• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:22
CET 06:22
KST 14:22
  • 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
HomeStory Cup 28 - Info & Preview10Rongyi Cup S3 - Preview & Info3herO wins SC2 All-Star Invitational14SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8
Community News
Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)38
StarCraft 2
General
HomeStory Cup 28 - Info & Preview StarCraft 2 Not at the Esports World Cup 2026 Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win Oliveira Would Have Returned If EWC Continued herO wins SC2 All-Star Invitational
Tourneys
HomeStory Cup 28 KSL Week 85 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open!
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 510 Safety Violation Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained
Brood War
General
Bleak Future After Failed ProGaming Career [ASL21] Potential Map Candidates BW General Discussion Potential ASL qualifier breakthroughs? BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 Azhi's Colosseum - Season 2 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Path of Exile Mobile Legends: Bang Bang Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Hager werken embalming powder+27 81 711 1572
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Esports Advertising Shap…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3287 users

[H] Colors for Map Analyzer - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 Next All
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-10-24 10:00:25
October 23 2010 19:41 GMT
#41
+ Show Spoiler +
[image loading]


[image loading]


slightly more contrast while keeping it easy to look at, stylish - it ended up pretty much like the old version :D the main difference is that the yellow and lime green work better together in my opinion than the orange and green in the original version by dimfish, because the reddish orange contrasted a lot. darker blue and violet are easy picks, so the colors form a gradient from light to dark as well as from yellow to blue (and violet).

i like burningDog's suggestion a lot but i am not sure if the difference is strong enough between levels. when the crosses remain black throughout all cliff heights 4/5 of the height indexing remains the same. might be an idea to only use crosses and go from black to grey to white.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
October 23 2010 21:24 GMT
#42
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-23 22:02:29
October 23 2010 21:52 GMT
#43
--- Nuked ---
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 23 2010 22:09 GMT
#44
Barrin, my thoughts

Openness, the information is crisp, so I think your general strat of dark, light, light, dark and whatever opennessRenderMax you picked are very good (12?) but I honestly do not like the inner green and red.

And for the influence, I think your post on page 2 is better. White as the equal influence shows better, and the colors close to the basest gave much clearer bands for comparison.

I think burningDog's influence from early on really, really, shows great bands, its so easy to look at a ramp or a space and compare it to the opposite end. Maybe you could try working your black/white into his color scheme and see how it goes?

On October 22 2010 03:48 burningDog wrote:
How about using less colors for the infuence map, but repeating them? In the pictures in the spoiler tag I used Cyan, Magenta and Yellow as the only 3 colors and I think it shows regions pretty well. But maybe you lose some other type of info in doing it this way...

+ Show Spoiler +
[image loading]


[image loading]


[image loading]




Actually, now that I think about it, maybe its something about cyan/yellow/magenta none of which has a pure RGB value in it that makes those gradients pick up really well... Who knows color theory?
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
October 23 2010 22:30 GMT
#45
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
October 24 2010 01:45 GMT
#46
--- Nuked ---
Samro225am
Profile Joined August 2010
Germany982 Posts
October 24 2010 10:06 GMT
#47
On October 24 2010 06:24 Barrin wrote:

@samro yes it does look better but I really reccomend a scheme like this

opennessLow = dark color
opennessMid1 = light color
opennessMid2 = light color
opennessHigh = dark color

right now you have

opennessLow = light(er) color
opennessMid1 = light color
opennessMid2 = dark color
opennessHigh = dark color

i really think that opennessHigh should contrast a lot with opennessMid2 so it's very obvious which places are the most open.


i was aware of it. i also pointed out in my last post that i thought it was a good idea to have a color gradient as well as a lightness gradient.

having read your suggestion i tried around a bit in order with dark-light-light-dark and it works well. at the same time a narrowed the color palette with a dark yellowish green.

when opennessLow and opennessMid1 have a similar color the image signifies quite well were space will feel small.


+ Show Spoiler +

[image loading]


[image loading]


[image loading]

Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-24 23:45:17
October 24 2010 21:45 GMT
#48
--- Nuked ---
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-10-25 07:51:10
October 25 2010 07:33 GMT
#49
On my colors
All constants unchanged, float opennessRenderMax = 14.0
You can try it:
opennessLow = 0x56630D
opennessMid1 = 0x6CE362
opennessMid2 = 0x33AAFF
opennessHigh = 0x7800C2
I think what works so well is the small nuances. the dark green actually is very yellow or warm, the light green has a tendency into cool blue. I'll try to use an even warmer color for opennessLow.

On this discussion
You analysis are convincing but I think one could also try with a more playfull attempt. this might be also an answer why so few people participate in this dicussion. there are many people with good colorschemes here, there is a relative high level of discussion going on and everybody seems to put quite some thought into this - it is just not very playfull although very sexy indeed - I just love maps. while I am more an analytic guy I tend to leave that a bit away when trying around with colors, sothat it feels natural, not too logic and stringent. this might be a reaction to your very analytic apporach. I think your thought help everybiody a lot to understand what is going on, but also it might put of some people who are less interested in a very strong effort. do not get me wrong such analysis have to be done. it is just a lot to read for somebody who is not in maps (cartography, not leveldesign) or graphic design etc.

but don't feel bad about pushing this discussion's level up. groups often work quite well in such a size like 5 people because everybody can contribute and actually take the time to look at everbody's effort. if 15 people try to contribute to this thread there might be a lot of post one misses.

On your new colors
your analysis is very strong and I like the outcome. I would probably switch the blue to a very light color sothat it looks white but probably with some green or blue touch. this is my only critiscism to your apporach. having a strong idea yopu end up with very strong and pure colors. probably you now want to look into the very detail of each color: is there a lot of blue in the red? check the hex code for dark purple: #800080. Or is the white a bit blue-ish? does the yellow acually lean a bit into the the green spectrum? then you can configure the colors a bit more and they end up easier to the eye (this does only apply to blue in your map) and blend well while they give information to the expert.

A new analysis on my own stuff

In my last try I did pretty much this:
Y(G)-G-B-V (dark warm color - light cold color - light cold color - dark warm color)

I think with a higher resolution one could see all the details but until then I have to put more yellow into my dark green and more red into my purple. Also I will try to pick a darker blue while hoping that the lightter pruple and the darker blue willl not split but blend well.


edit:

New image

I change the colors and are quite happy with the outcome. while they still blend well the give more information as there is more contrast. big plus is that there is no red used (in my humble opinion). somehow red is a 'very loud' color...

here is the code:
+ Show Spoiler +

opennessLow = 0x544C0C
opennessMid1 = 0x6CE362
opennessMid2 = 0x1873B5
opennessHigh = 0x9400F0


and the image:
+ Show Spoiler +
[image loading]
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-25 20:57:49
October 25 2010 12:05 GMT
#50
--- Nuked ---
Samro225am
Profile Joined August 2010
Germany982 Posts
October 25 2010 15:54 GMT
#51
am I wrong or is there no yellow spike in position 2 on your image?

probably I misunderstand your point, but when you say that there should be spikes (more visible information once you look at the details), then there should be more contrast. when you use very similar tones like red and yellow they look orange anyway. when you then add orange as the tone in between than it looks good, but it is harder to see the information. I mean, we need more spike!
this is the reason why i changed my colors: blending because they are at the right position with the color spectrum (Y-G-B-V) but switching it to dark-light-dark-light (but not too strong) and using different tones (violet/pruple is quite red while green is pretty blue) to separate them enough from another sothat the blueish spike is visible.
i do not want to agument that my colors are supperior, actually i think there is a wide variety of colors that could work well, but as far as i understand in your example there is more info in position 1 and 2 (blistering sands - pretty much the best map for analysing the analysis)
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-25 21:22:06
October 25 2010 20:53 GMT
#52
--- Nuked ---
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 25 2010 21:05 GMT
#53
This is sick, I love that you all are getting into this. I agree that Samro's colors look good, show the details, and also they play well with the terrain colors.

So you noticed that the LoS blockers get rendered on Blistering Sands right? Barrin helped a lot with cataloging all the doodads and I'm writing up their coded footprints. In the next release we'll do new color schemes and support every flippin' doodad you can place currently. I'm psyched!

Who else is working on schemes? Is the general consensus that a variation of burningDog's influence and samro's openness are leading the pack? Barrin's of course still tinkering, but I want to hear whether anyone else is playing around.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-10-25 21:15:46
October 25 2010 21:12 GMT
#54
On October 26 2010 06:05 dimfish wrote:
This is sick, I love that you all are getting into this. I agree that Samro's colors look good, show the details, and also they play well with the terrain colors.

So you noticed that the LoS blockers get rendered on Blistering Sands right? Barrin helped a lot with cataloging all the doodads and I'm writing up their coded footprints. In the next release we'll do new color schemes and support every flippin' doodad you can place currently. I'm psyched!

Who else is working on schemes? Is the general consensus that a variation of burningDog's influence and samro's openness are leading the pack? Barrin's of course still tinkering, but I want to hear whether anyone else is playing around.


mea culpa - i did not even try to play around with the influence map although I followed your discussion.
do you think influence and openness should share a style or color scheme? I would definately want to take a shot at the influence colors tomorrow.

i saw the LoSBs in the map but forgot to comment on that: it is great. having all doodads and their collision represented in the mapanalzer is sick XD
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-25 21:32:30
October 25 2010 21:22 GMT
#55
--- Nuked ---
BoomStevo
Profile Joined August 2010
United States332 Posts
October 25 2010 21:39 GMT
#56
burningDog's incluence colors are great for seeing the bands of influence since they contrast so well, but I have a problem with only using 3 colors instead of 6. The problem is because the colors lose meaning and you have the same color representing two separate areas of influence. For example:
+ Show Spoiler [burningDog's Influence] +
[image loading]Reference from burningDog's post.

Look at the Steppes of War image using burningDog's influence. You will notice that the main and the third are both largely blue, yet the difference in influence is huge. The main has an influence of about 96% yet the third has an influence of 55% yet they appear as the same color of blue. Since the main and the third are actually pretty close, this could add to the confusion. I'd like it if you could find a way to give the same contrast as burningDog's colors yet maintaining separation by using 6 distinct colors.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-26 00:53:10
October 26 2010 00:46 GMT
#57
--- Nuked ---
burningDog
Profile Joined September 2010
Netherlands59 Posts
Last Edited: 2010-10-26 01:45:47
October 26 2010 01:35 GMT
#58
OK, that was a long read!

really interesting theories being thrown around. And I agree with most of 'm, but they don't seem to always work in practice (as others have pointed out).

Anywho, I've tried to make my influence map with out the repeating colors (at each players side) and came up with this. It's CMY from the center and then I inverted the CMY colors to fill up the last 3 slots.

+ Show Spoiler +
[image loading]


influenceMid1 = 0x12ff73
influenceMid2 = 0xff510f
influenceMid3 = 0x000dff
influenceMid4 = 0xfff200
influenceMid5 = 0xed008c
influenceMid6 = 0x00aef0
influenceMid7 = 0xed008c
influenceMid8 = 0xfff200
influenceMid9 = 0x000dff
influenceMid10 = 0xff510f
influenceMid11 = 0x12ff73


I don't know if it's more clear in conveying all the information we need, but it strikes me (atleast) as less asceticly pleasing. Which might not be the most important thing ever, but it does count!

Oh, by the way, my CMY(K) values come from photoshop. You just input CMYK values and it turns it into RGB and hex for you.

+ Show Spoiler +
[image loading]


Which brings me to the following RGB based openness map. Just like CMY values RGB values have lots of colors in between them, so the gradients should work pretty well. (added yellow as the forth color)

+ Show Spoiler +
[image loading]


opennessLow = 0xfff000
opennessMid1 = 0xff0000
opennessMid2 = 0x0000ff
opennessHigh = 0x00ff00


At the end, even though I think more subtle schemes like Samro225am's look beter, we might be beter of using super bright colors that burn the eyes. They just seem to bring out small (1 or 2 tile) differences beter.

Edit: just realized that cmy-green might make a good combo. I'll have to try that later
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 26 2010 01:36 GMT
#59
Wait--WHAT? That's crazy!!! No blending? 29 variables?? KU-RAHZY...

Give me a little bit...
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-26 01:57:21
October 26 2010 01:53 GMT
#60
--- Nuked ---
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Korean StarCraft League
03:00
Week 85
HKG_Chickenman196
davetesta57
EnkiAlexander 45
Liquipedia
The PiG Daily
21:40
Best Games of SC
Reynor vs Krystianer
herO vs Rogue
ByuN vs TriGGeR
Maru vs Solar
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech221
NeuroSwarm 149
RuFF_SC2 149
SortOf 85
Ketroc 46
PiLiPiLi 17
StarCraft: Brood War
ZergMaN 363
PianO 188
Shuttle 97
Bale 9
Dota 2
monkeys_forever384
League of Legends
JimRising 773
C9.Mang0477
Other Games
summit1g6976
WinterStarcraft308
KnowMe123
febbydoto26
Organizations
Other Games
gamesdonequick1167
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 10 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
HomeStory Cup
6h 38m
Replay Cast
18h 38m
HomeStory Cup
1d 7h
Replay Cast
1d 18h
Replay Cast
2 days
Wardi Open
3 days
WardiTV Invitational
4 days
The PondCast
5 days
WardiTV Invitational
5 days
Liquipedia Results

Completed

Escore Tournament S1: W6
OSC Championship Season 13
Underdog Cup #3

Ongoing

CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Rongyi Cup S3
HSC XXVIII
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W7
Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
LiuLi Cup: 2025 Grand Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
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 © 2026 TLnet. All Rights Reserved.