Xiphias Profile Blog Joined May 2010 Norway 2219 Posts #3 Why is not Gambit in the map pool? Are you finished with it Dec? It looks great! aka KanBan85. Working on Starbow.

Superouman Profile Blog Joined August 2007 France 2152 Posts #4 I think i'll make some maps just for this mod. Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude

Meerel Profile Joined March 2012 Germany 596 Posts #5 On June 21 2013 17:23 Superouman wrote:

I think i'll make some maps just for this mod.

nice nice SDMF

Xiphias Profile Blog Joined May 2010 Norway 2219 Posts #6 On June 21 2013 17:23 Superouman wrote:

I think i'll make some maps just for this mod.



That would be sick! Updated OP with some more unique stuff about Starbow that I'd forgotten. (I take these things for granted now...) That would be sick! Updated OP with some more unique stuff about Starbow that I'd forgotten. (I take these things for granted now...) aka KanBan85. Working on Starbow.

Kabel Profile Joined September 2009 Sweden 1735 Posts Last Edited: 2013-06-23 17:02:41 #7

(It has been in the game for a week now.)



Current maps in the Starbow map pool:



Starbow Ridge - See opening post

Starbow Canyon - See opning post

Starbow Haven - See opening post

Aldaris Betrayal -

Roadrunner -

Breakout -

Atlas -



I do have many more maps in my vault that mapmakers have sent me. I usually rotate the map pool once in a while.

Thoughts on the maps?









@ Xiphias maps



I might aswell share my thoughts on your maps, Xiphias.



Starbow Ridge is my favourite one of your maps, because we usually get very good games on it. I don't know what casues it, or why that is the case, but it is rare to see a lame game on that map.



Starbow Canyon is the only map in the pool that has main bases close by air. Which I like since that usually encourages other play styles. It does give me bad memories from Desert Oasis though. : /



Starbow Haven feels too big. Maybe it is the shape of the map that contributes to it. Games tend to get quite long and macro oriented. It feels like players are very far away from each other.



Again, these are just my thoughts. Other players might have different opinions or experiences of the maps.

Might aswell bump this thread to hear your thoughts regarding the current map pool.(It has been in the game for a week now.)Starbow Ridge - See opening postStarbow Canyon - See opning postStarbow Haven - See opening postAldaris Betrayal - http://www.teamliquid.net/forum/viewmessage.php?topic_id=416354 Roadrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=417016 Breakout - http://i.imgur.com/20BPx7Q.jpg Atlas - http://www.teamliquid.net/forum/viewmessage.php?topic_id=388872 I do have many more maps in my vault that mapmakers have sent me. I usually rotate the map pool once in a while.Thoughts on the maps?I might aswell share my thoughts on your maps, Xiphias.is my favourite one of your maps, because we usually get very good games on it. I don't know what casues it, or why that is the case, but it is rare to see a lame game on that map.is the only map in the pool that has main bases close by air. Which I like since that usually encourages other play styles. It does give me bad memories from Desert Oasis though. : /feels too big. Maybe it is the shape of the map that contributes to it. Games tend to get quite long and macro oriented. It feels like players are very far away from each other.Again, these are just my thoughts. Other players might have different opinions or experiences of the maps. Creator of Starbow

Meerel Profile Joined March 2012 Germany 596 Posts #8 after seeing the game on breakout i guess that map isnt all that great as i thought lol.

maybe force cross spawn would be a solution^^ SDMF

bypLy Profile Joined June 2013 742 Posts #9 looks pretty decent

Kabel Profile Joined September 2009 Sweden 1735 Posts Last Edited: 2013-06-23 18:17:01 #10

^^ Here is the replay in case anyone is curious: http://drop.sc/345539 ^^ Creator of Starbow

Meerel Profile Joined March 2012 Germany 596 Posts #11 if you spawn close to each other like in the replay then the distance from the natural to the thid from the opponent is really really short. thats my concern SDMF

Kabel Profile Joined September 2009 Sweden 1735 Posts #12 I drop this question here instead of in the main thread:



Should 4-player maps have forced cross spawn or not?



I think it would be easier if all 4-player maps have the same: either forced spawn or random spawn. Makes it less confusing. Creator of Starbow

Sumadin Profile Joined August 2011 Denmark 586 Posts #13



+ Show Spoiler +



It is obviously Work in progress but i thought i would leave it here for feedback.

The idea is that the bridges will extend once the generator on the field have been destroyed.



As for the 4 player maps. I am generally against adjusting spawns really. It is just a bandaid for poor design. If a map can't be balanced for all avaliable spawns, throw it out. Oh i totally forgot about this thread. You see i have been fooling around with the editor during my holidays and this is a concept i have come up with so far.It is obviously Work in progress but i thought i would leave it here for feedback.The idea is that the bridges will extend once the generator on the field have been destroyed.As for the 4 player maps. I am generally against adjusting spawns really. It is just a bandaid for poor design. If a map can't be balanced for all avaliable spawns, throw it out. The basic key to beating a priest is playing a deck that is terrible.

Xiphias Profile Blog Joined May 2010 Norway 2219 Posts #14 Cool bridges things.



I like randoms spawns, but close spawns on Starbow Ridge seems to have some imbaness to it. Maybe forced cross on that one.



Why I like random spawns. I think it promotes innovation (no, not the player). With random spawns I can try and go or new stuff and hope my opponent does not scout it. I also have to play a bit safer since I might not scout my opponent right away. With forced spawns, players become very greedy and sometimes unrealistic builds becomes standard. Builds that would not work if you did not scout your opponent right away. aka KanBan85. Working on Starbow.

Sumadin Profile Joined August 2011 Denmark 586 Posts #15



+ Show Spoiler +



Turns out those bridges have to start extended... but you can retract them at map initiation.



There is still a few things i wanna get done with the terrain but this is largely how the map is going to look. Alright i thought i would bring you an update.Turns out those bridges have to start extended... but you can retract them at map initiation.There is still a few things i wanna get done with the terrain but this is largely how the map is going to look. The basic key to beating a priest is playing a deck that is terrible.

Xiphias Profile Blog Joined May 2010 Norway 2219 Posts #16 Interesting. I wonder if you should have a smaller second ramp down from the third towards the fourth (the fourth not accessible by the bridge).



Also the path to the expansion by the bridges along the top and button looks too long and weird. Not sure how to fix that though... What are the dimensions? aka KanBan85. Working on Starbow.

Sumadin Profile Joined August 2011 Denmark 586 Posts #17 It is 160x128. Clasified as a medium sized map.



The general idea about the third is that it is a very safe one unless the controller on the field gets taken out. You could also take the fourth connected by the bridges but that would require the player to move out on the field to take out the controller. It would be as solid as normal destructable rocks.



That said the path may be a little too long. I kinda let the length of the cables dictate the design. I wanted to add them to make it intuative where to go(through don't get fooled, they got nothing to do with it). Not sure how to fix it either. I wouldn't have room for the fourth if i reduced the distance. Already there wasn't enough room for a full expansion(which won't be an issue if the map was converted to Starbow). The basic key to beating a priest is playing a deck that is terrible.

Xiphias Profile Blog Joined May 2010 Norway 2219 Posts Last Edited: 2013-06-30 20:47:51 #18



I also removed the rock (tower) on the right side. It was blocking air units in an unfair manner (it was only on the right side...)



Pic:



+ Show Spoiler +



I also want to make Haven a bit less wide, but I don't have time for it atm. Probably in two weeks time. I am thinking about cutting off a part in the middle where one base used to be. Changed up Canyon a little. I'll send this to Kabel. Thirds should be easier to hold now.I also removed the rock (tower) on the right side. It was blocking air units in an unfair manner (it was only on the right side...)Pic:I also want to make Haven a bit less wide, but I don't have time for it atm. Probably in two weeks time. I am thinking about cutting off a part in the middle where one base used to be. aka KanBan85. Working on Starbow.

Xiphias Profile Blog Joined May 2010 Norway 2219 Posts #19







Made it not so wide, removed two lakes and added some more trees in the middle area. Starbow Haven has also been changed:Made it not so wide, removed two lakes and added some more trees in the middle area. aka KanBan85. Working on Starbow.

Big J Profile Joined March 2011 Austria 16272 Posts #20 On June 21 2013 17:23 Superouman wrote:

I think i'll make some maps just for this mod.

And I'm gonna play them! And I'm gonna play them!

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