![[image loading]](http://i811.photobucket.com/albums/zz37/neobowman/NBMsMapThread.jpg)
All maps posted are published and finished. Almost all have newer versions published which are more updated than the ones on the thread.
My maps are published under the name of EfHiro.
New:
+ Show Spoiler [Python 2] +
![[image loading]](http://imgur.com/iDGuU.jpg)
After the first release of iCCup Python, balance issues came up about map size. Python has been remade (from scratch) into a better size since people like it so much.
To play the map, search "iCCup Python 2" in custom games. Map is only on US.
+ Show Spoiler [Original] +
![[image loading]](http://www.iccup.com/upload/maps/images/ICCup%20python%201.3.jpg)
![[image loading]](http://imgur.com/470CS.jpg)
+ Show Spoiler [Side View] +
HQ Image
- Features:
- 4 Players
- Start locations at 6, 9, 12 and 3
- Gold expansions between the 6 and 9 mains, and between the 12 and 3 mains.
- No Xel-Naga watch towers (as of this version)
- Snake in middle is depressed ground. Does not affect gameplay but looks cool.
- Middle is open. Like REALLY open.
- Size is 128x128 playable.
Comments
Don't mind the badly drawn snake in middle.
I found that the previous version of Python was wayyyyy too big (144x144) and thus, Zerg favoured. I remade it so that it's a bit better, though I'm still not sure how it'll go since it's still really open. I probably won't be remaking Grand Line, which has the same size problem, but if enough people want me to, then I will put it on my list.
Forgot some map clarifications.
Islands have rocks which have 500 health and 1 armour. THERE ARE NO CHANGES TO THE MAP THAT YOU CAN'T IDENTIFY JUST FROM LOOKING AT IT! For example, the piece of land between mains are unpathable, but there is indeed water at each side of the islands.
The main to main path is completely unpathable meaning colossi and reapers can't pass.
Finished Maps
+ Show Spoiler [Moletrap] +
![[image loading]](http://imgur.com/00VBg.jpg)
A completely original map by me. I made it with the thought of putting standard SC1 macro map expansion locations in an SC2 sized map. The layout is actually pretty similar to Fighting Spirit from SC1, but it plays quite a bit differently from the port because of its small size
Map is not published yet.
![[image loading]](http://imgur.com/ljNXk.jpg)
+ Show Spoiler [HQ Image] +
![[image loading]](http://img576.imageshack.us/img576/8504/iccupmoletraphq.jpg)
![[image loading]](http://img695.imageshack.us/img695/1403/iccupmoletrapside.jpg)
Features:
- 4 players.
- Start locations at 1 and 5, 7 and 11.
- The map is 112x112
- Map is open but nat to nat distances are around 7 seconds longer than Steppes of War in close positions
- Natural cliff is walkable but tanks and thors cannot be dropped on the cliff without being in roach range.
- Gold base cliff serves as a harass cliff as well as a staircase to the main
- Watchtower covers a bit more than the centre high ground.
- Mains are wallable with 1 supply depot and 1 barracks
Comments
Like I said earlier, this map is based on the concept of putting a macro map expansion placement in an SC2 sized map. It worked out reasonably well and distances aren't too close. Mains are well sized and overall, I really like how the map turned out.
Make sure to check out my other maps here.
P.S. Yes, named after Moletrap the commentator.
+ Show Spoiler [Seven Sins] +
![[image loading]](http://imgur.com/gzkTl.jpg)
The original map is by Testbug, the greatest foreign mapper ever. This map is intended for FFA play only though casual 1on1 would be fun too.
Here's the Liquipedia Article on the original Seven Sins
Map is not published just yet. I will be making some final edits before I do so.
+ Show Spoiler [Brood War Version] +
![[image loading]](http://wiki.teamliquid.net/starcraft/images/b/bf/7sins.jpg)
![[image loading]](http://imgur.com/6AHVw.jpg)
HQ Image 2048x2048
+ Show Spoiler [Side View] +
Features:
- 7 Players
- Start locations at 11, 1, 3, 5, 6:, 6:30 and 10
- Space Shark makes its appearance again.
- Each start location has its own pros and cons.
- Makes for hilarious FFAs
- I recommend you play by The Official ~NoHunters Free-For-All Rules of Conduct for maximum enjoyment. The rules were originally made for Starcraft: Brood War, but can be applied to SC2 as well.
Comments
Once again, Tanks forced me to change a lot of the map from the original. Go die SC2 tanks.
There's a lot of doodads in some areas where I could mess aroud since it's unpathable anyway, but in other places, not so much. I kind of went overboard with trees in places but oh well. And also, there's this cool little thing below the 6:30 base but then it doesn't show up in-game because of the camera angle =(.
This map is not intended for any serious 1on1 matches as there are obvious positional problems. It's just meant for a fun FFA match with lots of drama, trash-talking and 6 pools. As stated by The Official ~NoHunters Free-For-All Rules of Conduct. Have fun with this.
+ Show Spoiler [Starlight Breaker] +
![[image loading]](http://imgur.com/thlVt.jpg)
A completely original map by me. It was influenced by Othello and Blue Storm from Brood War. Worked on different cliffs here, as well as custom tilesetting. The map uses both Shakuras and Ulaan terrain.
Map is published under iCCup Starlight Breaker.
![[image loading]](http://img692.imageshack.us/img692/1914/starlightbreaker.jpg)
+ Show Spoiler [HQ Image] +
![[image loading]](http://img153.imageshack.us/img153/4900/starlightbreakerhq.jpg)
+ Show Spoiler [Side View] +
![[image loading]](http://img72.imageshack.us/img72/1598/starlightbreakerside.jpg)
Features:
- 2 players.
- Start locations at 2 and 8.
- Natural and the expansion beside the main have 7 mineral patches to help Zerg. Main has 8 minerals.
- Gold expansions are close but extremely vulnurable.
- Expansions beside mains have cliffs that are tankable.
- Natural cliff is accesible by the main and is obscured by a line of sight blocker.
Comments
Pretty simple map I made. One of the better ones imo though. Not much to say. As always, leave criticism please.
+ Show Spoiler [Rush Hour] +
This is a port of Rush Hour III from Brood War. It was one of my favourite 3 player maps so I decided to convert it to SC2, where it'll hopefully be more balanced than in Brood War. There are positional imbalances, but they are slight and I prefer to refer to them as positional variety.
-Near exact copy from Brood War
-Center mineral onlies changed to gold. Normally, I wouldn't do this but it would not be worth it to take it otherwise
-Unbuildable Bridges.
Map dimensions
Playable: 142x136
Full: 144x144
+ Show Spoiler [Brood War Version] +
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/10_Rush%20Hour%203.jpg)
![[image loading]](http://i811.photobucket.com/albums/zz37/neobowman/RushHour.jpg)
+ Show Spoiler [Katrina SE] +
NOTE, THIS MAP IS NO LONGER PUBLISHED
Port of Katrina SE from Brood War. Here, I haven't added any watch towers or gold minerals. Also, despite the fact that I can make an exactly positionally symmetrical map, the 12 and 6 have mains that are slightly more vulnurable to reaper raids. Less water at the sides. This is actually simply so it's same as in the original.
-Positional variety retained from brood war.
-Ramp directions changed somewhat to compensate for lack of 30 degree ramps in the editor
-Mains slightly larger than in brood war to compensate for increased tank range and increased size of Command Centres, Hatcheries and Nexi
-Debating on whether to add destructible rocks to the mains like the power generators in the original.
Map Dimensions
Playable: 136x136
Full: 144x144
+ Show Spoiler [Brood War Version] +
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/171_Katrina%20SE.jpg)
![[image loading]](http://i811.photobucket.com/albums/zz37/neobowman/Katrina.jpg)
+ Show Spoiler [Side View] +
![[image loading]](http://i811.photobucket.com/albums/zz37/neobowman/KatrinaSide.jpg)
+ Show Spoiler [Grand Line SE] +
Port of Grand Line from Brood War. Added gold and Xel Naga watch towers. Previous version had them but didn't feel like enough like SC2 in playtest. The middle ramps are slanted as they are in Brood War. I would've been able to make it slightly more balanced with vertical ramps, but they do not look nearly as good as the diagonal ones.
-Diagonal ramps retained instead of making them more balanced and vertical.
-Map is slightly larger to compensate for originally small sizes of main.
-I kept the locations of main geysers as they are. I'll probably do that for all other ports. It's a habit from Brood War.
-Played around with water a bit. Because there's no tar like in Brood War, I made the water less vibrant and more of a dullish colour intstead.
Map Dimensions
Playable: 144x144
Full: 144x144
+ Show Spoiler [Brood War Version] +
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/387_Grand%20Line%20SE.jpg)
![[image loading]](http://img180.imageshack.us/img180/8148/grandline.jpg)
+ Show Spoiler [Side View] +
![[image loading]](http://img706.imageshack.us/img706/1324/grandlineside.jpg)
HQ Image 2048x2048
+ Show Spoiler [Python] +
NOTE, THIS MAP IS NO LONGER PUBLISHED. It is replaced by Python 2
The classic map that everyone has played a million times over and is sick and tired of.
PYTHON!
Made this one because no one else has made a decent conversion of it yet.
To play the map, search "TSI Python" in custom games. Map is only on US.
+ Show Spoiler [Brood War Version] +
![[image loading]](http://www.iccup.com/upload/maps/images/ICCup%20python%201.3.jpg)
![[image loading]](http://img714.imageshack.us/img714/1407/pythond.jpg)
+ Show Spoiler [Side View] +
![[image loading]](http://img529.imageshack.us/img529/6072/pythonside.jpg<br>)
Features:
- 4 Players
- Start locations at 6, 9, 12 and 3
- Gold expansions between the 6 and 9 mains, and between the 12 and 3 mains.
- Mineral and gas moved on some positions in mains to account for tanks.
- Xel-Naga watch towers cover the middle
- Snake in middle is depressed ground. Does not affect gameplay but looks cool.
Comments
Don't mind the badly drawn snake in middle. I'm a bad artist. This one took me a while to make. Mostly because I constantly found new bugs to fix (such as a shark flying in the air) and had to correct them. Second because I was too lazy to make a picture for the thread. At any rate, I think it turned out well. Oh, and tanks are gay when mapping. 13 range, wtf. Xel Naga watch towers cover most of the middle. there's a tiny blind spot between the towers but you wouldn't be able to make use of it when moving large armies.
I think the lack of tight chokes in this map contrasts sharply to the SC2 playstyle right now. It would be a nice difference to the strategies imo. The pathing and unbuildability is the same as in Brood War except that the middle is buildable. You can't reaper path through the islands or through the jagged cliffs. This means reaper distance is almost as long as regular path distance if the positions are 3 and 12 or 6 and 9. Play the map please, and if you find any bugs, tell me so I can fix. Enjoy.
+ Show Spoiler [Asarin] +
Port of my Brood War original map, Asarin. It had its own thread but no one looked at it so for most people, this will probably feel like a new map.
To play the map, search "TSI Asarin" in custom games. Map is only on US.
+ Show Spoiler [Brood War Version] +![[image loading]](http://www.panschk.de/mappage/pics/4023.jpg)
![[image loading]](http://i811.photobucket.com/albums/zz37/neobowman/AsarinHQ.jpg)
HQ Image 2048x2048
+ Show Spoiler [Side View] +![[image loading]](http://i811.photobucket.com/albums/zz37/neobowman/AsarinSide.jpg)
Features:
Comments
I had to alter the high ground "spokes" from the original because there are no 60 degree and 30 degere ramps -_-. This will be my last map for a while because of school. Look forward to other Team Six maps.
The map is 120x120 playable so is a good deal smaller than my other ports. I felt, when playing those maps (especially Grand Line), that the maps were slightly big. While I don't plan to change the ones I've already made, I decided to try making Asarin at a smaller size. This had some reprecussions, like having to account for tanks even more, and having everything slightly more compressed. Nevertheless, I think the end result turned out well.
Note the backdoor. You need detection to get through the first wall of DTs, then you need to kill the destructible to get through. However, since the natural has one block that is only 100 minerals, it will not be hard for the defender to get units to the backdoor. This concept is rather unique in the way it's used and may be present some imbalances. Should this happen, I'm more than ready to change the map to try and help the balance.
To play the map, search "TSI Asarin" in custom games. Map is only on US.
+ Show Spoiler [Brood War Version] +
![[image loading]](http://www.panschk.de/mappage/pics/4023.jpg)
![[image loading]](http://i811.photobucket.com/albums/zz37/neobowman/AsarinHQ.jpg)
HQ Image 2048x2048
+ Show Spoiler [Side View] +
![[image loading]](http://i811.photobucket.com/albums/zz37/neobowman/AsarinSide.jpg)
Features:
- 4 Players
- Start locations at 7, 11, 1 and 5.
- Mineral line at the top left and bottom right natural is stacked to compensate for space.
- The furthest mineral block out at the naturals is worth 100.
- Main has 9 mineral blocks. Natural has 8.
- Natural backdoor is each blocked by the mineral line, 1 destructible rock and a line of 3 neutral Dark Templar.
- Xel-Naga watch tower covers the middle
Comments
I had to alter the high ground "spokes" from the original because there are no 60 degree and 30 degere ramps -_-. This will be my last map for a while because of school. Look forward to other Team Six maps.
The map is 120x120 playable so is a good deal smaller than my other ports. I felt, when playing those maps (especially Grand Line), that the maps were slightly big. While I don't plan to change the ones I've already made, I decided to try making Asarin at a smaller size. This had some reprecussions, like having to account for tanks even more, and having everything slightly more compressed. Nevertheless, I think the end result turned out well.
Note the backdoor. You need detection to get through the first wall of DTs, then you need to kill the destructible to get through. However, since the natural has one block that is only 100 minerals, it will not be hard for the defender to get units to the backdoor. This concept is rather unique in the way it's used and may be present some imbalances. Should this happen, I'm more than ready to change the map to try and help the balance.