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OpenBW HD Tileset Tool - Page 2

Forum Index > BW General
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Jealous
Profile Blog Joined December 2011
10256 Posts
January 31 2017 06:04 GMT
#21
@OP: Make sure you take some of these criticisms with a measure of salt:

https://en.wikipedia.org/wiki/Mere-exposure_effect

Although I'm sure you're more familiar with this effect than I am given the nature of your work.

Keep up the great work! My personal opinion would be that you could generate multiple options for tileset substitutes and then poll the options or use your own discretion, given that Fighting Bolognese didn't seem like it was too hard to make
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
RedW4rr10r
Profile Joined January 2010
Switzerland749 Posts
January 31 2017 07:53 GMT
#22
On January 31 2017 07:34 imp42 wrote:
Show nested quote +
On January 31 2017 06:36 [[Starlight]] wrote:
Props to Imp for engaging in this project. However, I'd have to agree with those who say the original tileset looks best of the ones shown so far.

The one with the dramatic color change looks odd to me/is too much of a change.

The HD one seems to be suffering from some sort of 'tiling' issue, where you see small textures being repeated ad infinitum. Or at least, that's the effect.

The upsampled one just looks like the original, but very slightly blurrier.

Don't doubt that the BW tilesets can be made to look better than the originals, but none of these are it, IMO.

Good luck with your project, it's pretty cool nonetheless.


Seems like I failed hard to properly communicate the content / purpose of the OP. All textures you see are just for illustration purposes. the post is about the how the tileset mechanism works. It now states this in big red letters at the beginning. I will also provide a Spaghetti Bolognese texture to make the point clearer

Edit: here we go, Fighting Spirit as Spaghetti Bolognese:
[image loading]
:p

Ok, I also totally got you wrong and misunderstood your thoughts and concept, sorry
That bolognese illustration should make that clear indeed and is just awesome xD
So yeah, that project should give map makers a lot more opportunities to create maps as they want them to be.


On January 31 2017 00:06 imp42 wrote:
Show nested quote +
On January 30 2017 23:01 RedW4rr10r wrote:
On January 30 2017 18:23 [sc1f]eonzerg wrote:
i like first the most

Same here to be honest. The original is just the best (well, that is just my opinion).
I don't get why people try to make a HD version themselves anyways (nor why blizzard should make one xD).

Edit: While playing (or even obsing/casting) I assume that no one pays attention to the map anyways (doesn't matter whether HD or original) because there is simply no time to focus on that, there are more important things to look for.

A good example of how that is currently not the case can be easily observed here:
http://www.teamliquid.net/forum/brood-war/467815-qmapmaking-instantly-change-of-tileset


Those comparisons, if you try to convert the jungle tileset to another 1:1 just gives you eye cancer, especially that space FS is just horrible :D
So yes, I'm getting your point now
Rip & Tear until it is done!
BossPurple
Profile Joined May 2011
Sweden65 Posts
January 31 2017 09:09 GMT
#23
Very cool! I was curious about how you would go about solving map texturing when you first announced OpenBW, this should solve some of the problems with repeating tilesets that plague other HD versions of older games.
JungleTerrain
Profile Joined January 2012
Chile799 Posts
January 31 2017 09:51 GMT
#24
On January 31 2017 00:06 imp42 wrote:
Show nested quote +
On January 30 2017 23:01 RedW4rr10r wrote:
On January 30 2017 18:23 [sc1f]eonzerg wrote:
i like first the most

Same here to be honest. The original is just the best (well, that is just my opinion).
I don't get why people try to make a HD version themselves anyways (nor why blizzard should make one xD).

Edit: While playing (or even obsing/casting) I assume that no one pays attention to the map anyways (doesn't matter whether HD or original) because there is simply no time to focus on that, there are more important things to look for.

See my answer above with some impressions of our tileset mechanism combined with Blizzards textures.

As to why we are making our own version:
The long-term goal is to play OpenBW without any dependencies to Blizzard. As long as any dependencies exist, we will always require users to own a legal copy of the original game.

Furthermore:
Ever tried making a broader ramp or similar in a BW map? With our tool it will be a piece of cake.
You're a modder and want that grass to be just a tiny tad darker? Easy as adjusting the brightness of your grass texture, and it will automatically be applied to all tiles in the map.

Edit: IMO you also underestimate the importance of a good tileset when it comes to map making. You will want everything to work together smoothly out of the box and focus on important aspects such as high/low ground, main sizes, rush distances etc., without having to manually adjust things.

A good example of how that is currently not the case can be easily observed here:
http://www.teamliquid.net/forum/brood-war/467815-qmapmaking-instantly-change-of-tileset




"Ever tried making a broader ramp or similar in a BW map? With our tool it will be a piece of cake."

I've been making maps since like 2006-7 or something like that, and I was introduced to SCMDraft2.0 (the map editor that allows copy/pasting, tileset indexed, rectangular terrain, etc) around 2007-8. This was the first time I learned how to make inverted or extended ramps (tile by tile, and even then they were buggy because of elevation differences and tile properties I did not know about). So ever since then ramps, or even terrain in general, have been a pain to deal with, and can be an annoying limitation when making a map.

So here are my questions, pardon my curiosity:
How will OpenBW HD make this easier for map makers?
Will there be a map editor that comes along with it, or no?
--> If yes, what capabilities would it have?

Since the game seems to run on a background of individual tiles and subtiles (the 32x32 grids inside tiles with different properties), and the original BW already has a set number of tiles per tileset (can be seen in the SCMDraft tileset indexed menu), would the ability to make different types of terrain basically introduce new tiles with new properties that didn't exist in original BW?
And assuming unit AI and pathfinding (what I as a mapmaker have assumed for the longest time and take into consideration when making maps) seems to be a continuous improvisation of a viable path for each unit (behaving differently when grouped or not grouped and taking into account the "magic box") every few seconds or so, won't new or modified tiles produce unit pathfinding that could possibly never occur in the original BW?
I say this because one of the most reliable ways to debug resources on maps is a method of actually changing some walkable terrain somewhere else on the map, and somehow this changes pathing around the whole map very slightly, with the effect of sometimes fixing resource gathering or screwing it up somewhere else.

I don't know how much sense I'm making here lol, but maybe you can get the gist of what I am asking and can give an explanation that gets to the heart of what I'm alluding to here, I asked too many questions. I'm also open to being proven wrong in my assumptions on how the game works.
www.broodwarmaps.net
imp42
Profile Blog Joined November 2010
398 Posts
January 31 2017 16:18 GMT
#25
On January 31 2017 18:51 JungleTerrain wrote:
Show nested quote +
On January 31 2017 00:06 imp42 wrote:
On January 30 2017 23:01 RedW4rr10r wrote:
On January 30 2017 18:23 [sc1f]eonzerg wrote:
i like first the most

Same here to be honest. The original is just the best (well, that is just my opinion).
I don't get why people try to make a HD version themselves anyways (nor why blizzard should make one xD).

Edit: While playing (or even obsing/casting) I assume that no one pays attention to the map anyways (doesn't matter whether HD or original) because there is simply no time to focus on that, there are more important things to look for.

See my answer above with some impressions of our tileset mechanism combined with Blizzards textures.

As to why we are making our own version:
The long-term goal is to play OpenBW without any dependencies to Blizzard. As long as any dependencies exist, we will always require users to own a legal copy of the original game.

Furthermore:
Ever tried making a broader ramp or similar in a BW map? With our tool it will be a piece of cake.
You're a modder and want that grass to be just a tiny tad darker? Easy as adjusting the brightness of your grass texture, and it will automatically be applied to all tiles in the map.

Edit: IMO you also underestimate the importance of a good tileset when it comes to map making. You will want everything to work together smoothly out of the box and focus on important aspects such as high/low ground, main sizes, rush distances etc., without having to manually adjust things.

A good example of how that is currently not the case can be easily observed here:
http://www.teamliquid.net/forum/brood-war/467815-qmapmaking-instantly-change-of-tileset




"Ever tried making a broader ramp or similar in a BW map? With our tool it will be a piece of cake."

I've been making maps since like 2006-7 or something like that, and I was introduced to SCMDraft2.0 (the map editor that allows copy/pasting, tileset indexed, rectangular terrain, etc) around 2007-8. This was the first time I learned how to make inverted or extended ramps (tile by tile, and even then they were buggy because of elevation differences and tile properties I did not know about). So ever since then ramps, or even terrain in general, have been a pain to deal with, and can be an annoying limitation when making a map.

So here are my questions, pardon my curiosity:
How will OpenBW HD make this easier for map makers?
Will there be a map editor that comes along with it, or no?
--> If yes, what capabilities would it have?

Since the game seems to run on a background of individual tiles and subtiles (the 32x32 grids inside tiles with different properties), and the original BW already has a set number of tiles per tileset (can be seen in the SCMDraft tileset indexed menu), would the ability to make different types of terrain basically introduce new tiles with new properties that didn't exist in original BW?
And assuming unit AI and pathfinding (what I as a mapmaker have assumed for the longest time and take into consideration when making maps) seems to be a continuous improvisation of a viable path for each unit (behaving differently when grouped or not grouped and taking into account the "magic box") every few seconds or so, won't new or modified tiles produce unit pathfinding that could possibly never occur in the original BW?
I say this because one of the most reliable ways to debug resources on maps is a method of actually changing some walkable terrain somewhere else on the map, and somehow this changes pathing around the whole map very slightly, with the effect of sometimes fixing resource gathering or screwing it up somewhere else.

I don't know how much sense I'm making here lol, but maybe you can get the gist of what I am asking and can give an explanation that gets to the heart of what I'm alluding to here, I asked too many questions. I'm also open to being proven wrong in my assumptions on how the game works.

First of all, excellent input. I was hoping to get a comment like this. To be honest, despite dealing with Brood War at quite a deep level for several months now, I'm fairly new to map making. So I could miss a lot of details.
I've been using SCM Draft heavily for the "reverse engineering" of maps. Let me try to elaborate a bit using the ramp as an example.
[image loading]

Top left you see the original top-right/bottom-left ramp. Dots in red indicate fully walkable paths (I didn't double-check those, I just know all maps have a fully walkable path and my manual marking is good enough for illustration purposes).

Top right: extending a ramp such that it becomes wider while still fitting the same cliff angle is as easy as cutting out a staircase shape and shifting the tiles 1 down, 1 to the right (red dots are shifted to orange dots). If you want to extend the ramp less than that you can also just shift 1 down or 1 to the right. As a result, the cliff won't match its original diagonal line anymore. But that's not a big issue, you can just extend the cliff shifted by one tile as well.
So far everything is fully compatible with original Brood War out-of-the-box.

bottom left: the original top-left/bottom-right ramp

bottom right: if we want to create the bottom-right/top-left ramp, which does not exist in original Brood War, things get a bit more complicated. First, we can simply rotate the original ramp by 180 degrees. This will correctly place the fully walkable tiles correctly, but it will look bad (see the area circled in red). Propably we would want the tiles in that area to have a different design and possibly even make the dotted tiles walkable.
In OpenBW this is just a matter of painting new tiles, but original maps use some "hacks" to make it look good. They borrow tiles from another design. This can best be seen here:
[image loading]

Above you see the inversed map used in Fighting Spirit, with the green numbers indicating tile index and sub-index.
In the red are you see an alien 41.12 tile inserted. It makes the top border look pretty good, but you can also clearly see a sharp line at the tile border because it doesn't match perfectly.
If we wan't to remain backward-compatible with such "hacks", then the tile designer of the 41.12 HD version must keep that in mind, which complicates matters.

Wrt your other questions: yes, there will be some form of map editor. In a first step it will most likely target tileset creators more than map creators. This is simply because getting existing maps to look good in a HD tileset has priority over creating new maps directly in the HD tileset, and currently it's just me working on it. If anybody wants to step forward and help out he will get all the support necessary.

It is likely that OpenBW will contain new tiles with new properties, such that new OpenBW maps cannot be played in the original BW. It's a priority that old maps run in the new mode. Remaining compatible in the other direction as well would probably restrict us too much.
For the all-important pathing we're looking into a real-time pathing prediction which you can use in the editor.

by the way: walkability has mini-tile resolution, so there are partially walkable tiles. The concept of shifting and rotating applies to them in exactly the same way.
50 pts Copper League
JungleTerrain
Profile Joined January 2012
Chile799 Posts
February 01 2017 07:31 GMT
#26
On February 01 2017 01:18 imp42 wrote:
Show nested quote +
On January 31 2017 18:51 JungleTerrain wrote:
On January 31 2017 00:06 imp42 wrote:
On January 30 2017 23:01 RedW4rr10r wrote:
On January 30 2017 18:23 [sc1f]eonzerg wrote:
i like first the most

Same here to be honest. The original is just the best (well, that is just my opinion).
I don't get why people try to make a HD version themselves anyways (nor why blizzard should make one xD).

Edit: While playing (or even obsing/casting) I assume that no one pays attention to the map anyways (doesn't matter whether HD or original) because there is simply no time to focus on that, there are more important things to look for.

See my answer above with some impressions of our tileset mechanism combined with Blizzards textures.

As to why we are making our own version:
The long-term goal is to play OpenBW without any dependencies to Blizzard. As long as any dependencies exist, we will always require users to own a legal copy of the original game.

Furthermore:
Ever tried making a broader ramp or similar in a BW map? With our tool it will be a piece of cake.
You're a modder and want that grass to be just a tiny tad darker? Easy as adjusting the brightness of your grass texture, and it will automatically be applied to all tiles in the map.

Edit: IMO you also underestimate the importance of a good tileset when it comes to map making. You will want everything to work together smoothly out of the box and focus on important aspects such as high/low ground, main sizes, rush distances etc., without having to manually adjust things.

A good example of how that is currently not the case can be easily observed here:
http://www.teamliquid.net/forum/brood-war/467815-qmapmaking-instantly-change-of-tileset




"Ever tried making a broader ramp or similar in a BW map? With our tool it will be a piece of cake."

I've been making maps since like 2006-7 or something like that, and I was introduced to SCMDraft2.0 (the map editor that allows copy/pasting, tileset indexed, rectangular terrain, etc) around 2007-8. This was the first time I learned how to make inverted or extended ramps (tile by tile, and even then they were buggy because of elevation differences and tile properties I did not know about). So ever since then ramps, or even terrain in general, have been a pain to deal with, and can be an annoying limitation when making a map.

So here are my questions, pardon my curiosity:
How will OpenBW HD make this easier for map makers?
Will there be a map editor that comes along with it, or no?
--> If yes, what capabilities would it have?

Since the game seems to run on a background of individual tiles and subtiles (the 32x32 grids inside tiles with different properties), and the original BW already has a set number of tiles per tileset (can be seen in the SCMDraft tileset indexed menu), would the ability to make different types of terrain basically introduce new tiles with new properties that didn't exist in original BW?
And assuming unit AI and pathfinding (what I as a mapmaker have assumed for the longest time and take into consideration when making maps) seems to be a continuous improvisation of a viable path for each unit (behaving differently when grouped or not grouped and taking into account the "magic box") every few seconds or so, won't new or modified tiles produce unit pathfinding that could possibly never occur in the original BW?
I say this because one of the most reliable ways to debug resources on maps is a method of actually changing some walkable terrain somewhere else on the map, and somehow this changes pathing around the whole map very slightly, with the effect of sometimes fixing resource gathering or screwing it up somewhere else.

I don't know how much sense I'm making here lol, but maybe you can get the gist of what I am asking and can give an explanation that gets to the heart of what I'm alluding to here, I asked too many questions. I'm also open to being proven wrong in my assumptions on how the game works.

First of all, excellent input. I was hoping to get a comment like this. To be honest, despite dealing with Brood War at quite a deep level for several months now, I'm fairly new to map making. So I could miss a lot of details.
I've been using SCM Draft heavily for the "reverse engineering" of maps. Let me try to elaborate a bit using the ramp as an example.
[image loading]

Top left you see the original top-right/bottom-left ramp. Dots in red indicate fully walkable paths (I didn't double-check those, I just know all maps have a fully walkable path and my manual marking is good enough for illustration purposes).

Top right: extending a ramp such that it becomes wider while still fitting the same cliff angle is as easy as cutting out a staircase shape and shifting the tiles 1 down, 1 to the right (red dots are shifted to orange dots). If you want to extend the ramp less than that you can also just shift 1 down or 1 to the right. As a result, the cliff won't match its original diagonal line anymore. But that's not a big issue, you can just extend the cliff shifted by one tile as well.
So far everything is fully compatible with original Brood War out-of-the-box.

bottom left: the original top-left/bottom-right ramp

bottom right: if we want to create the bottom-right/top-left ramp, which does not exist in original Brood War, things get a bit more complicated. First, we can simply rotate the original ramp by 180 degrees. This will correctly place the fully walkable tiles correctly, but it will look bad (see the area circled in red). Propably we would want the tiles in that area to have a different design and possibly even make the dotted tiles walkable.
In OpenBW this is just a matter of painting new tiles, but original maps use some "hacks" to make it look good. They borrow tiles from another design. This can best be seen here:
[image loading]

Above you see the inversed map used in Fighting Spirit, with the green numbers indicating tile index and sub-index.
In the red are you see an alien 41.12 tile inserted. It makes the top border look pretty good, but you can also clearly see a sharp line at the tile border because it doesn't match perfectly.
If we wan't to remain backward-compatible with such "hacks", then the tile designer of the 41.12 HD version must keep that in mind, which complicates matters.

Wrt your other questions: yes, there will be some form of map editor. In a first step it will most likely target tileset creators more than map creators. This is simply because getting existing maps to look good in a HD tileset has priority over creating new maps directly in the HD tileset, and currently it's just me working on it. If anybody wants to step forward and help out he will get all the support necessary.

It is likely that OpenBW will contain new tiles with new properties, such that new OpenBW maps cannot be played in the original BW. It's a priority that old maps run in the new mode. Remaining compatible in the other direction as well would probably restrict us too much.
For the all-important pathing we're looking into a real-time pathing prediction which you can use in the editor.

by the way: walkability has mini-tile resolution, so there are partially walkable tiles. The concept of shifting and rotating applies to them in exactly the same way.


Ok, so the terrain will have to be dealt with by the individual who is working with the tiles... thanks for the response, this project you are working on is awesome, I imagine being the only person working on this so far must be difficult.
www.broodwarmaps.net
imp42
Profile Blog Joined November 2010
398 Posts
February 01 2017 14:50 GMT
#27
On February 01 2017 16:31 JungleTerrain wrote:
Show nested quote +
On February 01 2017 01:18 imp42 wrote:
On January 31 2017 18:51 JungleTerrain wrote:
On January 31 2017 00:06 imp42 wrote:
On January 30 2017 23:01 RedW4rr10r wrote:
On January 30 2017 18:23 [sc1f]eonzerg wrote:
i like first the most

Same here to be honest. The original is just the best (well, that is just my opinion).
I don't get why people try to make a HD version themselves anyways (nor why blizzard should make one xD).

Edit: While playing (or even obsing/casting) I assume that no one pays attention to the map anyways (doesn't matter whether HD or original) because there is simply no time to focus on that, there are more important things to look for.

See my answer above with some impressions of our tileset mechanism combined with Blizzards textures.

As to why we are making our own version:
The long-term goal is to play OpenBW without any dependencies to Blizzard. As long as any dependencies exist, we will always require users to own a legal copy of the original game.

Furthermore:
Ever tried making a broader ramp or similar in a BW map? With our tool it will be a piece of cake.
You're a modder and want that grass to be just a tiny tad darker? Easy as adjusting the brightness of your grass texture, and it will automatically be applied to all tiles in the map.

Edit: IMO you also underestimate the importance of a good tileset when it comes to map making. You will want everything to work together smoothly out of the box and focus on important aspects such as high/low ground, main sizes, rush distances etc., without having to manually adjust things.

A good example of how that is currently not the case can be easily observed here:
http://www.teamliquid.net/forum/brood-war/467815-qmapmaking-instantly-change-of-tileset




"Ever tried making a broader ramp or similar in a BW map? With our tool it will be a piece of cake."

I've been making maps since like 2006-7 or something like that, and I was introduced to SCMDraft2.0 (the map editor that allows copy/pasting, tileset indexed, rectangular terrain, etc) around 2007-8. This was the first time I learned how to make inverted or extended ramps (tile by tile, and even then they were buggy because of elevation differences and tile properties I did not know about). So ever since then ramps, or even terrain in general, have been a pain to deal with, and can be an annoying limitation when making a map.

So here are my questions, pardon my curiosity:
How will OpenBW HD make this easier for map makers?
Will there be a map editor that comes along with it, or no?
--> If yes, what capabilities would it have?

Since the game seems to run on a background of individual tiles and subtiles (the 32x32 grids inside tiles with different properties), and the original BW already has a set number of tiles per tileset (can be seen in the SCMDraft tileset indexed menu), would the ability to make different types of terrain basically introduce new tiles with new properties that didn't exist in original BW?
And assuming unit AI and pathfinding (what I as a mapmaker have assumed for the longest time and take into consideration when making maps) seems to be a continuous improvisation of a viable path for each unit (behaving differently when grouped or not grouped and taking into account the "magic box") every few seconds or so, won't new or modified tiles produce unit pathfinding that could possibly never occur in the original BW?
I say this because one of the most reliable ways to debug resources on maps is a method of actually changing some walkable terrain somewhere else on the map, and somehow this changes pathing around the whole map very slightly, with the effect of sometimes fixing resource gathering or screwing it up somewhere else.

I don't know how much sense I'm making here lol, but maybe you can get the gist of what I am asking and can give an explanation that gets to the heart of what I'm alluding to here, I asked too many questions. I'm also open to being proven wrong in my assumptions on how the game works.

First of all, excellent input. I was hoping to get a comment like this. To be honest, despite dealing with Brood War at quite a deep level for several months now, I'm fairly new to map making. So I could miss a lot of details.
I've been using SCM Draft heavily for the "reverse engineering" of maps. Let me try to elaborate a bit using the ramp as an example.
[image loading]

Top left you see the original top-right/bottom-left ramp. Dots in red indicate fully walkable paths (I didn't double-check those, I just know all maps have a fully walkable path and my manual marking is good enough for illustration purposes).

Top right: extending a ramp such that it becomes wider while still fitting the same cliff angle is as easy as cutting out a staircase shape and shifting the tiles 1 down, 1 to the right (red dots are shifted to orange dots). If you want to extend the ramp less than that you can also just shift 1 down or 1 to the right. As a result, the cliff won't match its original diagonal line anymore. But that's not a big issue, you can just extend the cliff shifted by one tile as well.
So far everything is fully compatible with original Brood War out-of-the-box.

bottom left: the original top-left/bottom-right ramp

bottom right: if we want to create the bottom-right/top-left ramp, which does not exist in original Brood War, things get a bit more complicated. First, we can simply rotate the original ramp by 180 degrees. This will correctly place the fully walkable tiles correctly, but it will look bad (see the area circled in red). Propably we would want the tiles in that area to have a different design and possibly even make the dotted tiles walkable.
In OpenBW this is just a matter of painting new tiles, but original maps use some "hacks" to make it look good. They borrow tiles from another design. This can best be seen here:
[image loading]

Above you see the inversed map used in Fighting Spirit, with the green numbers indicating tile index and sub-index.
In the red are you see an alien 41.12 tile inserted. It makes the top border look pretty good, but you can also clearly see a sharp line at the tile border because it doesn't match perfectly.
If we wan't to remain backward-compatible with such "hacks", then the tile designer of the 41.12 HD version must keep that in mind, which complicates matters.

Wrt your other questions: yes, there will be some form of map editor. In a first step it will most likely target tileset creators more than map creators. This is simply because getting existing maps to look good in a HD tileset has priority over creating new maps directly in the HD tileset, and currently it's just me working on it. If anybody wants to step forward and help out he will get all the support necessary.

It is likely that OpenBW will contain new tiles with new properties, such that new OpenBW maps cannot be played in the original BW. It's a priority that old maps run in the new mode. Remaining compatible in the other direction as well would probably restrict us too much.
For the all-important pathing we're looking into a real-time pathing prediction which you can use in the editor.

by the way: walkability has mini-tile resolution, so there are partially walkable tiles. The concept of shifting and rotating applies to them in exactly the same way.


Ok, so the terrain will have to be dealt with by the individual who is working with the tiles...

In other words: since the tileset is easily extendable things like extended ramps can simply be added as predefined subsets ready to be copy-pasted. And creating the subset itself is also easy.
I imagine being the only person working on this so far must be difficult.

I do get a lot of support by tscmoo regarding the internals of BW and quuad was the one who suggested using 1024x1024 textures. It's just that I'm the only one coding atm., which affects speed.
50 pts Copper League
kogeT
Profile Joined September 2013
Poland2041 Posts
February 01 2017 14:57 GMT
#28
This is so awesome I cannot express it enough. I fully support the work you do. The results you presented are very promising, can't wait for more!
https://www.twitch.tv/kogetbw
SCC-Faust
Profile Blog Joined November 2007
United States3736 Posts
February 01 2017 16:55 GMT
#29
That pizza tileset getting me hangry.
I want to fuck Soulkey with a Zelderan.
imp42
Profile Blog Joined November 2010
398 Posts
February 07 2017 07:39 GMT
#30
Question: Are map makers able to mirror half a map or rotate a quarter of a map with current tools?

(at least horizontal mirroring should be feasible)
50 pts Copper League
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2017-02-07 07:47:17
February 07 2017 07:47 GMT
#31
On February 07 2017 16:39 imp42 wrote:
Question: Are map makers able to mirror half a map or rotate a quarter of a map with current tools?

(at least horizontal mirroring should be feasible)

current tools allow reflectional symmetry, but not rotational symmetry, that's all done manually.
vibeo gane,
JungleTerrain
Profile Joined January 2012
Chile799 Posts
February 07 2017 08:10 GMT
#32
On February 07 2017 16:39 imp42 wrote:
Question: Are map makers able to mirror half a map or rotate a quarter of a map with current tools?

(at least horizontal mirroring should be feasible)


download SCMDraft2 here so u can sample the terrain mirroring tools yourself.

http://stormcoast-fortress.net/downloads/scmdraft2ZIP/
www.broodwarmaps.net
imp42
Profile Blog Joined November 2010
398 Posts
February 07 2017 08:23 GMT
#33
Rotational symmetry can only be approximated due to the cliffs. But maybe something can be done to at least reduce manual work somewhat.

I missed the mirror function in SCM Draft, thx for pointing out there is one.
50 pts Copper League
DarkNetHunter
Profile Joined October 2012
1224 Posts
February 07 2017 10:24 GMT
#34
Very interesting work you've been doing imp42!

Your whole project is incredible and would help extend BWs life indefinitely.

Learn from the mistakes of others. You can't live long enough to make them all yourself.
Freakling
Profile Joined October 2012
Germany1529 Posts
February 07 2017 10:36 GMT
#35
Highly relevant, regarding symmetry (abstract: How naive y-mirroring gives bad results and how to avoid it). A good auto-mirroring tool should observe this (i.e. at least give the option to automate the kind of modified mirroring described).
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