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StarCraft: Remastered - Melee Map Contest

Forum Index > BW General
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Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2018-10-22 13:29:26
September 12 2018 15:18 GMT
#1
+ Show Spoiler [announcement] +
LatiAs (maker of the ASL maps as (Wiki)Demian, (Wiki)Camelot and (Wiki)Sylphid) is calling on map makers to submit their maps for another contest in his Naver blog. The first part is unfortunately an image, so I could not run it through Google Translate, but there seems to be some kind of schedule on it. 9/5–9/28 is probably the submission period.
In any case it would definitely be great if some one with good Korean knowledge could provide us with a full translation of his post!

Anyway, here are some cornerstones:
  • It is not an official map contest, but finalist maps might be used for future Afreeca hosted leagues (so it's like a kind of semi-official general screening or something…)
  • There are two categories which will be judged independently, standard maps and (more experimental) concept maps. Each participant can submit two maps per category and be nominated for one finalist in each, but not for both maps in one category. Absolute number of finalists will depend on number (and I suspect quality) of submission.
  • only own maps are to be submitted, no "unauthorized modification or plagiarism" is allowed (in how far this disqualifies from-scratch remakes I don't know)
  • Map makers are to compile all their submissions into a single e-Mail, also including map pictures and basic information about the maps. Map files must not be protected/corrupted to allow a proper examination.
  • Maps will be judged by official map makers and pro gamers (50%) and a public vote (50%).
  • Some more detailed info


I think this is important enough to merit its own TL thread where people can discuss and suggest maps to be submitted, present their own submissions or analyze submitted maps or whatever else you deem relevant to be discussed in this context.


+ Show Spoiler [map shortlist] +
So the first round of selection is over and these are the maps that made it (10 standard, 5 experimental maps, out of 87 submissions):

(2)MoonRiver
by seopport
type: standard
+ Show Spoiler [show Image] +
[image loading]

+ Show Spoiler [show Description (Google Translate)] +
The distance from the rush is long, and the entrance to the front yard is a bridge.

The root of the map is largely divided into top, bottom, and bottom, and you can guide the battlefield in the direction of selecting additional expansion.

Because the base is long and the rush distance is long, the drop attack is expected to be effective.

+ Show Spoiler [show comments] +
Pretty straight forward I guess, not much to say about it at this point. The combination of double bridges as only exit from the natural and a high ground pod pretty much within tank range of it will make breaking out of a contain very difficult.


(2)Division of Territory
by Chicken
type: standard
+ Show Spoiler [show Image] +
[image loading]

+ Show Spoiler [show Description (Google Translate)] +
It is a remarkable map of the main entrance of the unusual structure and the backyard. The main entrance is 2 pieces of 1 surplus and can pass through marine juggling.

A neutral colony to help the Zerg's sincerity SimCity is 400 armor 0 and 1 fold.

+ Show Spoiler [show comments] +
I don't like plain backdoor nats. They are just boring. At least this one is very air-harassable, due to its location and all-surrounding cliffs. The narrow bridge and ramp and overall long distance to cover between main and natural will make defending against Muta harassment particularly challenging. the creep colony at the choke is pretty much necessary for this kind of main/nat layout, but there are better ways to go about it!


(2)Citadelle
by musemika
type: standard
+ Show Spoiler [show Image] +
[image loading]

+ Show Spoiler [show Description (Google Translate)] +
There is a flat open-front yard and a slightly independent back yard. The main entrance of the main entrance is the neutral gas entrance form used in the map of Troy, gold rush, etc., and it is impossible to move the ground unit when it is destroyed, and the entrance of the backyard is blocked by the neutral building.
In the case of neutral building destruction, it is possible to get close to the flow of the opponent multi, and when the gas inlet is destroyed, it can make the copper line distant and it is difficult to induce a fight.

+ Show Spoiler [show comments] +
So the basic idea here is to have a Troy-like main with a second way out, so players cannot be locked in completely (which was a common strategy on Troy)


(4)Polypoid
by KM
type: standard
+ Show Spoiler [show Image] +
[image loading]

+ Show Spoiler [show Description (Google Translate)] +
The polyp-shaped ridge, which is the meaning of the map title, is an important map. Be careful because if you take away the ridge you may get a bit of a game.

+ Show Spoiler [show comments] +
Very straight forward 4p macro map. Only the layout of the 3rds with ramps in two different directions is a bit unusual.


(2)Sandglass
by 석준홍 (Seok Jun-Hong)
type: standard
+ Show Spoiler [show Image] +
[image loading]

+ Show Spoiler [show Description (Google Translate)] +
It is a power fight map centered on a hill and almost all the way through the center, so you have to capture the center, but you can lead the game.
However, you should always keep in mind that the main and backyard may be dangerous at the moment when the main body is opened under the main body.
Also, it is very important how well you take the additional Multi in the open form, except for the front yard and back yard.
Be careful to check or drop through the air unit since the outer side of the main body is wide.

+ Show Spoiler [show comments] +
For a 2p map this is huge (128×128) and while the space seems overall well used, I think this could easily have another expansion.
With 3 free gas early on Zerg will be pretty strong with Mutas, I guess.
The mineral only has no building space, for some reason, Terran can't even make a scanner. This should be fixed.


(2)Green Days
by Hub9 (aka. Herb)
type: standard
+ Show Spoiler [show Image] +
[image loading]

+ Show Spoiler [show Description (Google Translate)] +
It is expected that there will be many aspects of securing and playing the front yard first because the rush distance is far from the reverse hill hybrid power fight map.

After the front yard, we will decide whether to secure 7M + 1G multi-

It is important to choose the multi-securing of 6M + 1G multi, which is easy to defend while being a hill.

Since 8M + 8M has a lot of resources of 8M + 1G, it is expected to preoccupy the area.

+ Show Spoiler [show comments] +
Typical map from the heyday of Korean map making during the Kespa times.


(2)고우 (Go?)
by 제갈공명 (Jegal [Legal?] Business Name)
type: standard
+ Show Spoiler [show Image] +
[image loading]

+ Show Spoiler [show Description (Google Translate)] +
Polaris Rhapsody, Chukwolryeong and Baekdudaegan. The center cannons can only pass through small units like Baekdudaegan or Blue Storm.
Until the neutral building is broken, there is an island-shaped forecourt hill, so be careful with the play.
It is the map which expects the game pattern of the form of the war.

+ Show Spoiler [show comments] +
What bothers me is that there is no pathway that is wide enough to comfortably move a maxed army around. Furthermore there is basically no way around an equal top vs. bottom map split here, which with the relatively low number of expansions (though normal for a 2p map this size) is very bad for Zerg in a longer game.


(2)Renaissance
by CYK_Icarus
type: standard
+ Show Spoiler [show Image] +
[image loading]

+ Show Spoiler [show Description (Google Translate)] +
It is a mystery concept map that was created to escape the center-based game that is taking place after optimization.

The aggressive play style has placed an open hill and a wide center to lead the game, and it has differentiated itself from other games, such as changes in core resources, changes in supply and demand due to additional multiplayer.

+ Show Spoiler [show comments] +
A mostly open-centre 2p map which also seems to strongly tend towards a clear map split.


(4)Waterloo
by PuraVida
type: standard
+ Show Spoiler [show Image] +
[image loading]

+ Show Spoiler [show Description (Google Translate)] +
It is a rotation type map for four people that uses the center ridge arranged in a square as the main battleground.
You have to be careful about the defense because the lines to the multi are open.

The Ruins used in the Center Taegeukdo terrain are High Ruins. (The Jungle tile inside the Ruins terrain is not the High Jungle, but the regular first floor Jungle.)

Therefore, if you do not step on the High Ruins terrain, your view will be blocked.

+ Show Spoiler [show comments] +
For the most part another new twist on the well-established FS layout. Needless to say the idea to use high ground as vision blockers is a bad one because high ground does actually do a lot more than just block vision in BW. This gravely compromises map readability and is just confusing to players, who generally don't spend their time actually reading map descriptions or studying maps in ScmDraft. So you need to give them a clear hint in the map itself that something unusual is going on. This map maker probably does not know about vision blockers yet which would be readily available here, even for the right terrain type. I would strongly suggest that he study Kiseyras closely to learn how it can be properly done.


(2)Road of Death
by R4TCHET
type: standard
+ Show Spoiler [show Image] +
[image loading]

+ Show Spoiler [show Description (Google Translate)] +
It is map of pre-occupation aspect with two main entrance. The main entrance is blocked with 15 layers of minerals.
The shortest distance between the main points is the ring phase route, and it is possible to pass through the dark templar.
The mineral amount of minerals is 1000.
It is anticipated that the fight against the enemy will be expected through Center 1 Jarrein.

+ Show Spoiler [show comments] +
The natural backdoor is a Bluestorm-like choke (can only be passed by units up to the size of DTs).
the left and right halves of the map are only connected through the mains, the naturals and a pretty tight path in the very center, so its hard for players to react to aggression at multiple points or to maneuvre around against a turtling player.


(3)Mobius Planet
by musemika
type: experimental
+ Show Spoiler [show Image] +
[image loading]

+ Show Spoiler [show Description (Google Translate)] +
There is a short attack route and a long attack route going through the other start.

Each attack route may be blocked by the ground forces as you or your opponent destroy the gas inlet.

Because the structure is made of separate type electric field, each electric field is relatively small and the rush distance is also short. When ground power is low, battle using terrain is difficult, and proper timing gas entrance destruction is required.

+ Show Spoiler [show comments] +
This is essentially an island map that tries to screw Protoss over early by allowing two very separated points of entry for 9 pool Lings early on…
Maybe the mineral only bases are meant to make it up for Protoss when they can survive the early onslaught?
I would have liked to see the high ground paths actually "lap around" like in a Möbius strip. Well, can't have everything, I guess…


(2)Sprinter
by Chicken
type: experimental
+ Show Spoiler [show Image] +
[image loading]

+ Show Spoiler [show Description (Google Translate)] +
It is a map created with the concept + short-term concept that the rush route becomes diverse with time.

Although the resources of all resources are controlled and can only be reached via the central dark swarm at first,

The player will be able to go directly to the multi-side of the opposing side by blowing the neutral building.


* Resource

The main thread - 9M (1600) 1G (5500)

Front yard - 7M (1250) 1G (4500)

6: 00 - 8M (1000) 1G (3000

4:00 pm - 7M (1000) 1G (3000)

2:00 - 6M (1000)

+ Show Spoiler [show comments] +
I like nice, clear-cut concepts like this. I fell like this should have some additional expansions to avoid an easy equal map split, though. There is a lot of unused water space in the corners that could easily serve as another expo. Alternatively (or additionally) there also seems to be enough space in the centre to have a centre expansin (like on Bloody Ridge or Autobahn).


(4)Enpassant
by seopport
type: experimental
+ Show Spoiler [show Image] +
[image loading]

+ Show Spoiler [show Description (Google Translate)] +
It is a map linking the map of the volume like Andromeda in the past.

The difference is that there are two multiples in the main thread, and the main entrance is wide.

In addition, we aimed at early build boost by quick supply of resources by pulling main minerals one by one by starting. (This also creates a penalty effect when expanding the staring)

It collects resources 12 to 13% faster than before, and is considered to be within the common sense range, not to the fastest infinity or to the usem map level.

These three factors make it possible to expect a somewhat extreme level of volume transfer, and because the multi-structure is simple, it is expected to follow a simple victory formula called force-defeat = defeat.

+ Show Spoiler [show comments] +
A macro map with Andromeda-style in-base mineral only. With the wide ramp and without a proper natural there should be some kind of Creep Colony in the main to allow Zerg sunken-defend the entrance.
The central experimental idea of this map seems to be to boost early game economy by putting the main minerals 2 tiles (instead of the proper 3) away from the SLs (like a compromise between Fastest Possible Map and a normal melee map). It is also stated that this prevents an optimal resource depot placement at any additional mains players expand to (thus weakening those expos, basically serving the same purpose as the Khaydarin Crystals/disabled Installation Doors on Transistor). What they probably did not consider is something every FPM player knows: That this also prevents comsat placement for Terran (without lifting off the CC and landing it again in a "bad" spot)…
The middle is huge and all the stuff in it can easily be dismissed as "just deco", which is a bit boring.


(2)Road Show
by 석준홍 (Seok Jun-Hong)
type: experimental
+ Show Spoiler [show Image] +
[image loading]

+ Show Spoiler [show Description (Google Translate)] +
It is a center-strength fighting map in which a neutral building and minerals block the outskirts where the multi-places are arranged and rotate around the center.

It is difficult to keep your front yard with two front yard entrance,

Or how much of the opponent 's front yard is blocked.

All the multipliers are centralized, directly or indirectly influenced, as well as central to the transport, or through the air unit to control and keep the multi is important.

+ Show Spoiler [show comments] +
Some half Troy-gates that block out big units from the beginning…
For the most part this is an Outsider-style map that can be opened up by the players during the course of the game to become a more standard battleground. All the expansions open to two sides will be hard to defend (maybe at some vision blockers beneath the minerals!) and there will probably be lots of pathfinding issues that players will need to work around.
What's absolutely terrible is the unevenly shaped low ground without proper ramps in the centre. Melee maps need to be as easily readable to the player as they possibly can! Additionally there are lots of other terrain editing errors that cause random low-ground spots around the map, which need to be fixed.


(2)TowerBridge
by gr8raccoon
type: experimental
+ Show Spoiler [show Image] +
[image loading]

+ Show Spoiler [show Description (Google Translate)] +
In the early days, the only place to fight is the bridge. However, the length of the bridge is so long that it is difficult to expect effective combat.

Therefore, it is anticipated that a shift will be made using this because it may be somewhat reluctant to cross the bridge in operating a large force.

In the latter half of the year, the minerals that block the entrances inside the main building are depleted, so the battlefield changes from a bridge to a wide hill.

Because expansion of inside of main body is exposed to the outside, it is expected to play check by using it, and if minerals inside main body are depleted, three main entrance of main body will be opened.

It is important to determine where to take the expansion from inside the main body.

[Source] LatiAs MilliMap Competition Passed 1st screening!

+ Show Spoiler [show comments] +
So here we have our typical newbie map maker's submission. Only needs some gas-only expansions (and nowadays probably also some "new ramps"-spam) in addition to the long-ass bridge.
Nostalgic + Show Spoiler +
and probably involuntarily mean, sorry :\
jokes aside, this is a bit reminiscent of (2)Hithchiker. The minerals on the ramps, blocking access to the outer parts of the map, are 749 minerals each, so they will take quite a while to be mined out. Needless to say + Show Spoiler +
(so why am I saying it anyway? O_o)
whichever player mines out theirs first will have a huge advantage on that half of the map.
The terrain editing is pretty shoddy with a lot of disregard for proper assignment of proper terrain levels on the High Basilica cliffs.
Probably in a fit of dark humour there were also some Cilvilians put on the bridge which you will probably want to kill claim as collateral damage so they don't get in the way of your army.


So there seems to have been a public votes on the maps to determine the winners (what happened to players and map makers testing them?! O_o), and this is what the wisdom of the crowds is giving us. All of these maps to me still seem far from ready for serious tourney play due to various issues ranging from nonsensical terrain editing and serious mining and other pathfinding related issues to various limiting factors in the layouts that will probably just cause bad and gimmicky gameplay, but that was to be expected, I guess…
sM.Zik
Profile Joined June 2011
Canada2550 Posts
September 12 2018 17:13 GMT
#2
New awesome maps is the key to keep bw interesting over the years imo, so I have much respect for you mapmakers! Keep up the good work
Jaedong Fighting! | youtube.com/ZikGaming
JungleTerrain
Profile Joined January 2012
Chile799 Posts
September 12 2018 21:37 GMT
#3
Wish I could but I’m so unmotivated and really busy :/ would love to see what others submit though. Come on nonkorean mapmakers!
www.broodwarmaps.net
Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2018-09-12 22:08:20
September 12 2018 21:50 GMT
#4
Just do what I'll do: Use your existing stock – Power Bond and maybe Heartbeat or Over Under as standard, Uzi Sara and, I don't know, maybe a somewhat glossed up Solaris or something, as experimental.

I think I'll jump at the occasion and finally finish Dies Iræ + Show Spoiler [show picture] +
[image loading]
as an experimental map. Some of the new ramp tiles could actually prove useful here.
I think I'll also submit Incidence + Show Spoiler [show picture] +
[image loading]
. This would give me the chance to implement some updates to deco and layout (high ground outer thirds, for example).
For standard maps I am leaning towards Reap the Storm + Show Spoiler [show picture] +
[image loading]
and Frogstar World B + Show Spoiler [show image] +
[image loading]
. Not yet sure, though. For some reason people did not seem very interested in Reap the Storm last time I submitted it, judging by the download numbers. Both need some pathfinding fixes (getting Frogstar's pathing smoothed out around the centre expansions promises to be challenging O_o) and brushing up (Frogstar could also profit from new ramps).
JungleTerrain
Profile Joined January 2012
Chile799 Posts
September 12 2018 23:20 GMT
#5
Only map I can think of off the top of my head that I would want to possibly work on and submit is maybe Solaris... I’d love to see pro gamers scratching their heads even for a moment.
www.broodwarmaps.net
Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2018-09-13 17:04:07
September 13 2018 17:01 GMT
#6
;..(
(7 · 11 · 13)th post :D
Rovant1c
Profile Joined October 2014
China72 Posts
Last Edited: 2018-09-17 09:38:53
September 17 2018 09:38 GMT
#7
Hi Freakling,KSL update the season 2 map pools. New map"In the Way of an Eddy" it's also your works, right?

ksl.starcraft.com/en-us/about/
Freakling
Profile Joined October 2012
Germany1533 Posts
September 17 2018 10:09 GMT
#8
Yes, it's mine :D
Rovant1c
Profile Joined October 2014
China72 Posts
Last Edited: 2018-09-17 11:13:12
September 17 2018 11:08 GMT
#9
Thanks,by the way I found a weird phenomenon in JD vs Snow's 2nd game(KSL Ro8,map:BlueStorm) .

It happened at about 02:27 gametime,Jaedong's drone was following Snow's probe and attacted it when the probe had 2/3 shield/hp,so the probe should die then(We all know drone has 5 damage and probe has 0 armor).

But in fact the probe was still surviving with 1 hp after attack.I dont konw how this happened,can you to explain it?A new map problem or game bug?

vod:
https://ksl.starcraft.com/en-us/match/17149
Freakling
Profile Joined October 2012
Germany1533 Posts
September 17 2018 11:45 GMT
#10
The explanation should be pretty trivial: Shield regeneration.
Rovant1c
Profile Joined October 2014
China72 Posts
Last Edited: 2018-09-17 12:28:20
September 17 2018 12:23 GMT
#11
On September 17 2018 20:45 Freakling wrote:
The explanation should be pretty trivial: Shield regeneration.


Through liquipedia I found protoss shield‘s regeneration speed is 0.651 each second,in other words toss need 1.54sec to regenerate 1 point shield。

Then I watched the game vod repeatedly,I make sure that drone attacted probe when the shield regeneration was at cooldown.So not this reason I think.

And I try it myself with slowest speed at single mode,I found this not a accident,it happend on every protoss unit,while a unit at“max > shield >0"status(for example,zealot is 1~59), the shield can reduce 1(0.5?) point damage when only the damage > shield(destroy the shield and hit the hp).

If damage < shield,or shield=0(already destroied),this won't happen.(My english is poor,I don't know if my statement is clear.)
Navane
Profile Blog Joined February 2007
Netherlands2751 Posts
September 17 2018 12:27 GMT
#12
Rovant1c, I'm not really understanding you, but here is a fact: when a drone is hit, it instantly regenerates 1 health. Maybe the same happens with shield?
Freakling
Profile Joined October 2012
Germany1533 Posts
September 17 2018 14:07 GMT
#13
Internally shield and health points are actually represented as "half points" (note for example how low damage units hitting very highly armoured units, such as eggs, only deal one damage every second attack – or actually 1 damage each attack, which is then halved and rounded/truncated. There's all kinds of conversion between fixed/floating point and integer variables going on within the engine. If you really want to trace it step by step I suggest that you delve into the open BW code (bwgame.h is what you want to look at for the most part).
Rovant1c
Profile Joined October 2014
China72 Posts
Last Edited: 2018-09-17 14:48:35
September 17 2018 14:39 GMT
#14
On September 17 2018 23:07 Freakling wrote:
Internally shield and health points are actually represented as "half points" (note for example how low damage units hitting very highly armoured units, such as eggs, only deal one damage every second attack – or actually 1 damage each attack, which is then halved and rounded/truncated. There's all kinds of conversion between fixed/floating point and integer variables going on within the engine. If you really want to trace it step by step I suggest that you delve into the open BW code (bwgame.h is what you want to look at for the most part).


Thanks,but bwgame.h’s too difficult for me.
Maybe youre right,regeneration is the reason.But I still feel confused.Why doesn’t it work whole time?While damage < shield point,or shield=0(before attacted),reduction does not work.

For example,if probe has 3/5(shield/HP),
give 1 damage, left 2/5;
give 2, left 1/5;
give 3, left 0/5.these are Regular.
But,give4, left 0/5,not 0/4.The "damage reduction"has worked.

But also,if probe has 0/5(shield/HP),give 2 damage,it left 0/3,not 0/4.The "damage reduction"does not work.
(In progamers' games,we can find T players often use Vulture(20 damage) to kill a probe(20/20) by 2 attacks,not 3)

So,its only happened when the attack can make a "Shield Destory",that's really special.
Rovant1c
Profile Joined October 2014
China72 Posts
Last Edited: 2018-09-17 14:47:27
September 17 2018 14:45 GMT
#15
On September 17 2018 21:27 Navane wrote:
Rovant1c, I'm not really understanding you, but here is a fact: when a drone is hit, it instantly regenerates 1 health. Maybe the same happens with shield?


thank you Navane,I knew that zerg can reduce 1 damage with full HP

But protoss has a similar ability,I never heard before.You see,Snow detected jaedong’s tactics with that 1hp probe,and it did change the game results.
inuh
Profile Blog Joined January 2010
Korea (South)15 Posts
September 17 2018 15:36 GMT
#16
millimap aka melee map 밀리맵 lol
Freakling
Profile Joined October 2012
Germany1533 Posts
Last Edited: 2018-09-17 15:51:45
September 17 2018 15:50 GMT
#17
That explains it
Weird spelling though…
konadora *
Profile Blog Joined February 2009
Singapore66358 Posts
September 17 2018 17:43 GMT
#18
On September 13 2018 06:50 Freakling wrote:
Just do what I'll do: Use your existing stock – Power Bond and maybe Heartbeat or Over Under as standard, Uzi Sara and, I don't know, maybe a somewhat glossed up Solaris or something, as experimental.

I think I'll jump at the occasion and finally finish Dies Iræ + Show Spoiler [show picture] +
[image loading]
as an experimental map. Some of the new ramp tiles could actually prove useful here.
I think I'll also submit Incidence + Show Spoiler [show picture] +
[image loading]
. This would give me the chance to implement some updates to deco and layout (high ground outer thirds, for example).
For standard maps I am leaning towards Reap the Storm + Show Spoiler [show picture] +
[image loading]
and Frogstar World B + Show Spoiler [show image] +
[image loading]
. Not yet sure, though. For some reason people did not seem very interested in Reap the Storm last time I submitted it, judging by the download numbers. Both need some pathfinding fixes (getting Frogstar's pathing smoothed out around the centre expansions promises to be challenging O_o) and brushing up (Frogstar could also profit from new ramps).

would love to see incidence or frogstar get some play! those look insanely fun
POGGERS
GTR
Profile Blog Joined September 2004
51574 Posts
September 18 2018 01:40 GMT
#19
latias has an account on here right? maybe he can share his ideas/thoughts with this (even if its in google translated english).
Commentator
Excalibur
Profile Joined September 2009
United States59 Posts
Last Edited: 2018-09-18 14:30:03
September 18 2018 13:54 GMT
#20
@Freaky
In your opinion is this worth me putting the time into? If you and some of the other heavy hitters on BWMN are going to submit I don't think there's much of a reason for me to put my hat in the ring. I'd also like to use Somersault and/or Concord if anything so clarifications from Latias on if its within the acceptable terms as a scratch remake would be helpful.
Whats a 4pool?
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