting minerals are high-yeild.
Only two expansions, both high-yeild

[image loading]

I'm not entirely certain if stalkers can blink from main to main. I don't think they can, but just in case I've put a huge rip in each main to prevent them from just walking straight into the mineral line after they blink, assuming they can in the first place.
[image loading]

I'm sure I left plenty of room in each main for all nessessarily buildings. After all, with the relative lack of expos, I don't foresee people getting 20 gateways or anything.
[image loading]

The map better look beautiful, at least on Ultra graphics. Texturing was a huge pain.
[image loading]
Bring back 2v2s!
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-25 02:10:39
April 25 2010 02:10 GMT
#69
On April 25 2010 09:33 Snausages wrote:
reuploaded hbr, forgot to put back starting locations

leave a link next time please, i love searching for it but, i love even more a link :D

Updating as we speak, one moment please.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
-infinite-
Profile Blog Joined April 2010
United States44 Posts
Last Edited: 2010-04-25 02:21:59
April 25 2010 02:11 GMT
#70
On April 25 2010 07:05 PanzerDragoon wrote:
The map looks beautiful, but I wonder if its a bit too narrow.


Thanks Panzer.

The narrowness is intentional. I won't know if it'll be good or bad until I actually play some people on it. But my goal with this is to give you a claustrophobic feeling in addition to rewarding good micro.

On April 25 2010 07:05 PanzerDragoon wrote:
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.


I could use some more feedback on this. In my head this will be a macro element. You want to watch this area for an incoming attack (army moving around the bend, or blinking up), or harassment (attacking the units coming around with a high-ground advantage).

As it stands, there are no rocks blocking the way. Stalkers could just blink up and run right in. I'm not sure if that is good or bad yet. Rocks could be laid where marked red.

[image loading]


On April 25 2010 07:05 PanzerDragoon wrote:
It looks like a campaign map though, with the layout and aesthetic.


My goal was to get away from a vanilla wide-open map and give it some character. I'll need some more reaction before I completely abandon the map.

Thanks for the feedback!
One shot, one kill. Ready to die but never will.
-infinite-
Profile Blog Joined April 2010
United States44 Posts
April 25 2010 02:19 GMT
#71
On April 25 2010 08:27 BentoBox wrote:
Do you guys usually sketch up the map on paper before working with the editor?


For me it is hard to really get going without an idea. That idea is born from a simple sketch. It doesn't need to be the de-facto map you will absolutely make. It will just serve as a basis for an idea that you can customize.

Sketch for Inundation
[image loading]

Outcome
[image loading]
One shot, one kill. Ready to die but never will.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 25 2010 02:32 GMT
#72
Okay everyone, everything is once again up to date. Keep em coming.

And if you can post in other map threads about this thread as well, I've seen a many other map/poster's of maps. None have seen this thread or Galaxy Editor is they're thread of choice. Currently these two threads are the hot spots for maps. So lets have fun and enjoy them both equally.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Bensio
Profile Blog Joined April 2010
United Kingdom621 Posts
April 25 2010 02:38 GMT
#73
UPDATE
Nightmare Station SC2 Progress:

[image loading]
Broodie
Profile Blog Joined May 2008
Canada832 Posts
April 25 2010 02:40 GMT
#74
+ Show Spoiler +
[image loading]


Just started my second 1v1 map

everything such as expos are pretty natural I might have to change a few things, its still in it's alpha stage im just taking a breather
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 25 2010 02:56 GMT
#75
arite, done and done.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
goswser
Profile Blog Joined May 2009
United States3519 Posts
April 25 2010 02:58 GMT
#76
Someone should make a map where your second geyser in your main is blocked by a destructible rocks with varying hitpoints, and see how this plays out.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Pablols
Profile Joined August 2009
Chile517 Posts
April 25 2010 02:58 GMT
#77
On April 25 2010 11:56 wishbones wrote:
arite, done and done.

hey can you update the pics of my map? its on page 2 i edited my post
thanks this thread is really cool
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-25 03:10:49
April 25 2010 03:05 GMT
#78
On April 25 2010 11:58 Pablols wrote:
Show nested quote +
On April 25 2010 11:56 wishbones wrote:
arite, done and done.

hey can you update the pics of my map? its on page 2 i edited my post
thanks this thread is really cool

doing it now. should be ready within 2 minutes of this post, unless there is more than 3 pictures to update.

Alright done.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Cheree
Profile Joined January 2010
Canada123 Posts
April 25 2010 03:26 GMT
#79
making progress... I need doodads and stuff now

[image loading]
*wants beta*
hellsan631
Profile Blog Joined March 2010
United States695 Posts
April 25 2010 03:41 GMT
#80
Mapper: HellsAn631
Maps: Gha'n Dola http://i2.photobucket.com/albums/y46/HitmanKleppin/GhanDola.jpg
Rate This Map D/U

Mapper: HellsAn631
Maps: Marth No Daar http://i2.photobucket.com/albums/y46/HitmanKleppin/MarthNoDaar.jpg
Rate This Map D/U

thought i would share my maps, and post them in this thread

[image loading]
*map updated to add 2 bridges to the 4th expo's from 3rd expo.

[image loading]

cant wait until you can actually publish these
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-04-25 03:55:10
April 25 2010 03:49 GMT
#81
I've just finished a new (old) map. Basically this is my take on the old classic Blood Bath. However I've made some changes by having more expansions, and make the secondary expansions take a little more effort to get (and also more profitable). Two Xel'Naga towers one for each side. As well as four more two at each of the high-yield expansions, making taking these expansions more important than ever. Small and simple just the like the original. Let me know what you guys think.

Mapper: SichuanPanda
Map Name: Blood Bath SC2 Version 1 - Screen
Players: 2 to 4
Status: D/U
Expansions: One Natural Per Player. One High Yield per player.

[image loading]

Another one from game camera distance, on an angle to show two Terran example bases.

[image loading]
i-bonjwa
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 25 2010 04:58 GMT
#82
Hi guys nice posts. I will update at the end of my night here, its 1AM atm. Just getting some beta down, then before I go to bed I'll add everything new to the OP.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
IaniAniaN
Profile Joined September 2007
Canada555 Posts
April 25 2010 04:59 GMT
#83
Can't wait until I have a chance to start messing with the editor, but just throwing this out there: anyone else think a new version of Reverse Temple (based on the sc2 version) would be sweet?
peckham33
Profile Joined April 2010
United States267 Posts
April 25 2010 06:01 GMT
#84
hey wish, lost my map so if you have a marking for "lost" put that up and you can remove the WIP marker.
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?
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
April 25 2010 06:14 GMT
#85
Stupid question, but where to put them so I can play on them? lol
POGGERS
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 25 2010 06:17 GMT
#86
On April 25 2010 15:14 konadora wrote:
Stupid question, but where to put them so I can play on them? lol


You can't host them in a custom game yet. At least not directly. You can open them up in the editor, add an AI, and play them that way, but so far the only discovered method of playing with another human being is if both players manually replace the custom map file with one of the Blizzard maps in their cache and host the appropriate "Blizzard" map. Basically, tricking SC2 into thinking it's loading up a map that it isn't. Both players have to do this or the game desync and players will drop.
Bring back 2v2s!
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
April 25 2010 06:18 GMT
#87
lol wtf, gay! then what's the point of releasing the galaxy editor? >_> (other than improving it :/ )

such a cocktease.
POGGERS
peckham33
Profile Joined April 2010
United States267 Posts
April 25 2010 06:23 GMT
#88
On April 25 2010 15:18 konadora wrote:
lol wtf, gay! then what's the point of releasing the galaxy editor? >_> (other than improving it :/ )

such a cocktease.


well, one reason is that they(Bliz) have been begged to release it since beta's launch. another reason is that the want us to start making maps in preparation for the future. another reason is so they can look at places like here and see what kinds of maps players come up with. and hey, you learn to appreciate what they do when you start doing it yourself.
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?
Bear4188
Profile Joined March 2010
United States1797 Posts
April 25 2010 06:24 GMT
#89
Also, many of the more intricate UMS maps can indeed take weeks to make.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 25 2010 06:25 GMT
#90
On April 25 2010 15:18 konadora wrote:
lol wtf, gay! then what's the point of releasing the galaxy editor? >_> (other than improving it :/ )

such a cocktease.


Presumably to get our feet wet with the editor.

They said that the ability to publish maps will come along sometime in an upcoming beta patch, so hopefully we won't be waiting too long. I can't wait for some hot UMS action.
Bring back 2v2s!
CandleJack
Profile Joined March 2010
United States104 Posts
April 25 2010 06:26 GMT
#91
On April 25 2010 15:18 konadora wrote:
lol wtf, gay! then what's the point of releasing the galaxy editor? >_> (other than improving it :/ )

such a cocktease.


So that mapmakers can find and report bugs in the program?
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 25 2010 06:45 GMT
#92
Just finished my second map!

Its actually pretty sweet.
Map: Faded
Features: 2 watchtowers, LOS blockers on central path, corner bases have one rich geyser.
[image loading]
+ Show Spoiler +
[image loading]

I'm not sure why the pictures show green water, in game its a lovely light blue.
The crystals glow! Check that shit out!

DL:
http://www5.zippyshare.com/v/19825577/file.html
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Bear4188
Profile Joined March 2010
United States1797 Posts
April 25 2010 06:47 GMT
#93
To get water to show up correctly with the higher end game graphics change your graphics settings under File->Preferences.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
semantics
Profile Blog Joined November 2009
10040 Posts
April 25 2010 06:55 GMT
#94
On April 25 2010 15:25 ComradeDover wrote:
Show nested quote +
On April 25 2010 15:18 konadora wrote:
lol wtf, gay! then what's the point of releasing the galaxy editor? >_> (other than improving it :/ )

such a cocktease.


Presumably to get our feet wet with the editor.

They said that the ability to publish maps will come along sometime in an upcoming beta patch, so hopefully we won't be waiting too long. I can't wait for some hot UMS action.

the reason i heard from them was for the trigger system etc so we can basically do ums maps not so much melee maps with it.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-25 07:39:35
April 25 2010 07:22 GMT
#95
Alright everything is up to date.
going to sleep, see you all in the afternoon after work sometime. Lots of updating to do then I will be back around 09:00 GMT (+00:00)
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
kidcrash
Profile Joined September 2009
United States620 Posts
April 25 2010 07:30 GMT
#96
Guys I'm having trouble getting the computer AI to build. I keep getting "script logic error invalid main state" when I go to test the map. The computer will not build anything. I even tried resintalling the beta and I still get this error. I just want a simple AI to test my maps out against, I don't care how easy it is.
LaiGGu
Profile Blog Joined January 2010
Finland24 Posts
April 25 2010 11:48 GMT
#97
Match Point remake
[image loading]
Download link
Zionner
Profile Joined April 2010
Scotland112 Posts
April 25 2010 12:10 GMT
#98
Hey guys, remember, if you've tried my map, feedback/suggestions would be appreicated! =) (Right now, PM would probably be best)
For the Swarm!
rrowland
Profile Joined March 2010
United States84 Posts
April 25 2010 13:40 GMT
#99
Shattered Basin - 1v1

[image loading]

Shattered Basin is a small 1v1 map located in one of the last remaining water basins on the planet Monlyth for thousands of miles. Although it is worn, dirty and ruined the ancient basin has enough water to sustain one army for a couple years... Will it be you, or your opponent?

Shattered Basin features an easily defensible high-ground natural expansion with a blocked ramp protecting it (temporarily) from outside threats. This natural expansion overlooks your opponent's high yield mineral expansion with a Xel'Naga watchtower, and his overlooks yours -- If you get greedy your opponent's going to know! The main entrances are cross-map, through a moderate choke in the middle. The choke contains a Xel'Naga watchtower, surrounded by sight-blocking reeds, making it a pivotal piece of land to control.

I have not released the map as it is still a work in progress. I am still working on perfecting the textures and the doodads. Also, if anybody has constructive feedback I will consider altering some of the more critical aspects of the map.

I don't know if I'm supposed to opt in for my map to be voted on, but please do.
LaiGGu
Profile Blog Joined January 2010
Finland24 Posts
Last Edited: 2010-04-25 14:26:25
April 25 2010 14:25 GMT
#100
+ Show Spoiler [Quote with image] +
On April 25 2010 22:40 rrowland wrote:
Shattered Basin - 1v1

[image loading]

Shattered Basin is a small 1v1 map located in one of the last remaining water basins on the planet Monlyth for thousands of miles. Although it is worn, dirty and ruined the ancient basin has enough water to sustain one army for a couple years... Will it be you, or your opponent?

Shattered Basin features an easily defensible high-ground natural expansion with a blocked ramp protecting it (temporarily) from outside threats. This natural expansion overlooks your opponent's high yield mineral expansion with a Xel'Naga watchtower, and his overlooks yours -- If you get greedy your opponent's going to know! The main entrances are cross-map, through a moderate choke in the middle. The choke contains a Xel'Naga watchtower, surrounded by sight-blocking reeds, making it a pivotal piece of land to control.

I have not released the map as it is still a work in progress. I am still working on perfecting the textures and the doodads. Also, if anybody has constructive feedback I will consider altering some of the more critical aspects of the map.

I don't know if I'm supposed to opt in for my map to be voted on, but please do.


Can units walk on shallow water or is that an island map? walking on shallow water would be cool!
Slakter
Profile Joined January 2010
Sweden1947 Posts
April 25 2010 14:49 GMT
#101
I present to you;

[image loading]

Eiyafjalla Jokull!

Volcanic map with an easily defended Main, Natural with backdoor protected by destructle rocks, a hard to defend Third and an even harder to defend mineral only.
On the left and right there are two Watchtowers and the middle is surrounded by LOS-blockers.
Havent decided on whether or not to have high yield-expos and where yet.
Protoss, can't live with em', can't kill em'.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-25 16:22:34
April 25 2010 14:58 GMT
#102
[image loading]

started working on outsider

side-geysers got 1.25k gas and side-minerals 749

watch tower in middle btw
Progamerpls no copy pasterino
maybenexttime
Profile Blog Joined November 2006
Poland5540 Posts
Last Edited: 2010-04-25 15:01:26
April 25 2010 15:00 GMT
#103
Doodads > path blockers, afaik.

Does anyone know whether there are any symmetry tools?
LaiGGu
Profile Blog Joined January 2010
Finland24 Posts
April 25 2010 15:04 GMT
#104
There should be "Dynamic pathing blocker" under Units (neutral/melee/all/all), works for me atleast.
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 25 2010 15:07 GMT
#105
is that really the best way to do it? i assumed there were some kind of terrain that would be impossible to walk at instead of putting out objects o,o
Progamerpls no copy pasterino
Bear4188
Profile Joined March 2010
United States1797 Posts
April 25 2010 15:08 GMT
#106
Better yet, go to the pathing layer :p

Lava is under the water tab in the terrain layer.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
April 25 2010 15:11 GMT
#107
You have to use pathing layer indeed, i found that Rubble Walls dont have collision, so you have to path block them, otherwise your units can go through
"When the geyser died, a probe came out" - SirJolt
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 25 2010 15:15 GMT
#108
tnx alot for help! :D
Progamerpls no copy pasterino
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-25 15:27:18
April 25 2010 15:27 GMT
#109
Alright Updated!

sob3k, rrowland, Sl4ktarN, MorroW, all of your posts have been added to the OP.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
rrowland
Profile Joined March 2010
United States84 Posts
April 25 2010 15:43 GMT
#110
On April 25 2010 23:25 LaiGGu wrote:
Can units walk on shallow water or is that an island map? walking on shallow water would be cool!

Units can walk in shallow water.

They can also walk in deep water, you could have a fully underwater map. It would be really hard to play though if everything was covered by water. The water actually takes precedence on the minimap so all the user would see is a solid block of blue.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-25 15:46:53
April 25 2010 15:44 GMT
#111
How can i reduce the lag in the editor,

2gig ram, 2gig proccessor, 256mb video card. atm. not upgrading either, but yeah how?

edit: I've just tested to see one thing, i clicked file> new> and made the smallest size, so it seems the smaller the map i make the less lag, atm on the smallest possible selection there is no lag whatsoever, wow thats actually a word, chrome didn't correct me lol

edit After setting everything to low in the preferences and restarting the editor it all seems to be fine now.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
randomnine
Profile Joined April 2010
United Kingdom56 Posts
April 25 2010 15:56 GMT
#112
Here's a multiplayer map I've been working on, called Whisper. It's a large-ish 1v1 map which encourages 2-3 base play and has a relatively open midfield:

[image loading]


Very basic decoration at the moment, but I want to see how it plays and probably tweak the base layout before going much further.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 25 2010 16:05 GMT
#113
On April 25 2010 20:48 LaiGGu wrote:
Match Point remake
+ Show Spoiler +
[image loading]

Download link


Nice looks very close to the original, just need to make it Alpha Braxis and it will be identical basically.
i-bonjwa
dezi
Profile Blog Joined April 2010
Germany1536 Posts
April 25 2010 16:09 GMT
#114
Harvest Moon
[image loading]
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-25 16:36:48
April 25 2010 16:10 GMT
#115
Alright Updated!

Okay randomnine & dezi your post has been added to the OP.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-25 16:27:21
April 25 2010 16:13 GMT
#116
edit OR!! in case you saw my previous post. put destructible rocks on top of that center piece so everyone has to go around all the time until one of them breaks the rocks.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Ideas
Profile Blog Joined April 2008
United States8088 Posts
April 25 2010 16:33 GMT
#117
hey I'm getting a problem where I can place any resources near the outer edge of the map (like the outer 5th of it). Any suggestions? Do I just need to remake it on a larger map or something? lol
Free Palestine
Pape
Profile Blog Joined July 2007
Serbia419 Posts
April 25 2010 16:41 GMT
#118
Here is a remake of the Blood Bath, its still a work in progress I think I need to adjust the extra minerals in each base a little bit but I like how its turned out so far.

[image loading]
+ Show Spoiler +
[image loading]

good luck have fun!
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 25 2010 16:50 GMT
#119
Hey guys me again, wondering how was it that we are able to play these maps with a friend, and is it illegal in any way to do that? If not I want to start playing with some friends because I know some who will definitely be up for it. Thanks!
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
April 25 2010 17:25 GMT
#120
On April 26 2010 00:00 maybenexttime wrote:
Doodads > path blockers, afaik.

Does anyone know whether there are any symmetry tools?


I thought people might get stuck so this is how i get around making maps even.
Appendix
Profile Joined July 2009
Sweden979 Posts
April 25 2010 17:29 GMT
#121
On April 25 2010 23:49 Sl4ktarN wrote:
I present to you;
+ Show Spoiler +

[image loading]


Eiyafjalla Jokull!

Volcanic map with an easily defended Main, Natural with backdoor protected by destructle rocks, a hard to defend Third and an even harder to defend mineral only.
On the left and right there are two Watchtowers and the middle is surrounded by LOS-blockers.
Havent decided on whether or not to have high yield-expos and where yet.


No air allowed?
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 25 2010 17:34 GMT
#122
On April 26 2010 01:41 Pape wrote:
Here is a remake of the Blood Bath, its still a work in progress I think I need to adjust the extra minerals in each base a little bit but I like how its turned out so far.

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]




I like how you went for a straight-up tribute to the original. My version I wanted to do something more tuned for SC2's pacing, but nice work nonetheless.
i-bonjwa
Pape
Profile Blog Joined July 2007
Serbia419 Posts
April 25 2010 18:26 GMT
#123
On April 26 2010 02:34 SichuanPanda wrote:
Show nested quote +
On April 26 2010 01:41 Pape wrote:
Here is a remake of the Blood Bath, its still a work in progress I think I need to adjust the extra minerals in each base a little bit but I like how its turned out so far.

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]




I like how you went for a straight-up tribute to the original. My version I wanted to do something more tuned for SC2's pacing, but nice work nonetheless.


Well thank you for the compliments. I thought about adding high yield minerals, more gas, etc. but I just ended up going with the same thing. I think what made BB unique was the openness and simplicity so I ended up just doing the same map as close as I possibly could. I did put the Xel Naga Tower in the middle, which is new but that is to force players to keep the middle clean of their enemies at all times.

I do like your version though, looks like it has alot of fun elements in a small map but it still looks like it keeps the blood bath feel to it. Great SC2 version of the original.
good luck have fun!
ColorsOfRainbow
Profile Joined February 2010
Germany354 Posts
April 25 2010 18:38 GMT
#124
tio fighting: the posi of gas @ naturals is problem tanks can shoot it from some posis ^^
ColorsOfRainbow
Profile Joined February 2010
Germany354 Posts
April 25 2010 18:39 GMT
#125
Ride of Valkyries is NICE BUT!!! plz make 2 gas @ every expo or its useless in sc2 ^^
Nokarot
Profile Blog Joined April 2010
United States1410 Posts
April 25 2010 19:23 GMT
#126
Hey all, I'm new here but I figured I'd post the map I've been working on.

Mapper: Nokarot.nokarot
Maps: Rediscovered v1.0, WIP, (DL) (IMG)

[image loading]
beep beep boop
j3d
Profile Joined April 2010
United Kingdom34 Posts
Last Edited: 2010-04-25 19:41:52
April 25 2010 19:40 GMT
#127
So i finally stopped making super leet units and decided to take a shot at making a map. (after all thats what this things for... right?)

Map:Hellfire
Tileset:Char

[image loading]
[image loading]

and for those of you that would like to take a look for yourself and improve/balance it. be my guest...
http://www.mediafire.com/?mzle2bm5ozz
www.j3d.net23.net
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 25 2010 19:44 GMT
#128
well i just started making super leet units, so no! ok updating one sec!
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 25 2010 19:49 GMT
#129
On April 26 2010 03:26 Pape wrote:
Show nested quote +
On April 26 2010 02:34 SichuanPanda wrote:
On April 26 2010 01:41 Pape wrote:
Here is a remake of the Blood Bath, its still a work in progress I think I need to adjust the extra minerals in each base a little bit but I like how its turned out so far.

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]




I like how you went for a straight-up tribute to the original. My version I wanted to do something more tuned for SC2's pacing, but nice work nonetheless.


Well thank you for the compliments. I thought about adding high yield minerals, more gas, etc. but I just ended up going with the same thing. I think what made BB unique was the openness and simplicity so I ended up just doing the same map as close as I possibly could. I did put the Xel Naga Tower in the middle, which is new but that is to force players to keep the middle clean of their enemies at all times.

I do like your version though, looks like it has alot of fun elements in a small map but it still looks like it keeps the blood bath feel to it. Great SC2 version of the original.


Thanks. I think I'm going to re-tool mine slightly to give the starting bases a little more room, just played versus custom AI, and things got a little too hectic with base size and supply, overall I want to keep the bases tight on my version, because I basically want to encourage fights for the high-yield minerals.
i-bonjwa
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 25 2010 19:51 GMT
#130
Does anyone have a link to that huge BW tutorial, that teaches you about rush distances, how to properly place nats and thirds, and such? I've been trying stuff but it really doesn't come out right. I know I saw it on here but I can't remember what it was called.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 25 2010 20:00 GMT
#131
Alright Updated
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-04-25 21:48:18
April 25 2010 21:44 GMT
#132
On April 26 2010 04:51 PanzerDragoon wrote:
Does anyone have a link to that huge BW tutorial, that teaches you about rush distances, how to properly place nats and thirds, and such? I've been trying stuff but it really doesn't come out right. I know I saw it on here but I can't remember what it was called.


I find the best thing to do is simply test the map build units and time how long it takes. I remember the guide you speak of but I do not know where one would obtain it anymore. More importantly those distances/timings probably don't hold true in SC2.

Edit: In order to keep everything organized, I'll list the changes I've made to Blood Bath here. Thanks to those who provided feedback in the other thread.

For Blood Bath New *Complete*:
I have made a substantial amount of changes and as such I am now calling this version 1.1 and including a new copy of the map for download.

Pictures:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


1. I modified the size of the main bases using more of the extra space in the water. Aditionally I made the choke points more narrow more in keeping with the original map.
2. I modified the size of the expansions to provide more space as well. In the process they are now full 8 mineral expansion, but no longer have gas.
3. I re-tooled the sides of the maps and the High-Yield expansions.
4. High-Yield are now accesible only by air, and behind them I have removed the Xel'Naga towers in favor of even more minerals, and one High-Yield vesspene geyser per side.
5. Furthermore the High-Yield expansions are now single bases, rather than trying to fit a high-yield for each player. I think this will make it more appropriate for team play, as the High-Yields will really be something to claim early.
6. Destructible rocks now make accessing the opponents, or your allies base whichever is the case, by cutting across the edge of the map as is a common them in SC2 map design.
i-bonjwa
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
Last Edited: 2010-04-25 21:54:08
April 25 2010 21:52 GMT
#133
I'm not sure what to call it, but here's my map that I've been working on for a few days:
[image loading]
keV.
Profile Blog Joined February 2009
United States3214 Posts
April 25 2010 21:55 GMT
#134
First attempt...

[image loading]
[image loading]

I map, keV on TL, kta.kta on bnet2.0. I'll gladly help anyone beta test anything if they want, long as I'm not in the middle of something. Can't wait until we can make customs go live. Going to start playing with some UMS/Custom game scenarios later this week.

Nice maps guys!

"brevity is the soul of wit" - William Shakesman
Pyrthas
Profile Joined March 2007
United States3196 Posts
Last Edited: 2010-04-25 22:11:43
April 25 2010 22:05 GMT
#135
On April 26 2010 04:51 PanzerDragoon wrote:
Does anyone have a link to that huge BW tutorial, that teaches you about rush distances, how to properly place nats and thirds, and such? I've been trying stuff but it really doesn't come out right. I know I saw it on here but I can't remember what it was called.

This is the only gigantic mapmaking tutorial I can think of, and it does talk a bit about distances. http://www.teamliquid.net/forum/viewmessage.php?topic_id=95409

(Edit: And I think a lot of its suggestions about using space, etc. are still important and worth keeping in mind in sc2.)
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
April 25 2010 22:08 GMT
#136
I would like to see people spend more time texturing their maps. The SC2 editor can make some really beautiful terrain.
LaiGGu
Profile Blog Joined January 2010
Finland24 Posts
Last Edited: 2010-04-25 22:10:18
April 25 2010 22:09 GMT
#137
KeV, is there supposed to be minerals on highground next to main bases or is naturals supposed to be insanely hard to take?

Other than that, your map looks awesome
Ideas
Profile Blog Joined April 2008
United States8088 Posts
Last Edited: 2010-04-25 22:17:59
April 25 2010 22:16 GMT
#138
here's my 1st attempt:

[image loading]

starting positions are (obviously) 7 and 1 o clock.

I still need to make it all pretty and stuff (and make it more symmetrical lol). My only real idea was the cliff above the natural with the tower, and then after that it inadvertently turned into "make this map as imba as possible for BW terran" lol. You can't really tell at all from the picture but there is a circle of LoS blocking bushes around the tower in the middle. I'm thinking of making the 2 cliffs closest to the crater have a ramp to them without a block and then adding a tower on top of it as well. I'm also considering adding some rocks on top of one of ramps of the cliff above the nats (or making one of them smaller).

Free Palestine
nomsayin
Profile Blog Joined March 2009
United States124 Posts
Last Edited: 2010-04-25 22:40:18
April 25 2010 22:20 GMT
#139
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?
peckham33
Profile Joined April 2010
United States267 Posts
April 25 2010 22:22 GMT
#140
On April 26 2010 06:55 keV. wrote:
First attempt...

[image loading]
[image loading]




gold nat, ouch and those are well gaurded nats too.
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?
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
Chile517 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 States8088 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 States8088 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
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]
Download
(╬ ಠ益ಠ)
Bosu
Profile Blog Joined June 2008
United States3247 Posts
April 27 2010 04:39 GMT
#181
I would love to see the destination remake be in ladder.
#1 Kwanro Fan
0neder
Profile Joined July 2009
United States3733 Posts
April 27 2010 04:53 GMT
#182
On April 27 2010 05:36 dimfish wrote:
I've got three melee works in progress:

WHOA, all of these need to be on the ladder. Or one at least. I really like curtain's concept.
dyren
Profile Joined December 2009
United States260 Posts
April 27 2010 05:02 GMT
#183
+ Show Spoiler +
On April 26 2010 21:15 Bear4188 wrote:
Shrine of the Lost
[image loading]
DL

This. Is. Awesome!!!!
(╬ ಠ益ಠ)
Davee
Profile Joined March 2010
United States38 Posts
April 27 2010 05:32 GMT
#184
On April 27 2010 12:06 BentoBox wrote:
Is there a way to open s2map files with the editor?

If you mean .s2ma, just rename it to .sc2map

On April 27 2010 13:31 dyren wrote:
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.


I like the xel'naga ideas and would like to try them. When do you think a link will be up? I'd like to test the map out with a friend.
Pyrthas
Profile Joined March 2007
United States3196 Posts
April 27 2010 05:34 GMT
#185
On April 27 2010 13:39 Bosu wrote:
I would love to see the destination remake be in ladder.

The Othello remake would be great, too, I think. Maybe imbalanced? I dunno. But interestingly different from the current maps.
vaporwolf
Profile Joined April 2010
United States8 Posts
April 27 2010 05:38 GMT
#186
Here's another 2v2 in progress.

Wide open with a fun "aquatic" center ground.

Cloverbloom
[image loading]

[image loading]
Shnakvoum rikoyoch
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 27 2010 06:07 GMT
#187
Alright Updated
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 27 2010 06:18 GMT
#188
Centrifuge:

2 player map, based heavily on Starcraft 1 map Polaris Rhapsody.
Spawn locations at 5 and 11.
+ Show Spoiler +

[image loading]
[image loading]
REEBUH!!!
Kin~Slayer
Profile Blog Joined April 2010
Canada56 Posts
Last Edited: 2010-04-27 07:00:04
April 27 2010 06:54 GMT
#189
hey guys. I don't know if this is the right thread or if I should make my own. I don't want to step out of line and be labelled a troll. But I was listing to the SotG podcast and they were talking about destructible rocks and it got me thinking...

I don't have the beta/time so I can't play with this myself so if someone finds this idea intrigueing I would take that as a great compliment.

What about randomly spawning/randomly triggered Destructible Rocks on a map?

obviously this would require use of triggers but would it be neat for every minute or so have a set of rocks spawn at a random location? This could create a choke at a normally wide open area or instantly cut off narrow attack paths, protect expos/back doors or even deny expos if you lack the field strength?

This would encourage players to think on their feet and to adapt to not only changing army comps but changing map environments too. Especially on maps with little gas to encourage ground armies.

What do you guys think?

EDIT: or even yet a map that's wide open but completely saturated with rocks kind of like dimfish's excavation but the entire map. dig your own attack paths!
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-04-27 08:29:55
April 27 2010 07:21 GMT
#190
+ Show Spoiler [Solved] +
Question: I've been working with the Abraxis tileset and am used to the lower terrain tool creating outer space (sort of like a hole through the map to the background.) I was screen shotting my map and now all of a sudden all the areas that were holes (can be seen in the screen shot in my post at the bottom of the previous page) are now filled with "low" ground (the unwalkably low type) but it won't push through to outer space (open hole) anymore. Has anyone else run into this problem? Argg.. buggy.

Here's a hi-res of Match Point w/ new Deco and a few other random changes. You can also see where all of the "ravines" or "holes" have turned into "ditches" of sorts, they now have a ground which is several heights lower than the lowest walkable ground while before there was NO ground and one could see through to the pretty background.


+ Show Spoiler +
[image loading]
(╬ ಠ益ಠ)
maybenexttime
Profile Blog Joined November 2006
Poland5540 Posts
April 27 2010 07:56 GMT
#191
On April 27 2010 12:06 BentoBox wrote:
Is there a way to open s2map files with the editor?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=121534

Here you go.
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 27 2010 08:10 GMT
#192
On April 27 2010 16:21 dyren wrote:
Question: I've been working with the Abraxis tileset and am used to the lower terrain tool creating outer space (sort of like a hole through the map to the background.) I was screen shotting my map and now all of a sudden all the areas that were holes (can be seen in the screen shot in my post at the bottom of the previous page) are now filled with "low" ground (the unwalkably low type) but it won't push through to outer space (open hole) anymore. Has anyone else run into this problem? Argg.. buggy.


This happened to me, but if you jump into test map you'll see that those areas ARE space-holes like you mean. In the editor press 'v' to toggle the in-game video settings and you'll see space like you should.
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-04-27 14:01:20
April 27 2010 08:22 GMT
#193
Oh thanks, I had noticed that it was only in the editor too. 'V' works like you said. Thanks.

Edit:

Here's more deco and some terrain changes for Match Point v0.2 :
(the colored line indicates rough playable area.
[image loading]
(╬ ಠ益ಠ)
Davee
Profile Joined March 2010
United States38 Posts
Last Edited: 2010-04-27 10:51:15
April 27 2010 10:49 GMT
#194
@Dyren's Match Point: Played a game with my friend and it was fun. I am not sure if you removed the fog or war or something, but it's hard to tell if you have vision of an area or not when you are moving out and looking at the screen or the mini-map. The top-left does not have a neutral command center, but the bottom-right expansion does.
Bear4188
Profile Joined March 2010
United States1797 Posts
April 27 2010 12:44 GMT
#195
On April 27 2010 05:51 zeox wrote:
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


Maybe move the gold out like so, to reward players for winning map control and make the center more valuable.

[image loading]
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
sushiman
Profile Joined September 2003
Sweden2691 Posts
April 27 2010 13:37 GMT
#196
Two quick questions (sorry if they've already been answered):
Has anyone found a way to mix different tilesets in a map? Like using desert textures on a jungle map. I've been looking around, but haven't found anything.
Also, does anyone know how big things like no fly-zones and the like are? I've been making a volcano in the middle of one of my maps, so both questions are related to that. :q
1000 at least.
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-04-27 14:08:59
April 27 2010 13:45 GMT
#197
+ Show Spoiler [Neo-Neo Outsider 0.001 wip] +
[image loading]


+ Show Spoiler [Match Point 0.4 wip] +

[image loading]
I changed some terrain around the middle and added doodads as well as a bunch of path blockers. Also the high ground "pods" are unbuildable, but the rest is buildable. I fixed the issues Davee mentiond.
(╬ ಠ益ಠ)
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-27 13:51:22
April 27 2010 13:50 GMT
#198
looks good
teaaaaaaaa
Lobsang
Profile Joined April 2010
Germany34 Posts
April 27 2010 17:03 GMT
#199
On April 27 2010 05:51 zeox wrote:
+ 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

I really would like to play this map right now, looks fantastic.
xmo
Profile Joined April 2010
United States60 Posts
April 27 2010 17:23 GMT
#200
On April 26 2010 11:18 Badred wrote:
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]


Beautiful map. However I feel that removing a few of the destructible rocks would make side expansions more viable. As on now everyone is going to block off their natural's ramp and wall off there.
Quotes are hard. Let's go shopping!
xmo
Profile Joined April 2010
United States60 Posts
April 27 2010 17:27 GMT
#201
On April 26 2010 21:15 Bear4188 wrote:
Shrine of the Lost
[image loading]
DL


I really like this one.
Quotes are hard. Let's go shopping!
iDfyU
Profile Joined March 2010
Germany45 Posts
April 27 2010 18:10 GMT
#202
On April 28 2010 02:27 xmo wrote:
Show nested quote +
On April 26 2010 21:15 Bear4188 wrote:
Shrine of the Lost
[image loading]
DL


I really like this one.


indead, looks great. would love to play it in ladder
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 27 2010 19:42 GMT
#203
Hello everbody, no this is not an update to the thread, there haven't been many currently. Please keep it that way until I have posted a new post in red "Alright Updated". I am asking this because I am changing everyones spoiler on the OP. dyren has given me a great idea that he came up with, I was hesitant to do it at first, considering in Microsoft Word there is already 22 pages with 4k+ words. So just wait to add new maps, I will have a beautiful new spoiler layout which gives more ease to voting. Thanks in advance:

~wishbones.
and give a big thanks to dyren when you see the new style.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Orion-TF
Profile Joined April 2010
Sweden114 Posts
Last Edited: 2010-04-27 20:40:37
April 27 2010 20:16 GMT
#204
My finished map called Risk Station.

[image loading]

[image loading]
|SC2 Mapmaker|
Ganondorf
Profile Joined April 2010
Italy600 Posts
April 27 2010 20:42 GMT
#205
The editor's custom UI seems really powerful, i have seen some maps with heroes and inventories already.
Rikerr
Profile Joined April 2010
United States69 Posts
April 27 2010 20:50 GMT
#206
ooo i like risk station well done.
Be cool if someone made a map themed after the bug rush in starship troppers at the the outpost in the desert.
We dont take kindly to folks that dont take kindley around here...
ilnp
Profile Joined December 2002
Iceland1330 Posts
April 27 2010 20:53 GMT
#207
where is my 1a2a3a
8===D~~
DeCoup
Profile Joined September 2006
Australia1933 Posts
April 27 2010 21:24 GMT
#208
On April 28 2010 05:50 Rikerr wrote:
ooo i like risk station well done.
Be cool if someone made a map themed after the bug rush in starship troppers at the the outpost in the desert.

Thats the first thing I started doing haha. But it's getting less and less Starship Troopers like as I mess with units and ideas.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Leoj
Profile Joined January 2010
United States396 Posts
April 27 2010 21:36 GMT
#209
I'm so glad people with so much more skill than I have are really getting down and using this map editor. I feel like I want the ability to play custom maps (without swapping out map files and stuff) more than I actually wanted the beta for I had it. :X
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 27 2010 21:45 GMT
#210
On April 28 2010 04:42 wishbones wrote:
Hello everbody, no this is not an update to the thread, there haven't been many currently. Please keep it that way until I have posted a new post in red "Alright Updated". I am asking this because I am changing everyones spoiler on the OP. dyren has given me a great idea that he came up with, I was hesitant to do it at first, considering in Microsoft Word there is already 22 pages with 4k+ words. So just wait to add new maps, I will have a beautiful new spoiler layout which gives more ease to voting. Thanks in advance:

~wishbones.
and give a big thanks to dyren when you see the new style.


Alright Updated

OK so I won't be changing everyones spoiler in one sitting. For now check out B's new look that is what I am aiming for, for everyone.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
SirGlinG
Profile Blog Joined January 2008
Sweden933 Posts
April 27 2010 21:51 GMT
#211
It's good that the thread is organised but If you could make it easier to view pictures of maps
(for example a spoiler with names and pic of the map).

It's not too tempting just seeing A B C D E F G...

Thx
Not my chair. Not my problem. That's what I say
dyren
Profile Joined December 2009
United States260 Posts
April 27 2010 22:25 GMT
#212
Everybody, don't forget to thank wishbones for taking the time to keep this thread updated.

SirGlinG - the OP is being updated to make it easier to view/use.. still a lot of spoilers but the images are embedded. I think it's smart to organize by author and alphabetically.. at least it's easy to find a map/author this way.

Keep up the good work.
(╬ ಠ益ಠ)
Radaka
Profile Joined April 2010
United States5 Posts
Last Edited: 2010-04-27 22:34:07
April 27 2010 22:29 GMT
#213
Here's a 1v1 map called Cleaver that I've been working on. I'm eager to hear any feedback on it, regardless of the type!

Great system you have going here Wishbones, and nooby question: How do I add the text "Rate this map!" inside the spoiler tags?

+ Show Spoiler +
Mapper: Radaka
Maps: Cleaver, Download, WIP, Overview Image, Middle Image, Bottom Left Pit Image, Top Left Pit Image, Bottom Right Pit Image, Top Right Pit Image, + Show Spoiler +
Poll: Rate this map!

4 (2)
 
67%

5 (1)
 
33%

3 (0)
 
0%

2 (0)
 
0%

1 (0)
 
0%

3 total votes

Your vote: Rate this map!

(Vote): 5
(Vote): 4
(Vote): 3
(Vote): 2
(Vote): 1

Orion-TF
Profile Joined April 2010
Sweden114 Posts
April 27 2010 23:14 GMT
#214
On April 28 2010 05:50 Rikerr wrote:
ooo i like risk station well done.
Be cool if someone made a map themed after the bug rush in starship troppers at the the outpost in the desert.


Thank you:D It took me many hours to make, it will be interesting to see how it plays. I was going for the classic risk concept
|SC2 Mapmaker|
SirGlinG
Profile Blog Joined January 2008
Sweden933 Posts
April 27 2010 23:20 GMT
#215
On April 28 2010 07:25 dyren wrote:
Everybody, don't forget to thank wishbones for taking the time to keep this thread updated.

SirGlinG - the OP is being updated to make it easier to view/use.. still a lot of spoilers but the images are embedded. I think it's smart to organize by author and alphabetically.. at least it's easy to find a map/author this way.

Keep up the good work.


Yeah I don't want to remove the system as it is just add another function since I have no idea what new name the Destination remake has etc. A quick preview with embedded pictures would make this easier, then u can look them up for more details and download in the ABCDE system.
Not my chair. Not my problem. That's what I say
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-04-28 02:20:15
April 28 2010 01:37 GMT
#216
Edit @ 10 PM Eastern: Okay well I decided I'd go ahead and finish the map and so I've posted details etc. below.

Map Release

Code: A10105
Name: Basin / Version: 1.0
Status: WIP / Complete*
Size: 96 x 160
Tileset: Zhakul'Das (Jungle)
Map Type: 1v1
Download: Here.

*The map is finished and definitely ready for play, however there are a couple of things not yet implemented.

Map Screen Description: Two opponents attempt to control this particularity rich river Basin.

Features:

1. I've spent roughly 5+ hours texturing the entire map including the cliffs to make sure that everything looks rich in texture.

2. The map has a very easy to defend natural. The naturals also only have one high-yield geyser as opposed to two regular yield geysers.

3. For the third base players have a choice of a harder to defend high-yield, but that also puts them closer to the opponent, or a destructible-rock protected regular-yield expansion.

4. (NYI) I am going to implement vision blockers in key locations to make play more interesting.

5. (NYI) For a future version I'm considering re-tooling the rivers in the middle of the map to allow for extra expansion. I will wait until play testing occurs. At this time both players have access 2+1(Natural).

Screens:

Overhead View
+ Show Spoiler +
[image loading]


Close-Up Texture - High-Yield
+ Show Spoiler +
[image loading]


Bird's Eye View
+ Show Spoiler +
[image loading]


Close-Up Main/Natural
+ Show Spoiler +
[image loading]

i-bonjwa
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
Last Edited: 2010-04-28 03:05:18
April 28 2010 03:02 GMT
#217
Map Name: Lunar Pace
Type: 1v1 Melee
Status: Work in Progress

It's pretty much been just checking how the editor feels in terms of terrain although I wanted to create something more or less playable. It's kinda small in overall size and I don't think it's suitable for standard play as each player has some kind of backdoor, only that it's very close to the main. On the other hand, that makes it easy to observe and defend it.
Actually I only included it after I discovered that there only is one attack path without it ^^
I'm kinda obsessed with terraining/creating more or less realistic and optically nice places (here: lower left corner) but I didn't finished it all around the map yet. Hard for me to keep it simple in terms of doodad placement, I spent alot of time on deleting those which were just too much.

Screenshots:
+ Show Spoiler +

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


When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-04-28 03:09:14
April 28 2010 03:03 GMT
#218
Match Point 0.5 ... tweaking is too much fun I will never move on to another map T.T

Notes for 0.5: Added a lot of pathing blockers so the map plays right and has no "tank holes." Tweaked terrain between nat and mineral only. Added third and fourth LoS zones. Triggers should be set now!

Cheers.
+ Show Spoiler [wide/image heavy] +

[image loading]
Above: Map Overview Version 0.5

[image loading]
Above: Angled overview (Large Image)

[image loading]
Above: Main and Natural Overview

[image loading]
Above: Natural Ramp / Area between Nat and Mineral Only

[image loading]
Above: Map Center

[image loading]
Above: High Ground "Pod"

[image loading]
Above: Gold Expo (12 and 6 o'clock)

[image loading]
Above: Detail of texture blends

(╬ ಠ益ಠ)
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 28 2010 03:25 GMT
#219
Jungle maps, anyone? Also, at night time. Very eerie setting
[image loading]
starleague forever
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 28 2010 03:45 GMT
#220
Alright Updated Some

Finished B, C, O, S, and V, for the new spoiler layout.
Go vote when you can so check it out.
Added Orion-TF to the letter O, Radaka to the letter R, and
the map Basin to SichuanPanda's profile.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 28 2010 03:50 GMT
#221
Map Announcement
Code: A10106
Name: Fortress (not a remake of the Proleague map) / Version: WIP
Size: 160x160
Tileset: Alpha Braxis
Play Type: 1v1, 2v2, 4 Player FFA

Details:

The map is going to be completely symmetrical it will feature natural expansion, two high yield expansions, and eight secondary expansions. I am designing the map as the name implies - in that each expansion will be easily defend-able. I will probably have four xel-naga towers, a some of the expansions may be islands, or not accessible directly. All bases will converge on a large battle field with four expansions that will see a lot of action.
i-bonjwa
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 28 2010 03:52 GMT
#222
I can hardly wait to see it, I get to see so many maps and read all about them while checking to see for WIP or no WIP. lol thats providing there is a map description.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Empyrean
Profile Blog Joined September 2004
16978 Posts
April 28 2010 03:56 GMT
#223
On April 28 2010 08:14 Orion-TF wrote:
Show nested quote +
On April 28 2010 05:50 Rikerr wrote:
ooo i like risk station well done.
Be cool if someone made a map themed after the bug rush in starship troppers at the the outpost in the desert.


Thank you:D It took me many hours to make, it will be interesting to see how it plays. I was going for the classic risk concept


I can see the crowded paths being an issue.

Stalkers+blink micro would seem really strong on the map, actually.
Moderator
Broodie
Profile Blog Joined May 2008
Canada832 Posts
Last Edited: 2010-04-28 06:27:15
April 28 2010 06:08 GMT
#224
So I've been working A TON lately and haven't had much time to focus on maps but I did finish Macronesia + Show Spoiler +
[image loading]
+ Show Spoiler [detail pictures] +
+ Show Spoiler +
[image loading]
+ Show Spoiler +
[image loading]
+ Show Spoiler +
[image loading]
+ Show Spoiler +
[image loading]


I changed it up a bit from the + Show Spoiler [Alpha build] +
[image loading]
by increasing its size and thus how it ultimately plays out.

Hinting from the name this map is mostly macro based due to it's heavy 2 base style play. taking the high yield or island expos splits your army up significantly but at the same time can help you build your army faster to answer for the separation.

Xel nagas offer great vision of the terrain but also allow certain areas to be bypassed without notice, this will test your scouting (paranoia) skills

please rate my maps on the main page and tell me why you like my maps or why you dont like my maps in a PM

also I want to work on a 2v2 but need some inspiration, the first person to message me with a kool, balanced, and unique map idea/theme will get that map made!

thanks
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
Last Edited: 2010-04-28 07:10:30
April 28 2010 06:14 GMT
#225
On April 28 2010 12:03 dyren wrote:
Match Point 0.5 ... tweaking is too much fun I will never move on to another map T.T

Notes for 0.5: Added a lot of pathing blockers so the map plays right and has no "tank holes." Tweaked terrain between nat and mineral only. Added third and fourth LoS zones. Triggers should be set now!



Nice textures! Specially the high grounds look great. One of the better looking Match Point's I've seen...

EDIT: Ninja edit. Flag on the play: wrong use of Spoiler tag
EDIT 2: What the hell is wrong with me today. I want to write play and I write FLAP...
Bankai - Correlation does not imply causation
Badred
Profile Joined August 2009
Canada129 Posts
April 28 2010 06:51 GMT
#226
WIP Katrina (SC1) inspired 1v1 macro map, with your nat actually behind your main and protected by the same choke. Only about a third of the texturing is done, and no doodads, but I'd still love general feedback on the layout/expos/etc. before I finish it up. Watchtower in the center can see all the lanes of movement through the center but is just barely out of reach of the gold mineral patches.

[image loading]
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
April 28 2010 07:15 GMT
#227
What is the point of the high ground behind the natural? Siege - Colossus - Reaper harass spot? As I Zerg player I take offense on that

How many mineral patches is that on the natural, 5?

I like the layout, especially the center. Watch tower has the right range I would say.
Bankai - Correlation does not imply causation
Badred
Profile Joined August 2009
Canada129 Posts
April 28 2010 07:21 GMT
#228
All the blue expansions are 8 crystals, 2 gas, while the rich expansions are 6 minerals, 2 rich gas. The high ground behind the natural is intended to be an equal opportunity harass zone, as it makes for an easy angle of attack with mutalisks and other air drops, as well as the obvious reaper and colossus harass.
Bear4188
Profile Joined March 2010
United States1797 Posts
April 28 2010 08:19 GMT
#229
[image loading]

[image loading]

Ground Zero
DL
1v1, 2v2, FFA

Continuing my self-guided tour through the tilesets and experimenting with different gameplay elements. In this map the natural has been dropped two levels down from the main, with a narrow chokey attack path between the two which can also be used as high ground for defense. Also added some "offensive" Xel'Nage watchtowers which a smart player will use to negate said defensive high ground when attacking the natural. Short air distance and circuitous ground paths make air a viable option, and the numerous cliffs open up opportunities for colossus and reaper micro. In the center players can choose to mine one of the outer rungs or go for the rich but totally exposed center.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
dyren
Profile Joined December 2009
United States260 Posts
April 28 2010 09:07 GMT
#230
^Looks awesome, great concept.. I like the sneaky entrance between main and nat... very creative. Good work.
(╬ ಠ益ಠ)
CagedMind
Profile Joined February 2010
United States506 Posts
April 28 2010 09:17 GMT
#231
For ground zero you should move that expo behind first natural. Too much expos that can be easily grabbed.
your micro has been depleted
Orion-TF
Profile Joined April 2010
Sweden114 Posts
Last Edited: 2010-04-28 10:15:30
April 28 2010 10:08 GMT
#232
On April 28 2010 12:56 Empyrean wrote:
Show nested quote +
On April 28 2010 08:14 Orion-TF wrote:
On April 28 2010 05:50 Rikerr wrote:
ooo i like risk station well done.
Be cool if someone made a map themed after the bug rush in starship troppers at the the outpost in the desert.


Thank you:D It took me many hours to make, it will be interesting to see how it plays. I was going for the classic risk concept


I can see the crowded paths being an issue.

Stalkers+blink micro would seem really strong on the map, actually.



hmm maybe... most of the paths are bigger then it looks though because the map is so large. I designed it to make it easy to defend each expansion but never thought of blink+stalkers.
But I will see if thats a problem when I can play test the map.
If it is, you can always pick a fight in the open areas instead.
My biggest concern was actually air, they could ignore the map layout an size and just terrorize. Because this map is a macro map and I tried to make it as strategic as possible. So if stalkers are too good I have to change some parts of the map.
If someone else have a good idea to improve the strategy gameplay in
Risk Station I would appreciate it.
|SC2 Mapmaker|
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 28 2010 17:21 GMT
#233
Bear, Ground Zero has a cohesive game-play and visual design, I really like it!

to CagedMind: The third is easily protected on Ground Zero with ranged fire from the main, but there is still a long walk distance, so I think it will be hard to protect. And the natural is really pushed out a little bit, but Bear threw that back ridge and a watchtower in, so it's a good incentive for a player to protect the natural by getting out in front of it at that narrow choke with high ground on both sides. But then there's that ramp that lets you slip into the main without visiting the natural... I think it should stay how it is, there is quite a bit of tension to protect your bases without being able to plop a blob in one spot.

Maybe, Bear, you can widen that path to the main bypassing the nat by taking space from main and putting it on the outside, because there isn't even a medium-wide avenue for late-game armies to march in on the main.
vaporwolf
Profile Joined April 2010
United States8 Posts
April 28 2010 17:30 GMT
#234
I've re-designed Diamond Steppes with what I've gleaned from using the editor now. Here's the new look, along with a pathing flow:

+ Show Spoiler +

[image loading]

[image loading]

Red arrows show pathing for units that can "cliff jump" Blue is for basic ground.
[image loading]


With all traffic routed around the center pit, I hope to see a lot of fighting over the high-ground, and make taking the gold a reward for getting the upper hand. The pit is too deep to allow cliff-jumpers into it, so transports will be necessary to claim it, though it's easily harrased by longer-range ground or air units. Using low ground to create the choke into the main base means that cliff-jumpers can't by-pass your choke though, making defense against an early reaper-rush easier.

Shnakvoum rikoyoch
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 28 2010 17:38 GMT
#235
Yo wishbones, thanks again for maintaining this thread, I love checking out everyone's designs!

I have updated pics of my three maps, and a new one, all still works in progress:


NEW: West End
A 4 player map with a simple expo layout: a natural raised but across the path from your main, and thirds butted up against a center highground area.
+ Show Spoiler +
[image loading]


The thirds aren't a nightmare to hold, though, because a watchtower gives you early warning of an army on the center (which doesn't mean they can't hit your mineral line from up high or march down on you anyway). The watchtowers are in the expo, but away from the ramps to the highground, though, so you need more map-wide scouting info to decide whether to protect the third from the center, or hang back at the third to stop movement coming in from the side paths.

+ Show Spoiler +
[image loading]





Curtain:
The draw here is a curtain of LoS blockers across the top of the map for players to ambush armies on the move, or to sneak up close on the natural--but all the resources are on the south side, so are you really going to spend time keeping an eye behind the curtain? Surprise!
+ Show Spoiler +
[image loading]




Excavation:
A map with stretches of terrain made of destructible rocks, so digging your way is a viable mid-to-late avenue of attack. Now with new-and-improved terrain deformations so there is a nice ditch with rubble left behind after you break down rocks.
+ Show Spoiler +
[image loading]



Zenith Madrid:
This map is hard to explain, I'll be coming back to it and see if some alternate texturing might highlight what's going on. Basically the mains aren't attached to the edge of the map, they're fully inside the pathways, like Desert Oasis. The point of tension is that one pathway around the main is tight and easily observed from the main, the other is a wider approach but further walk.
+ Show Spoiler +
[image loading]



Superouman
Profile Blog Joined August 2007
France2195 Posts
April 28 2010 18:12 GMT
#236
My first serious SC2 map o_o

Name: The Statue / Version: WIP
Size: 144x144
Tileset: Bel'Shir
Play Type: 1v1, 2v2
DL Link: http://www.mediafire.com/file/niiohtzzhzj/The Statue.SC2Map

[image loading]
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
April 28 2010 18:14 GMT
#237
So much nice stuff... I wonder whether I could get something good out by the time I got some time (mmh funny).
Wut
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 28 2010 19:34 GMT
#238
On April 25 2010 08:27 BentoBox wrote:
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?


I've done web design and graphic design, and I'm sure anyone else who is the least bit artistic will say this. Drawing it on paper first is an absolute must. I know the quote is from the first page, but I just wanted to point out to all the aspiring mappers out there who aren't quite sure where to go, draw something first, it really helps.
i-bonjwa
Badred
Profile Joined August 2009
Canada129 Posts
Last Edited: 2010-04-28 20:24:17
April 28 2010 20:21 GMT
#239
Starting out with a goal can also be a big help for aspiring mappers. It's tough to just say "I want to make a map" and then go ahead and make something cool, while saying "I want to make a map with a natural that is difficult to defend" or "I want to make a map with multiple paths through the middle and a backdoor into the main from the edge" and starting from there usually gives you a richer end product.

For example, with my most recent map (near the top of this page), I started out with a plan to have the natural expansion inside the main, many unique paths through the middle to encourage constant army movement, and no destructible rock gimmicks or backdoors. I ended up extremely happy with the layout of the map.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 28 2010 20:31 GMT
#240
Some good advice there Badred, one more thing I just wanted to add was simply this. Take your time, the first SC2 map I made is actually about the 500th or 600th map I've made with a Blizzard editor. Me being good at SC2 editor the first time I opened it isn't a fluke, the layout is almost the same as old editors. So if you are new to map design altogether just take your time, work on a concept, check out experienced mappers designs, and don't be afraid to make mistakes, or scrap multiple maps in a row before you get on you're happy with. It will come in time, and eventually you'll be pumping out a map every day if you so wished.
i-bonjwa
Blinn
Profile Blog Joined March 2009
United Kingdom68 Posts
April 28 2010 20:44 GMT
#241
[image loading]
Here's my map: Tranquil Fane
http://highper.ch/SC2/(2)TranquilFane.SC2Map
Some close up shots of the setpieces:
[image loading]
[image loading]
[image loading]

Any thoughts on the design/art?
2 Fav Things? Team Melee & Bjornebryggs!
SaetZero
Profile Blog Joined December 2009
United States855 Posts
Last Edited: 2010-04-29 02:32:53
April 28 2010 21:10 GMT
#242
edit'd

I got it in my head, can't wait until I got the free time.
Never Forget. #TheRevolutionist
dyren
Profile Joined December 2009
United States260 Posts
April 28 2010 21:16 GMT
#243
Protoss4ever: that map looks tight! Nice work.
(╬ ಠ益ಠ)
Badred
Profile Joined August 2009
Canada129 Posts
April 28 2010 21:49 GMT
#244
On April 29 2010 05:44 Blinn wrote:
[image loading]


That looks amazing. I love the way the gold mineral expo & backdoors are designed, and overall the texturing and decoration looks very tight. My only question would be about how the game would flow once someone did take and secure the gold minerals. It could possibly be too easy to defend, and the advantage you got from the extra income would be tough to counter with anything but a direct attack. I don't really know if that would be a good or bad thing, but it's the only constructive non-gushy-praisey thought that came to mind.
Blinn
Profile Blog Joined March 2009
United Kingdom68 Posts
Last Edited: 2010-04-28 21:57:06
April 28 2010 21:54 GMT
#245
Thanks! The design might be a little whacky I agree- my (possibly fuzzy) logic around the gold minerals is that they're the main focus of the map rather than just some afterthought you take when you've already won. My hope would be that getting control of them is instrumental to winning the game. Conversely, they can be attacked from like 4 different directions so they'd be relatively easy to harrass unless you invest a lot in defending them. You'd also open yourself to a counterattack because it's so far out of the way.

Getting control of that highground pod gives you control of the gold, a backdoor to your enemy's natural, control of the xel'naga watchtower (though it can't see past the LOS blockers) Also obviously to avoid walking into an ambush the LOS blockers allow you'd need to destroy the destructible rocks.

Whether or not this stuff actually works out and is fun still needs to be tested cos I've only seen one or two games of my friends playing on this map.
2 Fav Things? Team Melee & Bjornebryggs!
Jokey665
Profile Joined April 2010
United States138 Posts
Last Edited: 2010-04-28 21:57:20
April 28 2010 21:56 GMT
#246
Has anyone had an issue where units can walk up and down the sides of ramps? It's only happening to 8 of the 24 ramps on my map, and the ramps are ones that go up/down two "layers."
Shade692003
Profile Joined August 2005
Canada702 Posts
April 28 2010 21:56 GMT
#247
On April 29 2010 05:44 Blinn wrote:
[image loading]
Here's my map: Tranquil Fane
http://highper.ch/SC2/(2)TranquilFane.SC2Map
Some close up shots of the setpieces:
[image loading]
[image loading]
[image loading]

Any thoughts on the design/art?


The map looks great, the attention to details is very good, there is only 2 points I'd like to bring out.

1- I think that four ramps for the golden minerals might be excessive, IMO I'd get rid of the back ones.

2. The natural expo for the player at 3'o clock. There is a river separating it from the main if I see correctly, while it's a cliff for the left one. The cliff is much better for defense, like siege tanks covering your natural. The enemy can retaliate on the river, but they can't with the cliff unless the have a spotter.

I hate the post below mine because it feels War3-ish.
Blinn
Profile Blog Joined March 2009
United Kingdom68 Posts
Last Edited: 2010-04-28 21:59:57
April 28 2010 21:59 GMT
#248
Shade as to point 1 I sort of agree but I'm also attached to the four ramps because they force you to either destroy the destructible rocks or risk going through the LOS blockers; it's a cool choice I think.

As for point 2 your eye is misleading you- they're both cliffs, it's just the one at 3 has a thin strip of river running between ground level and elevation +1. Don't worry about reapers or collosi either, I used pathing blockers so you can't jump up on either side; only at the top.
2 Fav Things? Team Melee & Bjornebryggs!
Badred
Profile Joined August 2009
Canada129 Posts
Last Edited: 2010-04-28 23:12:07
April 28 2010 23:11 GMT
#249
I didn't notice the river versus cliff thing before. You may want to make sure you have something physically there to make it look like reapers/colossus can't get up there (like rocks or some other doodads) so that a player new to the map won't be confused by the apparently arbitrary un-climbable cliff.

I like that the gold minerals are the focus of the map, and I like all the ramps leading up to them, but I don't think they're necessarily far enough out of the way to make counter attacks or backstabs that easy, and anyone who does backstab is going to immediately get pincered between whatever re-enforcements you have coming out of your main and your main army retreating to defend it. I'm not saying it's a bad thing, I'm just enjoying the discussion
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-29 02:52:19
April 29 2010 01:11 GMT
#250
Added everyones current additions, most of the letters of people who added here so far, I have implemented the new spoiler layout for them except for one letter, because there was too many things to edit. I will get to it though.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-04-29 03:34:40
April 29 2010 02:51 GMT
#251
Alright All Is Well

I have updated the op linking dyren's SC:BW -> SCII Map Ports thread. Please do check it out!

Which is another thread, but with all the SC1 converted Maps being in one list, much, much easier to locate imo.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-04-29 05:15:07
April 29 2010 04:17 GMT
#252
First of all, this thread is awesome and everyone is making great stuff. Loving a lot of these maps!

But anyway, here's my first map, "Chaos Sanctum." It was designed to be 2v2 only (top vs bottom); I'd appreciate any input (I'm aware it's difficult to see the map details since it's a bit large, so I've included some labels)

+ Show Spoiler +

[image loading]


I'm not sure if you can tell but there's two high ground areas in the center where the two towers are. There's one ramp on the outer side of each of the tower areas and is a great defensive or offensive position. In case the main paths aren't obvious since the map is very dark and it's zoomed out quite a bit, I've also included the same image with the main paths to and from each base drawn out, not including the destructible rocks and such (Red is general paths, Yellow is cliff walking/jumping paths).

+ Show Spoiler +

[image loading]


My second map that I've been working on is unnamed so far (Tentatively been naming it "Smoke Screen", but not sold on it lol) and I've been having some issues with it/going through several redesigns. I don't think it's quite ready yet but I'm pretty happy with where it's going. Not completely sold on the layout but it's much better than where it was at before, and still need to finish up textures, etc. It's meant to be a 2v2 (left vs right) or 1v1.

+ Show Spoiler +

[image loading]


I'd appreciate anyone's input on either maps!
dyren
Profile Joined December 2009
United States260 Posts
Last Edited: 2010-04-29 04:46:33
April 29 2010 04:45 GMT
#253
Vertigo, nice maps!

Chaos Sanctum: This map looks interesting, I like that you've chosen an unorthodox set of paths for movement and the map looks pleasing to the eye. I can see no glaring errors. However, I think the backdoors might cause gameplay issues once opened up since the backdoor to backdoor distance is so incredibly short. With that said I think it's really cool.

Smoke Screen: Solid, I really like the layout of the bases! Two chokes to the nat one of which is a longer run distance but when the rocks are destroyed the nat becomes more vulnerable. The third is pretty safe except for the double rocks behind it, nice. It kind of reminds me of Othello.

+ Show Spoiler [Othello] +

[image loading]
(╬ ಠ益ಠ)
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
April 29 2010 05:03 GMT
#254
Wow Tranquil fane is really good 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
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-04-29 05:31:52
April 29 2010 05:31 GMT
#255
Thanks Dyren. And yes with the close proximity to the backdoors, I figured it would make some interesting play midfield. I imagine due to the low number of expansions it will force players to make some interesting tactical decisions and I tried my best to give players a variety of opportunities to do so with the map layout. Whether or not it's balanced or has gameplay issues is up for testing so I wouldn't be surprised if I end up having to take out the backdoors or something if it gets too crazy.

Also a couple of questions:

-On space platform tileset, why is it when I select the rock cliffs and start drawing out a platform it draws them out inside out? It's like impossible for me to put a rocky platform in my space platform map without it being all screwed up.

-Is it possible to "fill in" terrain? Like, how it lets you fill in textures with the fill in tool, is there something comparable to that using terrain types? Maybe even with different tilesets? Like if I want to see my space platform map but with a different tileset is there any way for me to "switch" it over or is it forever stuck as a space platform map?

-Is there a way to see a ghost image of terrain I am trying to paste? It can be a pain to get the proper alignment when pasting terrain symmetrically since all I see is a border. It would be ridiculously helpful if I could see a ghost image of what I'm about to paste.
dyren
Profile Joined December 2009
United States260 Posts
April 29 2010 05:44 GMT
#256
Q1: I imagine you're talking about the "In-game view" versus "editor view." Someone else clarified that for me when I was having issues "seeing through" empty spaces in my map. "V" is the button which toggles this mode. You will see map bounds when in editor mode, and you will see some graphical glitches too. When in the "In-game view" you will see better smoothing, shadows, you will "see through" the empty spots and hopefully your terrain will look much nicer.

Q2: I have not seen this tool yet, terrain fill. I use the "Same Level Cliff" tool all the time. Also while using any tool (not sure if there are exclusions) shift+click will do the opposite of what the tool already does. So using the "Raise Cliff" you can Click to raise cliffs, Shift+Click to lower them. But I find myself using the same level cliff too constantly to push cliff edges around. As for the switching of tilesets, it's under Map > Map Textures. Note: This cannot be undone with ctrl+z so simply save an extra version of your map before you convert the textures and you'll have no issues.

Q3: Not presently, only an outline.
(╬ ಠ益ಠ)
Vertigo-1
Profile Joined April 2010
United States19 Posts
April 29 2010 05:52 GMT
#257
Ah okay, and yeah I use same level tool 90% of the time. And for Q1 I guess I was unclear...it's kind of hard to explain but basically when I draw out a platform with "rock edge" selected (or organic cliff...or something) it draws out a manmade cliff platform but as I drag the curser and draw a larger platform the middle part starts expanding as a rock edge...basically it creates a hole of rock cliff (inner edge) within the larger man made cliffed outer platform. A doughnut basically. This forces me to choose 1 edge or the other for the entire map or else I have to do ridiculously weird stuff to make it work, hence why my space platform map is kind of devoid of personality (I wanted to mix it up with rock edges like scrap station but couldn't figure a solution to this :/)

Another question while I'm here: Is there a way (I'm sure there is) to rotate doodads? I use the < key to cycle different doodads but can't figure out how to rotate them.
-infinite-
Profile Blog Joined April 2010
United States44 Posts
April 29 2010 05:58 GMT
#258
Created a new map! Find out more here:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=122059

New map: Dissolution
One shot, one kill. Ready to die but never will.
dyren
Profile Joined December 2009
United States260 Posts
April 29 2010 07:14 GMT
#259
Vertigo, there's an option under Tools > Brush > Allow Cliff Merging ( Shift + i ). Is this on or off? Does changing it affect your issue?
(╬ ಠ益ಠ)
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 29 2010 07:16 GMT
#260
This one is called Nano, and it is silly small. There are two paths to take and expanding is easier--all gold expos. I think if both sides hold through rushes this could turn into an interesting two-pronged battlefield.

+ Show Spoiler +
[image loading]
dyren
Profile Joined December 2009
United States260 Posts
April 29 2010 07:20 GMT
#261
I really like that dimfish. I like how each player has quick access to a high ground pod but proceeding across to the opponents base is a longer route (counter-attack distance is longer.) I see that being the only issue with this map: the likelihood and ease of counter-attacks. I think it's an awesome small map, love the name too. :D
(╬ ಠ益ಠ)
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 29 2010 07:29 GMT
#262
On April 29 2010 16:20 dyren wrote:
I really like that dimfish. I like how each player has quick access to a high ground pod but proceeding across to the opponents base is a longer route (counter-attack distance is longer.) I see that being the only issue with this map: the likelihood and ease of counter-attacks. I think it's an awesome small map, love the name too. :D


Thanks, bud, I appreciate the feedback. I was experimenting to see just how tiny a map I could make that might still work for a competitive match. Thing is, our platinum++ players can probably early reaper or 6 pool or what have you on this map and win, even if they told you it was coming. If a bona fide plat asks, I'll do a "pico" with similar layout but longer travel time.
Vertigo-1
Profile Joined April 2010
United States19 Posts
April 29 2010 07:29 GMT
#263
On April 29 2010 16:14 dyren wrote:
Vertigo, there's an option under Tools > Brush > Allow Cliff Merging ( Shift + i ). Is this on or off? Does changing it affect your issue?


Thank you so much, this was the problem. It was off, lol. Time to revamp my levels now that I am able to use different cliffs together haha.
sacrife
Profile Joined April 2010
Norway26 Posts
April 29 2010 07:51 GMT
#264
I cant for the life of me figure out how to update the leaderboard.
I can fill it with text and stuff, but updating stuff as kills, lives, etc is just something I cant figure out.
I googled but all I can find is a forum reference to a site that's down ;(.
PRRAAGGUEEAAA
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 29 2010 17:49 GMT
#265
My sixth map: (4)Omen

+ Show Spoiler +
[image loading]


And a close-up of the main and natural:
+ Show Spoiler +
[image loading]





There are 5 mineral patches inside the main. You can remote mine them with workers just before a Maynard transfer, or build a second hatch in-base for the larvae and mine them, or mine them with a CC before lifting off to natural or island expansions. I guess Protoss could put down a nexus at them and get a bonus chrono boost, but they are probably better off remote mining with probes about to leave for an expansion. Another thought is you can use those 5 minerals as part of an in-main wall to hinder units that slip through the choke.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 29 2010 19:13 GMT
#266
On April 29 2010 16:51 sacrife wrote:
I cant for the life of me figure out how to update the leaderboard.
I can fill it with text and stuff, but updating stuff as kills, lives, etc is just something I cant figure out.
I googled but all I can find is a forum reference to a site that's down ;(.


I'm having the same issue right now myself. Theoretically it should be as simple as saying 'when player unit gets a kill' do 'update leader board row 1, column 2, ADD 1' however it isn't working when I do this.
i-bonjwa
Takyn
Profile Joined March 2010
Germany42 Posts
April 29 2010 19:18 GMT
#267
Temple Garden (finished)

This is a 2 player map, starting positions are top right and bottom left.
There are 10 bases total, 2 high yield, 2 island expos. The naturals are easily defendable early because they only have a small ramp, but there is a cliff expo overlooking the naturals.

+ Show Spoiler +
[image loading]


Download: http://www.sc2mapster.com/maps/temple-garden/
Jokey665
Profile Joined April 2010
United States138 Posts
April 29 2010 19:23 GMT
#268
So... first two maps. They're based on maps from Total Annihilation.

+ Show Spoiler [(4) Desert Joust] +
Original:
[image loading]

SC2:
[image loading]

SC2, different angle:
[image loading]

The pictures are slightly outdated, the ramps facing left/right have rocks on them.

Your main includes a Xel'Naga watchtower right behind your mineral line, and your 'natural' has 1 rich vespene geyser instead of two normal geysers. Your main has 8 mineral patches, while every expo has 6. You have two ramps into your main/natural area, the ones pointing up and down should be blockable with Barracks/Add-on/Depot or Barracks/Depot/Depot or Gateway/Pylon/Pylon or Forge/Pylon/Cannon. The ones pointing left and right should be blockable with Depot/Depot or Pylon/Pylon.


+ Show Spoiler [(4) Lava Highground] +
Original:
[image loading]

SC2:
[image loading]

SC2, different angle:
[image loading]

Pics are messed up slightly because my PC blows. There is bright red lava where it should be, haha. Also I've changed the textures slightly since the pics were taken.

Your main has two easy expansions; a mineral-only with 2 high yield patches slightly further away than the normal patches, and a gas-only with 4 geysers. Choose wisely. Each of these expansions has more resources than normal (mineral patches have 2500 and geysers have 3500, normal values 1500 and 2500). I wanted to try something different.

Easy choke, blockable with barracks/depot/depot. Backdoor ramp with rocks on it. 4 watchtowers directly across from the ramps in the middle of the map, with an additional 4 inside the high yield expansion (theoretically giving you vision full-time while you're mining it).


Go easy on me, first time making "competitive" starcraft maps.
pandamanana
Profile Joined April 2010
37 Posts
April 29 2010 19:26 GMT
#269
I made a thread for my first map a while back, but I just recently updated it.
master of wood, water and hill
Superouman
Profile Blog Joined August 2007
France2195 Posts
April 29 2010 22:03 GMT
#270
Ooookay, this time i tried to implent other tilesets in one
This is kind of oasis, totally unplayable, the map is big as hell
There is a walkable river in the middle

(4)Oasis
[image loading]
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Vertigo-1
Profile Joined April 2010
United States19 Posts
April 29 2010 22:19 GMT
#271
I've been working on a Blood Bath remake. Here's how it's looking so far (no where near done texturing/doodads/etc., but I think I got the map layout finished)

Original:

+ Show Spoiler +
[image loading]


My remake:

+ Show Spoiler +
[image loading]


Any suggestions/comments would be most appreciated!
FiveAlarm
Profile Joined March 2010
United States57 Posts
April 30 2010 01:30 GMT
#272
I've made some adjustments to my WIP "Twin Mesas". Still no download.

+ Show Spoiler +
[image loading]


- Greatly improved map symmetry.
- Properly centered the Xel'naga tower.
- Reduced the amount of building space denied by the LOS blockers in the mains.
- Added birds.

I don't plan on making any more changes until custom maps are playable on Battle Net.
o/ \o TEAMWORK!
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-04-30 02:15:11
April 30 2010 02:10 GMT
#273
Map Name: Uroboros
2 Players.
Positions at 10 and 4.
Still a WIP.

[image loading]
REEBUH!!!
Baleur
Profile Joined April 2010
Sweden9 Posts
April 30 2010 03:04 GMT
#274
The Mar Sara Incident
http://www.filefront.com/16309789/Baleur_The_Mar_Sara_Incident.SC2Map
2v2
Fight to control the central high yields!
Mining them out early can be dangerous if the game doesnt end quickly, as the lack of minerals creates a huge passage for enemy troops.

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

Crystalline Risks
http://www.filefront.com/16309805/Baleur_Crystalline_Risks.SC2Map
1v1
Control the island expansion to avoid unexpected air raids, or the central passage for rich vespene and distance-mined high yields during mid-late game.

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Sevas Tra
Slakter
Profile Joined January 2010
Sweden1947 Posts
April 30 2010 15:40 GMT
#275
Is there a way to make things smaller? Otherwise I have to remake Peaks of Baekdu
Protoss, can't live with em', can't kill em'.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-04-30 15:53:53
April 30 2010 15:53 GMT
#276
Uroboros updated
Still a WIP.

[image loading]
REEBUH!!!
Zionner
Profile Joined April 2010
Scotland112 Posts
Last Edited: 2010-04-30 18:52:34
April 30 2010 18:52 GMT
#277
Military Outpost Update Released: DL Link: http://www.mediafire.com/?ttljgznngmz

General Changes:
Cleaned up several jagged edges in the terrain, that were previously making a lot of the cliffs look wrong.

Balence Changes:
Reduced Size of main base area/Increased size of area at Expansion above main base
Reduced Size of ramp at the right hand side High Mineral, to match the other High Mineral patch
Moved the position of the minerals at the bottom base, to be more in line with the other base
Moved Base starting points slightly further away from the mineral lines
Increased amount of minerals patches at main base to 6

Current Known Issues:
The placement of the minerals at the expansions above each main base could be better, this may be changed, based on any feedback recieved.
The Area at the main base/the expansion above the main base, may also be changed, based on any feedback given.


Thanks for downloading and trying the map guys! I hope you're enjoying it!
I really need to stress, that the improvements I can do to the map is limited, based on how much feedback you guys give me, and so feedback is really important for me guys =)

Hope you like the changes made!
Zionner
For the Swarm!
Slakter
Profile Joined January 2010
Sweden1947 Posts
April 30 2010 18:52 GMT
#278
Ive done a remake of Beaks of Baekdu, almost done. Just need some advice for where to place Watchtowers/LOS-blockers/Gold-minerals!

[image loading]

Some of you guys are great at texturing, any tips so I can make Peaks of Baekdu a beautiful map as it was in BW?
Protoss, can't live with em', can't kill em'.
Shade692003
Profile Joined August 2005
Canada702 Posts
April 30 2010 18:59 GMT
#279
On April 30 2010 07:03 ProTosS4EveR wrote:
Ooookay, this time i tried to implent other tilesets in one
This is kind of oasis, totally unplayable, the map is big as hell
There is a walkable river in the middle

(4)Oasis
[image loading]


I see you have made the vagina map.

You even made the clitoris.
I hate the post below mine because it feels War3-ish.
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
Last Edited: 2010-04-30 19:27:45
April 30 2010 19:26 GMT
#280
Just in case somebody is interested:
Here is a mapping contest which is the first and will be followed by others made by those guys at this homepage.
http://starcraft-mapping.de/forum/wettbewerbe-f52/-totg-terrainer-of-the-galaxy-1-t547.html

I know it's german so here comes the basic informations:
Make a screenshot on a self created map. Topic is: "Terran Outpost"
Rules: No Image editing exept for cutting to the right size if you have to, act on your own, don't steal ideas, hand screenshot in until 2nd of may 20.00pm (CET) by posting it in that thread and don't import custom models or stuff like that.

I'm not having to do anything with this besides participating but I thought it might be fun for some interested people. There's nothing to win besides a special title or something for that forum (really, who cares about that?) but I still like the idea of competing a little.
Winner will be found by an open voting.
When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
w1llie
Profile Joined April 2010
United States7 Posts
Last Edited: 2010-04-30 20:44:43
April 30 2010 20:38 GMT
#281
Working on a little island hop map. 4 players right now on the corner islands with 2 gold mineral bases in the middle sharing a gas. There is also a third that is shared between either side. I also made a volcano

+ Show Spoiler +
[image loading]
http://img401.imageshack.us/img401/7465/islandhoptop.png


+ Show Spoiler +
[image loading]
http://img175.imageshack.us/i/islandhopisometric2.png/


+ Show Spoiler +
[image loading]
Ayestes
Profile Joined April 2010
United States106 Posts
April 30 2010 21:32 GMT
#282
2v2 / 1v1 Galactic Temple

[image loading]

[image loading]

Red: Starting Position
Light Blue: Expansion
Yellow: High Yield
Green: Destructible Rocks
White: Watchtower
Dark Blue: LoS Blockers

Still a work in progress. Haven't touched the doodads much yet, and need to play test it a bit. It could potentially have some interesting strategic quirks. No download at the moment.

Would love any design suggestions before I move into too much detail work. Probably needs a better name.
Would you kindly?
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 30 2010 21:58 GMT
#283
On April 30 2010 07:03 ProTosS4EveR wrote:
Ooookay, this time i tried to implent other tilesets in one
This is kind of oasis, totally unplayable, the map is big as hell
There is a walkable river in the middle

(4)Oasis
[image loading]


uhhh, did you TRY to make this look like a vagina? I mean...it even has a clit...
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-30 22:02:45
April 30 2010 22:02 GMT
#284
[image loading]


why did you make a map shaped like a swastika ;o
Too Busy to Troll!
Baleur
Profile Joined April 2010
Sweden9 Posts
April 30 2010 23:23 GMT
#285
On May 01 2010 07:02 Half wrote:
Show nested quote +
[image loading]


why did you make a map shaped like a swastika ;o

It isnt.. A swastika doesnt have two large squares in the corners..
Oversensitive ^_^
Sevas Tra
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
Last Edited: 2010-05-02 18:43:19
May 02 2010 18:06 GMT
#286
I present my very first StarCraft II map, Rising Tides v1.0.

I'm new to map design so any feedback would be much appreciated. For those who would like to test the map, here is the download link:

http://www.speedyshare.com/files/22235656/Rising_Tides.SC2Map

[image loading]

+ Show Spoiler +
[image loading]


[image loading]

+ Show Spoiler +
[image loading]


[image loading]

+ Show Spoiler +
[image loading]


+ Show Spoiler +
[image loading]
Maginor
Profile Joined May 2010
Norway505 Posts
May 02 2010 18:52 GMT
#287
Cool. Does it have rising tides? As in dynamic water levels? Anyways, it's an interesting map.
CagedMind
Profile Joined February 2010
United States506 Posts
May 02 2010 19:53 GMT
#288
Beautiful map but unplayable. All you have to do is sit on the high cliff at middle and you own half the map. They even have to go around to get up ramp.
your micro has been depleted
d.arkive
Profile Blog Joined January 2007
United States843 Posts
May 02 2010 20:01 GMT
#289
Wow, good job on rising tides.
Sure it probably has balance issues, but it actually looks like it might be a real-world island.
"Refrigerator. Refrigerator, damn you. Refrigerator."~Spiritofthetuna, speaking in Haiku after losing
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 02 2010 20:45 GMT
#290
I don't want to have to search through all this, sorry I know I am lazy, but maybe someone can just help me.

Has anyone made a map that can support a ton of players? In the beta comps are set to "very easy" but I would like to play against computers with my friend. So to make the game challenging it has to be a ton of competitors, so the more players the map supports the better (I was hoping for 10+).
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-05-02 21:16:16
May 02 2010 21:14 GMT
#291
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

here are some images of two maps i have been working on. the dark one i called dragon wars and i need to lookup the name i gave to the green one.
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?
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
May 02 2010 21:17 GMT
#292
On May 03 2010 06:14 peckham33 wrote:
[image loading]
here are some images of two maps i have been working on. the dark one i called dragon wars and i need to lookup the name i gave to the green one. will try to upload better copies of the images soon.


i'd call the green Straight Linear Lines
"When the geyser died, a probe came out" - SirJolt
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-05-02 21:22:55
May 02 2010 21:21 GMT
#293
i called it reaper walls. if you can't see it, the wall around the sides of all the mains and the walls on the back are double high.
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?
blasted
Profile Joined May 2010
United States11 Posts
Last Edited: 2010-05-05 03:02:04
May 02 2010 22:47 GMT
#294
Hey guys, this is the first RTS map I've ever made so I'd really appreciate any comments/criticism!

Map is not complete but is very close, just needs a bit of playtesting before I make final changes. Also I have not chosen a title yet.

[image loading]

[image loading]

[image loading]
Ryuu314
Profile Joined October 2009
United States12679 Posts
May 02 2010 22:50 GMT
#295
On May 03 2010 05:45 travis wrote:
I don't want to have to search through all this, sorry I know I am lazy, but maybe someone can just help me.

Has anyone made a map that can support a ton of players? In the beta comps are set to "very easy" but I would like to play against computers with my friend. So to make the game challenging it has to be a ton of competitors, so the more players the map supports the better (I was hoping for 10+).

Yea, someone made a 15 player map called thunderdome.

it's here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=122418
Slakter
Profile Joined January 2010
Sweden1947 Posts
May 02 2010 22:51 GMT
#296
Blasted, that map is freaking sexy!

Id say widen the middle though since I dont like narrow middles, not being able to micro well and force fields being extra powerful isnt that appealing to me.
Protoss, can't live with em', can't kill em'.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
Last Edited: 2010-05-02 22:54:54
May 02 2010 22:54 GMT
#297
On May 03 2010 07:47 blasted wrote:
Hey guys, this is the first RTS map I've ever made so I'd really appreciate any comments/criticism!

Also I have not chosen a title yet.

+ Show Spoiler +
[image loading]

[image loading]

[image loading]


Nice map, really impressive for a first timer. I'd suggest calling this 'The Forge'. Looking forward to seeing more of your work, I've been particularly busy lately and cannot dedicate time to my maps. However I will have some more out soon.

Edit: Spoiler Pics lol.
i-bonjwa
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
May 02 2010 22:55 GMT
#298
On May 03 2010 07:47 blasted wrote:
Hey guys, this is the first RTS map I've ever made so I'd really appreciate any comments/criticism!

Also I have not chosen a title yet.
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


wow, beautiful map.

if this need a change it would be in the center. That arc is gorgeous, but i would prefer to let some space to the players maneuver their units over there.

hmm... cant think anything else than cliche Inferno to name it. Other cliche options: Burning Hell, Demon's Lair, Bath of Lava, etc :/
"When the geyser died, a probe came out" - SirJolt
blasted
Profile Joined May 2010
United States11 Posts
May 02 2010 22:59 GMT
#299
Thanks for the comments! I do tend to agree that the middle should be bigger. I will most likely be changing it, however I'd like to play test it as is..hopefully the patch will arrive soon
Meta
Profile Blog Joined June 2003
United States6225 Posts
Last Edited: 2010-05-03 00:59:11
May 03 2010 00:57 GMT
#300
On May 03 2010 05:45 travis wrote:
I don't want to have to search through all this, sorry I know I am lazy, but maybe someone can just help me.

Has anyone made a map that can support a ton of players? In the beta comps are set to "very easy" but I would like to play against computers with my friend. So to make the game challenging it has to be a ton of competitors, so the more players the map supports the better (I was hoping for 10+).


http://www.teamliquid.net/forum/viewmessage.php?topic_id=122418

Also, in the lava tileset map above, are there backdoor entrances between mains with two destructible rocks? If so I would probably remove those to prevent early cheesy games in close positions. If not, that map looks amazing!
good vibes only
blasted
Profile Joined May 2010
United States11 Posts
May 03 2010 01:40 GMT
#301
Yes, there are two sets of rocks on each bridge that leads to the enemy base. I assume I will probably end up taking it out, but I wanted to experiment with it. As of now reapers can't take that path, but I feel that singling out one unit is unfair. Other than reapers it would take units quite a bit of time to get through 2 sets of rocks, and it should be much easier to just take the main path.


peckham33
Profile Joined April 2010
United States267 Posts
May 03 2010 04:41 GMT
#302
how much time you spend on that map!!!! it looks great (sure you are a first timer)
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?
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
May 03 2010 06:01 GMT
#303
Maginor, the water doesn't actually rise and fall, I just decreased the terrain height ever so slightly on the north face of the island. I have a suspicion that it may take trigger work in order to make tides rise and fall, perhaps causing the map to lose melee status.

CagedMind, I intentionally made it difficult to push straight through the middle since there are the other options of pushing through the gold mineral expansions and even going all the way around the cliffs to the natural ramp. Even if the center of the map proved extremely difficult to cross, you would have the same turtling advantage as your opponent. There are also many spots for early proxies to bypass confrontation by the cliffs in the middle, and the cliffs don't affect air units, reapers, colossus, stalkers with blink, drops, nydus worms, etc. So I don't the center design breaks the map.

Still, I am considering some revisions to the middle and/or connecting the beaches all the way around. I'm not sure which option, including the original version, scores the best balance between defender's advantage and abundance of attack paths.

One possible variation would be Rising Tides v1.0b:

[image loading]

What do you think?
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
May 03 2010 06:22 GMT
#304
I have a question?

How do you actually PLAY those Maps on SC2?..........
https://soundcloud.com/thesamplethief
Schryver
Profile Joined April 2010
United States29 Posts
May 03 2010 07:50 GMT
#305
On May 03 2010 15:22 kickinhead wrote:
I have a question?

How do you actually PLAY those Maps on SC2?..........

http://forums.sc2mapster.com/general/general-chat/646-tool-sc2-custom-map-patcher/
Use this supposedly.
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
Last Edited: 2010-05-03 10:22:33
May 03 2010 10:20 GMT
#306
(2)Korhal Cove
Two Players: 9 and 6 o'clock
BETA Design


[image loading]

Comments/Criticism appreciated.

Decoration hasn't been mirrored nor is it complete. There is something wrong with the symmetry at the moment so I still need to tweak the terrain. There are three Watchtowers: One located at one the 1 oclock cliffside, overlooking the Bridge. There are also two located near the center ridge/valley.
Treatin' fools since '87
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 03 2010 16:17 GMT
#307
Two new melee maps:


(2) Pisa
What's going on with the main choke here? Zesty!
+ Show Spoiler +

[image loading]


(2) Boiling Point
It's like you have 2 naturals, sort of.
+ Show Spoiler +
[image loading]

And notice you can advance around the view of the watchtowers--we can't let these things be too good (I'm starting to think Blizzard's Lost Temple should be renamed "Man The Crow's Nest")


And an updated version of a map I've already posted, because sadly the original map file became corrupted. (P.S. Mappers, if you have a map you are in love with, make a separate back-up copy of it to avoid corrupted data!) I like the layout better this time around.

(2) Curtain
Yeah, that's a line of LoS-blockers all the way across the top of the map--let's encourage some clever troop maneuvers instead of "walk to enemy base for fighting now." You can punish the unwary doing that on this map.
+ Show Spoiler +
[image loading]

Superouman
Profile Blog Joined August 2007
France2195 Posts
May 03 2010 17:16 GMT
#308
nice job with the symetry nasty, this kind of symetry will be easier in SC2 since it's not isometrical terrain anymore =]
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
blasted
Profile Joined May 2010
United States11 Posts
Last Edited: 2010-05-03 17:45:35
May 03 2010 17:37 GMT
#309
On May 03 2010 13:41 peckham33 wrote:
how much time you spend on that map!!!! it looks great (sure you are a first timer)


I spent over 25 hours on it :x Although a lot of that time was spent trying to figure out how to do one thing for several hours. And I assure you this is my first rts map
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 03 2010 18:20 GMT
#310
ty muchly meta and ryu
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
May 03 2010 20:31 GMT
#311
On May 04 2010 02:16 ProTosS4EveR wrote:
nice job with the symetry nasty, this kind of symetry will be easier in SC2 since it's not isometrical terrain anymore =]


the boundaries are fucking wierd tho. THe left side of the map is off by like two small grids. for some reason when i use snap to grid, the selection that I copy/paste is always a few grids wider on one side of the selection. So its throwing me off big time. For some reason it isnt accurate for me.
Treatin' fools since '87
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 03 2010 21:12 GMT
#312
Update for my map...

Map Name: Destination
Author: nomsayin
Version: WIP
D/L: Available soon!

[image loading]
[image loading]

Update notes:

Fixed the bridges, so units no longer sink into them. Added lots of foliage and doodads. Removed extra mineral patches at mains, moved minerals. Added wind effects. Updated the lighting, created day/night cycle.
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-04 00:46:17
May 04 2010 00:45 GMT
#313
I've been working on my 2v2/1v1/FFA map "Lotus Prime" tirelessly. It's finally almost done. I've spent WAY too much time doing texture work. My anal self wanted to not make the textures symmetrical across the entire level, so I actually textured the whole thing by hand. Hopefully it will come through as a polished level as a result. At least I learned some neat texturing tricks in the process though so I'm glad that I did. I think the evolution of this map is kind of neat, so I'll post the links to the older versions so you can see the process it has went through.

Version 1:
+ Show Spoiler +
[image loading]


Version 2:
+ Show Spoiler +
[image loading]


Version 3:
+ Show Spoiler +
[image loading]


Current:
+ Show Spoiler +
[image loading]


Like I said, I've spent way too much time on this level, lol. Hopefully it ends up being fun to play. Through my tests with the (crappy) AI it feels like it will be a good map, but won't know for sure until I test it out with humans (COME ON BLIZZARD).

By the way 2v2 would be played left vs. right side in case it wasn't obvious. Any feedback is much appreciated.
Timmay
Profile Joined April 2005
United States112 Posts
Last Edited: 2010-05-04 14:13:30
May 04 2010 13:43 GMT
#314
(8) Ironbound
D/U
WIP
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


(2) The Outer Limits
D/U
WIP
+ Show Spoiler +
[image loading]

[image loading]


- - - - -

I started Ironbound in case we are allowed to host custom games before 4v4 ladder was introduced. The Outer Limits was an effort to just look different from other maps, while still being functional.
Rut
Profile Blog Joined January 2010
United States70 Posts
Last Edited: 2010-05-04 15:46:09
May 04 2010 15:43 GMT
#315
This is my first SC2 map, and of course it's named and slightly themed after the generous donor of my Beta key, Twilight Star.

(2)TwilightStar
[image loading]

Download

The main and natural should be relatively standard, and then you have a choice between going for the normal third, which is protected somewhat by destructible rocks, and the high yield third which can be easily harassed by the high ground. The high yield also has one high yield geyser.

Weeds that obstruct the player's view are located just outside the natural at the beginning of the path leading to the normal third. There are five Xel Naga watch towers: one above the high ground of each natural, one on the high ground in between the third and the very high ground, and one in the middle of the map (which is two tiers high so units have to be dropped there to reach it). The high cliff above the natural is reachable by foot, though it is protected somewhat by the destructible rocks. Theoretically, the natural's high ground should be key to the harass play of the game.

Questions, comments, concerns?
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-05 03:02:05
May 05 2010 02:26 GMT
#316
Here's my latest 1v1 map. It still needs doodads and whatnot but the basic layout is in place. If you could give any feedback that might help improve the balance or any comments at all on it I'd appreciate it. I've drawn white lines where there are line of sight blockers since the picture doesn't make it very obvious.

+ Show Spoiler +
[image loading]


Also, could anyone tell me how to adjust the lighting? Incineration Zone has a cool heat haze/reddish lighting effect on the map and I can't figure out how to get that effect.

Currently I'm calling it Sweltering Outpost, but I'm not sold on that. If anyone has a better name please do share! (Smoldering Outpost? lol, dunno).
Blackchoas
Profile Joined April 2010
United States8 Posts
May 05 2010 05:25 GMT
#317
I've been working on a convertion of BGH while my map is complete I seem to be having a problem with the map in which the program insists that its a custom map and not a melee map does anyone no how I can fix this or is willing to help me?
I am the Destroyer!!!!
peckham33
Profile Joined April 2010
United States267 Posts
May 05 2010 05:35 GMT
#318
where is wish? and it considers it custom if you change the units.
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?
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
Last Edited: 2010-05-06 17:45:00
May 05 2010 17:16 GMT
#319
(4) Primeval Spring

Tried to make a very clean and spaced map in the center to allow the players to maneuver and position their huge armies like we used to do in BW.

The terrain under the water in the center is walkable but not buildable (center is not an island).


old
+ Show Spoiler +

Angled overrall view
+ Show Spoiler +
[image loading]


Entire map
+ Show Spoiler +
[image loading]


Center close
+ Show Spoiler +
[image loading]

3rd and 4th
+ Show Spoiler +
[image loading]


New
-added destructable rocks at the 4ths
-no more lame water in the middle (looks good on ultra, but on low looks really bad. I use low)

Entire map
+ Show Spoiler +
[image loading]


Main and natural
+ Show Spoiler +
[image loading]
"When the geyser died, a probe came out" - SirJolt
Radaka
Profile Joined April 2010
United States5 Posts
May 07 2010 11:18 GMT
#320
4v4 Map, for when they finally release the ability to play those

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

I'll be putting up a download link when I am able to successfully test a full 4v4 game. Until then, cheers!
Rut
Profile Blog Joined January 2010
United States70 Posts
May 08 2010 18:11 GMT
#321
3 player melee map, titled "Jungle of Joy"

[image loading]

Download

I wanted to make a standard, straight-forward three player macro map and this is what I came up with. The Xel Naga watchtower in the center has a much larger range than a standard one. The map isn't nearly as large around the borders as it looks--there's only a small amount of space between the edges of the mains and the playable border.
Vertigo-1
Profile Joined April 2010
United States19 Posts
May 08 2010 20:12 GMT
#322
Here's my newest map. It's a WIP 4v4 map. Can't decide to call it either "Tempest" or "Dust Storm."

+ Show Spoiler +
[image loading]


Bear4188
Profile Joined March 2010
United States1797 Posts
May 09 2010 01:47 GMT
#323
I'm back after my CPU died in my gaming desktop relegating me to only my linux notebook. But I got a new CPU so I'll be making maps again.

[image loading]

[image loading]

Imbrium Plain
1v1
DL

Actually not all that happy with this one. It's a really bland tileset and I was trying to make a nice cratered moon effect, but the tileset doesn't have any basaltic lava flow-like texture, but has stupid blue sand instead. Also there don't seem to be any doodads that really fit this landscape.

Sunken natural should make controlling the center more important, I tried to make a lot of open maneuvering space out in the center areas and multiple options for 3rd, 4th expansions. I still don't fully understand the effect vision blockers will play in future high level play, so I kinda just stuck some in the middle hoping someone will make neat use of them, as well as some hiding/ambush ones in the N and S.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
CagedMind
Profile Joined February 2010
United States506 Posts
May 09 2010 03:00 GMT
#324
How come when I dl maps from here http://blog.naver.com/exbird/ they don't open in edtior. I noticed that they are bigger files. Not sure what's going on with that. Pics are pretty hard to look in sc2 at lot of times layout isn't distinguishable.
your micro has been depleted
Tristan
Profile Blog Joined December 2009
Canada566 Posts
Last Edited: 2010-05-11 02:07:19
May 09 2010 23:59 GMT
#325
Been working on this for a little while, I have named it Pompeii

Current Version: 0.3
-Edited the lighting
-Changed the ridges on the natural expansions to make them more open to things like tank drops or colossi
-Removed the mid-level rocks
[image loading]

v0.1
+ Show Spoiler +
[image loading]
[image loading]


DL

This map has some really interesting possibilities and many different ways a game can flow. As you can see there are two possible natural expansions, with an easy 4th and two island expansions. There is also a fuse path, where destructible rocks give you a good high ground position over your section of the map and eventually access to the center rich expansion. Eventually this can lead to the center bridge opening and directly linking the two enemy mains that can lead to some interesting endgame. For a small map there is a lot of economy and a lot of interesting pathing depending on things like what natural someone takes or where they attempt to rush. Any feedback is welcomed.
http://Zangano431.tumblr.com/
Bear4188
Profile Joined March 2010
United States1797 Posts
Last Edited: 2010-05-10 04:29:59
May 10 2010 04:12 GMT
#326
[image loading]

[image loading]

[image loading]

Blue Lagoon
1v1
DL

Bal'shir tileset with the white sand from Xil and a tweaked version of the Shakuras water. A duel map that's my experiment in heavy usage of LOS blocking. There are several dense jungle type areas with almost zero visibility, making them great places to lie in ambush or force close range encounters. The amount of LOS blocking and the short air distance should also make air fairly powerful. There's one very narrow sandbar that allows for a short rush distance and it also has a very important Xel'naga watch tower in the middle of it, however it would be suicide to attempt to move a large army through this tiny choke, so you have to bring them much further around through much wider spaces which pass several potential ambush spots. There's also a northern path blockaded by 4 destructible rocks that connects the two naturals. The gold is an island which should also be reachable by cliff jumpers and stalkers, holding should also ensure control of the XWT, so it's a very powerful position to take.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-10 10:16:39
May 10 2010 09:59 GMT
#327
Can anyone tell me how to get this very reddish/hot look in my lava map?

[image loading]

And also, how is this tower on the bottom of the lava sticking out of it? It won't let me place that doodad in lava...

[image loading]
saltygrapes
Profile Joined April 2010
181 Posts
May 10 2010 10:16 GMT
#328
On May 10 2010 18:59 Vertigo-1 wrote:
Can anyone tell me how to get this very reddish/hot look in my lava map?

[image loading]

And also, how is this tower on the bottom of the lava/sticking out of it? It won't let me place that doodad in lava...

[image loading]


Edit the Lighting to get the red effect

Hold shift while placing the doodad to remove placing requirements
sxpointz!
skacky
Profile Joined May 2010
France4 Posts
May 10 2010 14:45 GMT
#329
Thanks for the shift tip, it will be easier for me to hide the bad seams with artificial/natural cliffs.

Here's something I've been making for the past two days, name's Breeze Cove and it is a 144*144 two-player map (starting locations are 11 and 5 o'clock).

[image loading]

It has some sight blockers and two destructible rocks on the left corner leading to a backdoor and an expansion.
However I can't seem to find where to set the fog (I found the lighting stuff, very well made by the way) and to prevent ground units from getting on some cliffs (like in the top right-hand corner).
Tristan
Profile Blog Joined December 2009
Canada566 Posts
May 10 2010 16:31 GMT
#330
SC2mapster seems to be all UMS maps now and theres nowhere to just post maps and discuss melee mapmaking =\
http://Zangano431.tumblr.com/
blasted
Profile Joined May 2010
United States11 Posts
May 10 2010 19:14 GMT
#331
On May 10 2010 19:16 saltygrapes wrote:
Show nested quote +
On May 10 2010 18:59 Vertigo-1 wrote:
Can anyone tell me how to get this very reddish/hot look in my lava map?

[image loading]

And also, how is this tower on the bottom of the lava/sticking out of it? It won't let me place that doodad in lava...

[image loading]


Edit the Lighting to get the red effect

Hold shift while placing the doodad to remove placing requirements


I had to do quite a bit more to get the lava the way I wanted it....I will make a tutorial on how to do so. Hopefully I'll finish it today!
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-05-11 01:47:49
May 11 2010 01:42 GMT
#332
On May 10 2010 23:45 skacky wrote:
Thanks for the shift tip, it will be easier for me to hide the bad seams with artificial/natural cliffs.

Here's something I've been making for the past two days, name's Breeze Cove and it is a 144*144 two-player map (starting locations are 11 and 5 o'clock).

[image loading]

It has some sight blockers and two destructible rocks on the left corner leading to a backdoor and an expansion.
However I can't seem to find where to set the fog (I found the lighting stuff, very well made by the way) and to prevent ground units from getting on some cliffs (like in the top right-hand corner).

Um, "slightly" unbalanced me thinks.

On May 10 2010 13:12 Bear4188 wrote:
[image loading]

[image loading]

[image loading]

Blue Lagoon
1v1
DL

Bal'shir tileset with the white sand from Xil and a tweaked version of the Shakuras water. A duel map that's my experiment in heavy usage of LOS blocking. There are several dense jungle type areas with almost zero visibility, making them great places to lie in ambush or force close range encounters. The amount of LOS blocking and the short air distance should also make air fairly powerful. There's one very narrow sandbar that allows for a short rush distance and it also has a very important Xel'naga watch tower in the middle of it, however it would be suicide to attempt to move a large army through this tiny choke, so you have to bring them much further around through much wider spaces which pass several potential ambush spots. There's also a northern path blockaded by 4 destructible rocks that connects the two naturals. The gold is an island which should also be reachable by cliff jumpers and stalkers, holding should also ensure control of the XWT, so it's a very powerful position to take.


what locations are the starting locations? the large openings or the beach? otherwise great 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?
peckham33
Profile Joined April 2010
United States267 Posts
Last Edited: 2010-05-11 01:44:55
May 11 2010 01:43 GMT
#333
oops, can an admin delete this please. my computer dubble sent.
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?
Bear4188
Profile Joined March 2010
United States1797 Posts
May 11 2010 04:20 GMT
#334
On May 11 2010 10:42 peckham33 wrote:
what locations are the starting locations? the large openings or the beach? otherwise great map.


3 o'clock and 12 o'clock on the highground. Map editor likes to hide the start points if you mess with terrain height :/
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 11 2010 08:51 GMT
#335
On May 01 2010 06:58 sob3k wrote:
Show nested quote +
On April 30 2010 07:03 ProTosS4EveR wrote:
Ooookay, this time i tried to implent other tilesets in one
This is kind of oasis, totally unplayable, the map is big as hell
There is a walkable river in the middle

(4)Oasis
[image loading]


uhhh, did you TRY to make this look like a vagina? I mean...it even has a clit...


ROFL, i just saw the comment. It was totally not intentional xDDDD
Maybe the unconscious part of myself did this intentionally
And you can still nuke the vagina if you want
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Radaka
Profile Joined April 2010
United States5 Posts
Last Edited: 2010-05-11 09:58:57
May 11 2010 09:51 GMT
#336
Updated Cleaver to what is likely the final version!

[image loading]
Overview

[image loading]
Middle Ground

[image loading]
Top Left Main

[image loading]

Bottom Right Main

Consider this map no longer a work in progress, but I'm happy to change things to accommodate.

CLICK TO DOWNLOAD CLEAVER

============================
============================
============================

Here's another 1v1 map that's all ready to be given to the public!

This one's called Night Lights.

[image loading]
Overview

[image loading]
Main Courtyard

[image loading]
The Peninsula

[image loading]
Bottom Left Base

[image loading]

Top Right Base

CLICK TO DOWNLOAD NIGHT LIGHTS

Let me know what you think
skacky
Profile Joined May 2010
France4 Posts
May 11 2010 11:19 GMT
#337
I really like Night Lights, great job on it.
Korhal isn't an easy tileset.
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-12 19:09:16
May 12 2010 19:07 GMT
#338
So many cool maps. I'm interested in how the low visibility areas in Blue Lagoon turns out. I figured out how to adjust the fog color to make lava maps look more dynamic, but I think there's probably something else I'm missing to make it look even better.
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
May 12 2010 19:22 GMT
#339
Wow! I'm honestly amazed at the quality of maps being posted here :O
Can't wait to try these out...
Vertigo-1
Profile Joined April 2010
United States19 Posts
May 12 2010 20:39 GMT
#340
On May 10 2010 23:45 skacky wrote:
Thanks for the shift tip, it will be easier for me to hide the bad seams with artificial/natural cliffs.

Here's something I've been making for the past two days, name's Breeze Cove and it is a 144*144 two-player map (starting locations are 11 and 5 o'clock).

[image loading]

It has some sight blockers and two destructible rocks on the left corner leading to a backdoor and an expansion.
However I can't seem to find where to set the fog (I found the lighting stuff, very well made by the way) and to prevent ground units from getting on some cliffs (like in the top right-hand corner).


If you go to data editor then to "Terrain Texture Sets" there should be a list of modifiable values on the right hand side, some of which have to do with the fog. You can edit stuff like that there.

And under doodads you can find "pathing blockers" to place down on the ground to disallow units being able to walk on it.
blasted
Profile Joined May 2010
United States11 Posts
May 13 2010 07:01 GMT
#341
Added some changes based on suggestions that were made, and I also turned the quality settings up in the editor before taking these.

[image loading]

[image loading]

[image loading]
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-13 07:13:02
May 13 2010 07:12 GMT
#342
I've shown this map before but here is the final version (pending testing) with detailed screenshots featuring the main areas. I've spent countless hours on it, any comments or suggestions would be most appreciated! It was made with 2v2 in mind (left side vs. right side) but should also be balanced for 1v1 as well.

Lotus Prime (4)

[image loading]

The main choke and natural expansion:

[image loading]

There's a smokestack area for aggressors to hide units in or for defenders to hide units to ambush. On the north side there is a path that leads to your teammate's natural/main, but in a 1v1 it's another area you must defend. There's also another choke that is initially blocked off by rocks between the high ground and the smoke stack area, much like Scrap Station's natural.

The 6 o'clock two expansions (mirrored at the 12 o'clock side):

[image loading]

There's a backdoor connecting each with two breakable rock walls. You can choose to break both in a row, clearing a short path from your expansion to the enemy's, or opt for cutting through the watch tower smokey pathway to skip one of the rock walls and get to work on the opposite one while leaving your expansions rockwall intact. The watch tower grants vision of the main pathway just north of the ledge (but doesn't grant vision of the very exposed high yield center) and just north of the rocks (the rocks are not under the tower vision, so a sneak attack is still possible even if you have control of the watch tower). In addition the high ground adjacent to the mineral lines can be taken advantage to siege/Reaper/Collosi/etc. The very outer edges of the high ground however isn't connected to the low ground though (there is a slight gap that isn't apparent in the image) so Reapers and Collosi must get high ground from the angled/northern areas of the ledges.

9 o'clock Island Expansion (mirrored on 3 o'clock side):

[image loading]

This expansion is between the two teammates. It may seem like a "free" expansion at first, but it is highly vulnerable to air units and harassment from the high ground. Furthermore even if you have control of both watchtowers, there is a blind spot down the middle that would not warn you of a threat if the blind spot was taken advantage of. The gas is exposed to fire from the ledge, and although this expansion is blocked off by a high ledge so ground forces can't easily reach it, Reapers/Collosi can get to the high ground and Stalkers can blink across.

The high yield center and high ground center expansions:

[image loading]

Utilizing the high ground will be very crucial for making sure your enemies don't get access to the gold minerals, however the wide ramps make it not too difficult to reach high ground attackers before they do too much damage. I'm contemplating removing the two "gaps" between the two high yield patches to make the area less confined, but would like to test the map as is first.

I'd like to also say that the screenshots are a bit misleading as the close-up shots make some areas seem smaller than they actually are. I made sure that this map wasn't cramped, but wanted to simultaneously reward good positioning of units so that army movement and placement is very deliberate.

0neder
Profile Joined July 2009
United States3733 Posts
May 13 2010 07:13 GMT
#343
On April 30 2010 07:03 ProTosS4EveR wrote:
Ooookay, this time i tried to implent other tilesets in one
This is kind of oasis, totally unplayable, the map is big as hell
There is a walkable river in the middle

(4)Oasis
[image loading]

WOW this looks like an awesome concept! Does it have LOS blockers?
Rut
Profile Blog Joined January 2010
United States70 Posts
May 13 2010 17:46 GMT
#344
Here's another two player map, titled "Aksala."

[image loading]

Download

The playable boundary is exactly where it looks like it should be, along the dark rock border.

This one's a remake of one of my old Broodwar maps. There's a backdoor high-yield expansion (5 high yield minerals and 1 normal gas) blocked by destructible rocks (500 health).

There are line of sight blockers where the black lines are. There are also 6 watchtowers focused around the center of the map. They are all on high ground and are unreachable by normal ground units. They have a very large radius, and having all four the of the central ones will make it impossible for the opponent to sneak by on a land route without you knowing.
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 13 2010 18:00 GMT
#345
On May 13 2010 16:13 0neder wrote:
Show nested quote +
On April 30 2010 07:03 ProTosS4EveR wrote:
Ooookay, this time i tried to implent other tilesets in one
This is kind of oasis, totally unplayable, the map is big as hell
There is a walkable river in the middle

(4)Oasis
[image loading]

WOW this looks like an awesome concept! Does it have LOS blockers?


What do you mean by LOS?
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Maginor
Profile Joined May 2010
Norway505 Posts
May 13 2010 18:58 GMT
#346
LOS = Line of sight.
martymarty
Profile Joined April 2010
Czech Republic6 Posts
May 13 2010 23:36 GMT
#347
Hi guys,
I'm rather new to both TL and creating maps, though I played starcraft for quite a while and really enjoy the beta. I also always liked to play with editor and enjoyed creating maps, prolly ever since I was making maps as a kid in warcraft 2

So, here are three I am currently working on, one is however not fixed yet, because I started doing it by random, without measuring anything and I think it's way too unsymetrical. I'll be glad on any input / thoughts you will have, since there ain't many other means how to test / improve the maps yet.

Oh, and by the way, some of those maps I found here in the previous posts, or actualy most of them, are just awesome, great job everyone!

So here comes the pictures, also with links to the maps, so anyone can have a more thoroughtful look. All are ment for 1v1, the one that I mentioned would need fixing with placement is actualy for 3 players to make it a little different.

Sunken Ruins v0.5
[image loading]
Sunken_Ruins.SC2Map

Eye of the Tiger v1.0
[image loading]
Eye_of_the_Tiger.SC2Map

Battle Isle v1.0
[image loading]
Battle_Isle.SC2Map

lowlypawn
Profile Joined January 2009
United States241 Posts
May 14 2010 05:12 GMT
#348
Some awesome looking maps here.

Quick question, is it possible to open up the blizzard maps in the editor? I tried but without success (maybe there is a trick I am missing).

Thanks in advance.
blasted
Profile Joined May 2010
United States11 Posts
May 14 2010 16:42 GMT
#349
On May 14 2010 14:12 lowlypawn wrote:
Some awesome looking maps here.

Quick question, is it possible to open up the blizzard maps in the editor? I tried but without success (maybe there is a trick I am missing).

Thanks in advance.


You have to rename the file extension to .SC2MAP from .s2ma I believe.
lowlypawn
Profile Joined January 2009
United States241 Posts
May 14 2010 23:46 GMT
#350
On May 15 2010 01:42 blasted wrote:
Show nested quote +
On May 14 2010 14:12 lowlypawn wrote:
Some awesome looking maps here.

Quick question, is it possible to open up the blizzard maps in the editor? I tried but without success (maybe there is a trick I am missing).

Thanks in advance.


You have to rename the file extension to .SC2MAP from .s2ma I believe.


It's "SC2.MAP" but don't work
I made a test map and it saves the file as SC2.MAP. I don't think you can open the current ladder maps due to it changes the checksum if you modify the file name.

It's a shame because I learned a ton in WC3 by taking apart the blizzard maps and figuring out how they made all the interesting terrain.
blasted
Profile Joined May 2010
United States11 Posts
May 15 2010 00:50 GMT
#351
It does work, I have done it before. I just double checked and the file extension for the editor is indeed ".sc2map"

So all you have to do is rename a blizzard map to have the file extension ".sc2map" and it will load right into the editor. I have not had any issues doing this and I have loaded into almost every map, give or take a few.
CagedMind
Profile Joined February 2010
United States506 Posts
May 15 2010 01:31 GMT
#352
How do u rename extensions?
your micro has been depleted
blasted
Profile Joined May 2010
United States11 Posts
May 15 2010 02:05 GMT
#353
You right click the file, then select rename. Type in whatever you like. Or maybe you don't have file extensions shown, in which case you need to go into your folder options, select the view tab and uncheck "hide extensions for known file types." Folder options are in the control panel on windows 7/Vista, and I believe you just go to Tools--> Folder Options in XP. Hope this helps.
Vertigo-1
Profile Joined April 2010
United States19 Posts
May 15 2010 20:34 GMT
#354
Can anyone tell me why some cliff doodads (mainly having issue's on the Redstone tileset with these) either stick out the top of the cliff or go to the very bottom of the cliff? Is there a way to have more control over it's vertical placement? For example these cliff spires can only be placed like this:

[image loading]

If I try to inch it down a bit by moving the mouse, it goes from there to the bottom of the lava pit. I can't find any area in between that it will allow me to place it. The same goes for some of the lava falls. The only way to make them appear reasonably logical is to place them on a 3 height high cliff with a bottomless pit chasm, or else it will stick out the top or be too close to the ground. It's very sensitive to even get it to work in that case, it took me like 5 minutes to get it right because if I move it a little too much the lavafall will appear above the cliff. What am I doing wrong?

Maginor
Profile Joined May 2010
Norway505 Posts
May 15 2010 21:49 GMT
#355
Select it, then press enter. There should be a field to modify its altitude.
blasted
Profile Joined May 2010
United States11 Posts
May 15 2010 23:05 GMT
#356
An even easier way is to just select it and press page down or up for vertical adjustment, and you can also use the number pad to move it around as well.
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-16 00:30:23
May 16 2010 00:13 GMT
#357
Oh wow that's a huge help thanks a lot Another quick question...some doodads I pick (for example "Rain Emitter Large") shows up as just a texture-less orb...what's with that?
lowlypawn
Profile Joined January 2009
United States241 Posts
May 16 2010 11:06 GMT
#358
Ok I finally was able to open the Blizzard maps in the editor thanks to this thread.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123991

So after dissecting the Blizzard maps for a bit I think it will be much faster to make melee maps for SC2 then WC3. The reasons are.

Only 3 levels in SC2 (well 4 if you count the inaccessible bottom level). I forget the exact amount of levels you could go in WC3, I’m thinking around 10, it could get pretty complicated and making the ramps could be tricky. I think Blizzard did this because flying units would act strange with rapid elevation changes.

No trees! Placing all the trees took forever! On top of that you had to manually bunch them up to achieve a natural look. It was also very tedious to have the exact same amount of trees for both players. The mirror image command for doodads didn't always work (for example 3 player maps).

No creeps!!!!!! I have a serious love hate relationship with creeps. On one hand they did give a map a nice flavor. But on the other hand placing them, balancing them and setting up the loot was VERY time consuming. Not to mention you never made everyone happy, they were too easy or too hard or too much ranged or bla bla bla.

The only thing I didn’t mess with much was water. In WC3 you could have the units run through shallow water (like Turtle-Rock). I’m assuming is not allowed in SC2 simply because I have not seen it used in a map. Maybe someone can confirm my suspicions before I get a chance to test it myself tomorrow.

Lastly the texture tool is a lot more powerful then WC3, I love how you can blend textures together. The only drawback I have seen thus far is when changing elevation I get very low frame rates, so it’s kind of annoying to use that tool.

All and all I think making melee maps will be snap compared to WC3.
CagedMind
Profile Joined February 2010
United States506 Posts
May 16 2010 19:44 GMT
#359
What is wc3?
your micro has been depleted
peckham33
Profile Joined April 2010
United States267 Posts
May 16 2010 20:08 GMT
#360
WC3=warcraft3(another blizz game)
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?
blasted
Profile Joined May 2010
United States11 Posts
May 16 2010 21:01 GMT
#361
I think wishbones forgot about this thread >.>
genai
Profile Joined July 2009
Croatia78 Posts
Last Edited: 2010-05-17 18:49:30
May 17 2010 18:43 GMT
#362
On May 16 2010 20:06 lowlypawn wrote:
The only thing I didn’t mess with much was water. In WC3 you could have the units run through shallow water (like Turtle-Rock). I’m assuming is not allowed in SC2 simply because I have not seen it used in a map. Maybe someone can confirm my suspicions before I get a chance to test it myself tomorrow.



i believe you can run thru shallow water... i remember seeing maps in this very thread with shallow water! i believe you make it with that tool for making small adjustments to the terrain, not full cliff levels! 3rd tool under terrain, called height

put water level just under ground level and lower ground with height on certain areas and that should be it i think (hope someone can confirm 100%)

edit: http://www.teamliquid.net/forum/viewpost.php?post_id=5184657 i believe thats the map i noticed
Bear4188
Profile Joined March 2010
United States1797 Posts
Last Edited: 2010-05-17 20:32:12
May 17 2010 20:30 GMT
#363
Correct. "Water" is just a visual effect, and has no physical properties whatsoever. You could have the entire game take place underwater, but that would have pretty poor visibility and I think the camera treats the water surface as the ground height. Note that if you want to create streams and such in this manner you should edit/reduce the water's mesh size (essentially, the "waviness"), otherwise the waves hitting the shoreline will look very jagged and quite ugly.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
lowlypawn
Profile Joined January 2009
United States241 Posts
May 18 2010 18:23 GMT
#364
Ok next idea!

I made a Team Melee map for WC3 a long time ago (with some help). Below is a screenshots and you can D/L it here: http://www.wcreplays.com/forums/showthread.php?t=96205

[image loading]

What is “Team Melee"?

Team Melee is basically a solo 1v1 game but with multiple players controlling each side. This allows better micro management of units, and in theory perfect control of economy. This version allows up to 5 players on each side to share in the duties and 2 observers. With SC2 maybe even more players will be possible.

This is not a new idea. Team Melee maps has been used by Star Craft for years. Often having one Pro player take on 3 decent ladder players (Some VOD’s can be found on the Team Liquid site). Some professional starcraft players use team melee maps to practice playing against really tough opponents, using two other pro players.


I would like to do the same for SC2. Basically take all the popular SC2 ladder maps and edit the triggers to make a nice Team melee map. It's also a nice touch to change a few of the banners or billboards to read something like "SC2 mapster team melee" and "Team Liquid - team melee". It just makes it look more professional.

Anyway I am looking for some people who want to help me. Because I haven't started looking at the triggers in SC2. OR someone can just take my idea and run with it, I don't care.

My dream would be for one of these map to get popular enough for two pro Korean teams play on (at the same time). I would love to watch that replay! The micro would be insane , can you say 1500APM!!!!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-05-18 18:37:35
May 18 2010 18:34 GMT
#365
Hey! I should post my first original map here! I"ll update once I've picked a map name. For now, here is the OP copypasta'd

I just finished version 1.0 of my first original map. However, I have no idea what to call it! Help me come up with a name and post any suggestions/feedback :D

prodiG's Untitled map v1.0
[image loading]
[image loading]
[image loading]

Poll: What should I name the map?

Impervious (35)
 
46%

Hold the Line (23)
 
30%

Twin Frenzy (7)
 
9%

Search to Belong (4)
 
5%

True Sight (4)
 
5%

Double Vision (3)
 
4%

76 total votes

Your vote: What should I name the map?

(Vote): Impervious
(Vote): Search to Belong
(Vote): Hold the Line
(Vote): Double Vision
(Vote): True Sight
(Vote): Twin Frenzy




Pictures of progress
+ Show Spoiler +

Half the doodads done
[image loading]

Finished most of the texturing, added some doodads
[image loading]

Finalized terrain
[image loading]


Version 0.1 - Shrunk it down from here
[image loading]

Version 0.1 - Explanation of map features
[image loading]

Map sketch
[image loading]


Map Features
-Xel'Naga Towers can see each other - You know when you're being watched
-Two alternate paths of attack blocked by rocks
-Main path in a tight choke
-Your side of the map is relatively easy to control until air comes out
-Destructible rock @ the natural choke that can be broken to widen the area (like the twilight tileset BW map who's name escapes me atm)
-LOS Blockers hiding the cliff expansion and alternate paths from the middle ramps (You can't see them on the screenshots, they're too thin :< )

I wanted to create a macro-oriented 1v1 map while still having the possibility of interesting and sort of crazy tactics (For example, xel'naga towers allowing units to shoot up the high ground and make it out of the choke, or set up flanks, or triple expand while holding one lane :D)
I am a little worried that void rays/muta will be a bit too strong here though...
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
peckham33
Profile Joined April 2010
United States267 Posts
May 19 2010 02:39 GMT
#366
man, i've heard of posts that long, but man you take the cake (well, all thats left is the pan but you still take 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?
Vertigo-1
Profile Joined April 2010
United States19 Posts
May 21 2010 20:56 GMT
#367
Is it possible to set start locations in 1v1 restricted to one side of the map similar to forcing teammates to spawn next to each other? For example, say I made a map like Twilight Fortress that was clearly designed for 2v2. How would one set parameters so that if that map was played 1v1 that the two players wouldn't spawn next to each other?
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 21 2010 21:32 GMT
#368
On May 22 2010 05:56 Vertigo-1 wrote:
Is it possible to set start locations in 1v1 restricted to one side of the map similar to forcing teammates to spawn next to each other? For example, say I made a map like Twilight Fortress that was clearly designed for 2v2. How would one set parameters so that if that map was played 1v1 that the two players wouldn't spawn next to each other?


That's an interesting idea for a new pattern of 1v1 map. I haven't played around with the team spawn dialog, but maybe you can get it working through that.

I'll check it out after work--if you figure out how to do it first please post back!
SiNiquity
Profile Joined April 2010
United States734 Posts
May 21 2010 21:41 GMT
#369
On May 22 2010 05:56 Vertigo-1 wrote:
Is it possible to set start locations in 1v1 restricted to one side of the map similar to forcing teammates to spawn next to each other? For example, say I made a map like Twilight Fortress that was clearly designed for 2v2. How would one set parameters so that if that map was played 1v1 that the two players wouldn't spawn next to each other?


Haha Twilight Fortress in 1v1... that's what, 3 natural expansions in your main? Awesome.
'i' before 'e' except after 'c' ~ it's scientifically proven.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
May 21 2010 21:51 GMT
#370
I HOPE YOU ALL UPLOAD YOUR MAPS ASAP!!!

sorry i have not worked on the thread its way too much work anyone is welcome to just simply quote my OP copy+Paste and continue the work under their OP, I will PM a mod to close my thread just pm me and let me know if you wish to continue the work.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Vertigo-1
Profile Joined April 2010
United States19 Posts
May 22 2010 02:03 GMT
#371
Is anyone else having problems publishing? On my Lotus Prime map, it tells me under "Verification:" that it's "unable to publish due to problems" which is not very specific whatsoever and I have no idea how to fix said "problems". I've been able to upload my other maps so far, so not sure what's wrong.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
May 22 2010 02:42 GMT
#372
bump
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
CagedMind
Profile Joined February 2010
United States506 Posts
May 22 2010 02:56 GMT
#373
I can't publish either.
your micro has been depleted
Kambo_Rambo
Profile Joined May 2010
Australia79 Posts
May 22 2010 03:13 GMT
#374
Posted by someone else on this forum.

Use the File > Preferences command from any editor window
Select the Battle.net item in the list
Change the Host value to: us-beta.logon.battle.net
Click OK
You require more vespene minerals?
Earll
Profile Blog Joined March 2010
Norway847 Posts
May 22 2010 03:15 GMT
#375
Patch 13 Goes Live - Map Publishing on Battle.net
Posted by sixen 5 hours ago
Even with Map publishing being released now, we still encourage you to submit maps here on Mapster. When the Beta goes down on the 31st, the only way to distribute maps is through private websites such as Mapster. Battle.net will be down, therefore the Publishing features will be down as well. In addition, our system is also a good way to distribute single-player maps for those people who choose not to play over Battle.net and wish to play the Offline version of the game.

Patch 13 has gone live on the US servers. The EU patch is also up now! Battle.net is live!

Note: The default Battle.net host in the editor is currently not configured with the correct beta information. Before you can publish from the editor, you will need to change this setting by doing the following:

* Use the File > Preferences command from any editor window
* Select the Battle.net item in the list
* Change the Host value to: us-beta.logon.battle.net
* Click OK

See here for further information on the Publishing features.

The window to publish your map to Battle.net can be seen below As you can see, you can set your own versions, allow it to be Public (all Battle.net users) or Private (Real ID friends only can see it). Also, there's a "Protection" feature which you can set (Lock Editing status). Something interesting, the Editor also optimizes our maps for size as well, which is great.
Wat
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-22 03:30:11
May 22 2010 03:28 GMT
#376
Another question, when I create a lobby with my map, all of the options are limited to "custom." How do I make my map "melee"? How do I choose to play my level as 2v2, 1v1, FFA, etc.? I thought that I did what I needed to do in "Player properties" and "Team Placement" (I linked start locations and made every start location assigned to the "user"). What else do I need to do to make my maps work like a normal level?

Currently there are no ways for me to establish a gametype in the lobby and the game forces the us to create an artificial FFA game by dragging players to "new team" so that everyone is their own team, or else it defaults to a 3 v 1 game (3 slots available for team 1, 1 for team 2) This trend is across all my maps, for example I have an 8 player map that is also lopsided (5 vs 3 if I remember correctly). Not sure what I'm doing wrong.
Bear4188
Profile Joined March 2010
United States1797 Posts
May 22 2010 06:26 GMT
#377
I've published Infernum, Shrine of the Lost, Blue Lagoon, Ground Zero, and Imbrium Plain. If anyone plays them and has some feedback/suggestions let me know here or send me a PM and I'll work on revisions. However, I'm going to be driving to Colorado the next few days so I won't get back right away.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
HubertFelix
Profile Joined April 2010
France631 Posts
May 22 2010 08:21 GMT
#378
Where do we download those published maps? It's on battle.net? I'm sorry if the answer is on the thread i searched a bit here and on bnet, didn't found.

Thanks for you work, we need to play on new maps !
vaporwolf
Profile Joined April 2010
United States8 Posts
May 22 2010 12:48 GMT
#379
To play on the published maps go to Multiplayer > Custom Game > Create Game

Then on the Map Screen, on the right (across from the filter dropdown) is a search field. Type in the map name there to find the maps.

Here are the maps I have published right now. I'd love any feedback about how these actually play.

Diamond Steppes - 1v1/2v2/FFA
Climb the Diamond Steppes to Dominate Your Enemies
+ Show Spoiler +
[image loading]


Cloverbloom - 1v1/2v2/FFA
This is a big map, maybe too big... Fight through the Cloverbloom lake as you seek to destroy your foes.
+ Show Spoiler +
[image loading]


Sworls - 1v1/2v2/FFA
Easy expanding, but can you navigate the toxic pools as you take the fight to the center.
+ Show Spoiler +
[image loading]


Spaceport - 1v1
Control the High Ground to ensure you control the resources.
+ Show Spoiler +
[image loading]


War Park - 1v1
Take the Fast Lane to War with the center lane, or pull off to the side to re-fuel.
+ Show Spoiler +
[image loading]
Shnakvoum rikoyoch
Drayne
Profile Joined February 2010
Canada239 Posts
May 22 2010 18:30 GMT
#380
Hey guys! ive got a WIP called Tyranny . please go check it out and give me your comments
its a 1v1 map based around aggresive style while keeping those expos close and fairly defendable!
it should play fine as it is now, but it really needs more tweaking
Map name : Tyranny
Published on US server
Thanks for your time, i cant wait for your comments :p
Vertigo-1
Profile Joined April 2010
United States19 Posts
May 25 2010 05:45 GMT
#381
Question: I have a 4v4 map. The map layout has 2 players starting at each corner. I have the start locations linked for teams of 4 on one side vs 4 on the other side (so each corner is sure to have a teammate next to them). How can I also make each corner linked for 2's in a 2v2 game? I tried playing the map with 2v2 game variant and the way it spawned us was messed up. (each corner spawned enemies neighboring each other).
GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
May 25 2010 19:45 GMT
#382
best custom map RPG made so far easily, voice acting, in-game cinematics, music, it is pretty awesome



download here:
http://www.sc2mapster.com/maps/stranded-korhal/
Sykoyo
Profile Joined May 2010
United States3 Posts
May 25 2010 19:56 GMT
#383
On May 25 2010 14:45 Vertigo-1 wrote:
Question: I have a 4v4 map. The map layout has 2 players starting at each corner. I have the start locations linked for teams of 4 on one side vs 4 on the other side (so each corner is sure to have a teammate next to them). How can I also make each corner linked for 2's in a 2v2 game? I tried playing the map with 2v2 game variant and the way it spawned us was messed up. (each corner spawned enemies neighboring each other).


I got it to work for 2v2 by using the advanced placement and adding more allies to the basic placement as well.

I hope this explanation works, again this let 2v2 and 4v4 work correctly i did NOT test 1v1 or 3v3, im sure more setup may need be required for 3v3.

Um basically what I did was link them normally for a 4v4 setup like you already have and then go back through and ally each corner together in that same menu (team basic placement) and you should end up with two locations having 3 allies two with 1 ally and 4 with 2 allies. Then in the advanced team placement i made each corner into a 'team' and then proceeded to link each enemy team to that team. Each team will consist of 2 ppl and each team will have 3 linked enemy teams. I tested it as 4v4 and one team spawned on the left side of the map and the other team spawn on the right side then i tested twice as 2v2 and each team spawned together. This way worked for those amount of times i tested it and i'm ASSUMING it will always work 100% for 2v2 like this, I could be wrong tho without loading it up as 2v2 a lot more.

I hope this helps. If you need more detailed i can put the editor map file on my ftp and let you download it and see the team settings for yourself.
Has anyone ever been so far as to do what like?
G_Wen
Profile Joined September 2009
Canada525 Posts
May 25 2010 21:22 GMT
#384
Byzantium 3 (2.3) has been ported to SC2. Original post was in this thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=122171&currentpage=13#250
No download yet but it'll be up soon.

Map Name: Byzantium
Author: G_Wen
Version: 1.0
D/L: N/A yet

[image loading]

More images:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

ESV Mapmaking Team
Sykoyo
Profile Joined May 2010
United States3 Posts
May 25 2010 22:34 GMT
#385
Hi, I'm a bit new here and I'm not exactly a mapper of sorts but I just get bored and start playing in game editors and this is one of the results and I'd LOVE some feedback on it.

I want to make sure the gameplay is going to be good before I add in all the visual things I want. I'm pretty indifferent to the way it looks now, some things I just don't really like and I plan to change a lot after some games get played on it and I get some feedback.

I'm planning on possibly lowering the water because it looks icky to me right now and maybe add some Xel'Naga towers as well but at this point I'm unsure as the direction I will take.

If someone out there has an idea for a better name for the map I'm all ears because the current one doesn't really roll off the tongue easily if you know what I mean, just feels awkward saying it.

Map Name: Sunken Snow Temple
Author: Sykoyo
Version: Alpha/WIP
D/L: If you are wondering about this site it's my personal ftp and yea its fugly but it works. http://nyko.ganzor.com/Files/Starcraft 2/Sunken Snow Temple Fin.SC2Map
The map has also been published onto battle.net as Sunken Snow Temple Alpha or something like that so you can get it that way to

Just 1v1 Melee nothing special. The starting locations are the left and right raised areas. I can get more pictures if anyone wants.
+ Show Spoiler +

[image loading]
Has anyone ever been so far as to do what like?
Grebliv
Profile Joined May 2006
Iceland800 Posts
May 26 2010 10:38 GMT
#386
Two maps I've made, both in a WIP state atm but well should both be testable

map1 (3)
[image loading]

Asymmetry might be a problem, main cliffs not scalable/droppable (aside from the natural)

map2 (4)
[image loading]
Cliffs behind mains are not scalable as well as being a no-fly zone aside from the odd overlord hiding spot or two (everything that is 2cliff levels above the base level of the map)


both maps are around 126x126 +-10 or thereabout playable size

will be getting download or publishing stuff later (time to grab a bite and the editor was whining about me not being logged in or something)
ESV Mapmaking!
Vertigo-1
Profile Joined April 2010
United States19 Posts
Last Edited: 2010-05-28 04:51:46
May 28 2010 01:58 GMT
#387
On May 26 2010 04:56 Sykoyo wrote:
Show nested quote +
On May 25 2010 14:45 Vertigo-1 wrote:
Question: I have a 4v4 map. The map layout has 2 players starting at each corner. I have the start locations linked for teams of 4 on one side vs 4 on the other side (so each corner is sure to have a teammate next to them). How can I also make each corner linked for 2's in a 2v2 game? I tried playing the map with 2v2 game variant and the way it spawned us was messed up. (each corner spawned enemies neighboring each other).


I got it to work for 2v2 by using the advanced placement and adding more allies to the basic placement as well.

I hope this explanation works, again this let 2v2 and 4v4 work correctly i did NOT test 1v1 or 3v3, im sure more setup may need be required for 3v3.

Um basically what I did was link them normally for a 4v4 setup like you already have and then go back through and ally each corner together in that same menu (team basic placement) and you should end up with two locations having 3 allies two with 1 ally and 4 with 2 allies. Then in the advanced team placement i made each corner into a 'team' and then proceeded to link each enemy team to that team. Each team will consist of 2 ppl and each team will have 3 linked enemy teams. I tested it as 4v4 and one team spawned on the left side of the map and the other team spawn on the right side then i tested twice as 2v2 and each team spawned together. This way worked for those amount of times i tested it and i'm ASSUMING it will always work 100% for 2v2 like this, I could be wrong tho without loading it up as 2v2 a lot more.

I hope this helps. If you need more detailed i can put the editor map file on my ftp and let you download it and see the team settings for yourself.



The file would be a tremendous help as I'm still a bit confused as to how to set it up the way you describe. Thanks a ton though for trying to explain it and for offering the file
Sykoyo
Profile Joined May 2010
United States3 Posts
May 28 2010 15:50 GMT
#388
It's just the blank starting slate that the editor starts you in with 8 starting locations placed, 2 in each corner. The way the team start locations are set up is in 4v4 one team will start on the left side and the other team will start on the right side. Simple open up the Team Placement basic and advanced to see the settings I have. I'm not sure if everything I have is absolutely required to make it work that way but it did work the few times I tested it and 2v2 teams spawned together. You could also use this way to set up a 2v2v2v2 with each team spawning in a corner, not sure if anyone has tried to do that or not, but it would definitely work.

http://nyko.ganzor.com/Files/Starcraft 2/4v4test.SC2Map
Has anyone ever been so far as to do what like?
monkh
Profile Blog Joined April 2010
United Kingdom568 Posts
Last Edited: 2010-05-31 21:03:42
May 29 2010 15:29 GMT
#389
Mapper: Daeden
(If you wish to download any of my maps send me PM and ill msg u my bnet id and u can download em through battle net EU if you wish to download it from US ill see what i can do)

Map: Space Rock 55821a, 1v1
+ Show Spoiler [Map Note's] +
This map is very small 128x128.
What i like about this map, is option of where to wall off, there is a really tight choke real close to you base but this restricts building space also larger choke but further out but is difficult to wall of but also provides support for expansion easily. with 2nd high ground expansion provides resource for longer games but if games go longer than this there is the extreme hard to defend middle expansions.

+ Show Spoiler [IMG1 map overview] +

[image loading]

+ Show Spoiler [IMG2 start location] +

[image loading]

+ Show Spoiler [IMG3 Expansions] +

[image loading]

+ Show Spoiler [IMG4 Centre] +

[image loading]


Map: Jungle Temple, 1v1
+ Show Spoiler [Map Note's] +
This map is huge was reduced from 256x256 to 192x256. (may make it into 2v2 map)
It is still fairly big map, I like this map because it is pretty good looking. The map provides lots of large chokes and long travel distance good chance of long game on this map.
Idea behind this map was to give a map a more broodwar feel.
OK I never played broodwar or only once on single player like 10 years ago but I have watched few matches on youtube and I get a feeling broodwar maps have lot larger feel to them with a lot of wider chokes this is where idea for this map was aimed at, to give map a more broodwar feel to it. Let me know what you think!

+ Show Spoiler [IMG1 map overview] +

[image loading]

+ Show Spoiler [IMG2 start location+expansions] +

[image loading]

+ Show Spoiler [IMG3 Island Expansion & Forest Ex…] +

[image loading]


Map: Lavaflow, 4v4 or 2v2
+ Show Spoiler [Map Note's] +

This map is 232x232. A small 4v4 map, well sized for 2v2 map. I have added spawn location support for 1v1 however I do think would be to big for a 1v1 really.
I was going to try have a choke covered in lava which would lightly dmg units passing through it however I wasn't able to do it on a melee classified map.

+ Show Spoiler [IMG1 map overview] +

[image loading]

+ Show Spoiler [IMG2 ] +

[image loading]



Map: Sky Scape, 2v2 or 1v1
+ Show Spoiler [Map Note's] +

This map is 168x168. Based on top of skyscraper, this map featuring 4 spawns, 1 wide ramp ontop of your base with 2 tight chokes down below should make map easy to defend if you are able to scout where your enemy is quickly.

+ Show Spoiler [IMG1 Map Overview] +

[image loading]

+ Show Spoiler [IMG2 A Spawn+expansions] +

[image loading]

+ Show Spoiler [IMG3 A corner of the map] +

[image loading]

+ Show Spoiler [IMG4 Map Centre] +

[image loading]

+ Show Spoiler [IMG5 Night Elf :D] +

[image loading]


Map: Gold Tooth, 2v2 or 1v1
+ Show Spoiler [Map Note's] +

This map is 160x160. Based on Mars Sara, this map featuring 4 spawns, at spawns each player has 1 rich mineral node 7 normal mineral nodes fairly easy to defend with one ramp to main expansion more difficult with 3 routes of attack however optional island expansion however only features one gas and fewer minerals. Middle expansion features 4 gas and no minerals.

+ Show Spoiler [IMG1 Map Overview] +

[image loading]

+ Show Spoiler [IMG2 Spawn location] +

[image loading]

+ Show Spoiler [IMG3 Main Expansion] +

[image loading]

+ Show Spoiler [IMG4 Island Expansion] +

[image loading]

+ Show Spoiler [IMG5 Centre expansion] +

[image loading]

Daeden.620
sevia
Profile Joined May 2010
United States954 Posts
May 29 2010 21:59 GMT
#390
Hey, this map is definitely still a WIP, but I figured I would post a screenshot for feedback. It's still untextured and there's no 'fluff', only minerals/gas/rocks/towers. The primary goal of the map was to separate the 4v4 into a "2v2 + 2v2", so that early in the game, the players work in pairs to defend, expand, and rush.

Please post any comments or criticisms, this was my first time using the editor and I think I did a decent job. Better than Extinction, anyways.

TODO: Sight blockers, proper spawn points, aesthetics.

Name: Carinae
Players: 4v4

Image (click for bigger version):
+ Show Spoiler +
[image loading]
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
BliptiX
Profile Joined April 2010
Canada324 Posts
Last Edited: 2010-06-01 08:24:45
May 31 2010 22:34 GMT
#391
changing mine don't see a delete post option so this will do
SharkSpider
Profile Joined May 2010
Canada606 Posts
Last Edited: 2010-06-01 00:04:26
May 31 2010 23:40 GMT
#392
(2) Ride of Valkyries

Information and Image:
+ Show Spoiler +
I made this remake of RoV because someone posted a version of the original map on Battlenet US that I don't really agree with, and I wanted to get in there before the map's name was taken up by versions that wouldn't be edited or taken care of. Right now, it's available on US servers under (2) Ride of Valkyries, but it's not at version 1 yet because I think it needs a little work before I set it to final. Concerns that I have are the number of resources in the mineral blocks, and the placement of the high-yield. I put two high-yields in the areas off the center map, instead of one on the top of the map. I also added Xel-Naga watchtowers, but if they break any matchups I'll remove them.

I made a few judgment calls on the water surrounding the map, some of the textures, and where to bend to how the SC2 editor works (the ramp size issues on the bottom ramp literally can't be fixed with the current version of the editor, but I really want to) If anyone has comments/suggestions that would help balance this or make it look better, I'd love to hear them. Specifically, mineral/gas placement or terrain balance issues.

The pathing has been checked so that there aren't any drop zones that were not available on the original map, so the gameplay should flow as close as possible to how it did on RoV back in SC1.

[image loading]


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