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Active: 1481 users

Maps for Starbow MOD - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-10-12 19:53:29
October 12 2013 19:52 GMT
#41
So we got two new maps that have gotten ported.

Star-road-runner (ported from roadrunner with crazy textures):
[image loading]

[image loading]

Destination:

[image loading]

[image loading]

[image loading]

[image loading]

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
aka KanBan85. Working on Starbow.
Sumadin
Profile Joined August 2011
Denmark588 Posts
November 06 2013 21:32 GMT
#42
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]

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.
The basic key to beating a priest is playing a deck that is terrible.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
November 11 2013 11:30 GMT
#43
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]

[image loading]
aka KanBan85. Working on Starbow.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 11 2013 13:03 GMT
#44
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.
vibeo gane,
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
November 11 2013 13:43 GMT
#45
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.
aka KanBan85. Working on Starbow.
Sumadin
Profile Joined August 2011
Denmark588 Posts
November 11 2013 14:24 GMT
#46
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?
The basic key to beating a priest is playing a deck that is terrible.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
November 20 2013 19:42 GMT
#47
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.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-11-20 20:26:09
November 20 2013 20:23 GMT
#48
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.
aka KanBan85. Working on Starbow.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
November 21 2013 05:48 GMT
#49
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.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
November 21 2013 06:11 GMT
#50
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]

Would you like it? PM me an e-mail so I can send it to you if you want. Irts actually a word document.
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-12-08 12:30:55
December 08 2013 10:30 GMT
#51
Finished porting "Circuit Breaker"

I sent it to Kabel.

Size 144 x 144

Images:

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

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.
aka KanBan85. Working on Starbow.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
December 08 2013 10:34 GMT
#52
The movement speed is nerfed by 7% across the board,
tweak everymap according that?
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-12-08 10:54:58
December 08 2013 10:53 GMT
#53
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.

aka KanBan85. Working on Starbow.
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 08 2013 11:13 GMT
#54
Would you like using this map ? http://www.teamliquid.net/forum/viewmessage.php?topic_id=437709 You can modify it of course...
Author of Coda and Eastwatch.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
December 08 2013 12:32 GMT
#55
On December 08 2013 20:13 IeZaeL wrote:
Would you like using this map ? http://www.teamliquid.net/forum/viewmessage.php?topic_id=437709 You can modify it of course...


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
aka KanBan85. Working on Starbow.
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 08 2013 13:01 GMT
#56
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 ?
Author of Coda and Eastwatch.
Desive
Profile Joined July 2012
Spain13 Posts
December 08 2013 13:20 GMT
#57
Wow, circuit breaker, looks AWESOME, thx Xiphias!!
Kabel
Profile Joined September 2009
Sweden1746 Posts
December 08 2013 13:29 GMT
#58
IMO your best map work so far Xiphias! Circuit breaker looks great!!!
Creator of Starbow
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
December 08 2013 13:35 GMT
#59
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_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 ?


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?


aka KanBan85. Working on Starbow.
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 08 2013 13:48 GMT
#60
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
Author of Coda and Eastwatch.
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