Refined Map Project - Page 3
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Monta
United States60 Posts
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Ketara
United States15065 Posts
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tgFringe
United States10 Posts
Kudos. | ||
tgFringe
United States10 Posts
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Ketara
United States15065 Posts
On December 02 2010 09:13 tgFringe wrote: I just discussed this with a friend, but instead of changing the wall-in to favor the right hand side, why not revert the ramp movement, and move the entire mineral/gas node and start location CLOSER to the ramp, solving the issues it has with creep spread and Spine Crawler placement. A couple people have suggested this. It's not as simple as you might think. Moving the minerals and start area is easy. However, you'd then have to cut area off of the back of the right main, in order to keep the same amount of distance between the mineral line and the back of the main. That would reduce the size of the main (more than the other fix), so you'd have to add even more area somewhere else, which could create problems with hidden tech, drops, etc. It would also mean you'd have to move the entire island, in order to keep the distance between the island and the two mains the same. And even after that, you'd run into problems with some other things. For example, the distance from the start location to the natural expo, the thirds etc, are all identical, and the watchtower is already slightly closer to the righthand main. Moving the starting spot would unbalance all of that, and make the issue with the watchtower worse. I think both ways fix the issue, and both could potentially cause new problems, but the change I did is by far the simpler one, and has the minimum amount of change involved with regard to the architecture of the map. I was trying to change the map as little as possible. | ||
Ketara
United States15065 Posts
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Geovu
Estonia1344 Posts
TBH I can't immediately see any decent solution to this, as adding doodads to the left side to allow you to wall off further down would leave you very close to the destructible rocks (Unless I'm just crazy and looking at it wrong). Call this nitpicking but it is very very crucial in PvZ for any build that is not a 1 base all in (IMO). | ||
BoomStevo
United States332 Posts
So... I did it: + Show Spoiler [Mirrored Scrap Station] + It took a couple hours, with most of the time taken to just fixing the doodads and textures. I also had to resize the map to make sure the symmetry was correct. It's actually slightly smaller, but since I mirrored it based on the line of symmetry, it increased the air distance between the mains. I hope you like it. | ||
Ketara
United States15065 Posts
Is it published? I'll totally romp around on it tomorrow. | ||
BoomStevo
United States332 Posts
On December 03 2010 18:56 Ketara wrote: That's actually really cool Stevo. Is it published? I'll totally romp around on it tomorrow. Published on US as "Mirrored Scrap Station" | ||
Niso
Australia148 Posts
I hope this map will be spread and eventually get to blizzard for a patch:D GJ | ||
Ketara
United States15065 Posts
I played around on the mirrored Scrap this morning. These are my thoughts: In terms of making it symmetrical and positionally balanced, it is obviously a severe improvement. The only two errors that I found were the ground level being a little bit messed up at the 2-gateway choke on the right hand side, and the island being very very slightly offcenter to the right. If you liftoff 2 CCs and send them to the island at the same time, the one on the right gets there about 1-2 seconds faster. The island is exactly centered in the Blizz version. It probably only needs to be shifted 1 square to the left. It's definitely a good map with the changes you did. Likely better than the changes I made. However, from the purposes of this Refined Map Project, I have two issues with it, which I will explain. The first issue is that the mirroring change would inevitably change gameplay on the map. It does make the air distance between the two mains larger. You've also done it so there is much less air distance behind the back of the mains than in the original version, and both of these changes directly alter the effectiveness of air harass, which is generally a key feature of this maps strategy. The latter issue can be fixed by resizing the airspace, but the former likely cannot. The travel distance for the choke covered by rocks has been increased as well it seems, making the rocks less important. These alterations may very well make it a better map, I don't know. But what I'm trying to do with this project is fix the spawn problems without altering the strategy of the map at all, so that players can jump right into it without requiring extra practice time, and tournaments can change to it without any sort of worry. Mirroring it in this way doesn't achieve that result. The second issue I have with it is just in regards to the concept of an asymmetrical map in general. The Blizzard maps are likely asymmetrical for a reason. It's clearly much easier to copy paste and rotate than it is to create an entire map that looks symmetrical but really isn't. Blizzard had to make them the way they did for a reason, although I'm sure some people here will disagree with me on that. And I think the reason for that is largely in terms of the maps visual appeal. Gameplay is always more important, but SC2 is a spectator sport, and the visual appeal of the map for the spectator is important too. When the exact same features and doodads are present on both halves of the map, it is pretty clear to the viewer. Even though it's identical architecture, when I jumped into the Mirrored Scrap I instantly became aware that it's just not as pretty as the Blizzard map. You could mitigate that a lot by having the doodads on the opposite side be different shapes but the same sizes, to keep their gameplay factor the same but change their visual look. But I think at the end of the day it still wouldn't look as good, and Blizzard having spent time to create an asymmetrical map that looks fantastic and is ALMOST perfectly balanced positionally (with a few edits) is a worthwhile thing, and something that should be maintained. Just my 2 cents. | ||
ch4ppi
Germany802 Posts
Here u have another one. THANK YOU | ||
lac29
United States1485 Posts
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Ascend
United States120 Posts
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dimfish
United States663 Posts
On December 04 2010 02:32 Ketara wrote: Okay so, Mr. BoomStevo I played around on the mirrored Scrap this morning. These are my thoughts: In terms of making it symmetrical and positionally balanced, it is obviously a severe improvement. The only two errors that I found were the ground level being a little bit messed up at the 2-gateway choke on the right hand side, and the island being very very slightly offcenter to the right. If you liftoff 2 CCs and send them to the island at the same time, the one on the right gets there about 1-2 seconds faster. The island is exactly centered in the Blizz version. It probably only needs to be shifted 1 square to the left. It's definitely a good map with the changes you did. Likely better than the changes I made. However, from the purposes of this Refined Map Project, I have two issues with it, which I will explain. The first issue is that the mirroring change would inevitably change gameplay on the map. It does make the air distance between the two mains larger. You've also done it so there is much less air distance behind the back of the mains than in the original version, and both of these changes directly alter the effectiveness of air harass, which is generally a key feature of this maps strategy. The latter issue can be fixed by resizing the airspace, but the former likely cannot. The travel distance for the choke covered by rocks has been increased as well it seems, making the rocks less important. These alterations may very well make it a better map, I don't know. But what I'm trying to do with this project is fix the spawn problems without altering the strategy of the map at all, so that players can jump right into it without requiring extra practice time, and tournaments can change to it without any sort of worry. Mirroring it in this way doesn't achieve that result. The second issue I have with it is just in regards to the concept of an asymmetrical map in general. The Blizzard maps are likely asymmetrical for a reason. It's clearly much easier to copy paste and rotate than it is to create an entire map that looks symmetrical but really isn't. Blizzard had to make them the way they did for a reason, although I'm sure some people here will disagree with me on that. And I think the reason for that is largely in terms of the maps visual appeal. Gameplay is always more important, but SC2 is a spectator sport, and the visual appeal of the map for the spectator is important too. When the exact same features and doodads are present on both halves of the map, it is pretty clear to the viewer. Even though it's identical architecture, when I jumped into the Mirrored Scrap I instantly became aware that it's just not as pretty as the Blizzard map. You could mitigate that a lot by having the doodads on the opposite side be different shapes but the same sizes, to keep their gameplay factor the same but change their visual look. But I think at the end of the day it still wouldn't look as good, and Blizzard having spent time to create an asymmetrical map that looks fantastic and is ALMOST perfectly balanced positionally (with a few edits) is a worthwhile thing, and something that should be maintained. Just my 2 cents. I agree with Ketara here. Blizzard intentionally makes slightly asymmetrical maps, and they do a great job of obscuring the asymmetry to create good-looking maps. (How many times did you play Scrap Station before you realized it is actually quite asymmetrical? I didn't see it until I ran that pig through the map analyzer) It ultimately gives each spawn of a map its own personality. That said, I wholly support initiatives like this thread that address the worst problems of an otherwise cool map. On a side note, BoomStevo, would your perfectly-reflected remake of Scrap Station be tighter by air and address Ketara's concerns if you mirrored the other spawn? Just a mental exercise. :oP Anyhow, I'm of the opinion that many other TL'ers have expressed that little asymmetries are generally not worth player's designing specific strategies for (if I spawn here and he spawns there I'll do this wacky build, etc). Let me say thanks to Ketara again for trying to find the version of Scrap Station that is both eye-candy and good for competitive play. And this thread is a great resource for dedicated mappers that want to better understand what asymmetries are acceptable. | ||
MuteZephyr
Lithuania448 Posts
Major props to you mate! People need to spread the word about these kind of problems. The only way to get Blizzard to listen is through massive unrelenting QQ (Ex: chat channels, I mean do we really want chat channels? :D ). | ||
Ketara
United States15065 Posts
Tourny starts in 30 minutes! - http://www.teamliquid.net/forum/viewmessage.php?topic_id=172296 | ||
Ketara
United States15065 Posts
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IumSpechul
United States17 Posts
Here's hoping for more recognition and success for your valuable efforts. | ||
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