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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!
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
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.
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.
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.
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.
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.
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?
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.
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.
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!
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.
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.
-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.
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.
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.
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).
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.
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.
- 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
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.
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)
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.
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.
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.
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.
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).
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.
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.
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.
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.
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).
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.
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?
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 14:47 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.
: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)
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.
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).
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.
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.
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?
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
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.
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
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
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
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.
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.
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
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.
Well, shoot. Bit by the 3 day trial... I wanted to get a good discussion, but hopefully that will happen in this thread.
I thought I'd share my first map, Inundation. This is a prototype/wip until I get the clear signal from users that it rocks (I rather not pollute the space with garbage).
I would like to get this as a really good 1v1 map requiring good use of micro (from all the obstacles) and macro (from back door attack routes).
(right-click view image to see a larger image)
You can only get so much out of a picture. So I thought I would take a crack at recording. I tossed up a HD version of it so you can see more details, so be sure to flip the switch to 1080p.
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.
Starting from scratch doing it smarter now building half the map to the max then i'll extend and flip copy paste thingy so far got this also need ot add alot of block pathing don't really have much done on besides the mineral placement, going to have alot of bridges though. hum i wonder if i have my camera right, it looks like i'm missing 2 blocks all around the map.
On April 25 2010 06:48 semantics wrote: Starting from scratch doing it smarter now building half the map to the max then i'll extend and flip copy paste thingy so far got this also need ot add alot of block pathing don't really have much done on besides the mineral placement, going to have alot of bridges though. hum i wonder if i have my camera right, it looks like i'm missing 2 blocks all around the map.
looks right to me. just so you know, the whole map dosen't accually come into play, only a region of the map.
On April 25 2010 05:02 -infinite- wrote: Well, shoot. Bit by the 3 day trial... I wanted to get a good discussion, but hopefully that will happen in this thread.
I thought I'd share my first map, Inundation. This is a prototype/wip until I get the clear signal from users that it rocks (I rather not pollute the space with garbage).
I would like to get this as a really good 1v1 map requiring good use of micro (from all the obstacles) and macro (from back door attack routes).
(right-click view image to see a larger image)
You can only get so much out of a picture. So I thought I would take a crack at recording. I tossed up a HD version of it so you can see more details, so be sure to flip the switch to 1080p.
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.
On April 25 2010 06:48 semantics wrote: Starting from scratch doing it smarter now building half the map to the max then i'll extend and flip copy paste thingy so far got this also need ot add alot of block pathing don't really have much done on besides the mineral placement, going to have alot of bridges though. hum i wonder if i have my camera right, it looks like i'm missing 2 blocks all around the map.
looks right to me. just so you know, the whole map dosen't accually come into play, only a region of the map.
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
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".
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.
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 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.
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.
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)
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
Another one from game camera distance, on an angle to show two Terran example bases.
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.
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?
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.
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.
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.
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.
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)
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.
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.
On April 25 2010 22:40 rrowland wrote: Shattered Basin - 1v1
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!
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.
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
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.
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.
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.
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.
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
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.
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!
On April 25 2010 23:49 Sl4ktarN wrote: I present to you; + Show Spoiler +
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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).
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.
On April 25 2010 09:38 nomsayin wrote: A work in progress. This is my conversion of destination to SC2. Changed 2 expansions to high yields, added two xel naga towers, and changed the minerals on the back ramp to destructible rocks.
Posted this in the other thread; figured I'd post it here, too. This is my Outsider-inspired map, with plenty of room for action around the edges. Each player has only one easy expansion; to get at anything else they need to break down some barriers. Small choke in main, medium choke at nat, and at least 2 rocks to get through if the opponent is breaking through your backdoor. Also a limited amount of cliff for Reapers to get into the main through. Mediumish rush distance for the size of the map.
Station M19 DL Finished as a v1.00, but testing is obviously extremely limited right now. Don't like the texturing, so that may also change at some point if people end up actually wanting to play this.
Infernum DL Released as a 1.00 per request, I simply don't have the macro skills to even hope to test this map myself, but I don't think anyone really understands SC2 large map macro yet, because it doesn't exist yet :p. The middle high yields are 8x5000 minerals and 2x7500 high yield gas, the other two "blizzard standard' 6 HY minerals and 2 regular gas. Main is 10 minerals, nat is 6, all other expos 7.
I still need to add doodads and other crap to make it more pretty. 2 problems I think ill run into while testing though: for some reason the map is like 10 matrices too high, so there's a bunch of space on the bottom for air units to fly around in and nothing at the top. The other problem is that I think the choke at the natural might be WAY too big lol. Everything is much bigger than it looks like I guess.
How do you make the outer edges all water? I really want to do it but the "water" tool is really weird...
I still need to add doodads and other crap to make it more pretty. 2 problems I think ill run into while testing though: for some reason the map is like 10 matrices too high, so there's a bunch of space on the bottom for air units to fly around in and nothing at the top. The other problem is that I think the choke at the natural might be WAY too big lol. Everything is much bigger than it looks like I guess.
How do you make the outer edges all water? I really want to do it but the "water" tool is really weird...
The water tool is just fine. What do you find weird about it?
Map i made last night. Im new to map making and did this while watching HDH invitational last night. There is easy taken natural, few forcefields in the map. I will update if anyone looks abit interested.
Map i made last night. Im new to map making and did this while watching HDH invitational last night. There is easy taken natural, few forcefields in the map. I will update if anyone looks abit interested.
I was going to dick around with neutral forcefields myself, but I'm not sure exactly what they do. Do you know how the neutral forcefields behave? Do they disappear after the normal forcefield duration time is up or are they persistent for the whole match?
I still need to add doodads and other crap to make it more pretty. 2 problems I think ill run into while testing though: for some reason the map is like 10 matrices too high, so there's a bunch of space on the bottom for air units to fly around in and nothing at the top. The other problem is that I think the choke at the natural might be WAY too big lol. Everything is much bigger than it looks like I guess.
How do you make the outer edges all water? I really want to do it but the "water" tool is really weird...
The water tool is just fine. What do you find weird about it?
I made a website for the custom map I'm making. Hopefully we will be able to implement 3rd person view for certain players and RTS for others. Calling it Herocraft. It's like Hydra Ranchers, Zone Control, Dota, Kings & Knights
WOW finally they cheered . Jezuz, Man this youtube video thanks, im loving the thought of making maps more and more, i had only today started to mess with it, had zerglings doing cliff hops, shooting Void Ray lasers. Man I am glad i found sc back in the day. Thanks for that video, i had never seen it before. I will never be able to make those maps. 3rd Person View, I always said sc would be sick close up as if you were inside the unit, but this makes for good too. My idea had been for replays//obs you can press a button to be inside its FPView. I highly doubt that we won't be able to scroll into Fpview by release, or at least after some future patch. I hope it has the WoW feeling in its Keyboard/Mouse movement, because if so thats just perfect for the game. No need to have standard hotkeys from games like GoW, Fallout 3, etc...
edit Wow perfect example of whats to come, thats awesome. Once more please.
Map i made last night. Im new to map making and did this while watching HDH invitational last night. There is easy taken natural, few forcefields in the map. I will update if anyone looks abit interested.
I was going to dick around with neutral forcefields myself, but I'm not sure exactly what they do. Do you know how the neutral forcefields behave? Do they disappear after the normal forcefield duration time is up or are they persistent for the whole match?
Atleast when i tested the map abit, they lasted forever i think, tho i didn't check them after 2minute mark, i can check it out.
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.
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.
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.
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.
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.
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.
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 +
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
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.
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.
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.
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.
Red Mesa 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 +
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.
Infernum DL Released as a 1.00 per request, I simply don't have the macro skills to even hope to test this map myself, but I don't think anyone really understands SC2 large map macro yet, because it doesn't exist yet :p. The middle high yields are 8x5000 minerals and 2x7500 high yield gas, the other two "blizzard standard' 6 HY minerals and 2 regular gas. Main is 10 minerals, nat is 6, all other expos 7.
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
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.
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.
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
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.
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!
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.
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'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.
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 +
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.
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
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.
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.
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.
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.
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.
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.
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
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.
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.
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
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.
*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).
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.
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!
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.
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 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.
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.
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!
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...
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.
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.
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.
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.
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.
Red arrows show pathing for units that can "cliff jump" Blue is for basic ground.
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.
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 +
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.
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 +
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 +
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 +
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.
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.
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.
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.
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.
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."
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.
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.
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
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.
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)
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).
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.
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.
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.
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.
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.
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.
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
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.
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.
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 ;(.
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.
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.
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.
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.
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.
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
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)
- 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.
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 =)
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
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.
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
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.
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
uhhh, did you TRY to make this look like a vagina? I mean...it even has a clit...
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.
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+).
On May 03 2010 06:14 peckham33 wrote: 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.
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.
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.
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.
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 :/
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
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+).
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!
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.
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:
(2)Korhal Cove Two Players: 9 and 6 o'clock BETA Design
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.
(2) Pisa What's going on with the main choke here? Zesty! + Show Spoiler +
(2) Boiling Point It's like you have 2 naturals, sort of. + Show Spoiler +
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 +
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
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.
Map Name: Destination Author: nomsayin Version: WIP D/L: Available soon!
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.
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.
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.
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.
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.
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.
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).
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?
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).
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.
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.
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.
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
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.
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.
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).
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).
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).
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).
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.
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
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
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.
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).
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.
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)
The main choke and natural expansion:
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):
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):
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:
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.
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
WOW this looks like an awesome concept! Does it have LOS blockers?
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.
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
WOW this looks like an awesome concept! Does it have LOS blockers?
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.
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.
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.
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.
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:
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?
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.
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?
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.
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%)
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.
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!!!!
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
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
Finished most of the texturing, added some doodads
Finalized terrain
Version 0.1 - Shrunk it down from here
Version 0.1 - Explanation of map features
Map sketch
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...
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?
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!
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.
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.
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.
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
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.
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.
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.
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 !
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
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).
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.
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 +
Two maps I've made, both in a WIP state atm but well should both be testable
map1 (3)
Asymmetry might be a problem, main cliffs not scalable/droppable (aside from the natural)
map2 (4) 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)
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
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.
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)
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.
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!
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.
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.
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.
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.
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.