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[GE] prodiG's Map Thread

Forum Index > SC2 Maps & Custom Games
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prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-11-02 03:38:17
June 07 2010 22:07 GMT
#1
[image loading]
Mandatory pic in the OP, I'm so bad at photoshop.

Update: 11/1/2010 - I no longer keep this thread up to date. Instead, I use my website http://www.prodiGsc.com. There you will find up-to-date images of all maps as well as maps that I am currently working on.

Update 8/2/2010: This thread and any of my others may contain images that are out of date or broken. Check the map's appropriate thread or in-game to see the definite latest version.
+ Show Spoiler [why?] +

In order to stay on top of this, every time i create or update a map, i have to update it's loading screen, update it's thread, update it here, publish on US, coordinate with someone to have it published on EU and asia soon, try to make sure the latest images are in all of the other threads (such as iCCup map pool thread, iCCup map series, etc). It's an insane amount of work and it's easy to fall behind on. I wish there was an easier system for all of this


Maps

Devotion 1.1
+ Show Spoiler [Devotion] +


Devotion is named after the song Devotion by Nuclear Blast Allstars feat. Jari Maenpaa (of Wintersun, Ensiferum). It is a 4 player map largely inspired by Gaia, a popular SC:BW map. I've decided that rather than straight-up remaking Brood War maps, I'd take some key features from them and do my spin on them in SC2.

To play the map, search "iCCup" in custom games. Map is only on US atm. See changelog section for changes.

Version 1.0
[image loading]

+ Show Spoiler [Additional Images] +

30% Complete
[image loading]

Beta version
[image loading]

Original Sketch
[image loading]



Features
-Inspired by Gaia, an SC:BW map
-Natural has ramp to shared 3rd expansion
-LOS blockers blocking vision to the open center area
-Xel’Naga Towers to spot beyond the LOS blockers
-High Yield expansions blocked by destructible rocks

Tips from the designer
-The gold can be sieged into from the mains, but only if the player has a spotter. Be sure to build some anti-air if you take the gold. (The trees around the main block LOS)
-No, the blue thing between the mains is not pathable, it's only for aesthetics (it looks so cool :3)
-Your natural is fairly easy to simcity if you're creative and use your hatch/nexus/cc as part of the wall (Metalopolis-style simcity).
-Mains have close air positions, but the distance by ground is quite long. Here are the times for a probe to make it from one ramp to the other:
11 to 7oclock ramp to ramp = ~25s
11 to 2olcock ramp to ramp = ~32s
11 to 5ocklock ramp to ramp = ~37s
-Nydus worms, forward pylons or medivacs to ferry units around come in handy when trying to break inevitable contains


Starchild 1.0
+ Show Spoiler [Starchild] +

Starchild is named after the song "Starchild" by Wintersun. It is a 2-player map inspired by Heartbreak Ridge, a popular 1v1 map in SC:BW, and may be featured in the iCCup Map Series pending further testing.


[image loading]
Click for High Res image


+ Show Spoiler [Additional Images] +


Half-done
[image loading]

beta version
[image loading]

Original terrain and tileset design
[image loading]

The third sketch I made of the map (and the only one i didn't throw out)
[image loading]



Features
-Inspired by Heartbreak Ridge, an SC:BW map.
-Destructible rock blocking cliff behind natural expansion
-Two Xel’Naga Towers that provide vision to that player’s natural choke point
-Dangerous ramps
-Gold expansion hidden by LOS Blockers

+ Show Spoiler [Known issues and bugs] +

-Passive players (particularly Zerg) will have a difficult time securing a 3rd expansion against a more aggressive opponent.


+ Show Spoiler [Changelog] +





Valhalla v1.1
+ Show Spoiler [Valhalla] +

I've decided to start naming all of my maps after awesome metal songs. This map is named Valhalla after "Valhalla Awaits Me" by Amon Amarth. The emblem in the center is Odin's Triple Horns.

\m/
Version 1.1
[image loading]


+ Show Spoiler [Additional Images] +

Version 1.0
CLICK FOR HIGH RESOLUTION PHOTO
[image loading]
High Resolution Angle
[image loading]

Texturing (mostly) complete
[image loading]

Beta version for testing purposes
[image loading]

Openness according to Map analyzer - this is the only image that cooperated :/
[image loading]

Original map sketch
[image loading]



Features
-Close natural expansion
-Mineral only 3rd
-Close 3rd expansion
-LOS blockers on one side of the 3rd expansion
-4th expansion also close by
-Plays like an aggressive macro map
-Odin's triple horns in the middle

+ Show Spoiler [Known issues and bugs] +

Trees around naturals may be a problem.


+ Show Spoiler [Changelog] +

Version 1.1
Fixed the 4th expansions so they can no longer siege into the natural.
Aesthetic changes



Neo Tornado - Brood War map conversion
+ Show Spoiler [Neo Tornado] +


Brood War Version
[image loading]

Neo Tornado v1.0
[image loading]

Map Features v1.0 - Yellow line is camera, blue is map boundary
[image loading]

Terrain, Textures, Resources, Doodads and Boundaries v0.1
[image loading]


Terrain, Textures and Resources. No Doodads
[image loading]


Terrain v0.1
[image loading]

Getting started
[image loading]


Neo Metalopolis for Map Redesign contest
+ Show Spoiler [Neo Metalopolis] +


[image loading]

+ Show Spoiler [Neo Metalopolis 1.0 Still image] +

Neo Metalopolis
[image loading]

...The map image tool in the editor decided to clip out the road at the 6oclock natural for some reason...

Original Metalopolis
[image loading]


Features/Changes:
-Main on double high ground
-Nat on high ground, large ramp to middle with not a lot of space above it, making fights there more challenging
-Nat backdoor to third, ramp out to middle
-Gold minerals easily to harass

Concept:
I wanted to make the map a bit harder to macro on, and I believe this is what I've accomplished here.


Ground Xero
+ Show Spoiler [Ground Xero] +

Inspired by Metalopolis, takes place in a demolished city environment. Macro-Oriented map.

[image loading]

+ Show Spoiler [Features] +

Easy to take natural
[image loading]

Andromeda-style main with cliff behind natural. LOS Blockers for proxy and hidden tech
[image loading]

Watchtowers over the 3rd and outer lane of the map
[image loading]

Fire!
[image loading]

Destructible Tower in middle blocking the base. If you want the base, forfeit the vision.
[image loading]



+ Show Spoiler [Known bugs] +

Tarmac appears under the road, apparently the tarmac actor is bugged :/
[image loading]


+ Show Spoiler [Progress] +

Expansions placed, map is half textured, outside areas doodaded up
[image loading]

Map theme / out of bounds scenery
[image loading]

Terrain v0.1
[image loading]

Concept
[image loading]


Feedback is appreciated! Check out the Ground Xero thread!



Officially Untitled Super Cool TeamLiquid Map (LINK)
+ Show Spoiler [Super Cool TeamLiquid Map] +

Concept
-Bunch of features people think are cool
-Has a bad ass pony in the middle of the map and TL textured into all the mains
-I don't know anything else, I just thought this would be totally awesome.


Redemption - Designed by TL User TrueRedemption
+ Show Spoiler [Redemption] +

[image loading]


+ Show Spoiler [Hi-Res screenshot of the map] +

[image loading]


The map's idea came from TL user TrueRedemption (see his image in the "Additional images" section. I saw it, asked him if I could make it, and after some changes and redesigning this is the final result. Personally, it reminds me somewhat of Destination.

The theme of the map is an abandoned space station that was studying or processing the spires that you see all over the map.

Features:

-Steppes of War-sized ramps at the natural to middle
-Xel'Naga Towers at 4th expansions
-Double wide ramps to the high ground middle
-LOS blockers in the middle for interesting tactics
-Gold expansions are 6M2G, all other expansions are 8M2G


+ Show Spoiler [Additional images] +


Banner background. I thought htis looked really fucking cool~
[image loading]

Half Textured/Doodaded
[image loading]

Terrain v0.1
[image loading]

Explanation of features
[image loading]

Sketch
[image loading]
I was worried the original would be uninteresting and too easy to macro on. Now it's very similar to Destination

Original Design by TL User TrueRedemption
[image loading]


+ Show Spoiler [Map analyzer results] +

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

+ Show Spoiler [Redemption] +

Half Textured/Doodaded
[image loading]

Terrain v0.1
[image loading]

Explanation of features
[image loading]

Sketch
[image loading]
I was worried the original would be uninteresting and too easy to macro on. Now it's very similar to Destination

Original Design by TL User TruerrrrrrRedemption
[image loading]



Altar of Darkness
+ Show Spoiler [Altar] +

Alpha design
[image loading]

Features:
Can't build in the red textured area between the natural choke and open middle area. (checkerboarded so you can place creep tumors and sensor towers, but nothing else)
The cliff around the 3rds will be non-pathable

Poll: Altar of Darkness

Finish the map! (18)
 
69%

The design is crap, I'd never play this (8)
 
31%

Change <something> and it will be good (post) (0)
 
0%

26 total votes

Your vote: Altar of Darkness

(Vote): Finish the map!
(Vote): The design is crap, I'd never play this
(Vote): Change <something> and it will be good (post)




Concept
In my head, I am picturing this:
-4 Players, slightly open natural expansion
-Open Middle Area a la python
-Probably Char tileset
-Pentagram, maybe with Baphomet in the middle because that's metal \m/


Match Point - BW
+ Show Spoiler [Match Point] +


Dyren is the original creator, I only finished the map up, changed some things, and published it. Big shoutouts to Dyren!
TO DYREN:If you have any problems with this, let me know.

This is a port of the classic SC: BW professional map Match Point. I decided to finish this due to popular demand.

[image loading]
[image loading]

+ Show Spoiler [Hi-Res map image - 2000x2250] +

[image loading]


+ Show Spoiler [Map Features] +

-Can't build in the area nal_ra cannoned up. This is up for testing
-Map is mirrored unlike the original (some ramps are oriented differently in BW)
-Cliffs around the map and between natural are un-pathable (anywhere there are holed cliffs in brood war)


-SC2Mapanalyzer did not cooperate with the SC2MAP File.

+ Show Spoiler [Known issues] +

-None so far!


+ Show Spoiler [Changelog] +

Version 1.0
-Published Map



Fighting Spirit - Brood War map conversion (LINK)
Search "Fighting Spirit" in-game to play!

+ Show Spoiler [Fighting Spirit] +

Latest Version of Fighting Spirit
[image loading]
Original Brood War version
[image loading]

Changelog .gif - it's 5mb, so it may take awhile to load.
[image loading]

Pics of progress:
+ Show Spoiler +

[image loading]
Pic of version 1.13
[image loading]
[image loading]
Pics of version 1.11
[image loading]
[image loading]
Pics of version 1.8
[image loading]
[image loading]
Pic of version 1.7
[image loading]
[image loading]
Pic of version 1.6
[image loading]
Original map
[image loading]
[image loading]
Pic of version 1.5
[image loading]
[image loading]
Pic of version 1.4.1
[image loading]
Pic of version 1.3
[image loading]
These pics are before version 1.3
[image loading]
[image loading]


I'll call these pics of the beta version because me having a beta sounds cool
+ Show Spoiler +

--These are before doodads were added and the textures were finally touched up, <1.0
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
These are before I had the layout done
[image loading]
I started by using the import legacy map tool, which decided not to do anything with the terrain on the top part of the map :/
[image loading]
[image loading]
Two bases done!
[image loading]
Three bases!




Map Features:

-Center base has rich geysers which return 6 per trip, and 12 patches instead of the standard 8. (In the original, there was two geysers which was double the gas you'd get from a normal base.)
-Center base blocked by a destructible rock
-All naturals can be walled in with forge gateway cannon side-by-side, or barracks barracks depot
-Cannot build on bridge or around it (Like in BW, there are 1x1 holes so Zerg can place creep tumors)
-Cannot walk or blink across the spiky area between main and 3rd. (like in bw)
-Cannot walk on any of the cliff edges around the naturals or the middle (like in bw)

Feedback is appreciated!
CHANGELOG
+ Show Spoiler +

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
Changes in v1.7
-Map rebuilt, now symmetrical
-Mineral patches placed correctly
-Retextured
-Changed border
-Added LOS blocker around watchtower. This is still up for testing.
Changes in v1.8
-Vastly improved the map aesthetically
-Added doodads
-Changed water scheme
-Retextured
-Added more detail into the border and map architecture
Changes in v1.9
-Changed the layout of the resources at each base to better look like an SC2 map
-Added 1x1 holes in the unbuildable area so Zerg can spread creep
-Made the map 4 player instead of 1. Oops~
Changes in v1.10
-Added two more Xel'Naga Towers
-Moved them so they can no longer see into the 3rd (and spot creep)
-Published the map for the public to play
-Fixed some textures
-Fixed the Map picture in the load screen.
Changes in v1.10 and v1.11
-Fixed the teams, map can now be set to melee
-fixed some textures
-Checkerboarded non-buildable area to make placing creep tumors much easier
-Resized some trees so that they should no longer interfere with gameplay
Changes in v1.12
-Changed water
Changes in v1.13
-Changed mineral patches in the center from normal to gold. This is still up for testing
-Aesthetical improvements
-Can now click "Open to public"
Changes in v1.14
-Removed watchtowers completely. This is a bit of a judgement call, but I didn't like the way the games were playing out with them on the map.
-Made bridges 1 matrix more narrow - It wasn't much of a choke the way it was
-Aesthetical improvements
Changes in v1.15
-Lobby Fixed

[/i]

(2) Impervious (LINK)
Search "Impervious" in-game to play!
+ Show Spoiler [Impervious] +

My first original map, focused on map control, positioning, macro and relatively standard play.

Impervious v1.1
[image loading]

Explanation of map features
[image loading]


Pictures of progress
+ Show Spoiler +

Half the doodads done
[image loading]

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

Finalized terrain
[image loading]


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

Version 0.1 - Explanation of map features
[image loading]

Map sketch
[image loading]


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

Changelog
+ Show Spoiler +

[u]Version 1.0
* Named "Impervious"
Version 1.1
* Made the map 2 players. Oops.



ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
simples
Profile Joined April 2010
United Kingdom54 Posts
June 07 2010 22:11 GMT
#2
Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11.
bull0563
Profile Blog Joined April 2010
112 Posts
June 07 2010 22:16 GMT
#3
On June 08 2010 07:11 simples wrote:
Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11.


You are being oversensitive.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
Last Edited: 2010-06-07 22:22:40
June 07 2010 22:20 GMT
#4
On June 08 2010 07:11 simples wrote:
Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11.


you're kind of retarded

moving on
Ground zero has rediculously short ground distance, unless the scale of the map is massive. I personally would put a wall up the middle a little, forcing the players to scale the highground to get to eachother. also, you could almost shell your Opp's nat from your own with siege tanks...
I think games on it would quickly dissolve into bloodbath style play, with none of the top area of the map being used.

edit: relooking at GZ, the distance is a tiny bit more then i thought, but if you were to make the nat exits further away from eachother (closer to the sides of the map) I think it may resolve what I'm seeing here.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 07 2010 22:21 GMT
#5
On June 08 2010 07:20 Shiladie wrote:
Show nested quote +
On June 08 2010 07:11 simples wrote:
Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11.


you're kind of retarded

moving on
Ground zero has rediculously short ground distance, unless the scale of the map is massive. I personally would put a wall up the middle a little, forcing the players to scale the highground to get to eachother. also, you could almost shell your Opp's nat from your own with siege tanks...
I think games on it would quickly dissolve into bloodbath style play, with none of the top area of the map being used.

The map will be significantly bigger in-game than it will be in the concept. I just draw it out on graph paper like that to get a basic design with some symmetry, and go from there in the editor. Check the Impervious Spoiler to see what I mean, the rush time on that map is about 40 seconds from one ramp to the other and it doesn't look like it on paper.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
June 07 2010 22:24 GMT
#6
On June 08 2010 07:21 prodiG wrote:
Show nested quote +
On June 08 2010 07:20 Shiladie wrote:
On June 08 2010 07:11 simples wrote:
Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11.


you're kind of retarded

moving on
Ground zero has rediculously short ground distance, unless the scale of the map is massive. I personally would put a wall up the middle a little, forcing the players to scale the highground to get to eachother. also, you could almost shell your Opp's nat from your own with siege tanks...
I think games on it would quickly dissolve into bloodbath style play, with none of the top area of the map being used.

The map will be significantly bigger in-game than it will be in the concept. I just draw it out on graph paper like that to get a basic design with some symmetry, and go from there in the editor. Check the Impervious Spoiler to see what I mean, the rush time on that map is about 40 seconds from one ramp to the other and it doesn't look like it on paper.


ahh, ok, other then that, it looks like it could be interesting, i'd have to see it done up in the editor before I could speak more on what would happen on it.
Badred
Profile Joined August 2009
Canada129 Posts
June 07 2010 22:25 GMT
#7
On June 08 2010 07:16 bull0563 wrote:
Show nested quote +
On June 08 2010 07:11 simples wrote:
Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11.


You are being oversensitive.

I agree. Plus, if you're going to be overly sensitive about a "ground zero" map being set in a "destroyed city", I think you'd want to refer to the actual origin of the term, when it was used to describe Hiroshima after the atomic bombings in WW2.

The maps themselves look pretty good.
bITt.mAN
Profile Blog Joined March 2009
Switzerland3693 Posts
June 07 2010 22:30 GMT
#8
What would be very cool of you to do (and would make the simple-minded like me actually care about the change-log and evolution of FS @ SC2) would be to make a .gif of all the screenshots you have of it, starting from the very beginning and working your way forwards to your perfected version.
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
June 07 2010 22:35 GMT
#9
On June 08 2010 07:30 bITt.mAN wrote:
What would be very cool of you to do (and would make the simple-minded like me actually care about the change-log and evolution of FS @ SC2) would be to make a .gif of all the screenshots you have of it, starting from the very beginning and working your way forwards to your perfected version.

that would actually be a very neat gif to see, and not too hard to put together.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 07 2010 22:38 GMT
#10
On June 08 2010 07:35 Shiladie wrote:
Show nested quote +
On June 08 2010 07:30 bITt.mAN wrote:
What would be very cool of you to do (and would make the simple-minded like me actually care about the change-log and evolution of FS @ SC2) would be to make a .gif of all the screenshots you have of it, starting from the very beginning and working your way forwards to your perfected version.

that would actually be a very neat gif to see, and not too hard to put together.

I'm down. What software can I do this in and still get proper quality out? I suppose I could slap a youtube together or something.

...Maybe I should start documenting the hell out of my map creation process or start a stream or something :O
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
June 07 2010 22:39 GMT
#11
Can't wait to see Tornado. Thats a map that I think would really translate well into sc2.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
June 07 2010 22:40 GMT
#12
any version of PS should be able to do it, though I havn't done it personally.
Aldehyde
Profile Blog Joined March 2010
Sweden939 Posts
June 07 2010 22:48 GMT
#13
Gimp with the APNG plugin will let you create animated pictures like GIFs but higher quality. Firefox 3 can show these, don't know about other web browsers.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-07 23:04:25
June 07 2010 23:04 GMT
#14
I've been working on ZodiAc sparingly. I seem to keep getting detracted by the fact that you can't copy/fit everything exactly how it was in the BW map. It's kind of frustrating writing and rewriting a map section over and over.

Any tips?
..and then I would, ya know, check em'. (Aka SpoR)
Bob300
Profile Joined April 2010
United States505 Posts
Last Edited: 2010-06-07 23:08:23
June 07 2010 23:06 GMT
#15
On June 08 2010 07:11 simples wrote:
Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11.


I live in the city and the name Ground zero isn't that offensive to me, it just reminds me of the horror.
Any way i like all of the maps, i just wish blizz would let us put maps into the map pool. Or something like ICCUP.
NYC Suburbs --- College Freshman --- Season 1 - Drone Whiskey
Aldehyde
Profile Blog Joined March 2010
Sweden939 Posts
June 07 2010 23:17 GMT
#16
On June 08 2010 08:06 Bob300 wrote:
Show nested quote +
On June 08 2010 07:11 simples wrote:
Ground zero. I'm not being too oversensitive, but having a map called ground zero in a demolished city, thats sort of offensive i.e. 9 11.


I live in the city and the name Ground zero isn't that offensive to me, it just reminds me of the horror.
Any way i like all of the maps, i just wish blizz would let us put maps into the map pool. Or something like ICCUP.


Relic did something like that with Company of Heroes. They held map competitions and the winners got into the map pool of the matchmaking. It was kind of cool. The whole game had some balancing issues though and the maps were part of it but perhaps we can see something like that with Starcraft 2 as well.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-06-07 23:53:37
June 07 2010 23:36 GMT
#17
On June 08 2010 07:40 Shiladie wrote:
any version of PS should be able to do it, though I havn't done it personally.

I'm working on it right now. It's a HUGE pain in the ass, but I'll get it done :D

EDIT: done!

Changelog .gif - it's 5mb, so it may take awhile to load.
[image loading]


On June 08 2010 08:04 CharlieMurphy wrote:
I've been working on ZodiAc sparingly. I seem to keep getting detracted by the fact that you can't copy/fit everything exactly how it was in the BW map. It's kind of frustrating writing and rewriting a map section over and over.

Any tips?

Looking in hindsight at how I did Fighting Spirit, there are a few key things that would have saved me a lot of time at the start. Take a good look at blizzard's sc2 maps, they're ALL placed on one large island-shaped piece of terrain. This is important to keep in mind because brood war maps didn't have that map boundary, and the SC2 map standard is to have them covered with doodads, and are non-pathable.

Second off, it's important to keep in mind you can't have the 0x0 size cliffs like brood war did. I compensated for this on FS by making the cliffs around the natural non-pathable, but this same effect can be accomplished with properly placed doodads and/or a combination of both of the above.

Finally, you have to realize that there's no way you can make the map exactly like it was in Brood War. You have to use your own judgment to translate the map over and simply hope you nail it on the head.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-06-08 01:45:14
June 08 2010 01:43 GMT
#18
[image loading]
Terrain v0.1
[image loading]

I think it's pretty close...


Edit: oops, double post
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Radwall
Profile Joined June 2010
United States14 Posts
June 08 2010 10:29 GMT
#19
Wow, Fighting Spirit looks great! I hope to see more renditions of other classic brood war maps in the future. Maybe we'll see Destination or Matchpoint soon.
infinite douchery
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 08 2010 20:23 GMT
#20
On June 08 2010 19:29 Radwall wrote:
Wow, Fighting Spirit looks great! I hope to see more renditions of other classic brood war maps in the future. Maybe we'll see Destination or Matchpoint soon.

Heh, they're both already done and very good, otherwise I'd be doing them myself.

Destination by nomsayin

Outdated compilation of all the BW map conversions - Match point is in there twice
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
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