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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 +
Info: + Show Spoiler + Yay! FS! By Decemberscalm and Meerel
Texas
Image: + Show Spoiler +
Info: + Show Spoiler + Original Starbow map by Meerel
Circuit Breaker
Image: + Show Spoiler +
Info: + Show Spoiler + Rush distances are very different here according to spawns with North-South being the shortest. By Meerel
Destination
Image: + Show Spoiler +
Info: + Show Spoiler +
Bloody Ridge
Image: + Show Spoiler +
Info: + Show Spoiler +
Starrunner
Image: + Show Spoiler +
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 +
Info: + Show Spoiler +
Python
Image: + Show Spoiler +
Info: + Show Spoiler +
Andromeda
Image: + Show Spoiler +
Info: + Show Spoiler +
Blue Storm
Image: + Show Spoiler +
Info: + Show Spoiler +
Asgard
Image: + Show Spoiler +
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 +
Info: + Show Spoiler +
So any feedback on these maps? Any map ideas you would like to see in Starbow? The word is yours!
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Why is not Gambit in the map pool? Are you finished with it Dec? It looks great!
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I think i'll make some maps just for this mod.
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On June 21 2013 17:23 Superouman wrote: I think i'll make some maps just for this mod. nice
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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...)
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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.
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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^^
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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
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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.
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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 +
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.
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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.
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Alright i thought i would bring you an update.
+ Show Spoiler +
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.
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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?
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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).
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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 +
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.
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Starbow Haven has also been changed:
![[image loading]](http://i.imgur.com/NzjmaMa.jpg)
Made it not so wide, removed two lakes and added some more trees in the middle area.
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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!
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Didn't we use to have Pathfinder in the map pool once? I could've sworn I played SBow on that map before...
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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?
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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 (?)
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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?
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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.
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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 !
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your Country52797 Posts
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?
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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.
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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)?
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So, I made this really weird map... Can it work? The symmetry is not circular which may cause some difficulties....
![[image loading]](http://i.imgur.com/RbimcPG.jpg)
Oh, and this is very WIP btw. No need to say stuff like "make better textures". I'm working on the layout.
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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]](http://i.imgur.com/RbimcPG.jpg) 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.
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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.
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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.
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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.
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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.
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So we got two new maps that have gotten ported.
Star-road-runner (ported from roadrunner with crazy textures):
![[image loading]](http://i.imgur.com/r0JB45g.jpg)
![[image loading]](http://i.imgur.com/aU3q5yw.jpg)
Destination:
![[image loading]](http://i.imgur.com/jcEYMQZ.jpg)
![[image loading]](http://i.imgur.com/k6evmkz.jpg)
![[image loading]](http://i.imgur.com/i7TF3hR.jpg)
![[image loading]](http://i.imgur.com/V5grA7t.jpg)
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
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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]](http://i.imgur.com/XWmfkM8.jpg)
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.
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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]](http://i.imgur.com/0dFcTP1.jpg)
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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.
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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.
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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?
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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.
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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.
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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.
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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]](http://i.imgur.com/iC1N4RQ.png)
Would you like it? PM me an e-mail so I can send it to you if you want. Irts actually a word document.
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Finished porting "Circuit Breaker"
I sent it to Kabel.
Size 144 x 144
Images:
![[image loading]](http://i.imgur.com/8lUTM5F.jpg)
![[image loading]](http://i.imgur.com/m980cmA.jpg)
![[image loading]](http://i.imgur.com/k1aTdrl.jpg)
![[image loading]](http://i.imgur.com/TyzuAhL.jpg)
![[image loading]](http://i.imgur.com/typXUJ7.jpg)
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.
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The movement speed is nerfed by 7% across the board, tweak everymap according that?
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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.
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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
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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 ?
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Wow, circuit breaker, looks AWESOME, thx Xiphias!!
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IMO your best map work so far Xiphias! Circuit breaker looks great!!!
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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_RidgeI'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?
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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
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Ciruit breaker is now published.
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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
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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.
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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.
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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 ?
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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"
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How about this Steppes of War remake?
+ Show Spoiler +Nazca Steps ![[image loading]](http://i.imgur.com/6exl5sY.jpg)
dimensions: 136x136 n2n entrance: about 95 editor units
Map with regular resources is published.
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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 +
60° view + Show Spoiler +
The critters in the middle do not get out of the grass area thanks to regions and simple move triggers. I thought the triggers i made 2 years ago were teleporting the critters instead of moving them but they actually work perfectly.
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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
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@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!
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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.
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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
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I think that EatThePath's Python remake would be cool as a Starbow map.
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I made a port of Wuthering Heights (by Earthattack) with Starbow mineral configurations.
+ Show Spoiler [map image] +Wuthering Heights ![[image loading]](http://i.imgur.com/f2bT352.jpg)
dimensions: 144x144 n2n (entrance): close = 95 editor units, cross = 135 editor units
Thoughts?
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Wuthering Height truely has a smart design. Earthattack at its finest.
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Got a Roadrunner remake based on the current starrunner version , using the same tileset , just more polished.
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IeZaeL everything looks so nice except the mineral lines ;_; why can't we use normal looking mineral lines?
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The space behind the mineral lines could be problematic in cannon rushes and such i highly recommend you to check that stuff
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heyyyyyy! Starbow Canyon looks soo similar to desert oasis, ahhhh the good old days.
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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]](http://i.imgur.com/f2bT352.jpg) dimensions: 144x144 n2n (entrance): close = 95 editor units, cross = 135 editor units Thoughts?
Nice. I would drop the center bases and make the choke on the third's even smaller. Would be interesting to try for Starbow.
Rush distances seems good for Stabow standard.
Also, the new Starrunner is pimp! So sad to see my last self-textured map go though. I'll take pride in the fact that I ported it and inspired IeZeal to brush up my textures
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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]](http://i.imgur.com/0vEKfxk.jpg) Triathlon: ![[image loading]](http://i.imgur.com/UcnHbCn.jpg) Rush hour 3: ![[image loading]](http://i.imgur.com/IZ0A7Dp.jpg) R-Point: ![[image loading]](http://i.imgur.com/03s6NLn.jpg) Ride of the Valkyries: ![[image loading]](http://i.imgur.com/E9G1J17.jpg) Outsider: ![[image loading]](http://i.imgur.com/AhQjmbL.jpg) Neo Ground Zero: ![[image loading]](http://i.imgur.com/QVyhZuT.jpg) Monty Hall: ![[image loading]](http://i.imgur.com/OpkdC7L.jpg) Medusa: ![[image loading]](http://i.imgur.com/DyqRqvM.jpg) Luna: ![[image loading]](http://i.imgur.com/BEwfFjw.jpg) Longinus: ![[image loading]](http://i.imgur.com/OtGUopT.jpg) Into the Darkness: ![[image loading]](http://i.imgur.com/sBRt9Re.jpg) Heartbreak: ![[image loading]](http://i.imgur.com/FRuLoSy.jpg) Gladiator: ![[image loading]](http://i.imgur.com/2bfX55g.jpg) Colosseum: ![[image loading]](http://i.imgur.com/V8AFhAU.jpg) Benzene: ![[image loading]](http://i.imgur.com/O2V0byO.jpg) Baekmagoji: ![[image loading]](http://i.imgur.com/5OpQc11.jpg)
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too many bw maps. Why not Garden of War Classic?
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Do baekmagoji and use custom textures/doodads to make a rainbow mane for the horse ala Robot Unicorn Attack!
I can't write today -.-
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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).
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I present to you:
Starbow - Volcanic Ridge!
Because I don't have a lot of time.... "It's something!"
![[image loading]](http://i.imgur.com/K5zpwAQ.jpg)
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)
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i think the normal sc2 3v3 4v4 etc maps should work in starbow aswell. its just too much time investment to do those
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Hell yea Matchpoint! You think you can balance the creep/spine crawler for Colosseum?
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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?
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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.
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Is there any discussion about remaking Blue Storm? That was my favourite map to both play and watch games on.
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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
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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
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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! =)
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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.
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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
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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.
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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).
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Hey Meerel how would one go about remaking one of these brood war maps as close as possible?
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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
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Updated OP
@ River runs thourgh...Ohhh, maybe I should port it
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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
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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.
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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.
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1v1 ladder map proposals
Highlands Reach
![[image loading]](http://i.imgur.com/rqwZwl9.jpg)
Main/Natural + Show Spoiler +
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.
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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 ^_^
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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
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On February 10 2014 10:48 WarpTV wrote:1v1 ladder map proposalsHighlands ReachMap 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.
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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?)
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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.
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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....
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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.
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Updated OP with the new maps.
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On February 10 2014 14:17 Xiphias wrote:Show nested quote +On February 10 2014 10:48 WarpTV wrote:1v1 ladder map proposalsHighlands ReachMap 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.
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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.
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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 proposalsHighlands ReachMap 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...
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and it is a very bad map btw.
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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.
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That map is set to privet.
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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?
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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.
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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! ^^
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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
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Someone needs to make a starbow build order tester Asap.
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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
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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.
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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.
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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
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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.
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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.
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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
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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.
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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
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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...
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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.
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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?
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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.
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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.
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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.
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Hi guys i was messing around with the editor with new ideas for maps, and i came up with this:
![[image loading]](http://i.imgur.com/UsZUNpq.jpg)
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 +
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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.
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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.)
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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?
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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)
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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)?
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United Kingdom1381 Posts
All the starbow maps are currently published on the korean server. The Eros client and Korean ladder will be going live probably later today.
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