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 Post subject: Map Developers
PostPosted: Thu Jul 17, 2008 2:02 pm 
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Hi there, I wondered whether there are any StarCraft 1 (and StarCraft 2) map builders out there that would love the share their ideas (and maps). I'm trying to collate a bit of an archive of maps you see, as well as increase my mapping skills.

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Map Developers

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 Post subject: Re: Map Developers
PostPosted: Mon Jan 19, 2009 3:59 am 
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I make maps and I have wonderful ideas. From normal games to UMS. I know the triggers inside and out as for I have coded things the game claims to be impossible and I have even impressed a person who helped create the original StarCraft. I will get my files back on file front get them republished and post the links here. Sadly my had difficulty so all my submitted official files were deleted however it wont take me long to get them uploaded and post them here you can test them out and I will have full description as to what each map is. I will also post maps similar to my creations that I have enjoyed threw out the years. Personally if it were not for the maps I have created and the few good ones I found the game would not be nearly as enjoyable as it is to me. So KEEP ON MAPPING PPL.


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 Post subject: Re: Map Developers
PostPosted: Tue Jan 20, 2009 6:06 am 
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you should post up some of your maps, id be interested in trying them out!

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 Post subject: Re: Map Developers
PostPosted: Wed Jan 21, 2009 7:51 am 
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yeah, me too...:D


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 Post subject: Re: Map Developers
PostPosted: Wed Jan 21, 2009 7:56 pm 
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Ok to start things off I added a map with no triggers with equal bases. It has mass minerals which if players do not like mass minerals its an easy fix. The minerals are also set in an organized fashion for equality

http://files.filefront.com/KIETHS+ODDES ... einfo.html

Play this map distribute this map freely

Enjoy this work of art use it change it better it as you please as long as you give credit not only to your self but also to me as well as dark_fairytales


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 Post subject: Re: Map Developers
PostPosted: Wed Jan 21, 2009 8:13 pm 
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this map is unlike anything you may have seen before. The bases themselves may not appear so different but the rest of the map is unseen

equally spread bases with 8 players. Bases chock points converge in to 1 central point. The terrain consists of a large spiral for ground units to walk threw.

Computer opponents thrive on this map and will be challenging do to the design of this map. Computer is not as difficult as as Keith odyssey 2.1 This map is extremely Terran friendly do to the spiral land mass for tanks to shoot over.

http://files.filefront.com/KIETH+ODDSSY ... einfo.html

I meant to leave a description for 2.1 so here it is

Side by side bases with 8 players. Bases chock points converge in to 2 bases 4 location total. The terrain consists of a large X for ground units to walk threw. 2 expansions on each base. 1 gas 1 ore.

Computer opponents thrive on this map and will be challenging. Computer almost resembles insane AI do to the design of this map. Computer is so crazy it will expand in human players base while attacking and defending there new base. This map with extremely Terran friendly do to drop locations as well as thin walls for tanks to shoot over.

enjoy these maps use and edit as you like just be sure to give myself and dark_fairytales as much credit as yourself


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 Post subject: Re: Map Developers
PostPosted: Wed Jan 21, 2009 8:24 pm 
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Here is a map that is not my creation but I did download it and its worth a look

This is a simple created map yet the simplest of things can be enjoyable

2 rows of 4 bases

this could be a fun game of top vs bottom

http://files.filefront.com/Desert+Cells ... einfo.html


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 Post subject: Re: Map Developers
PostPosted: Wed Jan 21, 2009 8:52 pm 
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another map this is not my creation

unequal bases in unequal location. Still more equal over most mappers maps. Minerals are displayed in an equal manner.

MANY VERSIONS AND VARIATIONS - HIGHLY POPULAR

http://files.filefront.com/Stoners+Para ... einfo.html


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 Post subject: Re: Map Developers
PostPosted: Wed Jan 21, 2009 9:34 pm 
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http://files.filefront.com/steal+the+cr ... einfo.html

This is the latest installment of STC. This version by far allows the insane AI script preform the best in keeping human players at bay

original design 4 players work as in team in separate bass. Allied up to the point of the vulnerability of the computer losing the crystal to a human player. Once that is in place allies turn to war enemy's fighting over that crystal and who can bring it to there base first.

This installment is redesigned for greater backstabbing possibility as well as a far more aggressive computer. 2 player locked in the same base with user selectable races. In this version you win as a team. You may or may not Alli with the opposing team. You can only win as a team so the opposing team may want to wipe you off the map fast or even perhaps leave you to devastate the computer hoping you wont destroy them in the process.

4 computers are smack in the center of the map defending the crystal in which you are trying to take to its new location from the previous STC. In this version you will be taking it to a beacon with 2 different beacons for 2 separate teams. The beacon closest to your team base is the beacon you will be taking the crystal to.

The old bases which once held human players are now empty and may expand to these 2 locations. From how aggressive the computer is and how the insane AI racks up the minerals you will be required to expand if your wanting to win or you will decently run out of minerals even though it is a mass mineral set up.

Watch yourself Terran Nukes in places you rather then not to and it keeps them coming.

older versions will be posted at a later time


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 Post subject: Re: Map Developers
PostPosted: Wed Jan 21, 2009 9:41 pm 
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I have more maps on top of these I submitted. Lost STC 2 as well as STC the original. STC Teams variations I do have and will post them as the 2 others I will have to edit STC teams to remake them. Not a big change but enough to make different game play. I lost the maps do to redoing my system and forgetting to save them in this loss I have lost another team UMS map which was really cool. Next map to send you fellas is frigid fear which is also a UMS

My last UMS is still in the works and has been for 4 years as the editor is a bit restrictive for me to get out that which I desire however its on the verge of completion.


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 Post subject: Re: Map Developers
PostPosted: Wed Jan 21, 2009 10:59 pm 
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Found a CD with all my old maps on it

http://files.filefront.com/steal+the+cr ... einfo.html

STC is a 4 players work as in team in separate bass. Allied up to the point of the vulnerability of the computer losing the crystal to a human player. Once that is in place allies turn to war enemy's fighting over that crystal and who can bring it to there base first. AI script set to insane


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 Post subject: Re: Map Developers
PostPosted: Wed Jan 21, 2009 11:09 pm 
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Frigid Fear

http://files.filefront.com/KEITH+ODDESS ... einfo.html

Free for all UMS

This map is a free for all with a twist. Players must defend themselves before ever thinking of facing off with there human opponents. Reason for this is 3 Insane AI of each race are out to stop your free for all frenzy and there is a catch. As much as the computer can attack you and your enemy you can only defend against it as there is a boundary you can not pass. The snow is marked in the zone of computer safety. Players can not even get a nuke to strike as it will vanish before landing. Computer will come at players at an unstoppable rate while you are defending you must kill off all your human opponents or let the computer do it for you. Its a test of survival. To win you must have no human opponents remaining and you must let the computer finish you off.

use and edit as you please just be sure to give my self and dark_fairytales credit for the original design


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 Post subject: Re: Map Developers
PostPosted: Wed Jan 21, 2009 11:11 pm 
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Steal the crystal 2

http://files.filefront.com/steal+the+cr ... einfo.html

Just like steal the crystal except with more difficult insane AI and no longer user selectable. You have all 3 races at your disposal


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 Post subject: Re: Map Developers
PostPosted: Wed Jan 21, 2009 11:23 pm 
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http://files.filefront.com/CWCrood+Wars ... einfo.html

A really old map of mine I created back in my old clan before [AFG] all fair games and even before FOD FURY OF DEMONS. I was a member of [CW] CROOD WARS kinda like BROOD WARS as it was a full on starcraft only clan

This is entirely my creation no help of dark_fairytales

main difference is the equality of the bases. my creations just cant compare to the map being 100% geometrical


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 Post subject: Re: Map Developers
PostPosted: Thu Jan 22, 2009 5:06 am 
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wahahahaha go go go thedarkbanshee!!!!!


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 Post subject: Re: Map Developers
PostPosted: Sat Jan 24, 2009 8:08 am 
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all my maps are sitting at 0 downloads O well despite the lack of downloads even though ppl say they will try them I will keep uploading more of my maps just not yet. Its 6:00 AM here so I don't have the time to do so ATM.


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 Post subject: Re: Map Developers
PostPosted: Sat Jan 24, 2009 1:39 pm 
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I actually popped in my dusty sc cd that I havent touched in years to try out some of these maps, it was pretty good when I played it on LAN. I think we should all meet up on bnet and try some of these maps sometime. Once the forums get a bit more flow, Im sure your maps will be better distributed. haha.
Keep up the good work dark! :thumbsup:


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 Post subject: Re: Map Developers
PostPosted: Sat Jan 24, 2009 6:57 pm 
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I'm glad you like them. Kinda odd my filefront account said there have been no downloads to any of them yet. I do know it does not always count every download I seen my own end up not being counted at times.

I like the hole get together IDEA

AFG TS is down ATM however it should be back up in a day or 2 and I can give you fellas the IP adress so we can talk while in b.net for easier communication in setting up a game.

Hope this sounds fun to others, test out what maps you like best then we can have this event. If you people like I can start us up an entire tournament for I host a website dedicated to gaming tournaments.

Glad you like the maps


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 Post subject: Re: Map Developers
PostPosted: Fri Jan 30, 2009 2:00 pm 
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Hey, Dark banshee, I joined because I really liked your maps and hope to find out some things... I'm doing a map of my own but I can't figure out the trigger for something. Maybe you can help me...

Basically it's a 4v4 ground wars game, where only ground units, transports, and observers are available for building (air unit spells are disabled). That part's easy and has been done for awhile. The hard part is I'm wanting to drop random nukes on the map to add more variety. I have tried everything from "create nuclear missle for player" to giving ghosts, etc, to player 9, which I found in scmdraft and having them nuke the area. Nothing is working...any ideas?

I also have a bunch of maps that I've created for my old workplace that I can find a place to upload as well if anyone wants them.

And yes, I'm up to trying out new maps as well.

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 Post subject: Re: Map Developers
PostPosted: Fri Jan 30, 2009 9:40 pm 
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aerowolf

You would be glad to know I got more maps on the way furthermore what you present to me as an issue seems like an issu I thought of knowing it would be hard to code. I think I do know the solution though. I been looking at some map editors I do not recall which one it was or what it was called however I can start looking for you and see about getting this to work. If I do find the editor I will let you know if you like you may also give me the map to see if I can find an alternative to the issue or perhaps find the proper editor for this can set you all up and may even teach you.

Get back to me on this


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 Post subject: Re: Map Developers
PostPosted: Fri Jan 30, 2009 9:56 pm 
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this map is the first map I ever made. large bases, comp is similar to insane AI do to map design.

CW CROOD WARS first map. http://files.filefront.com/CWCrood+Wars ... einfo.html


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 Post subject: Re: Map Developers
PostPosted: Sun Feb 01, 2009 12:24 am 
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I found the editor your looking for. I also tested it. Ran into a problem. Nukes can be placed but they do not fall and there is no speech of nuclear launch detected. I do know how to fix such an issue but you will have a slight animation problem do to the floating nuke unless you want to really put alot of effort into this project. First I say just getting it to work before working on the animation issue. What must be done is to make a location put in a switch trigger that activates at random to launch nuke or hold the nuke in place. When nuke launches make another trigger to set off the sound file nuclear launch detected. Make trigger to set off the nuclear launch detected text pop up then kill units at location all on the same switch. The nuke will float during nuclear launch detected so it will look funny but it will work. all units will die in location including buildings so it makes it a super nuke there is no damage in location only kill. what you can do though which takes extensive adding of triggers is when buildings die in location rebuild building with so many hit points left over. make it on its own active switch so that way it don't account this for when players attack buildings.

If you really want to go threw with this its alot of work. I will set up a simple example make it available for download and you can work from there.

also here is the editor I'm using to create this
http://www.creepcolony.com/scxe.zip


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 Post subject: Re: Map Developers
PostPosted: Sun Feb 01, 2009 6:07 pm 
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Hey, thanks darkbanshee... I knew it would be a ton of work when I started this project, as there IS no script for the random nuke drop. I thought of the kill everything scripts...that's easy to do. If I can find a map I've done previously...it has an example of that. I also thought of trying a script that would set building HP to certain percentages. That would be a decent fall-back point, but I really want to do actual nukes on account of the variable splash damage that can't be done in a script like that. The animation is something I would have to do at that point to make it completely authentic looking, but get to that when I get there, eh?

Oh, so THAT'S why the nuke never showed up when I created it! No wonder I couldn't see it. I'll send a copy of the map when I get it uploaded so you can look at it. But, at this point, I bit the bullet and went to 6 players so I can see if the AI script would actually work. I'd like to keep eight, but I'd also like to see if it could work.

I did get one map I've done up.
http://files.filefront.com/defense2scx/ ... einfo.html
This is a defense map, kind of loosely based on the evacuation Terran mission where you have to survive for so long against the Zerg. Basically, you have four people, who are set against attacks at certain intervals. Things get pretty hairy when up to 70 Ultralisks invade your base at five minutes to go. If you can get there, good for you. Four people in my old office, who played starcraft every week couldn't do it. There is also a trigger that kills your air units outside of your base. There's more to it, but the briefing will give you all the info that you need. I'll put up more as I get them uploaded.

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Last edited by aerowolf on Sun Feb 01, 2009 6:18 pm, edited 1 time in total.

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 Post subject: Re: Map Developers
PostPosted: Sun Feb 01, 2009 6:17 pm 
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Three more maps for ya'll.

Set money. No mining. Team that loses an ally gets extra funds to compensate.
http://files.filefront.com/SetMoneytrig ... einfo.html

The base map I am using to create my random nuke drop map. This is the original. Only ground units, transports, and observers available. No, the science vessel does not have its spells.
http://files.filefront.com/8+Ground+War ... einfo.html

Dark Banshee, this is the map I'm trying to make the random nuke map on. This has the triggers I've used so far and is currently being tested as the 8th computer to drop the nukes. I hope not to stay with this but we will see.
New Version in later post.


Oh, and DarkBanshee, I would really appreciate seeing a map that has those triggers working on them. Doesn't have to be pretty, just a demonstration would be great. Please don't bother with the randomization script. I've got that part down of what I want to do. For example, if you could have locations set up in map (marked somehow, like with a doodad) where each version is going off with like a 30 second time delay before they repeat, that would be great. Then I could go in the game and figure out which seems to be the best. I learn best by seeing the triggers themselves and hands-on stuff. Thanks a lot :bowdown: <= Bow to the king... :P And you're using the Xtra editor? I have 2.5, as 2.6 doesn't seem to want to work on my computer... I also have SCMdraft, if that helps. Oh, BTW, all the maps besides the random nuke drop were created using staredit (I didn't know of the others at the time :roll: ). So, yes, I'm fairly new at the advanced editors...

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Last edited by aerowolf on Fri Feb 06, 2009 3:45 pm, edited 3 times in total.

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 Post subject: Re: Map Developers
PostPosted: Sun Feb 01, 2009 6:31 pm 
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k, last map until I can find the older ones I had... this one was done as a tutorial for my dad who was quickly losing his eyesight. He thought the real game was too hard as he couldn't see half of the units (like lost SCV's etc), and so he wanted a game where each player would have one unit and we would chase each other around and the person would win when the other unit was destroyed. Norad 2 and hyperion make the appearance as the units of choice.

Triggers to note of is a recharging station for each player. I used to have teleporting triggers in there, but deleted it for simplicity. If people wish, I can reinstate those quickly. This is mainly a map for a different type of gameplay, but it was rather fun. You can still build other units and buildings, however, so that can add some complexity to it.
http://files.filefront.com/Tutorial2scx ... einfo.html

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