From the ps2 game Star Wars BattleFront I created the exact level from Yavin 4 Arena and changed everything into StarCraft! The Features include:
Features: A 6 player map Size - 128x128 Jungle
3 players for the Rebel Alliance
3 players for the Imperial Empire
2 computer players for your allies
You can pick from 5 battle units:
Rebel Alliance
Rebel Soldier - Marine
Rebel Pilot - Ghost
Rebel Marksman - Ghost
Rebel Vanguard - Hydralisk
Wookie Smuggler - Firebat
Imperial Empire
Imperial StormTrooper - Marine
Imperial Pilot - Ghost (Girl)
Imperial Scout Trooper - Ghost
Imperial Dark Trooper - Firebat
Imperial Shock Trooper - Hydralisk
THINGS YOU SHOULD KNOW....
Capture key positions to expand your control of territory and utilize unique advantages to give your forces the edge in battle. You will have a Morale indicator in the top right of your screen, the minerals representing The Rebel Alliances' morale and gas representing the Imperial Empire, do not let it reach 0 or you will lose. You will be respawned when you die, but you will not be respawned when your team doesn't control any Command Posts. Command posts are the key factor to victory in this struggle to win, but only human players can capture Command Posts. Once you command a post you will stop the reinforcements for the opposing team and you will recieve the additional reinforcements. You can heal by the medics at the command post, but only if your team controls the command post then you can heal. Pilot units can heal the Laser Turrets, any unit for human players can capture Turrets. Main objective of map is to capture Command Posts.
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*Updated Version*
I'm downloading this as we speak, and I'm about to review it in a couple of minutes. I hope you don't disappoint, since I've never seen a well-executed Star Wars map in a while.
Just finished playing the map. There's alot of bugs and errors that could eaisly be fixed. You don't have to put the cannons as " these can be captured" it ruins the atmosphere of the map, same with the pylon. It should be put in the briefing or something. Also, once the cannons are dead, it's kinda screwed. I recommend everytime you capture them that they spawn new ones if they aren't any there, and the unit supply goes down by 2 or something. I did like the Command Post capturing, it was kinda cool. There wasn't enough of them though, as it wasn't that hard to capture them. The terrain looked nice, but it wasn't all that special, or spectacular. It really didn't give me any feeling to the map. I captured all the Command Post, yet my units started spawning slower as my Rebel base didn't spawn anything. You seem to be having wait blocks perhaps, that prevent other things from happening. I hope you didn't just use waits to spawn units, since all the units spawned REALLY SLOW, it wasn't that action paced, you should lessen the spawning time. The heroes themselves were very weak, I recommend upgrading the armor to at least 12, and that's still weak. I know they're supposed to be weak, but in the real Battlefront, your skill made up for that. There's no special features, like throwing grenades or scoping with the sniper rifle. The pilot kinda sucked, all it could do was repair laser turrets, it couldn't even get any vehicles. I think both sides were the exact same stats, except for the names. You could alter that the Rebel is weaker, but they recieve more units to battle the Imperial. Darth Vader was completely rigged, as he damaged 9999. That's WAY too much, and I know in the game he's impossible to kill, but I eaisly killed him. You should lower his damage so that he isn't 9999, taking out laser turrets in one hit. Another bug is that everyime I captured a command post, my spawning slowed down and I lost my main base. Once either computer gets to the end of other side, they just stand there and do nothing, it's kinda useless. Also, I can see that you constantly order them to patrol, which is a problem since they attack and stop. I wouldn't try doing that, maybe a junkyard at the base since in Battlefront they really don't have any general direction. Also, there were no cool vehicles to fight :/
Terrain: 6/10 Fairly simple, still pretty good
Triggers: 2/10 Very simple triggers, eaisly done.
Sounds: 4/10 One sound, yay!
Gameplay: 3/10 Ugh, this doesn't feel like Battlefront. Where's my grenades!
Replay Value 6/10 The simplicity of the map allows this to be played over B.net with friends, as long as you fix the general bugs.
Overall: 4/10
Well Ultimo thanks for the major information and help on my map.

I will fix those bugs. Thank you.

P.S.
There were no Vehicles in this level. And also I dont know for sure how i will make my grenade system?
I thought of doing an SW Battlefront map once. (GOD I love that game.)
The way I thought about grenades was this:
Have a Shuttle following the player. Unload a Zergling. It then turns into an Observer.
3 seconds later, the observer dissapears. A Scarab is placed at the player and it is ordered to the Grenade location.
I also had some thoughts about smarter AI comrades, by dividing the map into several sectors. (The smaller the better.)
I planned to have several AI triggers:
1 - Detect whether there are alot of enemy units in the grid and there are a significant amount of allied units in that grid. If so, simulate AI 'grenade' throwing. (1 in 5 chance of a Scarab being created and thrown towards an enemy.)
2 - If the allied units are out numbered 2 to 1 in a grid, retreat to a command point.
3 - I forget, either Attack or Patrol to a location makes the AI target higher threat units first.
4 - As Ultimo pointed out, you should set units to Junkyard Dog if they have no enemy units around.
I hope this helps you. Good luck with your map.
Well thank you very much Voyager for the help. I will use pieces of it for my map making strategies. Thank you.

Ok when i read the previous posts i thought this map was going to be like your other previous works, potential but no real arosement(spelled that wrong)
But i checked out the map, and it defenitely was better then i expected, well decorated terrain, pretty nice trigger system except for all your wait build ups, and i did like your neutralizing of command posts, tho you could do a leader board or death counts for commandeering a command post. I did like most things about the map.
Since this is in Map Showcase I'll rate your map
Terrain: defenitely 7-8/10 (I liked the semetry and realness to real game)
Trigger systems: 4/10 - I didn't really enjoy a few of your trigg stuff
Gameplay: 5/10 there wasnt enough action and destruction going on for me
Sound Motivation: 2/10 eh, enough said
Impression: 6/10 might be a D rating but, better then most
Overall: 6/10
-Woot, it's not an F rating so i guess you should be proud(most ppl get D's-B)
Overall i enjoyed your map, and i think you just have trouble
thinking out a map through triggers, tho you don't seem to have problems
with evening terrain or using map appearance to your advantage.
Goodluck on future stuff.
Alright thank you for rating my map as a D.

But now you should try out my new and 100% better version of my Star Wars map. The wait triggers have been tooken out and replaced by a simple method of bring an observer to the location and creating the men, removing the observer and replacing it starting the cycle all over again. I also added the cool grenade system in it too. You will only have a max of 3 grenades, once you use them up you will be resupplied with three once you die. (only if you command 0 grenades then die will you recieve grenades) I also made Darth Vader and Luke Skywalker and resonable damage now. Another thing I edited would be the cannons, when they are destroyed they will be created again in the same spot, for recapturing. Another last thing i modified to my map would be the strength of the Rebels and the Empire. The Rebels are weaker and the Empire is stronger, but the rebels spawn more men than the Empire, so that should even it off. That should be good now. So please check it out and I hope you like it now.
Check my first post for the updated versionThis looks like it could turn out to be a pretty great map. One thing, the Rebel's morale would have to be tweaked a bit more higher then the Imperial, since the abudance of units possibly. I'll check in game.
Edit: Just played the map, I find it much more improved. I believe the heros should take away morale since of the increase of the armor and grenade addition. That's just me, that's what I think. I think you need to give more direction to the computers, since they roam around near their academy too much. Order them to the outside of the base and let them attack, that would be cool? I did like how that didn't have any destination, it was hard since they travelled in small groups like Battlefront. The Rebels still managed to get more kills when I was on the Imperial, the junkyard dog allows more freedom for the computer, so it isn't always ATTACK TO THE BASE. So try moving them to the bottom of the ramps before using junkyard dog on them, and I think it'll be good. It's really improved, I don't think I saw any wait blocks. Make sure you don't nerf the heroes too much, since in Battlefront their almost impossible to kill. You shouldn't make it reliant on the heroes dieing, make them heroes that wander the Battlefield like Battlefront. That's good, make sure they're VERY good though, not in damage, but hp and armor. I might make one of these maps since of you

Well I am happy that because of me that you might make one of these types of maps too.

And about when your hero dies subtract from the morale, that already happens once you die. (the trigger for that is already in there) Thanks for the help on my map everyone, appreciated.

Sounds good, I'll check this out when I find my SC CD...

IT could use alot of work after throughly testing it with my friend. Just stand beside a Command Post for 1 second and the whole trigger will execute. Once you destroy the cannons they're automatically created for white. Grenades don't work for P1 when you try to respawn them. Order them out of the base before junkyarding, or stop junkyarding the whole area every 2 seconds. I think you might have the morale system mixed up, since when I lost, my friend actually lost when I was gas on the Rebel side. Rebel side should get more upgrades then Imperial Heroes since they're weaker.
QUOTE(Ultimo @ Mar 31 2005, 05:27 PM)
IT could use alot of work after throughly testing it with my friend. Just stand beside a Command Post for 1 second and the whole trigger will execute. Once you destroy the cannons they're automatically created for white. Grenades don't work for P1 when you try to respawn them. Order them out of the base before junkyarding, or stop junkyarding the whole area every 2 seconds. I think you might have the morale system mixed up, since when I lost, my friend actually lost when I was gas on the Rebel side. Rebel side should get more upgrades then Imperial Heroes since they're weaker.
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Alright Ultimo do you have a suggestion for when you capture the command post, to make it better I mean? I have fixed the grenades for p1, and the AI script I have your just going to have to see for yourself its alot better, the Morale system is not messed up it right. I fixed the spawning time and there are not any wait triggers for that anymore, and also I made it where you can choose your own spawing location, but only when your team commands the command post at the area where you want to spawn can you then be spawned there. Also I am not sure how I am going to have the Laser Turrets when they get destroyed what player they should get created for, because the current trigger that I am using now would be when they get destroyed and they are created for Neutral Players but it just created the cannons for white? Thank you so much for taking the time to test out my map and explain to me the stuff that I needed to fix. I appreciate it.

Check out the updated version of my map.
I found another bug. When I control all 5 command posts, you can't spawn at any of them, for me at least. Darth Vader, I said, damage is good now. His HP should be increased to 9999 at least, and his armor upped to 60 at least, he gets owned by the cannons. Grenades can capture both command posts and laser turrets, found that out. =/ Grenades shouldn't damaeg so much, reduce the damage down to 500. Darth Vader should have 9999/9999, since grenades are eaisly used to kill him. I recommend he enters the battle earlier, and so with the Rebel person. If he dies, just make the side take a GIANT hit, like -50 morale. Anyways, the Rebel heroes need more upgrades since their base unit is weaker, and the Rebels need more morale since they start off weaker. So the Rebels should have 230 morale, and the Imperials with 200 morale, to make it fair for the weaker. Anyways, the AI is sorta improved now, it'd be cool to see small groups trying to attack, but this is still pretty good.
You dont need those flying units going all over...it looks unprofessional. Learn to use death counts. And you should have neutral ships that spawn and pilots can enter them and have air battles. I encountered a glitch where white would spawn...but not attack.