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So we got two new maps that have gotten ported.
Star-road-runner (ported from roadrunner with crazy textures):
![[image loading]](http://i.imgur.com/r0JB45g.jpg)
![[image loading]](http://i.imgur.com/aU3q5yw.jpg)
Destination:
![[image loading]](http://i.imgur.com/jcEYMQZ.jpg)
![[image loading]](http://i.imgur.com/k6evmkz.jpg)
![[image loading]](http://i.imgur.com/i7TF3hR.jpg)
![[image loading]](http://i.imgur.com/V5grA7t.jpg)
Oh, and there will be regenerative mineral fields in the back door like before, Kabel will add those before uploading (I hope...)
Tau Cross should come as soon as lorestarcraft get's his texture job done
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So i got some free time next week so i might just get to work a little on my little map project.
I havn't been doing that much on it since last update, but something at least happened. Mainly i figured out how to resize doodads...
![[image loading]](http://i.imgur.com/XWmfkM8.jpg)
So i thought it leave the current version here for some feedback...
Oh yea distances... Natural Ramp to Natural Ramp....
Birds-eye view... About 120
Actual walking path: 150... Woops.
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So I've ported a few maps and thought that the time was right to make one from scratch while following some of the basic principles from my ported maps. I've taken My Haven map as a basis but changed a lot of stuff around. This one looks similar in many ways but this one is made from scratch
Dimension: 144 x 144. Nat to nat (entrance) = 100 on ground - which seems to be the magic number from most brood-war maps.
What do you think? Too easy/hard to take a third? Too open middle? Too easy to defend buttom right / top left base?
![[image loading]](http://i.imgur.com/0dFcTP1.jpg)
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The clusters of 3 bases at top left/bottom right are probably too close together. It'll be too easy to take all of them one after another, and it'll be too easy for the opponent to attack/put pressure on all of them at once. The aesthetics could use some touching up as well, the textures look a little sloppy and there are tons of straight cliff edges which look unnatural.
The middle would definitely be too open for normal SC2 but I'm not very familiar with how Starbow plays compared to the normal game.
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Yeah I was thinking of simply removing the mineral only. Maaaaybe make an entrance to the 3 o clock base from it (with rocks).
Yeah, asthetics are not 100% done yet.
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That would bring it down to just 5 bases per player, which is on the low end even for an SC2 map. That would be a concern of mine.
Btw any of you got any feedback on my map posted futher up?
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Most of the TPW maps look good but frankly, a lot of the other maps aren't particularly well done. I could go over them and touch some of them up if you want. I also have a couple of BW remakes sitting in my shelf I could put up.
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I just posted in the Starbow forum that the aesthetics could need some work by people better than us, so go for it! 
About your maps. Feel free to share! Just make sure they have close to BW rush distance and not SC2 rush distance (about 100 ground distance when you use the ctr + m tool in the editor).
To answer your post in the Sbow forum. Just search "Starbow" in the editor (EU server) and our maps are there.
Current pool: Zhakul'Shaddow, Star-road-runner, Destination, Winter Spirit, Tau-Sigma-Delta, Texas and Pathfinder
Maps in italic can need some aesthetic work.
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Getting to work on Destination. Some of them look pretty okay already. Destination's going to take some time but it's one of my favourite BW maps and I've watched games on it and played it so many times that I think I know the ins and outs really well. By the looks of it, it's been ported pretty directly but some of the bridges could use tweaks as well as the cliffs.
I'm not a fan of porting the completely rectangular map. Yes, it's okay to not want airspace around the borders but there are more elegant solutions than just cutting the camera border to the edge of the map.
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Yeah. The camera/border could be better. Please do not make too many changes to the geometry. Some cliff changes are probably in order. The aesthetics could need a little work though.
Thanks for helping!
I have a "gird" document which matches the red grid in the editor. It looks like this:
![[image loading]](http://i.imgur.com/iC1N4RQ.png)
Would you like it? PM me an e-mail so I can send it to you if you want. Irts actually a word document.
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Finished porting "Circuit Breaker"
I sent it to Kabel.
Size 144 x 144
Images:
![[image loading]](http://i.imgur.com/8lUTM5F.jpg)
![[image loading]](http://i.imgur.com/m980cmA.jpg)
![[image loading]](http://i.imgur.com/k1aTdrl.jpg)
![[image loading]](http://i.imgur.com/TyzuAhL.jpg)
![[image loading]](http://i.imgur.com/typXUJ7.jpg)
Rush distance in real time:
Left to right: 27,5 sec
North to south: 21 sec
Diaginal: 31 sec
IN BroodWar: Left to Right: 29 sec
North to south 21 sec
Diagonal: 33 sec
Edit: Some more information:
The whole of the middle, including the high-ground area and the bridges are unbuildable! This is simply because the BW version of the map is the same.
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The movement speed is nerfed by 7% across the board, tweak everymap according that?
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oh. I did not add the Starbow dependency before I tested rush distances. So that should actually make this pretty much equal to BW rush distances then
L-R 27.5*1.07=29.5
N-S 21*1.07=22.5 (which is good, BW rush distance is VERY short to begin with on this map in this position)
Diag 31*1.07=33.
Maps are tweaked according to that it seems It seems that 128 x128 BW ports even better to 144 x 144 SC2 with the 7 % slow. I would not be worried about that foxxan.
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Definitely an interesting map, to say the least, but I think we want more standard maps first to make sure all the "stuff" is right before we try maps with very different features. I might grab it later and ruin it for Starbow
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Then , what to you think about this map ? http://wiki.teamliquid.net/starcraft/Bloody_Ridge I'd like to remake it , but since i know basically 0 about starbow rush distances , would you like to start some general layout with correct distances so i can finish it ?
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Wow, circuit breaker, looks AWESOME, thx Xiphias!!
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IMO your best map work so far Xiphias! Circuit breaker looks great!!!
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Good to hear you like the map!
On December 08 2013 22:01 IeZaeL wrote:Then , what to you think about this map ? http://wiki.teamliquid.net/starcraft/Bloody_RidgeI'd like to remake it , but since i know basically 0 about starbow rush distances , would you like to start some general layout with correct distances so i can finish it ? 
I can do what I call the porting. I let Dec make a fitting grid (which matches the red grid of SC2 editor) and then I painfully recreate everything in such a way that the grid matches as close as possible. The hardest parts of that is choosing how to do long stretches of ramps and cliffs as they are 45 deg in SC2 but 30 (not sure, but not 45...) in BW.
I then sometimes make some adjustments to make the the rush distances the same. That's the end of porting.
After that it's all textures and doodads and maybe some more cliff work for aesthetic purposes. You can do this part if you like, I hate that part unless I feel particularly creative and have some good ideas.
I can do the porting of new bloody ridge sometime this week and then hand it to you if want. Was it you who worked on Destination? How's that going?
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Ok , do that porting stuff , i just need the map layout , then i'll start working on textures + doodads 
I'm sorry , i didnt work on Destination
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