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Map: C.A.S development thread - Page 5

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Jukado
Profile Blog Joined May 2011
805 Posts
November 29 2016 11:19 GMT
#81
Here is some actually useful material for the aspiring mappers amongst you. Its a ramp palette. These are the ramps Ive used in (4)Crown And Sceptre:

http://www.panschk.de/mappage/comments.php?mapid=4873

[image loading]

These ramps come with a 1 yeer Card guarantee (expires after 28 days. May not be used in conjunction with any other tee (except herbal). It is non transferable (unless you own 2 mugs).
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Freakling
Profile Joined October 2012
Germany1530 Posts
Last Edited: 2016-12-01 10:08:42
November 29 2016 12:27 GMT
#82
[Errare humanum est …]
Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2016-11-30 00:16:18
November 30 2016 00:14 GMT
#83
Tomorrow is the last day of Autumn. Its the day the map goes live.

The first showmatch has been played between Cryoc and LRM)INF3cted. The youtube vod is ready, casted by FlashFTW and will be posted with the map.

Also tomorrow, a second showmatch is going to be played! DarkNetHunter will face fearthequeen. This best of 3 is going to be casted by BisuDagger on the same day.

Massive thankyou to you guys.

I want to show something quickly in an attempt to demonstrate how much effort has been put into this map. An example of a couple of tiles that have a single green pixel on them. These tiles have been removed from the map. And a grass tile that occurs in the editor which is a tiny bit ugly so I changed them.
[image loading]

And the map still isnt finished. I will continue to look out for things and listen to your feedback. Playtesting will surely reveal some things. I hope you guys are excited to play the map this winter.

Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2016-12-02 20:41:05
November 30 2016 09:46 GMT
#84
This thread was partly made to show/explain what goes into making a map for those that might be interested. I said I would post the changelog so here it is. Some might find it useful or whatever.

+ Show Spoiler +
Wip044 altered natural at bottom right (moved mineral patch and made more buildable space for turrets).

Wip045 working on repeating cliff patterns etc. (Naturalising the terrain) Also played with bottom left nat entrance and main ramp.

Wip046, tidied cliff edge in bottom left main, and continued naturalising terrain. Buildable space at top right main.

Wip047, all high templar holes. Entrance to nats.

Wip048, building markers at nats and main walls. unbuildable PathTo3rd creep spread.

Wip049, highland grass in mains.

Wip050, highland grass @ 3rds.

Wip051, pylon walling @ 3rds.

Wip052, repeating patterns grass in mid. High ground doodads (mains and 3rds). Nat doodads.

Wip053, PathTo3rd doodads. Pylon walling at min onlies.

Wip054, middle doodads.

Wip055, changed resources to 1200 minerals and 4000 gas at all bases (except centre base which is half). Randomised minerals then manually improved.

Wip056, start locations and menu and triggers.

Wip057, worked on all ramps.

Wip058, bridges (deco and walling). Buildable tiles tidy up. Buildable tile at bottom right nat for sunken.
Larvae spawn at bottom right nat (tested and its ok) (they spawn outside the wall but safely).

Wip059, tight cliffs at nats (allows for alternative walling options). Various tiles tidied up. Unwalkable tiles around bottom right ramp. Changed inverted ramps slightly (more unwalkable). Changed a few small doodads, changed a few clutter, deleted a common skeleton so the map has none of them (2 skeletons are common in other maps, this map avoids using both). The map also has no windmill propeller doodads by the way.

Wip060, water cliff at 3 o clock, 9 o clock, and at all 4 nats. Changed unwalkable tiles at nat entrances. Inverted ramps 1 tile changed, and a few various tiles tidied up. Rock doodad at 6 o clock low ground. Moved mineral patch at 3 o clock.

Wip061, After testing all bases with all races, I begin making the needed changes. Moved mineral 7 at TR nat. Moved gas at BR nat. Moved gas at BL nat. Moved mineral 3 at TR 3rd. All these changes have been tested and are good.

Wip062, improved overlord spots at nats and other water areas. Tank hole @ 8 o clock ramp.

Wip063, changed cliff edge in TL main (and tested) (also changed BR main cliff edge too). Green dot tiles in all mains, and high ground 3rds. Grass splodges, Mud splodges, Asphalt splodges.

Wip064, extra flowers in the mains and nats and 3rds.

Wip065, unwalkable tile at BL 3rd lower ramp. Cliff tiles at TL 3rd lower ramp. Extra flowers in the mid. Edited water cliff temple door. Repeating water patterns.

Wip066, more green dots in mains. Found a ramp bug on the inverted ramps (units getting stuck on ramps that point right (eg BL main and BL 3rd). Made new inverted ramps and added them. (Ive tested the new ramps and they work). Changed some flowers in the nats.

Version0p9, added title and trigger message.

Version0p91 unwalkable tiles at Bottom nats (scv holes after building, 3 tiles @BL and 1 @BR), a few cliff tile changes at the nats. Water cliff between 6 o clock and BL nat changed. A few high templar holes changed. Bigger overlord spots between the mains and the 3rds (involved moving the rock pillar in BR main), and also a bigger overlord spot between 8 o clock and 10 o clock.

Version0p92 cant build townhall behind 12 o clock minerals. Fixed main mineral formation in top right main (had to move start location down 1 tile) (Mineral 1 and 2 were slow, counting from the top down). This new start location is better in some ways due to the shape of the main (defense from reavers etc as this main was the most vulnerable to them), and the position of the nat (top right nat is lower than top left nat). Made start locations a bit prettier and mains in general (flower tweaks) (also the building markers at BR main changed to be inline with the flowers even more so). A few more flower changes (BL nat, all high ground 3rds) and grass at the centre base tweaked. Straight line grass tile bug (went over whole map and fixed the ones that I saw). Resource mining tests. High ground dirt ‘natural’ 2 tile doodad, the right hand tile has a green pixel on it, and Ive replaced them all.

Version0p93 water cliff editing at bottom right nat and other high dirt to water horizontal lines.

Version0p94 changed a couple of flowers in BL main. Rock doodad at BL nat entrance to changed to water. Rock doodad at TL nat clutter. Tile on ramp to 3 o clock. Water cliff editing at top nats.


Map goes live in a few hours. There you will get your first showmatch vod.

Edit: Here is the release thread http://www.teamliquid.net/forum/brood-war/516840-map-4crown-and-sceptre-1v1
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
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