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Process of Making an Official Map

Forum Index > SC2 General
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Jacky_
Profile Blog Joined March 2011
Korea (South)47 Posts
November 25 2014 14:12 GMT
#1
[image loading]

#0
Mapmakers make maps to create games never seen before. Wouldn't it be boring to have the same meal every day? Similarly, if all maps are the same, not only gamers but also spectators would be bored. So, even if a map could be a failure, we try new designs. Designs could be aesthetics but it also improve the gameplay.

This map column's theme is Design. Unlike the aesthetic design that can be seen easily, functional design can be difficult to understand if you don't design maps yourself. This is one of the charms of designs - An orange may not look tasty from the outside, but it's really delicious once you peel it. It is difficult for the map designer to communicate on an individual level on each feature. So, we make the players experience for themselves to communicate. I too try to communicate effectively by concentrating on the small details on an official map.

In this Map Column, I want to show you how MMAT(Mapdori Map Architect Team) creates maps. I hope that for other mapmakers, this can be a guide for mapmaking.

* What is MMAT? + Show Spoiler +
MMAT(Mapdori Map Architect Team) is the official KeSPA map design team since Brood-War. We make the maps on Proleague and Starleague. We created Python, Fignting Spirit in Brood-War and Neo Planet S, The King Sejong Station in Starcraft2.



#1 The Main
[image loading]
The main's role is the start and end the game. Unlike expansions which do not serve as much of a use after the resources run out, the main needs defending due to the production structures. We normally start from the main base, into the natural and the third and the battlefield. The following are the features that we consider.

- Size of Main
The size of main actually influences gameplay quite a bit. On one hand, if the main is too small, not many production buildings can be built during the mid game. On the other hand, if the main is too large, drops, Nydus Worms, and Warp Prisms become very strong. Therefore main size should be appropriate so proper games can be played.

- Reaper Path
In the early game, Terran can use the agile Reaper to scout the opponent's base. Using the Jet Pack, the Reaper can jump across cliffs and can heal using Combat Drugs. Therefore, it is very strong early game - and we design the entrances for the Reapers accordingly.

- Blink
Protoss's Stalker can use Blink to teleport short distances. Fast Blink rushes are very powerful; therefore we create appropriate openings at the edge of the main base to balance it.


#2 Natural
[image loading]
The first expansion, otherwise known as the Natural, is a stepping stone towards the mid game. After the Natural is taken, production ramps up, and players can decide whether to focus on production or economy. Since the Natural is such an important feature, many features must be examined to see if there are problematic elements.

- Natural Entrance
The Natural entrance is adjusted to allow expansions in ZvP. An opening of 9 grids is the standard, but depending on concepts of maps, the opening can be widened or tightened.

- Main-Natural Distance
If the distance between the main and the natural is too long, it takes a long time to come to defend the natural from the main. This distance is very important because whether the Bunker or the Photon Cannon finishes can change the outcome of the game. SCVs can live or die depending on the completion of the Bunker, and one more second can complete the Bunker. So, we adjust the distance to make sure it is not too hard to defend.

- Natural-Natural Distance.
It is also called the rush distance. If it is short, the time taken for the enemy to arrive is too short and defending will be tough. If it is long, there would be no movement during the early-mid game, and will create boring games. Rush distance should be adjusted so that both offense and defense are possible. It is usually, in real time, 24~32 seconds.
* Game time is 1.4x real time.

- Unbuildable Rocks
Unbuildable Rocks are neutral buildings that are placed so that players cannot block the entrance of the main in the early game. Without these rocks the entrance of the main can be blocked by 3 pylons or 2 bunkers and the aggressor can easily win the game. It is placed to prevent this.

- Cannon Rush
Cannon Rush is a strategy to cancel or disturb the natural expansion of the Zerg. If the space behind the mineral line at the natural is too small, the Protoss can use only 2 pylons to successfully finish his Photon Cannon, forcing a Pool-first from the Zerg. To prevent this, we make sure that Cannon Rushes are possible but make sure that the Zerg can defend it.

- Natural Gas Location
Information on the geysers in the Natural can give away the opponent's strategy. This is usually considered in ZvX Matchups. The location of the gas will be in the edge or towards the inside to adjust the ability of the Overlord to scout the geysers.


#3 Third
[image loading]
The Third strengthens the mid game and allows the transition to the lategame, and therefore is very important for the stability of mid game. It is important for gathering for a strong push as well. Large-scale battles unique to Starcraft 2 are based off of 3 bases.

- Natural-Third Distance and Defense
The disance between the Natural and the Third is related to the probability of a midgame. It is obvious that it is easier to defend if the third is closer; however, irregardless of distance, there can be other elements to change the difficulty of securing the third. Below are the examples.

1. Third is close to the natural and easy to defend
-> This will promote economic play.

2. Third is close to the natural but hard to defend
-> Economic play is possible, and aggressive play is also good. It is used in standard maps.

3. Third is far from the natural but easy to defend
-> Securing the Third is harder than eg. 2 but aggresive play and economic play are still both possible.

4. Third is far from the natural and hard to defend.
-> A formidable army is required to secure the Third. It can promote skirmishes.

- Possibility of Efficiency
In some maps, the Third may appear difficult to defend; however, with proper SimCity and army positioning, efficient defense is possible. For example, blocking one of the two entrances to the Third and leaving the other entrance for the army is one way. If you allow these kind of strategies in the map, the player with the higher understanding of the map will be able to have an advantage on the map.

- Choice of Expansions
In past maps, there were only one choice of thirds. However in modern maps, there are often a choice of Thirds. For 4 player maps, the third location can change with the opponent's starting location. This allows different developments in the game.
Eg.) King Sejong Station's expansions / Out Boxer's Island Exansion / Whirlwind's Choice of Thirds / Frost's Choice of Thirds


#4 Fourths~Sixths
[image loading]
These are expansions taken in the late game. Because these expansions are located between each players, they are of high risk. However, failing to secure these bases will lead to defeat. There are no special guidelines to these bases, but they should be placed in accordance with the map's flow. In 4 player maps, the mains can replace 4~6ths.


#5 Main Battlefield
[image loading]
In the small scale, the battlefield can change skirmishes, and in the large scale it can change the outcome of the game. As such the main battlefield is an important feature. It must be designed with all three races in mind. Generally, tight areas favor Terran, and wide open areas favor Zerg.

- Width of Paths
Paths can be wide or narrow. In general, Protosses look to split the opponent's army so a distance of 4~6 forcefields should be maintained. Too narrow, and Protoss can abuse Forcefields, and too open and Protoss will lose fights. Depending on the map, a large path or many small ones are used.

- Control Points
Control Points restrict army's movement and promotes a check before an army can pass through. Common examples are hills or ditches, as well as Bushes. Players can use these points for more efficient engagements. Rock Towers and Xel'Naga Towers can achieve the same effect.


#6 Detailed Work
[image loading]
Detailed Work include fixing bugs that can occur to improve the quality and balance of the map. These include checking the footprint for doodads, the range for Siege Tanks and other aspects that can interfere with game balance.

- Footprint for Doodads
Footprints are ares where units cannot go to set in the Editor. Normally in decorating the map, Doodads' angles and scales are changed. However, the footprint of those Doodads are not changed. So, the footprint must be manually painted in. Other areas where units should be be able to traverse will be filled in to prevent bugs.

- Siege Mode
Siege Mode is an ability that has the highest range in the game. Therefore players can use terrain to maximize this ability's usage. However, if too big of an advantage can be gained by using Siege Mode, the terrain must be altered to alleviate this. An example from Starcraft:BW was a terrain in Luna where Siege Tanks could be dropped with no way to reach it without air units.

- Checking the resource placements
Checking the resource counts to be 8 minerals and 2 gases must be checked. Occasionally, 2 mineral patches can be stacked on top of each other, and extractors may not be able to be built on geysers. Moreover, if the rate of gathering is too low, the positioning of mineral patches should be changed.

- Internal Testing
When a map is in a playable state, Pro Teams are asked to test the maps. This is where bugs and imbalances are caught.


#7 Polish Work
[image loading]
When the balancing of the map is finished, the map is polished. Aesthetics are completed and the lighting is altered to make the map brighter. This is beneficial for players and distinguishing units in broadcasts. When this is done, the first version (1.0) is finished.

- Design Work
In playtesting, only the bare bones of the map are completed as many parts can be altered. After the testing, the design of the map is focused on.

- Lighting Work
When designing the interior of a house, the lighting can change the mood. Similarly the mood can be change in maps. The mood and the visibility is improved when doing lighting work.


#etc Easter Eggs
[image loading]
When playing the campaign, there are sometimes interesting doodads. These are called Easter Eggs, and maps by MMAT also contain them. They exist in different forms, such as a time-based event or a simple doodad.


#To End
Recently, I helped out with a map contest by Team Crux. The candidate maps were under scrutiny as it was to be used in an amateur leagues, but over half of the maps had serious bug issues. Without playtesting, even if it is an amateur league, the players may be been in an unfair situation.

Because of this incident I wanted to create an article to help mappers and viewers interested in maps. I hope the column wasn't too heavy and fun to read, as I had fun writing it.

To end, I want to say that I don't think a solid layout and good design necesarily makes a good map. Wouldn't a map where each detailed can be explained why it was designed like so a "Good Map"?

I will see you with maps


Written by Jacky (Geun ho Park)
Translated by Semmo (Sun woo Kim)
Presented by Mapdori Map Architect Team (MMAT)

Contact Me!
Twitter : @JackSolute
Homepage : JACKSOLUTE.COM
Jacky || Starcraft2 Official Map Designer || Master of JACKMADE || jackmade.tistory.com/ || twitter.com/JackSolute
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 25 2014 14:31 GMT
#2
Wow, this is really cool. Thanks for the guide
Moderatorshe/her
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
November 25 2014 14:35 GMT
#3
Really nice
Clonester
Profile Joined August 2014
Germany2808 Posts
November 25 2014 14:36 GMT
#4
Where cool writeup to show what the Mapmaker has to take into account and why many maps feel very similar due to these facts.
And i know if you trie to make something different, you find alot of abuse and unbalanced things, rework them and you got another map which seems to be created 10 times before.

And obviously this shown map will be played in the next SPL and i would like to call it "Outboxer Spacestation"
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 25 2014 14:37 GMT
#5
On November 25 2014 23:36 Clonester wrote:
Where cool writeup to show what the Mapmaker has to take into account and why many maps feel very similar due to these facts.
And i know if you trie to make something different, you find alot of abuse and unbalanced things, rework them and you got another map which seems to be created 10 times before.

And obviously this shown map will be played in the next SPL and i would like to call it "Outboxer Spacestation"

That first picture doesn't seem to be the same as the map used as an example
Moderatorshe/her
TL+ Member
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
November 25 2014 14:41 GMT
#6
First picture looks very similar to Heavy Rain
[15:15] <Palmar> and yes marv, you're a total hottie
IeZaeL
Profile Joined July 2012
Italy991 Posts
November 25 2014 14:41 GMT
#7
That main base is awkward as hell.
Author of Coda and Eastwatch.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 25 2014 14:44 GMT
#8
On November 25 2014 23:41 marvellosity wrote:
First picture looks very similar to Heavy Rain

It's Outboxer, used in proleague.

[image loading]
Moderatorshe/her
TL+ Member
TwiggyWan
Profile Blog Joined December 2013
France329 Posts
November 25 2014 14:45 GMT
#9
Very good guide =)

Do you plan on doing drawing-like time lapsed videos showcasing you building a map? :3
No bad days
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
November 25 2014 14:49 GMT
#10
Oh wow he's using Mereel's custom BW textures. Really hope we see those in a GSL map sometime.
vibeo gane,
bartus88
Profile Blog Joined October 2010
Netherlands491 Posts
November 25 2014 14:50 GMT
#11
Great post! I've often thought about making a map myself, so this is quite useful.
Random master race
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
November 25 2014 14:58 GMT
#12
Great article, loved it !
Liquid`Zephyr
Profile Blog Joined October 2006
United States996 Posts
November 25 2014 15:03 GMT
#13
fun to read. thanks for sharing
Team LiquidPoorUser
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
Last Edited: 2014-11-25 15:21:59
November 25 2014 15:21 GMT
#14
On November 25 2014 23:44 The_Templar wrote:
Show nested quote +
On November 25 2014 23:41 marvellosity wrote:
First picture looks very similar to Heavy Rain

It's Outboxer, used in proleague.

[image loading]

well, that lends credence to the similar map syndrome :p

edit: it is of course possible i actually meant that map and i have a terrible memory.
[15:15] <Palmar> and yes marv, you're a total hottie
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
November 25 2014 15:23 GMT
#15
Nice article, was expecting more in depth stuff, this is mostly the very basics.
"Not you."
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
November 25 2014 15:44 GMT
#16
This looks interesting. I've been thinking about making a map if I can ever figure that damn editor. This'll help
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
November 25 2014 15:46 GMT
#17
Nice article
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
November 25 2014 16:10 GMT
#18
Great article! i hope we will see Outboxer in the next mappool
http://www.twitch.tv/pinokotsbeer
Ansinjunger
Profile Joined November 2010
United States2451 Posts
Last Edited: 2014-11-25 16:23:01
November 25 2014 16:12 GMT
#19
I've never agreed with the need to give zerg free overlord scout positions (edit: on every map). Otherwise, I have thought about many of these features when trying to make a map, though I've never followed through and actually completed mine. The last one I did was constantly thinking about blink into main >.> I tried to make it possible but only one at a time in a specific spot, to where you'd have to queue blink.

But the main thing that bothered me was, again, giving zerg free overlord scouting. Hidey spots have been too commonplace for zerg, while, for example, siege tank high ground spots are extremely rare and usually reachable by ground. I don't know why that's looked at as a bad thing, even if it's only accessible by air; it doesn't have to be behind a main/natural mineral line. Plus, lurkers are going to outrange cannons, if that goes unchanged.
Propelled
Profile Joined October 2010
Denmark184 Posts
Last Edited: 2014-11-25 16:20:09
November 25 2014 16:19 GMT
#20
On November 26 2014 00:21 marvellosity wrote:
Show nested quote +
On November 25 2014 23:44 The_Templar wrote:
On November 25 2014 23:41 marvellosity wrote:
First picture looks very similar to Heavy Rain

It's Outboxer, used in proleague.

[image loading]

well, that lends credence to the similar map syndrome :p

edit: it is of course possible i actually meant that map and i have a terrible memory.

They have a fairly similar structure, though Heavy Rain is a bit more narrow.
+ Show Spoiler [Comparison] +
[image loading][image loading]
J0k3
Profile Joined May 2010
Sweden40 Posts
November 25 2014 16:34 GMT
#21
great read thanks!
Boucot
Profile Blog Joined October 2011
France15997 Posts
November 25 2014 16:37 GMT
#22
Very interesting, I never know what makes a map good or bad, especially balance-wise (I think that would require an entire article) but at least I understand a bit more the bases of map-making.
Former SC2 writer for Millenium - twitter.com/Boucot
joshie0808
Profile Blog Joined March 2011
Canada1023 Posts
November 25 2014 17:36 GMT
#23
Good read, I always love reading things about mapmaking.
Xenotolerance
Profile Joined November 2012
United States464 Posts
November 25 2014 17:56 GMT
#24
I've been looking for a fresh guide to SC2 maps for a while. Now all we need is a segment in a proleague or GSL broadcast featuring mapmakers talking about their maps in detail.
www.alonetone.com/xenotolerance
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 25 2014 18:11 GMT
#25
This is a great guide for people new to map making. Thanks for taking the time to write this, Jacky!
Twitter: @iamcaustic
ilikeredheads
Profile Joined August 2011
Canada1995 Posts
November 25 2014 18:47 GMT
#26
very good read. Now I want to know the design process for Blizzard's mapmaking team, especially their thoughts on maps like steppes of war
TheDwf
Profile Joined November 2011
France19747 Posts
November 25 2014 18:52 GMT
#27
On November 26 2014 03:47 ilikeredheads wrote:
very good read. Now I want to know the design process for Blizzard's mapmaking team

1. Create a map
2. Add rocks
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
November 25 2014 18:59 GMT
#28
Awesome read. Thanks!
Teodice
Profile Blog Joined June 2010
Sweden641 Posts
November 25 2014 19:14 GMT
#29
Really good read! Never seen any thread like this in detail !
You will still be here tomorrow, but your dreams may not
fmod
Profile Blog Joined November 2013
Cayman Islands330 Posts
November 25 2014 19:30 GMT
#30
Thanks, really good article.
I don't particularly like you.
Esprsso
Profile Joined November 2014
Canada9 Posts
November 25 2014 20:20 GMT
#31
Very cool. Do you guys have anything new on the go?
yokohama
Profile Joined February 2005
United States1116 Posts
November 25 2014 20:37 GMT
#32
This was a really neat article, thanks!
fezvez
Profile Blog Joined January 2011
France3021 Posts
November 25 2014 21:24 GMT
#33
That's a really cool read, thanks
WetSocks
Profile Joined June 2012
United States953 Posts
November 26 2014 04:50 GMT
#34
I've been looking for this kind of guide for a long long time lol. Finally there is one. I'll definitely read this after schoolworks. Thanks for sharing!

On November 26 2014 03:52 TheDwf wrote:
Show nested quote +
On November 26 2014 03:47 ilikeredheads wrote:
very good read. Now I want to know the design process for Blizzard's mapmaking team

1. Create a map
2. Add rocks


lol
sM.Zik
Profile Joined June 2011
Canada2547 Posts
November 26 2014 05:30 GMT
#35
Awesome thread! With the current map pool, this give me a bit of hope that we will see better days
Jaedong Fighting! | youtube.com/ZikGaming
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
November 26 2014 05:52 GMT
#36
Really neat guide. Does a great job of outlining the framework of mapmaking.
zergtat
Profile Blog Joined March 2011
Hong Kong853 Posts
November 26 2014 07:27 GMT
#37
Awesome article! Great info about map making, maps are so important in Starcraft universe!
Z: SEn P: White-Ra T: Polt
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
November 26 2014 07:54 GMT
#38
Been long since I last heard about Mapdori. Glad they still exist
Hope that the next SPL will have 4,5 new, exclusive maps and only 2 ladder ones
Gwavajuice
Profile Joined June 2014
France1810 Posts
November 26 2014 08:24 GMT
#39
Excellent read, thank you
Dear INno and all the former STX boys.
Anacreor
Profile Joined February 2013
Netherlands291 Posts
November 26 2014 09:26 GMT
#40
Thanks for the article!
"Peter the Acretree chops some wood"
Isarios
Profile Joined March 2014
United States153 Posts
November 26 2014 10:10 GMT
#41
what about more advaned concepts? Such as golds? One thing about Habitation Station I liked was that if your opponent took the gold, you also have the option of doing so. Compared to Antiga Shipyards, where if a player got ahead and took center tower and a gold, the game was pretty much over.
Blahhh
figq
Profile Blog Joined May 2010
12519 Posts
November 26 2014 14:46 GMT
#42
This is so insightful.
If you stand next to my head, you can hear the ocean. - Day[9]
ZenithM
Profile Joined February 2011
France15952 Posts
November 26 2014 14:53 GMT
#43
Cool article.
It's weird that the map making process accounts for every single terrain-dependent unit in the game though. I thought the opposite happened: people create maps, and then players find the right units to abuse the map. This "we create appropriate openings in the main for blink stalkers to attack" feels a bit forced to me.
But, sure, it's necessary to take units into accounts so that some really crucial strats don't render your map unplayable (like obvious cannon rush spots, or think: every annoying shit on 3v3 maps ;D).
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
November 26 2014 17:48 GMT
#44
Thanks Jacky for the article!

It's always nice to have a little peek at what mapmakers do. It always remind how hard this is and how talented mapmakers are.
LiquipediaWanderer
Rikudou
Profile Joined April 2014
Germany151 Posts
November 26 2014 18:10 GMT
#45
On November 26 2014 01:12 Ansinjunger wrote:
I've never agreed with the need to give zerg free overlord scout positions (edit: on every map). Otherwise, I have thought about many of these features when trying to make a map, though I've never followed through and actually completed mine. The last one I did was constantly thinking about blink into main >.> I tried to make it possible but only one at a time in a specific spot, to where you'd have to queue blink.

But the main thing that bothered me was, again, giving zerg free overlord scouting. Hidey spots have been too commonplace for zerg, while, for example, siege tank high ground spots are extremely rare and usually reachable by ground. I don't know why that's looked at as a bad thing, even if it's only accessible by air; it doesn't have to be behind a main/natural mineral line. Plus, lurkers are going to outrange cannons, if that goes unchanged.


well, zerg needs these "imba" overlord scouting positions, because compared to terran and protoss, zerg has to scout, otherwise you just play pretty much randomly and hope for no aggression ( or no economic build), wich makes these free scouting position just essential.
Or just in other words: if a zerg somehow can manage to scout his opponent he is still not out of the game, but a zerg that wasnt able to scout his opponent's main/natural or atleast the gas timings, then he is bascially lost
Is this real Life? No, it's StartaleLife!!!
tili
Profile Joined July 2012
United States1332 Posts
November 26 2014 19:30 GMT
#46
Completely fascinating -- thanks for the write-up Jacky_

Would love to see more about the process for a particular map
SwedenTheKid
Profile Joined July 2014
567 Posts
December 02 2014 22:43 GMT
#47
This is a great thread for people getting started. Also nice to go over before finishing a map to make sure you didn't mess up the layout.
Casual Mapmaker
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
Last Edited: 2014-12-04 06:35:06
December 04 2014 05:53 GMT
#48
Quick question. Is it possible to skin a map how you have shown in your OP pics? Like all black or all white tiles like that? That would be pretty cool looking in game.


Also, have you ever considering making a web of creep blockers on a map to allow creep to extend /fasterfurther and decay faster/further? As a concept it would allow for much larger maps I think. (zerg units keep their boost even if there is a line between the creep, so essentially you don't need the map 100% covered by creep to always have zerg boost anywhere, it's only 50%)

Similarly, there is another concept where you have a Watch Tower in the main, with a line of sight blocker as the entrance. So, sort of like a cliff where you can't see inside from the outside, but units inside can just barely see outside based on their personal XWT.

Or what about neutral units/spells on a map like BW had towards the later stages of the esports scene? Maybe stuff like forcefields, PDDs, blinding clouds, etc.

Descriptions of stuff like this and others here: http://www.teamliquid.net/forum/sc2-maps/161963-new-mapping-technique-concepts-for-melee

Or what about stuff like 2 bases in 1, or even island maps? similar to [image loading]
RIP SPOR 11/24/11 NEVAR FORGET
AxiomBlurr
Profile Blog Joined November 2012
786 Posts
December 04 2014 06:03 GMT
#49
nice write up!~~ thank you for this!
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