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.
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.
Format listing / the spoiler tags.
+ Show Spoiler [W] +
+ Show Spoiler [wishbones] +
Maps: Test Map, DL, WIP/
What each code means.
N/U = Name Unavailable.
D/U = Download Unavailable.
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] +
Maps: N/A, D/A,
SC2 Katrina, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [bakedace] +
Maps: Lagoon, DL, WIP+ Show Spoiler [Rate This Map] +
Derby Race Track, D/U, WIP+ Show Spoiler [Rate This Map] +
2 STAR (2)
3 STAR (2)
1 STAR (1)
4 STAR (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] +
Maps: N/A, D/A, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [Bear4188] +
Maps: Station M19, DL, WIP+ Show Spoiler [Rate This Map] +
Infernum, DL,
Shrine Of The Lost, DL,
Ground Zero, DL,
+ Show Spoiler [Bensio] +
Maps: SC2 Nightmare Station, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [Blinn] +
Map: Tranquil Fane, DL,
+ Show Spoiler [Broodie] +
Maps: Imperial Scars2.0, D/U, WIP+ Show Spoiler [Rate This Map] +
Macronesia1.0, D/U, WIP+ Show Spoiler [Rate This Map] +
1 STAR (1)
3 STAR (1)
4 STAR (1)
2 STAR (0)
6 total votes
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c
+ Show Spoiler [C] +
+ Show Spoiler [Cheree] +
Maps: The Pits Of Despair, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [ComradeDover] +
Maps: BGH, D/U,
Trial By Fire, D/U,
Island Hopping: N/A, D/U, WIP+ Show Spoiler [Rate This Map] +
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?
A House Divided: D/U,
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.
Shipka, D/U, WIP+ Show Spoiler [Rate This Map] +
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.
d
+ Show Spoiler [D] +
+ Show Spoiler [Deimos] +
Maps: SC2 Othello, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [Map Note's] +
5 STAR (1)
1 STAR (0)
2 STAR (0)
3 STAR (0)
3 total votes
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+ Show Spoiler [dezi] +
+ Show Spoiler [dimfish] +
Maps: Curtain, D/U,
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!
Excavation, D/U,
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.
Nano, D/U,
Zenith Madrid, D/U,
+ Show Spoiler [Dizmaul] +
Maps: SC2 Medusa, D/U,
SC2 Destination, D/U,
+ Show Spoiler [dyren] +
Maps: SC2 Match Point, D/U, WIP, + Show Spoiler [Rate This Map] +
-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.
SC2 Neo Outsider, D/U, WIP, + Show Spoiler [Rate This Map] +
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.
f
+ Show Spoiler [F] +
+ Show Spoiler [fabiano] +
Maps: N/U, D/U,
+ Show Spoiler [FiveAlarm] +
+ Show Spoiler [FreakinSyco] +
h
+ Show Spoiler [H] +
+ Show Spoiler [HellsAn631] +
Maps: Gha'n Dola, D/U,
Marth No Daar, D/U,
i
+ Show Spoiler [I] +
+ Show Spoiler [ideas] +
Maps: N/A, D/A, WIP, IMG+ Show Spoiler [Rate This Map] +
+ Show Spoiler [Previous Version] +
+ Show Spoiler [Map Note's] +
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-] +
j
+ Show Spoiler [J] +
+ Show Spoiler [Jeuh] +
Maps: Suicide Canyon, D/U, WIP, IMG+ Show Spoiler [Rate My Map] +
+ Show Spoiler [Map Note's] +
+ Show Spoiler [Julmust] +
Maps: Fjords, D/U, WIP, IMG+ Show Spoiler [Rate This Map] +
+ Show Spoiler [Map Note's] +
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] +
Maps: Red Mesa, D/U,
+ Show Spoiler [Map Note's] +
- 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] +
k
+ Show Spoiler [K] +
l
+ Show Spoiler [L] +
+ Show Spoiler [LaiGGu] +
Maps: SC2 Destination, DL,
Match Point, DL,
+ Show Spoiler [LunarC] +
Maps: Centrifuge, D/U,
Spawn locations at 5 and 11.
m
+ Show Spoiler [M] +
+ Show Spoiler [MorroW] +
Maps: SC2 Outsider, D/U, WIP, IMG+ Show Spoiler [Rate This Map] +
+ Show Spoiler [Map Note's] +
n
+ Show Spoiler [N] +
+ Show Spoiler [NastyMarine] +
+ Show Spoiler [Nokarot] +
+ Show Spoiler [nomsayin] +
Maps: SCII Destination, D/U, WIP, , IMG1, IMG2+ Show Spoiler [Rate This Map] +
+ Show Spoiler [Previous Version] +
o
+ Show Spoiler [O] +
+ Show Spoiler [omgCRAZY] +
Maps: Edge, D/U, WIP+ Show Spoiler [Rate This Map] +
4 STAR (1)
1 STAR (0)
3 STAR (0)
5 STAR (0)
2 total votes
Your vote: Rate This Map
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(Vote): 5 STAR
+ Show Spoiler [Orion-TF] +
Maps: Risk Station, D/U,
1 STAR (0)
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1 total votes
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(Vote): 5 STAR
p
+ Show Spoiler [P] +
+ Show Spoiler [Pablols] +
Maps: Scarred, D/U, IMG+ Show Spoiler [Rate This Map] +
1 STAR (1)
2 STAR (1)
4 STAR (1)
3 STAR (0)
5 total votes
Your vote: Rate This Map
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(Vote): 5 STAR
+ Show Spoiler [Previous Version] +
Big Game Hunters, D/U, WIP, IMG+ Show Spoiler [Rate This Map] +
+ Show Spoiler [Pape] +
Maps: SC2 Blood Bath, D/U, WIP, IMG1, IMG2+ Show Spoiler [Rate This Map] +
+ Show Spoiler [Map Note's] +
+ Show Spoiler [peckham33] +
+ Show Spoiler [prodiG] +
Maps: SC2 Fighting Spirit, DL, IMG 1.3+ Show Spoiler [Rate This Map] +
+ Show Spoiler [Previous Versions] +
+ Show Spoiler [Map Note's] +
-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] +
-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] +
Maps: The Statue, DL, WIP+ Show Spoiler [Rate This Map] +
Tileset: Bel'Shir
Play Type: 1v1, 2v2
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r
+ Show Spoiler [R] +
+ Show Spoiler [Radaka] +
Maps: Cleaver, DL, WIP+ Show Spoiler [Rate This Map] +
1 STAR (0)
2 STAR (0)
3 STAR (0)
4 STAR (0)
2 total votes
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+ Show Spoiler [randomnine] +
Maps: Whisper, D/U, WIP+ Show Spoiler [Rate This Map] +
5 STAR (1)
2 STAR (0)
3 STAR (0)
4 STAR (0)
2 total votes
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+ Show Spoiler [rrowland] +
Maps: Shattered Basin, D/U, WIP+ Show Spoiler [Rate This Map] +
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.
1 STAR (0)
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1 total votes
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s
+ Show Spoiler [S] +
+ Show Spoiler [saltygrapes] +
Maps: N/A, D/U, WIP+ Show Spoiler [Rate This Map] +
1 STAR (0)
2 STAR (0)
3 STAR (0)
4 STAR (0)
3 total votes
Your vote: Rate This Map
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(Vote): 5 STAR
+ Show Spoiler [semantics] +
Maps: N/A, D/U, WIP+ Show Spoiler [Rate This Map] +
5 STAR (1)
1 STAR (0)
2 STAR (0)
3 STAR (0)
2 total votes
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+ Show Spoiler [SichuanPanda] +
Maps: SC2 Blood Bath, D/U,
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.
Basin, DL,
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).
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+ Show Spoiler [Sl4ktarN] +
Maps: Eiyafjalla Jokull, D/U,
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.
+ Show Spoiler [Snausages] +
Maps: SC2 Heartbreak Ridge, DL, WIP+ Show Spoiler [Rate This Map] +
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.
SC2 Blue Storm, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [sob3k] +
t
+ Show Spoiler [T] +
+ Show Spoiler [TrayD] +
Maps: N/U, D/U, WIP, IMG, IMG2+ Show Spoiler [Rate This Map] +
+ Show Spoiler [Map Note's] +
There is easy taken natural, few forcefields in the map. I will update if anyone looks abit interested.
u
+ Show Spoiler [U] +
v
+ Show Spoiler [V] +
+ Show Spoiler [vaporwolf] +
Maps: Diamond Steppes, D/U, WIP+ Show Spoiler [Rate This Map] +
Warpark, D/U, WIP+ Show Spoiler [Rate This Map] +
Cloverbloom, D/U, WIP+ Show Spoiler [Rate This Map] +
+ Show Spoiler [Vertigo-1] +
Maps: Chaos Sanctum, D/U, WIP+ Show Spoiler [Rate This Map] +
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).
Smoke Screen, D/U, WIP+ Show Spoiler [Rate This Map] +
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z
+ Show Spoiler [Z] +