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Maps for Starbow MOD

Forum Index > SC2 Maps & Custom Games
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Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-02-11 19:36:08
June 20 2013 21:13 GMT
#1
One of the most popular "custom maps" forums "Starbow" is becoming increasingly filled with game design, balance, strategy and maps. In order to separate out some content I decided to make a new thread devoted to maps specifically made for, or adopted to Starbow.

This thread is for posting existing maps, future maps and ideas/concepts for maps for Starbow. We can also use this thread for giving feedback on existing maps and ideas for new ones.

A few things to remember when making maps for Starbow:
- Each worker brings back 8 minerals per trip and 8 gas.
- Starbow focuses on space-control.
- No force fields, so ramps does not have to be FF blockable.
- 50 % high ground miss chance. Ramps and cliffs are even more important. (Units attacking other units from a cliff will become visible for a short time.)
- Standard rush distance from entrance to natural base is 100 (with the ctrl+m tool in the editor).
- Normal choke size at natural is 4 or 4,5 pylons wide.

Current map pool

Almost all of these maps are based off of BW maps.

Fighting Spirit

Image:
+ Show Spoiler +

[image loading]


Info:
+ Show Spoiler +
Yay! FS! By Decemberscalm and Meerel


Texas

Image:
+ Show Spoiler +

[image loading]


Info:
+ Show Spoiler +

Original Starbow map by Meerel


Circuit Breaker

Image:
+ Show Spoiler +

[image loading]


Info:
+ Show Spoiler +

Rush distances are very different here according to spawns with North-South being the shortest. By Meerel


Destination

Image:
+ Show Spoiler +

[image loading]


Info:
+ Show Spoiler +

By Xiphias and Meerel


Bloody Ridge

Image:
+ Show Spoiler +

[image loading]


Info:
+ Show Spoiler +

By Xiphias and IeZeal


Starrunner

Image:
+ Show Spoiler +

[image loading]


Info:
+ Show Spoiler +

The map we always forget exists. This is pretty much 100% "Roadrunner" from Starcraft: BroodWar except for the textures of course. By Xiphias and IeZeal


Neo Tau Cross

Image:
+ Show Spoiler +

[image loading]


Info:
+ Show Spoiler +

By Xiphias and IeZeal



Python

Image:
+ Show Spoiler +

[image loading]


Info:
+ Show Spoiler +

By IeZeal.


Andromeda

Image:
+ Show Spoiler +

[image loading]


Info:
+ Show Spoiler +

By Meerel and IeZeal


Blue Storm

Image:
+ Show Spoiler +

[image loading]


Info:
+ Show Spoiler +

By Meerel


Asgard

Image:
+ Show Spoiler +

[image loading]


Info:
+ Show Spoiler +

By Meerel. This map has a wide natural base and generally fewer mineral patches per base. A very different Starbow map.


Match Point

Image:
+ Show Spoiler +

[image loading]


Info:
+ Show Spoiler +

By IeZeal



So any feedback on these maps? Any map ideas you would like to see in Starbow? The word is yours!

aka KanBan85. Working on Starbow.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
June 21 2013 04:38 GMT
#2
Xiphias Pass
+ Show Spoiler +
[image loading]


Gambit
+ Show Spoiler +
[image loading]
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
June 21 2013 07:23 GMT
#3
Why is not Gambit in the map pool? Are you finished with it Dec? It looks great!
aka KanBan85. Working on Starbow.
Superouman
Profile Blog Joined August 2007
France2195 Posts
June 21 2013 08:23 GMT
#4
I think i'll make some maps just for this mod.
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
Meerel
Profile Joined March 2012
Germany713 Posts
June 21 2013 13:11 GMT
#5
On June 21 2013 17:23 Superouman wrote:
I think i'll make some maps just for this mod.

nice
SDMF
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
June 21 2013 17:08 GMT
#6
On June 21 2013 17:23 Superouman wrote:
I think i'll make some maps just for this mod.


That would be sick! Updated OP with some more unique stuff about Starbow that I'd forgotten. (I take these things for granted now...)
aka KanBan85. Working on Starbow.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-06-23 17:02:41
June 23 2013 16:29 GMT
#7
Might aswell bump this thread to hear your thoughts regarding the current map pool.
(It has been in the game for a week now.)

Current maps in the Starbow map pool:

Starbow Ridge - See opening post
Starbow Canyon - See opning post
Starbow Haven - See opening post
Aldaris Betrayal - http://www.teamliquid.net/forum/viewmessage.php?topic_id=416354
Roadrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=417016
Breakout - http://i.imgur.com/20BPx7Q.jpg
Atlas - http://www.teamliquid.net/forum/viewmessage.php?topic_id=388872

I do have many more maps in my vault that mapmakers have sent me. I usually rotate the map pool once in a while.
Thoughts on the maps?




@ Xiphias maps

I might aswell share my thoughts on your maps, Xiphias.

Starbow Ridge is my favourite one of your maps, because we usually get very good games on it. I don't know what casues it, or why that is the case, but it is rare to see a lame game on that map.

Starbow Canyon is the only map in the pool that has main bases close by air. Which I like since that usually encourages other play styles. It does give me bad memories from Desert Oasis though. : /

Starbow Haven feels too big. Maybe it is the shape of the map that contributes to it. Games tend to get quite long and macro oriented. It feels like players are very far away from each other.

Again, these are just my thoughts. Other players might have different opinions or experiences of the maps.
Creator of Starbow
Meerel
Profile Joined March 2012
Germany713 Posts
June 23 2013 17:51 GMT
#8
after seeing the game on breakout i guess that map isnt all that great as i thought lol.
maybe force cross spawn would be a solution^^
SDMF
bypLy
Profile Joined June 2013
757 Posts
June 23 2013 17:52 GMT
#9
looks pretty decent
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-06-23 18:17:01
June 23 2013 18:13 GMT
#10
Here is the replay in case anyone is curious:
http://drop.sc/345539 ^^
Creator of Starbow
Meerel
Profile Joined March 2012
Germany713 Posts
June 23 2013 19:31 GMT
#11
if you spawn close to each other like in the replay then the distance from the natural to the thid from the opponent is really really short. thats my concern
SDMF
Kabel
Profile Joined September 2009
Sweden1746 Posts
June 29 2013 15:02 GMT
#12
I drop this question here instead of in the main thread:

Should 4-player maps have forced cross spawn or not?

I think it would be easier if all 4-player maps have the same: either forced spawn or random spawn. Makes it less confusing.
Creator of Starbow
Sumadin
Profile Joined August 2011
Denmark588 Posts
June 29 2013 15:47 GMT
#13
Oh i totally forgot about this thread. You see i have been fooling around with the editor during my holidays and this is a concept i have come up with so far.

+ Show Spoiler +
[image loading]


It is obviously Work in progress but i thought i would leave it here for feedback.
The idea is that the bridges will extend once the generator on the field have been destroyed.

As for the 4 player maps. I am generally against adjusting spawns really. It is just a bandaid for poor design. If a map can't be balanced for all avaliable spawns, throw it out.
The basic key to beating a priest is playing a deck that is terrible.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
June 29 2013 17:32 GMT
#14
Cool bridges things.

I like randoms spawns, but close spawns on Starbow Ridge seems to have some imbaness to it. Maybe forced cross on that one.

Why I like random spawns. I think it promotes innovation (no, not the player). With random spawns I can try and go or new stuff and hope my opponent does not scout it. I also have to play a bit safer since I might not scout my opponent right away. With forced spawns, players become very greedy and sometimes unrealistic builds becomes standard. Builds that would not work if you did not scout your opponent right away.
aka KanBan85. Working on Starbow.
Sumadin
Profile Joined August 2011
Denmark588 Posts
June 30 2013 19:14 GMT
#15
Alright i thought i would bring you an update.

+ Show Spoiler +
[image loading]


Turns out those bridges have to start extended... but you can retract them at map initiation.

There is still a few things i wanna get done with the terrain but this is largely how the map is going to look.
The basic key to beating a priest is playing a deck that is terrible.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
June 30 2013 20:00 GMT
#16
Interesting. I wonder if you should have a smaller second ramp down from the third towards the fourth (the fourth not accessible by the bridge).

Also the path to the expansion by the bridges along the top and button looks too long and weird. Not sure how to fix that though... What are the dimensions?
aka KanBan85. Working on Starbow.
Sumadin
Profile Joined August 2011
Denmark588 Posts
June 30 2013 20:34 GMT
#17
It is 160x128. Clasified as a medium sized map.

The general idea about the third is that it is a very safe one unless the controller on the field gets taken out. You could also take the fourth connected by the bridges but that would require the player to move out on the field to take out the controller. It would be as solid as normal destructable rocks.

That said the path may be a little too long. I kinda let the length of the cables dictate the design. I wanted to add them to make it intuative where to go(through don't get fooled, they got nothing to do with it). Not sure how to fix it either. I wouldn't have room for the fourth if i reduced the distance. Already there wasn't enough room for a full expansion(which won't be an issue if the map was converted to Starbow).
The basic key to beating a priest is playing a deck that is terrible.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-06-30 20:47:51
June 30 2013 20:43 GMT
#18
Changed up Canyon a little. I'll send this to Kabel. Thirds should be easier to hold now.

I also removed the rock (tower) on the right side. It was blocking air units in an unfair manner (it was only on the right side...)

Pic:

+ Show Spoiler +
[image loading]


I also want to make Haven a bit less wide, but I don't have time for it atm. Probably in two weeks time. I am thinking about cutting off a part in the middle where one base used to be.
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
July 05 2013 18:04 GMT
#19
Starbow Haven has also been changed:

[image loading]

Made it not so wide, removed two lakes and added some more trees in the middle area.
aka KanBan85. Working on Starbow.
Big J
Profile Joined March 2011
Austria16289 Posts
July 06 2013 15:22 GMT
#20
On June 21 2013 17:23 Superouman wrote:
I think i'll make some maps just for this mod.

And I'm gonna play them!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
July 09 2013 22:23 GMT
#21
http://www.teamliquid.net/forum/viewmessage.php?topic_id=410850

Good idea for Starbow? I'm thinking this instead of Canyon. Still close air, but not super far ground.
aka KanBan85. Working on Starbow.
Azelja
Profile Joined May 2011
Japan762 Posts
July 09 2013 23:16 GMT
#22
Didn't we use to have Pathfinder in the map pool once? I could've sworn I played SBow on that map before...
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-07-10 07:21:58
July 10 2013 06:55 GMT
#23
We did. I have all the maps that has ever been in the pool on my PC (from when I developed) and it's there, but it's an older version. Terranlover made an updated version of it. How was gameplay on it?

Maybe I should post all of them and we could rate them all?
aka KanBan85. Working on Starbow.
Azelja
Profile Joined May 2011
Japan762 Posts
July 10 2013 08:27 GMT
#24
Weren't too too many games on it, but it's mothereffing pathfinder, come on ^^ Even if it were just 2 base carrier plays, it would still be awesome :p

Yeah, sounds like a plan (?)
Kabel
Profile Joined September 2009
Sweden1746 Posts
July 27 2013 12:50 GMT
#25
Any thougts on the current map pool?

I consider to swap some maps for some new goodies I have recieved.

Any maps where we always/often see lame games?
Creator of Starbow
Cryofrost
Profile Joined September 2012
United States5 Posts
July 30 2013 02:24 GMT
#26
There's been a lot of re-makes of BW maps for SC2. Sadly, most of them are really poor for SC2 play, because of the way they set up. They might not be as bad for Starbow though due to the fact that some of the BW playstyle has been preserved. I would make a map for Starbow if I didn't suck so bad at mapmaking and if I was a little more confident with my grasp of Starbow's balance (at this time, kind of hard with all of the changes, XD).

Alternately, there are some SC2 maps that I can foresee working with Starbow.
Captain Cheeser on duty!
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-08-10 11:34:29
August 10 2013 09:42 GMT
#27
Many of you have requsted that I change some of the maps in the map pool. (We have kept the same maps for many many weeks now.)

I aim to do a switch soon, and I would like to hear some more thoughts regarding the current maps.
What maps fit, and what maps do not?
What do maps need to have to work well?
What old maps might be worth to switch back in the map pool?

(I know Match point has been requested)

Edit: Here are some of the maps we have used earlier in the pool. (Many of them several months ago)

Match Point - http://www.teamliquid.net/forum/viewmessage.php?topic_id=403948
Destination - http://www.teamliquid.net/forum/viewmessage.php?topic_id=293234
(I think I have a newer version than the one showed in the picture.)

The Shortest Straw - http://www.teamliquid.net/forum/viewmessage.php?topic_id=372761
Valley of Nis - http://www.teamliquid.net/forum/viewmessage.php?topic_id=393677
Oakshire - http://www.teamliquid.net/forum/viewmessage.php?topic_id=358103
Hard Grid - http://www.teamliquid.net/forum/viewmessage.php?topic_id=358255
Pathfinder - http://www.teamliquid.net/forum/viewmessage.php?topic_id=410850
(We only used it for a little while since the map was bugged. It was an old version)

Purple storm - A modification of Blue storm: http://www.teamliquid.net/forum/viewmessage.php?topic_id=215461
Neo Requiem - A modification of this: http://www.teamliquid.net/tlpd/korean/maps/23_Neo_Requiem

Mereel, if you read this, please register a new account so I can PM you ^^
Creator of Starbow
IeZaeL
Profile Joined July 2012
Italy991 Posts
August 11 2013 12:48 GMT
#28
Yea , I also need some of these maps for my mod. Especially BW maps remakes . So , I agree with Kabel , Mereel , please register a new account !
Author of Coda and Eastwatch.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 11 2013 13:49 GMT
#29
On August 11 2013 21:48 IeZaeL wrote:
Yea , I also need some of these maps for my mod. Especially BW maps remakes . So , I agree with Kabel , Mereel , please register a new account !

he already has?
Moderatorshe/her
TL+ Member
404AlphaSquad
Profile Joined October 2011
839 Posts
August 11 2013 17:30 GMT
#30
more different maaaps especially this one : http://www.teamliquid.net/forum/viewmessage.php?topic_id=121097
aka Kalevi
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
August 14 2013 18:11 GMT
#31
So, I changes "squares". I know this is not everyone's favourite, but this could work better than the old one. I simpley removed the "super-safe" base (there are so many bases anyways..) and added gas to the closer to mid bases. I also changed main/nat slightly and removed a TON of dead space.

[image loading]
aka KanBan85. Working on Starbow.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-08-17 10:11:01
August 17 2013 10:10 GMT
#32
I did a ninja swap of the map pool yesterday night.

We now have:

Destination - http://www.teamliquid.net/forum/viewmessage.php?topic_id=293234
Match Point - http://www.teamliquid.net/forum/viewmessage.php?topic_id=403948
Roadrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=417016
Frostbite - http://www.teamliquid.net/forum/viewmessage.php?topic_id=419393
Squares of Starbow - (The post above)

The maps who got removed/replaced might make a comeback in the future again.
Creator of Starbow
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
August 17 2013 12:20 GMT
#33
Thank you for not killing off roadrunner. I think it's close to the best map we have atm.

Any feedback on the new squares (except too narrow choke at nat)?
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-08-18 20:35:06
August 18 2013 20:34 GMT
#34
So, I made this really weird map... Can it work? The symmetry is not circular which may cause some difficulties....

[image loading]

Oh, and this is very WIP btw. No need to say stuff like "make better textures". I'm working on the layout.
aka KanBan85. Working on Starbow.
Cryofrost
Profile Joined September 2012
United States5 Posts
August 25 2013 22:49 GMT
#35
On August 19 2013 05:34 Xiphias wrote:
So, I made this really weird map... Can it work? The symmetry is not circular which may cause some difficulties....

[image loading]

Oh, and this is very WIP btw. No need to say stuff like "make better textures". I'm working on the layout.

Make it so players can't spawn close-by-air. I think the other spawns distances are okay. But just imagine it . . . mutas everywhere. At least there aren't banshees and oracles o.0. Could you imagine it if you had oracles on that map? Proxy stargate . . . in your own base! But if you make it so the close-by-air spawns are disabled I think it could be fine.
Captain Cheeser on duty!
lorestarcraft
Profile Joined April 2011
United States1049 Posts
September 13 2013 04:35 GMT
#36
A couple of maps if you guys want to use them:

+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
SC2 Mapmaker
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-09-13 09:15:59
September 13 2013 06:40 GMT
#37
Since there is no name on the maps I'll just refer to them as nr. 1,2,3,4,5, and 6 according to the pics order.

You make nice maps btw. Unfortunately they seem to fit SC2 much better than Starbow, but maybe nr. 4 and 5 could work. Stabow needs a bit more open middle because of the pathing and attack system as well as few forward bases.

Oooh, did not see that until now, but nr. 5 is three player map. It looks very interesting actually.
aka KanBan85. Working on Starbow.
thezanursic
Profile Blog Joined July 2011
5478 Posts
Last Edited: 2013-09-13 10:58:13
September 13 2013 10:57 GMT
#38
I don't want to sound like a meanie, but in terms of aesthetics. These maps feel like a step back...

Not all of them though.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
September 13 2013 15:20 GMT
#39
On September 13 2013 15:40 Xiphias wrote:
Since there is no name on the maps I'll just refer to them as nr. 1,2,3,4,5, and 6 according to the pics order.

You make nice maps btw. Unfortunately they seem to fit SC2 much better than Starbow, but maybe nr. 4 and 5 could work. Stabow needs a bit more open middle because of the pathing and attack system as well as few forward bases.

Oooh, did not see that until now, but nr. 5 is three player map. It looks very interesting actually.

Definitely SC2 maps. They'd need pretty heavy tweaking.

The first one reminds me of Frostbite but without easy to defend far bases. Frostbite is already a pretty mech favored map due to how chokey it is, so even our most SC2 style map while still being BW'ish is still bad for balance.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2013-09-13 20:40:34
September 13 2013 20:38 GMT
#40
On September 13 2013 19:57 thezanursic wrote:
I don't want to sound like a meanie, but in terms of aesthetics. These maps feel like a step back...

Not all of them though.

Most of these were WIPs that I didnt quite finish and most never had threads made for them.

There are indeed a few guys around here that do aesthetics better than me but not many. Especially my more "finished" maps. These are some that I thought could be converted to a more BW style.
SC2 Mapmaker
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 States2141 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.
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.
Meerel
Profile Joined March 2012
Germany713 Posts
Last Edited: 2014-02-07 13:15:36
February 07 2014 13:06 GMT
#81
Next Maps will be Bifrost, Match Point, Asgard, Andromeda maybe Blue Storm (more not then yes)
After that im not sure because people have so many different wishes.
Poll: What map should be next?

Medusa (16)
 
29%

Heartbreak Ridge (12)
 
21%

Outsider (4)
 
7%

Longinus (4)
 
7%

Baekmagoji (3)
 
5%

Benzene (2)
 
4%

Luna (2)
 
4%

Rush Hour 3 (2)
 
4%

Ride of the Valkyries (2)
 
4%

Colosseum (2)
 
4%

Triathlon (2)
 
4%

Troy (1)
 
2%

Neo Ground Zero (1)
 
2%

Into the Darkness (1)
 
2%

Monty Hall SE (1)
 
2%

R-Point (1)
 
2%

Gladiator (0)
 
0%

56 total votes

Your vote: What map should be next?

(Vote): R-Point
(Vote): Luna
(Vote): Baekmagoji
(Vote): Troy
(Vote): Neo Ground Zero
(Vote): Into the Darkness
(Vote): Benzene
(Vote): Gladiator
(Vote): Medusa
(Vote): Monty Hall SE
(Vote): Longinus
(Vote): Rush Hour 3
(Vote): Ride of the Valkyries
(Vote): Colosseum
(Vote): Outsider
(Vote): Triathlon
(Vote): Heartbreak Ridge



Overviews:
+ Show Spoiler +
Troy:
[image loading]
Triathlon:
[image loading]
Rush hour 3:
[image loading]
R-Point:
[image loading]
Ride of the Valkyries:
[image loading]
Outsider:
[image loading]
Neo Ground Zero:
[image loading]
Monty Hall:
[image loading]
Medusa:
[image loading]
Luna:
[image loading]
Longinus:
[image loading]
Into the Darkness:
[image loading]
Heartbreak:
[image loading]
Gladiator:
[image loading]
Colosseum:
[image loading]
Benzene:
[image loading]
Baekmagoji:
[image loading]


SDMF
CutTheEnemy
Profile Joined November 2013
Canada373 Posts
February 07 2014 13:46 GMT
#82
too many bw maps. Why not Garden of War Classic?
Can we help spread the word and create pressure to get Rob Pardo to replace Browder as head of Sc2? Pardo led the team for broodwar, frozen throne, and wow/BC. We need to make this a thing before LotV development starts. Think about it.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-02-07 18:42:11
February 07 2014 18:40 GMT
#83
Do baekmagoji and use custom textures/doodads to make a rainbow mane for the horse ala Robot Unicorn Attack!

I can't write today -.-
@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.
Vejita00
Profile Joined February 2014
United States11 Posts
February 07 2014 21:29 GMT
#84
No intention to ever add any 5-8 person maps? Wouldn't it make more sense to try and fill some of the missing holes regarding certain size maps rather than adding more to the 2-4 pool? It sucks how often my friends have to sit out playing larger games with us simply because the only map that supports them is BGH(Which sucks).
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-02-08 07:44:12
February 07 2014 22:48 GMT
#85
I present to you:

Starbow - Volcanic Ridge!

Because I don't have a lot of time.... "It's something!"

[image loading]

This is a 4v4 map btw, and probably works decent as a 3v3 map as well. I made some small modifications to make it more Starbow friendly, but one made from scratch would probably be a ton better. I sent it to Kabel for publications. No idea when he comes online...

And yeah, for those of you who did not know, this is prety much the same map as the the Volcanic Ridge in HoTS (some modifications, I would say it is about 85% the same)
aka KanBan85. Working on Starbow.
Meerel
Profile Joined March 2012
Germany713 Posts
February 07 2014 23:04 GMT
#86
i think the normal sc2 3v3 4v4 etc maps should work in starbow aswell. its just too much time investment to do those
SDMF
StutteR
Profile Blog Joined January 2010
United States1903 Posts
February 08 2014 06:47 GMT
#87
Hell yea Matchpoint! You think you can balance the creep/spine crawler for Colosseum?
`~` | effOrt Movie sKyHigh forever & SEn
Vejita00
Profile Joined February 2014
United States11 Posts
Last Edited: 2014-02-08 08:42:51
February 08 2014 08:41 GMT
#88
I know you are all about balanced maps and competitive maps. But really, I wish this BW map was in there for yucks. I remember screwing around on this unbalanced mess with quite a few people. So many silly FFAs. I am prepared to be ridiculed for liking FFAs and playing on maps this unbalanced sometimes. It doesn't always have to be serious.
http://static3.wikia.nocookie.net/__cb20081010104405/starcraft/images/9/91/Black_Lotus_SC1_Art1.jpg
Is it possible to port the Starbow changes in the map editor to create your own maps to publish for those of us who might want to dick around a bit in a less competitive setting? Or can it only work if you guys make the maps and publish them?
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 08 2014 10:41 GMT
#89
Nothing wrong with making a map and sending it to us. Can't guarantee that we will publish it, but we need team game maps and FFA and we do not spend too much time on making those, so there is a bigger chance of that happening.
aka KanBan85. Working on Starbow.
kingjames01
Profile Blog Joined April 2009
Canada1603 Posts
February 08 2014 19:50 GMT
#90
Is there any discussion about remaking Blue Storm? That was my favourite map to both play and watch games on.
Who would sup with the mighty, must walk the path of daggers.
Meerel
Profile Joined March 2012
Germany713 Posts
Last Edited: 2014-02-08 20:34:51
February 08 2014 20:16 GMT
#91
the thing with blue storm is that the huge ass ramp in the middle is 30° (or in general every ramp in broodwar is 30°).
in the sc2 editor there are only 45 or 90 ° ramps so the longer the ramp the harder it gets to stay close to the original map design.

we had blue storm in starbow a few month ago, which was more like a sc2 version reworked. i tried it again a few days ago and had trouble making the middle ramp, as i said above. i guess there is a way to make it close to the original but then other parts need to be changed to make it work.

http://i.imgur.com/m4MR7Fx.jpg


i guess it works like this:
http://i.imgur.com/4ijifRr.jpg
SDMF
Azelja
Profile Joined May 2011
Japan762 Posts
February 08 2014 22:03 GMT
#92
Yeah, about a year or so ago we also a Blue Storm in Starbow, but it was quite a bit different in the sense that the ramps in the middle were cut in two instead of being one large-ass ramp all the way through. Then we had some altered versions and then it got cut out of the map pool eventually, unfortunately.

Seems like my lobbying for Longinus is not enough... T_T
kingjames01
Profile Blog Joined April 2009
Canada1603 Posts
February 08 2014 22:50 GMT
#93
Those images look great.

The "remake" doesn't have to be identical; you could always pretend an earthquake hit and it shifted the layout of the ramp... Honestly, I'd still play it! =)
Who would sup with the mighty, must walk the path of daggers.
WarpTV
Profile Joined August 2011
205 Posts
February 09 2014 06:13 GMT
#94
Why don't we have more maps? can I just go make one and publish it?

If it is good people will play it, If not it will die off.
Meerel
Profile Joined March 2012
Germany713 Posts
February 09 2014 10:46 GMT
#95
On February 09 2014 15:13 WarpTV wrote:
Why don't we have more maps? can I just go make one and publish it?

If it is good people will play it, If not it will die off.

because it is work to do them and we cant have a 30 map mappool or whatever
SDMF
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 09 2014 11:29 GMT
#96
On February 09 2014 15:13 WarpTV wrote:
Why don't we have more maps? can I just go make one and publish it?

If it is good people will play it, If not it will die off.


Each (serious) map will be connected to the ladder system (once it is up) and hence a big pool will make more work. But, feel free to send us a map and we can have a look at it. But we would like Kabel (Gossen) to be the publisher of each map so we can update etc. Your name will ofc be on a map you make.
aka KanBan85. Working on Starbow.
Meerel
Profile Joined March 2012
Germany713 Posts
February 09 2014 18:38 GMT
#97
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
SDMF
HaRuHi
Profile Blog Joined November 2010
1220 Posts
February 09 2014 19:15 GMT
#98
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


If there is an eyegasm, I think I just had one, can't wait to play it, looks dopy (And I started to use that word for things I enjoy).
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
February 09 2014 19:20 GMT
#99
Hey Meerel how would one go about remaking one of these brood war maps as close as possible?
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Ej_
Profile Blog Joined January 2013
47656 Posts
February 09 2014 19:30 GMT
#100
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

looks sick, cant wait to play it
"Technically the dictionary has zero authority on the meaning or words" - Rodya
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 States2141 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.
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.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 21 2014 20:09 GMT
#141
On February 22 2014 04:16 19Meavis93 wrote:
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?


Normal geysers, the amount is hard-coded in the mod file.

BW maps that were 128 x 128 should usually be 144 x 144 in Starbow.

see OP for more details.
aka KanBan85. Working on Starbow.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 22 2014 13:35 GMT
#142
On February 22 2014 05:08 Xiphias wrote:
Show nested quote +
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.

Last time i played 6 and 11 is fixed but 1 is still lower income.
1 or 2days ago.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
February 28 2014 16:24 GMT
#143
Hi guys i was messing around with the editor with new ideas for maps, and i came up with this:

[image loading]

I have in mind to make a couple of starbow maps in the far future when i have more experience playing the mod but i would like to hear your feedback for this one.

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]
@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.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-02-28 18:22:54
February 28 2014 18:21 GMT
#144
Okay so here's my attempt at a starbow map
[image loading]
more images here: http://imgur.com/a/3pg51
"Not you."
HeyHoStarbow
Profile Joined March 2014
South Africa12 Posts
March 06 2014 16:13 GMT
#145
You know what kind of map would really make me happy. One where you opponents base can only be gotten to by air. Some sort of open space in the middle that can only be crossed by air units or drops. That would be kinda neat.
Omnishroud
Profile Blog Joined November 2013
1073 Posts
Last Edited: 2014-03-06 17:01:35
March 06 2014 17:01 GMT
#146
On March 07 2014 01:13 HeyHoStarbow wrote:
You know what kind of map would really make me happy. One where you opponents base can only be gotten to by air. Some sort of open space in the middle that can only be crossed by air units or drops. That would be kinda neat.


I havent seen that sort of fun map since AoE3, part of the reason i stopped playing SC2, just not enough "fun" to be had with crazy shit. (SC2 still awesome #1 esport even if im a LoL traitor.)
Omni = Capped (RIP TL Account) - LoL EUW: Capped92 - EU Bnet: Capped#1137 - Steam: Capped92
jebi86
Profile Joined January 2011
Korea (South)133 Posts
March 12 2014 08:00 GMT
#147
May i have a request?
I wanna play these good BW maps with extension mods. Can you publish these BW maps for KR server custom game section?
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
March 12 2014 10:08 GMT
#148
On March 12 2014 17:00 jebi86 wrote:
May i have a request?
I wanna play these good BW maps with extension mods. Can you publish these BW maps for KR server custom game section?


Kabel is only allowed to publish 20 maps (anyone is only allowed 20 maps), so someone else would have to do this. Also, does anyone in KR know about Starbow? And which sites / forums should be informed? (Starbow is very soon entering Korea)
aka KanBan85. Working on Starbow.
jebi86
Profile Joined January 2011
Korea (South)133 Posts
March 12 2014 15:03 GMT
#149
Hmm...Is it possible that mapper could publish maps by himself?(If he has spare publish slot)

Starbow is known by some of KR users, but it has not much popularity presently. Korea doesn't have a huge SC2 community like teamliquid. Maybe Playxp.com(blizzard game community) or Ruliweb.com(general game community)?
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
March 12 2014 15:33 GMT
#150
All the starbow maps are currently published on the korean server. The Eros client and Korean ladder will be going live probably later today.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
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