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Active: 7122 users

Maps for Starbow MOD - Page 4

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 7 8 Next All
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-12-08 20:30:26
December 08 2013 19:49 GMT
#61
Ciruit breaker is now published.
Creator of Starbow
Foxxan
Profile Joined October 2004
Sweden3427 Posts
December 08 2013 22:02 GMT
#62
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
Profile Joined December 2010
Denmark697 Posts
January 21 2014 10:18 GMT
#63
Bumping this thread since the recent popularity of StarBow has increased the desire for new maps.

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.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-01-21 12:18:37
January 21 2014 10:20 GMT
#64
I can elaborate a tad more on rush distances.

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.
aka KanBan85. Working on Starbow.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
January 21 2014 13:25 GMT
#65
What is the distance from main to main around? in sc2 the standard is around ~15x, in starbow i'm guessing it would be something like ~13x ?
@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.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
January 21 2014 14:32 GMT
#66
I've never really thought about that. We have focused mostly on nat ot nat. Check maps like destination and fighting spirit. Those should be good "standards"
aka KanBan85. Working on Starbow.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
January 21 2014 20:59 GMT
#67
How about this Steppes of War remake?

+ Show Spoiler +
Nazca Steps

[image loading]


dimensions: 136x136
n2n entrance: about 95 editor units

Map with regular resources is published.
This is it... the alpaca lips.
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2014-01-21 21:49:57
January 21 2014 21:48 GMT
#68
Hi, what a nice mod you have here.
The mod looks interesting for maps so I took a look at the maps I made years ago (i feel old ). I found this map made 2 years ago with a lot of chokes. Surprisingly, i never made a thread for it even it was complete.

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 +
[image loading]


60° view
+ Show Spoiler +
[image loading]


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.
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
labbe
Profile Joined October 2010
Sweden1456 Posts
January 21 2014 21:55 GMT
#69
The fact that the community is taking control over map making is in itself a reason why this mod will be successful! BLIZZARD YOU STAY OUT OF THIS! :D
Freeze967
Profile Joined August 2011
United States230 Posts
January 21 2014 23:17 GMT
#70
@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!
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 21 2014 23:28 GMT
#71
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.
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
IamOBESE
Profile Blog Joined April 2010
United States134 Posts
January 22 2014 01:26 GMT
#72
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
Profile Blog Joined August 2011
United States396 Posts
January 22 2014 15:46 GMT
#73
I think that EatThePath's Python remake would be cool as a Starbow map.
This is it... the alpaca lips.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
January 28 2014 19:47 GMT
#74
I made a port of Wuthering Heights (by Earthattack) with Starbow mineral configurations.

+ Show Spoiler [map image] +
Wuthering Heights

[image loading]


dimensions: 144x144
n2n (entrance): close = 95 editor units, cross = 135 editor units

Thoughts?
This is it... the alpaca lips.
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 28 2014 20:02 GMT
#75
Wuthering Height truely has a smart design. Earthattack at its finest.
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
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 28 2014 20:13 GMT
#76
Got a Roadrunner remake based on the current starrunner version , using the same tileset , just more polished.
[image loading]
Author of Coda and Eastwatch.
skdeimos
Profile Joined May 2013
Canada155 Posts
January 28 2014 22:53 GMT
#77
IeZaeL everything looks so nice except the mineral lines ;_; why can't we use normal looking mineral lines?
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
January 29 2014 00:35 GMT
#78
The space behind the mineral lines could be problematic in cannon rushes and such i highly recommend you to check that stuff
@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.
Nightsz
Profile Blog Joined February 2011
Canada398 Posts
January 29 2014 03:41 GMT
#79
heyyyyyy! Starbow Canyon looks soo similar to desert oasis, ahhhh the good old days.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-01-29 09:36:40
January 29 2014 09:32 GMT
#80
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] +
Wuthering Heights

[image loading]


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
aka KanBan85. Working on Starbow.
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