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This thread is currently undergoing major updates with lots of new maps and content.This thread has been extensively updated as of April 5 2014. I added 9 maps to the list, both my newest projects as well as some older maps of mine. There have also been some updates to some of the other maps and I completely reformated and rewrote most of the info texts, to make them both more appealing and more informative.
Explanation of short description: [tileset] (number of Spawns)Map Name [size] (development state)
development states are as follows:
- alpha: work in progress. Not meant to be played, at least not seriously.
- beta: map is in a playable state, but not yet finished
- finished: finished map, but not guaranteed to be 100% positionally balanced and bug free
- tournament grade: has undergone additional testing, to ensure positional balance and bug fixing
Map overview (Click on Spoiler below map, to show details)
1v1 Melee Maps:
![[image loading]](http://i.imgur.com/Gpes05e.png) .......+ Show Spoiler + (2)Tar Basin [96x96] (beta)Current Version: 1.00 + Show Spoiler [Changelog] + + Show Spoiler [Pending updates] + Download from Broodwarmaps.net (melee version)Additional info:- dark swarms at the island expansion are functional
- the narrow ramps to the NW plateau are only passable by small units (they block Lurkers, Ultras, Defilers, Goons, Archons, Reavers and all factory units)
- backdoor ramp to the nat is blocked by 32x0 minerals
Concept: The limited space of 96x96 maps makes nat-to-nat distance a major concern. The placement of the naturals as far away from each other as possible, in the corners, as well as the multiple paths, around and across a strategic central plateau, alleviate this problem. The unusual structure semi-island elements allow for the placement of relatively many expansions on limited space, such maintaining strategic depth and the capability to support a longer macro game. Map title: alludes to the basin-like structure of the terrain as well as the tar pool at the SE corner Deco theme: desert basin, surrounded by hills .............+ Show Spoiler + (2)Blood & Iron [128x96] (finished)Current Version: 3.01 + Show Spoiler [Changelog] + + Show Spoiler [Pending updates] + Download from Broodwarmaps.net (melee version)Additional info:- the creep in the SE sector is permanent and will only start deteriorating when a nearby Hatchery or creep colony is destroyed
- Zerg can build colonies at two spots of the creep to spread it and help to establish a contain with further sunkens (one can only place sunkens around the mineral only expo, however, and not actually sunken rush your opponent this way)
- scarabs can hit the workers from behind the 9 and 12 expos, but no other units can pass without the help of drops or worker pushing
- to help with the worker splits, workers for the NE main will initally spawn to the right of the spawn point.
Concept: This map was originally developed for a BWMN competition that called for this kind of two-player map symmetry, but has undergone some heavy changes since then. This symmetry allows the usage of the otherwise rather impractical Structure terrain, and the basic structure of the map is defined by the requirements this kind of terrain makes. Those ramps are rather narrow and easily blocked with even single units, which is why I decided to make them unwallable and put most of the building space in the nat instead of, as usual, the main Map title: derived from the 1862 "blood and iron" speech by Otto von Bismarck, Prussian Minister President at the time and later first German Reichkanzler (Imperial Chancelor), who was known not only as a skill full diplomat but also for his cunning war politics. The title is depicted at the map by the contrast between the rather metallic, artificial upper left and the more natural, organic lower bottom sections. Deco theme: contrast between blood (organic/natural: mud, dirt, creep, skeletons) and iron (artificial: structure and asphalt) ........+ Show Spoiler +..+ Show Spoiler + (3)Incidence [128x128] (finished)Current Version: 1.01 + Show Spoiler [Changelog] + + Show Spoiler [Pending updates] + Download from Broodwarmaps.net (melee version)Additional info:- destructibles have 2000 hitpoints each, do not regenerate and cannot be repaired
- destructibles are placed on top of vision blockers, such that they appear as a solid wall as long as they are up and make for a more strategic battlefield once they have been torn down.
- the outer neutral expansions are also surrounded by vision blockers
Concept: My basic idea here was to design a map, that offered the multiple symmetry and interesting dynamic battlefield of maps like Arcanoid, but would still allow for more standard games by starting out as a real ground map. Map title: An incidence describes the likelihood for something to happen. And there are some very unusual things going to happen if one plays this map. Deco theme: A tundra fortress ..
![[image loading]](http://i.imgur.com/WjBoYV0.png) .......+ Show Spoiler + (3)Architexture [128x128] (beta)Current Version: 1.01 + Show Spoiler [Changelog] + + Show Spoiler [Pending updates] + Download from Broodwarmaps.net (melee version)Additional info:- the central geyser has 10000 gas in it.
- black ore: the central expansion contains two and each mineral only one "infinite" (50000) mineral patch, so this map can practically never be completely mined out.
Concept: a 3 kingdoms kind of map with each player's starting section of the map being comprised of a set of distinct terrain types, giving each one a its unique appearance. The 3 sections are divided by wide ridges, that prevent the low ground section from having a distinct positional disadvantage. Map title: a portmanteau of architecture and texture. Deco theme: fractals ......+ Show Spoiler +....+ Show Spoiler +: (4)Shadowplay [128x128] (beta)Current Version: 1.01 + Show Spoiler [Changelog] + + Show Spoiler [Pending updates] + Download from Broodwarmaps.net (melee version)Additional info:- the sunken ground the makes up the middle is considered low ground by the SC engine, just like the surrounding terrain, so this map is in fact, although the appearance may deceive this at first glance, totally flat
Concept: A straight forward macro map, that abstains from any unusual conceptual features in favour of innovative terrain work. Map title: The shadows play on this map, and you will play it in the shadow... Deco theme: some uneasy, cloud-like shades ........+ Show Spoiler +.......
![[image loading]](http://i.imgur.com/DBdovRI.png) .......+ Show Spoiler + (4)Tenebra [128x128] (beta)Current Version: 0.99 + Show Spoiler [Changelog] + + Show Spoiler [Pending updates] + Download from Broodwarmaps.net (melee version)Additional info:- most of the centre is covered in a grid of vision blockers, severely limiting the vision range for all ground units (similar to (3)Demon's Forest, but without the movement impairment/bugs)
- the small ramps to the neutral gas expansions do not allow large units to pass (Lurkers, Ultras, Defilers, Goons, Archons, Reavers and all factory units)
- the wide ramps to the neutral gas expansions are blocked for all units but scarabs by 2500 HP (slowly regenerating, but not repairable) destructibles
Concept: The central idea was, to push the use of vision blockers to its extreme Map title: Tenebra means darkness in Italian and Latin. The word is derived from the Tenebrae, who, in Roman mythology, are the equivalent of the greek Keres, the minor deities of such nice things as fate, discord, death and doom. Deco theme: Crater landscape ............+ Show Spoiler + (4)Voidrim [128x128] (beta)Current Version: 1.02* + Show Spoiler [Changelog] + + Show Spoiler [Pending updates] + Download from Broodwarmaps.net (melee version)Additional info:- the long vertical edges between the rusty pit and platform terrains act as ramps
Concept: A map I made in cooperation with CrystalDrag (layout is mine, deco for the most part his), melding different aspects of such maps as (2)Oxide, (4)DeserTec, (4)Grand Line, (4)Ground Zero or (4)Circuit Breaker into a new whole. Map title: Think of a space station at the brink of an infinity of empty space... Deco theme: derelict space station ........+ Show Spoiler +: (4)In the Way of an Eddy [128x128] (finished)Current Version: 1.00 + Show Spoiler [Changelog] + + Show Spoiler [Pending updates] + Download from Broodwarmaps.net (melee version)Download from Broodwarmaps.net (observer version [compressed and fog of war free for easy hosting])Additional info:- the island expansions are blocked by 700HP destructibles (in theory repairable, but who'd want to do that?)
- the ground-accessible neutral gas expansions heave geysers reduced to 3000
Concept: A fairly basic axially symmetric macro map, overlain by a rotational distortion pattern. Map title: An Eddy is a swirly disturbance, just like the one applied to the centre of this map. The title could mean, that this map is designed in the manner of an Eddy, or simply imply, that it just happened to be in the way, when the Eddy happened... For now it's just a working title, anyways. Deco theme: Besides the pretty obvious Eddy, which is part of the maps underlying structure, non really yet. But the Eddy will be further accentuated by the deco, of course. ...+ Show Spoiler +..
![[image loading]](http://i.imgur.com/YDq5c7g.png) + Show Spoiler +: (5)Quintessence [128x128] (tournament grade)Current Version: 1.03 + Show Spoiler [Changelog] + Download from Broodwarmaps.net (melee version)Download from Broodwarmaps.net (observer version [compressed and fog of war free for easy hosting])Additional info:- the generators block the entrance to the mineral only for all units but scarabs and are each stacked 8 times with 2 patches of 4 times stacked 0-mineral patches to allow unit drills
- the central expansion has reduced minerals and gas (8x744m+6x496m; 2x2000g)
- the top main (teal) has altered worker spawn positions for the initial workers to balance out splits.
Concept: Because of the severely limited space on a normal 128x128 map, there is a pretty strict limit as to what one can reasonably do with a 5 spawn map. There are probably only about a handful or so of feasible basic layouts. One of the more basic ones of them is this one, which is essentially the base layout of (4)Gaema Gowon modified for a modern meta-game. Map title: According to old greek philosophy, the Quintessence or æther was the fifth element (after fire, water, air and earth) the presumably filled the space and/or formed the celestial bodies. Nowadays the term quintessential is often used to describe completeness and perfection. Therefore the map title also refers to the general layout of the map (most notably the natural positions), which is strictly geometrically constructed to be the quintessential layout for a 5 spawn map. Deco theme: I always liked the more rocky aspect of desert terrain, and so on this map I used a lot of dirt, cliffs and stones an only small patches of sand to avoid monotony. ..........+ Show Spoiler + (4)Thin Ice [128x128] (beta)Current Version: 0.02 + Show Spoiler [Changelog] + + Show Spoiler [Pending updates] + Download from Broodwarmaps.net (preliminary melee version)Additional info:- the island expansions are blocked with 2 0-mineral blocks each.
- there are vision blockers below the minerals of the mineral only expansions, blocking vision between the centre and the worker line
- the ice in the centre is the same terrain level as the rest of the map, making this map completely "flat"
Concept: This map already had its own topic on TL. It uses the same symmetry as (4)ChemLab and is above all intended to demonstrate the possibilities of advanced ice terrain editing: - ice to water blends - different ice ramps and ramp to dirt transition to minimize use of the infamous "snow" terrain type - edited bridges and bridge terrain Map title: This ramp is dominated by an open middle made of ice terrain, so the name fit perfectly. Deco theme: Ice! Duh! .............+ Show Spoiler + (3)Hazard Black [128x128] (tournament grade)Current Version: 1.04 + Show Spoiler [Changelog] + + Show Spoiler [Pending updates] + Download from Broodwarmaps.net (melee version)Download from Broodwarmaps.net (observer version [BWMN Open version])Additional info:- this map was one of 6 maps used in last year's BWMN Open tournament
- originally the biohazard sign in the centre was visible as bright red outlines on the minimap, but this was removed during the BWMN Open to avoid confusion with enemy units
- the open expansions on the plateaus around the centre only have 1000 minerals per patch and 2000 gas per geyser
- the backdoor to the natural is blocked by a 2x2 egg matrix that allows only scarabs to move up or down the ramp
Concept: Hard to explain this concept in a few words... It was basically one of those ideas that form in my head when different conceptual features fell in place… Map title: The Hazard part is an allusion to the Biohazard sign used as decoration in middle of the map, the black part, here's the big surprise, refers to the predominant colour appearance of the ash terrain used. Deco theme: The kind of hexagonal patterns used for almost all parts of the map are derived from the structure of cells in tissue, giving the map a kind of "organic" look. And then there's a big glowing biohazard sign, made of lava in the middle. Not that you miss that, because it's more badass than the misshapen "Python" on Python ;-) .............+ Show Spoiler + (4)DeserTec [128x128] (tournament grade)Current Version: 1.02 + Show Spoiler [Changelog] + Download from Broodwarmaps.net (melee version)Download from Broodwarmaps.net (observer version (BWMN Open version))Additional info:Concept: I made this map to demonstrate the possibilities of cover terrain areas on a map as well as test their effects on gameplay and racial balance (in short, they turn out along the line of T>P and Z>T). Another unusual aspect about this map's layout is that I used a simple axial symmetry as a basis, but then superimposed a ripple-like distortion pattern on it to give it a unique appearance. Map title: DeserTec is the name of a proposed European large-scale project to put solar power plants into the Sahara. In the context of this map it refers to the "Tec" aspect of it, which is the "Force Field" mechanic. Deco theme: Force Fields .......
![[image loading]](http://i.imgur.com/bqWhvMW.png) + Show Spoiler +....+ Show Spoiler +.......+ Show Spoiler +.....+ Show Spoiler +.
![[image loading]](http://i.imgur.com/7cjJLCZ.png) + Show Spoiler +.....+ Show Spoiler +....+ Show Spoiler +..+ Show Spoiler +.
Extended body of work: These are map concpet of other mappers that I have edited or remade.
![[image loading]](http://i.imgur.com/UC0CDDu.png) + Show Spoiler +.....+ Show Spoiler +....+ Show Spoiler +..+ Show Spoiler +.
Teamplay Melee/FFA Maps:
![[image loading]](http://i.imgur.com/h6IjUWY.png) .......+ Show Spoiler + (8)Times of Splendour [128x128] (tournament grade)Current Version: 1.01 + Show Spoiler [Changelog] + + Show Spoiler [Pending updates] + Download from Broodwarmaps.net (melee version)Additional info:- top bases have altered worker spawn positions. The initial workers will spawn on top of the the spawn point, to balance worker splits for those positions.
Concept: Another cooperation with CrystalDrag, who had told me that he was looking for teamplay maps for the upcoming StarServer. So I made this one. My goal was to make something that is more interesting to play on and has better positional balance than Hunters. This layout is roughly based on Crystal's map (8)Versailles (don't look for it, it's no longer available anywhere). He also helped out with the deco and a lot of the detailwork. Map title: There are an album and song called "Back to Times of Splendor" by German metal band Disillusion; I just liked the title. Deco theme: Just the finest of Twilight terrain that we could pull off. .............+ Show Spoiler + (8)Arachnid [128x128] (tournament grade)Current Version: 1.01 + Show Spoiler [Changelog] + + Show Spoiler [Pending updates] + Download from Broodwarmaps.net (melee version)Additional info: - the centre base can both be taken by just one player or act as a shared base for two allies.
- The top bases have altered worker spawn positions. The initial workers will spawn on top of the the spawn point, to balance worker splits for those positions.
Concept: Another teamplay map for StarServer. I was up late, reading some wikipedia articles about spiders, saw this photo of a garden spider from below ( + Show Spoiler +) and thought "nice map"... CrystalDrag helped out with decoration on this one yet again. Map title: Arachnids are a class of arthropods, containing such animals as spiders, scorpions, mites, ticks or harvestmen. The term is derived from the greek word for spider, ἀράχνη. Deco theme: inspired by spiderwebs and spider anatomy. .............+ Show Spoiler + (8)Rise and Ruin [128x128] (alpha)Current Version: 0.01 + Show Spoiler [Changelog] + + Show Spoiler [Pending updates] + Download from Broodwarmaps.net (preliminary melee version)Additional info:- top base hay altered worker spawn positions. The initial workers will spawn on top of the the spawn point to balance worker splits for that location.
- tanks in the mains cannot reach any vital buildings or workers in the adjacent natural, nor can they cover most of the choke.
Concept: Another draft for a 8 spawn concept. I tried to keep things as basic as possible. Map title: Picked for the alliteration… Deco theme: not much deco yet… .......+ Show Spoiler +..
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On Shadowplay is there still a miss chance when shooting at units on what appears to be high ground but isn't considered to be by the sc engine?
There should be a Freakling map tournament.
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I like that you are trying to be creative, but I highly doubt that these concepts will work.
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black ore: the central expansion contains two and each mineral only one "infinite" (50000) mineral patch, so this map can practically never be completely mined out.
Can you do that on melee? Is 1500 minerals the limit on melee or is that what kespa decided on?
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your Country52797 Posts
On August 18 2013 07:39 thezanursic wrote: black ore: the central expansion contains two and each mineral only one "infinite" (50000) mineral patch, so this map can practically never be completely mined out.
Can you do that on melee? Is 1500 minerals the limit on melee or is that what kespa decided on? you can make it up to 50000 on melee maps
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Wow, you've put some real effort in, that's always apreciated. Not sure I can be more constructive than they are really pretty and thanks.
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After a quick look I really like Roadkill. That map seems both quite standard but still different enough from normal map to make me wanna play it. p/s: Atlantis is Terran heaven ...
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I like Incidence and Roadkill...
Yes...
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These look sexy. If I could subscribe to this thread, I would.
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Well done! You're really creative. I'm hoping we'll see a tournament or something with at least some of these maps.
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Tar Basin .. Muta Heaven Incidence .. Terran Map Roadkill .. Feels like a Zerg Map Tenebra .. if those lava pits are made into like mountains .. it would be awesome!~
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On August 18 2013 06:46 Freakling wrote: (4)Atlantis [128x128] (beta)+ Show Spoiler + Download (melee version)Additional info:- though this map is definitely unusual, the picture should suffice to give you the full impression.
Concept: Featuring a rather unusual layout for a four-player map, this map is a remake of (4)Venezia by Protoss4Ever, nowadays probably better known as Superouman (maker of the SC2 map (2)Cloud Kingdom). Map title: Referring to Plato's legendary sunken city of Atlantis, obviously. Deco theme: ancient city ruins Oh wow Venezia! I didn't know you modified it :D
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On August 18 2013 21:01 shaftofpleasure wrote: Tar Basin .. Muta Heaven Incidence .. Terran Map Roadkill .. Feels like a Zerg Map Tenebra .. if those lava pits are made into like mountains .. it would be awesome!~ Guardian rush... And you can also defend your own base since it's so close, but then again I don't know 68x68 game theory.
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I would imagine tar basin would play out a bit like close spawn python...and remember that old map was it called paranoid android?
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I would love to play on Tar Basin for fun.
Good maps as always.
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Shadowplay and Atlantis look freaking amazing! Not only do they look beautiful to me but from a gameplay point of view I feel they could serve good grounds for nice and balanced games. I'd really love to examine all those maps thoroughly but I probably won't have time to do so. If there's a mapmaker though, to my knowledge, that could integrate fresh and awesome concepts in the map making community that would also not harm significantly game balance - that's Freakling. I'll def keep an eye on that thread ^. ^
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TLADT24920 Posts
Interesting maps! Third looks hard to take in Atlantis though.
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Made two new additions to the list, including my latest map project. Enjoy.
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Thanks to every one who has answered this so far.
On August 18 2013 07:34 ToastedBagel wrote: On Shadowplay is there still a miss chance when shooting at units on what appears to be high ground but isn't considered to be by the sc engine? No high ground advantage means no hit and vision advantage.
Can you do that on melee? Is 1500 minerals the limit on melee or is that what kespa decided on? Haven't you ever played any Fastest Possible Maps? 1500 is simply the standard amount of minerals that a patch will always have when one places it first in the editor.
On August 18 2013 10:38 vndestiny wrote:p/s: Atlantis is Terran heaven ... People see bridges and tight chokes and automatically go into "tank imba" mode By that logic, Fighting Spirit is Terran imba, too, not even to mention (2)Chain Reaction, which has a very similar middle, but is rather tighter and has a backdoor cliffing the main.
On August 18 2013 21:01 shaftofpleasure wrote: Tar Basin .. Muta Heaven Again, people see mains at shorter air distance and automatically deduce muta imbalance. If that were even remotely true, there'd be no Python, and no Ground-Zero-like layouts, which have a short nat-to.nat air distance. What really makes mutas strong on a map is a lack of turret and ground unit moving space and cliffs from which mutas can harass. This map is pretty much the opposite of that.
Incidence .. Terran Map Roadkill .. Feels like a Zerg Map Could you be more specific?
Tenebra .. if those lava pits are made into like mountains .. it would be awesome!~ Would probably work better with those vision blockers, but it's bot as easily done as it may seem. Ash cliffs are weird.
On August 18 2013 21:38 Superouman wrote:Oh wow Venezia! I didn't know you modified it :D Wanted to remake this like forever, but as you can see, I had to develop a bunch of new terrain editing techniques first, to allow me to create what I had in mind.
On August 19 2013 03:45 LRM)TechnicS wrote: Shadowplay and Atlantis look freaking amazing! Not only do they look beautiful to me but from a gameplay point of view I feel they could serve good grounds for nice and balanced games. I'd really love to examine all those maps thoroughly but I probably won't have time to do so. If there's a mapmaker though, to my knowledge, that could integrate fresh and awesome concepts in the map making community that would also not harm significantly game balance - that's Freakling. I'll def keep an eye on that thread ^. ^ Thanks for your kind words. It's greatly appreciated.
On August 19 2013 04:00 BigFan wrote: Interesting maps! Third looks hard to take in Atlantis though. Layouts like this (4 spawns, mains not in the corners) always have the problem of unequal ground distances to the neutral expansions. I think I'll tighten up the ramps to make them overall more easily defensible.
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Netherlands4767 Posts
Can someone forward this to Sonic? SRT n SSL need new maps badly. FS is more than ready to hit the graveyard if you ask me.
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TLADT24920 Posts
wow that's eddy map looks awesome! :O
On August 23 2013 05:59 s.Q.uelched wrote: Can someone forward this to Sonic? SRT n SSL need new maps badly. FS is more than ready to hit the graveyard if you ask me. FS is a classic though. Doubt they'll get rid of that map.
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Welp should i do this too
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Updated for an overall better presentation; and added another map, to make it a full dozen.
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Freaklings definitions: alpha: work in progress. Not meant to be played, at least not seriously. beta: map is in a playable state, but not yet finished finished: finished map, but not guaranteed to be 100% positionally balanced and bug free tournament ready: has undergone additional testing, to ensure positional balance and bug fixing
What it really means for people who dont know of his incredibly high standards:
Alpha: A quality map. Beta: Far far better than most maps already. Finished: Balanced beyond the patience of mere mortals. Tournament Ready: Rose.of.Dream doesnt even know what he changed.
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The 3 player map Architexture's 9 o'clock natural is super unbuildable. Playing as P It's almost impossible to wall of in a proper way. This could be deliberate forcing players to not wall up and play differently but the fact that it's just the 9 o'clock and none of the other spawns naturals is surely extreme positional imbalance.
It might be an interesting and entirely separate debate whether it would be possible and balanced to have maps where you can’t wall off. I’m guessing Zerg would just run rampant and it would be completely unbalanced but hey that’s a different discussion.
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TLADT24920 Posts
On August 27 2013 07:26 CardinalAllin wrote: Freaklings definitions: alpha: work in progress. Not meant to be played, at least not seriously. beta: map is in a playable state, but not yet finished finished: finished map, but not guaranteed to be 100% positionally balanced and bug free tournament ready: has undergone additional testing, to ensure positional balance and bug fixing
What it really means for people who dont know of his incredibly high standards:
Alpha: A quality map. Beta: Far far better than most maps already. Finished: Balanced beyond the patience of mere mortals. Tournament Ready: Rose.of.Dream doesnt even know what he changed.
lol I like your description. His maps are pretty good!
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Updated with a new map; this time a teamplay map.
On August 27 2013 07:26 CardinalAllin wrote:+ Show Spoiler + Freaklings definitions: alpha: work in progress. Not meant to be played, at least not seriously. beta: map is in a playable state, but not yet finished finished: finished map, but not guaranteed to be 100% positionally balanced and bug free tournament ready: has undergone additional testing, to ensure positional balance and bug fixing
What it really means for people who dont know of his incredibly high standards:
Alpha: A quality map. Beta: Far far better than most maps already. Finished: Balanced beyond the patience of mere mortals. Tournament Ready: Rose.of.Dream doesnt even know what he changed.
I don't really want to comment this…
On August 27 2013 09:42 Greg_J wrote:+ Show Spoiler + The 3 player map Architexture's 9 o'clock natural is super unbuildable. Playing as P It's almost impossible to wall of in a proper way. This could be deliberate forcing players to not wall up and play differently but the fact that it's just the 9 o'clock and none of the other spawns naturals is surely extreme positional imbalance.
It might be an interesting and entirely separate debate whether it would be possible and balanced to have maps where you can’t wall off. I’m guessing Zerg would just run rampant and it would be completely unbalanced but hey that’s a different discussion.
You are right, of course; that map needs some changes before it's actually balanced. I think I will have to shrink down all those ramps a bit, to make everything fit in properly. I should probably a list of known issues to each map.
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Added another new teamplay map.
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Uploaded a small update to (2)Oxide.
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Updated with new map, this time a 5-spawn map
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Some updates
- finished version of (5)Quintessence now available - finished version of (8)Arachnid now available - added a new draft for a 8 spawn teamplay map
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10387 Posts
these maps are so cool *A*
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Yeah, some of these maps really deserve to be, at least, checked out in some tournament..
Maybe you guys should make a small tour, with like a 100$ or even 75$ prize, and it would be played on these maps ?
Because it would be shame if all that nice work was spoiled..
I feel like - Voidrim, Shadowplay, Quintessence, Oxide and In The Way of an Eddy are quite playable, right ?
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Can we have an eight player asymmetrical melee/FFA? Like seven sins :'D
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On September 19 2013 16:17 Sinedd wrote:Yeah, some of these maps really deserve to be, at least, checked out in some tournament.. Maybe you guys should make a small tour, with like a 100$ or even 75$ prize, and it would be played on these maps ? Because it would be shame if all that nice work was spoiled.. I feel like - Voidrim, Shadowplay, Quintessence, Oxide and In The Way of an Eddy are quite playable, right ?  We had a 2nd BWMN Open planned but then it stalled cuz summer, lack of manpower, and working on new maps/maps for star server...Maybe when we all get the motivation to work on it it'll take off...
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5386 Posts
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I'll probably add them all over time  But the ones up now are the newest ones, and probably the most interesting/best ones to pick up and play (if they are finished).
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Netherlands4767 Posts
It's a damn shame TSL was too scared to add in 1 Freakling map.
I tried hosting these maps on ICCup a while back, no1 seemed interested in playing them...  Could you please update OP with observer versions of your maps?
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On September 21 2013 01:18 s.Q.uelched wrote:It's a damn shame TSL was too scared to add in 1 Freakling map. I tried hosting these maps on ICCup a while back, no1 seemed interested in playing them...  Could you please update OP with observer versions of your maps? TSL or TLS? xD you could always try starting and iccup channel or Skype group that's interested in new maps... If you goto broodwarmaps.net you can probably find observer versions for many of the maps...
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Netherlands4767 Posts
On September 21 2013 01:26 traceurling wrote:Show nested quote +On September 21 2013 01:18 s.Q.uelched wrote:It's a damn shame TSL was too scared to add in 1 Freakling map. I tried hosting these maps on ICCup a while back, no1 seemed interested in playing them...  Could you please update OP with observer versions of your maps? TSL or TLS? xD you could always try starting and iccup channel or Skype group that's interested in new maps... If you goto broodwarmaps.net you can probably find observer versions for many of the maps... I guess I meant TLS. I always mix it up, because it all started as TSL imho. I realise TSL is now SC2, my bad. ;(
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Has there been no tournament that has featured Freakling's map then? It is quite disappointing, would have loved to see how they worked in practice.
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Update/bugfix to (5)Quintessence.
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I'd like to use oxide for the upcoming season of CRTL. And I'll try to get you some feedback from the players. btw you say in the OP that version 1.03 is about to come out. When can we expect that and what are the changes?
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Update: Added three new, or rather old, maps.
On September 21 2013 11:32 L3gendary wrote: I'd like to use oxide for the upcoming season of CRTL. And I'll try to get you some feedback from the players. btw you say in the OP that version 1.03 is about to come out. When can we expect that and what are the changes? I have sent you the drafts on skype.
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konadora
Singapore66131 Posts
man, i wish SSL or TSL would use these maps :< some are really fun
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- Updated (8)Arachnid to tournament status - Updated (8)Times of Splendour to tournament status - (2)Oxide updated to version 1.03, now used in C-Rank Team League 2 as well as in SBWI Team League.
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Why can't I edit my OP? There are new maps to be added!
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On April 04 2014 03:41 Freakling wrote: Why can't I edit my OP? There are new maps to be added! ask a moderator like 2Pacalypse-
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I'm pretty sure they disabled editing of really old posts. Unfortunately.
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I have to say a lot of your maps seems pretty awesome. This all concept of vision blockers and areas where shots would be missed is awesome. I would not play that I guess ; but I'd be pretty happy to see replay or casts of other players playing on it. It's amazing how that can add some strategy in this game. It seems that even if it's a 15 years old game, we'll never have totally discovered all the strategic aspects of it. I read your article on brood war maps.net (awesome website btw). This article is really deep and well written. I actually ignored so many things about how the maps influence the units behavior. In this regard, sc2 did not improve anything :s. I think that your map atlantis is a new kind of python or FS : a map pretty balanced and simple allowing cheesy strats as well as standard macro game. A map which everyone would like to play on. Oxide, Voidrim, quintessence and arachnid seem real masterpieces to me. Even chem lab seems rather good. I like all your explainations for each map, you even indicated your sources of inspiration for the names and features which is really awesome too. I wish that sonic or team liquid included some of your maps in big scale tournaments. I also whish there was more constent brood war players in other parts of the world than Korea to really use the new features your adding to your maps and which really could add a whole new strategic aspect to the game. I think that map makers are really the folks who made half of the brood war's perfection. You guys were/are the one who made/make this game balanced, fun and eternal so I would like to thank you for all the work you seem to have done. I'll make a review of my favourite maps among the one you've done on my channel, like I already did for two maps I've found on broodwarmaps.net : whoosh and dread core. Also if someone as a nice replay to give me on those maps, I'd be happy if you could mp me to send them to me and I would cast them with a commentary focused on map descriptions and gameplay.
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We're hosting games on oxide obs mode right now gogo join
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after playing about 20 games on oxyde, I got tos say it's a perfect map.
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Seems like this has been inactive for so long again that I cannot update the OP... Anyway, here are some maps I made furing the last year or so:
(3)Reap the Storm + Show Spoiler [show image] + Never can have enough Three/odd spawn maps, but sadly few people really even attempt to make them. Obviously I made a lot of space maps lately, because as a tileset it comes with a bunch of its very own possibilities, and drawbacks. Probably the most useful unique characteristic of it is that it is the only terrain type that offers three fully usable levels of terrain, and this map makes full use of this option, with high ground mains, a medium ground natural and an easily defendable area in front of it with two wide ramps to a low ground middle, with each of those terran levels having its own set of expansions and pathways to move around the map and find good engagement spots.
Otherwise, this is a pretty straight forward macro map that took some inspiration from Fighting Spirit for its base and pathing structure.
The map is fully playable, resources have been debugged/balanced out and only some decoration, including fine adjustments to where the ground is to be unbuildable, still need to be finished to wrap this up.
The map name is based on the saying "They that sow the wind, shall reap the whirlwind", which is derived from a bible phrase (Hosea 8-7) [background read on wikipedia] ; the map description quotes the StarCraft version of it: "You called down the Thunder?" "Now reap the Whirlwind!" (if you do not know what I am refering to, you have probably never played Brood War Terran Mission 5a: Emperor's Fall (Ground Zero)).
Dowload newest version from broodwarmaps.net
(3)Flight Path + Show Spoiler [show image] + Unlike the previous one, this map is defintely far from the ordinary, for the simple and obvious reason that it is an island map. The basic layout is highly symmetric along three axes.
To allow for a quick start into the game (and not totally screw Zerg over their early hyperdependance on gas for drop and air tech), each player starts out with free access to a "natural" second gas base (which, due to the hypersymmetry of the map, forms a double base with their "main"). To account for the more gas-focussed play on an island maps, all bases harbour a full gas geyser, whereas mineral counts for all bases are comparatively lower than on other maps (8 ptaches for mains and nats, 6 pathces for neutral expansions)
The namesake "flight paths", formed by beacons on unwalkable ridges, which connect each player's base to the centre of the map, are not merely a decorative element, but actually serve a tactic purpose: Because the beacons of each path appear in the respective colour of the player in the adjacent base, it suffices to send a flying scout (such as a floating rax or Overlord) to the centre of the map for each player to find their opponent's spawn, so they can then send their scout to the correct base.
Dowload newest version from broodwarmaps.net
(4)Magrathea + Show Spoiler [show image] + I always wanted to name a map "Magrathea" to pay tribute to the planet building civilization from the "Hitchhiker's Guide to the Galaxy", the ultimate paragon map makers of all times, so to speak.
This map is based on the Python symmetry/base layout. It is very hard to come up with a concept that incorporates that kind of symmetry because due to how the mains are placed (not in the corners an very close to each other) and how the naturals need to be spaced out (i.e. equidistant, but inevitably realtively close to each other due to being on the midlines of each edge), majour problems and grave limitation as to how the rest of the available map space is to be allocated inevitably ensue. The solution I came up with here was to use the installation gate mechanic from (4)Fortress to create semi-island gas expansions in each corner of the map (just like on Fortress). I also designed a middle with some overlord cliffs, wide bridges and some obstructing terrain to make natural to natural pathing a little less short and straight forward than on Python while still mostly retaining the general open middle.
Thus, overall, this map is mostly a hybrid of Python and Fortress and thus has probably most of the virtues, as well as flaws, of either of these maps.
Mineral counts for the semi-island and mineral-only expansions are reduced to 1024 per patch, whereas the counts for the mains and naturals are slightly increased to 1536.
The decoration of this map is not quite finished yet, but otherwise it is fully playable.
Dowload newest version from broodwarmaps.net
(4)Dies Iræ + Show Spoiler [show image] + Finally we are out of space and... right in the fiery hell of Char, while the end of the world is coming... ?!!?.
This map is not quite as new as the other ones and an older version is already listed in the OP, but it has certainly made some giant leaps forward in the meantime and is now almost finished and fully playable.
Conceptually, this is obviously far from standard. The natural is not in front of your main when you move out but tucked away in the corner behind the main as a backdoor natural (somewhat similar to (2)Loki (4)God's Garden), but connected to rest of the map through a wide choke which is inially blocked by a mineral only expansion (with reduced mineral counts) that allows units to be pushed through to harrass the natural and be mined away later on to completely open up that passage.
Even thought the structure of the middle obstructs all direct pathways through the centre, as a result of the reversal of main and natural, early rushing distances are relatively short, compared to standard maps, but the main being high ground with a relatively small ramp, which is easily walled off (T can wall it ling-tight with just a Rax and one Depot with marines spawning inside the main on all four locations, Protoss can tighten the choke with just a Pylon and a Forge), means that very economic builds do not necessarily fall easy prey to early aggression, thus giving this map its very unique early game balance between aggressive and greedy strategies.
To give Zerg equal opportunity to defend their ramp, there are two neutral sunken colonies at each main choke, which will spread creep on top of the ramp, but only if a Zerg player spawns at that particular base (Zerg will spawn with just the regular creep area aound their Hatchery, but the creep will immideately start to spread out towards the choke, due to the colonies).
This map also makes extensive use of vision blockers (marked by the lines of "bushes" on the bottom of the ramps, behind the mineral onlies, and some other choke points), making good air-scouting a key component in moving around the map and egaging in mid- to late-game.
Dies Iræ (Day of Wrath) is the title of a medieval Latin hymn depciting the biblical judegment day [background read on wikipedia].
Dowload newest version from broodwarmaps.net
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Amazing maps. It's a shame that it's so hard to use those on ladders etc. (no one will want to play unless it has been featured in leagues etc.)
Btw. I'll reach out to you about an UMS map I want to make a competition on. I've done many maps on my own, but the ones you're presenting are so beautiful that I got inspired.
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Freakling, what would your feelings be on me using some of your concepts for my sc2 maps? I'm not talking direct ports, just concepts. I would give you some credit for the origional map of course.
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All of this awesome work should really go to more use. Your maps are works of art.
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On March 16 2015 07:14 SwedenTheKid wrote: Freakling, what would your feelings be on me using some of your concepts for my sc2 maps? I'm not talking direct ports, just concepts. I would give you some credit for the origional map of course. Go ahead. I have a feeling that SC2 could use more odd-player maps. A lot more.
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On March 16 2015 09:59 Freakling wrote:Show nested quote +On March 16 2015 07:14 SwedenTheKid wrote: Freakling, what would your feelings be on me using some of your concepts for my sc2 maps? I'm not talking direct ports, just concepts. I would give you some credit for the origional map of course. Go ahead. I have a feeling that SC2 could use more odd-player maps. A lot more.
Thanks! I'm thinking Incidence will work with a harder 3rd, my WIP is in the sc2 WIP Thread, btw. Anyways, amazing maps.
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Very good looking maps with lots of innovations, I think more different maps would be the way forward for BW now that the meta-game is relatively static. .I'm sure they'd play well too. You are making them look like a form of practical art work. I also like how you use curves a lot in your map...
Atlantis looks like Dahlia of Jungle by the way (just in appereances)
PS: Also Like How You name the maps!
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Thanks for all the hard work.
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Where are the dl links please?
Absolutely perfect maps as always ! great work! Gonna play on it for sure!
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On March 22 2015 05:55 Filco wrote: Where are the dl links please?
Absolutely perfect maps as always ! great work! Gonna play on it for sure! Sorry, kind of forgot to add those somehow. They are there now.
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You should put all of the maps into a single zip file so that we can all play them forever and ever.
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Yeah, but said ZIP file would probably end up being just another thing that I do not quite manage to keep updated properly...
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Complete ramp catalogue
- Displays terrain level properties on subtile level for each ramps in the BroodWar tile palettes (manually tested by unit vision test).
- only proper, non-trivial ramps are listed
(proper meaning ramps that actually connect terrain types of different terrain levels, non-trivial signifying ramps that are actually made up of (sub)tiles with different terrain level properties [note that these characteristics are not necessarily synonymous!] ).
Quick Fact Sheet:
- Terrain levels: Broodwar distinguishes between three terrain levels: low, medium and high ground.
- Tiles and subtiles: Tiles are the basic elements making up a BroodWar map. Map dimensions are given in tiles. Each tile is represented by a 32x32 pixel sprite in-game. Each tile is made up of 4x4 subtiles, which are 8x8 pixels each.
- Unit position: A unit is considered to be on a certain pixel/subtile/tile, if the intersecting point of the diagonals of its collision box (rounded up) is on top of that pixel/subtile/tile.
- Tile and subtile properties: All the basic gameplay elements, like unit movement, projectile hit chance and vision, are influenced by tile properties. Some properties, like buildability, are tile properties, others, like walkability are subtile properties.
Terrain level is also a subtile property.
- Terrain leveleffects:
If two ranged ground units are on different terrain levels, the unit on the lower level only has a 136/256 (53.125%) chance to hit the unit on the higher terrain level (as opposed to 255/256 (~99.6%) on even ground) (reference on BWAPI homepage; uses designators low, high, very high instead of low, medium, high). Ground units on one terran level only have about one tile far vision onto any higher level terrain.
Legend:
![[image loading]](http://i.imgur.com/4bHOsEP.png) Small deviations between left and right variant in the shape of the unwalkable edges.
Jungle/Badlands dirt ramps:
![[image loading]](http://i.imgur.com/0mJ3ZNH.png) Probably your most common ramps, shared between Jungle and Badlands tilesets, easily extendible and invertible, every mappers bread and butter overall ; the right ramp is simply an exact mirror of the left one (though the infamous ramp stack bug only ever plagues left ramps, as it seems)
Ash World dirt ramps:
![[image loading]](http://i.imgur.com/DNBJ6KH.png) Pretty straight forward, easy to extend and various inverted versions are available as well.
Desert dirt ramps: right: Left: ![[image loading]](http://i.imgur.com/zM9isvT.png) Holy crap, I mean, do you see that asymmetry. Seems like Blizzard not only had their intern on the job of manually editing this but it turns out the intern was also dumb, dead-drunk, and an escaped lab-monkey. This actually has some annoying consequences for mappers, which I may address in another dedicated troubleshooting article about actually doing ramps yourself... Sorry for the ugly colours, but as basic theory of colour tells us, green overlay over reddish base texture gives us, well, yellow...ish puke or something. So, no that's not some ominous fourth terrain level right there.
Twilight dirt ramps: right: left: ![[image loading]](http://i.imgur.com/8270kZa.png) Some deviations between the left and right variant in the shapes of the unwalkable edges. Easy enough to extend, but inversions are basically not possible, but matters like the actual practical application of this stuff warrant a whole article (and maybe a few more) of their own, so I won't go into any details here, but this is the reason why practically these haven't really been seen in use since Ride of Valkyries. Oh, and it seems like I actually managed to mark the transitional tiles wrong... But I don't really see that warranting to do the graphics all over again...
Ice World snow ramps: left: right: ![[image loading]](http://i.imgur.com/eQsxvLH.png) Also some asymmetries in the unwalkable areas between these two. Same limitations as for Twilight Dirt ramps apply here.
Space Platform high platform ramps:
![[image loading]](http://i.imgur.com/Se4p68h.png) Straight forward, the right one is again just an exact mirroring.
Space Platform low platform ramps:
![[image loading]](http://i.imgur.com/fVTHdOu.png) Also pretty straight forward Not as commonly used, but they can actually be extended and even inverted with acceptable outcomes, though well known maps like Match Point or Circuit Breakers have explicitly not made use of the latter possibility.
Space Platform elevated catwalk ramps:
![[image loading]](http://i.imgur.com/QjU1dlE.png) These are much tighter than the normal space platform ramps. Hard to extend and impossible to invert.
Badlands structure ramps:
![[image loading]](http://i.imgur.com/foPhCdU.png) These are really tight, so you can block them with a single unit without a problem. Inversion and even extensions are not really feasible for these.
Jungle temple & high temple ramps
![[image loading]](http://i.imgur.com/JXh2nbb.png) Wait, Freaky, Temple and High Temple ramps? You must be mistaken, those could not possibly be the same, given that they are on different terrain levels? Yes, you are right, there is a mistake. Unfortunately it's not mine: Those really are the same. So do not even think about using High Temple ramps in a melee map. It's just building some massive bugs into your map. Actually, do not use these at all, because as nice as they may look, they are unwieldy and basically impossible to extend or invert, which makes their practical usefulness basically non-existent.
Ice World outpost/high outpost ramps: right: left: ![[image loading]](http://i.imgur.com/A3DvfyE.png) One would imagine that, upon porting the Jungle original tileset to the BroodWar tilesets, those Blizzard guys would have actually fixed an obvious bug or two in the terrain palettes. Wrong. They actually reinvented the high-ground-ramp-has-low-ground-terrain-levels bug for these ones... Don't ask me why... So, in short, do not use the high ground version of these. Also, do not try to invert these, there are less futile tasks your time is better spent on.
Desert compound/high compound ramps: right: left: ![[image loading]](http://i.imgur.com/izlUfIB.png) I could go on about reintroducing bugs that some one, somewhere, at some point, should have really noticed (mind, old Blizzard maps actually use these kind of ramps...), but there's really nothing new here if you have read my rants about Temple and Outpost ramps already...
Twilight basilica ramps: right: left: ![[image loading]](http://i.imgur.com/1y5xDXj.png)
Twilight high basilica ramps right: left: ![[image loading]](http://i.imgur.com/3QC6qts.png) Now here's something interesting: this time some one at Blizzard decided to try their hands at some creative bugging; Realizing that just making the same trivial mistake time and time again becomes a bit stale with time, they decided to mix is up a bit with these ones. Behold, though, how instead of just doing it right for once (that would also be boring, right?), this time they decided that high ground ramps would best work if the high ground part was actually low ground (but getting the medium ground part right, effectively making the high ground ramp an inverted version, terrain level-wise, of the low ground ones. The good news is: This freak screw-up (combined with the nice blending possibilities with Basilica and Flagstone terrains) at least makes these ramps usable for the most part, plus easy extensions and inversions, hooray! It requires some consideration, though, and that kind of consideration, how do to fix Blizzard's terrain bugs, shall get its well-deserved article of its own (some time...).
Space Platform high platform stairways:
![[image loading]](http://i.imgur.com/EpcmgYv.png) For completeness's sake. There isn't actually much use for these on a proper melee map (unless you enjoy spending thew better part of five minutes at 300 apm just to make your dragoon army move down your main ramp). My best advise is to, slightly modified, use these in the same manner that 815 uses tightened ramps to restrict access for all big units. This way, the "dragoons shall not pass" impasse is at least hard-coded into the concept...
Installation stairways:
![[image loading]](http://i.imgur.com/CKNuLS8.png) Another one purely for the sake of completeness. You will never see these in a melee map for the obvious and trivial reason that Installation is purely for use in UMS maps.
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That is quite amazing what you posted. :O
Is this something new or just a documentation of things already done? (for example if some of these ramps were just created and shown for the first time?)
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pretty good job, imo now if we only had that ramp diversity in actual maps for competitive gaming, that would be neat
2 questions: what's the difference between Twilight Basilica ramps and Twilight High basilica ramps as I see what seems as the high ground of THB coloured in red (low ground)? is there a ramp where we got low + mid + high ground at the same time? If so - is there a significant difference between damage dealt low -> mid, low -> high, mid -> high, high -> mid, high -> low, mid->low?
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I think you do not really see the point of these. These are, plain and simply, only the ramps that already come with doodads (widened, inverted, created from scratch or otherwise manually edited ones). It's a systematic examination of the raw material, so to speak, mostly geek fodder for mappers, I guess. If players have to worry about this kind of stuff on a certain map, I would see that as a sign that the mapper has done a bad job. The task of a mapper, as I see it, should be to provide players with a map that simply works as it is supposed to (where no units turn accidentally blind or do not hit their targets because of terrain bugs, where mineral lines are balanced and where units do not get randomly stuck on ramps, for example). This is meant mostly as reference tile catalogue for map makers to help them pitfalls related to terrain level. I will expand this, but it takes time to edit pictures and write up all the stuff, sorry...
On April 14 2015 19:31 LRM)TechnicS wrote: pretty good job, imo now if we only had that ramp diversity in actual maps for competitive gaming, that would be neat
Most of these are actually pretty useless for use in melee maps, for various reasons which I will explain some time soon(ish). Better to have a solid, good looking overall map design than something buggy, ugly and overall not really working out, just for the novelty value.
what's the difference between Twilight Basilica ramps and Twilight High basilica ramps as I see what seems as the high ground of THB coloured in red (low ground)?
is there a ramp where we got low + mid + high ground at the same time? Not among the standard ramps, no. one can manually create a ramp that traverses two cliff levels and has these properties, though. Look at the bottom left quadrant (or rather tridrant, if that's a word...) of my map (3)Architexture, for example.)
If so - is there a significant difference between damage dealt low -> mid, low -> high, mid -> high, high -> mid, high -> low, mid->low? No. Hit chance for ranged units is either 255/256 (even ground), 136/255 (to any higher ground, doodad cover [which is also a tile property (p.e. trees, (4)Desertec)]) or 0 (under dark swarm). I'll add a reference for this...
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Hit chance for ranged units is either 255/256 (even ground), 136/255 (to any higher ground, doodad cover [which is also a tile property (p.e. trees, (4)Desertec)]) or 0 (under dark swarm).
This sentence is like Inception; The '4' is 4 brackets deep.
Nice pictures!
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So, finally there it is, personal rants included. I will probably write some actual guides as how to actually solve the (hopefully obvious) ensuing problems at some point in the future (technically it seems like I have to provide some content for this thread at least once every half year to avoid its being automatically locked again...)
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I'm way out of touch with Starcraft. I've been too busy with my job and studying. I don't even know what the KSL is but I'm pretty sure they just played on your map. I love your maps and it's so good to see one of them in high level Korean competitions. Anyway to sum up I'm drunk you are awesome freakling.
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On November 03 2018 23:23 Greg_J wrote: I'm way out of touch with Starcraft. I've been too busy with my job and studying. I don't even know what the KSL is but I'm pretty sure they just played on your map. I love your maps and it's so good to see one of them in high level Korean competitions. Anyway to sum up I'm drunk you are awesome freakling. The most recent KSL season is using two Freakling maps
Roadkill
Eddy
I kinda wish they'd replace all their maps and we'd just have a 100% new map poll, still playing on Fighting Spirit in 2018 should be illegal
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That's awesome. The one I recognized was In the way of the Eddy. I hadn't even noticed Roadkill was also a Freakling classic. I don't know why this makes me so happy. It in no way affects me. Just great to see some recognition for maps and and a designer I always thought was great.
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Freak has lesser known but still good maps I would love to see asl give oxide a go , or any other ones.
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It seems like someone listened to that ramp rant, as the new ramp sets are considerably less broken. Have you been working on anything that uses these yet?
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If you are talking about the new ramps released with patch 1.22 – unfortunately you are wrong in that any one actually listened to my "ramp rant", or to my terrain bug report for that matter. Those ramps are actually very broken to a point where they are completely useless for serious melee map making without heavy manual post-editing. Most damning is the fact that all the "cliffs" (i.e. the unwalkable parts), throughout, have their terrain level flags not properly set, resulting in extended cliff vision (you can see units and buildings at the top edge of the cliff without actually having any units on higher ground yourself or being attacked by the them). The old standard dirt ramps for the desert tileset had the same problem (and a few others). Anyway, for the most part there is little use in using any of them right now, except to cannibalize them for some tiles to create decent-looking reverse ramps for the Ash tileset (because for some reason or another the shading and contrast of the cliff and ramp tiles for that tileset were changed a lot in HD graphics, thus screwing up the blends "traditionally" available for that purpose.
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The broken tiles are mostly duplicates, so I wouldn't call this entirely useless. Certainly better than having height 0 used instead of 2, and having to work around that.
![[image loading]](https://preview.ibb.co/h3gf7f/hbr.png) I was asking more about the new tiles' potential in creative tile butchering. Was hoping you could find some interesting uses for those. You can now make those kinda long ridges with any terrain type in any direction, so that's nice.
![[image loading]](https://preview.ibb.co/eaxyA0/hbr.png) You could also go and fix Oxide, the rust pit ramps actually don't have flag issues. Of course, breaking 1.16 compat is still something to consider.
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I can't download (3)Incidence map. Please fix the link for me!
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You can get a current WIP version here.
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Hey just wanted to point out that 3 of these maps Tar Basin, Hazard Black, and Atlantis have been used in the BWCL KOK tournaments. Freaklings has been a huge source of map knowledge and even had a maps added to the official ladder. Mostly bumped it for my own interest and study but also to say I appreciate you freakling. Keep up your passion for creating maps!
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