Fixed some bugs pertaining to sloppy editing of custom ramps, equalized high ground, low ground areas
Chagned top/bottom main mineral formations to horizontal to equalize vulnerability to harassment between the spawns. With SC:R's wider screen there should no longer be any problem with worker splits. Top position has altered worker spawn, of course.
Optimized some mineral formations
Lots of pathfinding region fine tuning, ensuring there are no mining bugs, vortex bugs or Reaver jams
Some minor deco updates
v1.10/1.11
Some "final" readjustments,to pathfinding to wipe out those last coupe of mining bugs, vortex bugs and Reaver jams (or rather find the right configuration where none of them keeps popping up somewhere)
Added proper melee triggers and in-game credits for UMS play
I gave this a new version number to avoid potential confusion with any of yeseterday's uploads.
v1.12/1.13
Final and even more final edits to pathfinding, minor bugfixes
Some final touches to deco (replacing repetitive cliffs mostly)
EDIT: Right now there's unfortunately still a mining bug left, that I cannot fix today… I think that should be it now… Or not… Okay, definite version is up now (I hope ; take that with tanker load of salt – probably).
This looks good! Initial impressions are that it could be tough for ZvT and the middle may be a bit difficult to engage in PvT but it's impossible to say until I play. Let me know if you want someone (not that good) to play a few games on it sometime.
Nice! Btw, i dled a bunch off your maps off panschk but some of them have a few issues. The ob versions of Reap the Storm and Hazard Black don't work and the ob version of Grains of Sands is a different map. In the Way of an Eddy ob version doesn't work, you also don't start with 50 mins in the melee version of In the Way of an Eddy.
In any case i'm a big fan of your work, your designs are very well done and your maps are super polished. Looking forward to seeing more of them in the future (hopefully!).
Nice i saw in broodwarmaps.net as well, you could perhaps do an update on the entire iccup map pack :-) Your maps are among the best out there keep up the good work!
On June 03 2018 11:25 TT1 wrote: Nice! Btw, i dled a bunch off your maps off panschk but some of them have a few issues. The ob versions of Reap the Storm and Hazard Black don't work […] In the Way of an Eddy ob version doesn't work
What do you mean: Don't work? Anyway, are separate obs version even required any more, with SC:R having native observr mode and all?
and the ob version of Grains of Sands is a different map.
That's because that map was never really finished…
you also don't start with 50 mins in the melee version of In the Way of an Eddy.
Probably because you did not play it in UMS instead of melee mode.
In any case i'm a big fan of your work, your designs are very well done and your maps are super polished. Looking forward to seeing more of them in the future (hopefully!).
On June 03 2018 11:25 TT1 wrote: Nice! Btw, i dled a bunch off your maps off panschk but some of them have a few issues. The ob versions of Reap the Storm and Hazard Black don't work […] In the Way of an Eddy ob version doesn't work
What do you mean: Don't work? Anyway, are separate obs version even required any more, with SC:R having native observr mode and all?
In any case i'm a big fan of your work, your designs are very well done and your maps are super polished. Looking forward to seeing more of them in the future (hopefully!).
Thanks.
1) I get an error message saying "the selected scenario is not valid" when i try to host any of the ob versions of those maps. We usually host ob maps when we KOTH because the games fill up, but yea i think non ob maps should be fine for tourneys and stuff.
2) Unfortunate, the map has potential. Cool 3rd/4th base layouts (that said i think the 4th base should be a mineral only, up to you tho). Sadly i couldn't figure out how to wall my nat in PvZ (i'm assuming doodads would have been added in the complete version to facilitate walling).
3) Ah ok, i just assumed ob map = ums mode, non ob = melee
On June 03 2018 11:25 TT1 wrote: Nice! Btw, i dled a bunch off your maps off panschk but some of them have a few issues. The ob versions of Reap the Storm and Hazard Black don't work […] In the Way of an Eddy ob version doesn't work
What do you mean: Don't work? Anyway, are separate obs version even required any more, with SC:R having native observr mode and all?
and the ob version of Grains of Sands is a different map.
That's because that map was never really finished…
you also don't start with 50 mins in the melee version of In the Way of an Eddy.
Probably because you did not play it in UMS instead of melee mode.
In any case i'm a big fan of your work, your designs are very well done and your maps are super polished. Looking forward to seeing more of them in the future (hopefully!).
Thanks.
1) I get an error message saying "the selected scenario is not valid" when i try to host any of the ob versions of those maps. We usually host ob maps when we KOTH because the games fill up but normal tourneys and stuff don't require obs maps.
You probably dl'ed the files from BWMN, They are probably named something like mapname.zip.scx. Just remove the *.scx and unzip the files ;D (unfortunately BWMN does not allow to host files with any other extension than *.scm/*.scx). Or even simpler: Download what you want from here.
2) Unfortunate, the map has potential. Cool 3rd/4th base layouts (that said i think either the 3rd or 4th base shouldn't have a gas, up to you tho). Sadly i couldn't figure out how to wall my nat in PvZ .
Well, I guess with the ScmDraft update to help fixing stuff I could give it another try at some indeterminate point… One of the problems back then was that desert ramps are bugged as hell. Some of the symmetry could also probably be better… As for the 3rd/4th: You probably mean the connected gas bases. I alsready planned to move them a bit more apart and change how they are set up. Removing a geyser from one of them would not really work,though, I think, because there are already mineral onlies in the centre, so the map would become really gas starved.
3) Ah ok, i just assumed ob map = ums mode, non ob = melee.
BW does not automatically pick the proper game mode. I guess I should just get into the habit of adding generic melee triggers to all map versions…
In regards to the GoS layout, i was thinking about removing the 4th base gas (the connected base on the high ground) and adding gasses to the midd bases, which would make them a bit more high value (could also rework their positioning to make them a bit more accessible, that's particularly important for T in TvP), in order to maintain the connected 3rd/4th base design which is quite unique. Like you said another option is re-working the 3rd/4th base layouts.. although the shared 3rd/4th concept is pretty cute .
P.S: I love In the Way of an Eddy, it sorta feels like Empire of the Sun meets Jade but with WAY better design, awesome job. There's still a ton more of your maps that i haven't tried out yet, looking forward to it!
Having three vulnerable gas expos clustered in the centre would be a hazard in and of itself. Terran players would probably love it to bits, though
Layout-wise Eddy is actually mostly based on Empire of the Sun, but I guess one could argue that the Terrain level makeup of the main, nat and 3rd is reminiscent of Jade.
I uploaded another version with some final (really this time) changes. I called it v1.10 to avoid confusion with previous uploads.
Gave this one final revision of pathfinding optimizations, small bugfixes and little deco updates (removing repetitive cliffs mostly), that I'll call v1.12 and then call it a day…
Okay, forget everything I ever said. Seems like once you start out bothering with pathfinding regions, there's always one more critical thing to do. Or maybe I am just a bad at it. Or more likely a crazy perfectionist. Anyway, here's v1.13 now…
On June 05 2018 20:02 Freakling wrote: Gave this one final revision of pathfinding optimizations, small bugfixes and little deco updates (removing repetitive cliffs mostly), that I'll call v1.12 and then call it a day…
Okay, forget everything I ever said. Seems like once you start out bothering with pathfinding regions, there's always one more critical thing to do. Or maybe I am just a bad at it. Or more likely a crazy perfectionist. Anyway, here's v1.13 now…
Haha, I know what you mean. I've done some maps for other games and it's always a "final edition". Afterwards someone finds the most obvious bug and final versions go for next 20 updates. :D
Anyway, map is nice. The only thing about it I'm not sure about are those mineral only expos that are very exposed and not really worth it. Feels like noone will want to take them like ever. Unless you've tested that a lot and works great.. maybe put a gas at this highground expo, or at least more minerals to make it a bit more attractive. I would only take those expos when winning.
Or maybe at least a zerg gas like on Sparkle, as I fell map is kinda good for both TvZ and PvZ
On June 05 2018 20:02 Freakling wrote: Gave this one final revision of pathfinding optimizations, small bugfixes and little deco updates (removing repetitive cliffs mostly), that I'll call v1.12 and then call it a day…
Okay, forget everything I ever said. Seems like once you start out bothering with pathfinding regions, there's always one more critical thing to do. Or maybe I am just a bad at it. Or more likely a crazy perfectionist. Anyway, here's v1.13 now…
Haha, I know what you mean. I've done some maps for other games and it's always a "final edition". Afterwards someone finds the most obvious bug and final versions go for next 20 updates. :D
Try StarCraft mapping then. The problem is that the bugs are not that obvious at all. About a year ago (with the old ScmDraft) fixing them in any systematic fashion would not even have been possible. But now that I understand exactly how each of them work and have the means to find and fix them with the editor, I got the ambition to actually create a bug free map. Unfortunately BW pathfinding is so bloody mindscrewingly stupid… Basically some 100 regions need to be somewhat in the right place and changing one little thing can change everything on half the map. So if you don't want any mineral patches and geysers to be mined with workers taking some weird, crooked and inefficient paths, do not want workers to wander through gaps behind the mineral lines (mining bugs), do not possibly want any units to get stuck on the edges of unpassable terrain anywhere (vortex bugs), do not want any spots where Reavers cannot attack in certain directions (Reaver jams) and still want overall paths around the map, especially scouting paths, to be as smooth as possible, you are in for one hell of a trial and error job…
Anyway, map is nice. The only thing about it I'm not sure about are those mineral only expos that are very exposed and not really worth it. Feels like noone will want to take them like ever. Unless you've tested that a lot and works great.. maybe put a gas at this highground expo, or at least more minerals to make it a bit more attractive. I would only take those expos when winning.
Or maybe at least a zerg gas like on Sparkle, as I fell map is kinda good for both TvZ and PvZ
There isn't really space for a gas, even less for a Zerg-only gas and in general 16 geysers would be a bit too much, I think. It's alright to have expansions that act more in a tiebreaker fashion in endgame (like the centre expo on FS), I think.
On June 05 2018 20:02 Freakling wrote: Gave this one final revision of pathfinding optimizations, small bugfixes and little deco updates (removing repetitive cliffs mostly), that I'll call v1.12 and then call it a day…
Okay, forget everything I ever said. Seems like once you start out bothering with pathfinding regions, there's always one more critical thing to do. Or maybe I am just a bad at it. Or more likely a crazy perfectionist. Anyway, here's v1.13 now…
Haha, I know what you mean. I've done some maps for other games and it's always a "final edition". Afterwards someone finds the most obvious bug and final versions go for next 20 updates. :D
Try StarCraft mapping then. The problem is that the bugs are not that obvious at all. About a year ago (with the old ScmDraft) fixing them in any systematic fashion would not even have been possible. But now that I understand exactly how each of them work and have the means to find and fix them with the editor, I got the ambition to actually create a bug free map. Unfortunately BW pathfinding is so bloody mindscrewingly stupid… Basically some 100 regions need to be somewhat in the right place and changing one little thing can change everything on half the map. So if you don't want any mineral patches and geysers to be mined with workers taking some weird, crooked and inefficient paths, do not want workers to wander through gaps behind the mineral lines (mining bugs), do not possibly want any units to get stuck on the edges of unpassable terrain anywhere (vortex bugs), do not want any spots where Reavers cannot attack in certain directions (Reaver jams) and still want overall paths around the map, especially scouting paths, to be as smooth as possible, you are in for one hell of a trial and error job…
Anyway, map is nice. The only thing about it I'm not sure about are those mineral only expos that are very exposed and not really worth it. Feels like noone will want to take them like ever. Unless you've tested that a lot and works great.. maybe put a gas at this highground expo, or at least more minerals to make it a bit more attractive. I would only take those expos when winning.
Or maybe at least a zerg gas like on Sparkle, as I fell map is kinda good for both TvZ and PvZ
There isn't really space for a gas, even less for a Zerg-only gas and in general 16 geysers would be a bit too much, I think. It's alright to have expansions that act more in a tiebreaker fashion in endgame (like the centre expo on FS), I think.
If the intention is to make it a tiebreak expo, mb consider creating something else there and make a mid expo? Getting the corner expos will be better for any race. Anyway, it's a cool map even if you leave it as it is, just my 5 cents. :-)
ohhh this map is amazing thanks for roadkill !!! there is this guy hosting this map all nights on west have you realized? his names is AIboy or something, you should visit he always host this
On June 09 2018 00:12 [sc1f]eonzerg wrote: there is a developer from sc:r tweeting about this map,looks like it is coming in the next patch ?
It's possible but they also read TL, dev prob saw this thread and decided to try the map out . I've told them about Freakling's map making prowess!
The foreign scene has a lot of talented gamers but we also have super gosu people in other fields, guys like Freakling/JungleTerrain need more exposure (i'm sure there's other good foreign map makers that i'm not familiar with, for example NegativeZero did a great job w/ Overwatch 2.1). They have a lot of knowledge to offer.
The "certain popular demand" in the OP was in fact Matt Sherman asking me for an update (and TT1 too, of course).
As for obs versions. I can easily make some. However, with SC:R having an obs mode, is an explicit obs version even required any more. As for a greyed out version, I guess I'll have to make one. What's you preferred type of grey? Show everything except of spawns? Only show resources? Checkerboard?
On June 10 2018 22:34 Freakling wrote: The "certain popular demand" in the OP was in fact Matt Sherman asking me for an update (and TT1 too, of course).
As for obs versions. I can easily make some. However, with SC:R having an obs mode, is an explicit obs version even required any more. As for a greyed out version, I guess I'll have to make one. What's you preferred type of grey? Show everything except of spawns? Only show resources? Checkerboard?
i prefer grayed out except spawns. it's annoying playing new maps and not being able to tell where u can wall
obs version isnt a big deal but it's nice as an option if the game fills up past the 4 observer slots or if someone wants to chat with the players
On June 10 2018 22:34 Freakling wrote: The "certain popular demand" in the OP was in fact Matt Sherman asking me for an update (and TT1 too, of course).
As for obs versions. I can easily make some. However, with SC:R having an obs mode, is an explicit obs version even required any more. As for a greyed out version, I guess I'll have to make one. What's you preferred type of grey? Show everything except of spawns? Only show resources? Checkerboard?
i prefer grayed out except spawns. it's annoying playing new maps and not being able to tell where u can wall
obs version isnt a big deal but it's nice as an option if the game fills up past the 4 observer slots or if someone wants to chat with the players
Okay, I'll see what I can do.
On June 09 2018 00:12 [sc1f]eonzerg wrote: there is a developer from sc:r tweeting about this map,looks like it is coming in the next patch ?
On June 10 2018 22:34 Freakling wrote: The "certain popular demand" in the OP was in fact Matt Sherman asking me for an update (and TT1 too, of course).
As for obs versions. I can easily make some. However, with SC:R having an obs mode, is an explicit obs version even required any more. As for a greyed out version, I guess I'll have to make one. What's you preferred type of grey? Show everything except of spawns? Only show resources? Checkerboard?
i prefer grayed out except spawns. it's annoying playing new maps and not being able to tell where u can wall
obs version isnt a big deal but it's nice as an option if the game fills up past the 4 observer slots or if someone wants to chat with the players
Freakling the mad man, he actually did it! Finally, after all those years of efforts he becomes the first non-korean map maker to get a map in a brood war star league. This is mind blowing.
And it's not even one of my flagship map… And it's years old. Unfortunately the other maps they picked probably did not receive appropriate updates, I presume. Particularly Blue Storm and Polaris Rhapsody are in an absolutely shoddy state right now (with completely random low ground tiles all over the place and such things). Only Gladiator (and maybe Fortress, but I haven't evaluated that yet) are mostly free of game breaking bugs…
On July 29 2018 23:29 Freakling wrote: I was curious what search for "로드킬 스타크래프트" would turn up by now…
Here's Best introducing the map. https://www.youtube.com/watch?v=DMH9fv04i6A Unfortunately my Korean is still pretty much non-existent, so I don't gather any details. He's got some nice wall-ins though.
Next to the 9oclock Natural there's an area of unbuildable terrain next to the natural minerals to the left, big enough to fit a depot or two but you placed unbuildable terrain there. Would you mind answering on why you did that? It's not a big deal I'm just interested in the reasoning if that's ok Freaking! It's a fun map to play on and I've enjoyed my games here, it's especially cool in TvT. I find TvP quite hard on it due to carriers though.
I think T has some advantages over Z on the map due to the lack of an easy high ground third to take. In addition the nat is high ground and has no proper cliff behind it, making Turrets and M&Ms more potent against Mutas due to unobstructed vision. the unbuildable ground behind the minerals and geyser is mostly a measure to reduce Turret space and give Mutas a bit more room to harrass. It's similar to New Empire of the Sun, or to some degree Jade, in that regard (contrast this with Gladiator, for example, which explicitely has a cliff behind the natural mineral line).
On August 07 2018 03:39 radley wrote: But you know that terran placing turrets behind minerals to defend 3 hatch muta is considered noob, so it doesn't make any sense, right?
Well, Turrets should be placed where workers can be quickly pulled to repair them, I guess. So that's within the mineral lines or at its flanks. That includes the area below the geyser, though. It also prevents other issues with unequal building spaces behind mineral lines, such as cannon rushes (although this may not even be a problem either any more with v1.13, due to the mineral lines being mostly equalized). There may haven even be other reasons for my doing it back in the day that I cannot remember any more. Keep in mind that this map is actually fairly old (around 2012-ish?). I did not temper much with this aspect in my newest update.
Hello fellow Protoss users. Like me, I'm sure many of you are frustrated and yell out "HOW IS THAT NOT LING TIGHT!" during many of your Ladder Matches. I decided enough was enough and spent 3 hours figuring out good walls.
I understand there are already FEE pictures on Liquidpedia but I feel they are outdated since they were added back in 2015 before the map underwent further changes for Blizzard's current Ladder Season.
Takes 3 Zealots or 2 Zealots and a Probe to block. If you position the probe in the back sometimes the Zerglings will bug out, even if the Zerg manually attack clicks the Probe and they will sometimes not move forward to engage. If there is no Probe or Zealot there - Zerglings will squeeze only between the Cannon and the Zealot to get in.
Ideally if it is vs many Zerglings trying to push through, bring more Probes. The opening is wide enough for Dragoons and Archons to pass through the middle without being retarded.
Takes 3 Zealots or 2 Zealots and a Probe to block. If you position the probe in the back sometimes the Zerglings will bug out, even if the Zerg manually attack clicks the Probes and they will sometimes not move forward to engage. If there is no Probe or Zealot there - Zerglings will squeeze between the two Zealots positioned to get in.
Ideally if it is vs many Zerglings trying to push through, bring more Probes. The opening is wide enough for Dragoons and Archons to pass through the middle without being retarded.
Takes 2 Zealots or a Zealot and a Probe to block. Zealots must be that far forward, any further back and you'll need more units to plug the gap or risk that Cannon above the Gateway being surrounded.
Probes are always ideal to bring to help fill in holes. The opening is wide enough for Dragoons and Archons to pass through the middle without being retarded.
Takes 2 Zealots or a Zealot and a Probe to block. Zealots MUST be positioned PRECISELY as shown or you will need an additional unit to help create a solid wall. Probes are always ideal to bring in to help fill in holes. The opening is wide enough for Dragoons and Archons to pass through the top without being retarded.
I know many of the Pro Protoss players enjoy creating extremely tight walls stacked on top or below a pylon but that requires destorying it sometime later in the game to free bigger units. Your call.
The only time you need a smaller opening is if you scout the Zerg going Ling All-in. In which case at all positions it is possible to place a Pylon or Cannon to help narrow the gaps further and require less Units to plug the holes to help fend off the All-in.
The one for the top position is the same one Best had figured out. The bottom one looks a bit impractical to me. At least the Pylon position could probably be better to allow for more Cannons: + Show Spoiler [show image] +
This variant has the added benefit of protecting the Forge from being sniped pretty well. If the Zealots are moved a bit more forward units from the Gate even spawn inside the wall (behind the Zealots).
On September 16 2018 11:33 Dead9 wrote: can u make grayed out versions of some more of ur maps for koth? maybe a mappack of favorites?
looking for grayed out versions of these maps in particular: frogstar into the eddy dies irae
Frogstar World B – I am planning to update this map in the near future In the Way of an Eddy – has just been updated. Now includes a semi-greyed-out version (chessboard pattern FOW) Dies Irae – Will also have a semi-greyed-out version, once it is finished, which it will soon be.