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ASL5 Map Submissions Request - Page 4

Forum Index > BW General
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Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2018-02-01 20:05:55
February 01 2018 16:26 GMT
#61
@Freakling PMed you
@ajmbek Im not sure which maps Darkstar will send, many to choose from, my favourite being Outzoned.
@JungleTerrain send in Heartbeat or even Gemlong if nothing else, may as well, ASL.
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
flametitanrose
Profile Joined January 2018
11 Posts
February 01 2018 16:39 GMT
#62
On February 01 2018 19:46 Freakling wrote:
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.




Looking at it again in game, it seems my concerns only apply to the 768*768 preview image. In game it's much more intuitive. So I guess the actual remedy is to send the ASL team a larger preview image so they can better see the details of the map.
Rickv100491
Profile Joined February 2017
Ecuador29 Posts
February 02 2018 13:11 GMT
#63
That's why I don't ever, doubt what Freakling does, he knows what he's doing, and I actually admire a lot of his maps, I actually want to make a map, in which one day Freakling would say, hey I like this map , although that's gonna be hard to pull off...but who knows?? maybe one day :3
NHFFA maps are not about balance... but how with that Imbalance in the map you win it, besides... "I HATE CHOKEPOINTS" e.e ..
bovienchien
Profile Joined March 2014
Vietnam1152 Posts
February 02 2018 13:30 GMT
#64
I really like the Taebaek Mountains map. I don't understand people don't like it.

(Wiki)File:Taebaek Mountains 1.1 map.jpg
https://www.facebook.com/StarcraftRemasteredVN/
Rickv100491
Profile Joined February 2017
Ecuador29 Posts
Last Edited: 2018-02-02 16:02:38
February 02 2018 16:00 GMT
#65
Bovie... it looks good but the pathing of units is scarce... and the mains can be sieged down from behind and the sides of each part, that's a huge advantage for terran players, same happens with Naturals, a lot of imbalances too, need to take into consideration tank siege range, mining path, resource balancing, naturals are wall able or not, thirds can be accesible? can be easily defended and easily taken?... need to take a lot into consideration.
NHFFA maps are not about balance... but how with that Imbalance in the map you win it, besides... "I HATE CHOKEPOINTS" e.e ..
onlystar
Profile Joined March 2015
United States971 Posts
February 02 2018 17:45 GMT
#66
On February 02 2018 22:30 bovienchien wrote:
I really like the Taebaek Mountains map. I don't understand people don't like it.

http://liquipedia.net/starcraft/File:Taebaek_Mountains_1.1_map.jpg



The Reason being..... its basically unplayable hydra busta are unstoppable in pvz just the whole map is to narrow to have a little bit of normal engagement Army movements the map just does not function
Excalibur
Profile Joined September 2009
United States58 Posts
February 03 2018 01:17 GMT
#67
I'll be submitting (4)Somersault for this:
[image loading]

Map is a remake of NastyMarine's Formula 43 which has been sitting in the BWMN remake thread for ages. I'm a bit iffy right now on the Xel temples blocking the 3rds and the overall lack of expos on the map.

Comments welcome.
Whats a 4pool?
TelecoM
Profile Blog Joined January 2010
United States10682 Posts
February 03 2018 01:55 GMT
#68
On February 03 2018 10:17 Excalibur wrote:
I'll be submitting (4)Somersault for this:
[image loading]

Map is a remake of NastyMarine's Formula 43 which has been sitting in the BWMN remake thread for ages. I'm a bit iffy right now on the Xel temples blocking the 3rds and the overall lack of expos on the map.

Comments welcome.

Looks pretty cool actually, Tau cross is a pretty low expansion map as well when you think about it,
AKA: TelecoM[WHITE] Protoss fighting
CrystalDrag
Profile Joined July 2010
173 Posts
Last Edited: 2018-02-03 10:06:04
February 03 2018 10:03 GMT
#69
Submitted (4)Kiseyras.
+ Show Spoiler +
[image loading]
Pathfinding fix version 2.24
Freakling
Profile Joined October 2012
Germany1529 Posts
February 03 2018 11:02 GMT
#70
Yay, Crystal is here :D Submit some of your other maps as well. Can only heighten your chances.

@Excalibur: You could replace the Xel'Nagas with whatever, if you think it would help balance/gameplay. And what lack of expos? 4 bases per SL, 3 of them gas, is the perfectly standard amount.
FlaShFTW
Profile Blog Joined February 2010
United States10237 Posts
February 03 2018 11:11 GMT
#71
On February 03 2018 19:03 CrystalDrag wrote:
Submitted (4)Kiseyras.
+ Show Spoiler +
[image loading]
Pathfinding fix version 2.24

cross spawn only right? I think that the spawn imbalances are too strong if you dont have it.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Freakling
Profile Joined October 2012
Germany1529 Posts
February 03 2018 11:56 GMT
#72
On February 03 2018 20:11 FlaShFTW wrote:
Show nested quote +
On February 03 2018 19:03 CrystalDrag wrote:
Submitted (4)Kiseyras.
+ Show Spoiler +
[image loading]
Pathfinding fix version 2.24

cross spawn only right? I think that the spawn imbalances are too strong if you dont have it.

This is not SC2…
Freakling
Profile Joined October 2012
Germany1529 Posts
February 03 2018 16:59 GMT
#73
For now I submitted (2)Oxide and (3)Frogstar as my candidates (I think a 2 player map adds a bit more diversity). I just linked to the mediafire archive containing all my submissions for ASL4, as a subtle hint how detrimental that arbitrary 2 map limitation actually is ;D Both maps have received some final updates (added a 7th patch to the mineral onlies on Frogstar and fixed a bunch of potential pathfinding bugs).
ne4aJIb
Profile Blog Joined July 2011
Russian Federation3209 Posts
February 03 2018 17:13 GMT
#74
Damn, tanks seems imba everywhere.
Bisu,Best,Stork,Jangbi and Flash, Fantasy, Leta, Light and Jaedong, Hydra, Zero, Soulkey assemble in ACE now!
Freakling
Profile Joined October 2012
Germany1529 Posts
February 03 2018 17:24 GMT
#75
On February 04 2018 02:13 ne4aJIb wrote:
Damn, tanks seems imba everywhere.
Without any clear point of reference, I am just gonna assume you want to tell us what we already know: Yeah, Tanks pretty imba!
flametitanrose
Profile Joined January 2018
11 Posts
Last Edited: 2018-02-03 20:56:08
February 03 2018 19:11 GMT
#76
On February 04 2018 02:24 Freakling wrote:
Show nested quote +
On February 04 2018 02:13 ne4aJIb wrote:
Damn, tanks seems imba everywhere.
Without any clear point of reference, I am just gonna assume you want to tell us what we already know: Yeah, Tanks pretty imba!

So many more map designs would be viable if tanks didn't have such a long range...
onlystar
Profile Joined March 2015
United States971 Posts
Last Edited: 2018-02-04 00:27:41
February 04 2018 00:13 GMT
#77
On February 04 2018 01:59 Freakling wrote:
For now I submitted (2)Oxide and (3)Frogstar as my candidates (I think a 2 player map adds a bit more diversity). I just linked to the mediafire archive containing all my submissions for ASL4, as a subtle hint how detrimental that arbitrary 2 map limitation actually is ;D Both maps have received some final updates (added a 7th patch to the mineral onlies on Frogstar and fixed a bunch of potential pathfinding bugs).


[image loading]

Oxide it looks like eye candy to me beautifully made I do see a lot of same type of map features as in matchpoint ie sieges up expansions from low ground etc but it looks like a really interesting map


[image loading]

Frogstar Curious about how the map would do gameplay wise, those narrow corridores in the center probably will ruin nice gameplay ( nice flanks /engagements)
Just chances are it will be some silly drop play & harassment map but I guess it’s worth a shot
FlaShFTW
Profile Blog Joined February 2010
United States10237 Posts
February 04 2018 00:16 GMT
#78
On February 03 2018 20:56 Freakling wrote:
Show nested quote +
On February 03 2018 20:11 FlaShFTW wrote:
On February 03 2018 19:03 CrystalDrag wrote:
Submitted (4)Kiseyras.
+ Show Spoiler +
[image loading]
Pathfinding fix version 2.24

cross spawn only right? I think that the spawn imbalances are too strong if you dont have it.

This is not SC2…

wasnt there an edit in the map editor where you could force that to happen? I think I recall some other map thread having it but I could be mistaken. Anyways, I still believe that positional imbalances are too strong on this map that unless it has forced cross spawn it wouldnt be selected.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Excalibur
Profile Joined September 2009
United States58 Posts
Last Edited: 2018-02-04 00:35:22
February 04 2018 00:34 GMT
#79
On February 04 2018 09:13 onlystar wrote:
[image loading]

Frogstar Curious about how the map would do gameplay wise, those narrow corridores in the center probably will ruin nice gameplay ( nice flanks /engagements)
Just chances are it will be some silly drop play & harassment map but I guess it’s worth a shot

Keep in mind the majority of the ridges in Frogster are walkable. Only the cliffs directly next to and across from the expos are not walkable.
Whats a 4pool?
onlystar
Profile Joined March 2015
United States971 Posts
Last Edited: 2018-02-04 09:43:02
February 04 2018 09:39 GMT
#80
Yeh to get you’re army to the next nat /main for an attach you would need to move you’re army trough that center which seems like a huge pain to get a cross making gameplay pretty static when it comes to frontal attacks

Like infact sieged up behind the ridge you can’t even use those pathways without groundunits getting killed off before even reaching a front where they can make contact with tanks
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