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Active: 670 users

Map Design Thread

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 18 19 20 Next All
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-05-08 18:32:26
April 24 2010 04:58 GMT
#1
New News!

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


[image loading]
Banner thanks to iCCup.Raelcun

map design thread


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

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

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

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

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



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

5 STAR (6)
 
86%

1 STAR (1)
 
14%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

7 total votes

Your vote: Rate This Thread

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


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

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


The Mapper's

b
+ Show Spoiler [B] +

B
+ Show Spoiler [Badred] +
Mapper: Badred
Maps: N/A, D/A, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
Posted this in the other thread; figured I'd post it here, too. This is my Outsider-inspired map, with plenty of room for action around the edges. Each player has only one easy expansion; to get at anything else they need to break down some barriers. Small choke in main, medium choke at nat, and at least 2 rocks to get through if the opponent is breaking through your backdoor. Also a limited amount of cliff for Reapers to get into the main through. Mediumish rush distance for the size of the map.
Poll: Rate This Map

2 STAR (6)
 
50%

5 STAR (3)
 
25%

3 STAR (2)
 
17%

1 STAR (1)
 
8%

4 STAR (0)
 
0%

12 total votes

Your vote: Rate This Map

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


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

2 STAR (2)
 
40%

1 STAR (1)
 
20%

4 STAR (1)
 
20%

5 STAR (1)
 
20%

3 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

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



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

1 STAR (7)
 
54%

2 STAR (3)
 
23%

3 STAR (3)
 
23%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

13 total votes

Your vote: Lagoon

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


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

5 STAR (8)
 
62%

2 STAR (2)
 
15%

3 STAR (2)
 
15%

1 STAR (1)
 
8%

4 STAR (0)
 
0%

13 total votes

Your vote: Rate This Map

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




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

4 STAR (4)
 
31%

5 STAR (3)
 
23%

1 STAR (2)
 
15%

2 STAR (2)
 
15%

3 STAR (2)
 
15%

13 total votes

Your vote: Rate This Map

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




+ Show Spoiler [Bear4188] +
Mapper: Bear4188
Maps: Station M19, DL, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
Finished as a v1.00, but testing is obviously extremely limited right now. Don't like the texturing, so that may also change at some point if people end up actually wanting to play this.
Poll: Rate This Map

3 STAR (5)
 
33%

4 STAR (5)
 
33%

5 STAR (3)
 
20%

1 STAR (1)
 
7%

2 STAR (1)
 
7%

15 total votes

Your vote: Rate This Map

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


Infernum, DL, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
Released as a 1.00 per request, I simply don't have the macro skills to even hope to test this map myself, but I don't think anyone really understands SC2 large map macro yet, because it doesn't exist yet :p. The middle high yields are 8x5000 minerals and 2x7500 high yield gas, the other two "blizzard standard' 6 HY minerals and 2 regular gas. Main is 10 minerals, nat is 6, all other expos 7.
Poll: Rate This Map

4 STAR (2)
 
40%

5 STAR (2)
 
40%

2 STAR (1)
 
20%

1 STAR (0)
 
0%

3 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

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


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

5 STAR (7)
 
64%

1 STAR (2)
 
18%

3 STAR (1)
 
9%

4 STAR (1)
 
9%

2 STAR (0)
 
0%

11 total votes

Your vote: Rate This Map

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


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

3 STAR (2)
 
50%

4 STAR (1)
 
25%

5 STAR (1)
 
25%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

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



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

2 STAR (3)
 
27%

3 STAR (3)
 
27%

4 STAR (2)
 
18%

5 STAR (2)
 
18%

1 STAR (1)
 
9%

11 total votes

Your vote: Rate This Map

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



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

4 STAR (2)
 
50%

5 STAR (2)
 
50%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

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



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

5 STAR (3)
 
50%

3 STAR (2)
 
33%

4 STAR (1)
 
17%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

6 total votes

Your vote: Rate This Map

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


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

5 STAR (3)
 
50%

1 STAR (1)
 
17%

3 STAR (1)
 
17%

4 STAR (1)
 
17%

2 STAR (0)
 
0%

6 total votes

Your vote: Rate This Map

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



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

3 STAR (3)
 
50%

1 STAR (2)
 
33%

2 STAR (1)
 
17%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

6 total votes

Your vote: Rate This Map

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



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

1 STAR (1)
 
50%

5 STAR (1)
 
50%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

2 total votes

Your vote: Rate This Map

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


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

1 STAR (2)
 
67%

3 STAR (1)
 
33%

2 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

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


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

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

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

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

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

1 STAR (1)
 
33%

3 STAR (1)
 
33%

5 STAR (1)
 
33%

2 STAR (0)
 
0%

4 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

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


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

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

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

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

1 STAR (2)
 
50%

3 STAR (2)
 
50%

2 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

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


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

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

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

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

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

3 STAR (2)
 
40%

1 STAR (1)
 
20%

2 STAR (1)
 
20%

5 STAR (1)
 
20%

4 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

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


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

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

4 STAR (2)
 
67%

5 STAR (1)
 
33%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

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




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

3 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

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




+ Show Spoiler [dimfish] +
Mapper: dimfish
Maps: Curtain, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [Map Note's] +
The mains have a backdoor ramp that isn't as dangerous as the Blistering Sands backdoor, and most players will want to break it open when they're ready to expand to the "backyard natural."

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

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

4 STAR (1)
 
100%

1 STAR (0)
 
0%

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0%

3 STAR (0)
 
0%

5 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

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


Excavation, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [Map Note's] +
About half of the map's pathways are defined by destructible rocks--don't flip out yet! I think this map is experimental for sure, but not completely bonkers. Early game the rocks are sturdy and the gold expo chokes make for some interesting play. Mid- and late-game when you've got the juice to knock down rocks easy, I really think players will have something better to do than bulldoze everything in sight.

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

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

5 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

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


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

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
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0 total votes

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


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

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

0 total votes

Your vote: Rate This Map

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



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

4 STAR (1)
 
50%

5 STAR (1)
 
50%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

2 total votes

Your vote: Rate This Map

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


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

1 STAR (3)
 
33%

3 STAR (3)
 
33%

5 STAR (2)
 
22%

2 STAR (1)
 
11%

4 STAR (0)
 
0%

9 total votes

Your vote: Rate This Map

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



+ Show Spoiler [dyren] +
Mapper: dyren
Maps: SC2 Match Point, D/U, WIP, + Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [IMG2] +
[image loading]
+ Show Spoiler [IMG3] +
[image loading]
+ Show Spoiler [IMG4] +
[image loading]
+ Show Spoiler [Map Note's] +
-Match Point again.... fyi I took a few liberties when adapting this map such as the destructible rocks on the ramp leading up to the high ground above the natural and with regards to the placement of the xel'naga watch towers. If you have any suggestions I'd be glad to hear them.
-No deco yet, textures are 75% done probably. The texture blending is awesome especially on the space tileset. You can kind of see it in the lower right part of the third image I posted, the light textures on the ramps blend along the edge of the dark metal texture.
Poll: Rate This Map

5 STAR (6)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

6 total votes

Your vote: Rate This Map

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


SC2 Neo Outsider, D/U, WIP, + Show Spoiler [Rate This Map] +
+ Show Spoiler [IMG1] +
[image loading]
+ Show Spoiler [Map Note's] +
Nothing out of control on this map, no LoS blockers, no watchtowers, no destructible rocks. The draw of Zenith Madrid is that the mains are on the inside of the playable map, like Desert Oasis, except more interesting:

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

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

2. Units with vision can fire up a cliff with no penalty, so tanks and such can really pound the main on Desert Oasis. That's fine, I'm not saying every map should prevent that, but on Zenith Madrid there is an unpathable buffer on the center-side of the main. If you want to fire into the main, you have to work one side or the other (or both!) to get at it.

Poll: Rate This Map

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

0 total votes

Your vote: Rate This Map

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


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

5 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

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

+ Show Spoiler [Map Note's] +
Initially it was supposed to be a 2v2, but the mains at 5 and 11 would be favored by the cliffs, while 7 and 1 could be easily reaper harassed, for example.

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

3 STAR (3)
 
60%

4 STAR (2)
 
40%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

5 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

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



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

1 STAR (4)
 
100%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

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



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

5 STAR (3)
 
60%

2 STAR (1)
 
20%

3 STAR (1)
 
20%

1 STAR (0)
 
0%

4 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

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


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

2 STAR (2)
 
67%

5 STAR (1)
 
33%

1 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

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



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

1 STAR (1)
 
100%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

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


+ Show Spoiler [Previous Version] +
IMG1, IMG2

+ Show Spoiler [Map Note's] +
I still need to add doodads and other crap to make it more pretty. 2 problems I think ill run into while testing though: for some reason the map is like 10 matrices too high, so there's a bunch of space on the bottom for air units to fly around in and nothing at the top. The other problem is that I think the choke at the natural might be WAY too big lol. Everything is much bigger than it looks like I guess. How do you make the outer edges all water? I really want to do it but the "water" tool is really weird...

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

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

5 STAR (4)
 
67%

1 STAR (1)
 
17%

4 STAR (1)
 
17%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

6 total votes

Your vote: Rate This Map

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



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

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

0 total votes

Your vote: Rate This Map

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


+ Show Spoiler [Map Note's] +
Suicide Canyon. New to map making, I think it "may" be a little to big seeing as the ground distance is roughly 40-45 seconds from natural to natural. I put a lot of work into it though and of course any feedback would be appreciated. The idea is you start on the low ground and fight your way up to your expansion. Very technical map with lots of places to stage ambushes. Favors air because ground armies tend to get congested in the narrow passages. The watchtowers overlook rocks going into the back ledge of your base which also gives access to another expansion on the high ground.

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

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

0 total votes

Your vote: Rate This Map

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


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

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

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

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

5 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

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


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

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

1 STAR (1)
 
50%

3 STAR (1)
 
50%

2 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

2 total votes

Your vote: Rate This Map

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



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

3 STAR (2)
 
67%

2 STAR (1)
 
33%

1 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

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



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

1 STAR (1)
 
25%

2 STAR (1)
 
25%

3 STAR (1)
 
25%

4 STAR (1)
 
25%

5 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

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


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

5 STAR (2)
 
50%

2 STAR (1)
 
25%

3 STAR (1)
 
25%

1 STAR (0)
 
0%

4 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

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



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

2 STAR (1)
 
100%

1 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

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


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

5 STAR (2)
 
50%

2 STAR (1)
 
25%

4 STAR (1)
 
25%

1 STAR (0)
 
0%

3 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

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


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


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

3 STAR (1)
 
50%

5 STAR (1)
 
50%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

4 STAR (0)
 
0%

2 total votes

Your vote: Rate This Map

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


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

2 STAR (1)
 
100%

1 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

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



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

5 STAR (5)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

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


+ Show Spoiler [Previous Version] +
IMG1


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

2 STAR (1)
 
50%

4 STAR (1)
 
50%

1 STAR (0)
 
0%

3 STAR (0)
 
0%

5 STAR (0)
 
0%

2 total votes

Your vote: Rate This Map

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



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

5 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

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



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

5 STAR (2)
 
40%

1 STAR (1)
 
20%

2 STAR (1)
 
20%

4 STAR (1)
 
20%

3 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

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


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

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

5 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

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



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

5 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

1 total votes

Your vote: Rate This Map

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


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


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

1 STAR (3)
 
75%

2 STAR (1)
 
25%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

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



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

5 STAR (5)
 
71%

3 STAR (1)
 
14%

4 STAR (1)
 
14%

1 STAR (0)
 
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7 total votes

Your vote: Rate This Map

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


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

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

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

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


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

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0 total votes

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



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

5 STAR (2)
 
100%

1 STAR (0)
 
0%

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

Your vote: Rate This Map

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




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

1 STAR (1)
 
50%

5 STAR (1)
 
50%

2 STAR (0)
 
0%

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

Your vote: Rate This Map

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




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

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

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

Poll: Rate This Map

5 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
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1 total votes

Your vote: Rate This Map

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



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

5 STAR (3)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

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




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

4 STAR (1)
 
50%

5 STAR (1)
 
50%

1 STAR (0)
 
0%

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

Your vote: Rate This Map

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




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

1 STAR (1)
 
100%

2 STAR (0)
 
0%

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

Your vote: Rate This Map

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


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

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

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

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

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

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

4 STAR (1)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
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3 STAR (0)
 
0%

5 STAR (0)
 
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1 total votes

Your vote: Rate This Map

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



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

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

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

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

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

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

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

5 STAR (2)
 
50%

1 STAR (1)
 
25%

4 STAR (1)
 
25%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

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


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

1 STAR (0)
 
0%

2 STAR (0)
 
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3 STAR (0)
 
0%

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

Your vote: Rate This Map

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



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

1 STAR (1)
 
100%

2 STAR (0)
 
0%

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

Your vote: Rate This Map

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



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

5 STAR (3)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

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

Your vote: Rate This Map

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


+ Show Spoiler [Map Note's] +
Map i made last night. Im new to map making and did this while watching HDH invitational last night.
There is easy taken natural, few forcefields in the map. I will update if anyone looks abit interested.


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

2 STAR (1)
 
33%

3 STAR (1)
 
33%

5 STAR (1)
 
33%

1 STAR (0)
 
0%

4 STAR (0)
 
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3 total votes

Your vote: Rate This Map

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



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

1 STAR (1)
 
33%

2 STAR (1)
 
33%

4 STAR (1)
 
33%

3 STAR (0)
 
0%

5 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

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


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

3 STAR (2)
 
67%

2 STAR (1)
 
33%

1 STAR (0)
 
0%

4 STAR (0)
 
0%

5 STAR (0)
 
0%

3 total votes

Your vote: Rate This Map

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


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

1 STAR (0)
 
0%

2 STAR (0)
 
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3 STAR (0)
 
0%

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

Your vote: Rate This Map

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




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

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

4 STAR (2)
 
100%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

5 STAR (0)
 
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2 total votes

Your vote: Rate This Map

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


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

1 STAR (1)
 
50%

4 STAR (1)
 
50%

2 STAR (0)
 
0%

3 STAR (0)
 
0%

5 STAR (0)
 
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2 total votes

Your vote: Rate This Map

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



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

1 STAR (2)
 
40%

4 STAR (2)
 
40%

3 STAR (1)
 
20%

2 STAR (0)
 
0%

5 STAR (0)
 
0%

5 total votes

Your vote: Rate This Map

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



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

3 STAR (2)
 
50%

4 STAR (1)
 
25%

5 STAR (1)
 
25%

1 STAR (0)
 
0%

2 STAR (0)
 
0%

4 total votes

Your vote: Rate This Map

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


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


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

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


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

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

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

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




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

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

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


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


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

Original:

[image loading]


Current list of planned changes/additions for SC2:

[image loading]


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


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


Sure, ty

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


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

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

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

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

[image loading]

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

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

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

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

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


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