• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:35
CEST 03:35
KST 10:35
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro8 Preview: In A Tizzy7[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple1BSL Season 235Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool The Death of Cheese: From a Professional Cheeser Weekly Cups (Sep 13-20): herO scores triple Balance hotfix patch 5.0.16b (July 16)
Tourneys
2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
Bot on ladder new ranked ladder hack? New 3v3 BGH Ladder (and more) on ShieldBattery! [ASL22] Ro8 Preview: In A Tizzy an AI researcher's take on the ladder bot
Tourneys
[ASL22] Ro8 Day 1 [IPSL] IPSL is Back With Winter 26-27! [BSL23] SM: Ret vs TerrOr -> DragOn vs StRyKeR [Megathread] Daily Proleagues
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine All you football fans (soccer)! Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Gaming Intensity, Problemati…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9005 users

[G] Melee Map Release Checklist

Forum Index > SC2 Maps & Custom Games
Post a Reply
dimfish
Profile Blog Joined February 2010
United States663 Posts
Last Edited: 2011-05-04 18:37:15
February 01 2011 23:23 GMT
#1
So you put together this awesome map with 3 naturals and two backdoors and 20 watchtowers and all the rush distances are measured out... now how do you go about releasing this pig for the community to enjoy? Just follow this handy checklist:

  1. Melee Status
    Before you do anything else, go to "Map -> Map Status" and see if it is "Melee" status. If not, the dialog will tell you why.

  2. Player Settings
    You'd be surprised how often this slips by while folks are crafting beautifully-textured smiley faces on their maps. Go to "Map -> Player Properties..." and check this dialog carefully. By default Player 0 is "Neutral" and Player 15 is "Hostile," which is what you want for a melee map. Then make sure Player 1-# are set to "User" where # is the number of spawns on your map.

  3. Team Settings and Disabling 1v1 Spawns
    If your map is for teams (2v2, 3v3) or if it is supposed to work like Shakuras Plateau where you want certain spawn pairs to be disabled in 1v1, you need to visit "Map -> Team Placement..." and use basic mode for setting up team games and advanced mode for disabling spawns in 1v1. Open Shakuras Plateau in the editor for an example of configuring 1v1 spawns.

  4. Game Variants
    Go to "Map -> Game Variants..." and check the box for "Use Default Variants" and melee game-typey stuff will appear. If you can't seem to get refs or observers in your map, this is probably unchecked.

  5. Unpathable cliffs
    Did you use strips of high ground around the edges of your map, or maybe put some tiny unpathable cliffs here and there? Did you either use pathing blockers (doodads) or the pathing fill point or the paint pathing layer to make them unpathable? If you have a pathable cliff above the main and you didn't mean to, your map might be arrested for abuse.

  6. Unusual Pathing/Cliff Pathing
    This is a subtle issue. Sometimes you want a doodad that doesn't have a footprint to be in the play area so you paint some pathing on it, or do cute stuff with pathing blockers here and there. If you have anything like this on your map, place a big group of marines and a big group of reapers on the map and fire it up in test mode. Then walk giant blobs of units all next to and around and past the tricky pathing areas to see if anything unusual behavior occurs. Do the same with the reapers, sometimes when you monkey with pathing near a cliff the cliff-walking units can get into places you didn't think they could.

  7. Generate Lighting Map
    You want to generate this so your map will have better lighting in the SC2 engine, but you wait until the terrain layout is set, otherwise you have to regenerated. Go to "Data -> Generate Lighting Map..." to kick it off.

  8. Generate Foilage
    Did you forget to plant bushes? Go to the terrain control dialog, click the tree icon and click "Generate Foliage" to make cute plants appear. I usually erase the foliage layer completely then just paint exactly where I want it.

  9. Publish "Public"
    When you go to publish a map the default for "Release" is "Private" which means people cannot find your map by name when the search for it. Switch to public when it's go time.

  10. Test Games!
    Last of all you can easily double-check everything else you've done by playing games online with other people. Creating games, joining them, having people search for the map, having observers in a game will all tell you your map is configured for release. There are many chat channels where you can recruit some nice people to give you a hand, like 'MotM' for instance.



Please post other items for this checklist so our maps will shine.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 02 2011 06:52 GMT
#2
Dimfish requested that I record the obs issue I am struggling with.

When I publish a map, Players 1-14 are set to 'user' to allow for spectator and referee modes. However, this displays the map as a 14-player on the map list.

The prime issue is that 9 out of 10 times, a random person who's placed in watcher mode will have either spectator or referee title. As a host, I am unable to remove the referee or change to spectator, and I am also unable to promote people to referee as well. To make a referee a spectator I am forced to kick the person and re-invite them to the lobby.

This is the most frustrating aspect of the map-making deal, and I am trying everything I can to fix this so it displays as a 2-player man and Referee/Spectator modes are selectable by the HOST.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
iGrok
Profile Blog Joined October 2010
United States5142 Posts
February 02 2011 06:56 GMT
#3
Don't set them to user. Set them to none. Obs is a BNet function not associated with the player settings.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 02 2011 07:04 GMT
#4
This will still allow Ref/Spectator mode to be selected by the host only right?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
funcmode
Profile Joined June 2010
Australia720 Posts
Last Edited: 2011-02-02 07:07:43
February 02 2011 07:06 GMT
#5
Yeah you're player properties (for a 2P map) should look like this:

[image loading]

I would assume that the problems you're having with setting additional users as ref's/spectators, etc. stem from not having the player properties set up right.

Oh and, for the record, nice thread dimfish
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
dimfish
Profile Blog Joined February 2010
United States663 Posts
February 02 2011 07:34 GMT
#6
Thanks funcmode. But why did you set player 15 control to 'none' instead of the default of 'hostile'? I don't even know if that makes a difference, but it seems to be fine in the maps I've published. Anyone know what "player 15" does in hostile mode except control the hostile Ultra on MorroW's crazy beta map?
dimfish
Profile Blog Joined February 2010
United States663 Posts
February 02 2011 07:48 GMT
#7
IronMan, I think I found the bug in your map! Check out the "game variants" item I added to the OP and see if it fixes your problem.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 02 2011 08:11 GMT
#8
Fixed! Thanks =)
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
funcmode
Profile Joined June 2010
Australia720 Posts
Last Edited: 2011-02-02 08:24:48
February 02 2011 08:19 GMT
#9
On February 02 2011 16:34 dimfish wrote:
Thanks funcmode. But why did you set player 15 control to 'none' instead of the default of 'hostile'? I don't even know if that makes a difference, but it seems to be fine in the maps I've published. Anyone know what "player 15" does in hostile mode except control the hostile Ultra on MorroW's crazy beta map?

You know, I don't really know. I vaguely remember way back before release you had to set the 15th slot to none instead of hostile for it to give you the "All Melee requirements have been met" message, but I might be making that up. Regardless, like you said I don't think it makes a difference now unless you plan on actually having hostile units on the map, in which case you'll obviously need it set to hostile.

I meant to mention game variants in my first post but I guess it totally slipped my mind, as that and player properties pretty much go hand-in-hand.

Speaking of game variants - I remember a while back, you could generate the defaults but then change the actual default setting (i.e. 4P map, generate defaults, set 1v1 as [Default]), but now it seems you can't do that any more. So if you make a 4P map it forces the default setting to be 2v2. Did anyone else notice this, or does it just happen to me?
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2011-02-03 16:27:27
February 03 2011 16:22 GMT
#10
--- Nuked ---
iGrok
Profile Blog Joined October 2010
United States5142 Posts
February 03 2011 16:38 GMT
#11
The art stuff isn't as important imo. This guide is to get it to a playable state I believe. A few things on here are perhaps not as essential.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
dimfish
Profile Blog Joined February 2010
United States663 Posts
February 03 2011 17:06 GMT
#12
On February 04 2011 01:38 iGrok wrote:
The art stuff isn't as important imo. This guide is to get it to a playable state I believe. A few things on here are perhaps not as essential.


Exactly, this isn't a guide to making a great map, this is a guide to the things that should be correct/set/checked for a map meant to be played by the community at large. Player and variant settings are crucial, and other stuff that can break a map (pathing bugs or expos with really bad resource placement) are going to completely turn players off.

Other stuff is a matter of style, right? Some people do light texturing, some people go crazy. Personally I never use weather effects on purpose because I find them more distracting than the look they add. But you probably want the game engine to cache the light map, don't ya!?

So here's a good rule: if its something you should do before releasing any melee map whatsoever, let's put it on the list.

So following my own rule, I think generating foliage is debatable. Although, when you meant to do it it's such a hidden function its really easy to forget.
NullCurrent
Profile Joined November 2010
Sweden245 Posts
February 03 2011 17:15 GMT
#13
RE-generating foilage is important, if you have changed terrain elevation (or cliff levels).
If you do not regenerate, foilage might "levitate" above ground in the map, which doesn't look too good.
The Planetary Workshop - TPW - Mapmaking Team
dimfish
Profile Blog Joined February 2010
United States663 Posts
February 03 2011 17:37 GMT
#14
On February 04 2011 02:15 NullCurrent wrote:
RE-generating foilage is important, if you have changed terrain elevation (or cliff levels).
If you do not regenerate, foilage might "levitate" above ground in the map, which doesn't look too good.


That's true, I've had plants sitting on concrete where I changed textures after generating foliage, a similar problem. Okay, let's leave this as a step you should just do quick before releasing a map to make sure distracting graphical bugs don't bother players.
Please log in or register to reply.
Live Events Refresh
Next event in 8h 25m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 118
SpeCial 66
WinterStarcraft36
EnDerr 4
StarCraft: Brood War
Rain 2083
GuemChi 1551
Artosis 548
Shuttle 447
910 39
NaDa 15
Dota 2
monkeys_forever531
NeuroSwarm165
febbydoto17
Counter-Strike
taco 129
minikerr22
Super Smash Bros
hungrybox417
Mew2King32
amsayoshi30
Other Games
summit1g10633
Liquid`RaSZi4312
JimRising 640
shahzam530
C9.Mang0309
Day[9].tv276
Maynarde153
Livibee105
Organizations
Other Games
gamesdonequick1009
BasetradeTV42
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 100
• davetesta12
• mYiSmile17
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21914
League of Legends
• Stunt175
Other Games
• Scarra846
• Day9tv276
Upcoming Events
Sparkling Tuna Cup
8h 25m
Afreeca Starleague
8h 25m
Light vs EffOrt
OSC
10h 25m
PiGosaur Cup
22h 25m
Kung Fu Cup
1d 9h
The PondCast
2 days
Replay Cast
2 days
Korean StarCraft League
4 days
CranKy Ducklings
4 days
GSL
5 days
[ Show More ]
Yamato Cup
5 days
Replay Cast
5 days
Afreeca Starleague
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Super Anchor Qualifying S3
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

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

Upcoming

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

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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