• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:57
CEST 02:57
KST 09:57
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL20] Ro16 Preview Pt1: Ascent8Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4
Community News
Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues8LiuLi Cup - September 2025 Tournaments2Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris72
StarCraft 2
General
Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues What happened to Singapore/Brazil servers? Team Liquid Map Contest #21 - Presented by Monster Energy #1: Maru - Greatest Players of All Time Production Quality - Maestros of the Game Vs RSL 2
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series Chzzk MurlocKing SC1 vs SC2 Cup Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
External Content
Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast
Brood War
General
FlaSh on ACS Winners being in ASL ASL20 General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL Polish World Championship 2025 20-21 September [ASL20] Ro16 Preview Pt1: Ascent
Tourneys
[ASL20] Ro16 Group A [IPSL] ISPL Season 1 Winter Qualis and Info! [Megathread] Daily Proleagues Is there English video for group selection for ASL
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Path of Exile Warcraft III: The Frozen Throne
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI UK Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion MLB/Baseball 2023 2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Collective Intelligence: Tea…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1055 users

[H] Colors for Map Analyzer - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 Next All
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-21 21:06:57
October 21 2010 21:06 GMT
#21
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-21 21:27:49
October 21 2010 21:26 GMT
#22
--- Nuked ---
burningDog
Profile Joined September 2010
Netherlands59 Posts
October 21 2010 21:37 GMT
#23
Also: colorpicker.com

You can even make sets (which is nice).
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
October 21 2010 22:10 GMT
#24
--- Nuked ---
BoomStevo
Profile Joined August 2010
United States332 Posts
October 21 2010 22:19 GMT
#25
My theory on the openness colors were that the opennessHigh color was a warning color and the rest were 'safe' colors. So you would take a quick look at the image and if you see a lot of red, it would stand out because you probably don't want everything to be extremely open. You want most paths to be green to yellow and contrast isn't as important since you don't need as much precision.

With burningDog's openness colors, there is definitely more contrast and you can better see the changes in openness but I think the meaning of the colors is lost because the magenta color stands out to me, but then it is used on the middle openness that shows up the most. Instead of warning us when something becomes too open.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
October 21 2010 22:22 GMT
#26
--- Nuked ---
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 21 2010 22:30 GMT
#27
Yeah, exactly what Barrin said. Openness is not good or bad. You really want the various bands to stand out though, so if your map has different openness in areas that are supposed to be balanced, then it should stand out in the image.

One of my goals for openness is to detect that the choke between the natural and third bases on Scrap Station is tighten for the lower spawn and more open at the top. I'd like for this difference to be noticeable just from looking at an openness image. Many players found this by experimenting in the game, but the map analyzer should nail stuff like this in a snap.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
October 21 2010 22:42 GMT
#28
--- Nuked ---
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 21 2010 22:56 GMT
#29
On October 22 2010 07:42 Barrin wrote:
This is intrinsically connected to the # of color variables that shift over a specified area of space. In other words, I really think you're the one with the proper tools to change this.

But for us, it seems to me that in order to do this is it extremely important to make sure that opennessMid1 and opennessMid2 should contrast the most. opennessLow and opennessMid1 should also contrast a lot, depending on the map really.


If you open up constants.txt you can change the variable "maxOpennessRender" or something like that to set the scale!

So it goes like this: when a map cell is directly adjacent to a boundary is has openness zero, it always renders the openness minimum color, say red (I think it is currently red?)

Let's say you made a completely empty map that was 64x64. I think the current opennessMax constant is 14 or 15, so all the cells in the middle of your map that are farther than 15 from the edge will all be the opennessMax color. So if you make the opennessRenderMax constant 32, then the openness gradient would stretch to the center of your 64x64 map.

So yes, you can stretch or squish the scale as you like, but if you want more levels you gotta tell me and I'll code it in, and create the extra colors like for influence.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
October 21 2010 22:59 GMT
#30
--- Nuked ---
burningDog
Profile Joined September 2010
Netherlands59 Posts
October 21 2010 23:06 GMT
#31
Maybe the maxOpennessRender should be set to 9 (or maybe 12 + one extra level). Somehow that feels like it makes sense to me, because alot of buidings are 3x3.

I'm done messing arround with the analyzer for today, but maybe it can help someone (if it actually does make any sense ).
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-22 00:01:36
October 21 2010 23:30 GMT
#32
--- Nuked ---
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 21 2010 23:59 GMT
#33
Barrin, what your saying is true for a hallway that is exactly 20 cells wide (10 cells of good openness colors in each direction). But the analyzer actually does a really good job of calculating when a point is like 7.35 cells away from a boundary, whatever the angle is to the closest thing. So actually lots of cells on the map are colored in the gradient with in-between values.

Still, if it looks good, it looks good. and YES YES YES we need a standard, like the current version has become a standard, so when someone looks at the openness image of a new map they can put it in perspective compared to maps they know.

Any takers for even more openness colors, or are the current levels with a new max of 10/12 or some such looking good?

Any suggestions what the benchmark maps are for openness? What maps show extremes in tight and open in the most critical areas (main choke, natural + surroundings)?
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-22 01:24:34
October 22 2010 00:54 GMT
#34
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-22 02:42:58
October 22 2010 02:22 GMT
#35
--- Nuked ---
Samro225am
Profile Joined August 2010
Germany982 Posts
October 22 2010 11:38 GMT
#36
barrin:
the problem in picking colors with strong contrast is that the actual space of the map gets separated into several stripes. this is not very intuitiv since one could get the impression of a narrow space.

i like the concept of sticking to 'neutral' colors. did the same. no comments on my try (first page)? probably more contrast needed?
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-23 09:28:32
October 23 2010 06:19 GMT
#37
--- Nuked ---
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 23 2010 16:26 GMT
#38
Barrin, nice analysis. I'm tinkering with new color schemes, too. Can everyone post their latest versions (if newer than what's posted already?) and I'll collect them into a nice post with lots of styles side-by-side. Maybe not time for choosing a final version just yet, but I want to collect everyone's input up to this point.

It'll be something like this:


Openness Schemes
-BoomStevo's dark blue cold to red warm, colorful, I think blends well with other colors in the image
-Samro225am's yellow/green/blue is stylish, but maybe needs some color reordering to achieve a little more contrast?
-burningDog's wicked evil blue-magenta-yellow-white, which is also stylish, and for some reason the blue edges really bring out the map outline which gives the user an immediate frame of reference. I think the inner colors could use more contrast? Maybe just tweak the yellow so the in-between orange color pops out more?
-Barrin's grey-green-blue, again a stylish set, my only concern is that it generates a lot of grey which blends with the terrain, BUT there have been proposals to help the terrain stand out more...


Influence Schemes
-BoomStevo's rainbow
-BurningDog's Cyan, Magenta, Yellow, which I think reads really, really well in terms of being able to pick out the bands, and with a minimum of contrast
-Barrin's high-contrast, information-is-most-valuable scheme


I'll use either burningdog's or Barrin's terrain elevation adjustments for the round-up. burngingDog flattened the lowest elevation and the 1st playable to zero to keep the average color dark, clever idea:

terrainElev0 = 0x000000
terrainElev1 = 0x000000
terrainElev2 = 0x212121
terrainElev3 = 0x424242

and Barrin's is similar, but not as tight a range: 0, .2, .4, .6

If you have input on which of these terrain color sets works better for you, give a shout!


Oh yeah, and burningDog, I didn't forget about your idea to do terrain as dithered points, but I think the initial round of schemes showed it could be done much better than my initial attempts. Your new way does require some coding, so I'll put it to you: are you still interested in seeing a version of that or do you think the color schemes coming out have solved the problem? If you still want it I'll get it for ya.

Don't forget about burningDog's suggestion to find a slick version of a color scheme you're already using: colorpicker.com
burningDog
Profile Joined September 2010
Netherlands59 Posts
October 23 2010 18:39 GMT
#39
The dark elevation scheme Barrin and I used looks the best, but it can be hard to see wat level your looking at. I mean, we all know maps like steppes so it's easy there, but on new maps it's pretty hard to tell.

But at the same time I kinda don't like my dithered example anymore either, it's to noisey

Maybe something like this. Where there's a 4 pix square at the center of each tile.
lvl1 black, lvl2 grey and lvl 3 white. (or maybe lvl2 = no square in the middel)

[image loading]

But before you start the coding, it's probably best to hear what other people think about it.

So, what do you people think about the height map representation?

dimfish
Profile Blog Joined February 2010
United States663 Posts
October 23 2010 18:43 GMT
#40
Mmm, that could be cool, I'll vote for a square on low and high, nothing on mid, and the exact coloring can of course be in the colors.txt so it's easily played with. And then you want the crosses that are currently the terrain color to always be black, to really contrast whatever color information is on the map cells
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 9h 4m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 130
Nathanias 116
Nina 101
ProTech67
StarCraft: Brood War
Artosis 816
Hyuk 278
NaDa 36
sSak 34
Vindicta 12
Dota 2
monkeys_forever729
League of Legends
JimRising 1093
Counter-Strike
fl0m1684
Fnx 1421
Other Games
summit1g6691
Grubby3156
shahzam959
Maynarde125
CosmosSc2 18
Organizations
Other Games
gamesdonequick1818
StarCraft 2
CranKy Ducklings45
Other Games
BasetradeTV18
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Mapu1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22514
• Ler31
Other Games
• Scarra1397
Upcoming Events
Afreeca Starleague
9h 4m
BeSt vs Alone
Queen vs Bisu
PiGosaur Monday
23h 4m
OSC
1d 15h
OSC
1d 23h
RSL Revival
2 days
Cure vs SHIN
Reynor vs Zoun
The PondCast
2 days
RSL Revival
3 days
Classic vs TriGGeR
ByuN vs Maru
Online Event
3 days
BSL Team Wars
3 days
Team Bonyth vs Team Dewalt
BSL Team Wars
3 days
[ Show More ]
RSL Revival
4 days
Maestros of the Game
4 days
ShoWTimE vs Classic
Clem vs herO
Serral vs Bunny
Reynor vs Zoun
Cosmonarchy
4 days
Bonyth vs Dewalt
[BSL 2025] Weekly
4 days
RSL Revival
5 days
Maestros of the Game
5 days
BSL Team Wars
5 days
Afreeca Starleague
6 days
Snow vs Sharp
Jaedong vs Mini
Liquipedia Results

Completed

Copa Latinoamericana 4
SEL Season 2 Championship
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21: BSL Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
Chzzk MurlocKing SC1 vs SC2 Cup #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
BSL Season 21
BSL 21 Team A
EC S1
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.