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![[image loading]](http://i.imgur.com/fiY7MaI.jpg)
![[image loading]](http://i.imgur.com/pgmSgB7.png)
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]](http://i.imgur.com/VbEO7Tx.jpg)
No. 2
Noah's Ark by Superouman
![[image loading]](http://i.imgur.com/x1YYQWA.jpg)
No. 1
Circle of Life by Xiphias
![[image loading]](http://i.imgur.com/GPBAs5Y.jpg)
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]](http://i.imgur.com/UGNKosI.png) + Show Spoiler +(By order of submitting dates) (2) Starbow - Frozen Forge by Big J (4) Starbow Prison Campby Teddybear (2) Noah's Arkby Superouman (4) Starbow - Chars Historyby Teddybear (2) Rose of Dreamby Superouman (2) Jagged Starby The_Templar (2) Fern Valleyby Xiphias (4) Starbow - Circle of lifeby Xiphias (4) Battling Willsby ChopTheHassan (2) Valhalla Residuumby AmnesiA Pictures here: http://starbowmod.com/forum/showthread.php?tid=414&pid=5126#pid5126(4) Fallen Empire 1.2by Meavis (4) Fossil Quarryby Meavis ![[image loading]](http://i.imgur.com/fj8U7kY.jpg) 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]](http://i.imgur.com/FtFp8ak.jpg)
- 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 map1. 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 tournament1. Download the following image: http://i.imgur.com/kpVroD7.png2. 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]](http://i.imgur.com/zyf7zgw.jpg)
- 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]](http://i.imgur.com/Ayw7VdH.jpg) 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!
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Yay! So much people to follow Kantuva's steps :D
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your Country52797 Posts
I might try something. Thanks for this even though it's not exactly sc2
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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.
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It's a celebration! Looking forward to some creativity and the tourney aswell.
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your Country52797 Posts
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)
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Here Templar take this, it's the key for your victory!
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your Country52797 Posts
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
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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.
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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!
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This should be super fun.
Looking forward to it.
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your Country52797 Posts
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?
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"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.
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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.
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Wouldn't it be impressive if someone was able to make waygates from WC3?
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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
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On May 07 2014 18:54 Superouman wrote: Temptation intensifies.
Yes please! :D
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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?
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You can port any BW map, until its not a 100% BW port, that it means, the layout can be the same, but you have to modify some of its features... For example, different ramps, cliffs, add vespene geysers etc... But yeah, if you are creative, and make up your own map, that would be better
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On May 07 2014 20:07 -NegativeZero- wrote: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? 
I'm fine with that :D
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<3 <3 <3 thank you for mapmaking incentive
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Of course this does mean that if the map is already good like Superouman/NegativeZero maps are , i wont touch anything
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On May 07 2014 21:56 IeZaeL wrote:Of course this does mean that if the map is already good like Superouman/NegativeZero maps are , i wont touch anything
Have you taken into account that they may not feel loved if you don't touch them?
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Please superouman, we need your maps! :D
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On May 07 2014 21:58 Sikian wrote:Show nested quote +On May 07 2014 21:56 IeZaeL wrote:Of course this does mean that if the map is already good like Superouman/NegativeZero maps are , i wont touch anything Have you taken into account that they may not feel loved if you don't touch them?
I approve this post, touching is natural, let us never be afraid to act in the defense of democracy and technological advancement + Show Spoiler +![[image loading]](http://i.annihil.us/u/prod/marvel/i/mg/9/03/5274135912e8d/standard_xlarge.jpg) joke, sorry
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On May 07 2014 18:10 Sikian wrote:Show nested quote +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  Well, I'd like credit for my idea, if anyone actually does it ^_^
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Will weird triggers be accepted? An example of this would be lava rising (it's a form of transitional blocking).
I mean, how creative can people get?
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Time for a submission!
Starbow Luna
![[image loading]](http://i.imgur.com/o3ZjzOS.jpg)
BW map to compare:
+ Show Spoiler +
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 +
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Something something Winds and Clouds Will post download link once done.
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On May 08 2014 22:38 Laertes wrote:Show nested quote +On May 08 2014 16:24 Sikian wrote: Will weird triggers be accepted? An example of this would be lava rising (it's a form of transitional blocking).
I mean, how creative can people get? Try to be creative in other ways. BW had some amazing maps that were really creative that didn't use gimmicks like the lava rising. If you think it will help you win the contest do it, just remember that people are going to play on these maps in a tournament and then vote on them. The highest voted will be put on the ladder. Also everyone should submit more than one map if they can, just to have more options.
are neutral/enemy buildings allowed. and unbuildable terrain?
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Neutral buildings at least and unbuildable terrain. Enemy buildings sure, but it's kinda gimmicky imo. They better serve a very good purpose.
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Could this thread be moved to the tournament forum?
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Can I get some feedback on a wip map? Since I know very little about starbow mapmaking but I'm enjoying the putative freedom from the usual sc2 constraints. 
![[image loading]](http://i.imgur.com/tGeB1l2.jpg)
All spawns. Vertical is 108 measured in editor, is that a reasonable distance given the sort of singular push path and good highground attack point into the nat? Is the 6/12 3rd a reasonable distance?
Also is it single geyser or double in starbow?
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108 is a good measure for Starbow. I also like the distances in general. Single Geyser. Your map fits Starbow very well.
Maaaaybe the thirds are too easy to defend... might be wrong on that one. Also, perhaps too much room for reapers to jump in to the main bases, but that can be solved with doodads I guess.
Also, that natural choke will be hard for toss to FFE because of the ramp from the high ground area leading towards the third. Perhaps pushing that ramp further towards the middle? Then again, Blue Storm is in the ladder pool atm 
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
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Thanks for the feedback! The 3rd bases should be more open (less chokepoint) to increase vulnerability? The idea was that 6/12 was cliffable and 3/9 was air vulnerable and open inside.
Here is a picture of the FFE, it uses doodads to make the chokepoint basically normal size across the diagonal. Is this suitable? + Show Spoiler [screenshot] +
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your Country52797 Posts
On May 09 2014 16:35 Sikian wrote:Could this thread be moved to the tournament forum?  no, it's in the right place. The tournament thread should be in the tournament forum (I'm assuming there will be a separate thread for that)
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@ EatThePath. Oh, did not see the doodads. Looks fine then for FFE, even though the high ground can become hard to deal with later, but maps needs features though. tbh your current layout might work just fine, I was just nit-picking.
@The_Temlpar Yeah, we'll make a separate thread for the tournament event with more details later.
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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
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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.
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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.
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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.
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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]](http://i.imgur.com/nVovRg7.jpg)
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 + (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 LandThe 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 +
Edit: Updated with Doodad/Texture improvements and more pictures.
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It's time for my map
Starbow Prison Camp
![[image loading]](http://i.imgur.com/cizbhOe.png)
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 +
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wow so many new maps being developed!
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On May 09 2014 01:55 Xiphias wrote:Time for a submission! Starbow Luna ![[image loading]](http://i.imgur.com/o3ZjzOS.jpg) BW map to compare: + Show Spoiler + 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 +
Here was my original Luna submission before Xiphias helped it fit with Starbow aspects!
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your Country52797 Posts
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 ![[image loading]](http://i.imgur.com/o3ZjzOS.jpg) BW map to compare: + Show Spoiler + 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 + Here was my original Luna submission before Xiphias helped it fit with Starbow aspects! + Show Spoiler + What are the differences, out of curiosity?
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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]](http://i.imgur.com/o3ZjzOS.jpg) BW map to compare: + Show Spoiler + 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 + Here was my original Luna submission before Xiphias helped it fit with Starbow aspects! + Show Spoiler + What are the differences, out of curiosity?
Besides being the best tileset in the world (twilight), wasnt a 3rd gas.
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your Country52797 Posts
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
![[image loading]](http://i.imgur.com/ynWlVAZ.jpg)
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.
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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!
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your Country52797 Posts
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.
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@The Templar
Very interesting map concept. I like the "bases" area. Remember, only one geyser in Starbow.
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your Country52797 Posts
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.
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I really like the concept brought by The_Templar
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Maybe it is just paranoia but some of these maps feel sc2ish ^^
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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
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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.
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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.
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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.
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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?
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[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.
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There are ramps at the cliffs. Still not sure if this would work with Starbow.
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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]](http://i.imgur.com/uX8bad3.jpg)
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.
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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 ?
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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]](http://i.imgur.com/uX8bad3.jpg)
It reminds me of Katrina
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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.
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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
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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.
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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)
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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?
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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.
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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.
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your Country52797 Posts
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.
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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!
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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.
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The TA map looks interesting to say the least. Now we need to know where the bases are.
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your Country52797 Posts
Looks like bases are:
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Thx the_templar. Not sure about the exact position of the 3rd base yet but approximately thats right. Was thinking abou the lower part in the corner being bigger so the 3rd could be placed there. I will start mapping this weekend and figure it out then. I can not convert the map 1:1 anyway.
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The call of a forcefield-free game is too stronk.
(2) Rose of Dream
Overview 90 + Show Spoiler +
Overview 60 + Show Spoiler +
More pics + Show Spoiler +
I activated the occlusion for the Electric Conduit Path Large doodad so it becomes transparent when a unit is close to it.
I'll explain the map another time.
Bel'Shir master race.
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your Country52797 Posts
wtf Superouman, you can't just waltz in here and beat the crap out of everyone else…
…well I guess you can.
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@Rose of Dream.
Very nice concept!
How hard is it to see units on those bridges? Especially with lowest graphics settings on?
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United Kingdom1381 Posts
Thats an extremely pretty map.
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gg, no point in entering now
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On May 16 2014 17:30 -NegativeZero- wrote: gg, no point in entering now
Top THREE get into the ladder pool. And even if you are not to three then your map might get into ladder pool for a later ladder season. I say the more the merrier!
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Can collossi cross throse bridges?
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There are no colossus in Starbow.
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Ooops, I wasn't thinking about that :D
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question is still legit for flying units and all other bigger units. Wouldn't something like a sieged tank or an ultralisk look partly through the bridges?
Can you make it so that air attacks cannot pass through the roofs of the bridges? 
But pretty cool map anyways.
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Got a WIP here but it's getting close to done. I just named it "Starbow Jungle" for now, if anyone has a better name, let me know 
It is heavily based off of a BW map I saw named "green zone".
Any feedback would be appreshiated.
2 player, bounds: 144x144, all playable.
Nat choke to Nat choke is 130 (which is a bit large but the main base is low ground and hence a tad harder to defend).
![[image loading]](http://i.imgur.com/pWhFPAh.jpg)
![[image loading]](http://i.imgur.com/jxTvHs7.jpg)
![[image loading]](http://i.imgur.com/s8WdAKK.jpg)
![[image loading]](http://i.imgur.com/ZlKEy3w.jpg)
![[image loading]](http://i.imgur.com/KqQUPwV.jpg)
![[image loading]](http://i.imgur.com/pTHQHiF.jpg)
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On May 16 2014 21:45 Big J wrote:question is still legit for flying units and all other bigger units. Wouldn't something like a sieged tank or an ultralisk look partly through the bridges? Can you make it so that air attacks cannot pass through the roofs of the bridges?  But pretty cool map anyways.
![[image loading]](http://i.imgur.com/V9nzmCv.jpg) It's all good
Preventing air attacks would be an unnecessary time sink. Imagine it's a hologram or an energy shield, not glass.
The occlusion has a weird behavior in the editor. If i lower my camera angle in the first bridge i made (not the one in the pic), the occlusion activates.
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On May 16 2014 07:54 Superouman wrote:The call of a forcefield-free game is too stronk. (2) Rose of Dream Overview 90 + Show Spoiler +Overview 60 + Show Spoiler +More pics + Show Spoiler +I activated the occlusion for the Electric Conduit Path Large doodad so it becomes transparent when a unit is close to it. I'll explain the map another time. Bel'Shir master race.
Hehe, nice mapname 
Would be really cool to do stuff like misschance in certain areas... i.e. under those doodads -- like in BW. For any map, really. http://wiki.teamliquid.net/starcraft/Damage#Misses
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On May 17 2014 04:17 purakushi wrote:Show nested quote +On May 16 2014 07:54 Superouman wrote:The call of a forcefield-free game is too stronk. (2) Rose of Dream Overview 90 + Show Spoiler +Overview 60 + Show Spoiler +More pics + Show Spoiler +I activated the occlusion for the Electric Conduit Path Large doodad so it becomes transparent when a unit is close to it. I'll explain the map another time. Bel'Shir master race. Hehe, nice mapname  Would be really cool to do stuff like misschance in certain areas... i.e. under those doodads -- like in BW. For any map, really. http://wiki.teamliquid.net/starcraft/Damage#Misses
You can actually, in a roundabout way.
How miss chance works in Starbow, if a unit is physically higher than another unit, miss chance engages.
So if I were to use the modify height tool to make a single square where my doodad is higher, the unit will have miss chance applied.
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On May 16 2014 07:54 Superouman wrote:+ Show Spoiler +The call of a forcefield-free game is too stronk. (2) Rose of Dream Overview 90 + Show Spoiler +Overview 60 + Show Spoiler +More pics + Show Spoiler +I activated the occlusion for the Electric Conduit Path Large doodad so it becomes transparent when a unit is close to it. I'll explain the map another time. Bel'Shir master race. *facepalm*
Your map names are as hopeless as ever :p
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On May 17 2014 14:00 NewSunshine wrote:*facepalm* Your map names are as hopeless as ever :p idk, I think recognizing important mapmakers via map names is a very fitting tribute.
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At least, they are not generic and boring like many on the forums. Adjective + noun Or proper noun + noun
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Would this map be playable in Starbow?
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your Country52797 Posts
On May 17 2014 17:04 Superouman wrote: At least, they are not generic and boring like many on the forums. Adjective + noun Or proper noun + noun Shadows of Eternity, The Final Jungle, Anti-Gravity, Jagged Star aren't generic/boring names are they?
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On May 17 2014 21:24 And G wrote:Would this map be playable in Starbow? ![[image loading]](http://abload.de/img/starbow_a_06xhc6q.png) can you blink from that forward base to the main mineral line?
also I don't think gold minerals are "allowed" in StarBow
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On May 17 2014 17:04 Superouman wrote: At least, they are not generic and boring like many on the forums. Adjective + noun Or proper noun + noun heh :D
On May 17 2014 21:48 The_Templar wrote: Shadows of Eternity, The Final Jungle, Anti-Gravity, Jagged Star aren't generic/boring names are they? Antigravity is ok, the others aren't great.
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Jagged Star is kind of generic but also evocative and playfully literal, so I like it. So on topic.
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[QUOTE]On May 17 2014 21:24 And G wrote: Would this map be playable in Starbow?
The problem with this map it is just too little. try to make more cliffs, leave the gold base out, and make it bigger. And its a bit too SC2'ish for my taste.
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Here is my second map.
(2) Noah's Ark
Overview 90 + Show Spoiler +
Overview 60 + Show Spoiler +
For some reason, a part of the Starship Hall Trim doodads don't show up on the overview.
More pics + Show Spoiler +
You can move through the forcefield walls. (Oh the irony)
I added a trigger to prevent the critters to leave the middle of the map. Of course, the map keeps its melee status. + Show Spoiler +
This tileset is quite challenging, the way to use it is different from terran and natural textures.
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what is up with this maaap? It is so beautiful. Reminds me a little of heartbreak ridge ^^
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On May 19 2014 07:31 Superouman wrote:Here is my second map. (2) Noah's Ark Overview 90 + Show Spoiler +Overview 60 + Show Spoiler +For some reason, a part of the Starship Hall Trim doodads don't show up on the overview. More pics + Show Spoiler +You can move through the forcefield walls. (Oh the irony) I added a trigger to prevent the critters to leave the middle of the map. Of course, the map keeps its melee status. + Show Spoiler +This tileset is quite challenging, the way to use it is different from terran and natural textures. I've seen this before, sneaky.
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The idea is so great! My congrats superoum!
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On May 19 2014 07:31 Superouman wrote:Here is my second map. (2) Noah's Ark Overview 90 + Show Spoiler +Overview 60 + Show Spoiler +For some reason, a part of the Starship Hall Trim doodads don't show up on the overview. More pics + Show Spoiler +You can move through the forcefield walls. (Oh the irony) I added a trigger to prevent the critters to leave the middle of the map. Of course, the map keeps its melee status. + Show Spoiler +This tileset is quite challenging, the way to use it is different from terran and natural textures.
Now this map is awesome
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On May 19 2014 07:31 Superouman wrote:Here is my second map. (2) Noah's Ark Overview 90 + Show Spoiler +Overview 60 + Show Spoiler +For some reason, a part of the Starship Hall Trim doodads don't show up on the overview. More pics + Show Spoiler +You can move through the forcefield walls. (Oh the irony) I added a trigger to prevent the critters to leave the middle of the map. Of course, the map keeps its melee status. + Show Spoiler +This tileset is quite challenging, the way to use it is different from terran and natural textures.
Hmm so the entire middle are is inaccessible... (?)
Nvm, I read the description more closely. Ok, this could be a very fun map to play on :D
Could I get some feedback on the Jungle map I had here on last page please???
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I was a bit afraid the middle would be difficult to read from first glance. Here is a picture with simplified textures and highlighted paths. Red : Shortest path between the two mains. Blue : All other paths
+ Show Spoiler +
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Really good work there, superouman!
I'm really liking both maps, couldn't choses easily between them
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Updated center of the map with some high-ground. Still WIP though.
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This reminds me of the Cloud Kingdom release with all the analysis of the map in the thread. Really missed your map making, these maps are amazing.
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Noah's Ark hands down, most beautiful map since Bel'Shir Beach (yeah I'm biased). Although the "forcefield" doesn't really seem necessary, unless there's no way to prevent critters from moving out of that area.
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Added some important info the the OP:
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.
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.
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Update: If you want to upload your map with StarbowMOd dependency to test it, then it must be an "arcade" map.
If you made a melee map it can be redefined in the editor. I will learn more on how to do this and update this post once I know how.
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My second map:
Starbow - Chars History
![[image loading]](http://i.imgur.com/u5gaDBs.png)
Features: 4 players 144x144 Distance (With path mesure) from Nat to Nat Vertical: 104 ~40 second Distance (With path mesure) from Nat to Nat Cross : 155 ~56 second
Bases: 4 main and natural bases have 8 mineral patches +1 geyser 2 top and bottom bases has 7 mineral patches +1 geyser 2 center has 6 mineral patches +1 geyser
Features: This maps has been inspiried by ground zeroes, with the following changes : 4th expansions more fun, and have a 90 degree angle of the ramp. This map can be really heavy muta based and since protoss and terrans sometimes needs more gas to deal with that, I've added gasses to the 3rd expansions as well. So the changes were "provoked", by experience.The middle is not quite the same as well, since its not that wide like the original, I took the layout, and played with it. The ramps above the expansions, are full of path blocks , so you cannot make a siege fortress there to completly shut down a player with an early drop. Made some estatic but not significant changes on the bottom, put the hills a bit closer, so in TvT in a siege tank vs siege tank stand off you can deny the other player gasses.
Only Vertical and Cross positions, close spawning positions.
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I edited Rose of Dream. + Show Spoiler +
I removed top right and bottom left bridges and made a large path. I did this because the attacker didn't have any way to attack the middle without having to cross a tight choke (bridge)
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^ Good change.
How much will the maps be judged on aesthetics? I have some cool ideas but if lez is going to do some work after I might as well let him do it. ^^ Anyway I'll be posting a couple maps some time in the next two days.
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![[image loading]](http://i.imgur.com/7udKTAz.jpg)
Map Name: Tower of the Dead Map Size: 152*152
Notes/Ideas: Given the larger allowance for play in the 3rd base setup, I ended up experimenting with different ways to situate the 4 bases in each quadrant, ending up with a potentially interesting choice of 3rd. The map has one unusual feature though, the choke to choke distance is longer than normal maps. This could break it lol. However, I ended up with a layout that may potentially work for SC2, with some tweaks, so it's successful to me in that way at least.
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That's a nice map NewSunshine! Although as yo said, the rush distance is SO long + it's a 4player map... cheesing here is on Insane level. Furthermore, natural bases are so cozy that it's probable that people will tend to turtle a bit.
That being said, I really like the layout. But really really!
How much will the maps be judged on aesthetics? I have some cool ideas but if lez is going to do some work after I might as well let him do it. ^^ Anyway I'll be posting a couple maps some time in the next two days.
I think it will no-where as important as a good layout
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Aotearoa39261 Posts
On May 19 2014 07:31 Superouman wrote:Here is my second map. (2) Noah's Ark Overview 90 + Show Spoiler + Port to SC2 please.
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On June 03 2014 13:16 Sikian wrote:That's a nice map NewSunshine! Although as yo said, the rush distance is SO long + it's a 4player map... cheesing here is on Insane level. Furthermore, natural bases are so cozy that it's probable that people will tend to turtle a bit. That being said, I really like the layout. But really really! Show nested quote +How much will the maps be judged on aesthetics? I have some cool ideas but if lez is going to do some work after I might as well let him do it. ^^ Anyway I'll be posting a couple maps some time in the next two days. I think it will no-where as important as a good layout  I hope this is true - I have a couple layouts that I'll probably submit but I have no time for any aesthetics...
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On June 03 2014 07:22 NewSunshine wrote: Map Name: Tower of the Dead Map Size: 152*152 Notes/Ideas: Given the larger allowance for play in the 3rd base setup, I ended up experimenting with different ways to situate the 4 bases in each quadrant, ending up with a potentially interesting choice of 3rd. The map has one unusual feature though, the choke to choke distance is longer than normal maps. This could break it lol. However, I ended up with a layout that may potentially work for SC2, with some tweaks, so it's successful to me in that way at least.
That distance between the natural base and the choke of the natural. I see the problem in moving the natural base because then the third base will get very close. This is defiantly a SC2 map that has been tweaked to a SB map. It might work though, we'll just have to find out I guess.
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On June 03 2014 13:38 Plexa wrote:Port to SC2 please. Done. + Show Spoiler +
I'm that good. Send money pls. + Show Spoiler +just kidding, it's an old map, not mine though.
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Haha, sneaky NewSunshine. :D
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Someone is "heavily inspired" by the other...
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The picture NewSunshine showed is my version of Noah's Ark i made in late 2011, early 2012.
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On June 04 2014 02:07 Superouman wrote: The picture NewSunshine showed is my version of Noah's Ark i made in late 2011, early 2012.
Uh Oh
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Updated OP with some locale info on publishing maps. Publishing an arcade map with a custom dependency is a tad more tricky than a normal melee map. Send me a PM if you are experiencing difficulties.
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Xiphias (with a little help from IeZeal and Superouman) is proud to present:
Fern Valley
![[image loading]](http://i.imgur.com/jg3ldFX.jpg)
More images:
+ Show Spoiler +Main + nat ![[image loading]](http://i.imgur.com/Qsgi8jm.jpg) Nat + third option 1. ![[image loading]](http://i.imgur.com/RrhVMKD.jpg) Fourth ![[image loading]](http://i.imgur.com/e1DTF8y.jpg) Middle ![[image loading]](http://i.imgur.com/jfw39Fi.jpg) Third option 2. ![[image loading]](http://i.imgur.com/BAaWsWi.jpg)
Size: 144 x 144. Rush distance nat to nat: 130 on ground. Published on EU and NA under: "Fern Valley" (Not "Starbow - ")
Inspired by a BW map named "Green Zone" which I can't find an image of atm.
Low main base is the biggest anomaly I guess. Three ramps up to the natural base as well. Even though the middle high ground is important to control there should be plenty of paths around to avoid it if needed.
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Xiphias (based on a map by teddyBear) is proud to present:
Starbow - Circle of life
![[image loading]](http://i.imgur.com/swq0zOD.jpg)
More images:
+ Show Spoiler +
Size: 144 x 144. Rush distance nat to nat: 90-100 on close spawns and 115 on diagonal spawns. Published on EU and NA under: "Starbow - Circle of life"
This one is more "traditional" except for the middle area which is hopefully a tad more exciting than similar maps such as Fighting Spirit. Siege tanks on the edge of the high ground cannot hit the entrance of the natural bases. But almost.
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Prison Camp and Char's History Uploaded and Ready to roll
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Tomorrow morning I will make the list of submitted maps. Tonight is the final deadline to post a map for this contest.
I live in CEST timezone.
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Don't have time to finish it, but this is what I was working on. It's based on the BW map Oxide by Freakling but with the BW engine's asymmetry problems fixed. Probably would have violated the "no 100% BW port" rule but I'm not submitting it so I guess that's irrelevant, lol.
![[image loading]](http://i.imgur.com/mynL7r2.jpg)
Might have tried to optimize this original (unfinished) SC2 layout for Starbow too, it's already intentionally quite BW-ish so that wouldn't have been hard. + Show Spoiler +
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On June 04 2014 17:23 -NegativeZero- wrote:Don't have time to finish it, but this is what I was working on. It's based on the BW map Oxide by Freakling but with the BW engine's asymmetry problems fixed. Probably would have violated the "no 100% BW port" rule but I'm not submitting it so I guess that's irrelevant, lol. ![[image loading]](http://i.imgur.com/mynL7r2.jpg) Might have tried to optimize this original (unfinished) SC2 layout for Starbow too, it's already intentionally quite BW-ish so that wouldn't have been hard. + Show Spoiler +
That looks good man. I would love for you to finish it later so we could use it for potentially another ladder map rotation,
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I won't be submitting this time because my maps are not ready yet, i still need to work in the texturing and other details of the layout and there's now way i will before the deadline, anyways, here i have some pretty pics to share.
First map. Autumn Days
+ Show Spoiler +
Second map. Unnamed
+ Show Spoiler +
The first map is uploaded to the AM and EU servers if anyone wants to try it out, the second is not.
Now looking back at Autumn Days it does not look so bad.... Hmmm fuck it, i'll submit it!
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Yeaaah, a map from Kantuva!
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My maps are not done either, next time! Besides who wants to fight superouman.
uvantak I will never get tired of looking at grass invading bricks, keep it up. ;D
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We'll defiantly need another one of these in a month or so it seems :D
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So I wasn't aware that the deadline was based on euro time since the OP mentions nothing about time zones. I published my map as soon as I got home from work, but if I had known about the deadline using the CEST timezone I would have done it earlier. I made UMS maps back in Brood War but this was my first finished Melee map. Anyways here is my map entry.
Battling Wills (sorry, I'm new so I can't post pictures) + Show Spoiler +http://imgur.com/7mfjNKU 2 - 4 player map with all spawns enabled 176 x 167 playable 176 x 184 full
Map is based on the popular Fighting Spirit, hence the similar name. Unlike Fighting Spirit which uses rotational symmetry, Battling Wills uses reflection symmetry. The middle of the map is completely different and more exciting with additional bases and high ground added. I changed the single bridge connecting the natural to the middle with a twin bridge setup used on Circuit Breaker. It's not completely finished in terms of aesthetics but is fully playable but if I uploaded it wrong just tell me.
Edit: I accidentally had the map uploaded as a melee map instead of an arcade map and only set to one player but I fixed it!
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well as long as it is published and we can find it, I'll add it to the list of maps in the competition.
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On June 05 2014 03:25 EatThePath wrote:uvantak I will never get tired of looking at grass invading bricks, keep it up. ;D And i hope i never get tired of working on it, because I'll still be working on that map by when LotV comes up -.-;
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On June 05 2014 08:24 Uvantak wrote:Show nested quote +On June 05 2014 03:25 EatThePath wrote:uvantak I will never get tired of looking at grass invading bricks, keep it up. ;D And i hope i never get tired of working on it, because I'll still be working on that map by when LotV comes up -.-; I know, making that stuff is fun though. ^^
At least I think so, while I'm in the mood for texturing at all
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Oh yeah, one really must be in the mood to work with these textures, specially since you need to use the 0.25 sized brush all the time, but yeah i fully agree, it's pretty fun to work and make complex stuff like that, i love to work in maps and texture because i find it quite relaxing, mapping is my equivalent of meditation :p
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I tested each entry on the American server. Noah's Ark, Char's History, Fern Valley, Circle of Life, and Autumn Days are working fine. Rose of Dream and Battling Wills are only set at one player. Tower of the Dead is in the Custom Game section, and is also only set at one player. I think you guys may have to allow for more time for submissions today.
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Thank you for testing this Timmay!
Well I am open to having people submitting before today is over for both EU and NA.
I will make "the list" tomorrow.
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![[image loading]](http://i.imgur.com/q8gDOo9.jpg)
TaepoDong-2
148x148
Feast your eyes upon this luscious watery terrain inspired by the better Korea. Make sure in game music is enabled for maximum immersion into the map.
All spawns are enabled. Rush distances and bases all match up with Starbow specifications.
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I like that map quite a lot.
It seems like you made it so that rush distance from close pawns are about the same as the diagonal rush distance. Clever!
Also, is it published?
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On June 05 2014 18:11 Xiphias wrote: Also, is it published? It's published on all servers.
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+ Show Spoiler +On June 05 2014 18:07 R3mnant wrote: TaepoDong-2148x148
i c wut u did thar
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Interesting map - that really needs to have the middle high grounds reshaped...
Seriously, Blizzard is never going to let that happen, and we dont want a second ban because of a silly map shape.
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On June 05 2014 19:10 Zaphod Beeblebrox wrote: Interesting map - that really needs to have the middle high grounds reshaped...
Seriously, Blizzard is never going to let that happen, and we dont want a second ban because of a silly map shape.
But it would no longer be TaepoDong-2!
Just imagine commentating this: "And Franscar is expanding to the eastern balls and getting some defenses along the dong..."
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EDIT: I finally see it! The first thing of that nature I haven't instantly noticed. I looked up the North Korean flag and compared it to the map even. Wow. I must not be feeling well. It's in the map title and everything.
EDIT EDIT: Aagh! It looked so pretty before I caught on to the ruse!
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Very nicely done remnant, cool stuff!
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The unnamed map remembers me a lot of bloody ridge , just with reversed central ramps. But this one is much cooler than the original so good job.
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Updated OP with the maps which have been submitted. 10 maps so far!
Some more seems to have been submitted but I am a bit unsure so keep an eye on your PM's so I can verify everything before the tournament tomorrow.
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woops, forgot this existed, I have 1 submission to enter when I get home if it's not to late.
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On June 06 2014 21:11 19Meavis93 wrote: woops, forgot this existed, I have 1 submission to enter when I get home if it's not to late.
Sure... 
Also, if we can't find your map on the Arcade with the correct settings for the tournament tomorrow it will not be a part of this content. See OP for info on that and also PM me if you have issues uploading it correctly.
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depending if I can get to upload them in time, here is what I'll be entering + Show Spoiler +(4) Fallen Empire 1.2Fallen empire with it's post TLMC4 changes along with some starbow specific changes (4) Fossil QuarryA starbow specific version of an older map I made, using many things unacceptable in a normal sc2 map ![[image loading]](http://i.imgur.com/eC87n6D.jpg)
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That top map is team map? (We love team maps but they won't be played in the tournament tomorrow nor added to the ladder as the ladder is purely 1v1. It will be added as a "official Starbow map" though if we like it :D )
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This is beautiful and awesome :D Hopefully starbow becomes a stage for bw, but at the same time i still really like the broodwar graphics (even though most people switched to sc2 bcuz of the graphics)
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On June 07 2014 01:54 Xiphias wrote: That top map is team map? (We love team maps but they won't be played in the tournament tomorrow nor added to the ladder as the ladder is purely 1v1. It will be added as a "official Starbow map" though if we like it :D ) it's 4spawn top vs bottom, both functional for 1v1 and 2v2 but designed for 1v1 the 2nd map is 4spawn all enabled edit: managed to uplaod both of them on EU&NA
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Fallen Empire is a remake of a CnC:Generals map, right?
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might be
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On June 05 2014 18:07 R3mnant wrote:+ Show Spoiler +TaepoDong-2148x148 Feast your eyes upon this luscious watery terrain inspired by the better Korea. Make sure in game music is enabled for maximum immersion into the map. All spawns are enabled. Rush distances and bases all match up with Starbow specifications. lol, the "better Korea"? Cool map. Could use more bush though.
And yeah, guess I'm out, too lazy to figure out how to do it properly :p
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I really like how Battling Wills looks
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Winners are now updated on the OP!
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+ Show Spoiler +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.
Nice to know that the organizers paid attention to the other thread.
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your Country52797 Posts
Pleasantly surprised to find that I got 3rd place.
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the real victor here is the templar =p
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your Country52797 Posts
On June 09 2014 07:18 19Meavis93 wrote: the real victor here is the templar =p Obviously
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On June 09 2014 07:18 19Meavis93 wrote: the real victor here is the templar =p :D
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Grats to Templar -- you've come a long way!
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IeZeal is ready to work on the aesthetics on "Jagged Star" as soon as we know that The_Templar is not wanting to make any more changes on it.
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Congrats on winning your contest!
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your Country52797 Posts
On June 11 2014 07:45 NewSunshine wrote: Congrats on winning your contest! Heh, I had the same thought
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I promise that the votes for the maps came from the players playing them and not from myself
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