Xenotolerance Profile Joined November 2012 United States 464 Posts #121 The aesthetic work so far is indeed intimidating. I feel like my work is pretty clearly not on this level, so I will have to try and make improvements in the weeks remaining before the deadline... criminy www.alonetone.com/xenotolerance

-NegativeZero- Profile Joined August 2011 United States 2101 Posts #122



Since people are posting their stuff already, my first entry's going to be Apotheosis - I haven't decided what to submit for the other 2 yet, but at least 1 will probably be a new map. i maek map

OtherWorld Profile Blog Joined October 2013 France 17332 Posts Last Edited: 2015-01-26 11:29:49 #123 On January 26 2015 20:14 fluidrone wrote:

eye candy so far is luxurious, thank you very much for showcasing your submissions



+ Show Spoiler +



+ Show Spoiler +



+ Show Spoiler +



eye candy so far is luxurious, thank you very much for showcasing your submissionsAnnihilation station REBroken PromisesScorpion 61

That's an outdated overview though. I updated it now.



That's an outdated overview though. I updated it now. On January 26 2015 20:21 Xenotolerance wrote:

The aesthetic work so far is indeed intimidating. I feel like my work is pretty clearly not on this level, so I will have to try and make improvements in the weeks remaining before the deadline... criminy

Just put Protoss decals (; Just put Protoss decals (; Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com

IeZaeL Profile Joined July 2012 Italy 967 Posts #124



One old map , one restyle and one new map. Sounds great. Apotheosis for life! Author of Coda and Eastwatch.

Xenotolerance Profile Joined November 2012 United States 464 Posts #125 I can't think of that map as bizarro Antiga anymore. THANKS



really though it looks cool, nice cliffs. www.alonetone.com/xenotolerance

Psione Profile Joined March 2014 United States 45 Posts #126



In both Blizzard and community maps, we start the performance passes once we receive a map that has received final art. This testing involves an automated process where we ensure that a map reaches a minimum FPS value (40) across various systems and graphic settings. Beyond testing on high-end machines, we make sure to test on medium and lower-end machines that are currently supported. This is a major point to remember. Offline tournaments can control the hardware being used at the event (usually very high-end), but the ladder must support a wide variety of hardware from the entire player base.



During this automated process, a FPS heat map is also created. While we look for the total average FPS to meet acceptable levels, we also ensure that no single section of the map has significant issues. For example, the map may have an acceptable average FPS but have performance issues in the middle of the map where a large cluster of doodads reside. Using the heat map, we can pinpoint a problem area like this and make adjustments to alleviate the issue.



However, despite our ability to pinpoint problem areas, getting performance to appropriate levels can be difficult at times. Part of this is due to our desire to alter community maps as little as possible. So usually it’s a balance of trying to make big performance gains while also trying to keep the look of the map intact. While it would be easy to improve performance by gutting the art on the map, we respect the time put into the look of the map and try to stay true to the original vision.



Each time changes are made, the map tests are run again. This is where you find how much was gained from the changes. Making map adjustments and re-testing can take a good deal of time if the issues aren’t improving through small tweaks. If performance issues persist, at some point we’re forced to make more drastic changes to ensure it meets minimum requirements.



A few points to help keep performance reasonable. Try to avoid the following:



Hidden effects or doodads

Stuff like doodads or water under the terrain can cause issues.

Excessive splat usage

Splats used to create a snow covered effect on doodads can be difficult to optimize



A series of small splats used to create a “signature” can also be very difficult to optimize

Excessive doodad usage

We’ve seen extreme doodad stacking in the past where several doodads are used to create something “new”. This is fine in most cases, but it can also lead to excessive use of doodads on the map, which definitely impacts performance.

Excessive weather effects

Adding a lot of wind or snow can lower the performance quite a bit.

Excessive use of water

Used sparingly or on a map with few doodads is usually fine. When used excessively it can cause performance issues.

Excessive use of “expensive” or large doodads with terrain materials

More commonly used “expensive” doodads would be the Ice Cliff series. Additionally, cluster of doodads that cast transparent shadows, similar to the minerals or the crystal on the top of the Nexus.



More commonly used large doodads with terrain materials would be Xel’Naga Torn Plates

There isn’t a magical formula that makes performance great. We know it can be difficult at times, especially if you’re trying to push the look of your map to the limit. But if you keep these things in mind, hopefully it will help you make choices that can keep the look right while also keeping reasonable performance. One of the biggest issues we run into with community maps is getting performance to a reasonable level. I think it’s no secret that many map makers spend a lot of time making sure their maps look amazing. And while the maps usually look great, the increased focus on complex map art can cause performance issues. I’d like to offer some insight into how our performance testing works, as well as offer some tips to help keep performance at reasonable levels.In both Blizzard and community maps, we start the performance passes once we receive a map that has received final art. This testing involves an automated process where we ensure that a map reaches a minimum FPS value (40) across various systems and graphic settings. Beyond testing on high-end machines, we make sure to test on medium and lower-end machines that are currently supported. This is a major point to remember. Offline tournaments can control the hardware being used at the event (usually very high-end), but the ladder must support a wide variety of hardware from the entire player base.During this automated process, a FPS heat map is also created. While we look for the total average FPS to meet acceptable levels, we also ensure that no single section of the map has significant issues. For example, the map may have an acceptable average FPS but have performance issues in the middle of the map where a large cluster of doodads reside. Using the heat map, we can pinpoint a problem area like this and make adjustments to alleviate the issue.However, despite our ability to pinpoint problem areas, getting performance to appropriate levels can be difficult at times. Part of this is due to our desire to alter community maps as little as possible. So usually it’s a balance of trying to make big performance gains while also trying to keep the look of the map intact. While it would be easy to improve performance by gutting the art on the map, we respect the time put into the look of the map and try to stay true to the original vision.Each time changes are made, the map tests are run again. This is where you find how much was gained from the changes. Making map adjustments and re-testing can take a good deal of time if the issues aren’t improving through small tweaks. If performance issues persist, at some point we’re forced to make more drastic changes to ensure it meets minimum requirements.A few points to help keep performance reasonable. Try to avoid the following:There isn’t a magical formula that makes performance great. We know it can be difficult at times, especially if you’re trying to push the look of your map to the limit. But if you keep these things in mind, hopefully it will help you make choices that can keep the look right while also keeping reasonable performance. Community Manager - StarCraft II - Twitter: @PsioneBlizzard

Meavis Profile Blog Joined September 2011 Netherlands 1296 Posts #127 If thats the case, why are there like 20damn blizzard weather effect doodads on blackfrost, you guys can't even follow your own standard Ex organizer of Starcraft Mapmaking Association, currently retired.

Psione Profile Joined March 2014 United States 45 Posts #128 On January 27 2015 09:59 Meavis wrote:

If thats the case, why are there like 20damn blizzard weather effect doodads on blackfrost, you guys can't even follow your own standard

These aren't rules that will prevent a map from being used. These are all tips for situations where performance can be impacted through seemingly innocent map changes. You can take note of these tips and consider them when they might be relevant, or you can ignore them and make maps as you see fit. I offered these points to help map makers that are interested, not to give ammo to those that only look to argue. But it's your choice on how you want to use it.

These aren't rules that will prevent a map from being used. These are all tips for situations where performance can be impacted through seemingly innocent map changes. You can take note of these tips and consider them when they might be relevant, or you can ignore them and make maps as you see fit. I offered these points to help map makers that are interested, not to give ammo to those that only look to argue. But it's your choice on how you want to use it. Community Manager - StarCraft II - Twitter: @PsioneBlizzard

tomastaz Profile Joined January 2013 United States 973 Posts #129 thanks for the tips! No church in the wild --- @tzhang0126

Arianity Profile Joined November 2013 United States 7 Posts #130 I can't speak for everyone, but i'd assume that most people would be fine with you nuking the doodads/art/whatever , if it means more good maps.

Antares777 Profile Joined June 2010 United States 1971 Posts #131 On January 27 2015 11:32 Arianity wrote:

I can't speak for everyone, but i'd assume that most people would be fine with you nuking the doodads/art/whatever , if it means more good maps.



I would definitely be fine with it. I enjoy designing new layouts much more than texturing and decorating a map. The latter is tedious to me. I would definitely be fine with it. I enjoy designing new layouts much more than texturing and decorating a map. The latter is tedious to me.

Jer99 Profile Blog Joined April 2011 Canada 8155 Posts #132 i like pandabearguy Strategy TaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"

Uvantak Profile Blog Joined June 2011 Uruguay 1380 Posts Last Edited: 2015-01-27 03:06:48 #133 On January 27 2015 11:39 Antares777 wrote:

I would definitely be fine with it. I enjoy designing new layouts much more than texturing and decorating a map. The latter is tedious to me.

On January 27 2015 11:32 Arianity wrote:

I can't speak for everyone, but i'd assume that most people would be fine with you nuking the doodads/art/whatever , if it means more good maps.

Yeah you can't, i would be really upset to say the least about people sniffing and changing things without care on my methodically crafted maps, i was very very upset to say the least when Foxtrot Labs came up with these awful Orange Electric Circuits on top of unpathable highgrounds breaking the color palette of the map. Semmo and Etcetra, were also very pissed when their maps got changed too, you haven't yet experienced what it feels when something you have spent so much time working on gets changed without your approval, not a nice feeling.



I'm grateful of this post Psione, It corroborates many things i suspected and added a couple I didn't knew.



btw any doodad that inherits terrain colors/textures can be problematic if used too much just like any other doodad, but how about increasing the size of them? How about if instead of adding 6 Xel torn plates i add 2x300% ? I most of the time tend to go for the later, but it would be nice to know anyways. Yeah you can't, i would be really upset to say the least about people sniffing and changing things without care on my methodically crafted maps, i was very very upset to say the least when Foxtrot Labs came up with these awful Orange Electric Circuits on top of unpathable highgrounds breaking the color palette of the map. Semmo and Etcetra, were also very pissed when their maps got changed too, you haven't yet experienced what it feels when something you have spent so much time working on gets changed without your approval, not a nice feeling.I'm grateful of this post Psione, It corroborates many things i suspected and added a couple I didn't knew.btw any doodad that inherits terrain colors/textures can be problematic if used too much just like any other doodad, but how about increasing the size of them? How about if instead of adding 6 Xel torn plates i add 2x300% ? I most of the time tend to go for the later, but it would be nice to know anyways. @Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.

Timetwister22 Profile Joined March 2011 United States 538 Posts #134 If Blizzard has to change the art, I would love it if they let the mapmaker make their own edit and see if it fixes any problems. That way, the mapmaker still has a chance to make something they like while fixing the issues. Out of the few times blizzard has changed maps, the mapmakers weren't entirely pleased by the results. But, if the mapmaker's version isn't better, then Blizzard can have their own version as back up, let he mapmaker know why their fix didn't work out, and then go about adding their version to ladder. Former ESV Mapmaker | @Timetwister22

Defenestrator Profile Joined October 2011 400 Posts #135 Excellent post Psione. Thank you for the clarification, and I hope this will lead to more community map usage in the future. Ultras and banelings go together like peas and carrots

OtherWorld Profile Blog Joined October 2013 France 17332 Posts Last Edited: 2015-01-27 07:07:32 #136 A nice feature would be the possibility for the mapmakers to have the results of Blizzard's performance tests tbh. That way the mapmakers could alter their own map instead of Blizzard doing it. Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com

Ferisii Profile Joined February 2011 Denmark 199 Posts #137 On January 27 2015 09:20 Psione wrote:

During this automated process, a FPS heat map is also created. While we look for the total average FPS to meet acceptable levels, we also ensure that no single section of the map has significant issues. For example, the map may have an acceptable average FPS but have performance issues in the middle of the map where a large cluster of doodads reside. Using the heat map, we can pinpoint a problem area like this and make adjustments to alleviate the issue.

Oh what I wouldn't do to have such a tool. Currently, for me at least, it's a very tedious job to check every area of your map, write down the fps values (minimum & maximum'ish) and compare them to other maps. If just there was a tool similar to the Oh what I wouldn't do to have such a tool. Currently, for me at least, it's a very tedious job to check every area of your map, write down the fps values (minimum & maximum'ish) and compare them to other maps. If just there was a tool similar to the map analyser tool , now that would've been killer. Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG

Meavis Profile Blog Joined September 2011 Netherlands 1296 Posts #138 On January 27 2015 10:16 Psione wrote:

Show nested quote +

On January 27 2015 09:59 Meavis wrote:

If thats the case, why are there like 20damn blizzard weather effect doodads on blackfrost, you guys can't even follow your own standard

These aren't rules that will prevent a map from being used. These are all tips for situations where performance can be impacted through seemingly innocent map changes. You can take note of these tips and consider them when they might be relevant, or you can ignore them and make maps as you see fit. I offered these points to help map makers that are interested, not to give ammo to those that only look to argue. But it's your choice on how you want to use it.

These aren't rules that will prevent a map from being used. These are all tips for situations where performance can be impacted through seemingly innocent map changes. You can take note of these tips and consider them when they might be relevant, or you can ignore them and make maps as you see fit. I offered these points to help map makers that are interested, not to give ammo to those that only look to argue. But it's your choice on how you want to use it.

I never said they were rules either, while there is a lot of value in your post, I am a bit confused as to why you ignore the advice you give to others, on a giant map in 4v4, where FPS issues are most critical.

I never said they were rules either, while there is a lot of value in your post, I am a bit confused as to why you ignore the advice you give to others, on a giant map in 4v4, where FPS issues are most critical. Ex organizer of Starcraft Mapmaking Association, currently retired.

Ketch Profile Joined October 2010 Netherlands 7282 Posts #139 On January 27 2015 18:48 Meavis wrote:

Show nested quote +

On January 27 2015 10:16 Psione wrote:

On January 27 2015 09:59 Meavis wrote:

If thats the case, why are there like 20damn blizzard weather effect doodads on blackfrost, you guys can't even follow your own standard

These aren't rules that will prevent a map from being used. These are all tips for situations where performance can be impacted through seemingly innocent map changes. You can take note of these tips and consider them when they might be relevant, or you can ignore them and make maps as you see fit. I offered these points to help map makers that are interested, not to give ammo to those that only look to argue. But it's your choice on how you want to use it.

These aren't rules that will prevent a map from being used. These are all tips for situations where performance can be impacted through seemingly innocent map changes. You can take note of these tips and consider them when they might be relevant, or you can ignore them and make maps as you see fit. I offered these points to help map makers that are interested, not to give ammo to those that only look to argue. But it's your choice on how you want to use it.

I never said they were rules either, while there is a lot of value in your post, I am a bit confused as to why you ignore the advice you give to others, on a giant map in 4v4, where FPS issues are most critical.

I never said they were rules either, while there is a lot of value in your post, I am a bit confused as to why you ignore the advice you give to others, on a giant map in 4v4, where FPS issues are most critical.



Well now you asked nicely, before not so.... Well now you asked nicely, before not so....

RaGe Profile Blog Joined July 2004 Belgium 9883 Posts #140 Psione, would it be possible for Blizzard to release this map testing tool to the community?



It would mean the map makers can make sure their maps are optimal before submitting them. If they do adjustments, they'd do them in a way that they seem fit. You guys over at Blizzard HQ would also have a lot less work going through the maps, testing them, and trying to modify them.



I know it's probably some unpolished command line tool for internal use not deserving of the title "application released by Blizzard" but I really think it's an easy win-win situation for the map making community and Blizzard. Moderator sometimes I get intimidated by the size of my right testicle

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