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ASL6 Maps Shortlist - Page 4

Forum Index > BW General
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Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
August 08 2018 22:30 GMT
#61
Transitor reminds me of the old map Geometry.
BlueZeppelin
Profile Joined August 2018
2 Posts
Last Edited: 2018-08-11 05:38:01
August 11 2018 05:35 GMT
#62
BlueZeppelin
Profile Joined August 2018
2 Posts
August 11 2018 05:37 GMT
#63
On August 08 2018 08:13 Freakling wrote:
Unfortunately new ramps on Transistor for the most parts just means new bugs…


Could you tell me what new bugs can be occurred by new ramps?
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2018-08-11 09:00:21
August 11 2018 08:56 GMT
#64
On August 11 2018 14:37 BlueZeppelin wrote:
Show nested quote +
On August 08 2018 08:13 Freakling wrote:
Unfortunately new ramps on Transistor for the most parts just means new bugs…


Could you tell me what new bugs can be occurred by new ramps?


There are some "minor" things, like weird, distorted proportions or the rather lose relationship between graphics and actually walkable areas (walking over "cliffs", or the opposite: "invisible" barriers) for some of them. The most jarring issue though is this:
+ Show Spoiler [show image] +
[image loading]

Whoever created the flag masks for these (+ Show Spoiler +
ore more likely the wrote a bit of code to create them procedurally, I guess – and yes, all the new ramps have been created superimposing different graphics over the same set of maybe 8 different flag templates all over again! Tileset characteristics? Individual designs? Bah, who needs that…
) obviously had no idea how in-game vision works and did not properly set flags for cliff tiles, resulting in a lot of cliff vision at the ramp edges (allowing players, for example, to snipe units and wall-in buildings from the low ground without actual high ground vision). And yes: The new ramps, they are all like this, no matter which tileset or terrain type (because, as I said, they were are created from the exact same templates).

Now for the most part this can be ameliorated with proper manual terrain post-editing, of course:
+ Show Spoiler [show image] +
[image loading]

But at this point using old custom ramps, with maybe some selected tiles from the new ones where blends can be improved this way, is actually more convenient and will usually even yield more eye-pleasing results as no amount of custom editing can really hide what cheap Photoshop (or whatever they used) hack jobs these new ramps really are… These space ramps are good examples of this – they even skimped on the on-ramp textures, creating featureless surfaceswhich look incredibly bland
Freakling
Profile Joined October 2012
Germany1534 Posts
August 13 2018 08:53 GMT
#65
Should be noted that the main gas relocation on Transistor makes the Khaydarin Crystals ineffective as the resource depot building space is thus shifted by one tile as well.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 13 2018 14:07 GMT
#66
Did the Map Test Tournament happen or has it just disappeared from the upcoming tab?
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
thezanursic
Profile Blog Joined July 2011
5504 Posts
August 28 2018 10:41 GMT
#67
Did Labyrinth end up making it into the map pool?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
razorsuKe
Profile Blog Joined July 2008
Canada2053 Posts
Last Edited: 2018-09-02 18:22:14
September 02 2018 18:15 GMT
#68
There's gonna be some crazy expansion holds on Labyrinth.

Think about it, hold the flag with a worker, offending army comes towards you, kill that worker and your ramp is blocked.
This is easiest for zerg, they don't even need to kill a worker, just morph it into a building = free wall.


The reason you want to hold on to that flag is so that if the opponent brings a worker with their army, they can't just steal the flag right away. You can for example, have half of their army walk up the ramp then kill your worker and then half will be trapped, giving you time to finish off half the army before the opponent's worker picks up the flag.

So every attempt to to take out a high ground expansion with ground units must include 1 worker in the army.


EDIT:
I'm not sure if this has been mentioned but when you pick up a flag, the opponent can see the worker that picked up the flag, it's crazy whack!
EntusGalleries.com - CJ Uniform Sale
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2018-09-04 08:59:35
September 03 2018 08:57 GMT
#69
From watching the first ASL games last night it seems like the maps have been updated again. I see a general tendency towards "hybrid ramps" (customized ramps using some of the new ramp tiles) and Sylphide (which is now called Sylphid – which is the correct English spelling) now has altered worker spawn positions. So these seem like overall good changes to me. It doesn't seem like the Naver post has been updated again though. So has any one any idea where I can download the most up to date map pack?

Found it!
Jukado
Profile Blog Joined May 2011
805 Posts
September 05 2018 16:00 GMT
#70
Thanks for the link, updated the OP.

There was atleast 1 version in between of Autobahn as well. In the current 1.0 version the corner expo ramp has 2 eggs on it, 1 egg either side. But this previous version had both of the eggs on the same side of the ramp for example. Not particularly exciting ha, but nice to make a note of.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Sokokrey
Profile Joined January 2018
74 Posts
September 05 2018 17:13 GMT
#71
sparkle !!
sM.Zik
Profile Joined June 2011
Canada2553 Posts
September 05 2018 18:18 GMT
#72
On September 03 2018 17:57 Freakling wrote:
From watching the first ASL games last night it seems like the maps have been updated again. I see a general tendency towards "hybrid ramps" (customized ramps using some of the new ramp tiles) and Sylphide (which is now called Sylphid – which is the correct English spelling) now has altered worker spawn positions. So these seem like overall good changes to me. It doesn't seem like the Naver post has been updated again though. So has any one any idea where I can download the most up to date map pack?

Found it!


I have no idea where to click to download the maps lol
Jaedong Fighting! | youtube.com/ZikGaming
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2018-09-05 21:06:59
September 05 2018 21:04 GMT
#73
Top right where it says 첨부파일 (1) (attachment), then click on 내PC 저장| (save on PC).
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