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Maps for Starbow MOD - Page 6

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 4 5 6 7 8 Next All
TopRamen
Profile Joined February 2011
United States96 Posts
February 09 2014 20:28 GMT
#101
Dude, for 4v4/team maps, http://wiki.teamliquid.net/starcraft/River_Runs_Through_It
Use your noodle!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-02-09 20:48:34
February 09 2014 20:44 GMT
#102
Updated OP

@ River runs thourgh...Ohhh, maybe I should port it
aka KanBan85. Working on Starbow.
Meerel
Profile Joined March 2012
Germany713 Posts
February 09 2014 22:45 GMT
#103
Asgard:
http://i.imgur.com/nAK3BrA.jpg
SDMF
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
February 10 2014 00:44 GMT
#104
Why did you guys decided to port the asymmetries of the map? For Python it was understandable since it is a 4 players map anyway, but Asgard is a 2p map
@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.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
February 10 2014 00:47 GMT
#105
On February 10 2014 09:44 Uvantak wrote:
Why did you guys decided to port the asymmetries of the map? For Python it was understandable since it is a 4 players map anyway, but Asgard is a 2p map

Agreed, this is one of the areas where the SC2 engine/editor actually is clearly superior to the (unmodified) BW editor, so take full advantage of it.
vibeo gane,
kingjames01
Profile Blog Joined April 2009
Canada1603 Posts
February 10 2014 01:07 GMT
#106
On February 10 2014 03:38 Meerel wrote:
im basically done but i have a texture bug....if someone knows what this is and how to fix it let me know.

http://i.imgur.com/QE3ycaB.jpg


That looks great! I was thinking if you're worried about warp-ins to the main, you could also make the area just above the cliffs unbuildable.
Who would sup with the mighty, must walk the path of daggers.
WarpTV
Profile Joined August 2011
205 Posts
Last Edited: 2014-02-10 01:49:09
February 10 2014 01:48 GMT
#107
1v1 ladder map proposals

Highlands Reach

[image loading]

Main/Natural
+ Show Spoiler +
[image loading]



Map Info:
  • 2 Players / 2 spawn points.
  • No fly zone behind Main and Natural bases to limit "dead space" with out making the map feel cramped.
  • Rush distance of 106 in game units (longer)
  • 4 attack paths with defenders advantage via distance and High ground.
  • Less defenders advantage at 3rd base and Main bases' choke point to off set the longer attack paths.
  • 4th base is along the main attack path used by your starting positions.
  • Alternate 3rd base with a "in base" 4th. It has a high defenders advantage that is off set by its remote location.



How should I make the map file available for you guys? I am working on 2 others also.
HeyImFinn
Profile Joined September 2011
United States250 Posts
Last Edited: 2014-02-10 02:48:48
February 10 2014 02:16 GMT
#108
If you're open to non-Brood War maps, why not some of the GSL/PL maps that never got released outside of Korea. For example, Bel'Shir Beach (not Vestige)

Also, some 3v3 and 4v4 maps would be pretty cool ^_^
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
isaachukfan
Profile Blog Joined October 2011
Canada785 Posts
February 10 2014 02:56 GMT
#109
On February 10 2014 11:16 HeyImFinn wrote:
If you're open to non-Brood War maps, why not some of the GSL/PL maps that never got released outside of Korea. For example, Bel'Shir Beach (not Vestige)


I've asked the creators this before, and they say they don't want to because:
(1) They want Starbow to stand in it's own right, and not be associated with sc2 through the maps
and
(2) SCII maps simply don't work with sbow, simply because the rush distances and features are adapted for a different game
I'm a mennonite, yes I'm allowed to use a computer
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 10 2014 05:17 GMT
#110
On February 10 2014 10:48 WarpTV wrote:
1v1 ladder map proposals

Highlands Reach


Map Info:
  • 2 Players / 2 spawn points.
  • No fly zone behind Main and Natural bases to limit "dead space" with out making the map feel cramped.
  • Rush distance of 106 in game units (longer)
  • 4 attack paths with defenders advantage via distance and High ground.
  • Less defenders advantage at 3rd base and Main bases' choke point to off set the longer attack paths.
  • 4th base is along the main attack path used by your starting positions.
  • Alternate 3rd base with a "in base" 4th. It has a high defenders advantage that is off set by its remote location.



How should I make the map file available for you guys? I am working on 2 others also.


I sent you a PM with my e-mail I think for sending maps. Or you could use some upload site.

Feedback:
- Main bases might be too small (this is an easy fix since you already have the "not - dead space" area.
- Whole map might be a tad too chocky. I would look into opening up the middle at least. I have some ideas but they are hard to explain without just modifying the map and taking a picture.
- Except for that the map looks promising imo.
aka KanBan85. Working on Starbow.
Season
Profile Blog Joined May 2010
United States301 Posts
Last Edited: 2014-02-10 16:17:36
February 10 2014 06:02 GMT
#111
Hey guys thanks for the 2 new maps!! Had so many good times on Python in BW, so hoping I'll get to have more now in StarBow!

A few things though.. First, on Python, there are two small tower-like platforms (to the north side of the 3 o'clock base AND the south side of the 9 o'clock base) that you can set a single smaller unit on (ghosts/vultures NOT tanks) which allows for high ground. Units also 'glitch' up the side of this platform by accident when you walk over there. Not sure if that is intended.

Second, a couple things regarding the 'island' bases in the 2 and 7 o'clock positions. In BW there were minerals there that had to be mined before you could take one of these bases. Also, the bridge that connects the close-by-air positions did not exist. I haven't played enough games, but I am not sure about these designs ESPECIALLY if you get close-by-air spawn locations. This could be more beneficial to Starbow and the map, however, I'll have to play more and report back.

Also, on Andromeda, it appears the game setting starts on "fast" not "faster" when you create the game.

I know these were just released so I thought I'd give you a heads-up! Great work though! Keep it up!

EDIT: it seems the python problems were only on NA, EU is perfect (except for the big white sheet which hurts the eyes, maybe do a grass theme?)
Meerel
Profile Joined March 2012
Germany713 Posts
February 10 2014 08:25 GMT
#112
I think asymmetrie is the best thing a map can have, just a little here and there to spice it up. its actually a design rule from blizzard aswell.
And im pretty sure no one wants to see boring shit Sc2 maps in starbow. And furthermore the sc2 mapscene is for the most part inactive and does nothing.
SDMF
Ragoo
Profile Joined March 2010
Germany2773 Posts
February 10 2014 10:38 GMT
#113
On February 10 2014 04:20 Whiplash wrote:
Hey Meerel how would one go about remaking one of these brood war maps as close as possible?


Well you start a map with the size of 148x148 or 148x110 (depening if you are porting a 128x128 map or 128x96) and then you go from there. But how fast you will do that heavily depends on how good you are with the editor, and Mereel is very good and expierenced^^ The stuff he does in 1 hour takes 3 for me....
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-02-10 13:52:12
February 10 2014 13:51 GMT
#114
http://i.imgur.com/n5n5YYF.jpg Match point is ready.
Author of Coda and Eastwatch.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 11 2014 09:15 GMT
#115
I fixed Blue Storm gap now. Sent the map to Kabel for updating.

Problem is, in SC2. If we want zerglings to be able to fit, then vultures fit as well. But not goons or tanks. Hydra and vultures are the biggest units that fit through it once it is updated. But the gap can be easily blocked by a single pylon / supply depot.
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 11 2014 14:16 GMT
#116
Updated OP with the new maps.
aka KanBan85. Working on Starbow.
WarpTV
Profile Joined August 2011
205 Posts
Last Edited: 2014-02-11 18:27:24
February 11 2014 18:08 GMT
#117
On February 10 2014 14:17 Xiphias wrote:
Show nested quote +
On February 10 2014 10:48 WarpTV wrote:
1v1 ladder map proposals

Highlands Reach


Map Info:
  • 2 Players / 2 spawn points.
  • No fly zone behind Main and Natural bases to limit "dead space" with out making the map feel cramped.
  • Rush distance of 106 in game units (longer)
  • 4 attack paths with defenders advantage via distance and High ground.
  • Less defenders advantage at 3rd base and Main bases' choke point to off set the longer attack paths.
  • 4th base is along the main attack path used by your starting positions.
  • Alternate 3rd base with a "in base" 4th. It has a high defenders advantage that is off set by its remote location.



How should I make the map file available for you guys? I am working on 2 others also.


I sent you a PM with my e-mail I think for sending maps. Or you could use some upload site.

Feedback:
- Main bases might be too small (this is an easy fix since you already have the "not - dead space" area.
- Whole map might be a tad too chocky. I would look into opening up the middle at least. I have some ideas but they are hard to explain without just modifying the map and taking a picture.
- Except for that the map looks promising imo.



- Main base, The grass around the edges gives the Illusion of a much small base, But even then I can make it bigger very easy
- Chocky, I was fearing for Mech pay with the large distances. I wanted to keep that round about feel for counter attacks. It is the mid map 4th base that makes the map so chocky. I can move the 4th's to the center of the map and push the main attack path out and open them up.
Or, I can make the 4th a 2x gas base and open all of the center up.


Also, I made the map by coping Fighting Spirit, so all of the mod is there. I uploaded it to B.net before the spider mine patch and the map updated with it.


WarpTV
Profile Joined August 2011
205 Posts
Last Edited: 2014-02-11 18:46:12
February 11 2014 18:42 GMT
#118
Oh, Check this out to make 30 degree ramps!

http://www.twitch.tv/tligrok/b/283705673

You just adjust map heights + Sight blockers. Then put mini/invisible xel'naga towers on the high ground that have range 9.
I am not sure how to get the defenders advantage to work.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 11 2014 20:39 GMT
#119
On February 12 2014 03:08 WarpTV wrote:
Show nested quote +
On February 10 2014 14:17 Xiphias wrote:
On February 10 2014 10:48 WarpTV wrote:
1v1 ladder map proposals

Highlands Reach


Map Info:
  • 2 Players / 2 spawn points.
  • No fly zone behind Main and Natural bases to limit "dead space" with out making the map feel cramped.
  • Rush distance of 106 in game units (longer)
  • 4 attack paths with defenders advantage via distance and High ground.
  • Less defenders advantage at 3rd base and Main bases' choke point to off set the longer attack paths.
  • 4th base is along the main attack path used by your starting positions.
  • Alternate 3rd base with a "in base" 4th. It has a high defenders advantage that is off set by its remote location.



How should I make the map file available for you guys? I am working on 2 others also.


I sent you a PM with my e-mail I think for sending maps. Or you could use some upload site.

Feedback:
- Main bases might be too small (this is an easy fix since you already have the "not - dead space" area.
- Whole map might be a tad too chocky. I would look into opening up the middle at least. I have some ideas but they are hard to explain without just modifying the map and taking a picture.
- Except for that the map looks promising imo.



- Main base, The grass around the edges gives the Illusion of a much small base, But even then I can make it bigger very easy
- Chocky, I was fearing for Mech pay with the large distances. I wanted to keep that round about feel for counter attacks. It is the mid map 4th base that makes the map so chocky. I can move the 4th's to the center of the map and push the main attack path out and open them up.
Or, I can make the 4th a 2x gas base and open all of the center up.


Also, I made the map by coping Fighting Spirit, so all of the mod is there. I uploaded it to B.net before the spider mine patch and the map updated with it.




The map is has Starbow dependency and you uploaded it yourself? We would like to have a certain control of the Starbow maps...
aka KanBan85. Working on Starbow.
IeZaeL
Profile Joined July 2012
Italy991 Posts
February 11 2014 20:49 GMT
#120
and it is a very bad map btw.
Author of Coda and Eastwatch.
Prev 1 4 5 6 7 8 Next All
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