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[M]Map update: (4)Roadkill 1.09

Forum Index > BW General
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1 2 3 4 Next All
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2018-06-05 14:21:21
June 02 2018 13:45 GMT
#1
So here is, by certain popular demand, a bugfix & balance update of (4) Roadkill.

+ Show Spoiler [Show image] +
[image loading]


+ Show Spoiler [Show changelog] +
Changelog:
    v1.09
  • Fixed some bugs pertaining to sloppy editing of custom ramps, equalized high ground, low ground areas
  • Chagned top/bottom main mineral formations to horizontal to equalize vulnerability to harassment between the spawns. With SC:R's wider screen there should no longer be any problem with worker splits. Top position has altered worker spawn, of course.
  • Optimized some mineral formations
  • Lots of pathfinding region fine tuning, ensuring there are no mining bugs, vortex bugs or Reaver jams
  • Some minor deco updates

    v1.10/1.11
  • Some "final" readjustments,to pathfinding to wipe out those last coupe of mining bugs, vortex bugs and Reaver jams (or rather find the right configuration where none of them keeps popping up somewhere)
  • Added proper melee triggers and in-game credits for UMS play
  • I gave this a new version number to avoid potential confusion with any of yeseterday's uploads.

    v1.12/1.13
  • Final and even more final edits to pathfinding, minor bugfixes
  • Some final touches to deco (replacing repetitive cliffs mostly)




Downloads
  • map file from broodwarmaps.net
  • zip


EDIT: Right now there's unfortunately still a mining bug left, that I cannot fix today…
I think that should be it now… Or not…
Okay, definite version is up now (I hope ; take that with tanker load of salt – probably).
Gorgonoth
Profile Joined August 2017
United States468 Posts
June 02 2018 20:58 GMT
#2
Getting simultaneous Neo aztec and Destinatiion vibes
Freakling
Profile Joined October 2012
Germany1534 Posts
June 02 2018 22:53 GMT
#3
That's weird. It should actually give you mixed Jade, Icarus and Shades of Twilight feelings…
Jealous
Profile Blog Joined December 2011
10339 Posts
June 03 2018 02:08 GMT
#4
This looks good! Initial impressions are that it could be tough for ZvT and the middle may be a bit difficult to engage in PvT but it's impossible to say until I play. Let me know if you want someone (not that good) to play a few games on it sometime.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
TT1
Profile Blog Joined December 2008
Canada10045 Posts
Last Edited: 2018-06-03 02:33:33
June 03 2018 02:25 GMT
#5
Nice! Btw, i dled a bunch off your maps off panschk but some of them have a few issues. The ob versions of Reap the Storm and Hazard Black don't work and the ob version of Grains of Sands is a different map. In the Way of an Eddy ob version doesn't work, you also don't start with 50 mins in the melee version of In the Way of an Eddy.

In any case i'm a big fan of your work, your designs are very well done and your maps are super polished. Looking forward to seeing more of them in the future (hopefully!).
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
funnybananaman
Profile Joined April 2009
United States830 Posts
June 03 2018 03:26 GMT
#6
Nice i saw in broodwarmaps.net as well, you could perhaps do an update on the entire iccup map pack :-) Your maps are among the best out there keep up the good work!
Freakling
Profile Joined October 2012
Germany1534 Posts
June 03 2018 06:44 GMT
#7
On June 03 2018 11:25 TT1 wrote:
Nice! Btw, i dled a bunch off your maps off panschk but some of them have a few issues. The ob versions of Reap the Storm and Hazard Black don't work
[…]
In the Way of an Eddy ob version doesn't work
What do you mean: Don't work?
Anyway, are separate obs version even required any more, with SC:R having native observr mode and all?

and the ob version of Grains of Sands is a different map.
That's because that map was never really finished…

you also don't start with 50 mins in the melee version of In the Way of an Eddy.
Probably because you did not play it in UMS instead of melee mode.

In any case i'm a big fan of your work, your designs are very well done and your maps are super polished. Looking forward to seeing more of them in the future (hopefully!).
Thanks.
TT1
Profile Blog Joined December 2008
Canada10045 Posts
Last Edited: 2018-06-03 08:56:56
June 03 2018 08:16 GMT
#8
On June 03 2018 15:44 Freakling wrote:
Show nested quote +
On June 03 2018 11:25 TT1 wrote:
Nice! Btw, i dled a bunch off your maps off panschk but some of them have a few issues. The ob versions of Reap the Storm and Hazard Black don't work
[…]
In the Way of an Eddy ob version doesn't work
What do you mean: Don't work?
Anyway, are separate obs version even required any more, with SC:R having native observr mode and all?

Show nested quote +
and the ob version of Grains of Sands is a different map.
That's because that map was never really finished…

Show nested quote +
you also don't start with 50 mins in the melee version of In the Way of an Eddy.
Probably because you did not play it in UMS instead of melee mode.

Show nested quote +
In any case i'm a big fan of your work, your designs are very well done and your maps are super polished. Looking forward to seeing more of them in the future (hopefully!).
Thanks.


1) I get an error message saying "the selected scenario is not valid" when i try to host any of the ob versions of those maps. We usually host ob maps when we KOTH because the games fill up, but yea i think non ob maps should be fine for tourneys and stuff.

2) Unfortunate, the map has potential. Cool 3rd/4th base layouts (that said i think the 4th base should be a mineral only, up to you tho). Sadly i couldn't figure out how to wall my nat in PvZ (i'm assuming doodads would have been added in the complete version to facilitate walling).

3) Ah ok, i just assumed ob map = ums mode, non ob = melee
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Freakling
Profile Joined October 2012
Germany1534 Posts
June 03 2018 08:56 GMT
#9
On June 03 2018 17:16 TT1 wrote:
Show nested quote +
On June 03 2018 15:44 Freakling wrote:
On June 03 2018 11:25 TT1 wrote:
Nice! Btw, i dled a bunch off your maps off panschk but some of them have a few issues. The ob versions of Reap the Storm and Hazard Black don't work
[…]
In the Way of an Eddy ob version doesn't work
What do you mean: Don't work?
Anyway, are separate obs version even required any more, with SC:R having native observr mode and all?

and the ob version of Grains of Sands is a different map.
That's because that map was never really finished…

you also don't start with 50 mins in the melee version of In the Way of an Eddy.
Probably because you did not play it in UMS instead of melee mode.

In any case i'm a big fan of your work, your designs are very well done and your maps are super polished. Looking forward to seeing more of them in the future (hopefully!).
Thanks.


1) I get an error message saying "the selected scenario is not valid" when i try to host any of the ob versions of those maps. We usually host ob maps when we KOTH because the games fill up but normal tourneys and stuff don't require obs maps.

You probably dl'ed the files from BWMN, They are probably named something like mapname.zip.scx. Just remove the *.scx and unzip the files ;D (unfortunately BWMN does not allow to host files with any other extension than *.scm/*.scx).
Or even simpler: Download what you want from here.


2) Unfortunate, the map has potential. Cool 3rd/4th base layouts (that said i think either the 3rd or 4th base shouldn't have a gas, up to you tho). Sadly i couldn't figure out how to wall my nat in PvZ .
Well, I guess with the ScmDraft update to help fixing stuff I could give it another try at some indeterminate point… One of the problems back then was that desert ramps are bugged as hell. Some of the symmetry could also probably be better… As for the 3rd/4th: You probably mean the connected gas bases. I alsready planned to move them a bit more apart and change how they are set up. Removing a geyser from one of them would not really work,though, I think, because there are already mineral onlies in the centre, so the map would become really gas starved.

3) Ah ok, i just assumed ob map = ums mode, non ob = melee.
BW does not automatically pick the proper game mode. I guess I should just get into the habit of adding generic melee triggers to all map versions…
TT1
Profile Blog Joined December 2008
Canada10045 Posts
Last Edited: 2018-06-03 09:39:30
June 03 2018 09:10 GMT
#10
Awesome ty for the link.

In regards to the GoS layout, i was thinking about removing the 4th base gas (the connected base on the high ground) and adding gasses to the midd bases, which would make them a bit more high value (could also rework their positioning to make them a bit more accessible, that's particularly important for T in TvP), in order to maintain the connected 3rd/4th base design which is quite unique. Like you said another option is re-working the 3rd/4th base layouts.. although the shared 3rd/4th concept is pretty cute .

P.S: I love In the Way of an Eddy, it sorta feels like Empire of the Sun meets Jade but with WAY better design, awesome job. There's still a ton more of your maps that i haven't tried out yet, looking forward to it!
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Freakling
Profile Joined October 2012
Germany1534 Posts
June 03 2018 09:42 GMT
#11
Having three vulnerable gas expos clustered in the centre would be a hazard in and of itself. Terran players would probably love it to bits, though

Layout-wise Eddy is actually mostly based on Empire of the Sun, but I guess one could argue that the Terrain level makeup of the main, nat and 3rd is reminiscent of Jade.

I uploaded another version with some final (really this time) changes. I called it v1.10 to avoid confusion with previous uploads.
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2018-06-05 14:18:40
June 05 2018 11:02 GMT
#12
Gave this one final revision of pathfinding optimizations, small bugfixes and little deco updates (removing repetitive cliffs mostly), that I'll call v1.12 and then call it a day…

Okay, forget everything I ever said. Seems like once you start out bothering with pathfinding regions, there's always one more critical thing to do. Or maybe I am just a bad at it. Or more likely a crazy perfectionist. Anyway, here's v1.13 now…
kogeT
Profile Joined September 2013
Poland2042 Posts
Last Edited: 2018-06-06 07:58:22
June 06 2018 07:53 GMT
#13
On June 05 2018 20:02 Freakling wrote:
Gave this one final revision of pathfinding optimizations, small bugfixes and little deco updates (removing repetitive cliffs mostly), that I'll call v1.12 and then call it a day…

Okay, forget everything I ever said. Seems like once you start out bothering with pathfinding regions, there's always one more critical thing to do. Or maybe I am just a bad at it. Or more likely a crazy perfectionist. Anyway, here's v1.13 now…


Haha, I know what you mean. I've done some maps for other games and it's always a "final edition". Afterwards someone finds the most obvious bug and final versions go for next 20 updates. :D

Anyway, map is nice. The only thing about it I'm not sure about are those mineral only expos that are very exposed and not really worth it. Feels like noone will want to take them like ever. Unless you've tested that a lot and works great.. maybe put a gas at this highground expo, or at least more minerals to make it a bit more attractive. I would only take those expos when winning.

Or maybe at least a zerg gas like on Sparkle, as I fell map is kinda good for both TvZ and PvZ
https://www.twitch.tv/kogetbw
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2018-06-06 11:26:15
June 06 2018 11:22 GMT
#14
On June 06 2018 16:53 kogeT wrote:
Show nested quote +
On June 05 2018 20:02 Freakling wrote:
Gave this one final revision of pathfinding optimizations, small bugfixes and little deco updates (removing repetitive cliffs mostly), that I'll call v1.12 and then call it a day…

Okay, forget everything I ever said. Seems like once you start out bothering with pathfinding regions, there's always one more critical thing to do. Or maybe I am just a bad at it. Or more likely a crazy perfectionist. Anyway, here's v1.13 now…


Haha, I know what you mean. I've done some maps for other games and it's always a "final edition". Afterwards someone finds the most obvious bug and final versions go for next 20 updates. :D


Try StarCraft mapping then. The problem is that the bugs are not that obvious at all. About a year ago (with the old ScmDraft) fixing them in any systematic fashion would not even have been possible. But now that I understand exactly how each of them work and have the means to find and fix them with the editor, I got the ambition to actually create a bug free map. Unfortunately BW pathfinding is so bloody mindscrewingly stupid… Basically some 100 regions need to be somewhat in the right place and changing one little thing can change everything on half the map. So if you don't want any mineral patches and geysers to be mined with workers taking some weird, crooked and inefficient paths, do not want workers to wander through gaps behind the mineral lines (mining bugs), do not possibly want any units to get stuck on the edges of unpassable terrain anywhere (vortex bugs), do not want any spots where Reavers cannot attack in certain directions (Reaver jams) and still want overall paths around the map, especially scouting paths, to be as smooth as possible, you are in for one hell of a trial and error job…

Anyway, map is nice. The only thing about it I'm not sure about are those mineral only expos that are very exposed and not really worth it. Feels like noone will want to take them like ever. Unless you've tested that a lot and works great.. maybe put a gas at this highground expo, or at least more minerals to make it a bit more attractive. I would only take those expos when winning.

Or maybe at least a zerg gas like on Sparkle, as I fell map is kinda good for both TvZ and PvZ
There isn't really space for a gas, even less for a Zerg-only gas and in general 16 geysers would be a bit too much, I think. It's alright to have expansions that act more in a tiebreaker fashion in endgame (like the centre expo on FS), I think.
kogeT
Profile Joined September 2013
Poland2042 Posts
June 06 2018 12:27 GMT
#15
On June 06 2018 20:22 Freakling wrote:
Show nested quote +
On June 06 2018 16:53 kogeT wrote:
On June 05 2018 20:02 Freakling wrote:
Gave this one final revision of pathfinding optimizations, small bugfixes and little deco updates (removing repetitive cliffs mostly), that I'll call v1.12 and then call it a day…

Okay, forget everything I ever said. Seems like once you start out bothering with pathfinding regions, there's always one more critical thing to do. Or maybe I am just a bad at it. Or more likely a crazy perfectionist. Anyway, here's v1.13 now…


Haha, I know what you mean. I've done some maps for other games and it's always a "final edition". Afterwards someone finds the most obvious bug and final versions go for next 20 updates. :D


Try StarCraft mapping then. The problem is that the bugs are not that obvious at all. About a year ago (with the old ScmDraft) fixing them in any systematic fashion would not even have been possible. But now that I understand exactly how each of them work and have the means to find and fix them with the editor, I got the ambition to actually create a bug free map. Unfortunately BW pathfinding is so bloody mindscrewingly stupid… Basically some 100 regions need to be somewhat in the right place and changing one little thing can change everything on half the map. So if you don't want any mineral patches and geysers to be mined with workers taking some weird, crooked and inefficient paths, do not want workers to wander through gaps behind the mineral lines (mining bugs), do not possibly want any units to get stuck on the edges of unpassable terrain anywhere (vortex bugs), do not want any spots where Reavers cannot attack in certain directions (Reaver jams) and still want overall paths around the map, especially scouting paths, to be as smooth as possible, you are in for one hell of a trial and error job…

Show nested quote +
Anyway, map is nice. The only thing about it I'm not sure about are those mineral only expos that are very exposed and not really worth it. Feels like noone will want to take them like ever. Unless you've tested that a lot and works great.. maybe put a gas at this highground expo, or at least more minerals to make it a bit more attractive. I would only take those expos when winning.

Or maybe at least a zerg gas like on Sparkle, as I fell map is kinda good for both TvZ and PvZ
There isn't really space for a gas, even less for a Zerg-only gas and in general 16 geysers would be a bit too much, I think. It's alright to have expansions that act more in a tiebreaker fashion in endgame (like the centre expo on FS), I think.


If the intention is to make it a tiebreak expo, mb consider creating something else there and make a mid expo? Getting the corner expos will be better for any race. Anyway, it's a cool map even if you leave it as it is, just my 5 cents. :-)
https://www.twitch.tv/kogetbw
Freakling
Profile Joined October 2012
Germany1534 Posts
June 07 2018 16:12 GMT
#16
The intention is mainly to give players another expansion option in the clockwise direction. How to capitalize on it is on you guys to decide ;D
Caminitoalado
Profile Joined June 2018
1 Post
June 08 2018 14:58 GMT
#17
ohhh this map is amazing thanks for roadkill !!! there is this guy hosting this map all nights on west have you realized? his names is AIboy or something, you should visit he always host this
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7002 Posts
June 08 2018 15:12 GMT
#18
there is a developer from sc:r tweeting about this map,looks like it is coming in the next patch ?
TT1
Profile Blog Joined December 2008
Canada10045 Posts
Last Edited: 2018-06-08 16:07:30
June 08 2018 15:54 GMT
#19
On June 09 2018 00:12 [sc1f]eonzerg wrote:
there is a developer from sc:r tweeting about this map,looks like it is coming in the next patch ?


It's possible but they also read TL, dev prob saw this thread and decided to try the map out . I've told them about Freakling's map making prowess!

The foreign scene has a lot of talented gamers but we also have super gosu people in other fields, guys like Freakling/JungleTerrain need more exposure (i'm sure there's other good foreign map makers that i'm not familiar with, for example NegativeZero did a great job w/ Overwatch 2.1). They have a lot of knowledge to offer.
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Dead9
Profile Blog Joined February 2008
United States4725 Posts
June 08 2018 16:41 GMT
#20
hey, are grayed out (+ obs) versions of your maps available anywhere?

i can do it myself if they're not protected but if you have a mappack or something it'd be appreciated!
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