Maps for Starbow MOD - Page 4
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Kabel
Sweden1746 Posts
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Foxxan
Sweden3427 Posts
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. Thats great | ||
Zaphod Beeblebrox
Denmark697 Posts
Map makers are welcome to submit their designs here for feedback and questions. Some things to note about the current maps: Rush distance is shorter than normal SC2 due to better defenders advantage. Expansions have better innate defences, but are harder to reinforce. Main bases have 9 patches and 1 gas; other bases have 6-7 patches and usually 0-1 gas (a few unique 2 gas expansions) Remember that this isn't normal SC2, so feel free to experiment. With forcefields gone, there are less restrictions on designing chokes. With gameplay focussed more on expansion control, thought needs to be put into attack paths and defensive positions. High ground mechanics allow for creative use of ramps and various terrain differences not tied to expansions. Hope to see talented map makers get creative to bring us truly amazing maps to play on. | ||
Xiphias
Norway2223 Posts
The "ideal" rush distance from entrance of natural to entrance of nat seems to be 100 ground (using the ctrl + m tool in the editor). Anything too far away from 100 is coincided "non-standard" for Starbow maps. ... I should really update OP.... Also, anyone want "fastest map" for Starbow? We've got BGH out now. | ||
Uvantak
Uruguay1381 Posts
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Xiphias
Norway2223 Posts
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Namrufus
United States396 Posts
+ Show Spoiler + dimensions: 136x136 n2n entrance: about 95 editor units Map with regular resources is published. | ||
Superouman
France2195 Posts
![]() The mod looks interesting for maps so I took a look at the maps I made years ago (i feel old ![]() While forcefields are out of the game, map makers still need to be careful with chokes because of Siege tanks + mines. We have much more room to experiment with chokes now but let's not forget it. If i have time, i need to enlarge some of the ramps on the edges. Noah's Arch 90°view + Show Spoiler + 60° view + Show Spoiler + The critters in the middle do not get out of the grass area thanks to regions and simple move triggers. I thought the triggers i made 2 years ago were teleporting the critters instead of moving them but they actually work perfectly. | ||
labbe
Sweden1456 Posts
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Freeze967
United States230 Posts
Really cool map! I love just how many expansions there are, much better than a lot of other starbow maps. A few questions: 1st: How wide is the natural choke leading to the two ramps? Hopefully a Protoss can FFE on it, or that hurts PvZ macro games, which sucks for a map this macro-favored. 2nd: Are those grassy ledges droppable for tanks/other units? If so, it'd be cool to watch, maybe potentially powerful for some of the highgrounds. Thanks! | ||
Superouman
France2195 Posts
On January 22 2014 08:17 Freeze967 wrote: @Superouman Really cool map! I love just how many expansions there are, much better than a lot of other starbow maps. A few questions: 1st: How wide is the natural choke leading to the two ramps? Hopefully a Protoss can FFE on it, or that hurts PvZ macro games, which sucks for a map this macro-favored. 2nd: Are those grassy ledges droppable for tanks/other units? If so, it'd be cool to watch, maybe potentially powerful for some of the highgrounds. Thanks! You can block the choke with 3 3x3 buildings. I think about enlarging the area in front of the natural. Right now, the size is adapted to sc2 standards. You can drop units on the highground terrain in the middle. I thought of the possibility of removing them or placing just one. Remember that the map has an axial symetry and not a rotational one. If you feel uncomfortable using the bottom part of the map, use the top one which is more open. | ||
IamOBESE
United States134 Posts
On January 21 2014 19:20 Xiphias wrote: Also, anyone want "fastest map" for Starbow? We've got BGH out now. BGH is great! I know lots of friends who will be interested. One request: Can the BGH map use a normal lobby system? When you queue up, you have no idea how many other people are also queued up. Also you can't start a smaller game | ||
Namrufus
United States396 Posts
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Namrufus
United States396 Posts
+ Show Spoiler [map image] + dimensions: 144x144 n2n (entrance): close = 95 editor units, cross = 135 editor units Thoughts? | ||
Superouman
France2195 Posts
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IeZaeL
Italy991 Posts
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skdeimos
Canada155 Posts
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Uvantak
Uruguay1381 Posts
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Nightsz
Canada398 Posts
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Xiphias
Norway2223 Posts
On January 29 2014 04:47 Namrufus wrote: I made a port of Wuthering Heights (by Earthattack) with Starbow mineral configurations. + Show Spoiler [map image] + dimensions: 144x144 n2n (entrance): close = 95 editor units, cross = 135 editor units Thoughts? Nice. I would drop the center bases and make the choke on the third's even smaller. Would be interesting to try for Starbow. Rush distances seems good for Stabow standard. Also, the new Starrunner is pimp! So sad to see my last self-textured map go though. I'll take pride in the fact that I ported it and inspired IeZeal to brush up my textures ![]() | ||
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