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Obelisk Defender Project (1)

AbandonMaps - Doubotis

Apr 05, 2011 Release
Origins In the SC2 Editor universe, I began several ideas and concepts, but several of them are now abandoned. I don't have any time to finish these maps, but a lot of programming and data editing has been done. These maps can be an interest for somebody, like you. This map project will contains all abandoned maps from Doubotis. Abandoned Maps Current Abandoned Maps : 3. Obelisk Defender Project - See the description page - Download. Assassin's Creed Project - See the description page -...
image

Tychus beatiful journey

Mar 31, 2011 Alpha
Alpha version should i continue the map creating?

Ability Maps

Mar 28, 2011 Release
Custom SC2 abilities by Southpaw444 aka Startographer444.

Starcrisis Pre-Pre-Pre-Alpha

Mar 23, 2011 Alpha
Lightgun-StyleGamePOC(Pre^99 alpha)
Colony 219 Logo

Colony 219

Mar 18, 2011 Planning
The goal of Colony 219 is to create a story-driven point-and-click adventure style game spanning several maps that will have the player solving puzzles and riddles to unravel the plot. Game delivery will be episodic with new maps/story advancements being delivered as they are ready. Combat will be light but full featured, implemented in the style of hack-and-slash ARPGs like Diablo (only with missiles and guns in place of swords and spells). The game will feature custom graphic elements,...
HiveMind Melee

HiveMind Melee

Mar 16, 2011 Release
Red team vs Blue team, multiple players control 1 base in an otherwise standard SC2 1v1 game. In other words, multiple players act as a single player in a 1v1. Split responsibilities, micro as an offensive player, macro as the builder, do whatever suits you. Work together to defeat the enemy team.
Tanks

Codename Hope [1 player] [scenario]

Mar 14, 2011 Alpha
Untitled Project [Codename Hope] During the multiplayer beta, I experimented with the map editor a bit. I started working on a single player campaign, and while it seemed cool at first, things quickly got frustrating. The map was way to small, important scripted events were buggy, AI was pretty much non-existent. I didn't know much about code structure, so, even though I was using the GUI, triggers quickly became a complete mess. Since then I've learned PHP, and knowing the way a programming...
Pirates Vs. Merchants

Pirates Vs. Merchants

Mar 10, 2011 Alpha
Intro A game that sets a team of "Merchants" against a team of "Pirates". Each team is competing to make a certain amount of money (as a team). Merchants try to ship goods (units) between towns in order to make a profit. For example, they can purchase a marine from Town A for 60, transport it to Town B, and sell it for 80. Merchants can use both ground transports and air transports to transport goods. Pirates try to attack the merchants' transport units. Pirates earn minerals for every...
1

Generic Stealth map

Mar 07, 2011 Release
This map was made by me while my internet was down. I thought about putting more effort into it, but I just failed to see the point because this entire mapmaking thing that Blizzard has setup for us is just a big popularity contest, where if you're not already on pages 1 thru 3 then you're never going to have anyone play your map unless you personally make people play it with you. I find that very sad. Anyway, here's the deal. It works completely fine, so I'm setting this to Release. Its a...

Create Actor Scope action bug

Mar 06, 2011 Release
The Create Actor Scope action works perfectly, yet always gives an error.

Custom UI Limitations

Feb 26, 2011 Release
This is a test map showing the Custom UI limitation. If only we could get Blizzard to add the functionality to initiate targeted abilities from triggers, then Custom UI's would be much more feasible. In the example I am using mouse move tracking to try and create a 3D splat (similar to what you normally get when casting a targeted ability from the command card). In single player testing it works okay, but online it's just not usable due to latency. In one of my released maps I was previously...

Insanity Tower Defense

Feb 25, 2011 Planning
Insanity Tower Defense brings a unique style of play to the TD genre. It has a competitive twist to it. You need to hold a sector or area of the map in order to build towers on it, keep in mind, players can kill your towers to take over your claimed sector. This is very experimental and if it does not go well it will probably end up being a regular TD. If your interested in testing, PM me. Features: Fight your friends to claim areas on the map to build towers. Maze through increasingly...
Blistering Sands RP

Blistering Sands RP

Feb 17, 2011 Alpha
So you're playing a map, and you win/lose and you want a rematch. Problem is, you have to go back and recreate the game and make sure that your friend/stranger joins and restart the entire game. With this map, all you have to do is type "Replay?" and it sends it to your opponent. If your opponent agrees, the game "resets" (Minerals, gas, destructables,all units killed) and you can choose whatever race you want to replay with. Simplifies the process of getting back into the game. Best part is,...

DBZ Fusions BETA

Feb 14, 2011 Alpha
I've been trying to publish this new version of DBZ Fusions from SC, but keep getting stuck at 0% upload. I've tried deleting variants & recreating over and over, no success at all. Also started from nothing set in map properties but name & built up from there, testing different combinations (tried to make all values match w/, w/o team properties). If anyone could find a way to make this publish to B.net, I, my brother and our friend would appreciate it immensely. Thanks!
New Overview

Triton

Feb 03, 2011 Release
A winter style melee map! (aka 1v1 map) Players have 4 possible starting locations with a fairly easily defended natural expansion. Back door entrances lead to the main, but are blocked by extra destructible rocks. One path leads to the enemy, however, other destructible rocks block off plenty of other paths and other expansions.
Map Overview

Maelstrom Tower Wars

Jan 26, 2011 Release
Story: Deep within the most remote part of one of Aiur's major oceans exists the Maelstrom Complex. This complex wields enormous power, enough that its very presence produces a never-ending storm for miles around it. Many adventure to this place, where they are put through an odd ritual involving deploying static defenses to fight off waves of mind-controlled combat units sent by their competitors. No one has thus far satisfied whatever intelligence exists within the central complex, though...
For Glory!

TagCraft

Jan 17, 2011 Release
TagCraft Dark Judicator Xeres has organized a Battle Royal on the desert planet of Ehlna to determine who will act as executor for his next conquest. To prove your worth you must best your templar brethern by superior use of abilities and tactics. Your armor has been outfitted with a warp mechanism that will prevent you from being fatally wounded- instead you will 'respawn' shortly if your shields have become critically low. Choose between 3 different unique abilities each time you spawn...

Starcraft II: Evolution

Jan 10, 2011 Planning
<IMG SRC="http://img37.imageshack.us/img37/415/evolutionlogo2.png" ALT="Evolution"> Description not yet added. -Beta 0.00a Added damage detection system. Created DOT system Started on Text Tag system Started Zergling Started Zergling (Spawn) AI Started Zergling Strikes

Daybreak Zombie Risk

Jan 07, 2011 Release
Introduction: This was my Blizzcon mapping contest submission. It didn't win and I never completely finished it. So here it is in it's miniature glory. Feel free to strip the system that I used. If used, credit would be appreciated but not necessary. This *is* uploaded to battle.net, but probably has around 0 plays. Map Description: This is a risk-type map where player fight for control over zones in a city. Players can choose to either play as Zombies or Humans. There are several unique...
RANDOM 4

DOWNTOWN*, Unnamed City - PLANET KORHAL (CHAPTER 1 in TOP DOWN FIGHTER Campaign TBA)

Dec 29, 2010 Planning
My goal is to develop a city map. I decided that I will create a campaign with maps as sectors of a futuristic metro. The style will be a top down shooter focusing on controlling a individual fighter in a squadron co-op with human player. The mission is to investigate an infested metropolis on the planet korhal. You will have to destroy objectives (hive spores/clusters) and survive flying zerg etc. If you can not defeat the threat a scorched earth protocol will be put into effect and its game...