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One of the most popular "custom maps" forums "Starbow" is becoming increasingly filled with game design, balance, strategy and maps. In order to separate out some content I decided to make a new thread devoted to maps specifically made for, or adopted to Starbow.
This thread is for posting existing maps, future maps and ideas/concepts for maps for Starbow. We can also use this thread for giving feedback on existing maps and ideas for new ones.
A few things to remember when making maps for Starbow: - 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. - 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.) - Standard rush distance from entrance to natural base is 100 (with the ctrl+m tool in the editor). - Normal choke size at natural is 4 or 4,5 pylons wide.
Current map pool
Almost all of these maps are based off of BW maps.
Fighting Spirit
Image: + Show Spoiler +
Info: + Show Spoiler + Yay! FS! By Decemberscalm and Meerel
Texas
Image: + Show Spoiler +
Info: + Show Spoiler + Original Starbow map by Meerel
Circuit Breaker
Image: + Show Spoiler +
Info: + Show Spoiler + Rush distances are very different here according to spawns with North-South being the shortest. By Meerel
Destination
Image: + Show Spoiler +
Info: + Show Spoiler +
Bloody Ridge
Image: + Show Spoiler +
Info: + Show Spoiler +
Starrunner
Image: + Show Spoiler +
Info: + Show Spoiler + The map we always forget exists. This is pretty much 100% "Roadrunner" from Starcraft: BroodWar except for the textures of course. By Xiphias and IeZeal
Neo Tau Cross
Image: + Show Spoiler +
Info: + Show Spoiler +
Python
Image: + Show Spoiler +
Info: + Show Spoiler +
Andromeda
Image: + Show Spoiler +
Info: + Show Spoiler +
Blue Storm
Image: + Show Spoiler +
Info: + Show Spoiler +
Asgard
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Info: + Show Spoiler + By Meerel. This map has a wide natural base and generally fewer mineral patches per base. A very different Starbow map.
Match Point
Image: + Show Spoiler +
Info: + Show Spoiler +
So any feedback on these maps? Any map ideas you would like to see in Starbow? The word is yours!
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Why is not Gambit in the map pool? Are you finished with it Dec? It looks great!
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I think i'll make some maps just for this mod.
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On June 21 2013 17:23 Superouman wrote: I think i'll make some maps just for this mod. nice
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On June 21 2013 17:23 Superouman wrote: I think i'll make some maps just for this mod.
That would be sick! Updated OP with some more unique stuff about Starbow that I'd forgotten. (I take these things for granted now...)
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Might aswell bump this thread to hear your thoughts regarding the current map pool. (It has been in the game for a week now.)
Current maps in the Starbow map pool:
Starbow Ridge - See opening post Starbow Canyon - See opning post Starbow Haven - See opening post Aldaris Betrayal - http://www.teamliquid.net/forum/viewmessage.php?topic_id=416354 Roadrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=417016 Breakout - http://i.imgur.com/20BPx7Q.jpg Atlas - http://www.teamliquid.net/forum/viewmessage.php?topic_id=388872
I do have many more maps in my vault that mapmakers have sent me. I usually rotate the map pool once in a while. Thoughts on the maps?
@ Xiphias maps
I might aswell share my thoughts on your maps, Xiphias.
Starbow Ridge is my favourite one of your maps, because we usually get very good games on it. I don't know what casues it, or why that is the case, but it is rare to see a lame game on that map.
Starbow Canyon is the only map in the pool that has main bases close by air. Which I like since that usually encourages other play styles. It does give me bad memories from Desert Oasis though. : /
Starbow Haven feels too big. Maybe it is the shape of the map that contributes to it. Games tend to get quite long and macro oriented. It feels like players are very far away from each other.
Again, these are just my thoughts. Other players might have different opinions or experiences of the maps.
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after seeing the game on breakout i guess that map isnt all that great as i thought lol. maybe force cross spawn would be a solution^^
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if you spawn close to each other like in the replay then the distance from the natural to the thid from the opponent is really really short. thats my concern
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I drop this question here instead of in the main thread:
Should 4-player maps have forced cross spawn or not?
I think it would be easier if all 4-player maps have the same: either forced spawn or random spawn. Makes it less confusing.
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Oh i totally forgot about this thread. You see i have been fooling around with the editor during my holidays and this is a concept i have come up with so far.
+ Show Spoiler +
It is obviously Work in progress but i thought i would leave it here for feedback. The idea is that the bridges will extend once the generator on the field have been destroyed.
As for the 4 player maps. I am generally against adjusting spawns really. It is just a bandaid for poor design. If a map can't be balanced for all avaliable spawns, throw it out.
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Cool bridges things.
I like randoms spawns, but close spawns on Starbow Ridge seems to have some imbaness to it. Maybe forced cross on that one.
Why I like random spawns. I think it promotes innovation (no, not the player). With random spawns I can try and go or new stuff and hope my opponent does not scout it. I also have to play a bit safer since I might not scout my opponent right away. With forced spawns, players become very greedy and sometimes unrealistic builds becomes standard. Builds that would not work if you did not scout your opponent right away.
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Alright i thought i would bring you an update.
+ Show Spoiler +
Turns out those bridges have to start extended... but you can retract them at map initiation.
There is still a few things i wanna get done with the terrain but this is largely how the map is going to look.
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Interesting. I wonder if you should have a smaller second ramp down from the third towards the fourth (the fourth not accessible by the bridge).
Also the path to the expansion by the bridges along the top and button looks too long and weird. Not sure how to fix that though... What are the dimensions?
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It is 160x128. Clasified as a medium sized map.
The general idea about the third is that it is a very safe one unless the controller on the field gets taken out. You could also take the fourth connected by the bridges but that would require the player to move out on the field to take out the controller. It would be as solid as normal destructable rocks.
That said the path may be a little too long. I kinda let the length of the cables dictate the design. I wanted to add them to make it intuative where to go(through don't get fooled, they got nothing to do with it). Not sure how to fix it either. I wouldn't have room for the fourth if i reduced the distance. Already there wasn't enough room for a full expansion(which won't be an issue if the map was converted to Starbow).
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Changed up Canyon a little. I'll send this to Kabel. Thirds should be easier to hold now.
I also removed the rock (tower) on the right side. It was blocking air units in an unfair manner (it was only on the right side...)
Pic:
+ Show Spoiler +
I also want to make Haven a bit less wide, but I don't have time for it atm. Probably in two weeks time. I am thinking about cutting off a part in the middle where one base used to be.
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Starbow Haven has also been changed:
![[image loading]](http://i.imgur.com/NzjmaMa.jpg)
Made it not so wide, removed two lakes and added some more trees in the middle area.
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On June 21 2013 17:23 Superouman wrote: I think i'll make some maps just for this mod. And I'm gonna play them!
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