[skip all navigation]

SC2 Mapping Contest Entries

Creator: Forsaken Archer
Time: May 22 2010, 5:22 pm

Post #1     Forsaken Archer May 22 2010, 5:22 pm

[Avatar]
offlinecontact
Rank: Elite
Entry topic for Starcraft II Mapping Contest #1

Made this topic a bit late, as such, I'm granting a 24 hour extension. Post your entries along with your wiki/resource sen links that shows how you progressed with the galaxy editor in ways you can share with other mappers.

Please only post entries here, keep discussion in the topic ( Starcraft II Mapping Contest #1 )
This post was edited 3 times, last edit by isolatedpurity: May 23 2010, 8:25 pm.

I can not be ignored...
DON'T THINK YOU'LL LEAVE WITHOUT ME!
I can not be alone...
JUST SAY YOU'LL NEVER LEAVE ME!
Top

Post #2     Swampfox May 22 2010, 6:59 pm

[Avatar]
offlinecontact
Rank: Regular
ISOLATION

Featuring:
  • Day/Night Cycle
  • Cool Text Tag things
  • Custom UI
  • 'No Pathing' Pathing!
  • Imported Icons/Sounds
  • Other stuff... You'll see!


Resources Made:


It isn't quite finished though... (barely even halfway I suppose) This is all I could get done in the limited time I had to work on it each day. I'll be working on tutorials throughout today and tomorrow, so stay tuned!

Enjoy!
Attachments:
sc2map file
Isolation.SC2Map (4.19 mb)
14 hits.
This post was edited 4 times, last edit by Swampfox: May 25 2010, 1:48 am.

Top

Post #3     payne May 22 2010, 10:19 pm

[Avatar]
Addicted to SEN Games -Add more!-
offlinecontact
Rank: Veteran
Impossible One

Featuring:
  • Basic defeat/victory triggers
  • A lot of strategy required to beat


Finished product.
Not many triggers involved as you can see.
This permitted the community to benefit of:

Quote
-> 2 tutorials (because I actually had to figure our how to do these stuff to publish my map).-> A lot of advertisement: an early version of this map has been part of the 8 most played custom maps for a few hours yesterday night (and there were much more maps published than only 8). In the description of the map, there's a "Visit us @ http://www.staredit.net/", which means only clicking on the map to see its icon showed the site. The starting screen had advertisement too. By the way, the game, when I left B.net, had a popularity of "180-ish game hosted in the last hour".
-> An easy-to-find-and-to-understand "defeat/victory" trigger example (inside the map).

- Download -
- Newest version -

Please leave feedbacks! =D
This post was edited 4 times, last edit by payne: May 28 2010, 4:00 pm.

Top

Post #4     Sixen May 23 2010, 7:00 am

[Avatar]
offlinecontact
Rank: Member
My submission is called "Find the Dot." In essence, it's an extremely simple map, however I wrote it in pure Galaxy. The unit is randomly created through Galaxy, the locations and game time are tracked through Galaxy, everything. As of right now, it's basically supposed to be an example type map for Galaxy that gives a little bit of fun to it, hehe. I used the API Docs we have on Mapster to create it. Hopefully, people will be able to take this map and learn the advantages Galaxy has over using the GUI. While Galaxy isn't for the average user, it's extremely powerful and anything can be done with it. The Galaxy Scripting itself was done through SC2Mapster's third party Editor (MilkyWayEdit) because GE lacks in that area.

Basically, the objective is to Find the dot! Everything you see here is done through Galaxy, no triggering whatsoever.

EDIT: Download.
EDIT2: Map updated.
This post was edited 4 times, last edit by Sixen: May 23 2010, 9:39 pm.

Top

Post #5     Temp May 23 2010, 4:37 pm

[Avatar]
offlinecontact
Rank: Regular
Capture Points

Tutorial I wrote for the SEN wiki is here http://www.staredit.net/starcraft2/Built_On

sc2map file Lost_Temple_(Capture Points).sc2map (1.37 mb) -- 6 hits
sc2mod file Capture_Points.SC2Mod (20.87 kb) -- 5 hits

The SC2Mod file belongs in the mod folder in your SCII folder.

Top

Post #6     LooKe May 23 2010, 8:41 pm

[Avatar]
offlinecontact
Rank: Member
Zone Control Beta 1.0
Based on the original zone control.
  • Can currently upgrade weapons, armor, stim, combat shield, bunker armor, bunker range.
  • Working Masser
  • Working Bunker Builder
Let me try many things so I could get a better understanding of how the editor worked.
Because of this I've started making video tutorials here: JB4's Tutorials
If I didn't have this project to progress with, I would have given up by now.
Attachments:
sc2map file
Zone Control beta 1.0.SC2Map (343.48 kb)
9 hits.

Top

Post #7     Centreri May 24 2010, 2:09 am

[Avatar]
If I were as smart as I think I am...
offlinecontact
Rank: Veteran
Mech Combat
Fight to the death with other Mechs.

Features:
Physics system! Accelerate down ramps, decelerate up them, and fail to climb steep ones.
Environmental changes.
Gorgeous terrain.
Custom GUI (currently nonfunctional. <_<)

Controls:
E to accelerate.
D to decelerate.
S is to turn left.
F is to turn right.
Z to lock/unlock camera (to better use the scouts - no range limit!)
W for nitro (somewhat buggy)(uses energy)
R for repair (usable only when speed == 0) (uses energy)
V for a 180 flip (usable only when speed < 3)
Left click to shoot a basic projectile (needs to be completely redone, temporary - 10 energy)
Right click to set a scout (uses 80 energy)

Plans:
More weapons to switch between, using bar on the bottom.
Nicer-looking health/energy/speed display, no slope display.
14-16 players.
Custom Minimap

Things to try:
Shooting
Imagining how awesome hiding behind bushes, setting up a scout and ambushing someone is.
Abusing the slope system to climb up outrageously steep cliffs at an angle.

Screenshots:
(user posted image)
(user posted image)

Resources:
http://www.staredit.net/starcraft2/Slope
http://www.staredit.net/starcraft2/ESDF
http://www.staredit.net/starcraft2/Physics
http://www.staredit.net/starcraft2/Detecting_if_a_unit_is_in_water

In-Map resources: Examples on how to do things from physics to using dialogs to GUI to changing the lightning. Additionally, the "Periodic" function under the "Physics" folder is commented and contains information on how to detect slope, use it to increase/decrease speed, how to create an acceleration-based (as opposed to velocity-based - ie, E sets acceleration to x, not velocity to x) movement, how to effectively implement a gradual turn, how to detect when a unit is in water, and some more stuff. My map is pretty well organized.
Attachments:
sc2map file
MechCombat.SC2Map (421.28 kb)
12 hits.
This post was edited 3 times, last edit by Centreri: May 24 2010, 6:04 am.

(user posted image)
Top

Post #8     Demented Shaman May 24 2010, 4:51 am

[Avatar]
offlinecontact
Rank: Veteran
Not even close to finished. Time to watch LOST.

MY CONTRIBUTIONS. ALL ARE USED IN MY MAP.
http://www.staredit.net/starcraft2/Spawn_units
http://www.staredit.net/starcraft2/Unit_abilities
http://www.staredit.net/starcraft2/Leveling_units
http://www.staredit.net/starcraft2/General_Tips
http://www.staredit.net/starcraft2/Sharing_Units
http://www.staredit.net/starcraft2/Timed_Life
Attachments:
sc2map file
sta47.SC2Map (550.83 kb)
13 hits.
This post was edited 1 time, last edit by devilesk: May 26 2010, 9:32 am.

Top
0 members in this topic (italic members are currently writing a reply): None
+ guest(s)


[07:18 am]
:DevliN: -- Aw shucks.
[07:15 am]
RexyRex -- whoever pays for the server here is my hero
[06:20 am]
O)FaRTy1billion -- an esseetoo clan
[05:55 am]
jjf28 -- dat 'an'
[05:51 am]
[05:30 am]
Wing Zero -- We have an SC2 clan?
[05:15 am]
RIVE -- ACDC does co-op even still work?
Please log in to shout.