IeZaeL Profile Joined July 2012 Italy 967 Posts #1







So i decided to sit down a bit and write this thread , to provide some kind of start for whoever wants to get into mapmaking or wants to have some solid layouts to experiment with. Also to showcase the work i've done in the past year. For these reasons at the end of the post im going to add a folder with a big part of the maps i have done , might be useful for someone.

I want to start showcasing 3 of the best maps i think i made ( they are the maps in the banner ) and the reason they are here. I will cover them both layout-wise and aesthetics-wise.

Lets go!



So i decided to sit down a bit and write this thread , to provide some kind of start for whoever wants to get into mapmaking or wants to have some solid layouts to experiment with. Also to showcase the work i've done in the past year. For these reasons at the end of the post im going to add a folder with a big part of the maps i have done , might be useful for someone.I want to start showcasing 3 of the best maps i think i made ( they are the maps in the banner ) and the reason they are here. I will cover them both layout-wise and aesthetics-wise.Lets go! Layouts

1.Countdown





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I designed this map with a clear intention of pushing the metagame into a more aggressive one. Since we cant change the units , change the maps

Anyway , the natural is pretty similar to Sejong station , with a medium-difficulty base just after the rocks are taken down. This picture explains it ;

+ Show Spoiler +



Instead , if we go with a more standard approach , there's a pretty easy to take base just down your natural. Sounds better ? You might want to look at the map a bit more :

there is a lot more surface area for your enemy to attack you , plus a lot of dead air space in your main ;

+ Show Spoiler +

Now , its pretty clear option 1 is better , and going later in the game , it allows for a better transition into other bases ( gold base in particular ). Lets take a look of enemy's attack path in option 1 ;

+ Show Spoiler +

and now in option 2 ;

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Its pretty clear getting the low ground third will get you pressured hard in the later stages of the game. Once again , this shows the " hard to take , easy to mantain ".

Bonus pic , how I imagine a full game on Countdown ;

+ Show Spoiler +





I designed this map with a clear intention of pushing the metagame into a more aggressive one. Since we cant change the units , change the mapsAnyway , the natural is pretty similar to Sejong station , with a medium-difficulty base just after the rocks are taken down. This picture explains it ;Instead , if we go with a more standard approach , there's a pretty easy to take base just down your natural. Sounds better ? You might want to look at the map a bit more :there is a lot more surface area for your enemy to attack you , plus a lot of dead air space in your main ;Now , its pretty clear option 1 is better , and going later in the game , it allows for a better transition into other bases ( gold base in particular ). Lets take a look of enemy's attack path in option 1 ;and now in option 2 ;Its pretty clear getting the low ground third will get you pressured hard in the later stages of the game. Once again , this shows the " hard to take , easy to mantain ".Bonus pic , how I imagine a full game on Countdown ; 2.Emerald Plaza





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This is also a good example of an aggressive map style. It features a main central corridor which is used pretty much the entire game , but beware the highground pods ! These are the true heart and soul of the map , making each expansion a big choice. Where will you build your next base? As always lets use some pics to understand better; + Show Spoiler +

Its a pretty straightforward concept , but careful about destroying some rocks to push faster , this may turn on you : + Show Spoiler +

Next question , where do you follow your expansion pattern? On this map , this is based about the number of rocks killed. Look at the differences about these 2 images

+ Show Spoiler +

+ Show Spoiler +

Lets take a look at the enemy attack paths;

+ Show Spoiler +

If you stay passive on your 3bases , you will get overwhelmed. To win , you need to attack , a lot of times and from difference angles.

+ Show Spoiler +





This is also a good example of an aggressive map style. It features a main central corridor which is used pretty much the entire game , but beware the highground pods ! These are the true heart and soul of the map , making each expansion a big choice. Where will you build your next base? As always lets use some pics to understand better;Its a pretty straightforward concept , but careful about destroying some rocks to push faster , this may turn on you :Next question , where do you follow your expansion pattern? On this map , this is based about the number of rocks killed. Look at the differences about these 2 imagesLets take a look at the enemy attack paths;If you stay passive on your 3bases , you will get overwhelmed. To win , you need to attack , a lot of times and from difference angles. 3.Galactic Sorcerer





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As you can probably tell , this is the most un-standard layout of the 3. For the third , you must choose between a easy-to-take gold base , which is hardly defendable from highground harass , a hard-to-take gold base which is easily defendable , and or a standard base which can be harassed from the other side. I highlighted all 3 cases

+ Show Spoiler +







Lets take a look at the various attack paths this map offers , on a 4 bases game:

+ Show Spoiler +

There's hardly anything more exciting on starcraft than getting a very spread army fighting in multiple places to advance ,and i think on this map there's a pretty high chance of this happening.

+ Show Spoiler +







As you can probably tell , this is the most un-standard layout of the 3. For the third , you must choose between a easy-to-take gold base , which is hardly defendable from highground harass , a hard-to-take gold base which is easily defendable , and or a standard base which can be harassed from the other side. I highlighted all 3 casesLets take a look at the various attack paths this map offers , on a 4 bases game:There's hardly anything more exciting on starcraft than getting a very spread army fighting in multiple places to advance ,and i think on this map there's a pretty high chance of this happening. Aesthetics

1.Countdown









So what are looking at here ? These are 2 examples of the aesthetics on this map. The first features the lowground desert , which is generally made of simple and repetitive textures , with very low doodad count. Hey , have you ever seen a desert with stuff all going on ? No It is not perfectly clear , but you also see a shot at the highground platform. Platforms are manmade , so you have pretty repetitive patterns everywhere.

Second pic features the central doodads. Always try to get something good in the more important paths , so players and viewers will see your work more often.



So what are looking at here ? These are 2 examples of the aesthetics on this map. The first features the lowground, which isHey , have you ever seen a desert with stuff all going on ? No It is not perfectly clear , but you also see a shot at the highground platform. Platforms are, so you have pretty rSecond pic features the. Always try to get something good in the more important paths , so players and viewers will see your work more often. 2.Emerald Plaza









First pic is from a corner of the map , and showcases some little kitbashing with the Protoss statue , and a texturing style for the grass i must admit i like a lot. You start with a base of dark green grass, then paint the dirt "paths" and refine.

Second pic features an interesting "unit+doodads" use.



First pic is from a corner of the map , and showcases somewith the Protoss statue , and afor the grass i must admit i like a lot. You start with a base of dark green grass, then paint the dirt "paths" and refine.Second pic features an interestinguse. 3.Galactic Sorcerer









In the first picture we see another desert , and it pretty similar to the one in Countdown, while in the second we get some cool mar sara decorations. Always be creative , dont stick with the Blizzard tileset , sure they are good , but after some time they become obsolete and boring as hell.









Map Pack



As promised , here it is the big map pack containing all my maps. You are free to use them , just please dont upload copies and copies again



Contains 52 files;

Amber sun , Andromeda , Avangard , Axia shrine , Big Game hunters , Blackbird , Bloody ridge , Blood marsh , Burning Water , Countdown , Crossing stories , Deadgaem , DeserTec 2.0 , Destination , Dragon Fist , Elder forest , Emerald Plaza , Fallen dreams , Tombstone , Fragments of time , Fringe world , Galactic sorcerer , Sacred Path , Iron Curtain , Karonte , Map Jams map , Match point , Neo Tau Cross , Orichalcum , Outpost , Toxic Outpost , Pittsburgh , Providence , Python , Sand land , Skyline , Spoils of War , Roadrunner , Tenarsis City , The sewers , Zerus Highland , and many Work in progress maps.



Thank you for reading , i hope to see some feedbacks and lot of new mapmakers coming in to make some awesome maps ! In the first picture we see another desert , and it pretty similar to the one in Countdown, while in the second we get some cool mar sara decorations. Always be creative , dont stick with the Blizzard tileset , sure they are good , but after some time they become obsolete and boring as hell.As promised , here it is the big map pack containing all my maps. You are free to use them , just please dont upload copies and copies againContains 52 files;Amber sun , Andromeda , Avangard , Axia shrine , Big Game hunters , Blackbird , Bloody ridge , Blood marsh , Burning Water , Countdown , Crossing stories , Deadgaem , DeserTec 2.0 , Destination , Dragon Fist , Elder forest , Emerald Plaza , Fallen dreams , Tombstone , Fragments of time , Fringe world , Galactic sorcerer , Sacred Path , Iron Curtain , Karonte , Map Jams map , Match point , Neo Tau Cross , Orichalcum , Outpost , Toxic Outpost , Pittsburgh , Providence , Python , Sand land , Skyline , Spoils of War , Roadrunner , Tenarsis City , The sewers , Zerus Highland , and many Work in progress maps.Thank you for reading , i hope to see some feedbacks and lot of new mapmakers coming in to make some awesome maps ! Author of Coda and Eastwatch.