All Maps of the TSI Members
TeamSix :: StarCraft 2 :: Maps
Page 1 of 1 • Share •
All Maps of the TSI Members
I thought we could have a topic with aaaaaaaall the maps of our people. I just copied the posts in here already of the ppl that have a mapthread on TL. Others please post in here.
FlopTurnReaver
SC:BW Conversions
Tau Cross
Great Barrier Reef
Heartbreak Ridge
Neo Requiem
Custom
Forgotten Paradise
Forgotten Paradise Winter Edition
Arathi Basin
Newest 7/28/2010
Extraction Point
Grebliv
SCBW conversions
(4) R-Point-sc2
(4) Roadrunner-sc2
(3) Triathlon-sc2
(4) Fortress - sc2
(4) Judgement Day-sc2
(4) Return of the King-sc2
Custom melee maps
(2) !?! (name pending)
(4) Cityscape
(3) Planeswalker
(2) Flying pony?
(4) Shuriken
(2) Tremor
(4) Septic
(4) Basin
(2) Boiler
(4) Roundabout
(3) Erosion
Monitor
Wizard 1v1: *New 8/4/10*
Changelog:
Cobra 1v1:
Changelog:
v1.2 Map Overview:
v.1.1 Map Overview:
v.1.0 Map Overview:
neobowman
Finished Maps
New:
used man
Proximity
SandTrap
Polaris Rhapsody
Migration
The people are in alphabetical order so don't come crying
FlopTurnReaver
SC:BW Conversions
Tau Cross
- Spoiler:
- Overview

Features
Players: 3
Size: 132 x 132
Starting Locations: 5 o'clock / 9 o'clock / Bottom Right
Expansions: 6 Normal, 3 High Yield (Blocked by Destructible Rocks)
Pictures
Overview
Top Right Main Base + Natural + High Yield
Natural Expansion of 9 o'clock Base
High Yield Expansion at the Bottom Right
Center with Watch Tower
Upcoming Changes:
-
Great Barrier Reef
- Spoiler:
- Overview

Features:
Players: 3
Size: 144 x 144
Starting Locations: 12 o'clock / 4 o'clock / 8 o'clock
Natural expansion has one mineral patch only 60 minerals worth.
The sides are blocked with minerals which have to be mined out to get passed.
Pictures:
Overview
12 o'clock base with Natural
4 o'clock base with Natural
8 o'clock base with Natural
Double expansion / Mineral walls at 6 o'clock
Center with Watch Tower
Changes:
Adjustements at the Base Sizes
Heartbreak Ridge
- Spoiler:
- Overview

Features
Players: 2
Size: 132 x 100
Starting Locations: 3 o'clock / 9 o'clock
Expansions: 9 (1 High Yield blocked by Destructible Rocks)
One Mineral patch in the corner of top right and bottom left worth 25M as blockage.
Pictures
Overview
Main Base + Natural
3rd Base
4th Base
Mineral Onlyonegas Expansion
Center High Yield Expansion
Upcoming Changes:
-
Neo Requiem
- Spoiler:
- Overview

Features
Players: 4
Size: 142 x 132
Starting Locations: 12 o'clock / 3 o'clock / 6 o'clock / 9 o'clock /
Expansions: 8 Normal, 4 High Yield (Blocked by Destructible Rocks)
Pictures
Overview
8 o'clock high yield expansion
9 o'clock Main Base
Bottom Right 3rd & high yield expansion
Center with Watch Tower
Upcoming Changes:
-
Custom
Forgotten Paradise
- Spoiler:
- Overview

Features
Players: 2
Size: 138 x 106
Starting Locations: Top Left / Bottom Right
Rush Distance (Worker): 36 sec
Expansions: 11 (1 high yield blocked by 2 destructible rocks)
Pictures
Overview
Top Left Main Base with Natural and 3rd Expansion
12 o'clock Expansion
Top Right Expansion
Center platform accessible by 6 ramps
Remains of the Zerg invasion
Sketch I made beforehand
Upcoming Changes
Sizing up the mains.
Forgotten Paradise Winter Edition
- Spoiler:
- Overview

FeaturesPlayers: 2
Size: 138 x 106
Starting Locations: Top Left / Bottom Right
Rush Distance (Worker): 36 sec
Expansions: 11 (1 high yield blocked by 2 destructible rocks)
Pictures
Overview
Main & Natural Base
3rd Base
4th & 5th Base
Center Platform
Zerg fightiiiiing! (Now with new burning wrecks \o/)
Upcoming Changes
Sizing up the mains.
Arathi Basin
- Spoiler:
- Overview

Features
Players: 2
Size: 132x132
Starting Positions: Top Left / Bottom Right
Rush Distance (Worker): 43 Seconds
Expansions: 8 Normal, 1 High Yield (Blocked by Destructable Rocks)
Pictures
Overview
Bottom Right Base (Defiler's Den) & Natural Expansion (Farm)
Top Left Base (Trollbane Hall) & Natural Expansion (Stables)
Top Right Expansion with Backdoor Expansion (Mine)
Bottom Left Expansion with Backdoor Expansion (Lumber Mill)
3 o'clock Expansion
9 o'clock Expansion
Middle High Yield Exp. (Blacksmith)
Changes
1.1
Center
- Destoyable Rocks at the expansion
- Wider ramps at the 12 and 6 o'clock pos.
- Additional entrance at the 3 and 9 o'clock pos. (as wide as the other ramps)
- Destroyable rocks at the 3 and 9 o'clock entrances
Other
- Bottom Watchtower slightly moved to the left
- Wider chockes going out of the natural expansions towards the Watch Towers
- Wider Bridges outside of the natural expansions
- Some small texture/doodad changes
1.2
Center
- Removed 3 o'clock entrance
- Added entrances at 2, 4 and 8 o'clock, blocked with destroyable rocks
Other
- Small Texture/Doodad changes
Newest 7/28/2010
Extraction Point
- Spoiler:
- Overview

Features
Players: 2
Size: 100x132
Starting Positions: 5 o'clock / 11 o'clock
Rush Distance (Worker): 35 Seconds
Expansions: 6 Normal, 2 High Yield (Blocked by Destructable Rocks)
Backdoor Expansion on Higher Ground with a Backdoor Entrance blocked by Destructable Rocks
Pictures
Overview
11 o'clock Base with Natural & Backdoor Expansion
9 o'clock Expansion
Top Right High yield Expansion
Center with 2 Watch Towers
MSPaing drawing I made beforehand. Didn't quite turn out the way I expected^^
Upcoming Changes
-
Grebliv
SCBW conversions
(4) R-Point-sc2
- Spoiler:

scbw -> scII thread
(4) Roadrunner-sc2
- Spoiler:

Fixed (narrowed) path leading from 3rd to hostile? ramp.
Fixed 6 o'clock nat (main and 3rd), was a bit off.
Pic not 100% up to date, some texture/doodad fixing
----old----
Should be somewhat functional due to a mild case of ocd.
Special thanks go to the editor which would only convert the mineral patch locations.
Still have to fix the minerals, just using what the editor churned out which is ok apart from mules getting stuck at some nats (will be fixed soon, just have to re-upload).
Download link is still old version, will re-upload soonish.
More pics:
(3) Triathlon-sc2
- Spoiler:

Kind of in the works still somewhat.
[s]Switched out the arbiter/egg-stuff for the good old rocks, kind of a way different gameplay but w/e[/s] or not since egg stuff still works, need the right values but it's got a working invisiegg mechanic
(4) Fortress - sc2
- Spoiler:

"Mineral gates"
(4) Judgement Day-sc2
- Spoiler:
Fixed the mid a bit, was off (new upload up later, pic up to date)
(4) Return of the King-sc2
- Spoiler:

Custom melee maps
(2) !?! (name pending)
- Spoiler:

2 player map with a wide, long & somewhat barren middle and expos around the edges.
With explanations/more pics:


Tower ranges.
(4) Cityscape
- Spoiler:
4 player map, somewhat similar to metalopolis I guess, in tileset obviously as well as layout (partially).
Still contemplating tower placements (as well as possible los blockers)
Alternative angle
(3) Planeswalker
- Spoiler:
Old:[spoiler]
Thread
(2) Flying pony?
- Spoiler:

132x134 playable or something, pretty much exactly the same as Lost Temple.
[s]Still a work in progress pretty much so no dl link yet.[/s]
Thread
(4) Shuriken
- Spoiler:
thread
(2) Tremor
- Spoiler:
thread
(4) Septic
- Spoiler:

thread
(4) Basin
- Spoiler:

4 Mains and a middle "rotationally symmetric".
"Andromedra'ish" style cliffable natural.
Mains not cliffable.
More pics:
(2) Boiler
- Spoiler:

Changed outer min-only expos to normal gas ones.
nat not tankable from across the chasm (buildings behind the line may be).
Added destructible debri to third choke for easier defence
----old----
The mid is kind of weirdish as you need 2x cc/nexus/hatch to claim both patches effectively.
More pics:

(4) Roundabout
- Spoiler:

Main ramp is wide but walled off to a normal size by the destructable rocks.
Sieging the main from one of the 3rd's cliff needs air spotting.
[i]More pics:
(3) Erosion
- Spoiler:
Red things are mains, bit asymmetrical but hopefully not too.
Somewhat small number of resources available.
Main (unless the elevated nat counts as a cliff) and third not cliffable.
More pics:
[/i]
Monitor
Wizard 1v1: *New 8/4/10*
- Spoiler:

Wizard is a semi-complex 1v1 map meant for competitive play. Doo-dads are unfinished. Here are some key features:
-Ice tileset!
-Mains are 8 o'clock and 3 o'clock
-Mains have easy to take natural, with surrounding ledge for unusual gameplay
-Two flank routes are easily taken to avoid a center push
-4 bases, 2 high yield
-No back doors into main/natural
-Lots of harass potential, macro or micro focused
-Published, check it out!
Main, natural, third, and fourth:
Changelog:
- Spoiler:
- <none>
Cobra 1v1:
- Spoiler:
Overview:
In this final version, there are many changes.
-- Back door minerals are now only 20min/patch
-- Top-half of the map redone to be mirrored
-- Textures added
-- Doodads added
Top Down:
Main, natural, and 3rd:
3rd and 4th Base:
Middle:
Type "Cobra" in US server to play it!
Changelog:
- Spoiler:
- v1.3 Map Overview:
[spoiler] Changes:
-Increased size of third
-Drop zone behind main (with LoS blockers)
-Texture changes
-minerals replacing Destro. rocks [too easy to make back door]
Overview:
Mains/Drop Pads:
v1.2 Map Overview:
- Spoiler:
- Texture Work, minor landscape changes.

v.1.1 Map Overview:
- Spoiler:
-Mains raised to high ground
-Destructible rocks replacing minerals
v.1.0 Map Overview:
- Spoiler:
Stratus Ice is loosely based off of Fading Realm from Brood War. Mains are on low ground, with easy to take naturals. Wall off options are very distinct, because different locations will completely change game play.
Top View:
Base Explanation:
Natural's Blocked Choke:
Center Close-Up:
So hopefully you can understand from the pictures, but here are some details.
-4 bases
-main on low ground
-easy natural (early game at least)
-relatively hard to defend main
neobowman
Finished Maps
- 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
- Katrina SE:
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
Side View]
New:
- 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
Side View]
used man
Proximity
- Spoiler:


Proximity is my favorite of these four maps at the moment. From my experience, Proximity plays out quite well. So far, i'm quite satisfied. Proximity is most likely going to be in the east vs west tournament map pool.
DL:Proximity
SandTrap
- Spoiler:

A desert canyon with 10 bases. The main features are the two flank routes to counter slow mech pushes. The most notable feature of sandtrap, are the base extensions directly to the side of either base, and connected by destructible rocks. these could hide tech, be extra space in a crowded base, a landing location for a doom drop among other things
DL:SandTrap
Polaris Rhapsody
- Spoiler:

This is a remake of Polaris Rhapsody from Brood War. The legacy tool crashes when presented with the larger ramps and longer bridges made in the modified editor, so i was forced to make this using a reference picture. I believe it is the right size, but it still might be a little big for starcraft 2.
DL:Polaris Rhapsody
Migration
- Spoiler:

Migration is something of a side project. I havent gotten much testing in as of now, but it doesnt seem to create very interesting games. Feedback would definitely be appreciated on this one.
DL:Migration
The people are in alphabetical order so don't come crying
Last edited by FlopTurnReaver on Mon Aug 09, 2010 10:47 am; edited 1 time in total
FlopTurnReaver- Posts: 7
Join date: 2010-08-07
Re: All Maps of the TSI Members
http://www.teamliquid.net/forum/viewmessage.php?topic_id=136834
Tis my map thread.
Tis my map thread.
neobowman- Posts: 9
Join date: 2010-08-07
Similar topics» want maps bro
» Welcome, SWAT 4 Maps
» Welcome, SWAT 4 Maps Page
» Plazma Burst 2 Topicals-Maps
» Fresh Meshes converted to work in OGRE(FH Maps)
» Welcome, SWAT 4 Maps
» Welcome, SWAT 4 Maps Page
» Plazma Burst 2 Topicals-Maps
» Fresh Meshes converted to work in OGRE(FH Maps)
TeamSix :: StarCraft 2 :: Maps
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum