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Starbow mapmaking contest. - Page 4

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Big J
Profile Joined March 2011
Austria16289 Posts
May 13 2014 06:01 GMT
#61
On May 13 2014 07:54 404AlphaSquad wrote:
Maybe it is just paranoia but some of these maps feel sc2ish ^^


I think that's just 90% the usage of doodads and textures.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
May 13 2014 06:24 GMT
#62
On May 13 2014 15:01 Big J wrote:
Show nested quote +
On May 13 2014 07:54 404AlphaSquad wrote:
Maybe it is just paranoia but some of these maps feel sc2ish ^^


I think that's just 90% the usage of doodads and textures.

No, they definitely seem more like SC2 maps. BW maps (and I guess Starbow maps by association) generally had more spread-out expansion patterns and a much greater contrast between chokes and open areas - SC2 maps tend to have a lot of corridors of a more uniform size.
vibeo gane,
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 13 2014 10:38 GMT
#63
This is because you are too much used to make sc2 maps. For example, when I started making sc2 maps during the beta, they looked like brood war maps because i was used to make them.
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
TaShadan
Profile Joined February 2010
Germany1965 Posts
Last Edited: 2014-05-13 14:44:23
May 13 2014 14:35 GMT
#64
I designed this map for Total Annihilation Zero (no features added yet). Might the layout work with Starbow aswell or is it too Terran favored because of the cliffs in the middle?
[image loading]
Total Annihilation Zero
tactxteddybear
Profile Joined January 2009
Hungary22 Posts
May 13 2014 15:26 GMT
#65
[QUOTE]On May 13 2014 23:35 TaShadan wrote:
I designed this map for Total Annihilation Zero (no features added yet). Might the layout work with Starbow aswell or is it too Terran favored because of the cliffs in the middle?

Hey... Well its an interesting concept, I would suggest, to add ramps, to the cliffs, and you are golden.

Revenge is a dish best served cold
TaShadan
Profile Joined February 2010
Germany1965 Posts
May 13 2014 16:03 GMT
#66
There are ramps at the cliffs. Still not sure if this would work with Starbow.
Total Annihilation Zero
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2014-05-13 17:12:00
May 13 2014 17:11 GMT
#67
On May 13 2014 23:35 TaShadan wrote:
I designed this map for Total Annihilation Zero (no features added yet). Might the layout work with Starbow aswell or is it too Terran favored because of the cliffs in the middle?
[image loading]


Those are some really funky ramps. How did you do that?

Also I like the thought, but it might be a bit too cramped in the middle for Starbow.
aka KanBan85. Working on Starbow.
tactxteddybear
Profile Joined January 2009
Hungary22 Posts
May 13 2014 17:41 GMT
#68
Those are ramps ? Wow :O... well i think the whole in the middle could go, and give a bit wider pathes, then maybe it will be good. Could you please submit this map with mineral patches and everything ? Just to see an overall picture ?
Revenge is a dish best served cold
TopRamen
Profile Joined February 2011
United States96 Posts
May 13 2014 19:00 GMT
#69
On May 13 2014 23:35 TaShadan wrote:
I designed this map for Total Annihilation Zero (no features added yet). Might the layout work with Starbow aswell or is it too Terran favored because of the cliffs in the middle?
[image loading]


It reminds me of Katrina
[image loading]
Use your noodle!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 14 2014 05:12 GMT
#70
I'm not sure TA and starcraft design really play well together. I don't even know where to begin thinking about TA design, but that layout looks unappealing for starcraft. What are the parts of it that you like for starcraft? Are these reasons similar to TA? I don't know that much about it as a competitive game but it doesn't seem like there are many things in common.
Comprehensive strategic intention: DNE
Sikian
Profile Blog Joined September 2011
Spain177 Posts
May 14 2014 08:08 GMT
#71
TaShadan, I'd suggest removing the hole in the center -- otherwise I like the concept and it may prove to work once the tiles are set
Helping Starbow :: a.k.a. SoaH
TaShadan
Profile Joined February 2010
Germany1965 Posts
May 14 2014 08:40 GMT
#72
On May 14 2014 14:12 EatThePath wrote:
I'm not sure TA and starcraft design really play well together. I don't even know where to begin thinking about TA design, but that layout looks unappealing for starcraft. What are the parts of it that you like for starcraft? Are these reasons similar to TA? I don't know that much about it as a competitive game but it doesn't seem like there are many things in common.


I designed the map for Total Annihilation Zero. Its different to the original TA and has aspects of SupCom and Starcraft.
Also the screenshot does not show a sc2 map (i created this map with the TA Editor and Photoshop/GIMP), i will have to remake the map with the sc2 map editor.
Total Annihilation Zero
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 14 2014 14:07 GMT
#73
On May 14 2014 17:40 TaShadan wrote:
Show nested quote +
On May 14 2014 14:12 EatThePath wrote:
I'm not sure TA and starcraft design really play well together. I don't even know where to begin thinking about TA design, but that layout looks unappealing for starcraft. What are the parts of it that you like for starcraft? Are these reasons similar to TA? I don't know that much about it as a competitive game but it doesn't seem like there are many things in common.


I designed the map for Total Annihilation Zero. Its different to the original TA and has aspects of SupCom and Starcraft.
Also the screenshot does not show a sc2 map (i created this map with the TA Editor and Photoshop/GIMP), i will have to remake the map with the sc2 map editor.

Yeah so I gathered. I meant, from the conceptual point of view what do you like about the map? The center mesas are really the only standout feature. And they also are sort of the problem (terran imba etc)
Comprehensive strategic intention: DNE
TaShadan
Profile Joined February 2010
Germany1965 Posts
Last Edited: 2014-05-14 14:28:47
May 14 2014 14:28 GMT
#74
On May 14 2014 23:07 EatThePath wrote:
Show nested quote +
On May 14 2014 17:40 TaShadan wrote:
On May 14 2014 14:12 EatThePath wrote:
I'm not sure TA and starcraft design really play well together. I don't even know where to begin thinking about TA design, but that layout looks unappealing for starcraft. What are the parts of it that you like for starcraft? Are these reasons similar to TA? I don't know that much about it as a competitive game but it doesn't seem like there are many things in common.


I designed the map for Total Annihilation Zero. Its different to the original TA and has aspects of SupCom and Starcraft.
Also the screenshot does not show a sc2 map (i created this map with the TA Editor and Photoshop/GIMP), i will have to remake the map with the sc2 map editor.

Yeah so I gathered. I meant, from the conceptual point of view what do you like about the map? The center mesas are really the only standout feature. And they also are sort of the problem (terran imba etc)


Well there are several strategical possibilities, but to be honest i have no clue how this will play with Starbow. I could adjust some stuff to be more balanced though. I also did not decide where to place the minerals and features yet. I wonder how long your played Broodwar or Starbow? Are you an expert? If so why do you think it is unappealing?
Total Annihilation Zero
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 14 2014 17:55 GMT
#75
On May 14 2014 23:28 TaShadan wrote:
Show nested quote +
On May 14 2014 23:07 EatThePath wrote:
On May 14 2014 17:40 TaShadan wrote:
On May 14 2014 14:12 EatThePath wrote:
I'm not sure TA and starcraft design really play well together. I don't even know where to begin thinking about TA design, but that layout looks unappealing for starcraft. What are the parts of it that you like for starcraft? Are these reasons similar to TA? I don't know that much about it as a competitive game but it doesn't seem like there are many things in common.


I designed the map for Total Annihilation Zero. Its different to the original TA and has aspects of SupCom and Starcraft.
Also the screenshot does not show a sc2 map (i created this map with the TA Editor and Photoshop/GIMP), i will have to remake the map with the sc2 map editor.

Yeah so I gathered. I meant, from the conceptual point of view what do you like about the map? The center mesas are really the only standout feature. And they also are sort of the problem (terran imba etc)


Well there are several strategical possibilities, but to be honest i have no clue how this will play with Starbow. I could adjust some stuff to be more balanced though. I also did not decide where to place the minerals and features yet. I wonder how long your played Broodwar or Starbow? Are you an expert? If so why do you think it is unappealing?

Am I an expert? Who can say? I've been mapping in sc2 since it came out and in BW before that. I don't know about starbow specifically but I'm just going on BW principles. When I look at your map I assume the main nat will be in the corners with the highground and going down the ramp in the ccw (counter clockwise) direction. Then on the other side of the main in the corner is a spot for a 3rd base, but that low area is too small for a starcraft base. The base locations are one of the anchor points of starcraft map design, it would help if you clearly planned those out, even just drawing on the TA map screenshot.

My concern about the map is that everything looks very standard. The 4spawn layout of 3 bases per corner with everything connected by the center is very well explored. Your main nat 3rd look pretty normal, and then you have a center with pretty basic routes and pathways. Obviously the high grounds are the desirable feature to control and the main focus of the center. The alternatives to using them are narrow areas that won't provide any benefits over the mesas other than avoiding the mesas, which is hardly at all since the cliffs overlook almost all the lowground pathable area. Maybe if the chokepoints were designed differently (for example: having a wide ramp on the entire outside edge of the mesa in addition to the two little ones) the center concept would "make" the map and the conventional corner base layout would be acceptable too. Sometimes little changes can make everything click.

I provide a lot of feedback in the sc2 mapping forum for new and experienced mappers alike; sometimes it's hard to gauge what level of feedback to give. I hope this was helpful for you! I welcome discussion if you want.
Comprehensive strategic intention: DNE
TopRamen
Profile Joined February 2011
United States96 Posts
May 14 2014 21:01 GMT
#76
Perhaps this isn't the place to ask, but, is there a better place to learn about map making? A better starting point? Some clear direction would help.
Use your noodle!
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 14 2014 21:13 GMT
#77
On May 15 2014 06:01 TopRamen wrote:
Perhaps this isn't the place to ask, but, is there a better place to learn about map making? A better starting point? Some clear direction would help.

Depends. Considering you post pretty much exclusively about starbow, I guess this is the best spot to learn about mapmaking.
Moderatorshe/her
TL+ Member
Crisium
Profile Blog Joined February 2010
United States1618 Posts
Last Edited: 2014-05-15 03:09:36
May 15 2014 03:01 GMT
#78
I just got a craving for Heartbreak Ridge.

www.teamliquid.net/tlpd/korean/maps/199_Heartbreak_Ridge

There's also New HBR, but the original has more pro games played.

I'd love someone to convert this. I think as long as the cliffs by the mains cannot be Reaper/Blinked over (besides the small area by the ramps) it'd be fine for Sbow.

Just think of all the classic matches on this map. Yellow vs Bisu alone brings back so many great feelings!
Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
May 15 2014 06:53 GMT
#79
Heartbreak ridge is particularity difficult to port because of SC2 editor's restriction on ramp's degrees to be 45*x fashion. The ramps on heartbreak ridge follows some funky angels and a SC2 version of this map may be a big disappointment compared to the original.
aka KanBan85. Working on Starbow.
404AlphaSquad
Profile Joined October 2011
839 Posts
May 15 2014 12:04 GMT
#80
The TA map looks interesting to say the least. Now we need to know where the bases are.
aka Kalevi
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