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Active: 555 users

Test Maps: Star and Shuriken

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asdffdsa
Profile Joined December 2012
United States13 Posts
Last Edited: 2013-01-01 18:54:50
December 31 2012 16:38 GMT
#1
Testing is currently being done to see if this map has what it takes to be in the ICCUP map pack. Looking for people to test it out from here and possibly upload some replays for me to use.

Note: The first one is almost surely going to be added to the ICCUP map pack

I'm mad at the mods, because the first one is actually going to be an ICCUP map -_-

Fighting spirit has the same third configuration. No more third base insults please.

http://www.teamliquid.net/tlpd/images/maps/237_Fighting Spirit.jpg

I'm also interested in your comments, thank you. No more silly comments from haters please

Image:

+ Show Spoiler +
[image loading]


Observer:

http://www.panschk.de/mappage/maps/(4)starfinal(o).scx

Melee:

http://www.panschk.de/mappage/maps/(4)starfinal(n).scx

Here is another map for people to try as well:

Image:

+ Show Spoiler +
[image loading]


Observer:

http://www.panschk.de/mappage/maps/(4)shuriken2(o).scx

Melee:

http://www.panschk.de/mappage/maps/(4)shuriken2(n).scx
Something
thezanursic
Profile Blog Joined July 2011
5478 Posts
December 31 2012 17:36 GMT
#2
Really cool!

I assume these are foreigner made maps!

Just a piece of advice if you want to make these maps used just give bonus points to people that play these maps (a little more extra than the motw) and they'll get tested the fuck out of them :D

I don't really know what to think about them though.

How do you wall on these. Any pics?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
asdffdsa
Profile Joined December 2012
United States13 Posts
December 31 2012 17:40 GMT
#3
On January 01 2013 02:36 thezanursic wrote:
Really cool!

I assume these are foreigner made maps!

Just a piece of advice if you want to make these maps used just give bonus points to people that play these maps (a little more extra than the motw) and they'll get tested the fuck out of them :D

I don't really know what to think about them though.

How do you wall on these. Any pics?


Walls were tested in the editor. It walls with two barracks. Two rows worth on all naturals.
Something
YPang
Profile Blog Joined April 2007
United States4024 Posts
Last Edited: 2012-12-31 17:51:52
December 31 2012 17:50 GMT
#4
For the first map it looks very good for zerg in TvZ. Zerg can easily defend 4 bases because all minerals and gases are up on a ramp except for the natural. I'm just judging this off of looking at the map however.
sMi.Gladstone | BW: B high| SC2: gold T_T
asdffdsa
Profile Joined December 2012
United States13 Posts
Last Edited: 2012-12-31 18:31:30
December 31 2012 18:10 GMT
#5
On January 01 2013 02:50 YPang wrote:
For the first map it looks very good for zerg in TvZ. Zerg can easily defend 4 bases because all minerals and gases are up on a ramp except for the natural. I'm just judging this off of looking at the map however.


Terran can take an easy third also though

Also Zerg can do the same on Fighting Spirit.
Something
thezanursic
Profile Blog Joined July 2011
5478 Posts
December 31 2012 19:57 GMT
#6
BTW Who gave you the assurance that these are gonna get uploaded.

The maps don't look bad or anything, but I really don't understand why not use Wind and Cloud or a couple of the BWMN maps. Why your maps specificaly?

Again I'm not insulting your work. I'm just wondering
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
asdffdsa
Profile Joined December 2012
United States13 Posts
Last Edited: 2012-12-31 20:00:00
December 31 2012 19:59 GMT
#7
On January 01 2013 04:57 thezanursic wrote:
BTW Who gave you the assurance that these are gonna get uploaded.

The maps don't look bad or anything, but I really don't understand why not use Wind and Cloud or a couple of the BWMN maps. Why your maps specificaly?

Again I'm not insulting your work. I'm just wondering


Because an ICCUP admin said that they are talking about putting my maps in the map pack.

They probably will, and I don't think it matters who's maps they choose. They choose random people's maps all the time.

Why my maps specifically is a silly way to look at it.

I basically showed them my maps and they wanted to add them. If you do the same and yours are just as good maybe they will do the same for you.
Something
traceurling
Profile Joined December 2012
United States1240 Posts
December 31 2012 21:31 GMT
#8
Which admin did you talk with? How could we get more maps considered for the iccup map pack?
"Appreciate the things you have before they become the things you had."
xboi209
Profile Blog Joined June 2011
United States1173 Posts
December 31 2012 22:11 GMT
#9
yes yes, which admin did you ask?
http://www.reddit.com/r/broodwar/
asdffdsa
Profile Joined December 2012
United States13 Posts
Last Edited: 2013-01-01 00:08:50
January 01 2013 00:08 GMT
#10
On January 01 2013 07:11 xboi209 wrote:
yes yes, which admin did you ask?


Soldier said you guys are adding it to the map pack.

I'd really like to see some replays
Something
xboi209
Profile Blog Joined June 2011
United States1173 Posts
January 01 2013 00:25 GMT
#11
I already suggested you put 2 BWAI bots together if you really want some good replays :p
http://www.reddit.com/r/broodwar/
asdffdsa
Profile Joined December 2012
United States13 Posts
January 01 2013 01:39 GMT
#12
On January 01 2013 09:25 xboi209 wrote:
I already suggested you put 2 BWAI bots together if you really want some good replays :p


Okay well this thread isn't going as planned
Something
traceurling
Profile Joined December 2012
United States1240 Posts
January 01 2013 01:49 GMT
#13
Who's soldier
And who's you guys
"Appreciate the things you have before they become the things you had."
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
January 01 2013 01:54 GMT
#14
i'll play some games on it, watch if you wanna

http://www.twitch.tv/konadora
POGGERS
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
January 01 2013 02:03 GMT
#15
2nd map, i would like to see 12 and 6 gases being moved closer towards the edges, since gas location is at disadvantaged compared to 3 and 6.
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
January 01 2013 02:45 GMT
#16
some of the nats in the first map needs to be fixed, some nat's minerals are by the side of map, some aren't, makes easier for defending at certain locations
POGGERS
asdffdsa
Profile Joined December 2012
United States13 Posts
Last Edited: 2013-01-01 02:58:28
January 01 2013 02:50 GMT
#17
I agree that the gasses should be moved further out

I fixed it in the actual map
Something
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
January 01 2013 10:50 GMT
#18
3rds on both maps are much closer when expanding clockwise - if you spawn counterclockwise you'll have a significantly harder time expanding away from your opponent (aka positional imbalance).
vibeo gane,
asdffdsa
Profile Joined December 2012
United States13 Posts
Last Edited: 2013-01-01 18:32:52
January 01 2013 16:22 GMT
#19
On January 01 2013 19:50 -NegativeZero- wrote:
3rds on both maps are much closer when expanding clockwise - if you spawn counterclockwise you'll have a significantly harder time expanding away from your opponent (aka positional imbalance).


Not sure what you're even talking about.

http://www.teamliquid.net/tlpd/images/maps/237_Fighting Spirit.jpg

Look at fighting spirit. The thirds are the same.

Please no more stupid opinions
Something
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2013-01-01 20:15:22
January 01 2013 20:05 GMT
#20
On January 02 2013 01:22 asdffdsa wrote:
Show nested quote +
On January 01 2013 19:50 -NegativeZero- wrote:
3rds on both maps are much closer when expanding clockwise - if you spawn counterclockwise you'll have a significantly harder time expanding away from your opponent (aka positional imbalance).


Not sure what you're even talking about.

http://www.teamliquid.net/tlpd/images/maps/237_Fighting Spirit.jpg

Look at fighting spirit. The thirds are the same.

Please no more stupid opinions

No, they actually aren't - it's true that the clockwise 3rds on FS are slightly closer and easier to defend, but at least the ground distances to the 3rds in both directions are reasonably close, and it is theoretically feasible to expand in either direction. But on both of your maps, the difference in distances is greatly exaggerated (ramps to the clockwise 3rds are practically right next to the nats) to the point where, in certain matchups, it basically is only feasible to expand clockwise. Not saying this will break the maps - that is unlikely - but it has the potential to cause some imbalances.

Edit: this mostly applies to the first map, but I think it is still an issue with the second map to a lesser degree.
vibeo gane,
asdffdsa
Profile Joined December 2012
United States13 Posts
Last Edited: 2013-01-02 01:14:25
January 01 2013 20:28 GMT
#21
On January 02 2013 05:05 -NegativeZero- wrote:
Show nested quote +
On January 02 2013 01:22 asdffdsa wrote:
On January 01 2013 19:50 -NegativeZero- wrote:
3rds on both maps are much closer when expanding clockwise - if you spawn counterclockwise you'll have a significantly harder time expanding away from your opponent (aka positional imbalance).


Not sure what you're even talking about.

http://www.teamliquid.net/tlpd/images/maps/237_Fighting Spirit.jpg

Look at fighting spirit. The thirds are the same.

Please no more stupid opinions

No, they actually aren't - it's true that the clockwise 3rds on FS are slightly closer and easier to defend, but at least the ground distances to the 3rds in both directions are reasonably close, and it is theoretically feasible to expand in either direction. But on both of your maps, the difference in distances is greatly exaggerated (ramps to the clockwise 3rds are practically right next to the nats) to the point where, in certain matchups, it basically is only feasible to expand clockwise. Not saying this will break the maps - that is unlikely - but it has the potential to cause some imbalances.

Edit: this mostly applies to the first map, but I think it is still an issue with the second map to a lesser degree.


My point was that the distances don't matter.

point this:

please STOP DERAILING MY THREAD.

This thread has a point. It's called test my map and see how it actually works. It's not called "Bash the map".

PLEASE DO NOT DERAIL THE THREAD.

I'll explain it again for you. You can ALWAYS expand clockwise. Who cares.

I'll explain it a fifteenth time for you sir. YOU CAN A L W A Y S expand clockwise on this map.

Because if you can A L W A Y S expand clockwise on FS then you can A L W A Y S expand clockwise on this. So how is it imbalanced?

Now I will say it for a fourth time

STOP DERAILING MY THREAD.

If you post one more time about this argument I'm going to go tell a mod.

You are derailing a thread where the point is testing. Not finding flaws that aren't even flaws.

You can always expand clockwise. So the difference in distance doesn't matter. Especially since the distance to your third in FS is blocked off, which is no different than it being shorter in my map.

If you do it again im going to go tell a mod to ban you from my thread.
Something
Freakling
Profile Joined October 2012
Germany1529 Posts
January 01 2013 21:54 GMT
#22
Mods would surely rather ban people who actually care enough to actually give you the feedback you asked for, than ban you for insulting those who want to help you...
asdffdsa
Profile Joined December 2012
United States13 Posts
Last Edited: 2013-01-01 22:15:13
January 01 2013 22:13 GMT
#23
On January 02 2013 06:54 Freakling wrote:
Mods would surely rather ban people who actually care enough to actually give you the feedback you asked for, than ban you for insulting those who want to help you...


I'm not insulting those who want to help me.

What he's saying is false. The map is perfect as is and actually plays exactly like fighting spirit.

Let me break it down again for you Freakling:

On fighting spirit the little river that blocks enemies from getting to your third on one side is the same as the third being close.

The distance from the other ramp to the enemy natural is the same as it is on fighting spirit. Meaning that there is actually virtually no difference.

It's actually harder slightly to expand on my map because both ramps are open to the enemy.

If your opponent expands to the left and he's at 5 it's no different than him doing it on fighting spirit.

If 2 expands at 3 it's exactly the same as on fighting spirit also.

The distance from 2 to 12 is the same on both maps as well.

It's actually just slightly longer on my map, which means that my map is actually a less easy third than fighting spirit.

If you're going to talk about my map do it in a way that makes sense. I opened photoshop and played around just to make sure this is true.

The fact that you guys found my map on here after coming here from BWMN shows that you are either jealous or pissed off that I didn't listen to your advice about my desert map.

Either way I really don't give a damn. Leave me alone.

This is not an argument it's a thread. If you continue derailing it any further I will ignore you and talk to a mod.
Something
skzlime
Profile Joined July 2005
Hungary462 Posts
January 01 2013 22:19 GMT
#24
calm down yo, he is not derailing your thread. how is he bashing the map? he was super respectful lol, not to mention that he is completely right. FS also has positional imbalance, which is clearly visible in close positions TvP and especially TvT. tons of maps have this, Sniper Ridge is another good example. it's kind of pointless criticism since you probably won't move expansions on a finished map, but that does not make it any less true. it's not game breaking anyway, you just have to play accordingly.
life is balanced, L2P
N.geNuity
Profile Blog Joined July 2009
United States5112 Posts
January 01 2013 22:27 GMT
#25
fighting spirit very obviously doesn't have the same third configurations, don't know why you flame people who make true statements.

you also cant A L W A Y S expand clockwise in some matchups. If protoss spawns counterclockwise to a terran pvt you never expand towards the terran's push. Same thing as zerg doesn't expand towards protoss unless they are planning to use that third hatch for hydra bust afaik, and alos true zvt (though usually zerg expand to the opposite corner of the terran anyways if they can have lurkers on a ramp). terran on the first map in tvp can push towards the counterclockwise third using highground while fs obviously doesn't have that option, such that expanding counterclockwise in pvt on fs is probably easier.

that all said I don't think it really majorly effects map balance if other factors are good (I am not good at judging balance) since pvt, zvt you can expand cross corner and zvp you can take the third as cross corner natural. pvz offhand I think expanding counterclockwise would be fine to get the third gas.

minerals do need to be changed at the naturals as konadora posted, at least to be the same configurations. Top left and bottom right have different mineral configurations.
iu, seungah, yura, taeyeon, hyosung, lizzy, suji, sojin, jia, ji eun, eunji, soya, younha, jiyeon, fiestar, sinb, jung myung hoon godtier. BW FOREVERR
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
January 01 2013 22:28 GMT
#26
your attitude won't get this thread anywhere
POGGERS
KadaverBB
Profile Blog Joined June 2009
Germany25657 Posts
January 01 2013 22:42 GMT
#27

My point was that the distances don't matter.

point this:

please STOP DERAILING MY THREAD.

This thread has a point. It's called test my map and see how it actually works. It's not called "Bash the map".

PLEASE DO NOT DERAIL THE THREAD.

I'll explain it again for you. You can ALWAYS expand clockwise. Who cares.

I'll explain it a fifteenth time for you sir. YOU CAN A L W A Y S expand clockwise on this map.

Because if you can A L W A Y S expand clockwise on FS then you can A L W A Y S expand clockwise on this. So how is it imbalanced?

Now I will say it for a fourth time

STOP DERAILING MY THREAD.

If you post one more time about this argument I'm going to go tell a mod.

You are derailing a thread where the point is testing. Not finding flaws that aren't even flaws.

You can always expand clockwise. So the difference in distance doesn't matter. Especially since the distance to your third in FS is blocked off, which is no different than it being shorter in my map.

If you do it again im going to go tell a mod to ban you from my thread.



Chill out dude. The other guy is just trying to help you. (I have no idea who is actually correct about positional imbalance or not, I didn't look at the map)
Even if you get feedback that you don't like or you think is wrong, please respond in a respectful manner.
Saying "I am going to call a mod" is actually a pretty good way to get yourself in trouble
I was going to swing into action, but I think you are just very passionate about your map and maybe got carried away a little.

So, just be calm, be nice. You will get a nice discussion about your map going, these people are just trying to help
AdministratorLaws change depending on who's making them, but justice is justice
asdffdsa
Profile Joined December 2012
United States13 Posts
Last Edited: 2013-01-02 01:14:35
January 01 2013 23:18 GMT
#28
You guys are wrong about the positional balance. It's a retarded discussion and keep it out of MY thread god damnit.

Why don't you guys go to my post on BWMN where no one cares about what you guys say either.

That way I can finish getting done what I have to accomplish here.

I already explained why there's no positional balance difference. Here guys I will do it again for you so that you can stop filling MY thread with something I CLEARLY DO NOT want MY thread to be FILLED with out of RESPECT for ME please after I EXPLAIN this one more TIME leave MY thread ALONE.


Now:

When you have something like the river blocking the ramp on Fighting spirit. A distance to the natural from the third that really doesn't bother to mean anything except for the fact that it's there and on my map you have a close ramp to mimic what is on fighting spirit.

Now. You have a distance from the other ramp to the next natural that is the same as the ramp on fighting spirit to the next natural. This means that the way the third works is exactly the same.

The distance from the natural to the third from inside the choke doesn't even mean anything. It's there because the player has easy access to the third because of the blocked river. The same thing is mimiced on my map. IF a player at 5 were to take the 6 o clock third it just means that 2 can take the 3 o clock the same exact way the 2 o clock on fighting spirit would take the 3 o clock and the same way that would work.

Now that I have cleared up why the thirds work practically identically can you please respect me and my thread and leave this discussion closed. I didn't ask for his help with this issue. I do NOT like to talk about this issue. It is not even an issue to begin with. You guys clearly have some jealousy or hate issues that I don't want to deal with. I am going to contact a moderator and put an end to this discussion. If you would like to test my map that is great. I asked for comments. Not a drawn out discussion that derails and ruins my thread. Please do not do so any further or I will contact a moderator because I'm getting angry about it.

You guys can't understand what I am saying clearly and it's the truth. I do not care, please stop this discussion. Stop derailing MY thread, and since it is MY thread I do not want to talk about this issue. The next person that posts about it will be reported.


User was banned for this post.
Something
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
January 01 2013 23:26 GMT
#29
why do you think you are such a big fuck

calm the fuck down, you got some insecurity issues
POGGERS
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