It seems Afreeca are looking for maps for season 5. This thread is to provide somewhere to organise for this. Translations and tips to help us out would be excellent.
I think we have seen some really decent maps last season, especially Gold Rush and the two player map with back expo (I cant remember the name :D) I wasn't so much a fan of gladiator though.
Well, too short notice basically, so if they need updates they can probably stick it up somewhere because I definitely don't have time for that till mid March… And a submission limit of 2 is really meh. What kind of map are they actually looking for? Any suggestions what I should submit? When in doubt, I'd probably go with Reap the Storm and Frogstar World B, as these are the two newest ones I already have completely finished.
3. : Probably either drop holes or vortex bugs… Or terrain level bugs, but I doubt they have wised up to these ones yet.
On January 31 2018 02:00 Freakling wrote: Well, too short notice basically, so if they need updates they can probably stick it up somewhere because I definitely don't have time for that till mid March… And a submission limit of 2 is really meh. What kind of map are they actually looking for? Any suggestions what I should submit? When in doubt, I'd probably go with Reap the Storm and Frogstar World B, as these are the two newest ones I already have completely finished.
3. : Probably either drop holes or vortex bugs… Or terrain level bugs, but I doubt they have wised up to these ones yet.
Why isn't there a link to the original post?
Personally, I think Frogstar B looks like it'd have the more interesting tactical game with the vision blockers and the way the ramps break up army flow.
Other maps of yours I enjoyed were Melting Pot and Hazard Black. EDIT: Oh, and Cross G looks like it favours a positional game that might break up large balls of army, compared to something like Circuit Breakers.
On January 31 2018 02:00 Freakling wrote: Well, too short notice basically, so if they need updates they can probably stick it up somewhere because I definitely don't have time for that till mid March… And a submission limit of 2 is really meh. What kind of map are they actually looking for? Any suggestions what I should submit? When in doubt, I'd probably go with Reap the Storm and Frogstar World B, as these are the two newest ones I already have completely finished.
3. : Probably either drop holes or vortex bugs… Or terrain level bugs, but I doubt they have wised up to these ones yet.
Why isn't there a link to the original post?
Give us more options and we will help you choose something. :-) I can also comment more from a player perspective.. From these two I don't think Fogstar World B can make it - even though I like the concept I don't think it has a chance.
On January 31 2018 02:00 Freakling wrote: Well, too short notice basically, so if they need updates they can probably stick it up somewhere because I definitely don't have time for that till mid March… And a submission limit of 2 is really meh. What kind of map are they actually looking for? Any suggestions what I should submit? When in doubt, I'd probably go with Reap the Storm and Frogstar World B, as these are the two newest ones I already have completely finished.
3. : Probably either drop holes or vortex bugs… Or terrain level bugs, but I doubt they have wised up to these ones yet.
Why isn't there a link to the original post?
Personally, I think Frogstar B looks like it'd have the more interesting tactical game with the vision blockers and the way the ramps break up army flow.
Other maps of yours I enjoyed were Melting Pot and Hazard Black. EDIT: Oh, and Cross G looks like it favours a positional game that might break up large balls of army, compared to something like Circuit Breakers.
Cross Game (by CrystalDrag) and Melting Pot (community effort, and somewhat outdated, I think) are not even my own maps, I only updated them…
On January 31 2018 02:00 Freakling wrote: Well, too short notice basically, so if they need updates they can probably stick it up somewhere because I definitely don't have time for that till mid March… And a submission limit of 2 is really meh. What kind of map are they actually looking for? Any suggestions what I should submit? When in doubt, I'd probably go with Reap the Storm and Frogstar World B, as these are the two newest ones I already have completely finished.
3. : Probably either drop holes or vortex bugs… Or terrain level bugs, but I doubt they have wised up to these ones yet.
Why isn't there a link to the original post?
Give us more options and we will help you choose something. :-) I can also comment more from a player perspective.. From these two I don't think Fogstar World B can make it - even though I like the concept I don't think it has a chance.
More options… (sorry, don't have time to compose big comprehensive posts with pictures…). A bit of a shortlist: Inner Coven, Oxide, Reap the Storm, Atlantis, Hazard Black, Eddy, Beehive, Frogstar, Flight Path. – Everything else I consider either too outdated, unfinished or too desperately in need of extensive updates to be viable right now. Some player perspective is exactly what I am looking for. What problems do you see with Frogstar?
Oh yeah! I forgot about Atlantis. That one I also see as pretty fun.
That said I'm not sure if datedness really applies, considering the maps the ASL has currently used. FS is an '09 map, Gladiator's a '10 map and Tau cross is from 2006, but all three were used in the ASL4 (though Tau Cross was only a preliminary map)
EDIT: Unless you mean Dated as in they still have some pathing/height bugs from not being made on the new SCMdraft
On January 31 2018 03:37 flametitanrose wrote: Oh yeah! I forgot about Atlantis. That one I also see as pretty fun.
That said I'm not sure if datedness really applies, considering the maps the ASL has currently used. FS is an '09 map, Gladiator's a '10 map and Tau cross is from 2006, but all three were used in the ASL4 (though Tau Cross was only a preliminary map)
EDIT: Unless you mean Dated as in they still have some pathing/height bugs from not being made on the new SCMdraft
''atlantis that one i also see as pretty ''fun'' ''LMAO i just took 1 look at atlantis an i had to sream that is one disgusting map to play on it would be static dead gameplay EVERY SINGLE GAME
a strong reminder to people that think maps that look weird or exotic seem like ''fun''
those maps are almost always trouble unable to to get close to a decent imbalanced map
hey are just flat out imbalanced and have so many big balancing issues each game end up mostly in the same fashion because 1 race / or build is abusing 1 flaw of the map INTO GG]
that is not fun my friends maybe if u like to see big upsets and see the favourites cheesed out of tournaments but no deff not fun at all
I Believe 선기도 ("Sunny" Sung-gi's Island) refers to unfair islands or pushing positions for terran tanks (for example islands Which are too small to drop units on once the terran lands a tank there). From games played on older versions of Luna.
edit: don't know to tlpd-ize sunny but it's the terran from ages ago
On January 31 2018 02:00 Freakling wrote: Well, too short notice basically, so if they need updates they can probably stick it up somewhere because I definitely don't have time for that till mid March… And a submission limit of 2 is really meh. What kind of map are they actually looking for? Any suggestions what I should submit? When in doubt, I'd probably go with Reap the Storm and Frogstar World B, as these are the two newest ones I already have completely finished.
3. : Probably either drop holes or vortex bugs… Or terrain level bugs, but I doubt they have wised up to these ones yet.
Why isn't there a link to the original post?
I love 3 players maps, I sure hope one of these would go in!
On January 31 2018 06:06 onlystar wrote: a strong reminder to people that think maps that look weird or exotic seem like ''fun''
those maps are almost always trouble unable to to get close to a decent imbalanced map
hey are just flat out imbalanced and have so many big balancing issues each game end up mostly in the same fashion because 1 race / or build is abusing 1 flaw of the map INTO GG]
that is not fun my friends maybe if u like to see big upsets and see the favourites cheesed out of tournaments but no deff not fun at all
I disagree. Strange maps have a place in BW. Not as longstay classics but for one tournament. It was always exciting to see which team or player could best adapt to strange new maps and find the most abusive strategies on it in a short period of time. It's sadly a skill that has almost completely disappeared in post kespa days.
On January 31 2018 03:37 flametitanrose wrote: Oh yeah! I forgot about Atlantis. That one I also see as pretty fun.
That said I'm not sure if datedness really applies, considering the maps the ASL has currently used. FS is an '09 map, Gladiator's a '10 map and Tau cross is from 2006, but all three were used in the ASL4 (though Tau Cross was only a preliminary map)
EDIT: Unless you mean Dated as in they still have some pathing/height bugs from not being made on the new SCMdraft
''atlantis that one i also see as pretty ''fun'' ''LMAO i just took 1 look at atlantis an i had to sream that is one disgusting map to play on it would be static dead gameplay EVERY SINGLE GAME
atlantis horror:
That's... an old version of Atlantis. This is the current version
On January 31 2018 03:37 flametitanrose wrote: Oh yeah! I forgot about Atlantis. That one I also see as pretty fun.
That said I'm not sure if datedness really applies, considering the maps the ASL has currently used. FS is an '09 map, Gladiator's a '10 map and Tau cross is from 2006, but all three were used in the ASL4 (though Tau Cross was only a preliminary map)
EDIT: Unless you mean Dated as in they still have some pathing/height bugs from not being made on the new SCMdraft
''atlantis that one i also see as pretty ''fun'' ''LMAO i just took 1 look at atlantis an i had to sream that is one disgusting map to play on it would be static dead gameplay EVERY SINGLE GAME
Maybe you should have taken a second look, just to make sure it's actually Atlantis you are referring to and not Venezia. Atlantis is explicitly made to fix the glaring imbalances of Venezia…
On January 31 2018 06:16 ShloobeR wrote: I Believe 선기도 ("Sunny" Sung-gi's Island) refers to unfair islands or pushing positions for terran tanks (for example islands Which are too small to drop units on once the terran lands a tank there). From games played on older versions of Luna.
edit: don't know to tlpd-ize sunny but it's the terran from ages ago
Yes, it's what we (foreign map makers) call drop holes: Spots where harassing units can be dropped but shouldn't be able to.
On January 31 2018 03:37 flametitanrose wrote: Oh yeah! I forgot about Atlantis. That one I also see as pretty fun.
That said I'm not sure if datedness really applies, considering the maps the ASL has currently used. FS is an '09 map, Gladiator's a '10 map and Tau cross is from 2006, but all three were used in the ASL4 (though Tau Cross was only a preliminary map)
EDIT: Unless you mean Dated as in they still have some pathing/height bugs from not being made on the new SCMdraft
''atlantis that one i also see as pretty ''fun'' ''LMAO i just took 1 look at atlantis an i had to sream that is one disgusting map to play on it would be static dead gameplay EVERY SINGLE GAME
On January 31 2018 06:06 onlystar wrote: a strong reminder to people that think maps that look weird or exotic seem like ''fun''
those maps are almost always trouble unable to to get close to a decent imbalanced map
hey are just flat out imbalanced and have so many big balancing issues each game end up mostly in the same fashion because 1 race / or build is abusing 1 flaw of the map INTO GG]
that is not fun my friends maybe if u like to see big upsets and see the favourites cheesed out of tournaments but no deff not fun at all
I disagree. Strange maps have a place in BW. Not as longstay classics but for one tournament. It was always exciting to see which team or player could best adapt to strange new maps and find the most abusive strategies on it in a short period of time. It's sadly a skill that has almost completely disappeared in post kespa days.
People want strange maps, though. Take the ASL4 map selection, for example. Super standard 4p macro map Salamander did lousy in the public vote. Then they added Gold Rush in the last minute, a highly nonstandard map, and balance-wise it held up pretty well, a lot better than I had initially expected in fact, over the course of the tournament. In the face of the dreaded perceived TvZ imbalance, for example, nonstandard elements in maps can definitely help solve that. All depends on what you would consider "strange", though, or how many "strange" elements make a map as a whole "strange". There is a wide margin between using some eggs to block a critical pathway and Plasma, for example.
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.
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.
I think in addition to all that a map must also be somewhat intuitive for the viewer. This may be why many maps are the same. I think a lot of people only watch Starcraft, so unlike in the past it is hard to present a complicated map to a wider audience, because they might not understand what's going on game-wise when they have to memorize a complicated map. Just something to keep an eye on i think. Doesn't mean there can't be maps with unorthodox elements!
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.
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.
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 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: So you don't have to follow the vortex, in fact you are not supposed to and should not. The only thing that can happen is that units try to walk through one of the passages bocked by the central expansion mineral lines, but they are laid out in a way that units don't get stuck but find a way around on their own (except maybe in some very detrimental circumstances where you try to send armies directly from the middle to one of those expansions or from a middle expansion to a direct cross map position).
On January 31 2018 20:07 [sc1f]eonzerg wrote: freakling is there version of frog without the black minimap ? i will explore it tonight on stream hosting obs games.
Here's an extensive map pack, containing observer version with various levels of map revelation (there's a readme included for details).
also im curious why didnt u add 8 minerals path to the mineral only ?
You think it should have 8 patches? Adapting resource amounts is a quick and simple change, though. Should it be 8 full patches or more like 8x1000, as it is usually done on maps like e.g. Aztec?
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!!
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 .
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.
I love this map, so it is very nice for Terran that my race ^^!. 3 resources are in the mid map, they will be control by the tanks.
On February 01 2018 01:58 Rickv100491 wrote: Not Necessarily Bovi... because each place looks defensible but actually are ramps... meaning you can get flanked anyway you wish.
another related note to this post.... DO they take into account different time zones... or we must adapt to the time zone it is used there??
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.
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
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.
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.
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 .
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 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.
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!!
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!!
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!!
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.
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!!
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?
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!!
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.
:\ 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?
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]
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.
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.
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 .
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
@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.
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.
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
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.
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
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.
On February 03 2018 10:17 Excalibur wrote: I'll be submitting (4)Somersault for this:
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,
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.
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).
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).
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
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
On February 03 2018 19:03 CrystalDrag wrote: Submitted (4)Kiseyras. + Show Spoiler +
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.
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.
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
On February 04 2018 18:39 onlystar wrote: 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
On February 04 2018 22:38 Golgotha wrote: freakling, that looks so amazing and so creative. I hope you win!
frog and ox...man I wish blizz added those maps in our ladder. they look amazing.
I've not placed on Oxide but Frogstar is definitely a different map. The ramps and vision blocking bushes enable it to feel a lot tighter than it actually is, giving a soft encouragement to have air units and possibly AA in order to see what's going on around you.
My main concern is how everyone seems to think that the ramps are solid cliffs, which is definitely not good when trying to get people interested. @Freakling I hope you sent them some clarifications on how the map actually works, so that the judges don't make that mistake either.
Seems as frogstar have pathing issues when moving from 7 oclock base to 12 oclock. Units gets stuck at the left center expansion. I think this is pretty crucial as the main path from one main to another is blocked like this.
I have a feeling that none of Freakling maps will be accepted for a sad reason. All ASL maps from last season were somewhat zerg favourable - free 3 bases, gold rush with safe expos at back, gladiator with small bases and lots of high ground.
Both Freakling maps are beautiful and interesting, but at the same time very difficult for zerg. 3rd base on Oxide? Literally impossible vs 5 rax.
3rd base on Frogstar? Well maybe you can get it in other main, but it's very far from main base to reinforce. Also, very big drop potential for 12 and 4 oclock, while 7 is rather safe (again - zerg is going to struggle with holding 3rd or main always). On top of that terran can secure 5 bases with just 2 armies.
So... I expect hosts to select zerg favorable maps again, and none of freakling maps is zerg favour.
Haven't had a reply yet either. My original email was just links to downloads. But I sent another with attachments (which didnt send properly at first and bounced). Hopefully the maps were received.
@NegativeZero and JungleTerrain, did you send in maps in the end?
On February 07 2018 14:26 CrystalDrag wrote: I received my email rejection thirty minutes ago, how did others do?
From email
바쁜 일정 중에도 최선을 다해 공모전을 준비해주신 CrystalDrag님의 열정에도 불구하고, 아쉽게도 1차 심사에 합격하지 못하였음을 통보 드립니다.
Mine was rejected without any specific reason given as well. RIP.
Their reason is didn't agree with your map. Poor you.
Didn't agree with what exactly?
Asking for people to take the time to craft a submission and then say 'sorry but no' with nothing constructive to go back and improve on is a bit disrespectful, no? This is worse in my opinion for people like Jungle and Freak who put hours upon hours into making sure the vision of every ramp and the mining of each min patch are up to par. Its fine to reject our submissions, but taking a few moments to be clear as to why isn't too much to ask for what needs to be put in.
Well, on the other hand they probably don'w want to make individual write-ups for dozens or hundreds of maps that don't even make it on the shortlist. However, I haven't even received any basic "thank you for your email, we received your maps" or "seems like the link you sent is broken" notice, which is rather unfortunate. Let's hope there will be some forwarded player feedback or something like that in the future.
Ouch... Seriously... Crystal and Excalibur, that's harsh.... my rejection was at least written in english, but ok I guess, Freak I do hope your map gets chosen. it is an amazing map.
On February 08 2018 00:19 Freakling wrote: they probably don'w want to make individual write-ups for dozens or hundreds of maps that don't even make it on the shortlist.
Basically this. I doubt there are THAT many people working on this aspect of ASL.
On February 07 2018 18:18 StylishVODs wrote: Seems as frogstar have pathing issues when moving from 7 oclock base to 12 oclock. Units gets stuck at the left center expansion. I think this is pretty crucial as the main path from one main to another is blocked like this.
Are you sure? I downloaded the newest and I could send dragoons to-fro past it just fine. They're bouncing off the base and move to the ramp above it
On February 07 2018 18:47 kogeT wrote: I have a feeling that none of Freakling maps will be accepted for a sad reason. All ASL maps from last season were somewhat zerg favourable - free 3 bases, gold rush with safe expos at back, gladiator with small bases and lots of high ground.
Both Freakling maps are beautiful and interesting, but at the same time very difficult for zerg. 3rd base on Oxide? Literally impossible vs 5 rax.
3rd base on Frogstar? Well maybe you can get it in other main, but it's very far from main base to reinforce. Also, very big drop potential for 12 and 4 oclock, while 7 is rather safe (again - zerg is going to struggle with holding 3rd or main always). On top of that terran can secure 5 bases with just 2 armies.
So... I expect hosts to select zerg favorable maps again, and none of freakling maps is zerg favour.
What's wrong with taking the third that's next to your main? It's not an island base. EDIT: And I don't mean the big open one. I mean the one that's to the opposite of the natural. There's gas there.
On February 08 2018 00:19 Freakling wrote: they probably don'w want to make individual write-ups for dozens or hundreds of maps that don't even make it on the shortlist.
This is quite true for any thing, that involve this kind of submissions no matter where you send, although not everyone out there will tell you it's not good and so, any ways... thing is, Frogstar Is a different map which makes players to try and play "differently", at least, that's the minium I think that Freakling was going for, but I dunno, he's the mind behind it.
Ive got an email from them now (went into spam folder by the way):
"Thank you very much for applying for the ASL Season 5 Map Contest. Despite the passion for preparing the contest, I am sorry to inform you that I have not passed the first round of the examination. I look forward to your continued interest in ASL Season 5, and hope to see you in a better way. Again, I sincerely appreciate your interest and sincerity in the competition."
On February 07 2018 18:18 StylishVODs wrote: Seems as frogstar have pathing issues when moving from 7 oclock base to 12 oclock. Units gets stuck at the left center expansion. I think this is pretty crucial as the main path from one main to another is blocked like this.
This is the kind of thing that now can be greatly ameliorated by not changing much about the layout at all, but just some clever manipulation of pathfinding regions. Unfortunately that is also exactly the kind of multi-hour (probably) trial and error job that I simply cannot find the time to do right now. This is why longer deadlines and better communications would be so much needed…
flametitanrose EDIT: Double post. Meant to hit edit
Is that even possible???....
aaaaand
Golgota: the process should be more transparent imo. wish the fans could vote.
The thing that is supposed to happen, is that 50% votes are from the asl comitee people, and 50% are from the people that like how the maps look in the end, soooo it's kinda gonna be fair?
On February 07 2018 18:18 StylishVODs wrote: Seems as frogstar have pathing issues when moving from 7 oclock base to 12 oclock. Units gets stuck at the left center expansion. I think this is pretty crucial as the main path from one main to another is blocked like this.
This is the kind of thing that now can be greatly ameliorated by not changing much about the layout at all, but just some clever manipulation of pathfinding regions. Unfortunately that is also exactly the kind of multi-hour (probably) trial and error job that I simply cannot find the time to do right now. This is why longer deadlines and better communications would be so much needed…
Not a single word. Not even some basic courtesy like "Thanks, we got your mail" or "Hey, it seems like you sent us the wrong link". So I suspect they could not really be bothered and ignored my mail altogether.
Sparkle features some interesting map mechanics, especially the crystals in main which are places so terran and protoss can't mine from the 2nd gas but zerg can. Atleast I think thats how its supposed to work. I did some testing and found out that it is possible for protoss and terran to mine this gas thought, but not in all positions.
it seems though that this isn't possible in all positions. It is doable in topleft and topright, however bottom right its really hard and bottomleft nearly impossible.
glitching seems to be possible because of asymmetric pathfinding regions. I believe this would be an easy fix that has been overlooked, wont probably matter but it could.
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.
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
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
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 :\
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.).
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.
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.
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.
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.
[*]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.
[*]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?
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.
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'?
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.
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?
[*]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.
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.
[*]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.
So its a ton of resources and APM spent to glitch single workers in and gain the occasional 8 additional gas (while losing a ton of resources for all those workers basically idling around instead of, say, mine a depleted geyser). I don't think this is a problem at all in actual gameplay. It's simply not worth it. Unless you can find a way to glitch workers at a constant rate during auto-mining (which in theory should not be possible for P/T), I think there is no actual issue.
EDIT: Reading again, you wrote that you could get workers to mine permanently. I could not yet reproduce this, though.
[*]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.
So its a ton of resources and APM spent to glitch single workers in and gain the occasional 8 additional gas (while losing a ton of resources for all those workers basically idling around instead of, say, mine a depleted geyser). I don't think this is a problem at all in actual gameplay. It's simply not worth it. Unless you can find a way to glitch workers at a constant rate during auto-mining (which in theory should not be possible for P/T), I think there is no actual issue.
EDIT: Reading again, you wrote that you could get workers to mine permanently. I could not yet reproduce this, though.
Its a ton of APM to put one worker in, and tons of afk units to keep them going in. Its not worth it, all I'm saying that its possible, but its not worth it.
Uploaded all the maps on broodwarmaps.net. This time seems like they didn’t even bother to protect them. And the map with the Korean name, I’ve just been calling Red October.
On February 14 2018 02:24 JungleTerrain wrote: Uploaded all the maps on broodwarmaps.net. This time seems like they didn’t even bother to protect them. And the map with the Korean name, I’ve just been calling Red October.
What sense would protecting them even make? It would only make bug finding a lot harder.
Google translate is always funny: "Foreskin mineral" O_o :D "The general homepage was removed from the front yard structure" @_@ "This gas can only be slaughtered (that is, it can be gassed to build an extractor)" ??!?! + Show Spoiler +
Come to think about it, gas mining via an aspirator would actually be way more efficient than the current method.
"Other nostalgia are separated by a neutral building" :\ Whatevvvaaaa… "Although the gas multi is more important than the gas multi" Relation does not compute… "gas multimodal" …itiwise thingamajig… "control of the right of provision" + Show Spoiler +
You require more provisions! – Always!
"command center anti-flyover mineral on the turtleneck" + Show Spoiler +
It definitely sounds painful, and not only for the Terran: I wouldn't want to bite a Tank. But maybe that's just me. Maybe they are tasty, who knows? + Show Spoiler +
On February 13 2018 08:30 Ikirouta wrote: Sparkle features some interesting map mechanics, especially the crystals in main which are places so terran and protoss can't mine from the 2nd gas but zerg can. Atleast I think thats how its supposed to work. I did some testing and found out that it is possible for protoss and terran to mine this gas thought, but not in all positions.
it seems though that this isn't possible in all positions. It is doable in topleft and topright, however bottom right its really hard and bottomleft nearly impossible.
Yes,(2)Circulator have the “Ultra-Vortex” bug ,it's realy a black hole
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 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.
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 the map, which is nice. Take note, Blizzard: This is why we need creep spawners back!
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).
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
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 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.
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 the map, which is nice. Take note, Blizzard: This is why we need creep spawners back!
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).
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
Lol, I actually overlooked that one, though it's a real biggie of an issue… The one I have listed is on the right-hand edge of the main (these things tend to be on right side, due to nodes being placed right off centre of a region, probably due to coordiante rounding).
On February 13 2018 08:30 Ikirouta wrote: Sparkle features some interesting map mechanics, especially the crystals in main which are places so terran and protoss can't mine from the 2nd gas but zerg can. Atleast I think thats how its supposed to work. I did some testing and found out that it is possible for protoss and terran to mine this gas thought, but not in all positions.
it seems though that this isn't possible in all positions. It is doable in topleft and topright, however bottom right its really hard and bottomleft nearly impossible.
yes, it is SUPPOSED to be a ZERG ONLY gas. But it is possible for protoss and terran to mine it. I talked over how earlier in the thread. This is cause by the asymmetrical shape of the spire on top of the gas.
Lol, the map description of Transistor actually states "presented by Kespa", so this is probably a really old Kespa-reject map… Explains the usual buggy ramps, of course.
Huh... it just dawned on me that 3 of the 6 maps have main bases that offer no advantage to narrow screen users (i.e. widescreen users will still have the main centered on the screen). Intentional?
Well, there's also a 66% chance of getting a widescreen friendly main on Transistor too, oh and 33% on sylphide, 50% on sparkle.
So yeah, I think it's fair to say that widescreen is buffed with these maps?
I've been practicing a lot on these maps the past few days and genuinly I'm in love with every single one. Red October is still my favourite but all of them are really fun.
I'm going to be playing/getting people to play these maps for a long time for sure!
On February 15 2018 13:59 Golgotha wrote: qikz, how do you get people to play the maps? you have a group of buddies or do randoms just come in and play?
On February 15 2018 16:25 JungleTerrain wrote: Mind you the maps were updated. I will have to update the bwmn threads soon.
Not much has changed, though, in fact some have more new bugs now than old ones have been fixed (and I found a few more old ones as well). Check my bug log in a previous post, I try keeping it up to date as best as I find the time.
On February 15 2018 16:25 JungleTerrain wrote: Mind you the maps were updated. I will have to update the bwmn threads soon.
Not much has changed, though, in fact some have more new bugs now than old ones have been fixed (and I found a few more old ones as well). Check my bug log in a previous post, I try keeping it up to date as best as I find the time.
Sparkle has changed a lot. They've removed all the neutral creeps (minus the Hives)
On February 15 2018 22:37 GTR wrote: what is the purpose of the mineral formation at the main bases on the new version of transistor?
You mean the Khaydarin Crystals (are they new? They were already in the first version I DLed)? The purpose is to permanently block the 3rd spawn from being taken as an expo (at least not in an efficient manner) it seems ; they also cause stack bugs (you can build on top of your initial Resource Depot).
On February 15 2018 16:25 JungleTerrain wrote: Mind you the maps were updated. I will have to update the bwmn threads soon.
Not much has changed, though, in fact some have more new bugs now than old ones have been fixed (and I found a few more old ones as well). Check my bug log in a previous post, I try keeping it up to date as best as I find the time.
Sparkle has changed a lot. They've removed all the neutral creeps (minus the Hives)
Trivial change, big impact. I am more concerned about how badly most of these maps have been debugged again, not even meeting the basic standards Afreeca explicitely asked for.