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ASL5 Map Submissions Request - Page 7

Forum Index > BW General
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Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
February 13 2018 02:38 GMT
#121
Yes! Can some mapmakers give their thoughts on these new maps? All Korean made I suspect? Did any foreigner make it?
JungleTerrain
Profile Joined January 2012
Chile799 Posts
Last Edited: 2018-02-13 03:17:28
February 13 2018 03:15 GMT
#122
On February 13 2018 09:01 Ikirouta wrote:
Okay, I did more testing and it seems that the shape of the crystal sprite is causing this issue. Easiest fix would be to swap it for a sprite that has a symmetric shape.


Look at collision boxes, assimilators extractora and refineries are different. This is probably what causes the difference. And see if they were placed off grid or not (very fine-fine)

What is the intended interaction that Waldstein was looking for here anyway? A gas for Zerg only? Seems glitchy based on your tests
www.broodwarmaps.net
FlaShFTW
Profile Blog Joined February 2010
United States10253 Posts
February 13 2018 03:33 GMT
#123
was ASL's intention to make as gimmicky of a map pool as possible? wtf?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
bovienchien
Profile Joined March 2014
Vietnam1152 Posts
February 13 2018 04:33 GMT
#124
I voted for Sparkle. So It is very interesting for people. But I think this map, Zerg players will be advantage so hatches are cheaper than command center and nexus :v
https://www.facebook.com/StarcraftRemasteredVN/
Peeano
Profile Blog Joined March 2009
Netherlands5198 Posts
Last Edited: 2018-02-13 04:56:57
February 13 2018 04:50 GMT
#125
First my dream of ASL5 is actually happening and now an island map in the mappool. WTH!

I have always felt cheated because when I finally found out there was a BW proscene, island maps weren't ever played anymore. If island maps can ever make a comeback, I'm sure Flash's brain is going to do some overtime once more. *fingers crossed* + Show Spoiler +
Haters don't you dare quoting me!


Edit: Unfortunately this mappool doesn't even look close to good enough to finally exile FS :\
FBH #1!
sM.Zik
Profile Joined June 2011
Canada2550 Posts
February 13 2018 05:22 GMT
#126
Sylphide looks amazing, I want to see pro games on it so bad!
Jaedong Fighting! | youtube.com/ZikGaming
JungleTerrain
Profile Joined January 2012
Chile799 Posts
February 13 2018 06:39 GMT
#127
I mean when you think about it all the other maps in the mappool are old and well-known, so much so that any novelty factor deviating from a "standard" macro map when the map was first introduced isn't novelty anymore. So they gotta introduce maps that don't play "standard," which most of the time it just means plays differently from FS, CB, Neo Jade, etc.

New non-standard maps can do two things as I see it.
-novelty factor (can increase audience interest => viewership)
-possible skewing of racial balance (to help struggling zergs, protoss, terran, etc.).
www.broodwarmaps.net
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-02-17 12:00:01
February 13 2018 10:46 GMT
#128
If I'd known they're looking for completely crazy this time, I'd have send them Incidicence or something…
Anyway, just from some quick glances:

(3)Transistor: Clone of an old SC2 concept. We have plenty of maps of that kind on BWMN (Jungle's (3)Miss You for example) and my argument has always been that they'd basically be impossible to balance for BW meta, because of the backdoor, the impossibility to set up proper FEs/defenses and the very linear nature of between base pathing resulting from this type of layout.

(2)Bulkeunsiwol (or something like that): Another highly problematic backdoor, Can't see details on the picture, though.

(2)Circulator: Basically a Chain Reaction clone, but with changed terrain profile with standard high ground main/low ground nat. So overall pretty legitimate concept.

(4)Sunburst
: Way too basic 4 player layout with another backdoor thrown in to make it more interesting. I need to look at it in editor to see if the backdoor is at all secured against early runbys (EDIT: They aren't, so good luck in PvZ…). Either way, I think there is already too much thrown in in terms of obstrucive terrain (look at those overly long nat chokes, for example), just to make those backdoors somewhat work. for my taste.

(4)Sparkle: The layout is absolutely cookie cutter, but I guess the fact that they are considering an island map at all and that a reasonable attempt was made to balance it for Zerg with the help of modernized map mechanics makes it an interesting option.
EDIT: There's also a lot of creep for building Nydus Canals around the map, which is nice. Take note, Blizzard: This is why we need creep spawners back!

(3)Syliphide: Solid 3 player map. Not my personal favourite of LatiAs', but his maps are generally exceptionally well made and I have studied it in detail before, so at the very least I know I won't have to write any extensive bug report on this one once I've studied them in the editor and done some in-game testing.


Some quick runthrough of basic bug checking (I'll keep this list updated as best I can ; serious bugs with strong/likely impact on balance and gameplay will be in red, blue marks bugs which pose a serious problem, but need not be addressed right away, as they pertain to pathfinding and fixing some of the other bugs listed might solve the problam as a by-effect, suggestions for fixes will be in green):

(3)Transistor (as of v.0.94):
  • Horribly buggy ramps (unfortunately not a surprise), terrain levels all over the place: Why can't people still use ScmDraft properly?!
  • What's the matter with those Khaydarins in the mains? Seems like they are set up to block the free of the three spawns from being built at (so no one can efficiently take it as an expo). Problem with this, apart from being a pretty stupid mechanic to begin with, is that it causes stack bug (players can build on top of the edge of their initial resource depots). Can easily be fixed by using disabled installation doors instead, but again: Why would you even want to forcefully cripple an expansion?
  • There's currently a vortex bug on the bottom ramp to the plateau at 3 o'clock, but ramps need to be fixed first anyway before pathfinding can be addressed.
  • Also not listing any mining bugs yet, as it's pointless as long as the terrain is not updated.


(2)Bulkeunsiwol (Red October) (as of v.0.92):
  • Ramps are an absolute nightmare (surprise! + Show Spoiler +
    …not really…
    )

  • While those 40 mineral fields are in principle a solid backdoor protection that cannot easily be broken offensively early on, they are way too close to the actual expansion. Not only can tanks dropped (or just moved) behind them shell the complete mineral line, but workers migrate there on their own, so players easily lose control over when to open up that path.
  • Why is the natural gas so far away?!? On top of that, miners (both mineral and gas) will get in the way of units moving from the main towards the backdoor all the time. I would suggest that the whole natural be remodeled to allow for better gas mining, a safer backdoor and good passing of units. The minerals could be put towards the cliff on the other side, which could be changed to Tar to make it a bit safer against Mutas, the backdoor wall needs to be further from the mineral line.
  • Not having a clearly defined optimal spot for placement of a resource depot in the nats (or any other expo) is generally bad and makes players prone to additional mining bugs due to "mis"-placement of their expansion.
  • Some very bad gas positions in general. Best to plan map layouts around eventual gas positions from the very start!
  • Some low ground tiles on medium ground around the entrance to top left corner base (also cause 2 Ultra-vortex bugs as a nasty side effect)
  • Not even going to look for any vortex or mining bugs, because first those train wrecks of ramps and other terrain level bugs need to be fixed before any further pathfinding fixes can be applied…


(2)Circulator (as of v.0.92):
  • Do I even need to mention the buggy ramps?
  • Little nitpick: Some potentially problematic drop spots are also still there.
  • Ultra-Vortex bug in left main (Ultra vortex bugs may be a bit nitpicky, unless found in tight chokes, but why not remove any easily fixed and potentially gamebreaking bugs?)
  • Vortex bug on left main ramp: This one is a huge problem with the potential to completely compromise many a game!
  • Ultra-Vortex bug in right main
  • Really bad (and badly balanced) natural gas positions
  • Confirmed mining bugs in right main (having small pathfinding regions that workers have to cross right through in the midst of a mineral line pretty much guarantees some serious issues!), left natural and bottom left corner


(4)Sunburst (as of v.0.91):
  • Mineral mining is confirmed horrible on this map, including some very bad clusters in the bottom left main, bottom left natural and bottom right natural (and by "cluster" I don't mean single patches but whole clusters of 2+ adjacent patches that are bnugged!) – basically, if you spawn at bottom left, especially as Zerg, you are screwed economically. Looks like it was not tested at all, despite Afreeca's explicit demand that this be done.Looks fixed for the most part, but some new mining bugs may be present.
  • Ultra-Vortex bug in left 3rd
  • Ultra-Vortex bug in bottom 3rd
  • Ultra-Vortex bug on left 3rd ramp!
  • Ultra-Vortex bugs on both right 3rd ramps!
  • 3 2 Ultra-Vortex bugs in narrow passage to the left of top left main (the fact that these are in a tight passage means they could actually lead to game-breaking situations!)
  • Ultra-Vortex bug in narrow passage to the left of bottom left main
  • Ultra-Vortex bug in narrow passage to the right of top right main
  • Vortex bug at bottom right of the basilica walls in the centre


(4)Sparkle (as of v.0.96):
  • For the potential issues with the Khaydarin geysers I need some in-game investigation first, but to address something suggested above: For geysers that are permanently mineable only by Zerg, Khaydarin Crystals are the only option, because they are the only building unit (well, apart form other resource patches, of course) with invincibility hard-coded into their unit properties (you can make other buildings invincible, but for that you need to use triggers or place them as units, both of which are not compatible with melee maps).
  • Ultra-Vortex bug in bottom left main
  • Ultra-Vortex bug on top centre island
  • Ultra-Vortex bug on top left main ramp
  • There are some mining bugs: bottom right main, bottommost patch (minor problem), bottom right Zerg-only gas base: (all three patches!), left mineral only
  • The right mineral-only base suffers from worker migration behind the mineral formations, due to the pathfinding region layout (two of the patches are located within the narrow zones behind the mineral lines)
  • The top right main mineral line is set up very inefficient, compared to the others. In particular there are only two very fast patches to split to (should be at least 3 to ensure a smooth game start). Additionally I strongly advice that the initial worker spawn be altered to top position (using the usual hallucinated neutral creep workaround) to allow for a proper fast split.


(3)Syliphide (as of v.1.5):
  • Vortex bug in bottom right main
  • Ultra-Vortex bug in left main
  • Ultra-Vortex bug in left raised jungle expo
  • Vortex bugs in bugs in bottom left and bottom right mains (seems like LatiAs actually tried to fix the Ultra-Vortices, just to make things worse O_o
  • Apart from those nitpicks, nothing. Guess LatiAs has hung around on BWMN too much
  • Confirmed mining problems in some bases: Bottom left main (bottom patches Zerg-specific, very balance relevant!), bottom Raised Jungle expo (patches 3,4 from top), gas of bottom left Raised Jungle expo (actually improves positional balance)
  • Little nitpick: There's all that beautiful clutter terrain filling the dead spaces around the corners, that will hardly ever be seen on screen during matches, but the gaps between the Raised Jungle and Temple right in the middle is still filled with those blocky tree stumps that look more like placeholders.
TT1
Profile Blog Joined December 2008
Canada10012 Posts
Last Edited: 2018-02-13 11:31:41
February 13 2018 11:19 GMT
#129
Circulator and Syliphide are good, rest are meh. Circulator felt a lot like HBR and Crossing Field mixed together. Syliphide is a well designed, straight forward and enjoyable map.

That said, 1 balance issue on Syliphide is that Protoss doesn't have a good 3rd to take if they spawn at ~8 vs a ~5 oclock T. The regular 3rd (on the grass tileset) is too easy to push (short rush distance to T's nat and the ramp isn't positioned well) and the only other option is a mineral only base with a lot of harass potential, so imo that expo (grassy 3rd with gas) needs to be re-assessed. Every other position is fine tho.
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Superouman
Profile Blog Joined August 2007
France2195 Posts
February 13 2018 11:36 GMT
#130
Looks like the theme of this map pack is "Path behind the main"
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
PVJ
Profile Blog Joined July 2012
Hungary5221 Posts
Last Edited: 2018-02-13 11:44:28
February 13 2018 11:40 GMT
#131
http://play.afreecatv.com/koreasbg

Stork is checking out the maps if anyone wants to check the maps in motion

EDIT LatiAs is also there in the chat!
The heart's eternal vow
TT1
Profile Blog Joined December 2008
Canada10012 Posts
Last Edited: 2018-02-13 11:44:38
February 13 2018 11:41 GMT
#132
On February 13 2018 20:36 Superouman wrote:
Looks like the theme of this map pack is "Path behind the main"


Gives more angles to harass with mutas vs T (you can now harass behind the mineral line with an escape route), T's cant cut off an entire zone with 3-4 turrets like they can on regular maps. They're forced to make more turrets, gives Z more harass potential. Well that's the main thing i took away from it.
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Freakling
Profile Joined October 2012
Germany1529 Posts
February 13 2018 12:21 GMT
#133
Is there an email or something to file bug reports to?
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
February 13 2018 13:01 GMT
#134
On February 01 2018 02:39 atrox_ wrote:
someone keep qikz away from this thread


lol why?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Ikirouta
Profile Blog Joined November 2017
Finland738 Posts
February 13 2018 13:04 GMT
#135

[*]For the potential issues with the Kaydarin geysers I need some in-game investigation first, but to address something suggested above: For geysers that are permanently mineable only by Zerg, Kaydarin Crystals are the only option, because they are the only building unit with invincibility hard-coded into their unit properties (you can make other buildings invincible, but for that you need to use triggers or place them as units, both of which are not compatible with melee maps).


this is untrue, you can glitch workers to permanently mine as terran and protoss in some positions. I tested it, has to be fixed.
Pusan fan #1, bad sair/reaver enthuisiast. twitch.tv/ikirouta
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-02-13 13:13:06
February 13 2018 13:12 GMT
#136
On February 13 2018 22:04 Ikirouta wrote:
Show nested quote +

[*]For the potential issues with the Kaydarin geysers I need some in-game investigation first, but to address something suggested above: For geysers that are permanently mineable only by Zerg, Kaydarin Crystals are the only option, because they are the only building unit with invincibility hard-coded into their unit properties (you can make other buildings invincible, but for that you need to use triggers or place them as units, both of which are not compatible with melee maps).


this is untrue, you can glitch workers to permanently mine as terran and protoss in some positions. I tested it, has to be fixed.

As I said, I need to investigate that in-game. No idea why that would work, but if it does, then it does of course constitute a significant (map-breaking) problem. The point is that in that case there'd be no easy fix (probably none at all).
As a starting point: Can you give some detailed explanation as to what you did to force workers to auto-mine and in what positions it does/doesn't work?
LatiAs
Profile Joined February 2016
27 Posts
Last Edited: 2018-02-13 13:15:46
February 13 2018 13:14 GMT
#137
+ Show Spoiler +
On February 13 2018 19:46 Freakling wrote:
If I'd known they're looking for completely crazy this time, I'd have send them Incidicence or something…
Anyway, just from some quick glances:

(3)Transistor: Clone of an old SC2 concept. We have plenty of maps of that kind on BWMN (Jungle's (3)Miss You for example) and my argument has always been that they'd basically be impossible to balance for BW meta, because of the backdoor, the impossibility to set up proper FEs/defenses and the very linear nature of between base pathing resulting from this type of layout.

(2)Bulkeunsiwol (or something like that): Another highly problematic backdoor, Can't see details on the picture, though.

(2)Circulator: Basically a Chain Reaction clone, but with changed terrain profile with standard high ground main/low ground nat. So overall pretty legitimate concept.

(4)Sunburst
: Way too basic 4 player layout with another backdoor thrown in to make it more interesting. I need to look at it in editor to see if the backdoor is at al secured against early runbys. Either way, I think there is already too much thrown in in terms of obstrucive terrain (look at those overly long nat chokes, for example), just to make those backdoors somewhat work. for my taste.

(4)Sparkle: The layout is absolutely cookie cutter, but I guess the fact that they are considering an island map at all and that a reasonable attempt was made to balance it for Zerg with the help of modernized map mechanics makes it an interesting option.

(3)Syliphide: Solid 3 player map. Not my personal favourite of LatiAs', but his maps are generally exceptionally well made and I have studied it in detail before, so at the very least I know I won't have to write any extensive bug report on this one once I've studied them in the editor and done some in-game testing.


Some quick runthrough of basic bug checking:
(3)Transistor:
  • Horribly buggy ramps (unfortunately not a surprise), terrain levels all over the place: Why can't people still use ScmDraft properly?!
  • What's the matter with those Kaydarins in the mains? Seems like they are set up to block the free of the three spawns from being built at (so no one can efficiently take it as an expo). Problem with this, apart from being a pretty stupid mechanic to begin with, is that it causes stack bug (players can build on top of the edge of their initial resource depots)
  • There's currently a vortex bug on the bottom ramp to the plateau at 3 o'clock, but ramps need to be fixed first anyway before pathfinding can be addressed.


(2)Bulkeunsiwol:
  • Ramps are an absolute nightmare (surprise! + Show Spoiler +
    …not really…
    )
  • While those 40 mineral fields are in principle a solid backdoor protection that cannot easily be broken offensively early on, I think they are way too close to the actual expansion. Not only can tanks dropped (or just moved) behind them shell the complete mineral line, but workers will most likely migrate there on their own, so players easily lose control over when to open up that path.
  • Not even going to look for any vortex bugs, because first those train wrecks of ramps need to be fixed before any further pathfinding fixes can be applied…
  • Why is the natural gas so far away?!? On top of that, miners (both mineral and gas) will get in the way of units moving from the main towards the backdoor all the time.
  • Some very bad gas positions in general. Best to plan map layouts around eventual gas positions from the very start!


(2)Circulator:
  • Do I even need to mention the buggy ramps?
  • Little nitpick: Some potentially problematic drop spots are also still there.
  • Ultra-Vortex bug in left main (Ultra vortex bugs may be a bit nitpicky, unless found in tight chokes, but why not remove any easily fixed and potentially gamebreaking bugs?)
  • Really bad (and badly balanced) natural gas positions (among others)


(4)Sunburst:
  • I can see some probable mining problems here. Would need to confirm in-game.
  • Ultra-Vortex bug in left 3rd
  • Ultra-Vortex bug in bottom 3rd
  • 3 Ultra-Vortex bugs in narrow passage to the right of top left main (the fact that these are in a tight passage means they could actually lead to game-breaking situations!)


(4)Sparkle:
  • (not a bug) There's also a lot of creep for building Nydus Canals around nice. Take note, blizzard: This is why we need creep spawners back!
  • For the potential issues with the Kaydarin geysers I need some in-game investigation first, but to address something suggested above: For geysers that are permanently mineable only by Zerg, Kaydarin Crystals are the only option, because they are the only building unit with invincibility hard-coded into their unit properties (you can make other buildings invincible, but for that you need to use triggers or place them as units, both of which are not compatible with melee maps).
  • I can also see some potential mining bugs.
  • Ultra-Vortex bug in bottom left main


(3)Syliphide:
  • Vortex bug in bottom right main
  • Ultra-Vortex bug in left main
  • Ultra-Vortex bug in left raised jungle expo
  • Apart from those nitpicks, nothing. Guess LatiAs has hung around on BWMN too much



Thx for review, and It's 'Sylphide', not Syliphide.
btw, what is 'Ultra-Voltex bug'?
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-02-13 19:03:07
February 13 2018 13:49 GMT
#138
On February 13 2018 22:14 LatiAs wrote:
+ Show Spoiler +
On February 13 2018 19:46 Freakling wrote:
If I'd known they're looking for completely crazy this time, I'd have send them Incidicence or something…
Anyway, just from some quick glances:

(3)Transistor: Clone of an old SC2 concept. We have plenty of maps of that kind on BWMN (Jungle's (3)Miss You for example) and my argument has always been that they'd basically be impossible to balance for BW meta, because of the backdoor, the impossibility to set up proper FEs/defenses and the very linear nature of between base pathing resulting from this type of layout.

(2)Bulkeunsiwol (or something like that): Another highly problematic backdoor, Can't see details on the picture, though.

(2)Circulator: Basically a Chain Reaction clone, but with changed terrain profile with standard high ground main/low ground nat. So overall pretty legitimate concept.

(4)Sunburst
: Way too basic 4 player layout with another backdoor thrown in to make it more interesting. I need to look at it in editor to see if the backdoor is at al secured against early runbys. Either way, I think there is already too much thrown in in terms of obstrucive terrain (look at those overly long nat chokes, for example), just to make those backdoors somewhat work. for my taste.

(4)Sparkle: The layout is absolutely cookie cutter, but I guess the fact that they are considering an island map at all and that a reasonable attempt was made to balance it for Zerg with the help of modernized map mechanics makes it an interesting option.

(3)Syliphide: Solid 3 player map. Not my personal favourite of LatiAs', but his maps are generally exceptionally well made and I have studied it in detail before, so at the very least I know I won't have to write any extensive bug report on this one once I've studied them in the editor and done some in-game testing.


Some quick runthrough of basic bug checking:
(3)Transistor:
  • Horribly buggy ramps (unfortunately not a surprise), terrain levels all over the place: Why can't people still use ScmDraft properly?!
  • What's the matter with those Kaydarins in the mains? Seems like they are set up to block the free of the three spawns from being built at (so no one can efficiently take it as an expo). Problem with this, apart from being a pretty stupid mechanic to begin with, is that it causes stack bug (players can build on top of the edge of their initial resource depots)
  • There's currently a vortex bug on the bottom ramp to the plateau at 3 o'clock, but ramps need to be fixed first anyway before pathfinding can be addressed.


(2)Bulkeunsiwol:
  • Ramps are an absolute nightmare (surprise! + Show Spoiler +
    …not really…
    )
  • While those 40 mineral fields are in principle a solid backdoor protection that cannot easily be broken offensively early on, I think they are way too close to the actual expansion. Not only can tanks dropped (or just moved) behind them shell the complete mineral line, but workers will most likely migrate there on their own, so players easily lose control over when to open up that path.
  • Not even going to look for any vortex bugs, because first those train wrecks of ramps need to be fixed before any further pathfinding fixes can be applied…
  • Why is the natural gas so far away?!? On top of that, miners (both mineral and gas) will get in the way of units moving from the main towards the backdoor all the time.
  • Some very bad gas positions in general. Best to plan map layouts around eventual gas positions from the very start!


(2)Circulator:
  • Do I even need to mention the buggy ramps?
  • Little nitpick: Some potentially problematic drop spots are also still there.
  • Ultra-Vortex bug in left main (Ultra vortex bugs may be a bit nitpicky, unless found in tight chokes, but why not remove any easily fixed and potentially gamebreaking bugs?)
  • Really bad (and badly balanced) natural gas positions (among others)


(4)Sunburst:
  • I can see some probable mining problems here. Would need to confirm in-game.
  • Ultra-Vortex bug in left 3rd
  • Ultra-Vortex bug in bottom 3rd
  • 3 Ultra-Vortex bugs in narrow passage to the right of top left main (the fact that these are in a tight passage means they could actually lead to game-breaking situations!)


(4)Sparkle:
  • (not a bug) There's also a lot of creep for building Nydus Canals around nice. Take note, blizzard: This is why we need creep spawners back!
  • For the potential issues with the Kaydarin geysers I need some in-game investigation first, but to address something suggested above: For geysers that are permanently mineable only by Zerg, Kaydarin Crystals are the only option, because they are the only building unit with invincibility hard-coded into their unit properties (you can make other buildings invincible, but for that you need to use triggers or place them as units, both of which are not compatible with melee maps).
  • I can also see some potential mining bugs.
  • Ultra-Vortex bug in bottom left main


(3)Syliphide:
  • Vortex bug in bottom right main
  • Ultra-Vortex bug in left main
  • Ultra-Vortex bug in left raised jungle expo
  • Apart from those nitpicks, nothing. Guess LatiAs has hung around on BWMN too much



Thx for review, and It's 'Sylphide', not Syliphide.
btw, what is 'Ultra-Voltex bug'?
Sorry for the misspelling/misreading. Could you explain the map name? I actually have no idea what it refers to. (EDIT: Actually, seems like the English wikipedia just can't keep up with, for example, the French or German ones )

An Ultra-vortex bug is a vortex bug (units getting stacked and stuck on terrain, like on Demon's Forest or top ramp on FS) where only Ultralisks can get stuck. The cause is a pathfinding node too close to unwalkable terrain (if its unwalkable terrain on the same tile, its a normal vortex bug, where most units can get stuck, if its unwalkable terrain on a tile adjacent to the left or right, it only affects Ultra, due to their wide collision box).

Could you translate/forward my bugs to the other map makers/organizers?

EDIT: Why do I get "HTTPS access is only available to TL Staff. Please use www.teamliquid.net." whenever I try to post something?
Ikirouta
Profile Blog Joined November 2017
Finland738 Posts
Last Edited: 2018-02-13 13:51:38
February 13 2018 13:50 GMT
#139
On February 13 2018 22:12 Freakling wrote:
Show nested quote +
On February 13 2018 22:04 Ikirouta wrote:

[*]For the potential issues with the Kaydarin geysers I need some in-game investigation first, but to address something suggested above: For geysers that are permanently mineable only by Zerg, Kaydarin Crystals are the only option, because they are the only building unit with invincibility hard-coded into their unit properties (you can make other buildings invincible, but for that you need to use triggers or place them as units, both of which are not compatible with melee maps).


this is untrue, you can glitch workers to permanently mine as terran and protoss in some positions. I tested it, has to be fixed.

As I said, I need to investigate that in-game. No idea why that would work, but if it does, then it does of course constitute a significant (map-breaking) problem. The point is that in that case there'd be no easy fix (probably none at all).
As a starting point: Can you give some detailed explanation as to what you did to force workers to auto-mine and in what positions it does/doesn't work?


I posted pictures earlier in this thread. You block sides of the gas with buildings (preferably turrets or pylons). Gather up a clump of workers by clicking on the gas, block unbuildable areas around the gas with other units, select your stack of workers, click over the gas so they glitch in (like mineralwalking) and spam glick gather on the gas. Usually it would take 2-3 tries for me to get a worker in. In order for the worker to return to the gas once its out, you have to place 2 units on hold position on path it uses to return the gas to a cc/nexus. It takes a lot of effort, so thats why I am wondering if its worth at all. As I mentioned earlier in this thread " It is doable in topleft and topright, however bottom right its really hard and bottomleft nearly impossible.". For some reason, if the gas is positioned so that the workers have to face right to return the minerals, you don't need to block the left side of the gas with other workers to glitch them in. I have no idea why.

[image loading]
[image loading]
Pusan fan #1, bad sair/reaver enthuisiast. twitch.tv/ikirouta
outscar
Profile Joined September 2014
2832 Posts
February 13 2018 13:57 GMT
#140
I like new maps, they're diverse which will give fresh games. Althought some of them are way too oldschool and simple. Does 910 stuck on 2005 era and leans more towards old maps because of nostalgia? We've got plenty modern maps from last season which didn't make it, he needed to consider them.
sunbeams are never made like me...
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