Thanks Barrin, by the way, for being the analyzer's biggest supporter!
[Tool] SC2 Map Analyzer - Page 7
Forum Index > SC2 Maps & Custom Games |
dimfish
United States663 Posts
Thanks Barrin, by the way, for being the analyzer's biggest supporter! | ||
Barrin
United States5003 Posts
All (I think) destructibles, resources and a tiny bit of the doodads are in, but there are zillions of doodads left. Let me post a map I'm working on and then doing a community effort for the footprints is next. Oic ^_^ Im down for working on the footprints then. Thanks Barrin, by the way, for being the analyzer's biggest supporter! ^_^ <3 | ||
Nadorou
Sweden21 Posts
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dimfish
United States663 Posts
On September 17 2010 05:04 Nadorou wrote: Hmm... that's odd, the debris is just a normal 6x6 destructible debris, and that shape is definitely in there... They're placed on ramps, but I doubt that's the problem; any ideas on what else it could be? Appreciate the help. If you send the map file to dimfish.mapper@gmail.com I will poke around and see what's happening. Did you by any chance start this map with a beta version of the editor? I've had issues where Blizzard has changed the names of objects between version. | ||
Barrin
United States5003 Posts
Oh shit man I'm on a roll ^_^ I'll have this stuff done in no time. I know how to use the editor to tell me exactly what everything is and I just put both editor and notepad next to each other ezmode. Just tedious. I'm a master of tedious :D I'm putting a # before each of my entries in my own footprints.txt file I'm 99.9% sure I'm doing it right but maybe you'll need to check my syntax before making it live. | ||
Barrin
United States5003 Posts
I found a bunch of them that don't already have a footprint mapped out. I have no idea how to map them out >.< + Show Spoiler + #3x3: #doodad CharBridge #doodad CharCrystalHuge #doodad CharHorn #doodad CharSpire #doodad CharSpireDead #doodad FlameGeyser-NewFolsom #doodad Monlyth Archway Small #doodad RockLarge-NewFolsom- #doodad Spires Large #doodad XilSpireLarge #doodad AiurRuinedShips #doodad AiurRuinedShips(NoGround) #doodad AvernusUltraliskSevered(Unnamed) #doodad CastanarDissection Table #doodad CastanarGenerator #doodad CastanarTable #doodad CastanarUltraliskSevered #doodad Deadman'sPortJunkPile #doodad HighYieldStorage #doodad KorhalBuildingWreckedSmall #doodad MengskStatueAlone(Doodad) #doodad ShakurasRuinDebris #doodad SpacePlatformMeteorImpact #doodad TempleGatePieces #doodad TempleStatue #doodad TRaynor02CranePart3x3 #doodad Truck-Cargo #doodad Truck-CargoCreeped #doodad Truck-WreckedCargo #doodad Valhalla Generator #doodad WreckedBunker #doodad WreckedCargoTruckCorpse #doodad WreckedNomad #doodad WreckedVehicle #doodad AiurProtossBuildingsSmall #doodad AiurProtossBuildingsSmallWrecked #doodad Bubba'sFuelStop #doodad ColonistHut(BurntOut) #doodad ColonistHut(Doodad) #doodad ColonistHut(UnderConstruction) #doodad Garage #doodad KorhalBuildingDebris #doodad NewFolsomPrisonCell #doodad Rubble #doodad Deadman'sPortCrusherDoodad #doodad Xel'NagaHullReactor #3x7: #doodad ExecutionWallLarge #3x2 + 3x2 (Very Weird): #doodad MonlythArchway #10x10 Octagon: #nobuild Rock(Tower) #5x5: #doodad Antenna #doodad Deadman'sPortCrane #doodad Deadman'sPortSpaceshipJunkPile #doodad TRaynor02Crane(Unnamed) #doodad TRaynor02CranePart5x5(Unnamed) #doodad WreckedBarracks #doodad BioDome #doodad BioDome #doodad BioDomeHalfBuilt #doodad GarageLarge #doodad GasStation-(FreeRotate,5x5Footprint) #doodad HomeSmallDoodad(Unnamed) #doodad KorhalBuildingWrecked #doodad SpacePlatformGenerator #doodad Xel'NagaShrine #3x1: #doodad AvernusBarrier #doodad CastanarStasisTubeWall #doodad Deadman'sPortGarbagePile #11x1: #doodad CastanarWindowLarge #doodad ValhallaWindowLarge #9x9 Diagonal: #doodad CastanarWindowLargeDiagonal #4x4 Diagonal Thick: #doodad ChainLinkFenceDiagonal #4x1: #doodad ChainLinkFenceStraight #3x7: #doodad ColonistShip(Wrecked) #5x2: #doodad ConveyorBelt #doodad Deadman'sPortDumpster #3x4: #doodad MonlythHead #1x2: #doodad NewFolsomLockers #5x1: #doodad ShakurasTempleWall #1x5: #doodad SpacePlatformSignDestructable #6x6 (different from destructables, this is not an Octagon): #doodad WreckedCommandCenter #doodad ShakurasTempleBuildings #doodad Zhakul'DasLibraryLarge #8x8: #doodad AiurProtossBuildings #doodad AiurProtossBuildingsWrecked #6x10: #doodad MarSaraBridge(Cardinal) Pretty much described their dimensions but for some you'll want to look at them in the editor cuz they're really wacky. Actually I'm gonna go ahead and put this here too just so I dont lose it. I put a # before my entries btw. + Show Spoiler + # This file gives the footprints for any placed objects # that block pathing for units. So resources, watchtowers, # doodads, destructible rocks all have footprints. If # more than one object have the same footprint they can # all be listed above the common footprint. # LoS should be in here as no builds resource MineralField resource RichMineralField resource HighYieldMineralField # an old name #doodad NewFolsomEquipment { 0, 0 -1, 0 } resource VespeneGeyser resource RichVespeneGeyser resource SpacePlatformGeyser doodad CharCrystalHuge { -1, -1 0, -1 1, -1 -1, 0 0, 0 1, 0 -1, 1 0, 1 1, 1 } nobuildmain MineralField nobuildmain RichMineralField nobuildmain HighYieldMineralField # an old name { -3, -3 -2, -3 -1, -3 0, -3 1, -3 2, -3 -4, -2 -3, -2 -2, -2 -1, -2 0, -2 1, -2 2, -2 3, -2 -4, -1 -3, -1 -2, -1 -1, -1 0, -1 1, -1 2, -1 3, -1 -4, 0 -3, 0 -2, 0 -1, 0 0, 0 1, 0 2, 0 3, 0 -4, 1 -3, 1 -2, 1 -1, 1 0, 1 1, 1 2, 1 3, 1 -4, 2 -3, 2 -2, 2 -1, 2 0, 2 1, 2 2, 2 3, 2 -3, 3 -2, 3 -1, 3 0, 3 1, 3 2, 3 } nobuildmain VespeneGeyser nobuildmain RichVespeneGeyser nobuildmain SpacePlatformGeyser { -3, -4 -2, -4 -1, -4 0, -4 1, -4 2, -4 3, -4 -4, -3 -3, -3 -2, -3 -1, -3 0, -3 1, -3 2, -3 3, -3 4, -3 -4, -2 -3, -2 -2, -2 -1, -2 0, -2 1, -2 2, -2 3, -2 4, -2 -4, -1 -3, -1 -2, -1 -1, -1 0, -1 1, -1 2, -1 3, -1 4, -1 -4, 0 -3, 0 -2, 0 -1, 0 0, 0 1, 0 2, 0 3, 0 4, 0 -4, 1 -3, 1 -2, 1 -1, 1 0, 1 1, 1 2, 1 3, 1 4, 1 -4, 2 -3, 2 -2, 2 -1, 2 0, 2 1, 2 2, 2 3, 2 4, 2 -4, 3 -3, 3 -2, 3 -1, 3 0, 3 1, 3 2, 3 3, 3 4, 3 -3, 4 -2, 4 -1, 4 0, 4 1, 4 2, 4 3, 4 } destruct BraxisAlphaDestructible1x1 doodad PathingBlocker1x1Doodad #doodad BuildingBlocker1x1 #nobuild Curtain(LOSBLOCKER)-Agria- #nobuild Curtain(LOSBLOCKER)-Aiur- #nobuild Curtain(LOSBLOCKER)-Bel'Shir- #nobuild Curtain(LOSBLOCKER)-Haven- #nobuild Curtain(LOSBLOCKER)-Invisible- #nobuild Curtain(LOSBLOCKER)-Korhal- #nobuild Curtain(LOSBLOCKER)-MarSara- #nobuild Curtain(LOSBLOCKER)-Meinhoff- #nobuild Curtain(LOSBLOCKER)-Monlyth- #nobuild Curtain(LOSBLOCKER)-NewFolsom- #nobuild Curtain(LOSBLOCKER)-Redstone- #nobuild Curtain(LOSBLOCKER)-Shakuras- #nobuild Curtain(LOSBLOCKER)-SpacePlatform- #nobuild Curtain(LOSBLOCKER)-Tarsonis- #nobuild Curtain(LOSBLOCKER)-Typhon- #nobuild Curtain(LOSBLOCKER)-Ulaan- #nobuild Curtain(LOSBLOCKER)-Ulnar- #nobuild Curtain(LOSBLOCKER)-Valhalla- #nobuild Curtain(LOSBLOCKER)-Xil- #nobuild Curtain(LOSBLOCKER)-ZhakulDas- #nobuild Curtain45-Char- #nobuild Curtain4590C-Char- #nobuild Curtain45C-Char- #nobuild Curtain45E-Char- #nobuild Curtain90-Char- #nobuild Curtain9045C-Char- #nobuild Curtain90C-Char- #nobuild Curtain90E-Char- #nobuild PathingandSightBlocker1x1Doodad #doodad PathingBlocker1x1 #doodad AgriaDebris #doodad Bones-Char- #doodad CharArm #doodad CharClaws #doodad CharCrystal #doodad CharFlowerSmall #doodad CharSpine-Char- #doodad CraterSmall-Meinhoff- #doodad FlameGeyser-Redstone #doodad Foliage-Agria- #doodad Foliage-Aiur- #doodad Foliage-Bel'shir- #doodad Foliage-Haven- #doodad Foliage-MarSara- #nobuild Foliage-Tarsonis- #doodad Foliage-Xil #doodad FoliageMonlyth #doodad HavenTreeDeath #doodad MarSaraCactus #doodad Rock #doodad Rock-Char- #doodad Rock-Typhon #doodad RockSmall-NewFolsom- #doodad ShakurasFoliage #doodad ShakurasRockColumn #doodad SkeletonLarge #doodad SpacePlatformRockSpire #doodad Spires #doodad Tendrils #nobuild Tree-Agria #nobuild Tree-Aiur #nobuild Tree-Bel'Shir #nobuild Tree-Char #nobuild Tree-Haven #nobuild Tree-MarSara #nobuild Tree-MarSara(Dead) #nobuild Tree-Monlyth #nobuild Tree-Redstone #nobuild Tree-Shakuras #nobuild Tree-Tarsonis #nobuild Tree-Typhon #nobuild Tree-Xil #doodad Tree-Zhakul'Das #doodad Underbrush-Aiur #doodad Underbrush-Bel'Shir #doodad Underbrush-Haven #doodad Barrels #doodad BillboardScrollingText #doodad BillboardScrollingText(Broken) #doodad BillboardTall #doodad BullhornLights #doodad CastanarCabinet #doodad CastanarDissectionArm #doodad CastanarFloodlight #doodad CastanarHoloProjector #doodad CastanarMonitorWall #doodad CastanarStasisTubeRising #doodad ColonistSupplyCrate #doodad Crate #doodad Deadman'sPortBarrel #doodad Deadman'sPortStorage #doodad Deadman'sPortTires #doodad Dumpster #doodad Floodlight #doodad Floodlights #doodad HavenCrates #doodad KorhalFlag #doodad NewFolsomMisc #doodad NewFolsomSandbags #doodad Outhouse #doodad PipesCorner #doodad PipesCorner45 #doodad PipesEndCap #doodad PipesLong #doodad PipesLong45 #doodad PipesShort #doodad PipesShort45 #doodad PowerLine #doodad Searchlight #doodad ShakurasHexColumn #doodad Signs(Construction) #doodad Signs(Directional) #doodad Signs(Funny) #doodad Signs(Icons) #doodad Signs(Warning) #doodad SpacePlatformBarrier #doodad SpacePlatformBillboard #doodad SpacePlatformBillboardTall #doodad SpacePlatformCreepedDoodads #doodad SpacePlatformRadar #doodad SpacePlatformSign #doodad SpacePlatformSignTowerLarge #doodad Streetlight #doodad TempleColumn #doodad TempleColumnSet #doodad TempleDebris #doodad TempleGate #doodad TrafficSignal(Broken) #doodad ValhallaCabinet #doodad WaterTankTall #doodad WindTurbine #doodad Deadman'sPortTower #doodad Deadman'sPortTowerDestroyed #doodad RooftopAC #doodad RooftopACCreeped #doodad TempleMonolythLarge #doodad Xel'NagaTowerSmall { 0, 0 } destruct BraxisAlphaDestructible2x2 #doodad MonlythCrystals #nobuild PathingandSightBlocker2x2Doodad #doodad PathingBlocker2x2 #doodad PathingBlocker45Degrees #doodad AgriaDebrisLarge #doodad Bodybag #doodad CharBlisterEgg #doodad CharCombs #doodad CharCrystalLarge #doodad CharFlower #doodad CharGlowingPods #doodad CharSpineLarge-Char- #doodad CharThornSpire #doodad CharWeed #doodad CharWorm #doodad Crater-Char- #doodad Crater-Meinhoff- #doodad CrystalHuge #doodad CrystalLarge #doodad DirtPileSmall #doodad RedstoneRockSpires #doodad RedstoneRockSpires(NoBase) #doodad RockFormation-Char- #doodad RockLarge #doodad RockLarge-Char- #doodad RockMedium-NewFolsom- #doodad SpacePlatformRockFormation #doodad SpacePlatformRockSpireLarge #doodad Xel'NagaHullReactorSmall #doodad XilCreature #doodad XilFossils #doodad XilSpire #doodad BillboardDestroyed #doodad CastanarCage #doodad CastanarStasisTube #doodad CastanarLightboard #doodad CastanarMonitorFloor #doodad ColonistSupplies #doodad ColonistVehicle #doodad ColonistVehicle(Abandoned) #doodad ColonistVehicle(Wrecked) #doodad Deadman'sPortFanVent #doodad ExhaustPipes #doodad HighYieldMineralCart #doodad KorhalLoneMarineStatue #doodad KorhalWraithSquadronStatue #doodad MineCart #doodad MineralCart #doodad MiningBot #doodad MiningBotWrecked #doodad MonlythStonePieces #doodad PipesStack #doodad PlatformExhaust #doodad SpacePlatformFan #doodad SpacePlatformHatchLarge #doodad SpacePlatformReactor #doodad SpacePlatformTower #doodad TempleArchonStatue #doodad TempleBricks #doodad TempleColumnWalls #doodad TRaynor02CranePart2x2(Unnamed) #doodad VespeneTank #doodad WaterTank #doodad WreckedJackal #doodad WreckedMule #doodad WreckedSandbags #doodad NewFolsomPrisonTower #doodad RooftopEntrance #doodad RooftopSolarPanels #doodad SpacePlatformArchwayLarge #doodad Xel'NagaObelisk #doodad Xel'NagaTurret #doodad Zhakul'DasObelisk { 0, 0 -1, 0 0, -1 -1, -1 } doodad BraxisAlphaBarrels { 0, 0 } destruct DestructibleRock2x4Horizontal #doodad CharRibs { -2, -1 -1, -1 0, -1 1, -1 -2, 0 -1, 0 0, 0 1, 0 } destruct DestructibleRock2x4Vertical { -1, -2 0, -2 -1, -1 0, -1 -1, 0 0, 0 -1, 1 0, 1 } destruct DestructibleRock2x6Horizontal { -3, -1 -2, -1 -1, -1 0, -1 1, -1 2, -1 -3, 0 -2, 0 -1, 0 0, 0 1, 0 2, 0 } destruct DestructibleRock2x6Vertical { -1, -3 0, -3 -1, -2 0, -2 -1, -1 0, -1 -1, 0 0, 0 -1, 1 0, 1 -1, 2 0, 2 } destruct DestructibleRock4x4 destruct DestructibleDebris4x4 #doodad BuildingBlocker4x4 #doodad CharIntestines #doodad CharSpireLarge #doodad CraterLarge-Meinhoff- #doodad DirtPileLarge #doodad MammothFossils #doodad RockFormationLarge #doodad SpacePlatformRockFormationLarge #doodad ArtifactShrine #doodad AvernusUltraliskShackled(Unnamed) #doodad AvernusUltraliskShackledEmpty(Unnamed) #doodad CastanarStasisTubeDebris #doodad CastanarStasisTubeQuad #doodad CastanarUltraliskShackled #doodad Deadman'sPortCompactor #doodad GateControl #doodad ShakurasTempleWallDebris #doodad SpacePlatformFanLarge #doodad SpacePLatformVents #doodad SupplyTanks #doodad ValhallaThorConstruction #doodad WreckedBattlecruiser #doodad RubbleBuilding #doodad ShakurasArchway #doodad SpacePlatformGasSign #doodad TempleWallCorner #doodad Zhakul'Das Library { -2, -2 -1, -2 0, -2 1, -2 -2, -1 -1, -1 0, -1 1, -1 -2, 0 -1, 0 0, 0 1, 0 -2, 1 -1, 1 0, 1 1, 1 } destruct DestructibleRock6x6 destruct DestructibleDebris6x6 { -2, -3 -1, -3 0, -3 1, -3 -3, -2 -2, -2 -1, -2 0, -2 1, -2 2, -2 -3, -1 -2, -1 -1, -1 0, -1 1, -1 2, -1 -3, 0 -2, 0 -1, 0 0, 0 1, 0 2, 0 -3, 1 -2, 1 -1, 1 0, 1 1, 1 2, 1 -2, 2 -1, 2 0, 2 1, 2 } #//////////////////////////////////////////////// #// #// The huge destructible BL to UR: #// #// xx## #// xx##@@## #// xx##@@##xx #// xx##@@##xx #// xx##CC##xx #// xx##@@##xx #// xx##@@##xx #// xx##@@##xx #// ##@@##xx #// ##xx #// #//////////////////////////////////////////////// destruct DestructibleRampDiagonalHugeBLUR { -4, -5 -3, -5 -5, -4 -4, -4 -3, -4 -2, -4 -5, -3 -4, -3 -3, -3 -2, -3 -1, -3 -4, -2 -3, -2 -2, -2 -1, -2 0, -2 -3, -1 -2, -1 -1, -1 0, -1 1, -1 -2, 0 -1, 0 0, 0 1, 0 2, 0 -1, 1 0, 1 1, 1 2, 1 3, 1 0, 2 1, 2 2, 2 3, 2 4, 2 1, 3 2, 3 3, 3 4, 3 2, 4 3, 4 } #//////////////////////////////////////////////// #// #// The huge destructible UL to BR: #// #// ##xx #// ##@@##xx #// xx##@@##xx #// xx##@@##xx #// xx##@@CCxx #// xx##@@##xx #// xx##@@##xx #// xx##@@##xx #// xx##@@## #// xx## #// #//////////////////////////////////////////////// destruct DestructibleRampDiagonalHugeULBR { 2, -5 3, -5 1, -4 2, -4 3, -4 4, -4 0, -3 1, -3 2, -3 3, -3 4, -3 -1, -2 0, -2 1, -2 2, -2 3, -2 -2, -1 -1, -1 0, -1 1, -1 2, -1 -3, 0 -2, 0 -1, 0 0, 0 1, 0 -4, 1 -3, 1 -2, 1 -1, 1 0, 1 -5, 2 -4, 2 -3, 2 -2, 2 -1, 2 -5, 3 -4, 3 -3, 3 -2, 3 -4, 4 -3, 4 } unit Observatory # old name unit XelNagaTower { -1, -1 0, -1 -1, 0 0, 0 } | ||
dimfish
United States663 Posts
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Blacklizard
United States1194 Posts
http://www.sc2mapster.com/assets/sc2-map-analyzer/pages/analysis-details/#w-shortest-paths Love the data, but us full time working, with wife and kids types don't have quite enough time to do it all. EDIT: more stuff/better link below, but still not the new new maps. Maybe put dates on when the maps were analyzed. http://www.sc2mapster.com/assets/sc2-map-analyzer/images/?page=3 | ||
dimfish
United States663 Posts
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Nadorou
Sweden21 Posts
Edit: Issue resolved simply by updating the map analyzer to version 1.4.3. The version I was using was 1.4.2, which failed to recognized the Destructible Debris I had placed. | ||
Strutswell
Canada47 Posts
On September 23 2010 00:08 Blacklizard wrote: Any chance someone can help update and analyze more ladder maps and post results to a webpage/whatever similar to what we see here: http://www.sc2mapster.com/assets/sc2-map-analyzer/pages/analysis-details/#w-shortest-paths Love the data, but us full time working, with wife and kids types don't have quite enough time to do it all. EDIT: more stuff/better link below, but still not the new new maps. Maybe put dates on when the maps were analyzed. http://www.sc2mapster.com/assets/sc2-map-analyzer/images/?page=3 I suggest we gather this kind of info on the liquipedia sc2 wiki here: http://wiki.teamliquid.net/starcraft2/Maps but I wonder if this is against the terms of use for either Blizzard or the author of the sc2 analyzer? I figure this kind of info in one central place will help the community to better understand the maps and their unique features. | ||
dimfish
United States663 Posts
I've got a project to map the footprint for every doodad (there are A LOT of doodads) because for now I'm not aware that anyone knows how to get the raw game data out. This is going to help with the ladder analysis and everyone's custom maps because other than d-rocks and a few key things, the analyzer ignores doodads. Also there are a few new analysis features I'm working in that will be worth the effort for getting insight into the ladder map pool. | ||
Strutswell
Canada47 Posts
On September 26 2010 17:12 dimfish wrote: I did this for the beta ladder maps and I'm going to publish the results for the current ladder pool, just give me some time... I've got a project to map the footprint for every doodad (there are A LOT of doodads) because for now I'm not aware that anyone knows how to get the raw game data out. This is going to help with the ladder analysis and everyone's custom maps because other than d-rocks and a few key things, the analyzer ignores doodads. Also there are a few new analysis features I'm working in that will be worth the effort for getting insight into the ladder map pool. Awesome news! I kinda skimmed through the thread didn't really understand what you were talking about with "foot prints" but this makes sense now. Glad this tool exists, thanks for putting so much work into it! | ||
k10forgotten
Brazil260 Posts
+ Show Spoiler + | ||
Myrkur
United States34 Posts
On September 29 2010 04:16 k10forgotten wrote: So I have one little complaint about this Map Analyzer as it is (or was, since I'm using the 1.4.2). I'e utilized it to make the Paranoid Android port and made the map based on its saying of balanced. The map is completely balanced (99.9% in resources and 100% in openness) but it is far from being really balanced. The "creep distance" main2nat of the right player is much shorter than the left player's (2 creep tumors vs. 3 creep tumors). If the distance is longer, why would it say the map isn't? Why is it balanced? + Show Spoiler + It's a problem due to how creep spreads, not the map. | ||
k10forgotten
Brazil260 Posts
On September 29 2010 04:34 Myrkur wrote: It's a problem due to how creep spreads, not the map. The problem isn't how creep spreads - the maximum creep radius is constant, and you can see it in the map editor. The fact is that a common sense of map balance is that distance between main and natural must be equal. But the distance of the resources to the main is longer in one base, and yet it shows that it is balanced... I just saw the e-mail ( that is in red... on the front page. /o\ ). | ||
dimfish
United States663 Posts
On September 29 2010 04:16 k10forgotten wrote: So I have one little complaint about this Map Analyzer as it is (or was, since I'm using the 1.4.2). I'e utilized it to make the Paranoid Android port and made the map based on its saying of balanced. The map is completely balanced (99.9% in resources and 100% in openness) but it is far from being really balanced. The "creep distance" main2nat of the right player is much shorter than the left player's (2 creep tumors vs. 3 creep tumors). If the distance is longer, why would it say the map isn't? Why is it balanced? + Show Spoiler + On September 29 2010 06:02 k10forgotten wrote: The problem isn't how creep spreads - the maximum creep radius is constant, and you can see it in the map editor. The fact is that a common sense of map balance is that distance between main and natural must be equal. But the distance of the resources to the main is longer in one base, and yet it shows that it is balanced... Okay, there is a really, really important point to make here: the Map Analyzer does not know whether a map is perfectly balanced by every possible metric! The image you posted clearly states that the map is balanced by resources and by openness. If that doesn't make sense, there is a comprehensive explanation at the project's site that is also the second link in the OP of this thread. The map analyzer assist you in balancing maps. So what does this image tell you? It says that the top base has more influence over its natural (closer) than the right base has over its own: top exerts 76% over its natural, right exerts 73% influence. This right here is a slight imbalance, but the top of the image tells you that considering the entire map the starting locations exert an equal amount of resources when scaled by influence, and the openness of the bases equalizes, too. So the map analyzer can help you place bases asymmetrically, but fairly, but it doesn't (yet) calculate whether start locations can connect the creep of the main to the natural equally. This is actually a difficult calculation. For instance, even on maps where the air distance main2nat is exactly the same the bases might need a different number of creep tumors: when a creep tumor cannot place the next tumor at maximum range because the max range overlaps the cliff and ramp (which happens a lot!). I'll post an image of that when I get home if the tumor problem is confusing. Anyway, I've heard this mentioned a lot in many map threads, so I'll add a ticket to the analyzer about considering creep tumors. | ||
dimfish
United States663 Posts
For instance, I am seriously considering scrapping the current influence image. Apparently the information it conveys is confusing (and I think understandably so) and it can be hard to utilize the info unless you know exactly what's being shown. So I'm thinking of doing this instead: for EACH 1v1 spawn possibility (like influence is now, 3vs12, 3vs6, 6v12...) do a "heat map" of influence. This would paint every cell on the map with, say red or blue, where more red means spawn 1 has more influence and more blue means spawn 2 has more. Areas where the influence is even (50%) would appear grey. Then I can still list the percentages for you nuts who love to see the numbers come out exact. I'm pretty sure this will be much more obvious info for balancing a map--or does anyone feel strongly for current version? | ||
Barrin
United States5003 Posts
So I'm thinking of doing this instead: for EACH 1v1 spawn possibility (like influence is now, 3vs12, 3vs6, 6v12...) do a "heat map" of influence. This would paint every cell on the map with, say red or blue, where more red means spawn 1 has more influence and more blue means spawn 2 has more. Areas where the influence is even (50%) would appear grey. Then I can still list the percentages for you nuts who love to see the numbers come out exact. I'm pretty sure this will be much more obvious info for balancing a map--or does anyone feel strongly for current version? I feel strongly for the current version. Please do not take it away But if it would be possible to add that in addition to the current version that would be very awesome edit: holy shit I just realized the score on the analyzer for that image... Hmm. I think I understand more what's going on now. Still the current version is very important IMO. | ||
dimfish
United States663 Posts
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