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Brood War Map Makers Thread

Forum Index > BW General
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Just_a_Moth
Profile Joined March 2012
Canada1956 Posts
March 28 2020 19:28 GMT
#1
I like seeing new maps that people come up with, and other people probably do too. So, post them here if you want.

Juanita
Profile Joined March 2020
46 Posts
March 28 2020 20:12 GMT
#2
Sorry to spam the list with my maps but this is the last one I'm going to post:


[image loading]


Melee

Observer

Please comment nicely about my map
kidcrash
Profile Joined September 2009
United States620 Posts
Last Edited: 2020-03-28 20:47:28
March 28 2020 20:44 GMT
#3
So Im really bad at the map editor but my brain has all sorts of ideas for maps that I can picture in my head. My question is would it be possible to create a map with "neutral" terran buildings with the following properties:
1 Could not be damaged or repaired
2 Could set the starting HP in such a way that it would eventually burn and destroy itself.

The idea is that certain blockades around the map would have a "timer" essentially opening themselves up without player interaction. I know UMS this is definetely doable through triggers but is there anyway to create this effect in a melee map. I have zero map making experience.
FlaShFTW
Profile Blog Joined February 2010
United States10193 Posts
March 28 2020 22:44 GMT
#4
On March 29 2020 05:44 kidcrash wrote:
So Im really bad at the map editor but my brain has all sorts of ideas for maps that I can picture in my head. My question is would it be possible to create a map with "neutral" terran buildings with the following properties:
1 Could not be damaged or repaired
2 Could set the starting HP in such a way that it would eventually burn and destroy itself.

The idea is that certain blockades around the map would have a "timer" essentially opening themselves up without player interaction. I know UMS this is definetely doable through triggers but is there anyway to create this effect in a melee map. I have zero map making experience.

yes, if I recall correctly some maps do that with the crashed battlecruiser that slowly burns down. I forgot which ASL map but there was a tournament map that employed this feature.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
kidcrash
Profile Joined September 2009
United States620 Posts
Last Edited: 2020-03-29 00:20:07
March 29 2020 00:19 GMT
#5
On March 29 2020 07:44 FlaShFTW wrote:
Show nested quote +
On March 29 2020 05:44 kidcrash wrote:
So Im really bad at the map editor but my brain has all sorts of ideas for maps that I can picture in my head. My question is would it be possible to create a map with "neutral" terran buildings with the following properties:
1 Could not be damaged or repaired
2 Could set the starting HP in such a way that it would eventually burn and destroy itself.

The idea is that certain blockades around the map would have a "timer" essentially opening themselves up without player interaction. I know UMS this is definetely doable through triggers but is there anyway to create this effect in a melee map. I have zero map making experience.

yes, if I recall correctly some maps do that with the crashed battlecruiser that slowly burns down. I forgot which ASL map but there was a tournament map that employed this feature.


Eddy has norad II and it is capable of burning when its HP drops but I couldnt figure out a way to have the norad start at a low enough HP where its already burning. Also in order to do what i want, I would need to make it unable to be attacked or repaired. That way players couldnt manipulate the timing when it self destructs. Dont know if its possible for a melee map.
FlaShFTW
Profile Blog Joined February 2010
United States10193 Posts
March 29 2020 00:22 GMT
#6
On March 29 2020 09:19 kidcrash wrote:
Show nested quote +
On March 29 2020 07:44 FlaShFTW wrote:
On March 29 2020 05:44 kidcrash wrote:
So Im really bad at the map editor but my brain has all sorts of ideas for maps that I can picture in my head. My question is would it be possible to create a map with "neutral" terran buildings with the following properties:
1 Could not be damaged or repaired
2 Could set the starting HP in such a way that it would eventually burn and destroy itself.

The idea is that certain blockades around the map would have a "timer" essentially opening themselves up without player interaction. I know UMS this is definetely doable through triggers but is there anyway to create this effect in a melee map. I have zero map making experience.

yes, if I recall correctly some maps do that with the crashed battlecruiser that slowly burns down. I forgot which ASL map but there was a tournament map that employed this feature.


Eddy has norad II and it is capable of burning when its HP drops but I couldnt figure out a way to have the norad start at a low enough HP where its already burning. Also in order to do what i want, I would need to make it unable to be attacked or repaired. That way players couldnt manipulate the timing when it self destructs. Dont know if its possible for a melee map.

Oh I see. I forget which map it was but I think there was some map that had hallucinated things that couldn't be attacked that would disappear after a certain period of time. Not sure if you can manipulate it to force it to meet the timer that you desire.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Eywa-
Profile Blog Joined August 2010
Canada4876 Posts
March 29 2020 01:40 GMT
#7
I got the chance to play both of my maps which I posted in the other thread.

We played a PvT and I noticed that Terran has a couple extraordinarily strong points which I circled below, it seems basically impossible to attack into as Protoss because there's no way to get enough surface area.

[image loading]

For this reason, I'm not sure how viable a Protoss ground army is in this match up. In the game I played, I was able to counter attack effectively in the pattern shown below... This in my view is probably how ZvP would be played on this map... However, For PvT I think there is a better alternative.

[image loading]

I did not play carriers in the game which I played this map, but the lines which Carriers can effectively move on pretty much cover every expansion on the map, it is probably very difficult for Terran to ever get a split map position against Carriers on this map due to the 3 & 9 being readily accessible from either side of the map (due to the set up in the middle)

[image loading]

The other thing about this map, is once you get a lead and take map control, you basically have the option to play it as an island map (effectively due to the small chokes) or as a direct cross map.
Being mannered is almost as important as winning. Almost...
Eywa-
Profile Blog Joined August 2010
Canada4876 Posts
March 29 2020 01:52 GMT
#8
The other map just feels like a very large macro map, because it's really hard to get anything done in the early game with these structures in the way... I think there probably are some possibilities for some interesting cheeses, but even more so: Contains if the player doesn't break out on his own fast enough.

[image loading]

I was playing this game from behind and I found (though I did not intend), that you can take your expansions in such a way that would force the Terran to come down (at least partially) from the high ground, which seems to be the biggest factor on this map. I think PvT on this map is all about flanking and high ground control.

[image loading]

For both races, the most important thing seems to be to either force the opponent off of the high ground and force the engagements to come from the traps shown below.

[image loading]

Otherwise, I think PvZ would have a similar feel to PvT on this map in that sense, the importance of maintaining high ground is with 3 different levels is huge.
Being mannered is almost as important as winning. Almost...
zlald
Profile Joined October 2019
Korea (South)34 Posts
March 30 2020 15:21 GMT
#9
as a mapmaker of (4)Polypoid, I want to get some opinions about name of this map.

[image loading]

↑ this map. being used in ASL 9 (this season)

polypoid means 'looks like polyp' and polyp is somehow related with cancer.
so I wonder if this evokes somewhat unpleasant emotion
2019.10.27.
FlaShFTW
Profile Blog Joined February 2010
United States10193 Posts
March 30 2020 15:33 GMT
#10
On March 31 2020 00:21 zlald wrote:
as a mapmaker of (4)Polypoid, I want to get some opinions about name of this map.

[image loading]

↑ this map. being used in ASL 9 (this season)

polypoid means 'looks like polyp' and polyp is somehow related with cancer.
so I wonder if this evokes somewhat unpleasant emotion

polyp are also the babies of coral in the ocean. It doesn't trigger any negative emotion c: Map is beautiful btw well done!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Just_a_Moth
Profile Joined March 2012
Canada1956 Posts
March 31 2020 00:06 GMT
#11
Aren't polyps also a stage in the life cycle of some jellyfish species? At least that's what first think of when I hear polyp. Didn't even know the word had an application in cancer.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
March 31 2020 01:10 GMT
#12
Not all polyps are cancerous if I'm not mistaken so no it's fine. I personally like the name and think it's a fantastic map!
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
zlald
Profile Joined October 2019
Korea (South)34 Posts
Last Edited: 2020-03-31 01:18:22
March 31 2020 01:17 GMT
#13
Oh I didn't know such meaning.
I learned that word first from lecture on gastrointestinal tract.. and I named the title based on the shapes of those bulging ridges from mains.

btw thanks for your compliments
2019.10.27.
gabsingin
Profile Joined October 2014
Hong Kong6 Posts
April 04 2020 14:40 GMT
#14
I want to know why OBVIOUSLY imbalanced 2-player maps aren't ever considered. Like e.g. one base is high ground, the other is low ground, but has easier access to 3rd base, or more mineral patches etc.

We do end up with maps that HAVE imbalance issues that they try to fix all of them, why not have a map that is made with the concept of being that from the start? Wouldn't that be an interesting test of map knowledge, creative strategic planning, and trying to deal with whatever advantages the opponent has?
zlald
Profile Joined October 2019
Korea (South)34 Posts
April 05 2020 06:23 GMT
#15
On April 04 2020 23:40 gabsingin wrote:
I want to know why OBVIOUSLY imbalanced 2-player maps aren't ever considered. Like e.g. one base is high ground, the other is low ground, but has easier access to 3rd base, or more mineral patches etc.

We do end up with maps that HAVE imbalance issues that they try to fix all of them, why not have a map that is made with the concept of being that from the start? Wouldn't that be an interesting test of map knowledge, creative strategic planning, and trying to deal with whatever advantages the opponent has?



I REALLY agree on you
symmetrical maps also have some points where asymmetric problem occur, whether trivial or critical

but making symmetrical map is usually easy, and as for gamers, they seem to hate being different from the start.

[image loading]
this height asymmetric one

panschk.de
or free-drawn center areas

such attempts were made somewhat frequently when BW map making community was hot...
I hope to see such asymmetrical maps on the official league
2019.10.27.
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2020-04-05 07:56:42
April 05 2020 07:45 GMT
#16
On March 31 2020 00:33 FlaShFTW wrote:
Show nested quote +
On March 31 2020 00:21 zlald wrote:
as a mapmaker of (4)Polypoid, I want to get some opinions about name of this map.

[image loading]

↑ this map. being used in ASL 9 (this season)

polypoid means 'looks like polyp' and polyp is somehow related with cancer.
so I wonder if this evokes somewhat unpleasant emotion

polyp are also the babies of coral in the ocean. It doesn't trigger any negative emotion c: Map is beautiful btw well done!

I guess the title refers to the high ground mineral onlies protruding from the mains?
Anyway, going into the etymology a bit:
Polypoid (or polyp) is derived from Greek πολύπους (polypoys), meaning "many feed" and, in zoology, is used to denominate a certain type of animals, based on the morphology they present (including a "head" with numerous tentacles, the "feed", compare for example cephalopods).
Medicine borrows from that biological definition to denote any (generally, though not always, benign) protruding growth of cells from another organ.
So what you should probably do (if you are worried about negative connotations) is: Keep the map name, but throw away your old medical text book, get rid of that medical definition in the map description, get a brand new zoological text book, go back a step to the biological definition, and copy that into the map description ;D

On March 31 2020 09:06 Just_a_Moth wrote:
Aren't polyps also a stage in the life cycle of some jellyfish species? At least that's what first think of when I hear polyp. Didn't even know the word had an application in cancer.

You are absolutely correct in that. They have a fascinating life cycle. They start out as fertilized eggs developing into larvæ, which find a spot on the ground to attack to and grow into polyps which, asexually, spawn many medusæ (what you'd actually call a jellyfish) over the course of their life (this is in line with what other polyps do). The medusæ then reproduce sexually to close the cycle.
Freakling
Profile Joined October 2012
Germany1529 Posts
April 05 2020 07:59 GMT
#17
On April 04 2020 23:40 gabsingin wrote:
I want to know why OBVIOUSLY imbalanced 2-player maps aren't ever considered. Like e.g. one base is high ground, the other is low ground, but has easier access to 3rd base, or more mineral patches etc.

We do end up with maps that HAVE imbalance issues that they try to fix all of them, why not have a map that is made with the concept of being that from the start? Wouldn't that be an interesting test of map knowledge, creative strategic planning, and trying to deal with whatever advantages the opponent has?

If it is obvioulsy imbalanced, that's your answer right there.
But to go in depth a bit, balancing something like that for all positions and matchups would be an utter nightmare.
gabsingin
Profile Joined October 2014
Hong Kong6 Posts
Last Edited: 2020-04-05 19:06:24
April 05 2020 19:01 GMT
#18
On April 05 2020 16:59 Freakling wrote:
Show nested quote +
On April 04 2020 23:40 gabsingin wrote:
I want to know why OBVIOUSLY imbalanced 2-player maps aren't ever considered. Like e.g. one base is high ground, the other is low ground, but has easier access to 3rd base, or more mineral patches etc.

We do end up with maps that HAVE imbalance issues that they try to fix all of them, why not have a map that is made with the concept of being that from the start? Wouldn't that be an interesting test of map knowledge, creative strategic planning, and trying to deal with whatever advantages the opponent has?

If it is obvioulsy imbalanced, that's your answer right there.
But to go in depth a bit, balancing something like that for all positions and matchups would be an utter nightmare.


Imbalanced is the wrong word, asymmetrical would be more accurate - which would lead to imbalance issues, but those being a feature instead of a bug.

It would open the doors to wildly creative mapmaking as well...s'il vous plait, Herr Freakling.
M3t4PhYzX
Profile Joined March 2019
Poland4206 Posts
April 05 2020 21:06 GMT
#19
On March 31 2020 00:21 zlald wrote:
as a mapmaker of (4)Polypoid, I want to get some opinions about name of this map.

[image loading]

↑ this map. being used in ASL 9 (this season)

polypoid means 'looks like polyp' and polyp is somehow related with cancer.
so I wonder if this evokes somewhat unpleasant emotion

No negative emotions at all

nice map btw, thanks for the effort!
odi profanum vulgus et arceo
Eywa-
Profile Blog Joined August 2010
Canada4876 Posts
Last Edited: 2020-04-12 08:43:55
April 12 2020 08:37 GMT
#20
[image loading]
http://www.panschk.de/mappage/comments.php?mapid=5216

Thoughts? Pretty standard map.

Key Features:
  • Natural Expansion is down a second ramp. Both ramps can be held from the high ground... I'm not sure how this affects fast expand from air harassment.
  • 4 gas expansions (12, 3, 6, 9)
  • 6 Min Only
  • Map has 3 primary vertical lanes, 4 horizontal lanes (Split by the middle of the map)
Being mannered is almost as important as winning. Almost...
CharactR
Profile Joined January 2020
Canada108 Posts
April 12 2020 16:58 GMT
#21
I'm a complete noob to making bw maps so i could use some input. I also made like 3 versions where the 12/6 o' clock locations are different.

Underworld A
+ Show Spoiler +
[image loading]


Underworld B
+ Show Spoiler +
[image loading]


Underworld C
+ Show Spoiler +
[image loading]



Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
Eywa-
Profile Blog Joined August 2010
Canada4876 Posts
April 13 2020 20:06 GMT
#22
I updated SpaceX in order to make it possible to defend in the early game. The Psi Disruptor is not stacked. It's still not ideal for Zerg with the creep being so far out, but that's also kind of the point (it's also significantly better than original for Zerg defense). I'm not trying to make it easy for Zerg, specifically I want the map to be good for PvZ while not being entirely boring (Protoss Plains).
[image loading]
[image loading]
Being mannered is almost as important as winning. Almost...
Eywa-
Profile Blog Joined August 2010
Canada4876 Posts
April 16 2020 16:38 GMT
#23
On April 14 2020 05:06 Eywa- wrote:
I updated SpaceX in order to make it possible to defend in the early game. The Psi Disruptor is not stacked. It's still not ideal for Zerg with the creep being so far out, but that's also kind of the point (it's also significantly better than original for Zerg defense). I'm not trying to make it easy for Zerg, specifically I want the map to be good for PvZ while not being entirely boring (Protoss Plains).
[image loading]
[image loading]

Some comments on the map above:

A noteworthy feature of this map is the ability to siege the natural mineral line from behind the cliff... I'm not sure if this is broken or not in vertical spawns (horizontal or cross is definitely not).

It can be annoying in PvT, but it's entirely preventable with scouting (As a cheese play)... The only thing I'm not sure of is how well / if Protoss can defend that from a mid game 5/6 fact push. I'm not at a level to which I can really attest to that, so it's just an observation at this point.

I would like to know how other map makers deal with dilemmas like this.

I also noticed some of the mineral formations are inefficient, I tried to spend some time fixing the path finding regions / re-positioning the minerals, but god damn is that hard.

I also am trying to figure out how to ensure the scouting paths are uniform across all bases, I need to check the path finding in a bit more detail for that too, I think the paths are still a bit weird on vertical spawns.

I really am enjoying the positional differences on this map though, it's complex strategically...

In TvP, I've been informed that it seems really difficult to take a third gas. I'm not sure how big of a thing this is at the moment, the vertical high ground is build-able Terran, so I imagine if Terran takes that, they can easily secure split map, it's another question that's hard to answer without a better understanding. The game where this came up, I had taken that high ground as Protoss and the Terran was on the low ground (mineral only), so it was basically impossible for him to secure the 3rd gas from that position.

It's certainly a bit more difficult than Circuit Breakers, but I'm not sure it's too difficult... But then I don't like easy third bases for Terran, maybe it's my Protoss bias.
Being mannered is almost as important as winning. Almost...
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