• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:18
CEST 12:18
KST 19:18
  • 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
TL.net Map Contest #22 - Voting & Ladder Map Selection1Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7
Community News
StarCraft II 5.0.16 PTR Patch Notes may 26th77Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double1Code S Season 1 (2026) - RO8 Results2
StarCraft 2
General
TL Poll: How do you feel about the 5.0.16 PTR balance changes? Changing from 12 to 8 is just asking for StarCraft StarCraft II 5.0.16 PTR Patch Notes may 26th AllPanelExch com Overview: Registration, Login, an Weekly Cups (May 11-17): Classic wins double
Tourneys
GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Maestros of The Game 2 announcement and schedule !
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Welcome to the External Content forum Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ VPN experiences Every Matchup's Top 5 Winrates (all ASLs & KSLs) FlaShFTW vs A.Alm Grudge Match Event Pros React To: ASL S21 Finals
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals Escore Tournament StarCraft Season 2 [BSL22] WB Final & LB Semis - Saturday 21:00 CEST
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread ZeroSpace Megathread Path of Exile Dawn of War IV
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Dating: How's your luck?
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
McBoner: A hockey love story 2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2305 users

Map Analyser Tool - Page 6

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 4 5 6 7 Next All
TheSkunk
Profile Joined September 2010
82 Posts
January 29 2015 19:35 GMT
#101
I just re-installed and it's been working again.
meatpudding
Profile Joined March 2011
Australia520 Posts
January 29 2015 21:56 GMT
#102
On January 30 2015 01:37 NinjaDuckBob wrote:
It works pretty good. Doesn't detect the huge rocks (the ones that are really long) so the Reaper time is skewed. Any way to fix?

Also crashes whenever I try to save the image. Any advice on this?


Yeah that crash is a known issue on Windows only, it exists in SDL, the graphics library I am using (https://bugzilla.libsdl.org/show_bug.cgi?id=2705). It only happens when your map is bigger than your window, which I know is sometimes unavoidable. For me to fix it... either wait for the 2.0.4 releas of LibSdl, use the unstable snapshot, or drop SDL altogether.

The rocks aren't showing up because they aren't in footprints.txt. You can try adding them yourself if you can guess the name of them. At the moment I don't have a working copy of the editor but maybe when I do I can go through and audit all the destructibles for HotS.
Be excellent to each other.
NinjaDuckBob
Profile Joined March 2014
184 Posts
January 29 2015 23:52 GMT
#103
On January 30 2015 06:56 meatpudding wrote:
Show nested quote +
On January 30 2015 01:37 NinjaDuckBob wrote:
It works pretty good. Doesn't detect the huge rocks (the ones that are really long) so the Reaper time is skewed. Any way to fix?

Also crashes whenever I try to save the image. Any advice on this?


Yeah that crash is a known issue on Windows only, it exists in SDL, the graphics library I am using (https://bugzilla.libsdl.org/show_bug.cgi?id=2705). It only happens when your map is bigger than your window, which I know is sometimes unavoidable. For me to fix it... either wait for the 2.0.4 releas of LibSdl, use the unstable snapshot, or drop SDL altogether.

The rocks aren't showing up because they aren't in footprints.txt. You can try adding them yourself if you can guess the name of them. At the moment I don't have a working copy of the editor but maybe when I do I can go through and audit all the destructibles for HotS.

Okay, well I got a screenshot which works just fine :-)

Alright. Well the Reaper distance isn't the most important for the current purpose for me, mostly main to main.

I would suggest if you plan on updating it to include main ramp to main ramp and natural ramp to natural ramp. Would be extremely helpful for the necessary info to include for analysis, contests, etc.
NinjaDuckBob ~ Fear the fuzzy!
meatpudding
Profile Joined March 2011
Australia520 Posts
Last Edited: 2015-01-30 01:43:11
January 29 2015 23:58 GMT
#104
On January 30 2015 08:52 NinjaDuckBob wrote:
Show nested quote +
On January 30 2015 06:56 meatpudding wrote:
On January 30 2015 01:37 NinjaDuckBob wrote:
It works pretty good. Doesn't detect the huge rocks (the ones that are really long) so the Reaper time is skewed. Any way to fix?

Also crashes whenever I try to save the image. Any advice on this?


Yeah that crash is a known issue on Windows only, it exists in SDL, the graphics library I am using (https://bugzilla.libsdl.org/show_bug.cgi?id=2705). It only happens when your map is bigger than your window, which I know is sometimes unavoidable. For me to fix it... either wait for the 2.0.4 releas of LibSdl, use the unstable snapshot, or drop SDL altogether.

The rocks aren't showing up because they aren't in footprints.txt. You can try adding them yourself if you can guess the name of them. At the moment I don't have a working copy of the editor but maybe when I do I can go through and audit all the destructibles for HotS.

Okay, well I got a screenshot which works just fine :-)

Alright. Well the Reaper distance isn't the most important for the current purpose for me, mostly main to main.

I would suggest if you plan on updating it to include main ramp to main ramp and natural ramp to natural ramp. Would be extremely helpful for the necessary info to include for analysis, contests, etc.


That should be easy to do I think

Edit: Pretty sure that you are able to take measurements in the editor now as well.
Be excellent to each other.
And G
Profile Joined May 2012
Germany491 Posts
February 02 2015 08:49 GMT
#105
Anyone who thinks the "average openness" value is in any way relevant either doesn't know map design or doesn't know what "average" means. I have been manually removing average openness from generated analyser pictures for at least a year, and now that it's been removed from the analyser altogether you guys want to have it back? Seriously...
not a community mapmaker
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 30 2015 17:00 GMT
#106
--- Nuked ---
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2015-10-27 19:03:21
October 27 2015 19:01 GMT
#107
Sry for Bump, but any chance this can get fixed? It was never great to begin with it had a lot of bugs (oc its still very very useful).
But with the new 3.0.0 patch its almost just unusable, ramps no longer show, distances are all screwed up, LotV minerals dont show... (both pc & Mc versions)
Any chance someone can get this working for LotV or sooner?
10%
meatpudding
Profile Joined March 2011
Australia520 Posts
October 29 2015 12:05 GMT
#108
ok, I'll take a look. Anybody have any new maps that I can look at? I don't have the map editor installed atm.
Be excellent to each other.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2015-10-29 18:37:57
October 29 2015 18:22 GMT
#109
Thnx man I appreciate it!
Im sending you liks:
1) My map Ida (HOTS minerals)
2) a WIP im making for LOTV that has the new LotV mineral patches. (the minerals that are not showing on analyzer)
http://www.mediafire.com/download/e7b002i59czz5si/[M]_(4)_SMA_Ida.SC2Map
http://www.mediafire.com/download/6l25n2196a33f3t/LOTV_Minerals.SC2Map
I fear you might have 2 DL th editor after all

Thanks again, you analyzer is the best, and I (and I am sure many others) find it extremely useful !

Edit: LotV minerals did show on analyzer on the maps I sent you (for some weird reason) but I tested it on a couple more maps I have, and some times analyzer reads them and some times not, worth looking in2.
10%
meatpudding
Profile Joined March 2011
Australia520 Posts
November 02 2015 10:35 GMT
#110
The build has been updated.

sc2mapanalyser.appspot.com

I've linked to the latest version of StormLib and hopefully that clears up some issues. There some more bugs that should be cleared up over the next few days, as long as time permits. Unfortunately I haven't fixed everything that I wanted to so far. If you're having any problems with your map, make sure you post about it here or pm me.

Be excellent to each other.
HeadBangaa
Profile Blog Joined July 2004
United States6512 Posts
December 03 2015 11:00 GMT
#111
Thanks for keeping this project updated, meatpudding! Will you push the latest code to the repo?
People who fail to distinguish Socratic Method from malicious trolling are sadly stupid and not worth a response.
Avexyli
Profile Blog Joined April 2014
United States711 Posts
December 03 2015 17:46 GMT
#112
The analyzer still doesn't show cliffs, proper bases, and thus rush distances. :/ Still pretty useless.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
HeadBangaa
Profile Blog Joined July 2004
United States6512 Posts
December 05 2015 05:22 GMT
#113
On December 04 2015 02:46 Avexyli wrote:
The analyzer still doesn't show cliffs, proper bases, and thus rush distances. :/ Still pretty useless.

I'm moreso interested in using the map reader for my own application. The existing solutions (sc2reader, mpyq, etc) don't seem to work with the latest map file format.
People who fail to distinguish Socratic Method from malicious trolling are sadly stupid and not worth a response.
meatpudding
Profile Joined March 2011
Australia520 Posts
January 05 2016 21:01 GMT
#114
Mapmakers are keeping Starcraft Alive.

Analyser Hotfix for Windows

There are still many problems that I cannot get around to fixing. Latest code on repo.
Be excellent to each other.
meatpudding
Profile Joined March 2011
Australia520 Posts
February 11 2016 05:20 GMT
#115
Sorry it took so long.... but now we have an updated LotV Mac version!


Released Feb 11, 2016

[WINDOWS DOWNLOAD]

[MAC DOWNLOAD]


There have been a lot of changes, some bugs are fixed, some bugs are new. I wanted to put it out there bugs and all because most of it works and I wanted everyone to at least have access to the openness map.

I have put more work into identifying missing footprints. There is a more readable error message when a missing footprint is detected, which happens a lot. This is the cause of missing items like mineral patches, destructible debris, etc. These can be edited into footprints.txt at any time and should be easier if you know the name of the object. Hopefully in a future version it will be even easier to manage footprints.

I have added an interactive colour gradient editor. It's a little flimsy in this release, but it allows you to play around with openness and influence colours. Eventually every colour will be editable.

Pathing is broken, but this can be checked in the galaxy editor.

There is no "Average Openness" value. In the future this will be a toggle.

That's all I can think of for now. Happy Mapping!
Be excellent to each other.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
February 17 2016 02:18 GMT
#116
Thanks a lot meatpudding, now with Blizz not doing much fiddling of the engine in the foreseeable future (eternity) there should be no worry when it comes to features of the analyzer breaking anymore.

Anyhow, thanks again mate
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
February 18 2016 04:03 GMT
#117
Wow wow tyty very much!!
10%
YSMS
Profile Joined April 2015
China35 Posts
March 30 2016 05:01 GMT
#118
On February 11 2016 14:20 meatpudding wrote:
Sorry it took so long.... but now we have an updated LotV Mac version!


Released Feb 11, 2016

[WINDOWS DOWNLOAD]

[MAC DOWNLOAD]


There have been a lot of changes, some bugs are fixed, some bugs are new. I wanted to put it out there bugs and all because most of it works and I wanted everyone to at least have access to the openness map.

I have put more work into identifying missing footprints. There is a more readable error message when a missing footprint is detected, which happens a lot. This is the cause of missing items like mineral patches, destructible debris, etc. These can be edited into footprints.txt at any time and should be easier if you know the name of the object. Hopefully in a future version it will be even easier to manage footprints.

I have added an interactive colour gradient editor. It's a little flimsy in this release, but it allows you to play around with openness and influence colours. Eventually every colour will be editable.

Pathing is broken, but this can be checked in the galaxy editor.

There is no "Average Openness" value. In the future this will be a toggle.

That's all I can think of for now. Happy Mapping!

Thanks, it's very powerful, but i can find how to genarate the travel time between bases, is this not available now?
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 10 2016 21:00 GMT
#119
meatpudding, nice work! I'm so happy to see someone picked up the torch!
meatpudding
Profile Joined March 2011
Australia520 Posts
April 12 2016 01:43 GMT
#120
On April 11 2016 06:00 dimfish wrote:
meatpudding, nice work! I'm so happy to see someone picked up the torch!



On March 30 2016 14:01 YSMS wrote:
Show nested quote +
On February 11 2016 14:20 meatpudding wrote:
Sorry it took so long.... but now we have an updated LotV Mac version!


Released Feb 11, 2016

[WINDOWS DOWNLOAD]

[MAC DOWNLOAD]


There have been a lot of changes, some bugs are fixed, some bugs are new. I wanted to put it out there bugs and all because most of it works and I wanted everyone to at least have access to the openness map.

I have put more work into identifying missing footprints. There is a more readable error message when a missing footprint is detected, which happens a lot. This is the cause of missing items like mineral patches, destructible debris, etc. These can be edited into footprints.txt at any time and should be easier if you know the name of the object. Hopefully in a future version it will be even easier to manage footprints.

I have added an interactive colour gradient editor. It's a little flimsy in this release, but it allows you to play around with openness and influence colours. Eventually every colour will be editable.

Pathing is broken, but this can be checked in the galaxy editor.

There is no "Average Openness" value. In the future this will be a toggle.

That's all I can think of for now. Happy Mapping!

Thanks, it's very powerful, but i can find how to genarate the travel time between bases, is this not available now?


I think it's not working like it should.
Be excellent to each other.
Prev 1 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 42m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ryung 319
Livibee 275
Rex 92
EnDerr 8
StarCraft: Brood War
Zeus 550
EffOrt 173
hero 136
Sexy 93
Dewaltoss 88
Last 45
Sacsri 37
sorry 33
Noble 19
Sea.KH 3
Dota 2
XaKoH 705
League of Legends
JimRising 449
Counter-Strike
edward104
Super Smash Bros
Westballz38
Heroes of the Storm
MindelVK8
Other Games
RuFF_SC246
Mew2King44
Organizations
Other Games
gamesdonequick730
Counter-Strike
PGL266
Other Games
BasetradeTV145
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• LUISG 30
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2683
Upcoming Events
Maestros of the Game
42m
SKillous vs Ryung
Solar vs Percival
Maru vs sOs
Lambo vs Arrogfire
IPSL
5h 42m
ZZZero vs WorsT
Julia vs eOnzErG
BSL
8h 42m
TerrOr vs Dewalt
Bonyth vs eOnzErG
Replay Cast
13h 42m
RSL Revival
20h 42m
Maestros of the Game
1d 2h
SHIN vs Nicoract
Rogue vs Gerald
ByuN vs Shameless
Cure vs TriGGeR
OSC
1d 2h
IPSL
1d 5h
Dragon vs Artosis
dxtr13 vs Hawk
BSL
1d 8h
Wardi Open
2 days
[ Show More ]
Monday Night Weeklies
2 days
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV Spring Champion…
3 days
Maestros of the Game
3 days
The PondCast
3 days
Kung Fu Cup
4 days
Maestros of the Game
4 days
Replay Cast
4 days
Replay Cast
4 days
WardiTV Spring Champion…
5 days
Maestros of the Game
5 days
Replay Cast
5 days
uThermal 2v2 Circuit
6 days
Maestros of the Game
6 days
Replay Cast
6 days
Solar vs Classic
Liquipedia Results

Completed

Escore Tournament S2: King of Kings
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
CSCL: Masked Kings S4
YSL S3
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
Murky Cup 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 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.