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Send maps that break the analyzer to dimfish.mapper@gmail.com, I will fix the bugs.
Special thanks to Louder, Wihl, PrinceXizor, Logo, monkh, chuky500, kraemahz, CharlieMurphy, konicki, Barrin, Orion-TF, funcmode and everyone else who is helping improve the map analyzer.
SC2 Map Analyzer 1.4.3 Released! 1.4.3 identifies the main chokes and calculates how much space is in each main base, counted in Command Centers (CCs, 25 cells each). + Show Spoiler [South on Steppes has more space to build] + 1.4.2 highlights destructible rocks in more output images. 1.4.1 fixes a bug when rendering the main2main shortest paths image.
To get started with the new release, download and unzip it. In the release directory, edit to-analyze.txt and output.txt with paths for your system. The comments within the files explain the options and provide examples.
1.4.x is a major update. The analyzer has been violently eviscerated and patched up with cybernetic implants:
+ Show Spoiler [Before] +
+ Show Spoiler [After] +
What's new?
- The whole usage model has changed---the analyzer is no longer intended to ever be run as a command line tool. Instead config files control the analyzer and you double-click the executable (or a shortcut to it) to start it up.
- Map formats from beta phase 1, beta phase 2 and post-release are supported now.
- The analyzer's model for pathing is much more precise; just compare the ramps in the before and after above. The analyzer also recognizes pathing fills and the painted pathing layer.
- The footprints.txt config file allows pathing footprints to be defined for any unit or doodad. With some help from the community we can fill this file out until the analyzer is aware of every bitty doodad that can affect pathing. For now it has the resources, watchtowers and destructibles.
+ Show Spoiler [Analyzer 1.3.x Ladder Map Info] +Want to know what the watchtower coverages are for the ladder maps? I knew you did! As always, I put the latest tables for the ladder maps in this Google doc. And what I mean by watchtower coverage is the percentage of pathable cells the watchtowers cover, not the percentage of the total map area. So yeah, watchtowers cover air, too, but I think the ground-cover measurement is harder for a human to judge by eyeball as easily. If you really want to know the other type of coverage I can add that to the tool, too, just let me know. It looks like Blizzard's sweet spot for tower coverage is 20-25% which sounds reasonable to me. Now you can put a tower over 25% prime center space or 25% of no-resource corners or whatever, so don't use these numbers to cry about anything until you think about it. Just be careful when you make a map and your tower coverage comes out to 62.2% like Kulas Ravine! At least most of the towers are behind D-rocks to start, otherwise my first batch of Zerglings would just be chilling on those hogs. Who comes in last? You might guess Incineration Zone, which is right (14.5%) but get this: Metalopolis is right behind at 15.6%! I was surprised at how tightly placed the towers are (either one scouts both golds, remember?). And here is a case where the coverage percentage is surprising, but with a worker at either tower you do have an eyeball on the only paths from one half of the map to the other. In any case, if you're not sure about adding or subtracting a tower from your map, erring on the side of ~22% coverage like the rest of the ladder maps will at least be consistent with players' experience.
+ Show Spoiler [Original Map Analyzer Post] +SC2 Map Analyzer was created to aid competitive players and map designers by computing all kinds of fun data about melee maps, WICKED! Map nerds gather round! ![[image loading]](http://static.curseforge.net/thumbman/images/22/527/547x600/Lost_Temple-shortestPaths-1-2.png.-m1.png) What is this crazy thing? You may have read the thread about my experiment comparing map rush distances which was apparently of some interest to the community because several people asked for more measurements. OK! SC2 Map Analyzer is the SkyNet-like next step! Download it here. It's command-line (or a bit o' drag-n-drop) so you'll need a manual. We're having fun already! If you want the long and juicy write-up of what internal map files the analyzer reads, and the gory details of how it computes all of its info, go over to SC2Mapster where I'm hosting the SC2 Map Analyzer project. Okay, great, but what are we going to do with this thing? I'll tell you--ANALYZE THE LIVING SNOT OUT OF THE LADDER MAPS! ugh, ugh, ugh--HA, sicker than your average...A ZIP of the analysis outputs (CSVs and PNGs) for all the ladder maps is here, the spreadsheets are all posted as a Google doc but you can just read on for now and I'll cover interesting bits I teased out of it already. So let's get started! + Show Spoiler [Bases] +SC2 Map Analyzer, I command you to find and count all the bases on a map and tally the resources and compute interesting information from it for me. NOW! ![[image loading]](http://static.curseforge.net/thumbman/images/22/529/593x600/Scrap_Station-bases.png.-m1.png) If you didn't already know (but we know you did) Blizzard's convention for gold expansions is to place only six mineral patches, so even though they mine at a similar rate but for less workers, overall you get less total minerals. And did you realize the semi-islands on Scrap Station only have six regular mineral patches? Or the semi-islands on Kulas Ravine only have seven regular patches? Islands on Lost Temple are 7 regular, too. And every other base on the ladder maps is the standard 8 patches. Nice to know, like realizing that the island expos on Desert Oasis are as good as ladder island expos get. Or check this: Kulas Ravine has the most total minerals and gas (156K/70K) but is tied for the lowest average minerals per base (16.1K, tied with Scrap Station). ![[image loading]](http://static.sc2mapster.com/content/images/22/532/Kulas_Ravine-bases.png) That's a crazy stat, what's that for? I think what it tells you is that there is a significant disparity among the value of bases on Kulas, so if you are able to pull it off you should take only the richest bases (naturals and mains) as expos to get an edge in the long term. Or use the knowledge when you scout your opponent taking his semi-island as his first expansion--contain him on his low-rate/low total expo and get an economic lead. It's not like the disparity is so large you MUST play this way, but I think data like this can help you get the type of edge your opponent isn't even aware of.Another interesting observation is that Blistering Sands has the lowest total minerals at 90K but the highest percentage of which is high-yield, 20%. What can you do with this info? Could you work out a strat to take the gold bases as your first and second expos while keeping your opponent at his natural? The data implies that a form of this strategy could work the best on Blistering Sands because the effort of controlling both golds is simultaneously giving you a more efficient economy and controlling a significant percentage of the total bases. Terran could PF both golds, Zerg could nydus entrace one gold, nydus worm the other. Of course, those golds run out quick--so you gotta strike while the iron is HOT! Will it work? Who knows! But look for possibilities in the data! And now, an earlier experiment, revisited. + Show Spoiler [Shortest Paths, AKA Rush Distances] +As I mentioned, I have already conducted an in-game experiment comparing rush distances of the ladder maps. SC2 Map Analyzer can do this job no problem, as well as compute the cliff-walk and air shortest paths, too! ![[image loading]](http://static.curseforge.net/thumbman/images/22/573/571x600/Kulas_Ravine-shortestPaths-5-7.png.-m1.png) SC2 Map Analyzer can also automatically find another important measurement: the distance from natural to natural, which some posts in the experiment's thread asked for in comparison to the main-to-main measurements. Let's revisit the conclusions from the other thread while consulting these SUPER FUN and EXCITING charts (last tab) that were generated by SC2 Map Analyzer. Previous Conclusion: Incineration Zone is as short a rush as LT or Metalopolis, but you don't have to scout to find that out. Not a big surprise, but its nice to know for sure just how short it is. Considering Nat2Nat: Incineration Zone nat2nat is just about the same as the shortest nat2nat on Lost Temple, the shortest nat2nat on Metalopolis, which are all roughly the nat2nat on Steppes of War. So from nat2nat perspective, Incineration Zone isn't so short after all. But here's the kicker: every nat2nat on Kulas Ravine is shorter than Incineration Zone! Do you really think about that when playing Kulas? Previous Conclusion: Desert Oasis is a whopping 36% further rush distance than the 2nd longest, Blistering Sands. Considering Nat2Nat: Desert Oasis is still the furthest, but not by much because Scrap Station nat2nat is a hair longer than Scrap Station main2main, both of which are close to the D.O. nat2nat. Combine this with... Previous Conclusion: ...it feels to me as though Scrap Station has a significantly longer rush distance than Blistering Sands, when in fact Sands is a little longer. Considering Nat2Nat: As Bigpon86 and PrinceXizor suspected, Blistering Sands nat2nat is much closer to the longer Lost Temple and Metalopolis nat2nat distances. Other conclusions: Kulas is the 4-player map with the least variation in main2main and Metalopolis is the 4-player map with most variation in main2main. Considering Nat2Nat, all of this is still true. Big Takeaway: Main2Main is probably meaningful for the earliest rushes, where Nat2Nat is more useful for planning something like a mid-game timing attack. And of course, having the hard data is good for answering any future questions you have about whether executing or defending a given rush might be affected by the maps. Ground/Cliff-walk & Ground/Air Distance DisparityIn addition to the shortest distances by ground, SC2 Map Analyzer computes the cliff-walk shortest distances and air distances. Your intuition tells you when there is a big disparity between the air and ground distances (Desert Oasis!) but it's interesting to see that on most maps and most spawn configurations the cliff-walk and air rush distances are usually in the ballpark of only 25% shorter than the ground distances. This suggests the ladder maps aren't too complex in terms of winding ground paths and that's probably a good thing in general for game length and spectating both. Which maps are the outliers when it comes to disparity between ground rush and cliff-walk/air rush distances? ![[image loading]](http://static.curseforge.net/thumbman/images/22/561/557x600/Desert_Oasis-shortestPaths-7-1.png.-m1.png) Desert Oasis, not surprisingly, is 50.3% shorter by cliff-walk and 67.8% shorter by air. Scrap Station is 60.6% shorter by air and only 2.1% shorter by cliff-walk until those rocks get knocked down, because there is no short cut for cliff-walkers to take. I think you can take an unusual observation like this and use it to reason about what an opponent is likely to do--say a Protoss going Colossus. "Hey, I'll be sneaky and use the Colossus to break the rocks!" Silly, rabbit, we knew you were thinking that all along. Steppes of War is only about 5% shorter by cliff-walk or air, and it's the only spawn configuration on any ladder map that has this property. What can you do with that? I don't know--think about it! Now let's break some new ground with SC2 Map Analyzer! + Show Spoiler [Openness] +Openness - An attribute of a game cell stating the distance (in cells) to the nearest unpathable cell. Openness, chokiness, whatever you want to call it is an important aspect of a melee map, but I'm fairly certain most players and map designers judge openness purely by feel (myself formerly included). What are we doing? Openness is something we can clearly measure! SC2 Map Analyzer, stop watching Nal_ra Old Boy reruns and get to work! ![[image loading]](http://static.curseforge.net/thumbman/images/22/539/557x600/Metalopolis-openness.png.-m1.png) I never thought about how much asymmetry there really is in Metalopolis until I looked at this image of its openness. The mains are quite differently shaped and I'm going to have to extend Mr. Map Analyzer to specifically measure "space in main" to see if they balance out that way. Check out the lanes going past the watchtowers--the bottom lane has hints of blue and is wider than the top lane. It also looks like the open area near 8's natural is the most open, slightly. And even though we don't need openness to tell us, the gap between mains 8 and 6 is definitely wider than the gap between 1 and 2. We can use openness like I just did to more easily judge a map just by looking at it, or we can crunch some numbers, too. Let's make it a quiz! Which map has highest average openness? + Show Spoiler [answer] +Which map has lowest average openness? + Show Spoiler [answer] +Which map has the single most open area? + Show Spoiler [answer] +Don't forget all this raw data is available either by running the tool yourself or checking it out here. Openness is really useful, I think, for comparing maps and managing asymmetry in new maps. Read on for another awesome use for openness! An awesome use for openness! + Show Spoiler [Positional Balance] +Positional balance is critical to a fair melee map, but let's be crystal clear--SC2 Map Analyzer doesn't even try to make any claims about racial balance. Period. So on with positional balance. For the details of how SC2 Map Analyzer calculates positional balance, check out the analysis details page at SC2Mapster.com. The right-side navigation lets you jump right to it. Examples included, yummy! An almost perfectly symmetrical map like Kulas Ravine has good positional balance: ![[image loading]](http://static.curseforge.net/thumbman/images/22/569/553x600/Kulas_Ravine-influence-5-1.png.-m1.png) No big surprise, but even Kulas isn't perfectly symmetric, and from the analysis we can see the little fluctuations have virtually no impact at all. On the other hand, if a map has a different number of bases reachable by ground paths, you have problems. There were threads about this Novice version of Desert Oasis having destructible rocks in different configurations at the top versus the bottom, and even though we don't care about Novice maps, it's a good example of a map that has positional imbalance: ![[image loading]](http://static.curseforge.net/thumbman/images/22/572/539x600/Desert_Oasis_Novice-influence-7-1.png.-m1.png) I haven't played a game on a novice map since I first loaded up the beta, so I may have never downloaded the newest version of this map. Still, what was Blizzard thinking? Did they intentionally inject positional imbalance to see if their stat collecting systems could measure it? There are two ladder maps with slightly lower scores by SC2 Map Analyzer's reckoning: Incineration Zone and Metalopolis. ![[image loading]](http://static.curseforge.net/thumbman/images/22/570/544x600/Incineration_Zone-influence-10-5.png.-m1.png) Incineration Zone is an odd duck because the map is a little wider than it is tall, so one spawn is on the shorter side of the rectangle and one is on the longer side. Now, in terms of distance from the start locations to bases, wackily this map is dead-center 100% balanced. The positional imbalance comes from the slightly differently shaped areas, by openness, of the bases. So it's not even clear which spawn is better or worse, but in terms of positional balance there is a significant difference between the shapes of bases. So actually, as a community we may decide Incineration Zone is actually perfectly balanced, but we're at least aware of how much variation it has compared to other maps. Keep an eye on this sucka! Metalopolis has the worst positional balance score at 84.2% in favor of the 8 o'clock spawn versus the 2 o'clock spawn. ![[image loading]](http://static.curseforge.net/thumbman/images/22/571/600x578/Metalopolis-asymmetry.png.-m1.png) Here is the map with axes of symmetry manually added by myself. The gold expansions and watch towers form a perfectly symmetrical center arrangement where the axes cross at 45 degrees from horizontal. Okay, but look at those third expansions at the top and bottom. The top expansion's ramps are nicely centered, but the bottom expansion's whole land mass is shifted towards 2 o'clock. It's not the distance to bases that causes the imbalance, but a difference in the shape of bases on the halves of the map. In the end you have to consider the data carefully. I'm not saying Metalopolis is garbage and someone should take a wrecking ball to those skyscrapers. This analysis, I think, is best taken as a guide. Think about your strategies and the data can inform you which maps they might work better or worse on, or help you debunk myths you have about which maps are the longest rushes, etc. That said, you always have to consider the intangibles, too. DJ Wheat and Chill keep discussing with Weapon of Choice callers which spawn positions feel the best, and for whatever reason almost everyone likes the bottom-right spawn on Scrap Station (I think the reigning theory is that the wedge-shaped field-of-view maps nicely over that spawn's main area). If you consult SC2 Map Analyzer, it'll tell you the base shapes are very much the same, but the top spawn has an advantage by being slightly closer to the bases on its half of the map. Maybe that doesn't matter if your main fits in your field-of-view and it gets you in a zone, intangibly improving your play!
I hope that SC2 Map Analyzer is a method for the competitive community to extract some hard data when questions about maps come up, and of course it can be a valuable tool for designers creating new maps.
One last note: this stuff gets my engines firing on all cylinders. If you are a game developer and want me to do stuff like this for you with vigor and a smile, send me a PM because I'll need a job after grad school.
If you find a bug or want to request a new feature we can always discuss it in this thread, but I will consider the master list of issues to be the ticket system at the tool's project site on SC2Mapster.com: http://www.sc2mapster.com/assets/sc2-map-analyzer/tickets/
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I really dig this for competitive players. And I imagine something like this would help panning out timing pushes as well to a degree no?
I guess my one question is, when determining the shortest path and distance between bases, do you consider the right click from one side to another, or is it a calculated consistent movement that is being measured?
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United States7166 Posts
how long did this take you? this is really amazing work, I'll definitely mess around with it.
I'm a little confused on how a map like Metalopolis could be more "open" than say Lost Temple. I'm guessing this is due to the large amount of wide ramps, and wide expo areas. Though when I think about map 'openness' I usually focus on how wide open the "center" areas are, or the main paths going from 1 main to another. Which is why I think Metal's not very open, due to the 2 main center lanes are fairly small fighting areas, as opposed to say LT's huge wide open center areas/paths.
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This is incredible stuff dude. I've been meaning to write an AI and seeing what people have already been able to compute in terms of positional analysis makes me even more excited for when my summer courses end and I have some time. Huge props man!
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Veryy incredible, and useful tool. I can imagine how this can truly break-down builds down to the very last second, and i found the max. mineral count fluctuation on Kulas very interesting. Keep up the good work!
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On June 26 2010 02:08 Joey.rumz wrote: I guess my one question is, when determining the shortest path and distance between bases, do you consider the right click from one side to another, or is it a calculated consistent movement that is being measured?
I'm not sure exactly what you're getting at, but the path is approximately where a unit would walk if you right-clicked a destination. If you wanted to calculate another measurement to approximate a group of 20 marauders I'm not sure you could get a good answer without actually simulating it in the game engine!
On June 26 2010 02:13 Zelniq wrote: how long did this take you? this is really amazing work, I'll definitely mess around with it.
I'm a little confused on how a map like Metalopolis could be more "open" than say Lost Temple. I'm guessing this is due to the large amount of wide ramps, and wide expo areas. Though when I think about map 'openness' I usually focus on how wide open the "center" areas are, or the main paths going from 1 main to another. Which is why I think Metal's not very open, due to the 2 main center lanes are fairly small fighting areas, as opposed to say LT's huge wide open center areas/paths.
I've been working on this since mid-beta-phase-1 and trying furiously to get it out before phase 2 starts! The reason Metalopolis is more open than Lost Temple is because the areas around the naturals and the gold expo platforms and all of that are actually nice open areas. Lost temple has this big middle with little barriers that actually break the space up into a network of tight lanes.
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Awesome amazing spectacular cool.
Can't wait to see how this evolves.
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1. You're my hero. This is going to be awesome for map making.
2. I respectfully request that you had a total scouting time type of analysis to the map. Essentially the time to scout each of the other bases so we can compare the time it takes to 100% know where your opponent is on a map like LT. (We can do it with your tool + addition, but I'm too lazy to add!)
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This is AMAZING stuff, will be great for mapmaking as well as mapanalyzing.
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I've noticed a bigger imbalance on scrap station, distance from main to ramp which matters quite a bit for zerg. In ZvZ when I spawn top on scrap station I will wall -in a little bit with a roach warren/ evo chamber to protect against speedlings/banelings, but this is impossible on the bottom as the creep doesn't extend to the ramp!
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Yay i was referenced! also as a map maker i will be using this tool to judge my maps, and provide extra info for players when i reveal the maps.
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This is by far the best tool I've seen.
I'm really curious programming wise... What kind of license is the project on? Is it possible to view the code?
Once again, this tool is gonna become wicked handy in the future.
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Great just just analyzed some of my maps, with a question. is there a minimum width that it uses for the ground path? i have a map with a ground rush distance of 90000000 which can't be correct, especially when no line is even shown? the map DOES have a ground path however.
and would it be possible to ask for you to add a command to show Base to base distances. that is main to nat, nat to third, third to every other base ect. to see expand paths better?
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Oh, wow. So basically some of the maps aren't even close to symmetric. One would hope that maps being used in future professional events will be. Nice analysis and tool!
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It's interesting i've found that one of the maps i made, literally by copy paste was off by a cell, and i didn't catch it consequently the map has an imbalance of 158% in resources to one side, and 130% in openness to the other side. I wonder if that renders the map unplayable or just that strategies might vary slightly dependant on spawn location.
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HOLY 20 FUCKS!
I wish I was at home so I could run this across all my maps right now. This is amazing. This will save me so much time :D
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This stuff is fascinating, but I'm wondering: can you run your imbalance thing with more than two bases?
EDIT: And also... I'm really wondering if you could run similar figures on BW maps, and what that would come up with.
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Wow, this is quite impressive! Good work, i'm sure a lot of people will enjoy this.
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Oh wow. This tool looks amazing.
It's kinda interesting to note how some maps aren't really symmetrical. Always thought they would be.
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On June 26 2010 02:29 Logo wrote: 1. You're my hero. This is going to be awesome for map making.
2. I respectfully request that you had a total scouting time type of analysis to the map. Essentially the time to scout each of the other bases so we can compare the time it takes to 100% know where your opponent is on a map like LT. (We can do it with your tool + addition, but I'm too lazy to add!)
1. I was motivated to make it to help my map making!
2. Awesome idea, watch for an update with this!
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On June 26 2010 02:53 Peekay.switch wrote: This is by far the best tool I've seen.
I'm really curious programming wise... What kind of license is the project on? Is it possible to view the code?
Once again, this tool is gonna become wicked handy in the future.
It's all open source under GPL and you can grab it at SC2Mapster.com at the project's page http://www.sc2mapster.com/assets/sc2-map-analyzer/. The release zip is just the executable for folks who want to use it without looking at the guts. I originally started it as a SourceForge project but then I discovered SC2Mapster and decided it should live there.
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On June 26 2010 03:00 PrinceXizor wrote: Great just just analyzed some of my maps, with a question. is there a minimum width that it uses for the ground path? i have a map with a ground rush distance of 90000000 which can't be correct, especially when no line is even shown? the map DOES have a ground path however.
and would it be possible to ask for you to add a command to show Base to base distances. that is main to nat, nat to third, third to every other base ect. to see expand paths better?
If you trust me to keep your mapping secrets, send me the map file and I can try to debug that ground path issue.
Yeah, I can do some more base-to-base stuff, I'll probably name the bases so the table data will be readable. Another great suggestion!
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On June 26 2010 03:08 PrinceXizor wrote: It's interesting i've found that one of the maps i made, literally by copy paste was off by a cell, and i didn't catch it consequently the map has an imbalance of 158% in resources to one side, and 130% in openness to the other side. I wonder if that renders the map unplayable or just that strategies might vary slightly dependant on spawn location.
WHAT? Again, if you trust me not to distribute your maps around, I'd love to see the map that caused this. Let's get this thing air-tight and as useful as possible!
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Thx Great Work and thx for the report to the community.
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On June 26 2010 03:15 Musoeun wrote: This stuff is fascinating, but I'm wondering: can you run your imbalance thing with more than two bases?
EDIT: And also... I'm really wondering if you could run similar figures on BW maps, and what that would come up with. Original the influence + positional imbalance calculations considered all the start locations against each other at once. This wasn't giving me the results I was looking for, because I'm mainly interested in how is the map balanced for every 1v1 configuration.
So, if you want to know how a team map is balanced, say, we could add another version of the calculation for that. The map data lets you specify which locations teams can spawn in.
Also, if looking at each start location pair is just too much, check the summary.csv file. If you run the analyzer in a directory it will look for all the maps in it and summarize them. The summary.csv file looks at all the positional balance results and grabs the worst one to put in the summary.
And no, the tool won't open a BW map, but yes, I'm planning a post to analyze some of the Brood War ports.
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If you ran a map through the galaxy editor SC1 legacy converter then ran the tool would the results be relevant? Maybe not so much for openness, but for resource and distance stuff?
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Unfuckingreal, that's awesome! Nice job. It basically automatically does what us mappers have been manually eyeballing for years.
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On June 26 2010 04:40 Logo wrote: If you ran a map through the galaxy editor SC1 legacy converter then ran the tool would the results be relevant? Maybe not so much for openness, but for resource and distance stuff?
Okay, if you did that because you are interested in info for playing BW then the results are still useful. Yeah you can still measure distances and ask questions like, "How much variation is there in the rush distances on 4-player map X?" The openness pictures should still tell you stuff like whether two spaces on the same map are similarly open or not.
One issue is how good the conversion tool is. I think it only generates terrain right? You have to place resources, doodads, etc and I think it would take quite some time to replicate a brood war map exactly. So yeah, probably not worth the effort to better understand Brood War.
Now Brood War map ports for SC2, that's another story!
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On June 26 2010 04:49 Nightmarjoo wrote: Unfuckingreal, that's awesome! Nice job. It basically automatically does what us mappers have been manually eyeballing for years.
EXACTLY! You know you've dropped pylons all over the map to balance the chokes and all that tedious jazz.
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On June 26 2010 05:03 dimfish wrote:Show nested quote +On June 26 2010 04:40 Logo wrote: If you ran a map through the galaxy editor SC1 legacy converter then ran the tool would the results be relevant? Maybe not so much for openness, but for resource and distance stuff? Okay, if you did that because you are interested in info for playing BW then the results are still useful. Yeah you can still measure distances and ask questions like, "How much variation is there in the rush distances on 4-player map X?" The openness pictures should still tell you stuff like whether two spaces on the same map are similarly open or not. One issue is how good the conversion tool is. I think it only generates terrain right? You have to place resources, doodads, etc and I think it would take quite some time to replicate a brood war map exactly. So yeah, probably not worth the effort to better understand Brood War. Now Brood War map ports for SC2, that's another story!
Well I meant more of to compare some of the things in BW maps to what we might do in SC2 moreso than how to play BW. Either way if resources don't make the cut it's not particularly useful.
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Really amazing app been thinking something like this should of been implemented into the map editor for while finally we have the at our fingers!
I don't think it recognises areas blocked by doodads (i think) i had area blocked by trees on one of my maps and it didn't seem to account for them in travelling distances
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OMFG! This is probably gonna add other level to SC2. Amazing job! Ty
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Crazy amazing tool. This will greatly aid in the making of competative maps in the future. Hopefully blizzard takes note in some way.
What would be great would be a scouting analysis, essentially take the ground distance between bases, and work out the best direction to scout on each map, for each location, and then do a comparison of whether 1 base can narrow down the opponent's location faster or not.
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I have a suggestion, you could generate a picture that shows how safe spots are on the map, depending on the distance to several things. For example on Steppes of War, on the big ramp below the natural I remember Day9 saying the safe spot to place tanks was on the cliff between the ramp and the natural, just far enough to be able to shoot enemies. You could assign points to judge how safe a spot is, like on a cliff or under a cliff, or if a spot can be shot but not reached by melee units, if a kind of unit can shoot there but not another kind of unit. That would be useful to know what's the safest route to attack for example or if a large way to attack is safer on the left or the right. Or where to place your units in defense. But maybe it would require too much computing time.
It would be nice to have informations on the distance if you take an alternate route too, but I don't know how hard it would be to find the alternate routes.
Another thing is to run your program I had to launch cmd.exe but I had to place myself in your program's directory then type sc2mapanalyzer.exe and then drag my map in the console, but it would have been easier if I could just drag your exe in the console, then drag my map because this doesn't work, it says it can't find the free font (I guess because it doesn't run the exe from the right directory). Or even running your program without opening the console by drag and dropping the map file onto the exe would be fine. I'm using Windows XP btw.
Also, I tested 2 of my maps and since you display the full path in the picture one of them had the informations cropped in the picture that compares the 6 o' clock vs the 12 o' clock. I don't know if the size of the font is related to the size of the map because my huge map had a smaller font size and the picture didn't crop the 6 and 12 o' clock infos in the file name but for the regular sized map it was cropped. And all my maps are in the My Documents directory anyways so it's not really usefull to display the c:\documents and settings\... and all
One last thing, on my huge map the cliffs were tinted a bit grey, I don't know if it's a feature but I didn't see my cliffs were a bit grey in my normal sized map.
Good job anyways.
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You deserve some special honors, imo. This is excellent work that is going to assist players on all levels for a long time in the future, as well as incredibly improve map-making. It's going to go along with the most essential user-made tools, such as sc2gears, unit tester, bo tester etc. I think the authors of all these tools should get some unique recognition, if possible directly by Blizzard (because a community-driven game development needs to support those who significantly improve the corresponding gaming community).
The openness is particularly useful concept and well implemented. GJ! edit: The Google spreadsheet still doesn't open for me - says I don't have sufficient rights. Could you make it public please?
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On June 26 2010 07:42 figq wrote: The Google spreadsheet still doesn't open for me - says I don't have sufficient rights. Could you make it public please?
Looks like I posted my personal editing link, changed it to the link for sharing publicly. Please shoot me a PM if that didn't fix it for you.
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Does your tool respect no-pathing fills?
Also I'm getting up to 8% positional imbalances on my map that's almost entirely symmetrical. Possibly due to no-pathing fills? The edge of my map, separated by a gap has uneven terrain since it's no-pathing). Other than that there's a small 1 tile imbalance (bases along the line of symmetry can't be positionally balanced) and 1 extra tile right on the line of symmetry (useless tile, just makes it prettier), but is that enough for the map to show something like a 10% difference?
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I'm amazed to see all of these new programs people have been making for starcraft 2, it really shows the dedication people have. This will be useful for checking rush distances
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Awesome tool, tried using it on a few maps and while it does generate the images they contain no text and the tool spams me with: "PNGwriter:: plot_text - ERROR **: FreeType: Could not find or load font file."
Not sure if im just being bad.
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I had to run the tool as administrator to get the fonts to work.
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Analyzed all my own maps, really liking this. However.. I put like 8 maps in the same directory as the exe and ran the program.
"Opening .\space2.SC2Map... Warning: Could not open enUS.SC2Data\LocalizedData\GameStrings.txt for reading. Warning: Could not extract map name from archive, using archive filename instead. Warning: Map name sc2map begin (amagads typo) reused, map-specific output for previous instance will be clobbered."
It used "sc2map" for all the 8 maps instead of using, lets say, space2 and so on.
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Another small suggestion : since your program can identify bases it would be nice to know how much time it takes to move from the main to the 3rd base, or from the natural to the 3rd base. So you can have an idea if it's easy or hard to defend.
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you'll need a manual
You already have the -h parameter including this information, I don't understand why you wouldn't mention that. It would also help make it feel more like a "standard" command line exec if you included -? as help also.
Another suggestion: you could extend the functionality of help by adding detailed help to the param features that better explains what each function does.
E.g:
sc2mapanalyzer.exe -? -w
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@Wihl - It uses the map name, not the file name. When you have your map loaded you need to go to Map Info (forget which menu it's under) and set the map name for your maps.
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Good Work! and thanks for contributing something to the community!!
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Logo some of those maps do have proper map info names set up though.
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Brilliant, I wonder if there will be some kind of number crunching build simulator in the future to make all questions of balanced maps become a thing of the past. But for now, great look, simple function, excellent program.
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On June 26 2010 02:32 MoreFasho wrote: I've noticed a bigger imbalance on scrap station, distance from main to ramp which matters quite a bit for zerg. In ZvZ when I spawn top on scrap station I will wall -in a little bit with a roach warren/ evo chamber to protect against speedlings/banelings, but this is impossible on the bottom as the creep doesn't extend to the ramp!
This is an interesting point--the map analyzer doesn't compare all of the terrain of the whole map on one side versus another. That's pretty hard to do because its hard for a computer to know which area should correspond to another unless there is perfect symmetry. That's why what it does now is compare the terrain surrounding bases only (a radius of 12 cells by default). So it'll look at whether my main's mineral line is butting up against a cliff and if your mineral is hanging out in a wide open space and report a difference.
One of my plans is to sample the openness of every point along the shortest path from one start location to another. You should get a roller coaster of values as the chokes tighten and open along the way, and this is like a signature that should roughly match for every start location. It's in the works, anyway, and would detect something like you observed, that one base's main choke is closer to the hatchery than the other.
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On June 26 2010 05:38 monkh wrote: I don't think it recognises areas blocked by doodads (i think) i had area blocked by trees on one of my maps and it didn't seem to account for them in travelling distances
Yes, you are right. The main project page over at SC2Mapster explains the problem in detail. Essentially the map data says "put a tree here, put a mineral patch there, put a destructible rock over there" but doesn't tell you the footprint of any of them! I am currently hard-coding the shape of stuff like the various destructible rocks but it would take eons to write down the footprint of everything in the editor that can block pathing.
Two immediate solutions: 1) ask me for a small list of really important doodads that SC2 Map Analyzer should look for OR 2) temporarily add something the analyzer already recognizes, like destructible rocks, over your important line of trees and then take them out after getting the info you needed.
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Epic post. Deffinatly following this now.
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chuky500, thanks for the detailed feedback, see answers mixed in.
On June 26 2010 06:15 chuky500 wrote: I have a suggestion, you could generate a picture that shows how safe spots are on the map, depending on the distance to several things. For example on Steppes of War, on the big ramp below the natural I remember Day9 saying the safe spot to place tanks was on the cliff between the ramp and the natural, just far enough to be able to shoot enemies. You could assign points to judge how safe a spot is, like on a cliff or under a cliff, or if a spot can be shot but not reached by melee units, if a kind of unit can shoot there but not another kind of unit. That would be useful to know what's the safest route to attack for example or if a large way to attack is safer on the left or the right. Or where to place your units in defense. But maybe it would require too much computing time.
This is neat and fits in with something I'm toying with. Stay tuned for future updates!
On June 26 2010 06:15 chuky500 wrote: It would be nice to have informations on the distance if you take an alternate route too, but I don't know how hard it would be to find the alternate routes.
Alternate routes is a hard concept for a computer. There is an exact shortest path (easy for computer) and many ways to count alternate paths. At some level us humans just gotta get in there and augment what the analyzer can do. Still, if you have a proposal for an alternate route algorithm I am willing to entertain it.
On June 26 2010 06:15 chuky500 wrote: Another thing is to run your program I had to launch cmd.exe but I had to place myself in your program's directory then type sc2mapanalyzer.exe and then drag my map in the console, but it would have been easier if I could just drag your exe in the console, then drag my map because this doesn't work, it says it can't find the free font (I guess because it doesn't run the exe from the right directory). Or even running your program without opening the console by drag and dropping the map file onto the exe would be fine. I'm using Windows XP btw.
Roger that, verified that running program from command line but in directory other than where it is sitting it cannot find the font file. Will work on it and post back in this thread when a better version is available.
On June 26 2010 06:15 chuky500 wrote: Also, I tested 2 of my maps and since you display the full path in the picture one of them had the informations cropped in the picture that compares the 6 o' clock vs the 12 o' clock. I don't know if the size of the font is related to the size of the map because my huge map had a smaller font size and the picture didn't crop the 6 and 12 o' clock infos in the file name but for the regular sized map it was cropped. And all my maps are in the My Documents directory anyways so it's not really usefull to display the c:\documents and settings\... and all
The size of the font is fixed and the images are actually different sizes in pixels. If you view them with Windows Photo Gallery, for instance, it shrinks all the images to a fixed size and the bigger images will appear to have smaller font.
Also, have you given your map a name in the editor? Go to map properties and fill it out and see if your images display better. Basically, if the analyzer can't find a name for the map in the data it makes up a name for you based on the filename, which yeah can be a long mess.
On June 26 2010 06:15 chuky500 wrote: One last thing, on my huge map the cliffs were tinted a bit grey, I don't know if it's a feature but I didn't see my cliffs were a bit grey in my normal sized map.
All of the images use black and grey to show you the 4 possible cliff levels. The lowest elevation which is always unplayable shows up as black. The other three levels are grey, dark for the lowest and getter lighter for higher levels. Is your normal sized map all one cliff level?
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Impressive, you just made the map making community as a whole cum their respective pants and nice work man, keep it up
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On June 26 2010 08:56 Logo wrote: Does your tool respect no-pathing fills?
Also I'm getting up to 8% positional imbalances on my map that's almost entirely symmetrical. Possibly due to no-pathing fills? The edge of my map, separated by a gap has uneven terrain since it's no-pathing). Other than that there's a small 1 tile imbalance (bases along the line of symmetry can't be positionally balanced) and 1 extra tile right on the line of symmetry (useless tile, just makes it prettier), but is that enough for the map to show something like a 10% difference?
Correct, it does not respect no-pathing fills at the moment. It's on the todo list. And now that you mention it, it would be helpful if you could go to the the project page at SC2Mapster and put bugs or feature requests in as tickets. That way I can organize what's wrong and all.
The imbalance sounds odd for sure. There are two components to the balance, one of which is the distance to the offending base(s). The other is an attribute of the base. So let's say the naturals are exactly in the same place but one natural only has 7 mineral patches. There will be an imbalance by total resources even though the bases are in symmetrical positions.
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On June 26 2010 09:47 Wihl wrote: Analyzed all my own maps, really liking this. However.. I put like 8 maps in the same directory as the exe and ran the program.
"Opening .\space2.SC2Map... Warning: Could not open enUS.SC2Data\LocalizedData\GameStrings.txt for reading. Warning: Could not extract map name from archive, using archive filename instead. Warning: Map name sc2map begin (amagads typo) reused, map-specific output for previous instance will be clobbered."
It used "sc2map" for all the 8 maps instead of using, lets say, space2 and so on.
Gotcha--I'm hard-coding this beast to grab the English-localized game strings because I was having a problem with getting documentation for StormLib with regard to localization. It's on my todo list now to get this resolved. Maybe you can analyze each map in separate directory until I get a fix for you?
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On June 26 2010 09:56 chuky500 wrote: Another small suggestion : since your program can identify bases it would be nice to know how much time it takes to move from the main to the 3rd base, or from the natural to the 3rd base. So you can have an idea if it's easy or hard to defend.
The philosophy of the map analyzer is that if it is the same for both players then it is balanced. Its sort of up to you to decide if you want your map to have hard-to-defend third bases, etc.
Still, I got this and your earlier suggestion recorded because I have an idea that would notice whether one base is "cliffable" and another isn't and stuff like that.
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On June 26 2010 10:01 kraemahz wrote:You already have the -h parameter including this information, I don't understand why you wouldn't mention that. It would also help make it feel more like a "standard" command line exec if you included -? as help also. Another suggestion: you could extend the functionality of help by adding detailed help to the param features that better explains what each function does. E.g: sc2mapanalyzer.exe -? -w
I wanted to release soon (trying to beat phase 2!) so I intentionally put the master explanation at the manual site. I've got your suggestions recorded and on the todo pile!
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Alternate routes is a hard concept for a computer. There is an exact shortest path (easy for computer) and many ways to count alternate paths. At some level us humans just gotta get in there and augment what the analyzer can do. Still, if you have a proposal for an alternate route algorithm I am willing to entertain it.
How about the shortest possible path coming closest to as many expansions as possible? i don't know the exact math, but would something like that be possible? (it's also more likely to be an alternate path, from guarding your expos.
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Suggested new feature: Mineral node distance analysis - Distance of the mineral nodes from the main building often differs in different base locations. Thus different amount of workers is needed to fully saturate bases in different locations. The new feature would allow to check that corresponding base locations are equal regarding mineral node placement.
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Great stuff! Thanks
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Think i have found a bug. On latest map ive made its not calculating all resources around a couple of expansions.
http://www.sc2mapster.com/maps/modern-warefare/images/4-base-balance-using-map-analyzer/
3o'clock expansion shows 9.5k resources several of the minerals aren't calculated and also the lower natural expansion shows 15.5k resources this one may be due to them being 1 further out but top natural also has this and is calculated right.
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I found why it was printing the whole map path instead of the map name and it also had to do with the path. If I place the map in the same directory as the exe and I type : sc2mapanalyzer.exe mymap.SC2Map Everything works fine, it prints the name of the map. But if the map is still in the same directory and I type sc2mapanalyzer.exe and drag my map in the console it writes this in the console :
sc2mapanalyzer.exe "C:\Documents and Settings\...\Bureau\sc2mapanalyzer-release-1.2\sc2mapanalyzer-release-1.2\mymap.SC2Map" And now in the generated picture it prints the whole path to the map instead of its name.
Also I just noticed if I just run sc2mapanalyzer.exe without typing a map name, it will process the map that's in the the directory but it won't print a map name at all, just "Shortest path - natural - 6 o'clock to 12 o'clock" and not the name of the map. The picture filename will be called sc2map-shortestPaths.... for example.
Another thing, I suggested that you could measure the distance from the main to the 3rd expansion but I think you missunderstood what I meant. I meant while I'm making a map if I want to have my 3rd expansion as far as in Metalopolis for example I could run your program to know the distance from the main to the 3rd in Metalopolis and then in my map and know how my 3rd compares to Metalopolis. Because the way I have to do it at the moment is I have to run the game, make a probe travel there, then run the demo and check how much time it took. Then do it again on Metalopolis to have a reference. If your program could measure that distance it would be faster to tweak the map.
Also about the alternate route maybe a way to do it would be in the GalaxyEditor to place a point (from the Point layer toolbar) that would act as a waypoint, and give it an obvious name. So your program would just have have to calculate the distance from the main to that waypoint, then from the waypoint to the enemy's main. And if I place 2 waypoints it would calculate the distance Main->1st Waypoint->Opponent's Main and then Main->2nd Waypoint->Opponent's Main This way you could have different alternate routes.
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On June 26 2010 14:00 dimfish wrote:Show nested quote +On June 26 2010 05:38 monkh wrote: I don't think it recognises areas blocked by doodads (i think) i had area blocked by trees on one of my maps and it didn't seem to account for them in travelling distances
Yes, you are right. The main project page over at SC2Mapster explains the problem in detail. Essentially the map data says "put a tree here, put a mineral patch there, put a destructible rock over there" but doesn't tell you the footprint of any of them! I am currently hard-coding the shape of stuff like the various destructible rocks but it would take eons to write down the footprint of everything in the editor that can block pathing. Two immediate solutions: 1) ask me for a small list of really important doodads that SC2 Map Analyzer should look for OR 2) temporarily add something the analyzer already recognizes, like destructible rocks, over your important line of trees and then take them out after getting the info you needed.
If you start going down this path, you should see if you could allow users to help with adding doodads. If there was some way (like a text file that could be modified) to add doodads to the list then users would be capable of adding doodads that are important to them or start a community project to get every doodad added. There's no sense in you wasting time adding a ton of doodads when the community can do it much faster.
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Some doodads block the path and some don't. Like the small rocks block 1 square but the huge rocks don't block anything, you have to paint the no-pathing by hand in the editor. Usually big areas blocked by doodads are blocked with no-pathing too because it's hard to put a doodad on each square, so it's safer to paint the no-pathing than to rely on doodads. So in my opinion you should rather check the pathing layer rather than the doodads, because anyway big areas blocked by doodads will most likely have a no pathing layer. Also reapers can climb on cliffs corners even if there are doodads up there, so I don't think mappers should rely too much on doodads to block the way.
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props dude. i'll definitely revisit this thread and see if i can come up with some kooky abuse during the beta. i'm a protoss player, but i've seen zerg and terran do some clever things that i think would be awesome to perfect vs friends when the actual game is released =D
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On June 26 2010 23:16 monkh wrote:Think i have found a bug. On latest map ive made its not calculating all resources around a couple of expansions. http://www.sc2mapster.com/maps/modern-warefare/images/4-base-balance-using-map-analyzer/3o'clock expansion shows 9.5k resources several of the minerals aren't calculated and also the lower natural expansion shows 15.5k resources this one may be due to them being 1 further out but top natural also has this and is calculated right.
It's awesome that you guys are already digging into this pig--and believe me I will squash every problem in my power. This weekend my brother is visiting from east coast so I'll only be checking on this thread a bit and not able to do any modifications, but I'll try answer questions for the time being.
@monkh: I think you are experiencing an unfortunate side-effect of the tool's approximation of pathing. If you read the analysis details page over at SC2Mapster you'll see the section where I want to use t3SyncPathingInfo which is the optimum, but instead I have to use t3CellFlags. The problem is that the pathing approximation from t3CellFlags pushes the unpathable areas out to where units can walk in-game. This is why the skinniest possible ramp (diagonal) appears to be blocked. I think what's going on for you is that the minerals are too close to the cliff and the base algorithm thinks they are decorations (because they are unreachable). Try an experiment of adding extra space behind the mineral line and see if the tool picks up the missing patches.
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On June 27 2010 02:15 chuky500 wrote: I found why it was printing the whole map path instead of the map name and it also had to do with the path. If I place the map in the same directory as the exe and I type : sc2mapanalyzer.exe mymap.SC2Map Everything works fine, it prints the name of the map. But if the map is still in the same directory and I type sc2mapanalyzer.exe and drag my map in the console it writes this in the console :
sc2mapanalyzer.exe "C:\Documents and Settings\...\Bureau\sc2mapanalyzer-release-1.2\sc2mapanalyzer-release-1.2\mymap.SC2Map" And now in the generated picture it prints the whole path to the map instead of its name.
Also I just noticed if I just run sc2mapanalyzer.exe without typing a map name, it will process the map that's in the the directory but it won't print a map name at all, just "Shortest path - natural - 6 o'clock to 12 o'clock" and not the name of the map. The picture filename will be called sc2map-shortestPaths.... for example.
Another thing, I suggested that you could measure the distance from the main to the 3rd expansion but I think you missunderstood what I meant. I meant while I'm making a map if I want to have my 3rd expansion as far as in Metalopolis for example I could run your program to know the distance from the main to the 3rd in Metalopolis and then in my map and know how my 3rd compares to Metalopolis. Because the way I have to do it at the moment is I have to run the game, make a probe travel there, then run the demo and check how much time it took. Then do it again on Metalopolis to have a reference. If your program could measure that distance it would be faster to tweak the map.
Also about the alternate route maybe a way to do it would be in the GalaxyEditor to place a point (from the Point layer toolbar) that would act as a waypoint, and give it an obvious name. So your program would just have have to calculate the distance from the main to that waypoint, then from the waypoint to the enemy's main. And if I place 2 waypoints it would calculate the distance Main->1st Waypoint->Opponent's Main and then Main->2nd Waypoint->Opponent's Main This way you could have different alternate routes.
Excellent, all your observations and suggestions noted!
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On June 27 2010 02:46 Logo wrote:Show nested quote +On June 26 2010 14:00 dimfish wrote:On June 26 2010 05:38 monkh wrote: I don't think it recognises areas blocked by doodads (i think) i had area blocked by trees on one of my maps and it didn't seem to account for them in travelling distances
Yes, you are right. The main project page over at SC2Mapster explains the problem in detail. Essentially the map data says "put a tree here, put a mineral patch there, put a destructible rock over there" but doesn't tell you the footprint of any of them! I am currently hard-coding the shape of stuff like the various destructible rocks but it would take eons to write down the footprint of everything in the editor that can block pathing. Two immediate solutions: 1) ask me for a small list of really important doodads that SC2 Map Analyzer should look for OR 2) temporarily add something the analyzer already recognizes, like destructible rocks, over your important line of trees and then take them out after getting the info you needed. If you start going down this path, you should see if you could allow users to help with adding doodads. If there was some way (like a text file that could be modified) to add doodads to the list then users would be capable of adding doodads that are important to them or start a community project to get every doodad added. There's no sense in you wasting time adding a ton of doodads when the community can do it much faster.
Another great idea--will add a footprint text file that everyone can contribute to!
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AMAZING, This is fucking brilliant. Thanks
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Thank you. It is really a great tool.
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I followed this instruction
Wherever you decide to store the tool, make sure you leave it with the other files it needs there. Then right-click the sc2mapanalyzer executable and choose to create a shortcut. You can drag that shortcut into a directory with SC2 maps, double-click it, and the tool will analyze all the maps in the directory. And it kept opening up the cmd with this:
No file arguments, searching current directory for maps . . . Warning: no map files were analyzed. To prevent this pause at termination, pass option -p .Press any key to continue . . .
And then I do and it just closes. I even tried to drag and drop a map onto the exe and it does some shit but then does a similar message which closes cmd once i press any key. edit- ok it still layed the images out in the program folder, perhaps a way to make the pics save elsewhere?
I dunno if the program can do this but it would be nice if we can redirect the pathing of alternate routes for cliff jumping, walking. A good example would be desert oasis, where a cliff jumper would most likely loop around towards the minerals or there are 2 paths from each main, (and depending on which base you are at the units path this way). And even paths once D-rocks are removed. Also, could you save the manual into a text document and put it in the zip file.
PS, I noticed some minor errors, when the cliff walk and air are the same distance, the line is slightly shifted on the pic and it says a minor decimal point difference. Also the cliff walk path doesn't take into consideration when you have pathing blockers laid down on the map. (I could be mistaken and it's just an error on the map though).
PPS- I also noticed that the pathing thing doesn't consider doodads that block.
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Between the helpful posts here and comments at SC2Mapster I am collecting a lot of information about what is going wrong for different people. Please post new problems you find, because I'm collecting all of the issues and will be releasing fixes as soon as they are available. Check the OP for updates.
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Awesome tool. I could see Blizzard using this themself to make better maps in the future. Definitely something the community will be using a ton.
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This is so impressive. Will definitely be used lots in competitive play!
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Thanks a TON for this tool. Used it on a map yesterday which helped tremendously with fixing some minor terrain issues. I like the feedback you've been given so far - my only additional suggestions would be:
+ For doodads, start with the path blockers (doodads explicitly called path blockers.) + Add circles around watch towers to show their vision.
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When i run the tool it does not analyze/find any of the maps in the folder with the shortcut. Do i not have the files in the write format? Seems like everyone else is getting this so i suspect im overlooking a simple detail.
EDIT: solved!
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On June 30 2010 04:40 Scruff wrote: This is so impressive. Will definitely be used lots in competitive play!
On June 30 2010 08:14 Azide wrote: Well fucking done.
On June 30 2010 04:40 Scruff wrote: This is so impressive. Will definitely be used lots in competitive play!
Jupp, I can't agree more! You sir is a hero in about 3-6 months =)
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Do we know why it will sometimes not count certain mineral patches?
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On July 01 2010 14:16 konicki wrote: Do we know why it will sometimes not count certain mineral patches?
Yes. This issue is explained in a few different places, and you should always be able to get the latest description of the algorithms at the analysis details page.
The problem is that I have to use an approximation of the actual unit pathing, because the best way to grab that info is from an internal file called t3SyncPathingInfo which unfortunately does not appear in every map. And I am against using it when it is present because the tool's results aren't comparable between a map that has it and a map that doesn't.
Okay, so what's the problem? The approximate pathing extends into the actual pathable area (its an over approximation, which is the safer way to do it) and sometimes a mineral path or geyser will appear to be placed in an unpathable area. You can of course actually place minerals, say, out of the playable boundaries, so the tool just says "ok, don't count this mineral patch."
It usually happens when a mineral line is really close to a cliff, so if you either move the base away from the cliff or add some open space behind the minerals it should clear up the problem.
And I am working on a permanent solution!
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On July 02 2010 05:19 dimfish wrote:Show nested quote +On July 01 2010 14:16 konicki wrote: Do we know why it will sometimes not count certain mineral patches? Yes. This issue is explained in a few different places, and you should always be able to get the latest description of the algorithms at the analysis details page. The problem is that I have to use an approximation of the actual unit pathing, because the best way to grab that info is from an internal file called t3SyncPathingInfo which unfortunately does not appear in every map. And I am against using it when it is present because the tool's results aren't comparable between a map that has it and a map that doesn't. Okay, so what's the problem? The approximate pathing extends into the actual pathable area (its an over approximation, which is the safer way to do it) and sometimes a mineral path or geyser will appear to be placed in an unpathable area. You can of course actually place minerals, say, out of the playable boundaries, so the tool just says "ok, don't count this mineral patch." It usually happens when a mineral line is really close to a cliff, so if you either move the base away from the cliff or add some open space behind the minerals it should clear up the problem. And I am working on a permanent solution!
My bad for not diggin the info up, but thank you for writing that up.
*interesting solution, ill try that.
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SC2 Map Analyzer 1.3.1 released! Check the OP
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Hey, Is it possible to convert the rush distance numbers into game time? Like a worker/zealot/ling/reaper/muta/pheonix move speed. At the very least just the ling/zeal/worker walk time because those are the most important to consider when making a map imo.
I don't mean to have a line for every unit, just the shortest time of the early units. So probably a ling or worker for the yellow line, a muta for the blue line, and reaper for the pink. No speed upgrades
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On July 03 2010 17:40 CharlieMurphy wrote: Hey, Is it possible to convert the rush distance numbers into game time? Like a worker/zealot/ling/reaper/muta/pheonix move speed. At the very least just the ling/zeal/worker walk time because those are the most important to consider when making a map imo.
I don't mean to have a line for every unit, just the shortest time of the early units. So probably a ling or worker for the yellow line, a muta for the blue line, and reaper for the pink. No speed upgrades
Yeah we can do that. I'm working on a big update that includes configuration files, and there could be a file for unit speeds. While we're at it, let's say you could have the distances converted to any unit rush times you wanted--what is the complete list worth converting to?
worker ling zealot marine roach stalker maurader reaper muta pheonix?
Nobody cares what the rush time for a battle cruiser is, right? so I'm curious if we can compile the full list of units worth knowing their rush times. And which ones are grouped by same-unit-speed? Just takes a little elbow grease in the Liquipedia...
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1.3 is pretty sweet, haven't got to play around with it too much, but so far I'm digging it.
Huge warning though! If you want to run this tool you CANNOT save your map with "smaller file" set. I went and saved my map with this setting so I could publish it and since then that map won't work with the analyzer.
Chances are the analyzer isn't able to read the compressed data, I don't know if anything can really be done about that.
Either way if you want to run the analyzer make sure to keep a 'faster save' version of your map around and only use the smaller save on a copy to publish it.
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On July 08 2010 23:53 Logo wrote: 1.3 is pretty sweet, haven't got to play around with it too much, but so far I'm digging it.
Huge warning though! If you want to run this tool you CANNOT save your map with "smaller file" set. I went and saved my map with this setting so I could publish it and since then that map won't work with the analyzer.
Chances are the analyzer isn't able to read the compressed data, I don't know if anything can really be done about that.
Either way if you want to run the analyzer make sure to keep a 'faster save' version of your map around and only use the smaller save on a copy to publish it.
Interesting! I'll poke around and see if I can get the compressed map files worked out. Thanks for posting this Logo!
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Do you need some special map setting or something for it to calculate the map? My map is unexpected format for map info and could not read the required map files... some ideas?
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On August 02 2010 22:31 Orion-TF wrote: Do you need some special map setting or something for it to calculate the map? My map is unexpected format for map info and could not read the required map files... some ideas?
I updated the OP to link to release 1.3.2 which has undocumented changes but supports the post-SC2-release map file format. My day job was getting in the way there, but I'm in the middle of making lots of big internal changes to the analyzer. I'll have an official release with all of the updates (and documentation) as soon as I can.
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Ah i see.. seems to work now.
Thanks
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I broke the analyzer down and just finished building it back up, better than ever. OP links to the new 1.4.0 release with config files and much more precise pathing models.
Please report bugs, I'll fix em as fast as I can for you, but I've tested with Blizzard maps, my own maps, and as many community maps as folks have been willing to send me for the express purpose of improving the analyzer.
If you have any maps you are willing to "donate" to my private test pool, please send them to dimfish.mapper@gmail.com, because the more I have, the more solid each release can be. Of course anything you send will be my-eyes-only.
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Great work! Just tried it with my two maps and it works a lot better. Hat off!
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Thanks Barrin and Ongweldt!
I'm curious, did you all have any trouble with the config files? Do you find it much easier to run the tool and switch around what you want to analyze? Please let me know, I have many items on my todo list for the analyzer that involve adding to the config files, so now is a perfect time for your feedback on using them.
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Thanks so much for this, it's extremely useful! I just used it on a few maps I've recently finished and it does an amazing job with analysis. I haven't tried any custom settings yet but I plan to. Great work, A++
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funcmode spotted a bug that the main2main shortest path image was rendering incorrect distances. That fix is in minor release 1.4.1 because I haven't gotten any other bug reports yet. Link to new release is in the OP.
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can this be used on the stock blizzard maps? if so where are they located generally?
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On September 02 2010 16:12 Cade wrote: can this be used on the stock blizzard maps? if so where are they located generally?
Yes, but you must start the editor, connect to battle.net and download all of Blizzards multiplayer maps. Only the campaign and challenges maps can be found local.
Select a map you want, open it -> save as.
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Addional feature suggested: add time from main to main, take the refenrece from a unit who has a 1.0 speed
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I want it to render the influence and base balance, but I can't make it render, even though I removed the '#' from the lines.
Also, it doesn't know what's a doodad nor what's a destructible rock. Is it because I have the LA version?
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On September 05 2010 06:19 Superouman wrote: Addional feature suggested: add time from main to main, take the refenrece from a unit who has a 1.0 speed
Certainly! Consider it on the list of features for next release.
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On September 07 2010 16:48 k10forgotten wrote: I want it to render the influence and base balance, but I can't make it render, even though I removed the '#' from the lines.
Did you put the output.txt config file in either: 1) the same directory as the sc2mapanalyzer.exe program? This is different than the config/ subdirectory where the config files are sitting when you download a new release, because they are just templates. Once you have modified a config file to your liking, move or copy it into the exact directory as sc2mapanalyzer.exe.
Or, 2) put your modified version of output.txt in the same directory as one of the maps you want to analyze. If you put a local version of output.txt with a map it overrides your global copy (see #1 above). This is helpful if you want to analyze a bunch of maps in batches, but don't want the same output to be generated for every map. I do this frequently when analyzing my own map with a full output.txt, and also group it with the Blizzard ladder maps, but only enable the aggregate statistics CSV so I can compare my map to the ladder. I don't need the images of the ladder maps over and over again.
Also, it doesn't know what's a doodad nor what's a destructible rock. Is it because I have the LA version?
Did you put a copy of footprints.txt in the same directory as sc2mapanalzyer.exe? The version of footprints.txt that is in the config/ subdirectory is ready to go.
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On September 08 2010 01:59 dimfish wrote:Show nested quote +On September 07 2010 16:48 k10forgotten wrote: I want it to render the influence and base balance, but I can't make it render, even though I removed the '#' from the lines.
Did you put the output.txt config file in either: 1) the same directory as the sc2mapanalyzer.exe program? This is different than the config/ subdirectory where the config files are sitting when you download a new release, because they are just templates. Once you have modified a config file to your liking, move or copy it into the exact directory as sc2mapanalyzer.exe. Or, 2) put your modified version of output.txt in the same directory as one of the maps you want to analyze. If you put a local version of output.txt with a map it overrides your global copy (see #1 above). This is helpful if you want to analyze a bunch of maps in batches, but don't want the same output to be generated for every map. I do this frequently when analyzing my own map with a full output.txt, and also group it with the Blizzard ladder maps, but only enable the aggregate statistics CSV so I can compare my map to the ladder. I don't need the images of the ladder maps over and over again. Show nested quote + Also, it doesn't know what's a doodad nor what's a destructible rock. Is it because I have the LA version?
Did you put a copy of footprints.txt in the same directory as sc2mapanalzyer.exe? The version of footprints.txt that is in the config/ subdirectory is ready to go.
Thank you. (:
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On September 08 2010 01:49 dimfish wrote:Show nested quote +On September 05 2010 06:19 Superouman wrote: Addional feature suggested: add time from main to main, take the refenrece from a unit who has a 1.0 speed Certainly! Consider it on the list of features for next release.
If you do that would it be much harder to do it for every location? Lets say you set it so it can tell you the time between 2 set points ex: you put a point at everywhere with minerals, the watch towers and the middle of the map.
Might be more work but i think it could be interesting.
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@Barrin: I love it when you send me maps that crash the analyzer--it means other people are letting this pig die and not telling me so I can make it better!
1. Make a copy of "footprints.txt" from the config/ subdirectory and put it in the same file as the sc2mapanalyzer.exe file. The reason its not there already is so your config files don't get over-written with a new release after you've customized them. So yeah, this one seems to trip people up, I gotta make that business clearer. That'll get you the d-rocks (I tried to verify)
2. Thanks for the cliff-walk bug report, I'll fix it.
3. Did you accidentally erase part of the path to the west of 8 o'clock?
4. Your map is FLIPPING HUGE, let's try bigger maps, people!
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On September 12 2010 05:51 Glasse wrote:Show nested quote +On September 08 2010 01:49 dimfish wrote:On September 05 2010 06:19 Superouman wrote: Addional feature suggested: add time from main to main, take the refenrece from a unit who has a 1.0 speed Certainly! Consider it on the list of features for next release. If you do that would it be much harder to do it for every location? Lets say you set it so it can tell you the time between 2 set points ex: you put a point at everywhere with minerals, the watch towers and the middle of the map. Might be more work but i think it could be interesting.
You guys are right, it's not hard algorithmically, it's a matter of giving users the interface. To be honest, I've been trying to put together a map myself which is what I built the analyzer for in the first place, but I promise you there has already been a ticket on the project page about a config file where you can customize what shortest paths the analyzer calculates. As a bonus, I've already written some code that hasn't been checked into release just yet where you can place a generic point (same dialog as Start Locs) and name it something that the map analyzer recognizes--I made it for some testing but it will come in handy.
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Barrin, I couldn't reproduce the bug you were having, but I'm working with a version of the analyzer that has some new stuff in it. I cleaned it up and made a release--see if the newest release does cliff-jumping properly for you.
New things in 1.4.3: -The config files are just in the release directory where they should be, instead of in a sub directory. -There is a cool new feature that counts up the space in each main base.
Enjoy!
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Very nice and useful tool, but there is something I noticed. It might just be something I'm doing or understanding wrong, but it seems that Destructible Debris don't count as Destructible Rocks and thus gets ignored when calculating shortest paths?
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On September 15 2010 18:07 Nadorou wrote: Very nice and useful tool, but there is something I noticed. It might just be something I'm doing or understanding wrong, but it seems that Destructible Debris don't count as Destructible Rocks and thus gets ignored when calculating shortest paths?
You bring up a good point that will be coming in a new thread soon. The way the map file format works is that object footprints (doodads, destructible rocks, whatever) are NOT embedded in the map file. They might be in the core dependency somewhere, I'm not sure if anyone's cracked that yet. Anyway, this means I had to make a footprints.txt config file so the analyzer knows what to do with the objects it finds on a map. There may be a a destructible debris shape I haven't put into the file, and there are about a million doodads that need to be added, someday. Once I get the necessary info together, maybe you'll help in the community effort to get a totally complete footprints.txt put together for the map analyzer.
In the meantime, you can try to add any missing doodad or destructibles that are critical to your map into your local copy of footprints.txt by following this incomplete guide. If you are successful, post your updates to the file here for other folks, please.
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All (I think) destructibles, resources and a tiny bit of the doodads are in, but there are zillions of doodads left. Let me post a map I'm working on and then doing a community effort for the footprints is next.
Thanks Barrin, by the way, for being the analyzer's biggest supporter!
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Hmm... that's odd, the debris is just a normal 6x6 destructible debris, and that shape is definitely in there... They're placed on ramps, but I doubt that's the problem; any ideas on what else it could be? Appreciate the help.
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On September 17 2010 05:04 Nadorou wrote: Hmm... that's odd, the debris is just a normal 6x6 destructible debris, and that shape is definitely in there... They're placed on ramps, but I doubt that's the problem; any ideas on what else it could be? Appreciate the help.
If you send the map file to dimfish.mapper@gmail.com I will poke around and see what's happening. Did you by any chance start this map with a beta version of the editor? I've had issues where Blizzard has changed the names of objects between version.
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Sick, Barrin! Let me release a map and we'll coordinate this footprint thing.
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I've got a couple of new features coming for the map analyzer that will improve the ladder map analysis.
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Sent you the map file, thanks for taking the time to address the issue. Not 100 % sure that I started making the map after beta, though I think I did. At the very least I'm sure that I didn't actually add the debris until after the beta ended.
Edit: Issue resolved simply by updating the map analyzer to version 1.4.3. The version I was using was 1.4.2, which failed to recognized the Destructible Debris I had placed.
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I suggest we gather this kind of info on the liquipedia sc2 wiki here: http://wiki.teamliquid.net/starcraft2/Maps
but I wonder if this is against the terms of use for either Blizzard or the author of the sc2 analyzer?
I figure this kind of info in one central place will help the community to better understand the maps and their unique features.
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I did this for the beta ladder maps and I'm going to publish the results for the current ladder pool, just give me some time...
I've got a project to map the footprint for every doodad (there are A LOT of doodads) because for now I'm not aware that anyone knows how to get the raw game data out. This is going to help with the ladder analysis and everyone's custom maps because other than d-rocks and a few key things, the analyzer ignores doodads.
Also there are a few new analysis features I'm working in that will be worth the effort for getting insight into the ladder map pool.
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On September 26 2010 17:12 dimfish wrote: I did this for the beta ladder maps and I'm going to publish the results for the current ladder pool, just give me some time...
I've got a project to map the footprint for every doodad (there are A LOT of doodads) because for now I'm not aware that anyone knows how to get the raw game data out. This is going to help with the ladder analysis and everyone's custom maps because other than d-rocks and a few key things, the analyzer ignores doodads.
Also there are a few new analysis features I'm working in that will be worth the effort for getting insight into the ladder map pool.
Awesome news! I kinda skimmed through the thread didn't really understand what you were talking about with "foot prints" but this makes sense now.
Glad this tool exists, thanks for putting so much work into it!
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So I have one little complaint about this Map Analyzer as it is (or was, since I'm using the 1.4.2). I'e utilized it to make the Paranoid Android port and made the map based on its saying of balanced. The map is completely balanced (99.9% in resources and 100% in openness) but it is far from being really balanced. The "creep distance" main2nat of the right player is much shorter than the left player's (2 creep tumors vs. 3 creep tumors). If the distance is longer, why would it say the map isn't? Why is it balanced?
+ Show Spoiler +
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On September 29 2010 04:16 k10forgotten wrote:So I have one little complaint about this Map Analyzer as it is (or was, since I'm using the 1.4.2). I'e utilized it to make the Paranoid Android port and made the map based on its saying of balanced. The map is completely balanced (99.9% in resources and 100% in openness) but it is far from being really balanced. The "creep distance" main2nat of the right player is much shorter than the left player's (2 creep tumors vs. 3 creep tumors). If the distance is longer, why would it say the map isn't? Why is it balanced? + Show Spoiler +
It's a problem due to how creep spreads, not the map.
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On September 29 2010 04:34 Myrkur wrote:Show nested quote +On September 29 2010 04:16 k10forgotten wrote:So I have one little complaint about this Map Analyzer as it is (or was, since I'm using the 1.4.2). I'e utilized it to make the Paranoid Android port and made the map based on its saying of balanced. The map is completely balanced (99.9% in resources and 100% in openness) but it is far from being really balanced. The "creep distance" main2nat of the right player is much shorter than the left player's (2 creep tumors vs. 3 creep tumors). If the distance is longer, why would it say the map isn't? Why is it balanced? + Show Spoiler + It's a problem due to how creep spreads, not the map. The problem isn't how creep spreads - the maximum creep radius is constant, and you can see it in the map editor. The fact is that a common sense of map balance is that distance between main and natural must be equal. But the distance of the resources to the main is longer in one base, and yet it shows that it is balanced...
I just saw the e-mail ( that is in red... on the front page. /o\ ).
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On September 29 2010 04:16 k10forgotten wrote:So I have one little complaint about this Map Analyzer as it is (or was, since I'm using the 1.4.2). I'e utilized it to make the Paranoid Android port and made the map based on its saying of balanced. The map is completely balanced (99.9% in resources and 100% in openness) but it is far from being really balanced. The "creep distance" main2nat of the right player is much shorter than the left player's (2 creep tumors vs. 3 creep tumors). If the distance is longer, why would it say the map isn't? Why is it balanced? + Show Spoiler +
On September 29 2010 06:02 k10forgotten wrote:Show nested quote +On September 29 2010 04:34 Myrkur wrote: It's a problem due to how creep spreads, not the map. The problem isn't how creep spreads - the maximum creep radius is constant, and you can see it in the map editor. The fact is that a common sense of map balance is that distance between main and natural must be equal. But the distance of the resources to the main is longer in one base, and yet it shows that it is balanced...
Okay, there is a really, really important point to make here: the Map Analyzer does not know whether a map is perfectly balanced by every possible metric! The image you posted clearly states that the map is balanced by resources and by openness. If that doesn't make sense, there is a comprehensive explanation at the project's site that is also the second link in the OP of this thread.
The map analyzer assist you in balancing maps. So what does this image tell you?
![[image loading]](http://static.curseforge.net/thumbman/images/25/761/417x600/ParanoidAndroid-influence-1-2.png.-m1.png)
It says that the top base has more influence over its natural (closer) than the right base has over its own: top exerts 76% over its natural, right exerts 73% influence. This right here is a slight imbalance, but the top of the image tells you that considering the entire map the starting locations exert an equal amount of resources when scaled by influence, and the openness of the bases equalizes, too.
So the map analyzer can help you place bases asymmetrically, but fairly, but it doesn't (yet) calculate whether start locations can connect the creep of the main to the natural equally. This is actually a difficult calculation. For instance, even on maps where the air distance main2nat is exactly the same the bases might need a different number of creep tumors: when a creep tumor cannot place the next tumor at maximum range because the max range overlaps the cliff and ramp (which happens a lot!). I'll post an image of that when I get home if the tumor problem is confusing. Anyway, I've heard this mentioned a lot in many map threads, so I'll add a ticket to the analyzer about considering creep tumors.
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Oh, I keep meaning to post this: I am willing to entertain ideas about having the analyzer give better/more clear information! Just post what you want or an idea to discuss even.
For instance, I am seriously considering scrapping the current influence image. Apparently the information it conveys is confusing (and I think understandably so) and it can be hard to utilize the info unless you know exactly what's being shown.
So I'm thinking of doing this instead: for EACH 1v1 spawn possibility (like influence is now, 3vs12, 3vs6, 6v12...) do a "heat map" of influence. This would paint every cell on the map with, say red or blue, where more red means spawn 1 has more influence and more blue means spawn 2 has more. Areas where the influence is even (50%) would appear grey. Then I can still list the percentages for you nuts who love to see the numbers come out exact. I'm pretty sure this will be much more obvious info for balancing a map--or does anyone feel strongly for current version?
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Okay, that was silly, sure I won't take away the current version. I'll add it as a new feature, and maybe someday I'll get around to updating the documentation.
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hi i got a question,
i run the analyzer and get the normal pic but without 'Shortest Paths'.
how can i fix it?...there is nothing in this thread or on sc2mapster which helped me ~~
Edit: nervermind i got it now
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On September 30 2010 21:38 Mereel wrote: hi i got a question,
i run the analyzer and get the normal pic but without 'Shortest Paths'.
how can i fix it?...there is nothing in this thread or on sc2mapster which helped me ~~
Edit: nervermind i got it now
Do you mind posting what the solution was, in case somebody else gets stuck? Was it just disabled in output.txt?
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On October 01 2010 01:26 dimfish wrote:Show nested quote +On September 30 2010 21:38 Mereel wrote: hi i got a question,
i run the analyzer and get the normal pic but without 'Shortest Paths'.
how can i fix it?...there is nothing in this thread or on sc2mapster which helped me ~~
Edit: nervermind i got it now Do you mind posting what the solution was, in case somebody else gets stuck? Was it just disabled in output.txt?
yes it was
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Just one more thing. Again about numbers, but a graphical view of them. 
If possible, draw the numbers of the shortest paths at last. The other bases can be rendered after them - on top of them - making the whole process useless.
+ Show Spoiler +![[image loading]](http://img8.imageshack.us/img8/8790/paranoidandroidshortest.png) Clearly the hidden distance is over NINE THOUSAAAAND.
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Wow, I didn't even think something like this was possible. Kudos for getting it done!
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On October 02 2010 08:34 k10forgotten wrote:Just one more thing. Again about numbers, but a graphical view of them.  If possible, draw the numbers of the shortest paths at last. The other bases can be rendered after them - on top of them - making the whole process useless. + Show Spoiler +![[image loading]](http://img8.imageshack.us/img8/8790/paranoidandroidshortest.png) Clearly the hidden distance is over NINE THOUSAAAAND.
I have a better solution for you coming soon. Very clever to put starting locations at the points you want to measure to--I'm going to allow you to place the generic Point, which is the same dialog with the Starting Location, except that you name it something and you will be able to tell the map analyzer what you want to measure.
The advantages are 1) you can place a Point anywhere, 2) you can leave a Point in the release version of your map, it is totally ignored in-game, and 3) you will be able to measure very specific routes by using Points as a waypoint.
That sound like what you need?
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On October 03 2010 01:42 dimfish wrote:Show nested quote +On October 02 2010 08:34 k10forgotten wrote:Just one more thing. Again about numbers, but a graphical view of them.  If possible, draw the numbers of the shortest paths at last. The other bases can be rendered after them - on top of them - making the whole process useless. + Show Spoiler +![[image loading]](http://img8.imageshack.us/img8/8790/paranoidandroidshortest.png) Clearly the hidden distance is over NINE THOUSAAAAND. I have a better solution for you coming soon. Very clever to put starting locations at the points you want to measure to--I'm going to allow you to place the generic Point, which is the same dialog with the Starting Location, except that you name it something and you will be able to tell the map analyzer what you want to measure. The advantages are 1) you can place a Point anywhere, 2) you can leave a Point in the release version of your map, it is totally ignored in-game, and 3) you will be able to measure very specific routes by using Points as a waypoint. That sound like what you need?
Sounds really good, but my point was only about hidden numbers! Thank you for this, though! :D
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On October 03 2010 03:34 k10forgotten wrote:Show nested quote +On October 03 2010 01:42 dimfish wrote:On October 02 2010 08:34 k10forgotten wrote:Just one more thing. Again about numbers, but a graphical view of them.  If possible, draw the numbers of the shortest paths at last. The other bases can be rendered after them - on top of them - making the whole process useless. + Show Spoiler +![[image loading]](http://img8.imageshack.us/img8/8790/paranoidandroidshortest.png) Clearly the hidden distance is over NINE THOUSAAAAND. I have a better solution for you coming soon. Very clever to put starting locations at the points you want to measure to--I'm going to allow you to place the generic Point, which is the same dialog with the Starting Location, except that you name it something and you will be able to tell the map analyzer what you want to measure. The advantages are 1) you can place a Point anywhere, 2) you can leave a Point in the release version of your map, it is totally ignored in-game, and 3) you will be able to measure very specific routes by using Points as a waypoint. That sound like what you need? Sounds really good, but my point was only about hidden numbers! Thank you for this, though! :D
I understand your issue with the path numbers layered under the start location--but it is that way on purpose. Otherwise I have to do this:
1. draw shortest paths lines 2. draw start location boxes 3. draw shortest path numbers 4. draw start location names
In the code right now #1 and #3 are tightly coupled together, and #2 and #4 are tightly coupled, meaning I can't just flip a few lines of code and give you what you want. Also, I never considered that someone might put down extra start locations to get other measurements, which is very clever by the way!
I think my time is best spent making the new version that is better than the workaround you're using, though. Doesn't your trick actually spit out a billion base-to-base measurements but you are really interested in the "main->nat->third" or "main->nat->gold" or something like that? I'm proposing to let you write little strings like that in a config file and you'll get pretty output. It will be easy to write "main->watchtower" or "main->myOwnDefinedPoint" sort of stuff, too.
Please be patient, I really do spend a ton of my free time working on this stuff, and I'll try to get you what you're looking for soon.
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On October 03 2010 05:54 dimfish wrote: I understand your issue with the path numbers layered under the start location--but it is that way on purpose. Otherwise I have to do this:
1. draw shortest paths lines 2. draw start location boxes 3. draw shortest path numbers 4. draw start location names
In the code right now #1 and #3 are tightly coupled together, and #2 and #4 are tightly coupled, meaning I can't just flip a few lines of code and give you what you want. Also, I never considered that someone might put down extra start locations to get other measurements, which is very clever by the way!
I think my time is best spent making the new version that is better than the workaround you're using, though. Doesn't your trick actually spit out a billion base-to-base measurements but you are really interested in the "main->nat->third" or "main->nat->gold" or something like that? I'm proposing to let you write little strings like that in a config file and you'll get pretty output. It will be easy to write "main->watchtower" or "main->myOwnDefinedPoint" sort of stuff, too.
Please be patient, I really do spend a ton of my free time working on this stuff, and I'll try to get you what you're looking for soon.
But the problem will persist if you don't correct it. Even though I am interested on this Point feature, I think that fixing a bug like this (which prevents the user from seeing the number - its goal) has a higher priority in the making of this kind of application.
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Barrin, you're right dude, I called it the bitty-dot-openness problem in this ticket on the analyzer's project page a few days ago (I guess we both saw the same issue during all that openness color discussion!)
Anyway, what I'm thinking is of doing another companion analysis called like "playable density." It's similar to openness but gets a very different answer for one-bit-of-cliff layouts.
First let's consider what you highlighted. To calculate openness for a map cell you find the distance to the closet unpathable cell in any direction. In your example the openness is very different with no cliff and one bit o' cliff, but the results of a big battle are very much the same. However, in a small-scale zergling vs. marauder battle the openness difference really did mean, as you pointed out, that the mauraders could keep from being flanked in many places by either running up to the bitty cliff or off to the edges.
Okay, how do you calculate playable density? Let's define a threshold, say 15, because that is longer than the range of any unit in the game and sort of defines the size of a "battlefield." Now to calculate the playable density at a map cell you count how many playable map cells are within 15 cells by a ground route. You'll find that by this calculation the two examples you showed (totally open, open with just a bit of cliff) will have very similar playable density values.
This seems like it will be confusing when I unveil it. Maybe we should take the time to give openness and playable density really descriptive names and find more examples that show what they're good for and not good for.
The problem with playable density right now is that it requires A TON of shortest path calculations that are not already being computed, so I'm looking at ways to reuse calculations. On top of all the other simultaneous changes I'm working on... GACK
Anyway, wouldn't you like to see both calculations as companion analyses to help you understand a new map?
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I don't understand how to run the map analyzer now
"To get started with the new release, download and unzip it. In the release directory, edit to-analyze.txt and output.txt with paths for your system. The comments within the files explain the options and provide examples."
It was far easier before, i just pasted the file i wanted to analyze into the program's folder and everything was perfect. Why is it so complicated now?
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On November 11 2010 02:42 Barrin wrote: @superouman Hmm... you can just drop the file into the folder in the newest unreleased versions. I'm sure it'll be fixed next release.
This is exactly what i was doing but i have now three warnings.
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On November 11 2010 02:44 Superouman wrote:Show nested quote +On November 11 2010 02:42 Barrin wrote: @superouman Hmm... you can just drop the file into the folder in the newest unreleased versions. I'm sure it'll be fixed next release. This is exactly what i was doing but i have now three warnings.
Hola, superouman, I see what you mean. My intention is for you to set up the config files once, to do something like this:
C: --analyzer folder ----all the config files and the EXE --some other folder on your system where you keep maps ----map1 ----map2 ----map analyzer output folder
And you set up the config files so maps can stay in their folders and you have the output files thrown into a single convenient location.
BUT, I agree the default config files let you use it the way you are describing. I will change the defaults back to the old way, but the leave the new comments to allow customization.
EDIT: my original proposal is incompatible between the versions, do this instead In the meantime, download unofficial release 1.4.6 and edit output.txt to enable the outputs you want. You are probably going to want shortest paths and openness and summary, those are usually the most helpful for me when I'm making maps.
If it doesn't work, let me know. I'm pretty short on free time right now so I haven't been dropping in on TL much. If I don't answer you here, send a message to dimfish.mapper@gmail.com and I'm sure to see that.
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On November 18 2010 14:53 Barrin wrote: I've been trying to look for this information but it seems to be eluding me... I feel like I read it in this thread somewhere but I just can't find it.
How do I get the files for the ladder maps?
Congrats on new icon and its easy: 1. open editor 2. go to file open 3. click the battle.net tab 4. log in 5. choose official blizzard map 6. it will load into the editor, then you can save it to your drive with whatever name. I usually call it the proper name followed by the current version number so I can keep them all around.
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I'm just starting to get serious about map making again and I have found this thread totally invaluable. It took me a few minuets to get the paths right but once I got it working I can't say enough about what a great tool this is for map makers. Man I wish I had something like this back when I was making WC3 maps!
The google spreadsheet is also pure gold! + Show Spoiler + Any chance you will add the latest maps to it? (I would but I can'f find them on my computer )
Anyway thanks again for making such a great program.
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On December 12 2010 18:03 lowlypawn wrote:I'm just starting to get serious about map making again and I have found this thread totally invaluable. It took me a few minuets to get the paths right but once I got it working I can't say enough about what a great tool this is for map makers. Man I wish I had something like this back when I was making WC3 maps! The google spreadsheet is also pure gold!+ Show Spoiler +Any chance you will add the latest maps to it? (I would but I can'f find them on my computer  ) Anyway thanks again for making such a great program.
There is a new release in the works with some cool new stuff and yes, I'll do Jungle Basin and Shakuras in there, too. I want there to be a feature that you can analyze the Blizzard map pool and your own map or maps and get cool graphs that show stuff like rush distances automatically. Then you can post them and people will understand quickly how your new map relates to familiar maps.
Glad you like the analyzer!
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Is there a way to download this for Mac users? I remember trying to download it before, but it didn't work.
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On December 13 2010 07:40 Antares777 wrote: Is there a way to download this for Mac users? I remember trying to download it before, but it didn't work.
Sorry my friend, its a Windows executable. I've been toying with the idea of porting the analyzer to Java (and therefore to other OS's) and giving it a graphical front-end, but that is a non-trivial undertaking. I'm considering filling out my current list of planned features and possibly porting it over afterwards.
Are there Mac programs like Linux's Wine that emulate Windows? Maybe you could run the analyzer like that for the time being?
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Lol. Its a good initiative. I'm working on something to help with that sort of thing too. (seems like all I do these days is work on crazy/awesome/usefull shit for the map forum lol).
However, this bump is useful, because I want the next version ^^
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Am I thick or should not some generous pc user offer mac users to download, generate and post analyzer pictures of their maps? And thanks, nice work dimfish!
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nice :D this will be useful when the expansion comes out, im pretty sure they will add some maps to the map pool. so this will be killer in the first couple of weeks
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Nice thing to have would be Rush distances calculated with and without rocks (with a boolean to only create a seperate image if they're different)
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On December 13 2010 08:09 dimfish wrote:Show nested quote +On December 13 2010 07:40 Antares777 wrote: Is there a way to download this for Mac users? I remember trying to download it before, but it didn't work. Sorry my friend, its a Windows executable. I've been toying with the idea of porting the analyzer to Java (and therefore to other OS's) and giving it a graphical front-end, but that is a non-trivial undertaking. I'm considering filling out my current list of planned features and possibly porting it over afterwards. Are there Mac programs like Linux's Wine that emulate Windows? Maybe you could run the analyzer like that for the time being?
Wine is available for Mac too, and I think you should be able to run the map analyzer that way. I've been able to use CrossOver Games (a variant of wine with a better DirectX stack, made for gaming) to run the map analyzer without any problems.
Btw, which language are you using for the analyzer?
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On January 02 2011 22:45 NullCurrent wrote:Show nested quote +On December 13 2010 08:09 dimfish wrote:On December 13 2010 07:40 Antares777 wrote: Is there a way to download this for Mac users? I remember trying to download it before, but it didn't work. Sorry my friend, its a Windows executable. I've been toying with the idea of porting the analyzer to Java (and therefore to other OS's) and giving it a graphical front-end, but that is a non-trivial undertaking. I'm considering filling out my current list of planned features and possibly porting it over afterwards. Are there Mac programs like Linux's Wine that emulate Windows? Maybe you could run the analyzer like that for the time being? Wine is available for Mac too, and I think you should be able to run the map analyzer that way. I've been able to use CrossOver Games (a variant of wine with a better DirectX stack, made for gaming) to run the map analyzer without any problems.
This is awesome, can I put this in the OP and your name as the person to ask for help?
Btw, which language are you using for the analyzer?
C/C++ but the real problem is that I'm dependent on some Windows DLLs.
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is emulating a pc session on mac not a viable possibility?
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You could just use bootcamp...
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On January 03 2011 02:42 dimfish wrote:Show nested quote +On January 02 2011 22:45 NullCurrent wrote:On December 13 2010 08:09 dimfish wrote:On December 13 2010 07:40 Antares777 wrote: Is there a way to download this for Mac users? I remember trying to download it before, but it didn't work. Sorry my friend, its a Windows executable. I've been toying with the idea of porting the analyzer to Java (and therefore to other OS's) and giving it a graphical front-end, but that is a non-trivial undertaking. I'm considering filling out my current list of planned features and possibly porting it over afterwards. Are there Mac programs like Linux's Wine that emulate Windows? Maybe you could run the analyzer like that for the time being? Wine is available for Mac too, and I think you should be able to run the map analyzer that way. I've been able to use CrossOver Games (a variant of wine with a better DirectX stack, made for gaming) to run the map analyzer without any problems. This is awesome, can I put this in the OP and your name as the person to ask for help? C/C++ but the real problem is that I'm dependent on some Windows DLLs.
Sure, put me in the OP (I have a virtual Ubuntu machine which I can install wine on so I can help people with pure wine too).
And about the DLLs, nothing you can use any open source software for?
On January 03 2011 06:47 Barrin wrote:Isn't that simply illegal? Microsoft owns the intellectual rights to be the only one who processes information the way they do. The only way to make a program run on both is to make the program itself have the potential to process information for it's respective platform.
You have to own a legal copy of Windows, which is quite hard nowadays (the reason for this is that most Windows installs are only OEM, meaning that you are only allowed to install them on the computer, not in an emulator or something other than the computer you got the OS with).
But if you own a plain windows license (and it isn't already installed on some other computer), then you're completely fine (I use VirtualBox).
Also: Wine = WIne is Not an Emulator (recursive acronym) Which means that all the DLLs have been reverse engineered and then rewritten from scratch (so no copyright problems there).
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I was curious about someone else's opinion, sorry... Mac's pc emulation is perfectly legal and common (providing you do not license anything out of it), on this issue, you must have been be mislead by my post, sorry again. I was posting to know if people had tested this? And if it works if there are any differences...
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On January 03 2011 07:06 baskerville wrote: I was curious about someone else's opinion, sorry... Mac's pc emulation is perfectly legal and common (providing you do not license anything out of it), on this issue, you must have been be mislead by my post, sorry again. I was posting to know if people had tested this? And if it works if there are any differences...
Haven't actually heard about any windows emulation on macs, I mean, you can just install windows on them like if they are an (almost) normal x86 PC (the difference is the EFI, Mac equivalent/successor to BIOS).
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no I meant an emulation
i'm sure it works, it's simply not worth the hassle... one should do it thanks to a pc user's good nature
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How can I get the analyzer summary to contain information about LOS blockers? (I've seen some analyzer pics with that)
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On January 15 2011 06:53 NullCurrent wrote: How can I get the analyzer summary to contain information about LOS blockers? (I've seen some analyzer pics with that)
Whoa, sorry I missed this question. First I have to apologize for doing a complete reinstall of my home rig and demolishing my map analyzer development environment. I squeeze in an hour or two here and there trying to get it going again, but I promise you when I finally get MinGW/msys reconfigured I will back that whole system up and never touch it again.
Anyway, in the meantime I was in the process of doing all kinds of fun updates before I lost my development environment, and LoSB is one of them in this unofficial release:
SC2 Map Analyzer 1.4.6
If you run this version (when the community was helping me work out some new openeness color schemes and stuff) you have support for LoSB.
What you do is open the "footprints.txt" file and search for "MarSaraCurtain" and you'll see that is the only recognized LosB right now, but you can easily add more, you just have to find out the doodad's internal name. Go into the editor, place a Mar Sara LosB, save the map, go to the import dialog, check that box for internal files, select "Objects" and export it. Its an XML file. Look for the Mar Sara object and you'll see its internal name is "MarSaraCurtain." now you can place one of each LosB in your map, save the file, export "Objects" again and you'll see the names of all the doodads.
Okay, once you have that, open the "footprints.txt" file for the unnofficial release. You can't use the official releases because they don't recognize the "losb" object type yet. You'll see this code:
losb MarSaraCurtain destruct BraxisAlphaDestructible1x1 doodad PathingBlocker1x1Doodad { 0, 0 }
which is defining a one-cell footprint (located 0, 0 cells away from the object's position) and the lines above that are all different doodads with the same footprint. So if you change this file like this:
losb MarSaraCurtain losb JungleSetsLosBName losb SomeOtherLosbName destruct BraxisAlphaDestructible1x1 doodad PathingBlocker1x1Doodad { 0, 0 }
Then the analyzer will pick up any LosB doodads you drop. If anyone followed along this far, I encourage you to be adventurous and read this explanation of the footprints.txt config file and add those big long vertical and horizontal destructible rocks that are new with the latest patch.
And someday when I get my rig back in order I'll put out analyzer updates again, I've got all these notes and what to add and fix.
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Wine is not an emulator http://www.winehq.org/myths
When i get done work today I'll try and make a wine rapper for the Analyzer. I'll post it if it works w/ instructions on how to install the app. It's not hard. Ether it will work flawlessly or it wont. Aside from that you can always run boot camp.
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On February 08 2011 03:37 Drascoll wrote:Wine is not an emulator http://www.winehq.org/mythsWhen i get done work today I'll try and make a wine rapper for the Analyzer. I'll post it if it works w/ instructions on how to install the app. It's not hard. Ether it will work flawlessly or it wont. Aside from that you can always run boot camp. I'm using CrossOver Games's version of wine through the command line, and it works flawlessly.
I just run it like this: $ cd whatever/directory/you/have/mapanalyzer/in $ wine sc2mapanalyzer.exe
Is that still the case for normal wine?
But a wrapper can be nice too, for those who don't want the power the terminal gives.
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I've added all 1x1 size Line of Sight blockers which you should paste in right after "losb MarSaraCurtain":
+ Show Spoiler [part of footprints.txt] +losb MarSaraCurtain losb AgriaCurtain losb AiurCurtain losb BelShirCurtain losb HavenCurtain losb InvisibleCurtain losb KorhalCurtain losb MeinhoffCurtain losb MonlythCurtain losb NewFolsomCurtain losb RedstoneCurtain losb ShakurasCurtain losb SpacePlatformCurtain losb TarsonisCurtain losb TyphonCurtain losb UlaanCurtain losb UlnarCurtain losb ValhallaCurtain losb XilCurtain losb ZhakulDasCurtain destruct BraxisAlphaDestructible1x1 doodad PathingBlocker1x1Doodad { 0, 0 }
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On February 10 2011 02:59 NullCurrent wrote:I've added all 1x1 size Line of Sight blockers which you should paste in right after "losb MarSaraCurtain": + Show Spoiler [part of footprints.txt] +losb MarSaraCurtain losb AgriaCurtain losb AiurCurtain losb BelShirCurtain losb HavenCurtain losb InvisibleCurtain losb KorhalCurtain losb MeinhoffCurtain losb MonlythCurtain losb NewFolsomCurtain losb RedstoneCurtain losb ShakurasCurtain losb SpacePlatformCurtain losb TarsonisCurtain losb TyphonCurtain losb UlaanCurtain losb UlnarCurtain losb ValhallaCurtain losb XilCurtain losb ZhakulDasCurtain destruct BraxisAlphaDestructible1x1 doodad PathingBlocker1x1Doodad { 0, 0 }
Thanks for putting time into this! I'll add it to the next release.
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On February 08 2011 06:10 NullCurrent wrote:+ Show Spoiler +On February 08 2011 03:37 Drascoll wrote:Wine is not an emulator http://www.winehq.org/mythsWhen i get done work today I'll try and make a wine rapper for the Analyzer. I'll post it if it works w/ instructions on how to install the app. It's not hard. Ether it will work flawlessly or it wont. Aside from that you can always run boot camp. I'm using CrossOver Games's version of wine through the command line, and it works flawlessly. I just run it like this: + Show Spoiler +$ cd whatever/directory/you/have/mapanalyzer/in $ wine sc2mapanalyzer.exe
Is that still the case for normal wine?
But a wrapper can be nice too, for those who don't want the power the terminal gives.
Oh I see, I didn't take time to look at the program when I wrote the line about making a wrapper. Really no need what you posted is a much easier solution.
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The footprint for "Destructible Rocks - Huge Horizontal" as seen on TestMap2:
+ Show Spoiler +destruct DestructibleRampHorizontalHuge { -6, -2 -5, -2 -4, -2 -3, -2 -2, -2 -1, -2 0, -2 1, -2 2, -2 3, -2 4, -2 5, -2 -6, -1 -5, -1 -4, -1 -3, -1 -2, -1 -1, -1 0, -1 1, -1 2, -1 3, -1 4, -1 5, -1 -6, 0 -5, 0 -4, 0 -3, 0 -2, 0 -1, 0 0, 0 1, 0 2, 0 3, 0 4, 0 5, 0 -6, 1 -5, 1 -4, 1 -3, 1 -2, 1 -1, 1 0, 1 1, 1 2, 1 3, 1 4, 1 5, 1 }
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I second this bump. Maybe newer folks just don't know about it? Let's keep this in the sidebar for a day or two for good measure. Also, if I don't see analyzer pics, I'm copy pastin postin.
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I would love to use this analyzer on my map that i recently published, but i cannot figure out how the damn thing works! I've read the manual, and it said to just edit the "Output.txt" and "to-analyze.txt" and that the config file would guide me? I'll say it, im bad with computers... and those things dont seem to be speaking english. plz help.
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How bout some pics? Dunno what the original files look like.
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Here's how they read:
# to-analyze.txt
# This config file is only recognized globally, meaning it is # only read by the map analyzer if it is in the same directory # as the EXECUTABLE (not the same directory as a shortcut to # executable)
# List any number of specific maps to analyze, and use the # character # to comment out lines:
C:\BLAH\BLAH\A Map That Will Be Analyzed.SC2Map #C:\BLAH\BLAH\CommentOut-WontBeAnalyzed.SC2Map
# If a directory is listed, all maps in it are analyzed. C:\BLAB\BLAH\ADirectoryOfMaps
# put an 'r' in front of a directory if you want the map analyzer to # recursively search that directory for maps to analyze r C:\BLAB\BLAB\AnalyzeThisDirAndSubDirs
# output.txt
# This file controls output options. Lines that begin with # the '#' character are comments so those options are ignored. # Just uncomment the lines of output you want. This file at # the global level will set a default for all maps analyzed. # If another copy of output.txt is in the same directory as # a map to analyze, the local copy will override the global copy.
#renderTerrain #renderPathing #renderBases #renderOpenness #renderShortest #renderInfluence renderSummary #writeCSVpermap
# This option only has meaning in the global output.txt, it # will be ignored in a local output.txt #writeCSVaggr
# Set this path to have ALL OUTPUT of the analyzer be thrown # into a common directory. path=C:\A-PATH\sc2mapanalyzer-output
As i understand, im supposed to type in the file name of my map into the "To-Analyse.txt" Somewhere, then im supposed to do Something in the "output.txt"... after that i run the analyser by just double clicking on it... Doing so now however gives me a list of 3 errors that read:
"Warning, a component of the path C:\Blah\Blah\A Map That Will Be Analyzed.SC2Map does not exist or is not a directory, skipping...
Have you edited to-analyze.txt with the paths you want to analyze? "
The other two are similar, with different things after the "C:\Blah\Blah\"
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Ok so that's how I use it:
# If a directory is listed, all maps in it are analyzed. C:\Users\FlopTurnReaver\Documents\StarCraft II\Maps\sc2mapanalyzer-release-1.4.3
In the output.txt I deleted the # before renderShortest and renderSummary (because that's all I need). Then I just copy a map I want to analyze into this folder and execute the analyzer.
EDIT: If you want to use it the other way you obviously have to replace the 'C:\Blah\Blah\A Map That Will Be Analyzed.SC2Map' with the actual path of your mapfile.
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Ok this is how they read now:
# to-analyze.txt
# This config file is only recognized globally, meaning it is # only read by the map analyzer if it is in the same directory # as the EXECUTABLE (not the same directory as a shortcut to # executable)
# List any number of specific maps to analyze, and use the # character # to comment out lines:
C:\BLAH\BLAH\A Map That Will Be Analyzed.SC2Map #C:\BLAH\BLAH\CommentOut-WontBeAnalyzed.SC2Map
# If a directory is listed, all maps in it are analyzed. C:/Users/MyName/Desktop/sc2mapanalyzer-release-1.4.3
# put an 'r' in front of a directory if you want the map analyzer to # recursively search that directory for maps to analyze r C:\BLAB\BLAB\AnalyzeThisDirAndSubDirs
The # before renderSHortest and renderSummary were removed.
I copied the map file and its now in the same folder
I get a pic of the space but not the shortest paths (i assume renderShortest)
Also a set of vertical rocks does not appear, and theres some text saying "resource at point "number here" is in an unpathable cell
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Well first of all you can add a # before the 'C:\BLAH\BLAH\A Map That Will Be Analyzed.SC2Map' again (dunno if it will help anything but it will definitly not do any harm). I have no idea what's up with the shortest stuff, if you did it correctly it should work, don't think I ever had problems with it.
I recently experienced the same problem with vertical rocks not showing up, no idea what to do there. The error with the minerals usually appears if you have mineral patches in an area that's either out of bounds or inside terrain containing pathing blocker.
Can't help you there just from reading.
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your Country52797 Posts
This thread must always be bumped! + Show Spoiler +And maybe on day I'll actually use the analyzer 
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From my tests it seems like the analyzer is broken with map files modified by the editor post patch 1.4.
It reads the wrong map-size and therefore refuses to analyze the map.
My conclusion after some quick look at the format of the MapInfo file is that the version number has been increased from 0x18 to 0x19 which causes some kind of problem.
As dimfish has sent me the code for the analyzer about half a year ago, I took a look at it and found what I guess is the cause of the problem: a condition checking fileVersion == 24. If fileVersion is 24 (0x19), 8 bytes should be skipped before reading map size. Those 8 bytes were introduced between version 23 and 24, and still remain in version 25. Which means that when the MapInfo says that the version is 25, the analyzer will not skip those 8 bytes and read the wrong map size, resulting in the failure.
I have tried to compile the analyzer from that source, and I've succeeded. But when I run the analyzer I don't get any output at all, and it does not crash. I guess it has something to do with me compiling windows software on OS X, but still, it compiled and ran without a crash :/ Unfortunately I don't have the time to try and get a windows environment to work, and compile it there. 
I've found a workaround though:
Workaround (hacky):
We're going to change the version byte manually:
Stuff which is needed:
- Program which can edit files in hexadecimal
OS X: HexFiend
- Program to unpack and pack MPQ files
OS X: MPQExtractor and DropMPQ
1. Unpack the map file to a folder 2. Open MapInfo with the hex-editor 3. The first bytes are 49 70 61 4D, after that is a 19 if it is made using patch 1.4 4. Replace the 19 with 18 (ie. change 25 -> 24) (HexFiend: Select the 19 by dragging over it, then look at the bottom where it says 25, double-click on it and write 24) 5. Save 6. Make sure to remove (attributes) and (listfile) files from the folder if they are present 7. Compress the folder to a MPQ archive 8. Rename to .SC2Map 9. Run the analyzer 10. ... 11. Profit!
If anyone can find a good program for windows for editing hex-files and (un)packing MPQ files, let me know and I'll update it.
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And now we wait to be fixed :p
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On September 22 2011 03:36 synd wrote: And now we wait to be fixed :p Except dimfish (the creator) hasn't been around for a couple of months. Someone else might need to take over this project (or at least get it working properly).
I vote NullCurrent. <3
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On September 22 2011 04:11 funcmode wrote:Except dimfish (the creator) hasn't been around for a couple of months. Someone else might need to take over this project (or at least get it working properly). I vote NullCurrent. <3
I've already tried :
I have tried to compile the analyzer from that source, and I've succeeded. But when I run the analyzer I don't get any output at all, and it does not crash. I guess it has something to do with me compiling windows software on OS X, but still, it compiled and ran without a crash :/ Unfortunately I don't have the time to try and get a windows environment to work, and compile it there.
So I need to set up a windows environment with all the libs and so on, and that will take some time as the only windows I have is one for gaming. OS X is my OS for both StarCraft and development.
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Well in the meantime, here's links for a free mpq and hex editor for windows;
mpq hex
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Uggh I'm so tempted to try and work on it, but I don't want to promise anything. Sad news it's borked due to version number. =(
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aauuuuuuuuugggggggggggggggghhhhhhhhhhhhhh broken map analyzer!
I have tried to compile the analyzer from that source, and I've succeeded. But when I run the analyzer I don't get any output at all, and it does not crash. I guess it has something to do with me compiling windows software on OS X, but still, it compiled and ran without a crash :/ Unfortunately I don't have the time to try and get a windows environment to work, and compile it there.
what is needed to compile this thing?
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sc2mapanalyzer-src-build.zip (1.8 MB)
Compiled on Windows. Latest svn source of map analyser, which may or may not be out of date. Provide your own to-analyse.txt and output.txt. Everything else should be there. Changed the offending line in read.cpp to if( fileVersion >= 24 ). Can someone please confirm if it works for them? I only gave it a quick test.
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I get this error;
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sc2mapanalyzer-src-build.zip
Ok, I've updated the file to include that dll. You shouldn't need it if the exe was statically linked to the GCC library, but I don't know the correct makefile flag that does that. If none of that makes sense to you, then you understand my predicament :/
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Thanks for doing this meatpudding! I just tried this, and it seems to be working, however it seems like the version you modified was a development version, I had to add some new variables to colors.txt before it would work and the output looks very strange and glitchy: + Show Spoiler +influence shortest paths summary![[image loading]](http://i.imgur.com/RwhyL.png) It looks like the original creator was working on some new features in base expansion detection? multiple viable third detection? new openness algorithm?
I think the most recent stable version might be 1.4.6 (this is what I have been using)
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Cool. That's good news so far. The colors.txt I uploaded contains 2 new debug variables that I had to add before it would work, too. I'll take a look for the latest stable version and do an update soon.
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Updated using SVN revision 43, date 5 March 2011. According to the notes this is for exe version 1.4.7, algo v1.3.
Apparently the only changes since the previous release are some bugfixes. There were some major changes after this that may have been unfinished (the most recent revision is #45. #44 was listed as "working towards another major release")
sc2mapanalyzer-src-build.zip
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Seems like 1.4.6-unofficial is the version which produced the best and most output. Sadly I cannot find the source for that one.  Anyone know where to find it (no, it is not on SVN)?
1.4.4 was the version in SVN before 1.4.6-unofficial, and that one is missing output, same goes for 1.4.7 which is the next version and that one also seems to be unfinished.
Also, I've managed to compile a native sc2mapanalyzer for Mac, but sadly it is only the "unfinished" version: http://www.theplanetaryworkshop.com/sc2mapanalyzer-build-1.4.7-mac.zip (it produces some tmp files and I haven't changed it completely for Mac, so filenames are a bit messed up and so on, compiled for x86_64)
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One thousand cookies to you guys for working on this. That's 3 cookies a day for a year! o.O
I've tried playing around with colors.txt but the output images all seem not to include the tint that indicates change of level (up and down ramps). I guess it's not implemented the same/at all in revision 43?
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On September 23 2011 01:17 EatThePath wrote: One thousand cookies to you guys for working on this. That's 3 cookies a day for a year! o.O
I've tried playing around with colors.txt but the output images all seem not to include the tint that indicates change of level (up and down ramps). I guess it's not implemented the same/at all in revision 43?
That is the reason I want to get the source to 1.4.6-unofficial :/
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I made some quick hacks to the exe. After this I'm going to refrain from changing anything til dimfish comes back. The last thing we need is more branching versions of the analyser.
sc2mapanalyzer.exe
Changes:
Now supports iGrok's colour scheme. + Show Spoiler +Add this to colors.txt + Show Spoiler + ############################## # # iGrok's openness scheme # ############################## opennessLow1 = 0.71, 0.98, 0.54 opennessLow2 = 0.61, 0.68, 0.99 opennessMid1 = 0.61, 0.88, 0.44 opennessMid2 = 0.51, 0.58, 0.97 opennessHigh1 = 0.51, 0.78, 0.34 opennessHigh2 = 0.41, 0.48, 0.87
Add this to constants.txt + Show Spoiler + ##################################### # # for iGrok's openness scheme # ##################################### int numOpennessGradientColors = 2
Added some info to the bases image, including map size and resource density.
Previous versions supporting patch 1.4: + Show Spoiler +
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On September 23 2011 05:15 Barrin wrote: By the way... I actually talked to dimfish once about the possibility of someone taking over this project for him some day. He told me that he would like to continue this project himself and that he expected to be here to continue updating it. That was at least a few months before he disappeared, so maybe his opinion changed. But maybe it hasn't and he'll be backs soonish.
I could probably give it a go, I haven't programmed C++ in a serious project before, but it should not be that hard to pick up. Would be good if we could get it up on github or something and get a group of us collaborating on it.
On September 23 2011 05:15 Barrin wrote: dimfish is my friend and I would not want to cross him, so I would ask that we respect his intellectual property rights (he has some right?). Obviously fixing it for the newest patch for him is great, he won't mind that.
It is licensed as GPL v3 according to sc2mapster.com, and the current SVN repository is also there (but it is missing version 1.4.6-unofficial, which was released by dimfish but never added to the SVN ). So according to the license it is ok, but I'd like to get an ok from dimfish first before continuing the development as he both has the code to 1.4.6 and knows the direction he wants the project to take.
On September 23 2011 05:15 Barrin wrote: I would REALLY love these things on the summary image: % of map space that is pathable width of map * height of map / number of resources on map I would love you forever.
Well, the first thing I'd want to do (if I will work on the analyzer) is to make the code itself compile on both Windows, Mac and Linux (the needed libraries work for all three of them, but needed some coercion to compile with Mac Ports) without changes, as currently it botches the file-naming and file opening on BSD-style OS:es (in addition to some other annoyances, like not being able to remove temporary files by itself).
I would probably also swap out the Dijkstra's algorithm with A* for determining shortest paths, as A* is generally faster and has a good heuristics function for square grids. In addition I want to add a path smoothing algorithm as the current pathfinding algorithm only supports cardinal directions, diagonals and lines directly between them (which means that the distances it finds usually are a slight bit longer than they actually are in game).
The changes you want seem to be easy to implement, but as the current code we have still is in an incomplete state, I think it would be better to first improve it until the result is as good as 1.4.6 or better. (I will continue to use 1.4.6 for my analyzer pictures, but 1.4.7 to just get the images when I make maps)
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Nooo, screw dimfish, make it work Null!
:D
Jokes aside, while I totally respect the desire for dimfish's approval, etc, I think it's also fair to say we can't/shouldn't wait forever. What do people think is a good time frame to give him the opportunity to return to the mapping scene he so unfortunately abandoned?
Don't get me wrong, I do hope he comes back, was an awesome guy!
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With the TL Map Making Contest announced everyone's going to want a fix as fast as possible.
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We have fixed versions; I've made one for mac and meatpudding has made another one for windows (just fixing that if condition).
If you want to use 1.4.6 (which has better graphics and so on) you can use my workaround here: http://www.teamliquid.net/forum/viewpost.php?post_id=11475991
This is meant for final things as it requires some effort before running it through the analyzer, the ones which work without changes to the map version will work fine during map testing. I recommend using 1.4.6 when you render the final analyzer images however.
I hope to be able to reach dimfish, so we can continue on this tool. So far no luck yet
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Thanks, it works perfectly.
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On September 28 2011 17:19 NullCurrent wrote: We have fixed versions; I've made one for mac and meatpudding has made another one for windows (just fixing that if condition).
So, are you saying that you have fixed it and are waiting on dimfish's approval to release it?
EDIT: Oh, nevermind. I thought you meant for the 1.4.6.
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Where can i get a fixed Map Analyzer for my maps ?
I tried 1.4.6 (unoffical), 1.4.2 and 1.3.1, but everytime i get an Error. Just wanna look at those Rush Distances and the size of the Main Bases.
Thanks.
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Where can i get a fixed Map Analyzer for my maps ?
windows
mac
someone should put these in the OP
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None of these versions work for me :/
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Tons of warnings, unexpected map size etc. Tried an hour to get this thing to work, and it doesn't work. Do I need to know code to use this? Then I'm out, how is this supposed to be useful if it doesn't work on any mapsize?
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I tried to make it work for like 4 hours, but the only thing that work are those Rush Distances, everything else is broken and i get Warnings every time. Hope there comes a new working version soon.
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On October 18 2011 23:44 Apoo wrote:I tried to make it work for like 4 hours, but the only thing that work are those Rush Distances, everything else is broken and i get Warnings every time. Hope there comes a new working version soon. 
Ye it may be a great program for people who actually know code, but this is not user friendly at all for people that don't know code. I managed to switch between 10 and 2 warnings, but never got any results.
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Surprised at the amount of people having issues? No problems here ... you guys are using from the above links?
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Funny thing, kind of embarresing then again it isn't mentioned in the manual: You need to close the map you are analyzing. Got more results now, but this tool isn't meant for 2v2 I think :D
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The problem is MPQ editor doesn't want to remove (listfile) from the list of files so you can't crack your own map in windows for the sc2mapanalyzer to work.
I kept a copy of the 1.3.4 sc2 map editor and it can open maps saved with version 1.4. I'm not really sure you can save 1.4 maps for sc2mapanalyzer with it, but at least you can open older maps and edit them for sc2mapanalyzer. It's way easier to analyze your map this way.
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I tried to make it work for like 4 hours, but the only thing that work are those Rush Distances, everything else is broken and i get Warnings every time. Hope there comes a new working version soon. @ Apoo -- I'm not sure what you tried, but Turbogangsta's explaination was pretty straightforward. After you extract the program to its own folder somewhere, just drop the map in that you want to analyze into that folder, and as Callynn mentioned make sure nothing has a open file handle to it (like the editor). At that point you should just be able to run the analyzer and your pictures should pop out (along with some CSV stat files).
The only thing I am getting in return is the rush distances and the summary. But I have not tried to get anything else out of it -- although, I usually didn't do more than this anyway.
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I was wondering if anyone who is familiar with this program can tell me if the program can do what I am looking for.
Tell me the co-ordinates (x,y) each gas geyser and mineral patch. As well the co-ordinates for each spawn location.
I understand that Second and Third expos do not have a defined location so I would be surprised if it could report the co-ordinates for optimal base placement for them.
Judging by the output pictures, all of that info seems to be there. I was just wondering if it is possible to pull that information using config files.
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On October 21 2011 18:26 stanik wrote: I was wondering if anyone who is familiar with this program can tell me if the program can do what I am looking for.
Tell me the co-ordinates (x,y) each gas geyser and mineral patch. As well the co-ordinates for each spawn location.
I understand that Second and Third expos do not have a defined location so I would be surprised if it could report the co-ordinates for optimal base placement for them.
Judging by the output pictures, all of that info seems to be there. I was just wondering if it is possible to pull that information using config files.
That is not possible using config files, instead you have to rewrite a lot of code, I think (not sure about the amount, but new code surely needs to be added to make it spit out those numbers).
It might be possible with triggers to get the coordinates for the minerals, and IIRC it is definitely possible for the starting locations. So I suggest you check if triggers might solve your problem first before trying to hack the analyzer.
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Need help with cryptic error
Cryptic analyser error + Show Spoiler +
Output.txt + Show Spoiler + # output.txt
# This file controls output options. Lines that begin with # the '#' character are comments so those options are ignored. # Just uncomment the lines of output you want. This file at # the global level will set a default for all maps analyzed. # If another copy of output.txt is in the same directory as # a map to analyze, the local copy will override the global copy.
#renderTerrain #renderPathing #renderBases #renderOpenness #renderShortest #renderInfluence renderSummary #writeCSVpermap
# This option only has meaning in the global output.txt, it # will be ignored in a local output.txt #writeCSVaggr
# Set this path to have ALL OUTPUT of the analyzer be thrown # into a common directory. path=C:\Users\***\Desktop\Analyser
To analyse.txt + Show Spoiler + # to-analyze.txt
# This config file is only recognized globally, meaning it is # only read by the map analyzer if it is in the same directory # as the EXECUTABLE (not the same directory as a shortcut to # executable)
# List any number of specific maps to analyze, and use the # character # to comment out lines:
C:\Users\***\Desktop\Void Chasm.SC2Map #C:\BLAH\BLAH\CommentOut-WontBeAnalyzed.SC2Map
# If a directory is listed, all maps in it are analyzed. #C:\BLAB\BLAH\ADirectoryOfMaps
# put an 'r' in front of a directory if you want the map analyzer to # recursively search that directory for maps to analyze #r C:\BLAB\BLAB\AnalyzeThisDirAndSubDirs
- All I have altered from the original files is the output and to-analyse paths.
- The paths are correct.
I have searched around for this but the analysers history of problems is quite colourful and it's like finding a needle in a haystack. Can anyone help?
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Why don't you just use the option of analyze all the maps in a certain folder? No idea if that'd help but you should definitly try it^^
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On October 23 2011 22:22 SaltyDog wrote:Need help with cryptic error Cryptic analyser error+ Show Spoiler +Output.txt+ Show Spoiler + # output.txt
# This file controls output options. Lines that begin with # the '#' character are comments so those options are ignored. # Just uncomment the lines of output you want. This file at # the global level will set a default for all maps analyzed. # If another copy of output.txt is in the same directory as # a map to analyze, the local copy will override the global copy.
#renderTerrain #renderPathing #renderBases #renderOpenness #renderShortest #renderInfluence renderSummary #writeCSVpermap
# This option only has meaning in the global output.txt, it # will be ignored in a local output.txt #writeCSVaggr
# Set this path to have ALL OUTPUT of the analyzer be thrown # into a common directory. path=C:\Users\***\Desktop\Analyser
To analyse.txt+ Show Spoiler + # to-analyze.txt
# This config file is only recognized globally, meaning it is # only read by the map analyzer if it is in the same directory # as the EXECUTABLE (not the same directory as a shortcut to # executable)
# List any number of specific maps to analyze, and use the # character # to comment out lines:
C:\Users\***\Desktop\Void Chasm.SC2Map #C:\BLAH\BLAH\CommentOut-WontBeAnalyzed.SC2Map
# If a directory is listed, all maps in it are analyzed. #C:\BLAB\BLAH\ADirectoryOfMaps
# put an 'r' in front of a directory if you want the map analyzer to # recursively search that directory for maps to analyze #r C:\BLAB\BLAB\AnalyzeThisDirAndSubDirs
- All I have altered from the original files is the output and to-analyse paths.
- The paths are correct.
I have searched around for this but the analysers history of problems is quite colourful and it's like finding a needle in a haystack. Can anyone help?
a recent patch broke the analyzer for everyone http://www.teamliquid.net/forum/viewpost.php?post_id=11475991
There are links to fixed versions here:
windows (from meatpudding)
mac (from NullCurrent)
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Downloaded the sc2mapanalyser.exe and replaced my current one with it. Get this error message and doesn't run. + Show Spoiler +
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On October 24 2011 04:28 SaltyDog wrote:Downloaded the sc2mapanalyser.exe and replaced my current one with it. Get this error message and doesn't run. + Show Spoiler +
I'm getting the exact same error with version 1.4.6 and meatpudding's exe. Tried running in WinXP compatibility mode and admin rights, didn't work.
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im still not sure why so many people are having issues with meatpudding's fix but im uploading my copy of his fix, the entire package, which i know works for sure on my system
http://www.mediafire.com/?7zo932w2rr9dumn
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On October 24 2011 23:57 a176 wrote:im still not sure why so many people are having issues with meatpudding's fix but im uploading my copy of his fix, the entire package, which i know works for sure on my system http://www.mediafire.com/?7zo932w2rr9dumn
Thanks so much for this! It works! +1 for you^^
I noticed that your archive contains the files 'StormLib.dll' and 'libgcc_s_dw2-1.dll", these were not included in my download of the unofficial 1.4.6 release.
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On October 24 2011 23:57 a176 wrote:im still not sure why so many people are having issues with meatpudding's fix but im uploading my copy of his fix, the entire package, which i know works for sure on my system http://www.mediafire.com/?7zo932w2rr9dumn Hadn't yet tried doing any of the fixes myself, but saw this and went straight for it. Worked like a charm in Vista.
Big thanks.
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On October 24 2011 23:57 a176 wrote:im still not sure why so many people are having issues with meatpudding's fix but im uploading my copy of his fix, the entire package, which i know works for sure on my system http://www.mediafire.com/?7zo932w2rr9dumn Works for me too on Win7. Thank you kind sir!
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On October 24 2011 23:57 a176 wrote:im still not sure why so many people are having issues with meatpudding's fix but im uploading my copy of his fix, the entire package, which i know works for sure on my system http://www.mediafire.com/?7zo932w2rr9dumn Thanks a bundle! Works for me!
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On October 24 2011 23:57 a176 wrote:im still not sure why so many people are having issues with meatpudding's fix but im uploading my copy of his fix, the entire package, which i know works for sure on my system http://www.mediafire.com/?7zo932w2rr9dumn
Thanks a ton!
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I'm glad to see people are still using the analyzer!
I get a lot of questions about seeing the source code; the whole thing is open source. You can grab it from this repository:
svn://svn.sc2mapster.com/sc2/sc2-map-analyzer/mainline/trunk
And I guess I've been away from TL so long I am unable to edit the OP. TL FIGHTING!
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Welcome back, thanks for the awesome program!
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I'd like to request a feature: Total playable area. Calculated the exact same way as the base size (CCs etc) but for the whole map. unless this is already in and I'm a doofus in which case how do I turn it on.
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On December 17 2011 16:18 Zolek wrote: I'd like to request a feature: Total playable area. Calculated the exact same way as the base size (CCs etc) but for the whole map. unless this is already in and I'm a doofus in which case how do I turn it on.
im curious as to why you'd want this stat
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I'm having trouble with this again. I got it to work for the TL contest, but I can't seem to figure out what I did to get it to work then. I have both the 1.46 and 1.47 unofficial releases and they both give different errors. The latter gives one warning saying "objects is version 27, file version 26 expected." The former one has two warnings saying "Unexpected format for MapInfo ... " and "Could not read required map files ... "
Does anyone have experience fixing these errors? Do you need more info from me? Thanks.
EDIT: Never mind... Run as admin fixed it.
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On October 24 2011 23:57 a176 wrote:im still not sure why so many people are having issues with meatpudding's fix but im uploading my copy of his fix, the entire package, which i know works for sure on my system http://www.mediafire.com/?7zo932w2rr9dumn
Finally works with this version! Thank you!!!
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Can someone explain what "space for 36.1 CC's" means? I also wonder what the numbers of the distances stands for, it is a measure of cells or something like that? thanks in advance!
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On March 21 2012 19:23 sandah wrote: Can someone explain what "space for 36.1 CC's" means? I also wonder what the numbers of the distances stands for, it is a measure of cells or something like that? thanks in advance!
Space for CCs is basically just another way of saying how many open units are in your main. Figure a command center is 25 square units, 36.1 CCs is 902 square units open in your main.
Typically the acceptable range for main base size is 30-38.
Rush distance is measured in the same units. Typical 'safe' rush distances for natural to natural are between 120 to 155.
While in editor view (the V key switches between editor and game view) press ctrl-shift-h to view these units directly on your map. It is helpful for measuring chokes.
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On March 21 2012 22:53 wrl wrote:Show nested quote +On March 21 2012 19:23 sandah wrote: Can someone explain what "space for 36.1 CC's" means? I also wonder what the numbers of the distances stands for, it is a measure of cells or something like that? thanks in advance!
Space for CCs is basically just another way of saying how many open units are in your main. Figure a command center is 25 square units, 36.1 CCs is 902 square units open in your main. Typically the acceptable range for main base size is 30-38. Rush distance is measured in the same units. Typical 'safe' rush distances for natural to natural are between 120 to 155. While in editor view (the V key switches between editor and game view) press ctrl-shift-h to view these units directly on your map. It is helpful for measuring chokes.
Thanks alot!
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Hello, I modified everything, the path etc.. But i got this error: "Unexpected format for MapInfo, map size appears to be <108246, 0>. No MapInfo file. Could not read required map files for mapname, skipping"
And i got others message with the same thing "No mapinfo"
Maybe i'm dumb, or i have not read everything, but what the hell is MapInfo, how i get it?
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On March 23 2012 22:09 AnalyZ wrote: Hello, I modified everything, the path etc.. But i got this error: "Unexpected format for MapInfo, map size appears to be <108246, 0>. No MapInfo file. Could not read required map files for mapname, skipping"
And i got others message with the same thing "No mapinfo"
Maybe i'm dumb, or i have not read everything, but what the hell is MapInfo, how i get it?
the analyzer has been broken like that for a while, try to use this version: http://www.teamliquid.net/forum/viewpost.php?post_id=12010987
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omg thank you very much
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Getting this issue (other maps work): + Show Spoiler +Warning: Could not open map MPQ archive file oZz Vaha.SC2Map Warning: Could not open required map files for oZz Vaha.SC2Map
Any ideas?
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You cant analyze a map that is opened in the editor, could be the issue.
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Fixed one issue, created another xD.
Warning: Unexpected format for MapInfo--likely an unknown, new version. No MapInfo file. Warning: Could not read required map files for oZz Vaha.
Thank you for the help!
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How can i make image like this?
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I have a coupple of wishes / requests.
1. Nat2nat distance translated into seconds for an scv to travel 2. Playable map size (so you dont have to check it ingame) displayed in the overview 3. Natural choke identified and the distance between nat chokes. 4. Pathing read for pathing-blocking doodads
I realize this may have been requested before, and prob the last point is not in beacuse of technical limitations.
Thanks for a great tool that has helped me find many bugs, and fine-tune melee maps for about a year.
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I was using this tool and wanted to change some things, so I got it to build and started editing. I also added in some suggestions from this thread. The source code is available at SC2Mapster, and there is also a list of the changes there--you can use that to try for a mac build, as well. Here's a preview of what it looks like on Cloud Kingdom LE. License is still GPLv3, big thanks to dimfish for this wonderful tool.
Download Link
Let me know if you experience any issues with this version.
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On May 27 2012 10:58 Furlqt wrote:I was using this tool and wanted to change some things, so I got it to build and started editing. I also added in some suggestions from this thread. The source code is available at SC2Mapster, and there is also a list of the changes there--you can use that to try for a mac build, as well. Here's a preview of what it looks like on Cloud Kingdom LE. License is still GPLv3, big thanks to dimfish for this wonderful tool. Download LinkLet me know if you experience any issues with this version.
I just tried this, very cool!
My only (very minor) nitpick at this moment is the lack of 'grid lines' (dots on the corners of the build grid cells) in the summary images, imo this image is the most useful, (aside from the distance images) and I think that it is more useful for demonstrating choke sizes etc with gridlines.
thanks for working on this!
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On May 27 2012 13:57 Namrufus wrote: My only (very minor) nitpick at this moment is the lack of 'grid lines' (dots on the corners of the build grid cells) in the summary images, imo this image is the most useful, (aside from the distance images) and I think that it is more useful for demonstrating choke sizes etc with gridlines.
New revision (r50) committed and built. Download Link
You'll see new options in constants.txt allowing you to choose when to render vertices and how to render them.
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On May 27 2012 15:12 Furlqt wrote:Show nested quote +On May 27 2012 13:57 Namrufus wrote: My only (very minor) nitpick at this moment is the lack of 'grid lines' (dots on the corners of the build grid cells) in the summary images, imo this image is the most useful, (aside from the distance images) and I think that it is more useful for demonstrating choke sizes etc with gridlines. New revision (r50) committed and built. Download LinkYou'll see new options in constants.txt allowing you to choose when to render vertices and how to render them.
Cool, I just tried the new version. Really great!
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So I'm trying to use the Mac version, but this is what I get:
****$ ****/sc2mapanalyzer-build-1/sc2mapanalyzer ; exit; dyld: Library not loaded: libStorm.dylib Referenced from: ****/sc2mapanalyzer-build-1/sc2mapanalyzer Reason: image not found Trace/BPT trap: 5 logout
[Process completed]
**** is just me censoring potentially sensitive information, like directory structure, etc. That aside, any reason why the UNIX executable doesn't want to load libStorm.dylib? It's in the same folder, just as it was downloaded. Am I missing a step or something?
EDIT: Bahaha, solved it. For other Mac users who might run into the same thing, what you have to do is move libStorm.dylib into /usr/lib. Wasn't originally aware of this until I did a bunch of research on dylib files. @_@!!
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On May 27 2012 15:12 Furlqt wrote:Show nested quote +On May 27 2012 13:57 Namrufus wrote: My only (very minor) nitpick at this moment is the lack of 'grid lines' (dots on the corners of the build grid cells) in the summary images, imo this image is the most useful, (aside from the distance images) and I think that it is more useful for demonstrating choke sizes etc with gridlines. New revision (r50) committed and built. Download LinkYou'll see new options in constants.txt allowing you to choose when to render vertices and how to render them.
This is awesome, thanks! I shall certainly be using this :D
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Argh, so even with NullCurrent's MPQ editing solutions, I get the following:
Opening ****/maps/test.SC2Map... map name found for preferred locale: [CD Quarantine Zone] map name as part of filenames: [CDQuarantineZone] sh: -c: line 1: syntax error: unexpected end of file sh: -c: line 1: syntax error: unexpected end of file Prepping analysis, ....ERROR: No internal entry for float constant chokeDetectionThreshold. Help improve the map analyzer: send map files that cause errors to dimfish.mapper@gmail.com. Anybody have any ideas?
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On May 24 2012 16:24 Meltage wrote: I have a coupple of wishes / requests.
1. Nat2nat distance translated into seconds for an scv to travel 2. Playable map size (so you dont have to check it ingame) displayed in the overview 3. Natural choke identified and the distance between nat chokes. 4. Pathing read for pathing-blocking doodads
Divide the distance by the worker speed 2.78 and you have your time
Your other suggestions are very important tho
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Here's my current copy's constants.txt and footprints.txt; the constants.txt should help you out, stormfoxSC. The constants have changed a bit since the previous release. The footprints.txt here has all (I think) the footprints for doodads from current ladder maps.
constants.txt footprints.txt
There is, however, a typo in the internal config that is responsible for your problem. I went ahead and updated the svn with the fix--no need to rebuild, though, just use constants.txt.
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On June 04 2012 07:09 Furlqt wrote:Here's my current copy's constants.txt and footprints.txt; the constants.txt should help you out, stormfoxSC. The constants have changed a bit since the previous release. The footprints.txt here has all (I think) the footprints for doodads from current ladder maps. constants.txtfootprints.txtThere is, however, a typo in the internal config that is responsible for your problem. I went ahead and updated the svn with the fix--no need to rebuild, though, just use constants.txt. Hm, I updated both my constants.txt and footprints.txt to what you provided, but I still receive the same error. Thanks for the effort though!
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On June 05 2012 09:03 stormfoxSC wrote:Show nested quote +On June 04 2012 07:09 Furlqt wrote:Here's my current copy's constants.txt and footprints.txt; the constants.txt should help you out, stormfoxSC. The constants have changed a bit since the previous release. The footprints.txt here has all (I think) the footprints for doodads from current ladder maps. constants.txtfootprints.txtThere is, however, a typo in the internal config that is responsible for your problem. I went ahead and updated the svn with the fix--no need to rebuild, though, just use constants.txt. Hm, I updated both my constants.txt and footprints.txt to what you provided, but I still receive the same error.  Thanks for the effort though!
The only reason for this then would be that the program is unable to open constants.txt. First, try running as administrator, and then make sure it's in the same directory as the .exe.
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On June 05 2012 12:47 Furlqt wrote:Show nested quote +On June 05 2012 09:03 stormfoxSC wrote:On June 04 2012 07:09 Furlqt wrote:Here's my current copy's constants.txt and footprints.txt; the constants.txt should help you out, stormfoxSC. The constants have changed a bit since the previous release. The footprints.txt here has all (I think) the footprints for doodads from current ladder maps. constants.txtfootprints.txtThere is, however, a typo in the internal config that is responsible for your problem. I went ahead and updated the svn with the fix--no need to rebuild, though, just use constants.txt. Hm, I updated both my constants.txt and footprints.txt to what you provided, but I still receive the same error.  Thanks for the effort though! The only reason for this then would be that the program is unable to open constants.txt. First, try running as administrator, and then make sure it's in the same directory as the .exe. Both of those are already the case, sadly. =_=... Just can't seem to figure out this Mac version.
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Hi dimfish, I downloaded SC2 Map Analyzer 1.4.3 and since I'm a macbook pro user, I ran it by clicking sc2mapanalyzer.exe, however, there was an error popup with odd language code writings and that said "This program cannot be run in DOS mode." at the very top. What is going on? To the point, can mac users even use sc2 map analyzer and if not, then can I never enter map contests? Talking about map contests, like the major ones like TLMC, do they require map makers to use sc2 map analyzers? If not, that would be great, cause I tried using the map analyzer but it won't work on my macbook pro. Thanks.
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every time I try to analyze a map it tells me that the files are in an unexpected format and the map size appears to be [some large numer, 0]. any help??
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I have 1.4.3 which is the one on the page you posted... I don't know why it isn't working
EDIT: I found the unofficial 1.4.6 release and downloaded it, I still get the same error :l
EDIT2: I tried analyzing the maps that are in the 1.4.6 folder when you download it, and it analyzes those. Seems like it's only maps that I saved that don't run. I think my editor is saving the MapInfo part incorrectly, I'm running the Starcraft 2 Repair tool and hopefully that will fix it
EDIT#: Didn't work I'm still getting an unexpected MapInfo format error, I have no idea what to do
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On July 29 2012 04:59 SunlethWaterscape wrote: Hi dimfish, I downloaded SC2 Map Analyzer 1.4.3 and since I'm a macbook pro user, I ran it by clicking sc2mapanalyzer.exe, however, there was an error popup with odd language code writings and that said "This program cannot be run in DOS mode." at the very top. What is going on? To the point, can mac users even use sc2 map analyzer and if not, then can I never enter map contests? Talking about map contests, like the major ones like TLMC, do they require map makers to use sc2 map analyzers? If not, that would be great, cause I tried using the map analyzer but it won't work on my macbook pro. Thanks.
bootcamp with windows?
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That did it! Thanks a ton<3
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With the release of 1.5, it seems that map analyzer is no longer working for me. Does anyone have any working version available to them that I'm unaware of?
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On August 01 2012 13:59 Timetwister22 wrote: With the release of 1.5, it seems that map analyzer is no longer working for me. Does anyone have any working version available to them that I'm unaware of? Ha, I was wondering when someone would notice. 
I have discovered a reasonable alternative for analyzing rush distances in the interim, however.
Under Tools, you'll find the new distance measuring tool, which gives a point-to-point measurement between any 2 points you want - main-main, nat-nat, even specific attack/defense paths. There is a catch though, currently this tool is flummoxed by ramps, meaning that for most maps a nat-nat measurment will not be given(it will say "path - none"). If you manually add ground pathing on the ramps, however, the tool will once again work normally and can give an accurate readout for rush distances - all within the confines of the editor itself.
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For 1.5.0, someone will need to bump the MPQ library version, at least, and there may be yet other changes to the map format. I don't think I'll have the time to do this. Hopefully the new editor tools will suffice for the time being.
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The distance measure tool crashes my editor.
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so... many... links... and... different... versions...
With all the people making these quick fixes, its seriously hard to keep track of which fix is updated and which fix needs fixing! Anyway I'm trying to get any version of this working, i've downloaded 4 different ones and each seems to give different errors
Can someone please help point out which version to download? Or verify that none work?
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AFAIK, it is not functional. Waiting for an update.
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Yeah I haven't heard of a working version yet post-patch.
In the meantime, ctrl+m to switch to distance measurer, space bar to switch back to selection mode. You can do most anything you need to do with the distance measurer, at least to a degree that is close enough.
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On August 17 2012 17:24 Fatam wrote: Yeah I haven't heard of a working version yet post-patch.
In the meantime, ctrl+m to switch to distance measurer, space bar to switch back to selection mode. You can do most anything you need to do with the distance measurer, at least to a degree that is close enough. Wait, is this fabled feature inside the SC2 map editor itself? O_O
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On August 18 2012 02:43 iamcaustic wrote:Show nested quote +On August 17 2012 17:24 Fatam wrote: Yeah I haven't heard of a working version yet post-patch.
In the meantime, ctrl+m to switch to distance measurer, space bar to switch back to selection mode. You can do most anything you need to do with the distance measurer, at least to a degree that is close enough. Wait, is this fabled feature inside the SC2 map editor itself? O_O Yes. Be careful though, it doesn't work if a ramp is in the way, not at first anyway. What you have to do is enable ground pathing along each ramp along the path you want to measure(like the opposite of painting no-pathing areas). If you don't, it won't give a result.
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On August 17 2012 06:22 freshnw wrote: AFAIK, it is not functional. Waiting for an update. Awwww. Hopefully some hero comes along and fixes it for us
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booo, hate to double post but putting it back on the front page might bring some attention to it =o
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Is there any chance of getting source code for this? I know that we haven't heard from the developer in a while but it'd be great if somebody else (like me?) could just make updates to it
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On August 25 2012 02:45 RFDaemoniac wrote: Is there any chance of getting source code for this? I know that we haven't heard from the developer in a while but it'd be great if somebody else (like me?) could just make updates to it This! :D
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svn://svn.sc2mapster.com/sc2/sc2-map-analyzer/mainline/trunk
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On August 26 2012 02:05 a176 wrote: svn://svn.sc2mapster.com/sc2/sc2-map-analyzer/mainline/trunk
whats this? o_O
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That's the source code!
Is it okay if I put the project on Github? I'm more familiar with git and appreciate being able to accept multiple people's changes.
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i dont think there'd be an issue. dimfish put up the source so we can freely modify. he doesnt post alot anymore but im sure hes lurking somewhere in the depths ...
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Yay :D thanks!
Tbh I would think as long as you give dimfish credit then all will be good.
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Any news RFDaemoniac? Or anyone else perhaps? :o
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I hope double post bumps aren't frowned on!
Any news on this?
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It's been over a month since this was last bumped, sorry for tripple posting!
Has anyone come up with a fix or a new version of sorts?
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I haven't had the time/motivation to look at the formatting of a .SC2Map, sorry to disappoint. I still have the source as a repository and plan on looking at it sometime...
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The folder does not contain a to-analyze.txt or output.txt file. I just extract the 5 files to a folder and double click the application and it opens and immediately crashes.
Problem signature: Problem Event Name: APPCRASH Application Name: sc2mapanalyser.exe Application Version: 0.0.0.0 Application Timestamp: 51b1db68 Fault Module Name: sc2mapanalyser.exe Fault Module Version: 0.0.0.0 Fault Module Timestamp: 51b1db68 Exception Code: c0000005 Exception Offset: 0001aadb OS Version: 6.2.9200.2.0.0.256.48 Locale ID: 4105 Additional Information 1: 55bd Additional Information 2: 55bdb125e5f5eebba32ff4470f6d6db1 Additional Information 3: 18ae Additional Information 4: 18aefe92cc25ae460faf97eabf08660d
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your Country52797 Posts
This is an outdated version, try this instead.
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On April 18 2014 04:29 The_Templar wrote:This is an outdated version, try this instead.
Okay, that's what I was using.
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I don't know why but it freezes immediately. When I read this post I thought it was because I hadn't set the correct paths in those files, (and there was no readme to let me know I should), but the files aren't in the new version.
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