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SC2 Mapping Contest Entries

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

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

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...
I can not be alone...

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

Rank: Regular

  • 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!

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.

(user posted image)

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

Addicted to SEN Games -Add more!-
Rank: Veteran
Impossible One

  • 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:

-> 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.


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

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.


Post #5     Temp May 23 2010, 4:37 pm

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.


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

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.
sc2map file
Zone Control beta 1.0.SC2Map (343.48 kb)
9 hits.


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

Still here, sometimes.
Rank: Veteran
Mech Combat
Fight to the death with other Mechs.

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

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)

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:
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.

(user posted image)
(user posted image)


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.
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)

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

Rank: Veteran
Not even close to finished. Time to watch LOST.

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.

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[04:26 am]
trgk -- That 00 was for compatibility with original starcraft, according to icecc src
[04:24 am]
jjf28 -- cool i was looking for that list earlier :)
[04:22 am]
O)FaRTy1billion -- This program is fun because it lets you see how the Disable Doodad State animation works with non-doodad units, and then various other animation states that could potentially be used similarly.
[04:21 am]
O)FaRTy1billion -- Because if that big block of 00s is used for something then several animations will very likely have different 'extended' animations than what the program currently shows.
[04:20 am]
O)FaRTy1billion -- Since the IDs are at the end of the file in pairs of ID + offset
[04:20 am]
O)FaRTy1billion -- Also I could look how SC loads iscript .. because in iscript.bin there is a whole big list if 0s and the beginning and I'm guessing it might list the IDs there or something.
[04:19 am]
O)FaRTy1billion -- "trgk -- 'ld be more better if it can load iscript.bin and can reload iscript automatically if iscript.bin changes." I could probably add that. I really only made this because I was bored and it sounded fun. :P
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