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Active: 10173 users

Starbow mapmaking contest.

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 5 8 9 10 Next All
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-06-09 18:07:19
May 06 2014 22:08 GMT
#1
[image loading]

[image loading]

We now have the winners of the first Starbow mapmaking competition!

There were feedback on most maps from players/casters and spectators during the tournament. I will note down all the feedback I can remember here so the mapmakers can get that important information.

+ Show Spoiler +
Frozen Forge:
- Third was too open, and the whole map seemed to be much closer to a SC2 map than a Starbow map.

Prison Camp:
- Third base very hard to hold unless you went for another natural base.

Noah's ark:
- Promoted turtle play maybe a tad too much with the many easily hold able bases.

Char's history:
- Nothing that comes to mind.

Rose of Dream:
- The bridges might be too narrow.

Jagged Star:
- The middle seemed a bit chokey. Perhaps make the middle high ground area a bit smaller.

Fern Valley
- Nothing that I can remember.

Circle of life:
- Some bug at a cliff. (I will try to fix).

Batteling Wills:
- Although the very low cliff level in general was pretty cool, some players were complaining about it. Maybe becasue the units became so small and made them harder to control.

Valhalla Residium:
- Perhaps too much dead space.

Fallen Empire.
- Cool 2v2 map but too big for 1v1 in Starbow.

Fossil Quarry.
- It seemed very easy to block your own natural with a bad wall-in. Perhaps extend the cliff around the natural base.


Honorable mentions
These are maps that almost made it into the top 3 and may be considered for the Starbow ladder pool down the line:

  • Fern valley by Xiphias
  • Fossil Quarry by Meavis
  • Char's history by Teddybear
  • Frozen Forge by Big J
  • Rose of Dream by Superouman.


No. 3

Jagged Star by The_Templar

[image loading]

No. 2

Noah's Ark by Superouman

[image loading]

No. 1

Circle of Life by Xiphias

[image loading]

These three maps will be added to the map pool of the Starbow ladder in not too long. IeZeal will do some aesthetic work on Jagged Star and perhaps Circle of Life. Noah's Ark is already super pretty. If Superouman or The_Templar wants to make any changes before I start messing with them to get them ready for ladder maps then let me know. Congrats to all the winners, we will definitely do this again in not too long!

[image loading]
+ Show Spoiler +

(By order of submitting dates)

(2) Starbow - Frozen Forge
by Big J

[image loading]
(4) Starbow Prison Camp
by Teddybear

[image loading]

(2) Noah's Ark
by Superouman

[image loading]

(4) Starbow - Chars History
by Teddybear

[image loading]

(2) Rose of Dream
by Superouman

[image loading]

(2) Jagged Star
by The_Templar

[image loading]

(2) Fern Valley
by Xiphias

[image loading]

(4) Starbow - Circle of life
by Xiphias

[image loading]

(4) Battling Wills
by ChopTheHassan

[image loading]

(2) Valhalla Residuum
by AmnesiA

Pictures here: http://starbowmod.com/forum/showthread.php?tid=414&pid=5126#pid5126

(4) Fallen Empire 1.2
by Meavis

[image loading]

(4) Fossil Quarry
by Meavis

[image loading]

Here we will judge the maps with the following points:
  • Aesthetics (maps do not need to be 100% super pretty as IeZeal will make the winning map more pretty).
  • Layout
  • Creativity

[image loading]
  • 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.
  • Third bases can be further away than SC2 counterparts.
  • 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.)
  • The distance from choke of natural base to choke of natural base should be around 100 (Measuring tool int he Editor)
  • No Xel Naga towers
  • You can put in destructible rocks and collapsable rocks on the map but they do generally appear less frequent in Starbow than SC2 maps.
  • Natural choke should be about 4-5 pylons wide.


Details on how to publish the map:

+ Show Spoiler +


How to add the Starbow Mod into a map

1. Open the editor.
2. Log into B.net via the editor and search for the file StarbowBeta. It should be available on all regions.
3. Save it to your computer.
4. Open the map that you are working on.
5. Go into File > Dependencies.
6. Delete the standard dependencie called Swarm (Mod).
7. Click on Add Other and search for StarbowBeta that you saved on your computer.
8. Click OK and save your map.
9. Make sure your map locale is set to "enUS" and not "enGB" no matter where you live.
10. Make sure you set locale to "enUS" when you publish as well (if you forget these two steps the hotkeys in game will be messed up).

All data from Starbow are now used in the map.

How to make the map visually correct for the tournament

1. Download the following image: http://i.imgur.com/kpVroD7.png
2. Import that image via the "F9" importer.
3. Go to: Map -> Battle.net info -> General and add this image as Thumbnail.
4. Do not name your map "Starbow - Your map name here", rather just name it "your map name" for now.

If your map get's selected as a Starbow map for the ladder pool then we will need to add more stuff to it. This can either be done by me, which means I publish it, with a "map made by: you". Or you can do all the ladder preparations yourself.


[image loading]

  • No 100% BroodWar Ports (that means you can make a map based on an actual BroodWar map but should not be the same at any means, if you do this please write down what changes that you made and what have you improved over the old map).
  • You can only submit 2 maps made for 1v1 play.
  • You may submit team maps and FFA maps as well, but they will not be used in the tournament. They may be uploaded freely as Starbow currently needs more of these types of maps.
  • No stealing other’s map.
  • It must be complete.

You submit a map by posting in this thread with the following before June 5th:
  • Full overview picture of the map.
  • Analyzer picture (optional).
  • Size of the map.
  • Your ideas behind the map.

Some help for doing these maps:

For mineral placing, please check the following picture : http://i.imgur.com/OViOlWU.jpg
For more guidelines, you can visit, this forum post : http://starbowmod.com/forum/showthread.php?tid=176

If there are too many maps submitted for the tournament Xiphias, Kantuva, TeddyBear and the Starbow dev team will do a rough cut of some of the maps.


[image loading]

Format: Round robin with only new maps as map pool.

All players can sign up

Prize pool: 50 $

Date/time: Saturday, Jun 07 4:00pm GMT (GMT+00:00)

After the tournament all the player will vote on their top 3 maps. The result of that voting will lead to the final result.

Reward for the map maker:
  • Top three maps will be added to the Starbow ladder map pool. Other good maps might be rotated into the ladder map pool at a later time.
  • IeZeal going to refurbish your map if needed.

Happy Mapmaking!


[image loading]
aka KanBan85. Working on Starbow.
Sikian
Profile Blog Joined September 2011
Spain177 Posts
May 06 2014 22:16 GMT
#2
Yay!
So much people to follow Kantuva's steps :D
Helping Starbow :: a.k.a. SoaH
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
May 06 2014 22:16 GMT
#3
I might try something. Thanks for this even though it's not exactly sc2
ModeratorI am still alive, somehow
TL+ Member
NapNap
Profile Joined July 2011
United States15 Posts
May 06 2014 22:23 GMT
#4
Nice! Can't wait to see what kind of maps are created. Seeing as Starbow map design is much less restrictive than SC2's, I expect to see some crazy stuff submitted.
Budmind
Profile Joined January 2014
Germany2 Posts
May 06 2014 22:27 GMT
#5
It's a celebration! Looking forward to some creativity and the tourney aswell.
AldarisGCE
Profile Joined June 2013
United States20 Posts
May 06 2014 22:30 GMT
#6
No ports......kk.
Sour About That
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
May 06 2014 22:58 GMT
#7
Curious about a few things. You say you are judging based on creativity but the 'map features' include a closer nat-to-nat than main-to-main, specific size natural chokes, etc. Are these requirements? Also, is there a way I can add the star bow stuff into the map from the editor? (I've never done this before)
ModeratorI am still alive, somehow
TL+ Member
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-05-06 23:13:04
May 06 2014 23:12 GMT
#8
Here Templar take this, it's the key for your victory!
@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.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
May 07 2014 00:28 GMT
#9
On May 07 2014 08:12 Uvantak wrote:
Here Templar take this, it's the key for your victory!

Thanks, still doesn't answer my second question though. I should clear that one up, I worded it badly.
How do I make my map cooperative with the Starbow mod; i.e. minerals and gas return 8, 50% high ground miss.

Also very glad if this means what I think it means:
IeZeal going to refurbish your map if needed.

Does this mean my aesthetics don't have to be good?! :D
ModeratorI am still alive, somehow
TL+ Member
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2014-05-07 00:51:01
May 07 2014 00:48 GMT
#10
How to add the Starbow Mod into a map

1. Open the editor.
2. Log into B.net via the editor and search for the file StarbowBeta. It should be available on all regions.
3. Save it to your computer.
4. Open the map that you are working on.
5. Go into File > Dependencies.
6. Delete the standard dependencie called Swarm (Mod).
7. Click on Add Other and search for StarbowBeta that you saved on your computer.
8. Click OK and save your map.

All data from Starbow are now used in the map. So if you test your map, the workers should return the proper amount of resources, etc.

Let me know if any of the steps are unclear and I will try to explain it in more detail.
Creator of Starbow
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 07 2014 00:56 GMT
#11
The starbow dependency is uploaded and ready to be downloaded, you need to add the starbow dependency and then remove the HotS one, and you are done.

And regarding the aesthetics, Yes!
@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.
blacksheepwall
Profile Joined June 2011
China1530 Posts
May 07 2014 01:36 GMT
#12
This should be super fun.

Looking forward to it.
(╯°□°)╯︵ ┻━┻ // </3 Taeja
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2014-05-07 02:04:51
May 07 2014 02:02 GMT
#13
On May 07 2014 09:48 Kabel wrote:
How to add the Starbow Mod into a map

1. Open the editor.
2. Log into B.net via the editor and search for the file StarbowBeta. It should be available on all regions.
3. Save it to your computer.
4. Open the map that you are working on.
5. Go into File > Dependencies.
6. Delete the standard dependencie called Swarm (Mod).
7. Click on Add Other and search for StarbowBeta that you saved on your computer.
8. Click OK and save your map.

All data from Starbow are now used in the map. So if you test your map, the workers should return the proper amount of resources, etc.

Let me know if any of the steps are unclear and I will try to explain it in more detail.

On step 7 I keep getting an error message:

"[5/6/2014 10:01:39 PM] Warning: Cutscenes: Command was thrown out due to data being invalid"
Is this a problem?


Also, is there an answer to this question?
On May 07 2014 07:58 The_Templar wrote:
You say you are judging based on creativity but the 'map features' include a closer nat-to-nat than main-to-main, specific size natural chokes, etc. Are these requirements?

ModeratorI am still alive, somehow
TL+ Member
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-05-07 06:45:33
May 07 2014 06:02 GMT
#14
"Map features" is just a general guideline on how maps in Starbow might differ from maps in SC2 as a guide to help you make a map. For example, your map does not need to be 100 distance from nat to nat in order to qualify, but if you radically change the norm you need a good reason to do so.

A good map will ultimately biol down: Leading to fun and interesting game play and should be balanced between the races. The features gives you a starting point and some ideas of what is the norm in Starbow. I guess we can try to rephrase some of this post.

Also, your maps aesthetics do not have to be super-good, that is the point of IeZeal potentially refurbishing your map if needed. But please, try to make your map(s) look as good as possible.
aka KanBan85. Working on Starbow.
Sikian
Profile Blog Joined September 2011
Spain177 Posts
May 07 2014 07:22 GMT
#15
On May 07 2014 07:30 AldarisGCE wrote:
No ports......kk.


Man, even though ports are interesting to do and need creativity to adapt, they aren't really a new design.
Helping Starbow :: a.k.a. SoaH
HeyImFinn
Profile Joined September 2011
United States250 Posts
May 07 2014 08:28 GMT
#16
Wouldn't it be impressive if someone was able to make waygates from WC3?
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
Sikian
Profile Blog Joined September 2011
Spain177 Posts
May 07 2014 09:10 GMT
#17
On May 07 2014 17:28 HeyImFinn wrote:
Wouldn't it be impressive if someone was able to make waygates from WC3?


It would give strategies a nice spin
Helping Starbow :: a.k.a. SoaH
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 07 2014 09:54 GMT
#18
Temptation intensifies.
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
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
May 07 2014 09:55 GMT
#19
On May 07 2014 18:54 Superouman wrote:
Temptation intensifies.


Yes please! :D
aka KanBan85. Working on Starbow.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
May 07 2014 11:07 GMT
#20
Can I do a port of a BW map that wasn't a KeSPA pro map?

Alternatively, how about a port of my own BW map?
vibeo gane,
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