• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:18
CEST 13:18
KST 20:18
  • 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
Team TLMC #5 - Finalists & Open Tournaments1[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
StarCraft II 5.0.15 PTR Patch Notes145BSL 2025 Warsaw LAN + Legends Showmatch2Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8
StarCraft 2
General
Why Storm Should NOT Be Nerfed – A Core Part of Pr StarCraft II 5.0.15 PTR Patch Notes #1: Maru - Greatest Players of All Time Team TLMC #5 - Finalists & Open Tournaments Team Liquid Map Contest #21 - Presented by Monster Energy
Tourneys
Stellar Fest KSL Week 80 StarCraft Evolution League (SC Evo Biweekly) RSL: Revival, a new crowdfunded tournament series SC2's Safe House 2 - October 18 & 19
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
Soulkey on ASL S20 ASL20 General Discussion BW General Discussion Diplomacy, Cosmonarchy Edition ASL TICKET LIVE help! :D
Tourneys
[ASL20] Ro16 Group D BSL 2025 Warsaw LAN + Legends Showmatch [ASL20] Ro16 Group C Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Borderlands 3 Nintendo Switch Thread General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Big Programming Thread UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
Too Many LANs? Tournament Ov…
TrAiDoS
i'm really bored guys
Peanutsc
I <=> 9
KrillinFromwales
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1703 users

[Melee Map Techniques] The Swamp

Forum Index > SC2 Maps & Custom Games
Post a Reply
MAPPoVe
Profile Joined September 2010
86 Posts
Last Edited: 2011-04-06 22:59:57
April 06 2011 00:24 GMT
#1
Hello,

I thought about this quite a while now and I'm trying to implement it into my current map.

Swamp in my map is an area where
1. Massive ground units cannot move (Thor, Col., Ultra).
2. Tanks cannot siege.
3. It's not buildable.
4. LOS Blockers fill out most of the space.

First two points are easily realized by Triggers.
Currently the massive units die when entering the Region, wish makes sense because they would sink into the swamp if you like, wish they ofc don't do they just explode. I'm not really sure whether this is to harsh or not. I'd like to hear your opinions.

I currently implemented the areas with Points. An alternative would be using regions but is there no way of having non square/circle shapes for regions or Points ?

[image loading]


edit:
Here is the map file in case anyone wants to copy the triggers. The swamp is realized by Regions with lots of LOS in wish massive ground units Movementspeed is reduced to 0.3*UnitSpeed and Tanks cannot siege.
swamptest.SC2map

The only problem is that you probably can't keep map melee attribute due to use of triggers. There are various ways to use this in melee maps, probably mainly for flaking paths.
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-04-06 01:20:23
April 06 2011 01:13 GMT
#2
Can you keep the melee attribution while using triggers like this??

The problem is that there is no warning. If you kill certain units immediately upon entering certain areas, it will be highly irksome to players of all skill levels because it feels like a violation of their expectations.

I know you can combine regions (at least in the condition logic of the triggers) to get more complicated shapes, though I'm fuzzy on the details.

[edit] Ideally this swamp area would be quite distinct visually as a special zone, and it would simply be impassable to massive units, like a no fly zone. I can't think just this moment how you would do this seamlessly with triggers, and I wonder if there is a way you can use the data editor for a more elegant and robust solution.

I must say I am highly interested in this because it will be useful for no-fly terrain that prevents vikings from walking in and causing trouble when lifting off underneath no-fly! =)
Comprehensive strategic intention: DNE
Nonei
Profile Joined December 2010
United States6 Posts
April 06 2011 05:21 GMT
#3
This sounds very interesting! I totally agree that it needs to be visually distinctive.

It may be easier / more friendly to simply have the area trigger cause the units to slowwwww to the speed of a queen off creep (or slightly faster for non-massive units). May as well be stuck LOL.

If you really do want it to be dangerous, could have a countdown timer on the massive unit for X seconds (10?) and after that the unit dies if it is still in the area. I'm not sure how to do a visible progress countdown bar, but I'm thinking something that acts like the timer on a hatch for while the eggs are cooking after an inject.

FYI You can avoid the death animation by using 'remove unit' instead of 'kill unit' for the action... if you want it to fade away instead of just being gone, maybe 'move unit instantly' to some random off camera point and then remove it.

There is definitely a way to combine multiple regions into one region (actions-->region-->add region to region).
WniO
Profile Blog Joined April 2010
United States2706 Posts
Last Edited: 2011-04-06 06:21:29
April 06 2011 06:14 GMT
#4
You could limit massive units for sure, for instance:
[image loading]
Of course, making it more organic rather than so mechanical would be better, but you get the idea, (and putting grass or doodads where the blockers are would help.)

@ Eat the path, I KNOW YOUR SECRET!

EDIT: Also, i have been dying to do something like what you put since i first discovered the campaign editor in broodwar. I would love to see like a cold/winteresque section where once you entered your bio units would slowly lose health, or mech units would be slower or hell anything that changes the gameplay. i got really good at triggers in bw but in sc2 i dont know where to start so this thread will be constantly looked at by me^
Yoshi Kirishima
Profile Blog Joined July 2009
United States10348 Posts
April 06 2011 06:25 GMT
#5
actually sounds really unique :D

about the harshness... i don't think it's too harsh, but i don't think it's necessary

I think WniO's picture looks good, with yeah patches of grass or such where the path blockers are :D
Then again you could just load the area up with doodads that take up space, and just make it so tanks can't siege there if there is enough space (idk the size of a tank compared to thor and marine)

I wonder how an area dotted with LOS would be like? (like in the above image) if you could see around them or what...
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 06 2011 06:39 GMT
#6
Colossus are actually really skinny though, so nimble on their pointy legs, not sure if you could do a pathing gate for them. They just walk around on the cliffs anyway. ;D

My secret is safe with you. O.O

@Yoshi: if you make scattered LosB they block vision where the angles overlap, it's pretty much what you expect should happen, very underused technique.
Comprehensive strategic intention: DNE
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-04-06 09:37:34
April 06 2011 09:33 GMT
#7
this op needs eye candy!

<3 the discussion

losb are under used

edit:
For areas: just make a circle (or whatever shape) with lots of areas drawn out around themselves and overlapping, this is 2D terrain 5 areas will give you a circle
fenX
Profile Joined February 2011
France127 Posts
April 06 2011 10:01 GMT
#8
On April 06 2011 09:24 MAPPoVe wrote:
3. It's not buildable.

Just paint a non-buildable path
On April 06 2011 09:24 MAPPoVe wrote:
4. LOS Blockers fill out most of the space.

that also works for non-buildable, you can't build on LoSB doodads, but I feel that it could be a problem for balance and give a huge advantage to melee units.
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
Last Edited: 2011-04-06 14:05:48
April 06 2011 14:05 GMT
#9
I think it would also make sense to slow down units while in the swamp.

EDIT: Just saw that it already got suggested^^
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Archivian
Profile Joined November 2010
United Kingdom362 Posts
April 06 2011 14:54 GMT
#10
I had thought about something like this before with different types of gas clouds presenting problems in different areas (Though i didnt think about stopping tank sieging, thats pretty cool) and a swamp-like idea, I just had how to impliment it properly. But one thing did bother me and I wonder if it will be the same with this idea.

Which is, if the ground becomes too hazardous or comborsum, would it:
A) Be ubalanced for any particular team
B) Wouldnt players just build flying units and do drops? Basically avoiding the situation all together.

When I tried it (the swamp like idea) another issue I had was when I sent units to walk through it, marines would either conga line through or take an inefficient route from A to B depending on where in the swamp I was clicking. Which for me felt very frustraiting and so i didnt think it was playable.

That being said, it may have just tried to do it in a bad way.

I hope your idea works out well, it definitely sounds interesting.
"you were only supposed to blow the bloody doors off!" Micheal Caine
MAPPoVe
Profile Joined September 2010
86 Posts
Last Edited: 2011-04-06 15:03:31
April 06 2011 14:58 GMT
#11
There is definitely a way to combine multiple regions into one region (actions-->region-->add region to region).


Yeah thats helpfull, so thanks for that.

I think slowing down the massive units is a good idea, I think thats pretty easy to do aswell.

As for the movement Blockers: You have to take into account, that players are able to load up a medivac or similar to drop units into the Swamp.

But I feel that it could be a problem for balance and give a huge advantage to melee units.


Balance always depends on the way you use the swamp areas.
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
MAPPoVe
Profile Joined September 2010
86 Posts
April 06 2011 23:00 GMT
#12
Updated op with a picture and my current implementation.
my maps -> http://www.teamliquid.net/forum/viewmessage.php?topic_id=160218
adso
Profile Joined March 2011
718 Posts
April 22 2011 22:20 GMT
#13
On April 06 2011 09:24 MAPPoVe wrote:
+ Show Spoiler +
Hello,

I thought about this quite a while now and I'm trying to implement it into my current map.

Swamp in my map is an area where
1. Massive ground units cannot move (Thor, Col., Ultra).
2. Tanks cannot siege.
3. It's not buildable.
4. LOS Blockers fill out most of the space.

First two points are easily realized by Triggers.
Currently the massive units die when entering the Region, wish makes sense because they would sink into the swamp if you like, wish they ofc don't do they just explode. I'm not really sure whether this is to harsh or not. I'd like to hear your opinions.

I currently implemented the areas with Points. An alternative would be using regions but is there no way of having non square/circle shapes for regions or Points ?

[image loading]


edit:

Here is the map file in case anyone wants to copy the triggers.+ Show Spoiler +
The swamp is realized by Regions with lots of LOS in wish massive ground units Movementspeed is reduced to 0.3*UnitSpeed and Tanks cannot siege.
swamptest.SC2map

The only problem is that you probably
can't keep map melee attribute due to use of triggers.+ Show Spoiler +
There are various ways to use this in melee maps, probably mainly for flaking paths
.

<3 the concept
<3 the work
<3 the result in the relevant grizzli
Please log in or register to reply.
Live Events Refresh
RSL Revival
10:00
Season 2: Playoffs Day 7
Reynor vs CureLIVE!
TBD vs Zoun
Crank 1061
Tasteless1047
RotterdaM713
IndyStarCraft 211
Rex119
CranKy Ducklings88
3DClanTV 49
IntoTheiNu 27
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Crank 1061
Tasteless 1047
RotterdaM 713
IndyStarCraft 211
Rex 119
ProTech66
MindelVK 38
Railgan 18
StarCraft: Brood War
Britney 14777
Calm 6576
Horang2 2565
Rain 2205
Flash 1326
GuemChi 1311
EffOrt 531
Larva 508
actioN 432
Hyuk 352
[ Show more ]
BeSt 340
Zeus 220
Hyun 217
firebathero 185
Last 165
PianO 160
Pusan 151
ZZZero.O 83
Soma 81
Rush 74
Free 62
ajuk12(nOOB) 61
Aegong 57
sSak 56
Sharp 52
Soulkey 43
Nal_rA 43
Mong 42
Sacsri 34
Movie 34
sas.Sziky 29
Sexy 25
soO 21
Bale 20
ivOry 14
Icarus 11
HiyA 9
Hm[arnc] 5
Terrorterran 1
Dota 2
XcaliburYe1271
singsing839
Fuzer 222
Dendi196
Counter-Strike
allub298
Heroes of the Storm
Khaldor184
Other Games
B2W.Neo667
crisheroes353
DeMusliM316
NeuroSwarm59
Lowko35
Trikslyr23
OptimusSC210
Organizations
Other Games
gamesdonequick687
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 36
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1232
• Stunt540
Other Games
• WagamamaTV322
Upcoming Events
BSL Open LAN 2025 - War…
3h 42m
OSC
9h 42m
BSL Open LAN 2025 - War…
20h 42m
RSL Revival
22h 42m
Classic vs TBD
WardiTV Invitational
23h 42m
Online Event
1d 4h
Wardi Open
1d 23h
Monday Night Weeklies
2 days
Sparkling Tuna Cup
2 days
LiuLi Cup
4 days
[ Show More ]
The PondCast
4 days
CranKy Ducklings
5 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
RSL Revival: Season 2
Maestros of the Game
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
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 © 2025 TLnet. All Rights Reserved.