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[G] Proportions - Page 3

Forum Index > SC2 Maps & Custom Games
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Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
October 12 2011 14:02 GMT
#41
On October 12 2011 22:36 Barrin wrote:
30-45 in-game seconds is a good place to be at for natural choke <-> natural choke distance + Show Spoiler +
not 100% on rush distances tbh


Your numbers seem wrong.

I used your mesuring methods and I got these resoults:
Bardiche with rocks still on 27 seconds
Emerald jungle close spot 27 seconds
Emerald jungle cross spot 30 second

And then the map everyone and their pet on this subforum complains is too big
tal darim altar close position 33seconds
tal darim altar cross position 43seconds

Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
October 13 2011 03:01 GMT
#42
--- Nuked ---
monitor
Profile Blog Joined June 2010
United States2408 Posts
October 13 2011 03:14 GMT
#43
I'd be glad to expand this to include more relevant information for mapmakers. I know a lot of it isn't very useful when actually creating a map. More numbers would help.
https://liquipedia.net/starcraft2/Monitor
chuky500
Profile Blog Joined March 2010
France473 Posts
Last Edited: 2011-10-14 03:35:49
October 13 2011 16:37 GMT
#44
I really hope the judges of the TL contest don't rely on the openness value provided by SC2 mapanalyzer. It doesn't take into consideration unpathable doodads but considers the pathing layer (the red map that tells if you can walk/drop/climb). The way mappers tweak the pathing can completely mess with the openness values sc2 mapanalyzer calculates.

For example on my map I have an open center with a few small unpathable doodads as obstacles. If I let sc2 mapanalyzer calculate the openness it gives 4.32 which is up the limits you gave for reference. But now if if use the layer brush to tell sc2map analyzer theses doodads are unpathable it calculates an openness of 3.66 which is barely in the lower limit (you said the limits were 3.58-4.22 and 3.8-4.0 is great). So I guess my map's openness should be somewhere in between.

Another example that messes with this figure is how mappers unpath cliffs. Mappers should use the pathing brush to make sure reapers can't climb up cliffs or get stuck up there, or that colossus can't get up either. But most mappers just put unpathable doodads. Yesterday Hero vs White-Ra in NASL s2 w5d1 on the map Crevasse, White-ra got a colossus stuck inside doodads in the middle of the battle and lost (that bug revealed the pathing layer wasn't painted on Crevasse). Sometimes Blizzard doesn't fix cliffs with the pathing layer either. If you don't paint the doodads out, sc2mapanalyzer thinks your unwalkable cliff is an open space. Some mappers paint the pathing layer extensively, some mappers don't. In the end sc2mapanalyzer will give a wide range of openness values.

I'm a bit angry now I discovered that and saw your openness reference values, because I sent my mapanalyzer picture for the TL contest with an openness of 4.32 which is way out of your references. I hope I don't get dismissed because sc2mapanalyzer doesn't properly calculates the openness.
monitor
Profile Blog Joined June 2010
United States2408 Posts
February 21 2012 22:27 GMT
#45
On October 14 2011 01:37 chuky500 wrote:
I really hope the judges of the TL contest don't rely on the openness value provided by SC2 mapanalyzer. It doesn't take into consideration unpathable doodads but considers the pathing layer (the red map that tells if you can walk/drop/climb). The way mappers tweak the pathing can completely mess with the openness values sc2 mapanalyzer calculates.

For example on my map I have an open center with a few small unpathable doodads as obstacles. If I let sc2 mapanalyzer calculate the openness it gives 4.32 which is up the limits you gave for reference. But now if if use the layer brush to tell sc2map analyzer theses doodads are unpathable it calculates an openness of 3.66 which is barely in the lower limit (you said the limits were 3.58-4.22 and 3.8-4.0 is great). So I guess my map's openness should be somewhere in between.

Another example that messes with this figure is how mappers unpath cliffs. Mappers should use the pathing brush to make sure reapers can't climb up cliffs or get stuck up there, or that colossus can't get up either. But most mappers just put unpathable doodads. Yesterday Hero vs White-Ra in NASL s2 w5d1 on the map Crevasse, White-ra got a colossus stuck inside doodads in the middle of the battle and lost (that bug revealed the pathing layer wasn't painted on Crevasse). Sometimes Blizzard doesn't fix cliffs with the pathing layer either. If you don't paint the doodads out, sc2mapanalyzer thinks your unwalkable cliff is an open space. Some mappers paint the pathing layer extensively, some mappers don't. In the end sc2mapanalyzer will give a wide range of openness values.

I'm a bit angry now I discovered that and saw your openness reference values, because I sent my mapanalyzer picture for the TL contest with an openness of 4.32 which is way out of your references. I hope I don't get dismissed because sc2mapanalyzer doesn't properly calculates the openness.


Not to worry, none of the judging is based on the openness of the analyzer.

I updated the OP a bit. Not that anybody needs to read it though, because almost all of the maps are following the guidelines.
https://liquipedia.net/starcraft2/Monitor
ArcticRaven
Profile Joined August 2011
France1406 Posts
February 22 2012 09:29 GMT
#46
Zerg players like to have wide open space. This is because their units are slower and have shorter range


You might want to correct this

For Chuky, if you still want to read this after all this time, just use the unpathable brush of the editor : the analyser will recognize it and you will avoid small chipsets of pathable space that stray blinkstalkers could get stuck in, or dropships could abuse.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
Ragoo
Profile Joined March 2010
Germany2773 Posts
February 22 2012 10:20 GMT
#47
I want to disagree about the main size. I think 25-30 is too small. For example from my own experience and from what I heard from several pros Entombed Valley has too small of a main to build stuff in, at it's 27 CCs.
Custom tournament maps have 30+, for example Cloud Kingdom has 36, Tal'Darim has 39 (source). I think 30+ is way more reasonable.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-02-22 13:42:33
February 22 2012 13:41 GMT
#48
--- Nuked ---
monitor
Profile Blog Joined June 2010
United States2408 Posts
February 22 2012 18:14 GMT
#49
On February 22 2012 22:41 Barrin wrote:
btw I have indeed strayed to 30+

but I still think 25-30 is fine for small maps. You mentioned 3 of the heaviest macro maps (I personally consider entombed the heaviest macro map right now).


Changed to 30-35 CCs.

Also changed the slower Zerg units mistake :p
https://liquipedia.net/starcraft2/Monitor
SidianTheBard
Profile Joined October 2010
United States2474 Posts
February 22 2012 19:30 GMT
#50
I think it's okay to have a smaller main if the natural is a little more open.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
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