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Active: 12438 users

Maps for Starbow MOD - Page 7

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 5 6 7 8 Next All
Vejita00
Profile Joined February 2014
United States11 Posts
February 12 2014 00:37 GMT
#121
I don't think it is such a bad thing for people to be able to make maps to play with their friends using Starbow. However, I do think it is a bad idea for them to publish it under Starbow and thus, people who don't know any better might play maps that kind of suck. If you make your own map and bypass them, you should at least upload it under some title that reflects that it isn't an official Starbow map.
WarpTV
Profile Joined August 2011
205 Posts
February 12 2014 01:42 GMT
#122
That map is set to privet.
kingjames01
Profile Blog Joined April 2009
Canada1603 Posts
February 12 2014 09:10 GMT
#123
On February 11 2014 18:15 Xiphias wrote:
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.


Could you make the ground around the gaps unbuildable?
Who would sup with the mighty, must walk the path of daggers.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 12 2014 09:57 GMT
#124
On February 12 2014 18:10 kingjames01 wrote:
Show nested quote +
On February 11 2014 18:15 Xiphias wrote:
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.


Could you make the ground around the gaps unbuildable?


Why? I think it is good for players to be able to block it off with buildings, the main ramp is big enough as it is. And the base is on low-ground. A nightmare for FFE toss players already.
aka KanBan85. Working on Starbow.
kingjames01
Profile Blog Joined April 2009
Canada1603 Posts
February 12 2014 11:40 GMT
#125
On February 12 2014 18:57 Xiphias wrote:
Show nested quote +
On February 12 2014 18:10 kingjames01 wrote:
On February 11 2014 18:15 Xiphias wrote:
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.


Could you make the ground around the gaps unbuildable?


Why? I think it is good for players to be able to block it off with buildings, the main ramp is big enough as it is. And the base is on low-ground. A nightmare for FFE toss players already.


I misunderstood what you meant then. I thought your last statement was a bad situation. My mistake! ^^
Who would sup with the mighty, must walk the path of daggers.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 12 2014 12:04 GMT
#126
On February 12 2014 20:40 kingjames01 wrote:
Show nested quote +
On February 12 2014 18:57 Xiphias wrote:
On February 12 2014 18:10 kingjames01 wrote:
On February 11 2014 18:15 Xiphias wrote:
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.


Could you make the ground around the gaps unbuildable?


Why? I think it is good for players to be able to block it off with buildings, the main ramp is big enough as it is. And the base is on low-ground. A nightmare for FFE toss players already.


I misunderstood what you meant then. I thought your last statement was a bad situation. My mistake! ^^


Ah, yeah I can see that in the context. Since vulture fitting through was bad imo. np
aka KanBan85. Working on Starbow.
Jermman
Profile Joined November 2011
Canada174 Posts
February 14 2014 00:08 GMT
#127
Someone needs to make a starbow build order tester Asap.
Terran/Random Player
404AlphaSquad
Profile Joined October 2011
839 Posts
Last Edited: 2014-02-15 19:02:49
February 15 2014 18:53 GMT
#128
I posted it in sbow general but I will post it here again: the iron curtain map has to be fixed!
1) the spawning is the complete opposite than what it was in bw. You are supposed to spawn with an opponent on your side of the map. but here you spawn with your ally.
see here how it should be!
2) the mineralplacement in the middle should only allow small units to pass. not entire goon armys.

For reference how exciting this map can be
aka Kalevi
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
February 15 2014 22:41 GMT
#129
On February 16 2014 03:53 404AlphaSquad wrote:
I posted it in sbow general but I will post it here again: the iron curtain map has to be fixed!
1) the spawning is the complete opposite than what it was in bw. You are supposed to spawn with an opponent on your side of the map. but here you spawn with your ally.
see here how it should be!
2) the mineralplacement in the middle should only allow small units to pass. not entire goon armys.

For reference how exciting this map can be

In BW the spawns were completely randomized - any arrangement was possible.
vibeo gane,
404AlphaSquad
Profile Joined October 2011
839 Posts
February 15 2014 23:50 GMT
#130
On February 16 2014 07:41 -NegativeZero- wrote:
Show nested quote +
On February 16 2014 03:53 404AlphaSquad wrote:
I posted it in sbow general but I will post it here again: the iron curtain map has to be fixed!
1) the spawning is the complete opposite than what it was in bw. You are supposed to spawn with an opponent on your side of the map. but here you spawn with your ally.
see here how it should be!
2) the mineralplacement in the middle should only allow small units to pass. not entire goon armys.

For reference how exciting this map can be

In BW the spawns were completely randomized - any arrangement was possible.

yes you are right just looked it up on liquipedia. Sorry didnt know that. I was always under the impression that there was a preset arrangement :/ I apologize to the mapmaker for beeing so rude.
aka Kalevi
tactxteddybear
Profile Joined January 2009
Hungary22 Posts
February 16 2014 11:57 GMT
#131
I've made a blueprint for a map that I was loving when I was playing BW back then. Neo Forte... Please don't bash me about the cosmetics of the map, I've outdone myself on this one, despite the fact I don't know how to make a good looking map

[image loading]
Revenge is a dish best served cold
skdeimos
Profile Joined May 2013
Canada155 Posts
February 16 2014 13:40 GMT
#132
Hey guys, are we allowed to use destructible rocks in Starbow maps? I'm working on something that I think is really cool, but the design is hinged around the natural backdoor rocks.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2014-02-16 14:23:46
February 16 2014 14:22 GMT
#133
On February 16 2014 22:40 skdeimos wrote:
Hey guys, are we allowed to use destructible rocks in Starbow maps? I'm working on something that I think is really cool, but the design is hinged around the natural backdoor rocks.

Do you know the brood war map andromeda? I think it was also uploaded for starbow, but not sure.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
tactxteddybear
Profile Joined January 2009
Hungary22 Posts
February 16 2014 15:02 GMT
#134
On February 16 2014 22:40 skdeimos wrote:
Hey guys, are we allowed to use destructible rocks in Starbow maps? I'm working on something that I think is really cool, but the design is hinged around the natural backdoor rocks.


I think it is viable if its blocking an expansion, but not to block a pathway
Revenge is a dish best served cold
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2014-02-16 16:47:27
February 16 2014 16:37 GMT
#135
Is it supposed to be the case that there are only eight mineral patches in the main for Iron Curtain?

Also, wanted to promote my idea to have Medusa as an available map, because it's more micro oriented than some of the other ones and therefore might be a successful map for beginner players.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Ej_
Profile Blog Joined January 2013
47656 Posts
February 16 2014 16:53 GMT
#136
On February 16 2014 23:22 Grumbels wrote:
Show nested quote +
On February 16 2014 22:40 skdeimos wrote:
Hey guys, are we allowed to use destructible rocks in Starbow maps? I'm working on something that I think is really cool, but the design is hinged around the natural backdoor rocks.

I think it was also uploaded for starbow, but not sure.

it was
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 16 2014 19:36 GMT
#137
You can use destructible rocks. It is not against our design philosophy, just rarely used in our maps.

Xel-naga watchtowers on the other hand...
aka KanBan85. Working on Starbow.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2014-02-18 21:21:14
February 18 2014 11:33 GMT
#138
Tau cross has minerals further away on both europe and america.
The weird thing is, taucross was fixed on europe a few weeks ago, but i just played on it and its back to the old.

Its really annoying i must say when it reverts to the badversion.

I must ask, why does things like this happen?
Its some bug in the editor or something?

EDIT:
6 o clock @Tau cross = imba position. The minerals are good there.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-02-21 19:28:56
February 21 2014 19:16 GMT
#139
hey guys, I feel like making a map for starbow and am wondering what dimensions would be good for it.
edit: also are normal geysers modified by the mod or should I be using high yield ones?
"Not you."
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 21 2014 20:08 GMT
#140
On February 18 2014 20:33 Foxxan wrote:
Tau cross has minerals further away on both europe and america.
The weird thing is, taucross was fixed on europe a few weeks ago, but i just played on it and its back to the old.

Its really annoying i must say when it reverts to the badversion.

I must ask, why does things like this happen?
Its some bug in the editor or something?

EDIT:
6 o clock @Tau cross = imba position. The minerals are good there.


Fixed Tau Cross.
aka KanBan85. Working on Starbow.
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