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On March 21 2012 19:23 sandah wrote: Can someone explain what "space for 36.1 CC's" means? I also wonder what the numbers of the distances stands for, it is a measure of cells or something like that? thanks in advance!
Space for CCs is basically just another way of saying how many open units are in your main. Figure a command center is 25 square units, 36.1 CCs is 902 square units open in your main.
Typically the acceptable range for main base size is 30-38.
Rush distance is measured in the same units. Typical 'safe' rush distances for natural to natural are between 120 to 155.
While in editor view (the V key switches between editor and game view) press ctrl-shift-h to view these units directly on your map. It is helpful for measuring chokes.
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On March 21 2012 22:53 wrl wrote:Show nested quote +On March 21 2012 19:23 sandah wrote: Can someone explain what "space for 36.1 CC's" means? I also wonder what the numbers of the distances stands for, it is a measure of cells or something like that? thanks in advance!
Space for CCs is basically just another way of saying how many open units are in your main. Figure a command center is 25 square units, 36.1 CCs is 902 square units open in your main. Typically the acceptable range for main base size is 30-38. Rush distance is measured in the same units. Typical 'safe' rush distances for natural to natural are between 120 to 155. While in editor view (the V key switches between editor and game view) press ctrl-shift-h to view these units directly on your map. It is helpful for measuring chokes.
Thanks alot!
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Hello, I modified everything, the path etc.. But i got this error: "Unexpected format for MapInfo, map size appears to be <108246, 0>. No MapInfo file. Could not read required map files for mapname, skipping"
And i got others message with the same thing "No mapinfo"
Maybe i'm dumb, or i have not read everything, but what the hell is MapInfo, how i get it?
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On March 23 2012 22:09 AnalyZ wrote: Hello, I modified everything, the path etc.. But i got this error: "Unexpected format for MapInfo, map size appears to be <108246, 0>. No MapInfo file. Could not read required map files for mapname, skipping"
And i got others message with the same thing "No mapinfo"
Maybe i'm dumb, or i have not read everything, but what the hell is MapInfo, how i get it?
the analyzer has been broken like that for a while, try to use this version: http://www.teamliquid.net/forum/viewpost.php?post_id=12010987
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omg thank you very much
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Getting this issue (other maps work): + Show Spoiler +Warning: Could not open map MPQ archive file oZz Vaha.SC2Map Warning: Could not open required map files for oZz Vaha.SC2Map
Any ideas?
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You cant analyze a map that is opened in the editor, could be the issue.
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Fixed one issue, created another xD.
Warning: Unexpected format for MapInfo--likely an unknown, new version. No MapInfo file. Warning: Could not read required map files for oZz Vaha.
Thank you for the help!
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How can i make image like this?
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I have a coupple of wishes / requests.
1. Nat2nat distance translated into seconds for an scv to travel 2. Playable map size (so you dont have to check it ingame) displayed in the overview 3. Natural choke identified and the distance between nat chokes. 4. Pathing read for pathing-blocking doodads
I realize this may have been requested before, and prob the last point is not in beacuse of technical limitations.
Thanks for a great tool that has helped me find many bugs, and fine-tune melee maps for about a year.
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I was using this tool and wanted to change some things, so I got it to build and started editing. I also added in some suggestions from this thread. The source code is available at SC2Mapster, and there is also a list of the changes there--you can use that to try for a mac build, as well. Here's a preview of what it looks like on Cloud Kingdom LE. License is still GPLv3, big thanks to dimfish for this wonderful tool.
Download Link
Let me know if you experience any issues with this version.
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On May 27 2012 10:58 Furlqt wrote:I was using this tool and wanted to change some things, so I got it to build and started editing. I also added in some suggestions from this thread. The source code is available at SC2Mapster, and there is also a list of the changes there--you can use that to try for a mac build, as well. Here's a preview of what it looks like on Cloud Kingdom LE. License is still GPLv3, big thanks to dimfish for this wonderful tool. Download LinkLet me know if you experience any issues with this version.
I just tried this, very cool!
My only (very minor) nitpick at this moment is the lack of 'grid lines' (dots on the corners of the build grid cells) in the summary images, imo this image is the most useful, (aside from the distance images) and I think that it is more useful for demonstrating choke sizes etc with gridlines.
thanks for working on this!
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On May 27 2012 13:57 Namrufus wrote: My only (very minor) nitpick at this moment is the lack of 'grid lines' (dots on the corners of the build grid cells) in the summary images, imo this image is the most useful, (aside from the distance images) and I think that it is more useful for demonstrating choke sizes etc with gridlines.
New revision (r50) committed and built. Download Link
You'll see new options in constants.txt allowing you to choose when to render vertices and how to render them.
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On May 27 2012 15:12 Furlqt wrote:Show nested quote +On May 27 2012 13:57 Namrufus wrote: My only (very minor) nitpick at this moment is the lack of 'grid lines' (dots on the corners of the build grid cells) in the summary images, imo this image is the most useful, (aside from the distance images) and I think that it is more useful for demonstrating choke sizes etc with gridlines. New revision (r50) committed and built. Download LinkYou'll see new options in constants.txt allowing you to choose when to render vertices and how to render them.
Cool, I just tried the new version. Really great!
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So I'm trying to use the Mac version, but this is what I get:
****$ ****/sc2mapanalyzer-build-1/sc2mapanalyzer ; exit; dyld: Library not loaded: libStorm.dylib Referenced from: ****/sc2mapanalyzer-build-1/sc2mapanalyzer Reason: image not found Trace/BPT trap: 5 logout
[Process completed]
**** is just me censoring potentially sensitive information, like directory structure, etc. That aside, any reason why the UNIX executable doesn't want to load libStorm.dylib? It's in the same folder, just as it was downloaded. Am I missing a step or something?
EDIT: Bahaha, solved it. For other Mac users who might run into the same thing, what you have to do is move libStorm.dylib into /usr/lib. Wasn't originally aware of this until I did a bunch of research on dylib files. @_@!!
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On May 27 2012 15:12 Furlqt wrote:Show nested quote +On May 27 2012 13:57 Namrufus wrote: My only (very minor) nitpick at this moment is the lack of 'grid lines' (dots on the corners of the build grid cells) in the summary images, imo this image is the most useful, (aside from the distance images) and I think that it is more useful for demonstrating choke sizes etc with gridlines. New revision (r50) committed and built. Download LinkYou'll see new options in constants.txt allowing you to choose when to render vertices and how to render them.
This is awesome, thanks! I shall certainly be using this :D
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Argh, so even with NullCurrent's MPQ editing solutions, I get the following:
Opening ****/maps/test.SC2Map... map name found for preferred locale: [CD Quarantine Zone] map name as part of filenames: [CDQuarantineZone] sh: -c: line 1: syntax error: unexpected end of file sh: -c: line 1: syntax error: unexpected end of file Prepping analysis, ....ERROR: No internal entry for float constant chokeDetectionThreshold. Help improve the map analyzer: send map files that cause errors to dimfish.mapper@gmail.com. Anybody have any ideas?
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On May 24 2012 16:24 Meltage wrote: I have a coupple of wishes / requests.
1. Nat2nat distance translated into seconds for an scv to travel 2. Playable map size (so you dont have to check it ingame) displayed in the overview 3. Natural choke identified and the distance between nat chokes. 4. Pathing read for pathing-blocking doodads
Divide the distance by the worker speed 2.78 and you have your time
Your other suggestions are very important tho
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