Honestly Freaky I think you could make the jungle to ruins transitions much smoother and more natural looking. All the straight lines of ruin to grass look super ugly. :c
Freakling
Sorry, the Atlanteans couldn't finish up that part before their becoming busy drowning distracted them...
I'll finish it up for them later.
Excalibur
FREAKY FINISH DIS
Veezal
Yeah, once this is finished it should be great. Not too sure on balance but it seems fair enough. Just get dat deco done. maybe expand the center bridges just a little bit so that tanks don't just shell any huge fights to death
ProTosS4EveR
<3<3<3<3
CardinalAllin
Wow, nice decoration modified by CardinalAllin
Freakling
UPDATE
- finished low ground deco
- debugged resources
- adjusted all cliffs to block vision correctly
outscar
Magic thing.
But why 1504? modified by outscar
Freakling
Because 188 trips...
outscar
I'M NOT EXPERT ON THIS MATTER. There is nothing much there written than what I've done. Don't flame me for errors.
I counted 1504 mineral field with a probe using Cheat Engine program to speed up 20x game progress and found out that 202 trips needed to drain one field. Am I true or I didn't catch and adding unnecessary trips?
P.S.
Sometimes (I'm not really sure) I found out that in one trip 8 minerals aren't draining but stat shows adding. Weird. Maybe that's why it took 202 trips? modified by outscar
Freakling
Either your drones gather 7. 4455 per trip or you did something wrong... My drones always gather 8, though.
Freakling
I don't really have any time for map making at the moment, but this site seem desperate for some activity right now...
So I thought I'd show this WIP update to show where the final steps of this are going aesthetically.
CardinalAllin
Looking good.
CognacLover
This is really attractive map, I'm saying it by coming back after a long time but something isn't right there. I think the problem is middle: what about making water even more narrow? There is really less platform for battle.
EDIT: Oh I watched 1st post of image and realized you already narrowed it well. What about even a little more or you think it gonna destroy attractiveness? modified by CognacLover
Freakling
some updates
finalized custom cliffs
middle bridges widened by 1 iso
narrowed canals to make for wider ground areas
all terrain optimized (vision and terrain level bugs fixed)
more deco (still missing some of the mains and around the canals)
modified by Freakling
JungleTerrain
Hey is this intentional? Is it covered by the HUD?
Looks blocky modified by JungleTerrain
Freakling
This map is actually not 100% finalized yet.
My to-do list currently includes:
- Deco for N, E & S mains.
- maybe add a bit more buildable space on the low ground around the mains.
Everything else is done, though, including terrain level debugging with chkdraft.
Actually, I am not sure whether I uploaded the newest WIP version here, gonna do it now, just to make sure. modified by Freakling
Jukado
Put 6 o clock pink main gas on top rather than on the left (according to picture, not sure if map file is the same). This will make factory placement much more comfortable.
Id consider submitting this mother hubbard to ASL.
But also do think about submitting something 'simpler' than Frogstar World B even though you arent planning on promoting your older maps as much.
Send in Eddy in my opinion.
JungleTerrain
Yeah I like Eddy too!
Also let me know if you need any help submitting
Boregard
Because this is a "buddy"'s map there are no flaws but from someone who thinks freakling is a royal faggot here are the problems.
There is no flank space, the bridges make it hard to maneuver your army. The pathing sucks dick. The thirds are too far away, the middle is not big enough, the deco is disgustingly overdone. The natural is too small etc... this map sucks shit worse than a donkey fucking a midget in a goat factory
Rickv100491
You sure are a pro huh... how about you show us your map and how it is supposed to be done boregard??... I mean you are an expert mapmaker if you can make a better map than those of Freakling Crystaldrag JungleTerrain and the other map makers here, then your opinion will be taken into account. *shrug* until the day you show your perfect map then you have no value here simply.
Boregard
Rickv shut your faggot ass face. I was just saying whats wrong with the map faggot faggot faggot faggot faggot!
Freakling doesn't even make good maps faggot
Freakling
Update: Version 1.00
Finally done!
Deco, more deco, better deco
All terrain optimized for balanced vision
changed main formations for N/s spawns to face the edge
some more buildable ground on the low ground
Lyra
Nice update. How's the main-base space?
Freakling
Plenty.
It's also a four player map, so both players can secure another main that gives them more macro space.
Freakling
small update: Version 1.01
Fixed a ramp vortex on the bottom main ramp.
Turns out to be quite instructive:
in-game:
in ScmDraft:
Mark how the region node is on a partially unwalkable tile.
The fix:
Note how I had to change only one tile next to the cliff. The new tile, unlike the old one, has five unwalkable minitiles, which makes the engine flag it "mostly unwalkable", so it is considered unwalkable for region calculations. This suffices to merge the two adjacent regions into one, moving the node away from the problematic spot.
The best thing: This small change has not upset anything else on the map:
So this proves that at least in some cases small, targeted changes to fix one specific issue are possible... modified by Freakling
Freakling
I may have found the reason for about all of those pesky mining bugs... Need some more testing to confirm... modified by Freakling
outscar
Wow you need an oscar, no Nobel prize for being such meticulous. Sad that korean mapmakers doesnt give a shit about such things.
Freakling
They should get a rather hefty hint that there is something to worry about now... I mean, now that terrain attributes and pathfinding are in ScmDraft, ignorance of it would have to be of the willful kind...
I may have been a bit over-enthusiastic there, though. It's probably not all mining bugs ever, but a singnificant portion of them seem ti boil down to units simply not "liking" to go along a region border while crossing another border perpendicular to it. modified by Freakling
JungleTerrain
that's interesting af
Freakling
Did some cleanup work, removing duplicate sprites.
I'll have to give this at least another complete overhaul at some point to fix some remaining mining issues (though fairly minor ones)... modified by Freakling
Boregard
THIS MAP SUCKS SHIT FOR SERIOUSLY
youareallfaggots
There's no way to get a third for 9 o clock if someone is 12 o clock. modified by youareallfaggots
youareallfaggots
When I was a billy goat parumpa pum pum
There is no way to take a third base for 9 o clock if someone is at 12
I'll finish it up for them later.
modified by CardinalAllin
- finished low ground deco
- debugged resources
- adjusted all cliffs to block vision correctly
But why 1504?
modified by outscar
I counted 1504 mineral field with a probe using Cheat Engine program to speed up 20x game progress and found out that 202 trips needed to drain one field. Am I true or I didn't catch and adding unnecessary trips?
P.S.
Sometimes (I'm not really sure) I found out that in one trip 8 minerals aren't draining but stat shows adding. Weird. Maybe that's why it took 202 trips?
modified by outscar
So I thought I'd show this WIP update to show where the final steps of this are going aesthetically.
EDIT: Oh I watched 1st post of image and realized you already narrowed it well. What about even a little more or you think it gonna destroy attractiveness?
modified by CognacLover
modified by Freakling
Looks blocky
modified by JungleTerrain
My to-do list currently includes:
- Deco for N, E & S mains.
- maybe add a bit more buildable space on the low ground around the mains.
Everything else is done, though, including terrain level debugging with chkdraft.
Actually, I am not sure whether I uploaded the newest WIP version here, gonna do it now, just to make sure.
modified by Freakling
Id consider submitting this mother hubbard to ASL.
But also do think about submitting something 'simpler' than Frogstar World B even though you arent planning on promoting your older maps as much.
Send in Eddy in my opinion.
Also let me know if you need any help submitting
There is no flank space, the bridges make it hard to maneuver your army. The pathing sucks dick. The thirds are too far away, the middle is not big enough, the deco is disgustingly overdone. The natural is too small etc... this map sucks shit worse than a donkey fucking a midget in a goat factory
Freakling doesn't even make good maps faggot
Finally done!
It's also a four player map, so both players can secure another main that gives them more macro space.
Fixed a ramp vortex on the bottom main ramp.
Turns out to be quite instructive:
in-game:
in ScmDraft:
Mark how the region node is on a partially unwalkable tile.
The fix:
Note how I had to change only one tile next to the cliff. The new tile, unlike the old one, has five unwalkable minitiles, which makes the engine flag it "mostly unwalkable", so it is considered unwalkable for region calculations. This suffices to merge the two adjacent regions into one, moving the node away from the problematic spot.
The best thing: This small change has not upset anything else on the map:
So this proves that at least in some cases small, targeted changes to fix one specific issue are possible...
modified by Freakling
modified by Freakling
I may have been a bit over-enthusiastic there, though. It's probably not all mining bugs ever, but a singnificant portion of them seem ti boil down to units simply not "liking" to go along a region border while crossing another border perpendicular to it.
modified by Freakling
I'll have to give this at least another complete overhaul at some point to fix some remaining mining issues (though fairly minor ones)...
modified by Freakling
modified by youareallfaggots
There is no way to take a third base for 9 o clock if someone is at 12