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[M] (4) ESV Ithaca by prodiG - Page 6

Forum Index > SC2 Maps & Custom Games
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NunedQ
Profile Joined March 2011
Germany235 Posts
October 18 2011 23:36 GMT
#101
I just saw ForGG get a Mule stuck on the Korean Weekly. Topleft Natural, Mule launched from main. You should fix that asap. Other than that, i'm liking the map. Good job!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-10-19 00:11:47
October 19 2011 00:01 GMT
#102
On October 19 2011 08:36 NunedQ wrote:
I just saw ForGG get a Mule stuck on the Korean Weekly. Topleft Natural, Mule launched from main. You should fix that asap. Other than that, i'm liking the map. Good job!

Wow, what a find. Just cracked it open and there is indeed a problem with this base. I can't believe I missed this!

EDIT: this is a *HUGE* editor bug. i am floored. writeup incoming~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2011-10-19 00:21:58
October 19 2011 00:17 GMT
#103
2 nats have 7 mineral fields, 2 nats have 8.
O_o
edit: thirds might have same problem, can not tell w/o analyzer.
Moderatorshe/her
TL+ Member
NunedQ
Profile Joined March 2011
Germany235 Posts
October 19 2011 00:22 GMT
#104
On October 19 2011 09:17 TehTemplar wrote:
2 nats have 7 mineral fields, 2 nats have 8.
O_o


That is also probably a problem :D
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-10-19 01:48:50
October 19 2011 01:46 GMT
#105
On October 19 2011 09:22 NunedQ wrote:
Show nested quote +
On October 19 2011 09:17 TehTemplar wrote:
2 nats have 7 mineral fields, 2 nats have 8.
O_o


That is also probably a problem :D

Thas has been fixed in the latest version as well, thanks for pointing everything out. I don't know how I missed some of these things, although the mule was interesting

In editor: (Note where the blue map border is)
[image loading]

(Doodads behind the minerals are set to allow walking through them0

In Game (note how close I can get to where the map border should be)
[image loading]

Map border works in increments of 2 despite letting you change the values in increments of one. FML
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Superouman
Profile Blog Joined August 2007
France2195 Posts
October 19 2011 10:09 GMT
#106
Just push the boder one more square. I did it with testbug
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 19 2011 19:06 GMT
#107
On October 19 2011 19:09 Superouman wrote:
Just push the boder one more square. I did it with testbug

yeah but then i have to fill the entire outer edge with pathing blockers

if you look at those screenshots, if i push the edge out one more tile then you can walk inside of the wall on that top left main. it's an easy fix but what a lame bug :<
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
EffectS
Profile Joined May 2010
Belgium795 Posts
October 24 2011 20:55 GMT
#108
I've noticed when watching the ESV Korean weekly that the gas geysers aren't symmetrical from each other. I'm note sure to what extend this may effect the gameplay and the gas mining though. But maybe you should look into it. I'm not even sure if the extra tile even matters though, does the map analyzer still tell you the optimal amount of resources gained or something?
TEEHEE
tjosan
Profile Joined January 2010
Sweden120 Posts
November 02 2011 23:10 GMT
#109
Great map... wish this was included in the ladder! TvZ I just watched gave me light BWesque shudders.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 03 2011 04:42 GMT
#110
On October 25 2011 05:55 EffectS wrote:
I've noticed when watching the ESV Korean weekly that the gas geysers aren't symmetrical from each other. I'm note sure to what extend this may effect the gameplay and the gas mining though. But maybe you should look into it. I'm not even sure if the extra tile even matters though, does the map analyzer still tell you the optimal amount of resources gained or something?

This is fixed in the latest version I believe
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
ander
Profile Blog Joined September 2010
Canada403 Posts
November 09 2011 02:45 GMT
#111
Question: is it intended for tanks/blink stalkers to be able to utilize the water area behind the third-base area?
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-11-09 05:48:56
November 09 2011 05:25 GMT
#112
On November 09 2011 11:45 ander wrote:
Question: is it intended for tanks/blink stalkers to be able to utilize the water area behind the third-base area?

No, it's an editor bug. I'm looking into it but it definitely shouldn't be happening. The problem is that neither the pathing blocker doodad nor the pathing paint actually seem to fucking do anything...

That being said, this never used to be a problem until a recent patch or something because I know when I released version 1 I specificially tested for shit like this and it worked fine.

+ Show Spoiler +
bullshit bugs like this drive me insane


[image loading]

[image loading]

[image loading]

...If you can explain that, I'll give you 999,999,999 esports dollars


EDIT: just for kicks: with 1x1 pathing blockers instead of pathing layer paint

[image loading]

[image loading]

ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Grebliv
Profile Joined May 2006
Iceland800 Posts
November 09 2011 06:41 GMT
#113
It's not a bug...




It's the second coming of our lord and savior and you almost missed it!
ESV Mapmaking!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 09 2011 07:51 GMT
#114
I've figured out the issue and fixed it:

The problem stemmed from the way doodads and more specifically their footprints interact within pathing. It's blatantly obvious that it's pretty broken in SC2, so here's what I did to circumvent it.

1) Remove all 1x1, 2x2 pathing blocker doodads, etc
2) Select all doodads in the area you want to be unpathable
3) Press enter, check the "Don't use doodad footprint" checkbox. This removes the doodad from being able to interact with the pathing layer
4) Press H to go to the pathing layer and apply the red unpathable paint to all of the areas you want to have be unpathable.

Image (Note the red message on the side)
[image loading]

Map is updated on NA with other servers very soon to follow.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 09 2011 08:34 GMT
#115
Yeah pathing is very strange. It is set at map load and the spawning of the doodads will overwrite your painted pathing. Huh? =\
Comprehensive strategic intention: DNE
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