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Starbow mapmaking contest. - Page 3

Forum Index > SC2 Maps & Custom Games
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Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2014-05-09 12:03:57
May 09 2014 11:43 GMT
#41
On May 09 2014 19:28 Xiphias wrote:
The only critisism I can find is that it looks too much like maps we already have, but then again, I just submitted Luna which is kinda a Fighting Spirit 2.0

I never saw Luna that symetry and it clearly shows it is Fighting Spirit 0.9
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
And G
Profile Joined May 2012
Germany491 Posts
May 09 2014 13:40 GMT
#42
On May 07 2014 07:08 Xiphias wrote:
You can put in destructible rocks and collapsable rocks on the map but they do generally appear less frequent in Starbow than SC2 maps.

In fact I don't think there's a single ladder map with rocks. Out of curiosity, why is this? It seems to me that a map like Cactus Valley could be really cool in Starbow, but then again I don't yet understand the implications Starbow has for map design.
not a community mapmaker
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
May 09 2014 14:09 GMT
#43
Well there were "rocks" in BW maps like Medusa and hearbreak ridge. (Stacked temples). If those had been ported I am sure we would have replaced the temples with rocks of some sort.

I think the fact of the rockless ladder is more of a coincidence than anything else.

Personally though I enjoy maps who are simple, elegant and promotes interesting gameplay with as few gimmicks as possible.
aka KanBan85. Working on Starbow.
Ej_
Profile Blog Joined January 2013
47656 Posts
May 09 2014 14:11 GMT
#44
On May 09 2014 22:40 And G wrote:
Show nested quote +
On May 07 2014 07:08 Xiphias wrote:
You can put in destructible rocks and collapsable rocks on the map but they do generally appear less frequent in Starbow than SC2 maps.

In fact I don't think there's a single ladder map with rocks. Out of curiosity, why is this? It seems to me that a map like Cactus Valley could be really cool in Starbow, but then again I don't yet understand the implications Starbow has for map design.

Andromeda uses destructible debris.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
May 09 2014 14:18 GMT
#45
--- Nuked ---
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-05-12 08:36:50
May 10 2014 14:18 GMT
#46
So I kind of finished a map (still needs some polishing) I have been (slowly) working on for some time now:


Starbow - Frozen Forge

[image loading]

Features:
2players
144x144
scout distance (main2main): ~65secondish
rush distance (nat2nat): ~45secondish
Tilesets: Kaldir + Immortal Forge + Moros Panels

Bases:
2x Main Base (9M/1G)
2x Natural Base (7M/1G)
2x Half Base (7M; only 500minerals each)
8x Standard Bases (8M/1G)

Comments/Ideas:
+ Show Spoiler +
[image loading]

(1) Main+Natural Base Area:
Fairly Standard Setup. Potential Siege/Blink play through the big cliff into the main.
There is a second smaller ramp leading from the natural into Area (5) of the topside for runarounds into the natural, sieges from the back into the natural or Area (2) or plainly a faster/safer connection to said Area (5) should you want to take the remote bases there.

(2) Option Half Base:
This is a slightly closer/safer third base than (3). Probably most interesting for a fast 3-4 hatching Zerg or a Protoss taking on Mech without too much exposure. The big downside of this base is that its 7mineral patches run dry very fast, each only containing 500minerals.
Beware, the highgrounds in the back are dropable!

(3) Regular third Base:
This base is a little down the road and not overly protected through walls. Yet not extraordinarily far away from your first 2bases.

(4) The Frozen Forge:
This highground area marks the central part of the map. Controlling the highground gives you both, a combat and a maneuvering advantage - while a more mobile opponent may still be able to abuse a high concentration of forces there by taking the ways around.
On either side, the Frozen Forge Area is limited by open spaces, requiring a commital to push into areas (2) or (3), while the ramp positions may allow for a soft contain onto these bases.
In some cases, you may want to expand to the close base on this area, after having acquired your third, since the distance is not too far and since it covers the fastest path into your third.

(5) Ursadon Land
The obvious part first: Beware of the Ursadon! (just kidding, he/she is nice so please be nice to him/her)
After your third, these are the bases that are furthest away from your opponent and hardest to push by slower armies. But they are also quite far away from your main production!
A couple of ramps and highgrounds can quickly give one side a distinct advantage in those areas, upon reaching them first.
Also a possible location to hide early Stargate/Starport production, since the way into the main mineral line is not that longt, yet the location very unlikely to be scouted.



Other pictures:
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]



Edit: Updated with Doodad/Texture improvements and more pictures.
tactxteddybear
Profile Joined January 2009
Hungary22 Posts
Last Edited: 2014-05-10 20:11:07
May 10 2014 20:09 GMT
#47
It's time for my map

Starbow Prison Camp


[image loading]

Info
  • Bounds, playable: 144x144
  • Bounds, total: 144x144
  • 4 player map, No close spawns.
  • Distance nat choke to nat choke: 122 for horizontal spawns, 162 for diagonal spawns.


Features
  • Eliminated blink play from highground into main base
  • Added destructible rocks at every 2nd base to open up new paths
  • All middle expansions are harder to defend
  • Side expansions has 2 gasses but only 1250 each
  • Unorthodox, gimick map ^^


Map will be uploaded to both EU and NA servers soon for playtesting.

More Screenshots

+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

[image loading]
Revenge is a dish best served cold
Sikian
Profile Blog Joined September 2011
Spain177 Posts
May 10 2014 21:41 GMT
#48
Teddy, I LOVE THAT.
Helping Starbow :: a.k.a. SoaH
Capresis
Profile Joined September 2008
United States518 Posts
May 10 2014 22:26 GMT
#49
wow so many new maps being developed!
FT.aCt)Sony
Profile Blog Joined June 2007
United States1048 Posts
May 11 2014 02:00 GMT
#50
On May 09 2014 01:55 Xiphias wrote:
Time for a submission!

Starbow Luna


[image loading]

BW map to compare:

+ Show Spoiler +
http://wiki.teamliquid.net/starcraft/images/4/42/Luna.jpg


Info
  • Bounds, playable: 144x144
  • Bounds, total: 144x144
  • 4 player map, all spawns.
  • Distance nat choke to nat choke: 95 for close spawns, 120 for diagonal spawns.


New features compared to the BW counterpart
  • Gas added to third base.
  • Choke at natural base is 5 pylons wide (it is wider in BW version)
  • Area around main base cliff has more lower cliff to give reapers less area to jump in.
  • Symmetry added. This is probably the biggest changes as the BW version is very unsymmetrical and I had to decide which base to use as basis. It is kinda a mix between most of the main bases of the original map.


Map will be uploaded to both EU and NA servers soon for playtesting.

Eye-candy
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]




Here was my original Luna submission before Xiphias helped it fit with Starbow aspects!

[image loading]
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
May 11 2014 02:28 GMT
#51
On May 11 2014 11:00 FT.aCt)Sony wrote:
Show nested quote +
On May 09 2014 01:55 Xiphias wrote:
Time for a submission!

Starbow Luna


&#91;image loading&#93;

BW map to compare:

+ Show Spoiler +
http://wiki.teamliquid.net/starcraft/images/4/42/Luna.jpg


Info
  • Bounds, playable: 144x144
  • Bounds, total: 144x144
  • 4 player map, all spawns.
  • Distance nat choke to nat choke: 95 for close spawns, 120 for diagonal spawns.


New features compared to the BW counterpart
  • Gas added to third base.
  • Choke at natural base is 5 pylons wide (it is wider in BW version)
  • Area around main base cliff has more lower cliff to give reapers less area to jump in.
  • Symmetry added. This is probably the biggest changes as the BW version is very unsymmetrical and I had to decide which base to use as basis. It is kinda a mix between most of the main bases of the original map.


Map will be uploaded to both EU and NA servers soon for playtesting.

Eye-candy
+ Show Spoiler +
&#91;image loading&#93;
&#91;image loading&#93;
&#91;image loading&#93;
&#91;image loading&#93;
&#91;image loading&#93;




Here was my original Luna submission before Xiphias helped it fit with Starbow aspects!

+ Show Spoiler +
[image loading]

What are the differences, out of curiosity?
ModeratorI am still alive, somehow
TL+ Member
FT.aCt)Sony
Profile Blog Joined June 2007
United States1048 Posts
May 11 2014 02:56 GMT
#52
On May 11 2014 11:28 The_Templar wrote:
Show nested quote +
On May 11 2014 11:00 FT.aCt)Sony wrote:
On May 09 2014 01:55 Xiphias wrote:
Time for a submission!

Starbow Luna


[image loading]

BW map to compare:

+ Show Spoiler +
http://wiki.teamliquid.net/starcraft/images/4/42/Luna.jpg


Info
  • Bounds, playable: 144x144
  • Bounds, total: 144x144
  • 4 player map, all spawns.
  • Distance nat choke to nat choke: 95 for close spawns, 120 for diagonal spawns.


New features compared to the BW counterpart
  • Gas added to third base.
  • Choke at natural base is 5 pylons wide (it is wider in BW version)
  • Area around main base cliff has more lower cliff to give reapers less area to jump in.
  • Symmetry added. This is probably the biggest changes as the BW version is very unsymmetrical and I had to decide which base to use as basis. It is kinda a mix between most of the main bases of the original map.


Map will be uploaded to both EU and NA servers soon for playtesting.

Eye-candy
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]




Here was my original Luna submission before Xiphias helped it fit with Starbow aspects!

+ Show Spoiler +
[image loading]

What are the differences, out of curiosity?


Besides being the best tileset in the world (twilight), wasnt a 3rd gas.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2014-05-11 15:42:56
May 11 2014 14:53 GMT
#53
There seem to be "Regenerative Mineral Fields" in the editor, am I allowed to use these or am I doing something wrong?
Also:

Submitting Jagged Star (by me)
Size: 144x144

&#91;image loading&#93;

Ideas: Natural rush distance is a little shorter intentionally (92 instead of recommended 100). There is a large pathable cliff area in the center to control the center area. This is crucial in longer games when most or all of the bases have been taken.
ModeratorI am still alive, somehow
TL+ Member
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 11 2014 15:08 GMT
#54
The regenerative mineral fields are used as a backdoor, that's why they are so big and clunky, but i think that if you want to use them in another interesting fashion go ahead!
@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 11 2014 15:11 GMT
#55
On May 12 2014 00:08 Uvantak wrote:
The regenerative mineral fields are used as a backdoor, that's why they are so big and clunky, but i think that if you want to use them in another interesting fashion go ahead!

I was considering using them in the low ground center bases.
ModeratorI am still alive, somehow
TL+ Member
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
May 11 2014 15:22 GMT
#56
@The Templar

Very interesting map concept. I like the "bases" area. Remember, only one geyser in Starbow.
aka KanBan85. Working on Starbow.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2014-05-11 15:43:04
May 11 2014 15:40 GMT
#57
On May 12 2014 00:22 Xiphias wrote:
@The Templar

Very interesting map concept. I like the "bases" area. Remember, only one geyser in Starbow.

Whoops.
Fixed.
ModeratorI am still alive, somehow
TL+ Member
Sikian
Profile Blog Joined September 2011
Spain177 Posts
May 12 2014 15:41 GMT
#58
I really like the concept brought by The_Templar
Helping Starbow :: a.k.a. SoaH
404AlphaSquad
Profile Joined October 2011
839 Posts
May 12 2014 22:54 GMT
#59
Maybe it is just paranoia but some of these maps feel sc2ish ^^
aka Kalevi
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 13 2014 00:22 GMT
#60
Yeah that's one of the issues i have faced while trying to make starbow maps, the sc2 relations and distances are just too deeply rooted in all my maps :p
@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.
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