• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:34
CEST 18:34
KST 01:34
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 2312Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Weekly Cups (Sep 13-20): herO scores triple The Death of Cheese: From a Professional Cheeser
Tourneys
2026 GSTL Grand Finals Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20) 2026 GSTL Announcement
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
PLAYzone Challenge - open offline tour in Prague Bot on ladder NaDa's Body SC4ALL II: Brood War Player Announcement 3/4 - soO [ASL22] Ro8 Preview: In A Tizzy
Tourneys
[ASL22] Ro8 Day 2 [Megathread] Daily Proleagues [IPSL] IPSL is Back With Winter 26-27! PLAYzone Challenge - open offline tour in Prague
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread EVE Corporation Nintendo Switch Thread Diablo IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9204 users

A Day In the Life of an SC2 UMS Creator

Forum Index > SC2 General
Post a Reply
Normal
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
June 02 2010 13:59 GMT
#1
Story here:
+ Show Spoiler +
Preface:

After weeks of ignoring the map on which I had spent a fair amount of hard work creating due to publishing errors, I finally decided to search around and find the source of the problem. It turns out I had perfectly acceptable map values, however since I copy/pasted player settings under 'player properties' things weren't working properly. Things seemed to be looking up; I was finally able to successfully upload the map to battle.net without any errors.

Alright, so the next step is logging onto battle.net and creating my map. Wait - why are the teams all messed up and why can't I make the map 'open to public'? After an hour or two of searching around sc2mapster, I discover I have to change the game variants. Turns out the values you choose for game variants are extremely picky and several values you choose will result in errors when attempted to upload your map.

Finally! The map is uploaded once more and all seems well. But wait, my map doesn't yet show up on the 'join game' list and I still cannot select 'open to public' in the game lobby. More searching ensues. Who would have guessed, seems you also may not set your map to locked if you want people to be able to play it.

Awesome, so now I can finally release my map for the public to play but I have to leave it there to be stolen/editted by anyone. Although this journey was painful, it was only the beginning...

Publishing Day:

Everything is finally working as intended. I am able to open my map up to the public (because I left it unlocked) but of course no one is joining because no one sees it on the custom game list. I spam create 30 games or so to rise its popularity a bit and it takes off from there, making all that effort worth it (although I still retain some bitterness). In a couple hours, my map (Composition Wars, shameless plugging I know) takes first place among the list of custom games and players happily enjoy it.

However, it being the first version of the map I released, I end up finding so many things that need immediate changing/fixing. I don't like all these bugs in my map and don't want people to be stuck having to deal with them, and so I remove my map from my list of published maps. It doesn't matter, it remains on the custom game list and people continue playing it. I decide I cannot win and go fix the bugs and implement desired changes.

Upon completion I re-publish my map and begin spamming games once again in a vain attempt to have people play this updated version rather than the outdated and bugged one. After a short while I end up having a few observative players join my new version and we start a game. Lo and behold! Almost immediately I find yet more bugs that require fixing. This is quite the problem when you don't have (m)any people available to do the tedious work of helping test your map. I kindly request they don't bother pushing this map up in popularity any further and head back to the drawing board.

This time I spend 5-6 hours working on changes and making the best use as possible of local testing. It is now 5am and I believe this is a solid version I would be happy with people continuing to play. As the majority of people in this region are sleeping at this hour, there aren't as many games on the custom game list. I find this a great opportunity to spam my new version up to the top and have people replace it with the old version. Doesn't work so well...

[image loading]
Sweet, people like my map!

[image loading]
FFFFFFFUUUUUUUU people are playing the old version instead of the new one even though it's RIGHT BELOW

When I wake up tomorrow, I fully expect the new version to be nowhere in sight. The old version may or may not still be up there on the list.

Anyways...


Problems

- Obscure error messages from the data editor. Requires thorough internet searches to discover the problem.

- Map must be unlocked in order to publish (Assuming that will be fixed anytime now...)

- Popularity sorting (as I'm sure everyone is already aware of)

- Map creators cannot remove versions of their own map

- Cannot host maps other than ones on the popular list, ones from Blizzard, and ones you've published. 'Recently played' doesn't work :\

Changes?

- Change/add error messages to make them more descriptive. Obviously the editor knows why it is rejecting a certain map for publishing and so it should be able to provide a more detailed error report.

- Fix map locking

- Revert back to the SC1/WC3 method of custom game lists (one fix). There was nothing wrong with it. SC2 NEEDS to have custom names for different custom game lobbies. Oftentimes there are several different ways to play the same map and people draw in the right players for the mode they will be playing through naming systems when hosting. For those of you who say Blizzard threw this system together quickly and that's why it doesn't function so well - it would have taken less effort to create battle.net 2.0 with a system they have already used in previous games rather than sorting by 'popularity'.

- Allow map creators to delete and/or replace ALL instances of any version of their map they want. Obviously games in progress/lobby will stay and/or unlocked maps, but game lobbies for any deleted versions will no longer be able to be made. Version changes need to be able to happen much faster for the sake of both the map publisher and the players.

- Currently there aren't many options available for what maps you can host. I'm assuming features simply haven't been implemented yet. However, they of course need to let you host any locked maps you've previously played (so long as it hasn't been removed) as well as any unlocked map you've played.

Random Idea:

Basically how it's always been for SC1 and WC3 is certain map creators will create their own website/forum for their map where players can find the latest version and news. I think map publishers should be able to create their own pages in battle.net 2.0 that players can browse to which will showcase maps they have published as well as any news the publisher might want to add. It will make searching for maps easier as well as save some time/money/effort on website maintenance.

Anyways, this was the result of an entire day spent on map fixing. I know there's a thread somewhat similar to this, but I think it'll be nice if people know just how frustrating the system is to deal with. Also, Blizzard really needs to realize how broken the system is (if they don't already). I know it's beta etc, but release isn't very far away and plenty needs to be fixed.
shawabawa
Profile Joined May 2010
United Kingdom417 Posts
June 02 2010 14:08 GMT
#2
I think they really rushed the editor and map publishing, I've had so many crashes uses the editor for really obscure reasons. I found that having a Validator that checks the unit's resource count causes the game to crash randomly. I've just given up map making until the game's released, hopefully then a lot of the bugs will be smoothed out and there will be more documentation.
MorroW
Profile Joined August 2008
Sweden3522 Posts
June 02 2010 14:25 GMT
#3
it crash so much when publishing and i cant even make my map public, it always prefers private even when i click public
i really hope they fix much about the editor because it really stinks at some things while its really wellmade at things like triggers
Progamerpls no copy pasterino
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
June 02 2010 14:38 GMT
#4
On June 02 2010 23:25 MorroW wrote:
it crash so much when publishing and i cant even make my map public, it always prefers private even when i click public
i really hope they fix much about the editor because it really stinks at some things while its really wellmade at things like triggers


http://forums.sc2mapster.com/development/map-development/2658-unable-to-publish-transmitting-header-file-failed/

http://forums.sc2mapster.com/development/map-development/2196-publish-error-default-values-are-not-valid/

http://forums.sc2mapster.com/development/map-development/2235-publishing/
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
June 02 2010 14:46 GMT
#5
That was a good and informative read, thanks.

I'd like to reiterate that being able to update maps frequently and an unlimited # of times is a fundamental part of developing a UMS map, the same way that prototyping and frequent user testing are very important parts of software development. I am confident that the final version of map publishing will support this, though.

In fact, I think it does already, save for that case of your deleted map remaining on the list. But even that I think is not so bad: if the old version is still "very popular" then it actually makes more sense to keep it on the list even after the creator "deletes" it.

If lots of people are playing an older, "deleted" version of a map, then generally the best option is to keep it available until it drops in popularity (e.g. by being usurped by an updated version). Otherwise, it'd ruin a lot of people's fun if the original creator deleted it without updating it, or if the updated version was a lot worse. However, the "deleted" map should no longer count towards the creator's map limits.

If that's the way it's working right now, then .


Moving on, besides the obviously-bad popularity list, I think that having much more informative error messages is an important fix. Again, I imagine the dev teams know this as well, but it's probably not a very high priority (understandably). Regardless, judging from your experience, I really hope they'll be able to add better error messages to the final version.

Lastly, I've honestly never cared much about map-locking in SC1. It has both benefits and drawbacks for the community. In SC2, your name is actually attached to your map, so fake versions of your map will be (mildly) distinguishable. IMO, the "By Username" part should be more prominent precisely for this purpose. Moreover, it'll probably be only a matter of time before the locking mechanism is cracked. Then people will be able to steal your map, but mapmakers who simply want to learn from your map won't be able to unless they download some shifty unlocking program.

On a tangent, I'm sure Blizzard will actively lock down premium published maps.
IrT4nkz
Profile Joined May 2010
229 Posts
June 02 2010 14:47 GMT
#6
Mass Marines are pretty OP in that game, pretty much gurantee's a win.
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
June 02 2010 15:23 GMT
#7
On June 02 2010 23:46 Bill307 wrote:
If lots of people are playing an older, "deleted" version of a map, then generally the best option is to keep it available until it drops in popularity (e.g. by being usurped by an updated version). Otherwise, it'd ruin a lot of people's fun if the original creator deleted it without updating it, or if the updated version was a lot worse. However, the "deleted" map should no longer count towards the creator's map limits.

If that's the way it's working right now, then .


Yep that's how it works right now, but I still have an issue with it. The publisher should be able to replace older versions with the newer one and keep the popularity (as long as the popularity system is in place at least). The majority of map makers invest all that time creating a map so that both players and themselves can enjoy the finished product. Like you said, updating maps is essential in developing a map and the current system as is gets in the way quite a bit. Most map makers won't intentionally sabotage their map or refuse to listen to the input from those who play it, and so if they had the opportunity they would keep adding on little changes and testing it with players to see if it works properly. This would be so much easier than making several changes at once, spamming games until enough people see it and join, then finding out something doesn't work right and so you have to make more changes and now have a useless map sitting at high enough popularity that people might keep playing it.
kenji_03
Profile Joined June 2010
United States2 Posts
June 05 2010 12:53 GMT
#8
I made a wiki page ont he Liquid wiki for Composition wars, perhaps we can update the newest version there in the mean time?

http://wiki.teamliquid.net/starcraft2/Composition_Wars
There is no wealth like Knowledge, no poverty like ignorance.
redmarine
Profile Joined August 2009
Denmark165 Posts
June 05 2010 13:08 GMT
#9
Well, getting around the publishing issue isn't all that hard once you've gotten used to it. Then again, they shouldn't be there in the first place.

Anyhow, what they should fix is the localization issue between clients. I've been trying to localize mine and HellYa's Risk Revulsion map for a week now but it is such a pain in the ass that I've for long given up upon it.
SneakPeek
Profile Joined April 2010
Philippines162 Posts
June 05 2010 13:44 GMT
#10
... sorry for asking this but OP are you really Canadian?? in our language your username is censored. XD
firebound12
Profile Joined March 2010
Canada274 Posts
June 05 2010 16:58 GMT
#11
Dear Kantutan,

I have tried to convince people to play version 0.2, which is currently the latest version of composition wars I could find. However, people would just ignore me and still play on 0.1.

I'm sorry I couldn't help -_-;;

Creating a new game with an unpopular map, filling it with A.I., and immediately quitting will temporarily move it's popularity up. (A note for Kantutan when he updates new versions)


That didn't work that much
Augury
Profile Blog Joined September 2008
United States758 Posts
June 05 2010 17:05 GMT
#12
I personally really like the direction they're trying to go with the new system. I would like to see a combination between the two systems though. I really like having a Blizzard list of maps in Sc2 that you can download. I think it's incredibly useful and hopefully if they fix all of the other issues, it will work out very nicely for map creators.

I believe that they also need to bring back the old system as well. I think they should combine the two, as they both have their uses. Blizzard is doing a lot of really cool things with BNET 2.0, they just need to blend it in with the things that worked in the original BNET.
Half
Profile Joined March 2010
United States2554 Posts
June 05 2010 17:18 GMT
#13
Due to Battle.net's experimental "popularity" system, it is currently unknown what the most current version of Composition Wars is.


That's the funnies thing I've read in a while.

That is so much fail blizzard -_-.
Too Busy to Troll!
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
June 05 2010 17:20 GMT
#14
Maybe they should allow you to edit your "publish" in a way so people are forced to play the latest? If you want to have your older versions available you can then decide that for yourself. dunno.
firebound12
Profile Joined March 2010
Canada274 Posts
Last Edited: 2010-06-05 18:35:32
June 05 2010 17:28 GMT
#15
EDIT: ugh, forgot it last an hour, and if no one plays ur efforts is wasted lol XD

Dear Kantutan,

OMG I just broke blizz system

Your composition wars 0.2 version went from ZERO popularity to top 10 just by me spamming games with AI!

It took me 5 mins of hardcore spamming

Please tell me that my efforts have been for something cuz if there is a v.0.3 I'm going to shoot myself >.>

I'm afraid for 14 players map: you can just mass spam to fill the top 10 games of those maps >.>

[image loading]
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
June 05 2010 22:29 GMT
#16
On June 05 2010 22:44 SneakPeek wrote:
... sorry for asking this but OP are you really Canadian?? in our language your username is censored. XD


Yes, Chinese and Canadian. I hung out with a bunch of filipinos for a while so I picked up a bit of tagalog. I thought the word had a nice ring to it (although I suppose it's a bit stupid to name myself after it) :p

As for how the popularity system works, I figured it just went by how many games played in the last hour, not how many games + the people involved. That would make more sense then. No matter how high you spam the new version of your map anyways, people are still going to play the old version more...

Thanks for the support everyone. I'm trying to get some work done on a new map because I figured this version of Composition Wars ought to be rather stable. Apparently the statue bug still exists however... I can't see what the problem might be
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
June 05 2010 22:36 GMT
#17
Ah, I remember this kind of game in War3, Tower wars if I recall correctly. Once I was planning on making it more professional and allowing for new games in the same game (so you dont have to make new ones). Eventually I got bored with it.

At the moment working on a fun map that is about placement and mass, unfortunately some features cant be changed yet and some stuff arent (correctly) implemented yet, preventing me from getting really worked up.
Wut
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
June 05 2010 22:45 GMT
#18
On June 06 2010 07:36 Koffiegast wrote:
At the moment working on a fun map that is about placement and mass, unfortunately some features cant be changed yet and some stuff arent (correctly) implemented yet, preventing me from getting really worked up.


I hear you. I currently have triggers set on 'player leaves the game in any' that only fires if the player is defeated and not if they just decide to quit. It would make the game a bit more fair in terms of one person not losing because their ally failed to hold their ground. I could make a workaround but there's not much point, I'll simply wait until Blizzard makes the trigger function properly.
kenji_03
Profile Joined June 2010
United States2 Posts
June 07 2010 11:01 GMT
#19
Made a battle.net "feedback" thread regarding this if anyone wants to comment and help out.
http://forums.battle.net/thread.html?topicId=25170782531&postId=251681985663&sid=5000#0
There is no wealth like Knowledge, no poverty like ignorance.
Bloodash
Profile Joined April 2010
Netherlands1384 Posts
June 07 2010 12:03 GMT
#20
I fully agree with the OP, its a terribad implementation.

To add insult to injury, sharing maps between regions is terribad aswell, for example, all the popular maps that are being streamed alot by US players, nexus wars, blood boil ..something something, are all not available on the europe servers even tough I'm sure it would be hugely populair there, and ofcourse vice versa.
I'll bite this hand that feeds me, and take it for my own!
Wihl
Profile Blog Joined June 2010
Sweden472 Posts
June 07 2010 16:31 GMT
#21
you can raise the popularity of your map by creating the game, clicking open to public and then leaving. Repeat ad nauseum. Awesome system is awesome.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
June 07 2010 16:47 GMT
#22
Can you imagine what battlenet 3.0 is going to look like?



You find yourself in a game lobby. Obvious choices are Multiplayer, Custom Games and Facebook.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Onioncookie
Profile Joined May 2010
Germany624 Posts
June 07 2010 17:50 GMT
#23
On June 08 2010 01:47 Archerofaiur wrote:
Can you imagine what battlenet 3.0 is going to look like?



You find yourself in a game lobby. Obvious choices are Multiplayer, Custom Games and Facebook.


Thats Bnet 2.0 ?!

I think its Multiplayer, Custom Games and Facebook with Farmville

Normal
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
16:00
WardiTV 10 Group C Replay Cast
TaKeTV 197
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Britney 37670
Shuttle 667
Dewaltoss 140
Zeus 103
910 52
ToSsGirL 33
Trap 32
Creator 28
Rock 23
HiyA 22
[ Show more ]
Sharp 19
yabsab 17
Dota 2
Gorgc6843
qojqva1786
Fuzer 201
febbydoto38
Counter-Strike
edward64
fl0m0
Heroes of the Storm
crisheroes400
Other Games
hiko1087
B2W.Neo912
Liquid`VortiX237
Hui .208
KnowMe123
QueenE70
Trikslyr37
C9.Mang034
Organizations
Dota 2
PGL Dota 2 - Main Stream15710
Other Games
WardiTV590
StarCraft: Brood War
Afreeca ASL 390
Other Games
BasetradeTV38
StarCraft: Brood War
lovetv 6
[ Show 14 non-featured ]
StarCraft 2
• poizon28 31
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 17
• Michael_bg 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 4998
League of Legends
• Nemesis2845
Other Games
• Shiphtur201
Upcoming Events
The PiG Daily
5h 26m
ByuN vs Rogue
herO vs SHIN
Serral vs TBD
Clem vs TBD
CranKy Ducklings
17h 26m
AI Arena Tournament
1d
BSL: Ladder Tournament
1d 2h
GSL
1d 15h
Yamato Cup
1d 22h
BSL Open Qualifier
2 days
BSL Open Qualifier
2 days
Replay Cast
2 days
Afreeca Starleague
2 days
Soma vs Jaedong
[ Show More ]
WardiTV Weekly
2 days
Monday Night Weeklies
2 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Leta vs Soulkey
PiGosaur Cup
4 days
Kung Fu Cup
4 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-09-23
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - GSA
Calamity Invitational
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.