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Geek Culture / TheComet's Custom StarCraft maps

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TheComet
17
Years of Service
User Offline
Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 4th Jun 2010 22:24 Edited at: 4th Jun 2010 22:27
Hello everyone!


I have developed an interest in SC maps, and these are the maps I have created so far. The first few will look a little noobish, since they were the first I made. But the further down you get, the more quality they (should) have Enjoy! ^^

PLEASE READ DESCRIPTION OF THE MAP WHEN MAP TYPE IS "USE MAP SETTINGS". THERE IS USUALLY USEFUL INFO ABOUT THE TRIGGERS INVOLVED.

===================================================================

name : (2)Plain.scx
dimensions : 64x64
Players : 2
type : normal
download : http://www.mediafire.com/?t1knrn50kmq



A very simple map.

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name : (4)The Isles.scm
dimensions : 128x128
Players : 2-4
type : normal
download : http://www.mediafire.com/?x2ymzeyhwjz



The key on this map is to master transport and flying as soon as possible, and yet keep a good defense in your own base.

===================================================================

name : (8)The Matrix.scx
dimensions : 128x128
Players : 2-8
type : normal
download : http://www.mediafire.com/?jonlmo53ogj



You will need a lot of isles to gather enough space for your buildings. A combination of tanks+marines, hydralisks+Lurkers, or Reavers+Zealots work best on this map, but I don't recommend playing against a cp, since they are really good at rushing.

===================================================================

name : (4)Cross Meeting.scx
dimensions : 64x64
Players : 2-4
type : normal
download : http://www.mediafire.com/?ujhnnk2jcnd



This is where my map making took off at school. Everyone loves this map, I don't know why... I recommend downloading it.

===================================================================

name : (8)Cross Meeting.scx
dimensions : 128x128
Players : 2-8
type : normal
download : http://www.mediafire.com/?llnwynngnqw



Since Cross Meeting for 4 players cause a lot of grief because only 4 could play on it at a time, I made one for 8.

===================================================================

name : (2)Bridge War.scx
dimensions : 96x64
Players : 2
type : normal
download : http://www.mediafire.com/?a5moyk5yyud



A nice map for training your bridge+transport tactics. This map is perfectly balanced out because it was mirrored. Both players start at the bottom corners of the map, and work themselves upwards.

Over the first bridge from your base is a good place to place tanks or photon canons on top of the block separating both start bridges. You can keep a nice overview of what your enemy is doing by spying over.

Further up the map is a cross of four bridges. This point is vital to take control of so no ground troops leak into your half of the map.

I also placed two expansions in both top corners of the map. Resources are quite limited, so it's a war of efficiency really.

At the very bottom of the map in the middle is a little island, it may come in handy for air def, but probably not...

===================================================================

name : (2)Space Madness.scm
dimensions : 96x96
Players : 2
type : Use map Settings
download : http://www.mediafire.com/?hy3mnmkmqfj



One of my personal favorite custom maps. This map should be well balanced, since it has been mirrored on both axises.

One player starts in the top left, the other in the bottom right of the map. There is one ramp leading away from your main base into another expansion base, which is ended by a small choke for easy defense.

On the left and right middle of the map is another expansion set up, but I made it so the entry point is near to your base, but the actual expansion is near to the enemy base. This can head either way according to flying tactics and defense.

And last but not least, there is a fourth expansion in the opposite corners, but it can only be accessed by air.

MUST READ

This map has triggers programmed in it. On the map there are 6 psi-emitters. You are able to collect them with a worker, and bring it to the center of the map to activate a field view for more spying on your enemy.

===================================================================


I hope you get some enjoyment out of this, and I will be updating this thread with new maps that I bring every now and then.

TheComet

Isocadia
15
Years of Service
User Offline
Joined: 24th Jul 2009
Location:
Posted: 5th Jun 2010 08:43
Nice maps. I never played SC, but atm I'm playing the beta of SCII, and believe me, its frikkin nice. And the Space Madness looks really cool.

Good luck with making more maps

Isocadia

JLMoondog
Moderator
16
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 5th Jun 2010 13:30
Kul stuff. I still make WCII maps whenever I get bored. That use to be an obsession back in grade school.


TheComet
17
Years of Service
User Offline
Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 20th Jun 2010 01:11
@ Isocadia

Thanks! Glad you like Space Madness! I have watched a friend play SC2, and the old StarCraft looks like garbage compared to it I can't wait for it to come out

@ Josh Mooney

Thanks! Sadly I never got into WC2, but map making is cool in any game

@Everyone

I may be attempting too much right now, but I am making a god map. I will call it "OMG", and the function is the following : 6 players duke it out in a melee match like any normal SC game, while the 7th player plays god. God has his own realm at the bottom of the map where no mortal player can enter. God has the power to completely destroy the biggest army a mortal player can create with a flick of a finger, but also has the power to help players.

In the middle of the map will be a sacrifice circle where the mortals may sacrifice their units to please god. Of course, if players don't sacrifice, they could bring gods anger upon them.

God also has the possibility to set quests, and those that complete them, are rightfully rewarded.

Gods main goal is to keep all forces equally balanced out to have a fun and exciting game.

Here is a screenshot of the map:



Where there's good news, there is also bad news. According to my calculations, there are 2304+ Triggers to be programmed. With my average work speed calculated, this will take 77-154 days to complete.

TheComet

Isocadia
15
Years of Service
User Offline
Joined: 24th Jul 2009
Location:
Posted: 20th Jun 2010 10:31
Good luck xD. But that OMG seems really good, if you finish it, post it here and you will be sure to have 1 player up and running

Isocadia

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