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ASL5 Map Submissions Request - Page 3

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Rickv100491
Profile Joined February 2017
Ecuador29 Posts
Last Edited: 2018-01-31 21:57:58
January 31 2018 21:54 GMT
#41
Asking that the time to send the map is until february 4th right?? So I'm wondering the time zone they use is different for each country right?? meaning in there it's already 1st February but here in my country can be considered still 31st January, that's what I'm talking about.
NHFFA maps are not about balance... but how with that Imbalance in the map you win it, besides... "I HATE CHOKEPOINTS" e.e ..
outscar
Profile Joined September 2014
2832 Posts
January 31 2018 22:57 GMT
#42
Uzi Sara (Wiki)Uzi Sara barely didn't make it last season, I want them to choose it now.
sunbeams are never made like me...
Freakling
Profile Joined October 2012
Germany1534 Posts
January 31 2018 23:01 GMT
#43
Rick, you could just submit your map on the 3th, right? Just to make sure.

On February 01 2018 07:57 outscar wrote:
Uzi Sara (Wiki)Uzi Sara barely didn't make it last season, I want them to choose it now.
Jungle just needs to resubmit it (and Power Bond, too!).
Rickv100491
Profile Joined February 2017
Ecuador29 Posts
Last Edited: 2018-01-31 23:19:56
January 31 2018 23:19 GMT
#44
Rick, you could just submit your map on the 3th, right? Just to make sure.

well I think so, just asking that, because you know the deal right? different countries, different time zones and so, and yes I think I can submit it on the third, but to be sure I'll try to submit on the second from here, to be more sure
NHFFA maps are not about balance... but how with that Imbalance in the map you win it, besides... "I HATE CHOKEPOINTS" e.e ..
JungleTerrain
Profile Joined January 2012
Chile799 Posts
Last Edited: 2018-02-01 00:29:24
February 01 2018 00:27 GMT
#45
I’m not submitting anything this time around. Don’t think they would choose Uzi Sara again (they have the map file still anyways, I sent it straight to 910 [kangkuyol], if they actually do want to). And Power Bond I don’t consider finished still (although it’s playable). I would want to make another map or two, but at this time I’m too busy/uninspired.
www.broodwarmaps.net
Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2018-02-01 00:48:58
February 01 2018 00:40 GMT
#46
Thanks for the translations.

MMA_fan_ you say that is your first map? Good job, especially how quickly you made it.
Rickv100491 definitely email them your map, its coming along nicely. Delete some cliff from the middle to create 2 side paths, thats an easy win, and add an expansion on the left and right edge.

Ive finished my two maps now, havent emailed them yet but if anyone else needs a hand I might be able to help in some way.

CrystalDrag are you about? Might need to email maps on his behalf if not.

Im assuming Power Bond as one of yours JungleTerrain.

Freakling, just make a few new email accounts and send them all! Mustachefreak, piratefreak etc. Probably Id go for Frogstar World B and Eddy.

EDIT:@Jungleterrain, just delete the minerals from the mineral only and put them right outside the nats so they are much easier to take.
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
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
February 01 2018 01:27 GMT
#47
On January 31 2018 23:34 Rickv100491 wrote:
been honest.. One of my favorite maps I've made to enter this contest is this one, I've been working on it really hard.. although I am still working on the second one, which still hasn't had any major changes, just rough sketches for now, buuut making high progress too, although admittedly Freakling, Crystaldrag, JungleTerrain and any other bwmn map maker, are way better map makers than one that just begun a year or so ago to make maps, but hopefully it is good enough to been noticed .

Any Feedback is Highly appreciated
http://www.panschk.de/mappage/comments.php?mapid=4877

[image loading]




keep it up man! we need more mapmakers!
flametitanrose
Profile Joined January 2018
11 Posts
February 01 2018 01:42 GMT
#48
On January 31 2018 20:10 Freakling wrote:
Show nested quote +
On January 31 2018 18:28 kogeT wrote:
About strange maps, what really has to be avoided (from a player perspective)

- narrow passages where units will bug (ramp is a special case, i'm more about locations around the 1, 4, 9 on http://www.panschk.de/mappage/pics/4879.jpg
Not sure what you mean. The only tight chokes there belong to expansions, which need those tight chokes to be more defensible, and are not where main armies have to move through to get from any points A to B on the map.

Show nested quote +

- any kind of pathing issues (any kind of pathing issues should be minimzed and only happen in some werid unsual angles). I must say that a map like Gold Rush has been extremly well done, it was very easy to send units through midel and also paths around the map. Same goes for outsider.
- terrains that will artiifically extend distances, e.g anything that will make a unit go "around", or in a "cirlce" etc. (something like this mid on http://www.panschk.de/mappage/pics/4879.jpg
There is a flip side to this, though: Both Gold Rush and particularly Outsider have awkwardly short rushing distances, which are detrimental to balance (p.e. in PvZ on Outsider, where FFE on the low ground seems to be considered not safe by many players, although nat choke design probably also plays a role in this).
Or look at maps like Ground Zero or Circuit Breakers, which employ huge chunks of "go-around-terrain" to avoid this very issue. In comparison, I put no major obstacles in players' way on Eddy, and rushing distance is one of the concerns that have been brought up for that map (even though naturals are spaced out far as reasonably possible).

Show nested quote +
On January 31 2018 19:17 -NegativeZero- wrote:
On January 31 2018 18:28 kogeT wrote:
About strange maps, what really has to be avoided (from a player perspective)

- narrow passages where units will bug (ramp is a special case, i'm more about locations around the 1, 4, 9 on http://www.panschk.de/mappage/pics/4879.jpg
- any kind of pathing issues (any kind of pathing issues should be minimzed and only happen in some werid unsual angles). I must say that a map like Gold Rush has been extremly well done, it was very easy to send units through midel and also paths around the map. Same goes for outsider.
- terrains that will artiifically extend distances, e.g anything that will make a unit go "around", or in a "cirlce" etc. (something like this mid on http://www.panschk.de/mappage/pics/4879.jpg

That is why despite the above map is interesting, I don't think it will be accepted.

those center ridges are actually ramps - there's nothing forcing units to take an unusually long path there.

Just to make sure we are on the same page, here is how pathfinding on Frogstar actually works:


One thing I would say to adjust on frogstar: I don't know how many people will pick up on the fact that the big doodads over the entrances to the thirds are actually just sprites with vision restricting (but fully pathable) tiles underneath. If there's something you could use instead that makes the visual language of the map a little clearer, that would help a lot in communicating how the map actually works.
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4456 Posts
February 01 2018 04:04 GMT
#49
On January 31 2018 20:56 MMA_fan_ wrote:
[image loading]


Say hello to Uprising!

My very first map ever made, in either Starcraft 1 or 2!

I went in to this map blind, without having any experience making maps in any game, not really knowing how to work the scmdraft program (and I'm absolutely positive that there are still MANY MANY MANY things that I have yet to learn), but I think that for my first ever map, this one came out okay.

I'm not expecting it to go anywhere, but I am planning to enter it in this contest. Let me know what you guys think!!

Edit: The image doesn't seem to be loading. Here's the imgur link: https://imgur.com/a/8DvuH

This map is impossible to do forge fast expansion on.
https://www.youtube.com/watch?v=e7PvoI6gvQs
FlaShFTW
Profile Blog Joined February 2010
United States10569 Posts
February 01 2018 05:03 GMT
#50
On January 31 2018 20:56 MMA_fan_ wrote:
[image loading]


Say hello to Uprising!

My very first map ever made, in either Starcraft 1 or 2!

I went in to this map blind, without having any experience making maps in any game, not really knowing how to work the scmdraft program (and I'm absolutely positive that there are still MANY MANY MANY things that I have yet to learn), but I think that for my first ever map, this one came out okay.

I'm not expecting it to go anywhere, but I am planning to enter it in this contest. Let me know what you guys think!!

Edit: The image doesn't seem to be loading. Here's the imgur link: https://imgur.com/a/8DvuH

[image loading]

(HMM)
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
MMA_fan_
Profile Joined October 2017
United States35 Posts
February 01 2018 07:16 GMT
#51
On February 01 2018 14:03 FlaShFTW wrote:
Show nested quote +
On January 31 2018 20:56 MMA_fan_ wrote:
[image loading]


Say hello to Uprising!

My very first map ever made, in either Starcraft 1 or 2!

I went in to this map blind, without having any experience making maps in any game, not really knowing how to work the scmdraft program (and I'm absolutely positive that there are still MANY MANY MANY things that I have yet to learn), but I think that for my first ever map, this one came out okay.

I'm not expecting it to go anywhere, but I am planning to enter it in this contest. Let me know what you guys think!!

Edit: The image doesn't seem to be loading. Here's the imgur link: https://imgur.com/a/8DvuH

[image loading]

(HMM)


I did draw inspiration from CPR for sure, as it's my favorite map that has ever seen professional play. But I think that my map has enough differences that it shouldn't be an issue, so I'm not really sure why you're trying to make one.
jangbi and bisu are my favorite players
FlaShFTW
Profile Blog Joined February 2010
United States10569 Posts
February 01 2018 07:57 GMT
#52
On February 01 2018 16:16 MMA_fan_ wrote:
Show nested quote +
On February 01 2018 14:03 FlaShFTW wrote:
On January 31 2018 20:56 MMA_fan_ wrote:
[image loading]


Say hello to Uprising!

My very first map ever made, in either Starcraft 1 or 2!

I went in to this map blind, without having any experience making maps in any game, not really knowing how to work the scmdraft program (and I'm absolutely positive that there are still MANY MANY MANY things that I have yet to learn), but I think that for my first ever map, this one came out okay.

I'm not expecting it to go anywhere, but I am planning to enter it in this contest. Let me know what you guys think!!

Edit: The image doesn't seem to be loading. Here's the imgur link: https://imgur.com/a/8DvuH

[image loading]

(HMM)


I did draw inspiration from CPR for sure, as it's my favorite map that has ever seen professional play. But I think that my map has enough differences that it shouldn't be an issue, so I'm not really sure why you're trying to make one.

You map is too simple and the center is too boring. How is a Terran every supposed to move out against a Protoss?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
MMA_fan_
Profile Joined October 2017
United States35 Posts
February 01 2018 08:06 GMT
#53
On February 01 2018 16:57 FlaShFTW wrote:
Show nested quote +
On February 01 2018 16:16 MMA_fan_ wrote:
On February 01 2018 14:03 FlaShFTW wrote:
On January 31 2018 20:56 MMA_fan_ wrote:
[image loading]


Say hello to Uprising!

My very first map ever made, in either Starcraft 1 or 2!

I went in to this map blind, without having any experience making maps in any game, not really knowing how to work the scmdraft program (and I'm absolutely positive that there are still MANY MANY MANY things that I have yet to learn), but I think that for my first ever map, this one came out okay.

I'm not expecting it to go anywhere, but I am planning to enter it in this contest. Let me know what you guys think!!

Edit: The image doesn't seem to be loading. Here's the imgur link: https://imgur.com/a/8DvuH

[image loading]

(HMM)


I did draw inspiration from CPR for sure, as it's my favorite map that has ever seen professional play. But I think that my map has enough differences that it shouldn't be an issue, so I'm not really sure why you're trying to make one.

You map is too simple and the center is too boring. How is a Terran every supposed to move out against a Protoss?


I mean, it's literally my first ever map. I expected people to be finding things wrong with it, and these are things that people will point out to me and that I will fix on this map and keep in mind for future maps that I make.
jangbi and bisu are my favorite players
oshibori_probe
Profile Blog Joined July 2006
United States2937 Posts
February 01 2018 10:16 GMT
#54
Whatever map favors protoss has to get voted in. Lets go lads.
Fuck KeSPA.
Freakling
Profile Joined October 2012
Germany1534 Posts
February 01 2018 10:46 GMT
#55
:\ The real sad thing is how absolutely terrible most custom ramps for Ash World look in HD. Doing proper aesthetic updates for HD graphics is really frustrating, given ScmDraft's lack of HD support. By removing the darker shades from the reverse cliff tiles, Blizzard really dropped a the ball, or should I say, dropped a rock on map makers… Not even sure this can be remedied, experimenting with using some more high lava edges for transition is the only thing I can really think of…
Any one with too much time on their hand willing to try develop some new Ash ramps?

On February 01 2018 08:19 Rickv100491 wrote:
Show nested quote +
Rick, you could just submit your map on the 3th, right? Just to make sure.

well I think so, just asking that, because you know the deal right? different countries, different time zones and so, and yes I think I can submit it on the third, but to be sure I'll try to submit on the second from here, to be more sure
Instead of obsessing over such minute details, maybe you should focus more on the core issues of your maps.


On February 01 2018 09:27 JungleTerrain wrote:
I’m not submitting anything this time around. Don’t think they would choose Uzi Sara again (they have the map file still anyways, I sent it straight to 910 [kangkuyol], if they actually do want to). And Power Bond I don’t consider finished still (although it’s playable). I would want to make another map or two, but at this time I’m too busy/uninspired.
Seen from that angle – I wonder what they make of that huge pool of map submissions for the ASL4 contest. Would be a pretty bad idea of them to just forget about it, and I doubt any one will really manage to make a map exclusively for ASL5, not a quality map at least, on such short notice. Guess they want to be sure that the map makers stand by to update stuff at their whim. What they really need is better foresight, there is absolutely no need to postpone every step of map selection, testing, updating, introduction, and usually further edits, because for various reasons most maps tend to have some serious flaws (insufficient knowledge about bugs and too little, too late and very superficial, on a technical level, testing being the most important ones) to the latest possible moment. Why can't they plan 3 months in advance – 1 month for submissions, one for testing, updating and selection, and one to actually give players time to learn the map (or make it 2.5 months with only 2 weeks to train on the final version, as players would be involved in testing an selecting anyways)?
Or they need their own team of map makers.
Or both.

On February 01 2018 09:40 Jukado wrote:Ive finished my two maps now, havent emailed them yet but if anyone else needs a hand I might be able to help in some way.
well, I need Ash ramps that don't look like total garbage in HD graphics…

CrystalDrag are you about? Might need to email maps on his behalf if not.
Cross Game and Kiseyras? Seriously, they should just use Kiseyras, which was already submitted for ASL4…

Freakling, just make a few new email accounts and send them all! Mustachefreak, piratefreak etc. Probably Id go for Frogstar World B and Eddy.
I am sure no one would notice @_@ ; especially after I already submitted everything currently on my shortlist, except for Oxide, for ASL4.

EDIT:@Jungleterrain, just delete the minerals from the mineral only and put them right outside the nats so they are much easier to take.[/QUOTE]

On February 01 2018 10:42 flametitanrose wrote:
Show nested quote +
On January 31 2018 20:10 Freakling wrote:
On January 31 2018 18:28 kogeT wrote:
About strange maps, what really has to be avoided (from a player perspective)

- narrow passages where units will bug (ramp is a special case, i'm more about locations around the 1, 4, 9 on http://www.panschk.de/mappage/pics/4879.jpg
Not sure what you mean. The only tight chokes there belong to expansions, which need those tight chokes to be more defensible, and are not where main armies have to move through to get from any points A to B on the map.


- any kind of pathing issues (any kind of pathing issues should be minimzed and only happen in some werid unsual angles). I must say that a map like Gold Rush has been extremly well done, it was very easy to send units through midel and also paths around the map. Same goes for outsider.
- terrains that will artiifically extend distances, e.g anything that will make a unit go "around", or in a "cirlce" etc. (something like this mid on http://www.panschk.de/mappage/pics/4879.jpg
There is a flip side to this, though: Both Gold Rush and particularly Outsider have awkwardly short rushing distances, which are detrimental to balance (p.e. in PvZ on Outsider, where FFE on the low ground seems to be considered not safe by many players, although nat choke design probably also plays a role in this).
Or look at maps like Ground Zero or Circuit Breakers, which employ huge chunks of "go-around-terrain" to avoid this very issue. In comparison, I put no major obstacles in players' way on Eddy, and rushing distance is one of the concerns that have been brought up for that map (even though naturals are spaced out far as reasonably possible).

On January 31 2018 19:17 -NegativeZero- wrote:
On January 31 2018 18:28 kogeT wrote:
About strange maps, what really has to be avoided (from a player perspective)

- narrow passages where units will bug (ramp is a special case, i'm more about locations around the 1, 4, 9 on http://www.panschk.de/mappage/pics/4879.jpg
- any kind of pathing issues (any kind of pathing issues should be minimzed and only happen in some werid unsual angles). I must say that a map like Gold Rush has been extremly well done, it was very easy to send units through midel and also paths around the map. Same goes for outsider.
- terrains that will artiifically extend distances, e.g anything that will make a unit go "around", or in a "cirlce" etc. (something like this mid on http://www.panschk.de/mappage/pics/4879.jpg

That is why despite the above map is interesting, I don't think it will be accepted.

those center ridges are actually ramps - there's nothing forcing units to take an unusually long path there.

Just to make sure we are on the same page, here is how pathfinding on Frogstar actually works:


One thing I would say to adjust on frogstar: I don't know how many people will pick up on the fact that the big doodads over the entrances to the thirds are actually just sprites with vision restricting (but fully pathable) tiles underneath. If there's something you could use instead that makes the visual language of the map a little clearer, that would help a lot in communicating how the map actually works.
If you mean the rock sprites, they are actually required to blend the vision blocking terrain to the cliffs properly, so I cannot really remove them. I don't see how it would be hard for people to figure out, anyways. And as for the small shrub doodads I use to mark the vision blockers, that's actually copied directly from how it's done in SC2. There is not established standard for how vision blockers are to be implemented in SC1, as no Korean tournament map (except Mist) has made use of them yet. There should be something to mark them as a broad hint to players that there is something noteworthy is going on, and using those bush sprite is an ideal solution in that regard:
  • it is very intuitive, at least for any one who has ever played or seen LOS blockers in SC2, and makes some sense from a logical perspective (bushes can obstruct vision of things behind them)
  • it is obvious enough to not just be overlooked, but not so intrusive as to distract from the game, completely or obscure units.
  • the shrubs also cover up the inevitable blockiness of the special tiles very nicely.


FlaShFTW
Profile Blog Joined February 2010
United States10569 Posts
February 01 2018 11:04 GMT
#56
But I think that my map has enough differences that it shouldn't be an issue

I'm sorry, but when you say something like this, it just comes off as "oh my map is unique enough to sin CPR to be a good map on its own" without considering what map CPR a good map in the first place. The idea of a relatively straight forward center but wide enough side paths that make side pushes and flanks possible. That is the issue.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ajmbek
Profile Joined November 2008
Italy460 Posts
February 01 2018 13:19 GMT
#57
On January 31 2018 23:34 Rickv100491 wrote:
been honest.. One of my favorite maps I've made to enter this contest is this one, I've been working on it really hard.. although I am still working on the second one, which still hasn't had any major changes, just rough sketches for now, buuut making high progress too, although admittedly Freakling, Crystaldrag, JungleTerrain and any other bwmn map maker, are way better map makers than one that just begun a year or so ago to make maps, but hopefully it is good enough to been noticed .

Any Feedback is Highly appreciated
http://www.panschk.de/mappage/comments.php?mapid=4877

[image loading]




Too easy to split the map. Maybe two narrow corridors on the sides will help
Sic iter ad astra
ajmbek
Profile Joined November 2008
Italy460 Posts
February 01 2018 13:23 GMT
#58
On February 01 2018 07:57 outscar wrote:
Uzi Sara (Wiki)Uzi Sara barely didn't make it last season, I want them to choose it now.


This is a cool map. Really different but still logical. I like it.
We can see a lot of new strategy here.
Sic iter ad astra
ajmbek
Profile Joined November 2008
Italy460 Posts
February 01 2018 13:28 GMT
#59
I relly like Sign of the nort, done by CoL_DarkstaR.
Here it is www.panschk.de
Sic iter ad astra
Rickv100491
Profile Joined February 2017
Ecuador29 Posts
February 01 2018 14:33 GMT
#60
Thank you guys for the comments on the map, gonna apply them
..
Freakling: Instead of obsessing over such minute details, maybe you should focus more on the core issues of your maps.


Ammm.... Core issues....... got it Freakling thanks for the pointer, and I was worried, because the time zone usually helps me concentrate more, like I know until which time I have to upload and so
NHFFA maps are not about balance... but how with that Imbalance in the map you win it, besides... "I HATE CHOKEPOINTS" e.e ..
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