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Hey just got into map making with the new patch out would like some feedback. Thank you.
+ Show Spoiler + Download
July 29, 2018 Map Update to 1.0.1 + Show Spoiler +1.0.1 -Enlarged Main bases to allow for more building space. -Enlarged Natural bases a bit. - Shortened and shrunk choke points for the naturals to allow easier wall offs. -Tweaked choke points for 11 and 5 o'clock bases. -Moved Geyser at the bottom main base to the top to allow the Geyser to be seen when camera is centered on start location. _Moved minerals around at the 3, and 9 o'clock bases to allow for easier base placement. -Some cosmetic changes at the natural bases.
July 29, 2018 Map Update to 1.0.2 + Show Spoiler +1.0.2 changes -Moved the Gas Geysers to be on the left or top of start locations, and fixed Critters. -Observer map updated to 1.0.2
August 21, 2018 Map Update to 1.0.3 + Show Spoiler +1.0.3 changes -Worked on the natural to be more friendly for sim city for Zerg and other races.
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Not great not bad going to make some fast games like bloodbath with the small map air to air and ramp to ramp distance. 4/10.
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Well, don't think map making has become any easier all of a sudden… And the new ramps are unfortunately just unfit for melee map making… I'l write a bug report and in-depth criticism later…
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any reason this can't be opened on scmdraft? i was having some problems opening in bw multi.
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United Kingdom12022 Posts
On July 26 2018 08:32 Freakling wrote: Well, don't think map making has become any easier all of a sudden… And the new ramps are unfortunately just unfit for melee map making… I'l write a bug report and in-depth criticism later…
Why's that? Genuinely interested
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On July 26 2018 21:24 linestein wrote: any reason this can't be opened on scmdraft? i was having some problems opening in bw multi. You need the newest, compatible version and a 1.22 patch_ed.mpq file included as a data MPQ under profile settings.
On July 26 2018 21:41 Qikz wrote:Show nested quote +On July 26 2018 08:32 Freakling wrote: Well, don't think map making has become any easier all of a sudden… And the new ramps are unfortunately just unfit for melee map making… I'l write a bug report and in-depth criticism later… Why's that? Genuinely interested The main reason in short is that they did not properly set terrain level flags for cliff tiles for most of the ramps, so units on the low ground gain cliff vision of the high ground. This can of course be ameliorated with manual terrain editing, but then we are back to completely customized blended ramps, which is what we have now and which is alright and works well and we are use to anyway and which some map makers probably even enjoy playing around with and all that. But it means that these new ramps completely fail to make creating a map any easier for a complete beginner, which arguably, aside from producing a another air balloon of hype, could be seen as the main purpose for their existence. Although that's actually a faulty perception that most non-mapmakers seem to have because the new ramps are but new doodads, arrays of tiles that can be pasted as a block. The same thing already exists in a much more flexible form for custom ramps, only that it is not called "doodad" but "brush", but it has been existing in ScmDraft all along, albeit as an underused feature. So the only thing these new ramps do achieve right now is to provide a few new tiles that can be used in custom blends, albeit at the price of completely severing backwards compatibility with pre 1.22 patches. That may be still better than nothing, but overall I don't really think it is worth it for the most part.
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Looks nice to me if you just got into mapmaking.
Designwise: I think the base-distrubution is a bit conservative: 3 bases in a straight row at the very bottom/top with little terrain-separation so that players can just draw a horizontal line. First I thought it's too easy to split-map in TvP e.g., and T can crawl up to any expansion. Then again, the passage into the natural going away from the ramp gives room for aggression, big opening between natural and 3rd, too. Then the two big open spaces, yet separated by bridges but also big ramps, looks interesting.
Overall the map needs some more polishing/optical buff, lots of bleak, uniform ground at 3rds, 4ths, open spaces.
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If you want to open this in SCMdraft make sure that when you start the program you click “edit” on your profile before opening the map. There should be 3 MPQ files in there, but you need a 4th “patch_ed.mpq”. You need to browse for it in your Starcraft folder wherever it is, assuming you downloaded the new patch already. Then you click add and save or w/e.
Within the editor you can also do this through Options>change profile settings or something like that.
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@freakling
+ Show Spoiler +On July 26 2018 22:26 Freakling wrote:Show nested quote +On July 26 2018 21:24 linestein wrote: any reason this can't be opened on scmdraft? i was having some problems opening in bw multi. You need the newest, compatible version and a 1.22 patch_ed.mpq file included as a data MPQ under profile settings. Show nested quote +On July 26 2018 21:41 Qikz wrote:On July 26 2018 08:32 Freakling wrote: Well, don't think map making has become any easier all of a sudden… And the new ramps are unfortunately just unfit for melee map making… I'l write a bug report and in-depth criticism later… Why's that? Genuinely interested The main reason in short is that they did not properly set terrain level flags for cliff tiles for most of the ramps, so units on the low ground gain cliff vision of the high ground. This can of course be ameliorated with manual terrain editing, but then we are back to completely customized blended ramps, which is what we have now and which is alright and works well and we are use to anyway and which some map makers probably even enjoy playing around with and all that. But it means that these new ramps completely fail to make creating a map any easier for a complete beginner, which arguably, aside from producing a another air balloon of hype, could be seen as the main purpose for their existence. Although that's actually a faulty perception that most non-mapmakers seem to have because the new ramps are but new doodads, arrays of tiles that can be pasted as a block. The same thing already exists in a much more flexible form for custom ramps, only that it is not called "doodad" but "brush", but it has been existing in ScmDraft all along, albeit as an underused feature. So the only thing these new ramps do achieve right now is to provide a few new tiles that can be used in custom blends, albeit at the price of completely severing backwards compatibility with pre 1.22 patches. That may be still better than nothing, but overall I don't really think it is worth it for the most part.
Thanks, I've got the updated client running. I liked the map although I noticed it went a little light at the mineral only (6 patches). I also question whether Siege Mode could reach Probes at the natural.
The ramp fiasco has always been interesting. What makes the modern debacle worse than what's going on with Ride of the Valkyries--that being the map comes to mind. I've only made a cursory dabble with ramps myself as I think everything should just teleport. But that said, I've only been working with ice terrain. It would certainly be more interesting if we could place buildings at level 2.
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On July 26 2018 21:24 linestein wrote: any reason this can't be opened on scmdraft? i was having some problems opening in bw multi.
Are you using the build released alongside the 1.22 patch? Because that should offer to update your settings to work with 1.22 datafiles.
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rip new ramps, hopefully someone can get blizzard's attention and they can (eventually) patch them...
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Is there a way to check to see if the terrain level things are working properly in scmdraft?
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On July 29 2018 06:05 RampagingSlushy wrote: Is there a way to check to see if the terrain level things are working properly in scmdraft?
Of course,
On the left side under Overlay Settings, uncheck Use Defaults
Then go down to
Microtile overlay > Height Unless you mean something else?
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On July 26 2018 22:26 Freakling wrote:Show nested quote +On July 26 2018 21:24 linestein wrote: any reason this can't be opened on scmdraft? i was having some problems opening in bw multi. You need the newest, compatible version and a 1.22 patch_ed.mpq file included as a data MPQ under profile settings. Show nested quote +On July 26 2018 21:41 Qikz wrote:On July 26 2018 08:32 Freakling wrote: Well, don't think map making has become any easier all of a sudden… And the new ramps are unfortunately just unfit for melee map making… I'l write a bug report and in-depth criticism later… Why's that? Genuinely interested The main reason in short is that they did not properly set terrain level flags for cliff tiles for most of the ramps, so units on the low ground gain cliff vision of the high ground. This can of course be ameliorated with manual terrain editing, but then we are back to completely customized blended ramps, which is what we have now and which is alright and works well and we are use to anyway and which some map makers probably even enjoy playing around with and all that. But it means that these new ramps completely fail to make creating a map any easier for a complete beginner, which arguably, aside from producing a another air balloon of hype, could be seen as the main purpose for their existence. Although that's actually a faulty perception that most non-mapmakers seem to have because the new ramps are but new doodads, arrays of tiles that can be pasted as a block. The same thing already exists in a much more flexible form for custom ramps, only that it is not called "doodad" but "brush", but it has been existing in ScmDraft all along, albeit as an underused feature. So the only thing these new ramps do achieve right now is to provide a few new tiles that can be used in custom blends, albeit at the price of completely severing backwards compatibility with pre 1.22 patches. That may be still better than nothing, but overall I don't really think it is worth it for the most part.
Have you chatted with the engineers/dev about this?
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On July 29 2018 08:31 JungleTerrain wrote:Show nested quote +On July 29 2018 06:05 RampagingSlushy wrote: Is there a way to check to see if the terrain level things are working properly in scmdraft? Of course, On the left side under Overlay Settings, uncheck Use Defaults Then go down to Microtile overlay > Height Unless you mean something else?
Yea thanks!
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On July 29 2018 12:52 SchAmToo wrote:Show nested quote +On July 26 2018 22:26 Freakling wrote:On July 26 2018 21:24 linestein wrote: any reason this can't be opened on scmdraft? i was having some problems opening in bw multi. You need the newest, compatible version and a 1.22 patch_ed.mpq file included as a data MPQ under profile settings. On July 26 2018 21:41 Qikz wrote:On July 26 2018 08:32 Freakling wrote: Well, don't think map making has become any easier all of a sudden… And the new ramps are unfortunately just unfit for melee map making… I'l write a bug report and in-depth criticism later… Why's that? Genuinely interested The main reason in short is that they did not properly set terrain level flags for cliff tiles for most of the ramps, so units on the low ground gain cliff vision of the high ground. This can of course be ameliorated with manual terrain editing, but then we are back to completely customized blended ramps, which is what we have now and which is alright and works well and we are use to anyway and which some map makers probably even enjoy playing around with and all that. But it means that these new ramps completely fail to make creating a map any easier for a complete beginner, which arguably, aside from producing a another air balloon of hype, could be seen as the main purpose for their existence. Although that's actually a faulty perception that most non-mapmakers seem to have because the new ramps are but new doodads, arrays of tiles that can be pasted as a block. The same thing already exists in a much more flexible form for custom ramps, only that it is not called "doodad" but "brush", but it has been existing in ScmDraft all along, albeit as an underused feature. So the only thing these new ramps do achieve right now is to provide a few new tiles that can be used in custom blends, albeit at the price of completely severing backwards compatibility with pre 1.22 patches. That may be still better than nothing, but overall I don't really think it is worth it for the most part. Have you chatted with the engineers/dev about this?
I didn't see what was going on with the new doodads until I opened some custom brushes. I don't want the new bridges to be terrors though that's for sure.
edit: there are only like 3 sets of custom brushes TBH
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It looks fun. I'm afraid of it being Terran favoured however. And very bad for Zerg vs both T and P.
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I updated the map to 1.0.3 to fix the sim city issue for zerg at the natural. Hopefully its much better than before.
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