Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Nooks and Crannies Problem (Again)
Nooks and Crannies Problem (Again)
Feb 25 2009, 12:39 am
By: ws-dani  

Feb 25 2009, 12:39 am ws-dani Post #1



I come here as a last resort, as this problem has already ruined two of my maps.
The error is: "The map could not be loaded because it had too many obstructions. Try widening corridors and reducing the number of nooks and crannies to correct the problem".

So, I have read the previous Nooks and Crannies threads, and I have tried their solutions to no avail. This includes copying all the terrain to a new map, removing all doodads, etc.
Now, this has happened to me with a Jungle 256x256 map and a Badlands 256x256 map, and I have not used extensively complex terrain. Far less complex and with less tight corridors than that Crescent Dyne terrain anyways. I do use a lot of isometrical terrain, and a smaller amount of square terrain for inside buildings.
I cannot stress how incredibly frustrating this is, as I have already completed the majority of my triggers, and I haven't even finished the terrain. There is still around 1/6 left to go for terrain.
How does Blizzard expect us to use 256 by 256 size maps to their full potential if they are going to censor how much terrain we can actually use?

Anybody with any suggestions at all to fix this pain in the ass of a problem would be very helpful.



None.

Feb 25 2009, 1:20 am Heinermann Post #2

memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes

I think it has to do with the unit pathing/AI.

Post the map and maybe we could give you some suggestions.




Feb 25 2009, 5:56 pm samsizzle Post #3



i had this problem too on a 256x256 jungle map and i redid the whole map and had it again, and i found later it was because i was placing too many custom doodads, like tiles put together from other doodads, if you even everything out, like doodads and custom doodads and terrain, it should work. Thats what they do in crescent dyne, also crescent dyne was made by a bunch of crazy good mapmakers who knew secrets beyond map editors. for example their terrain isnt isometrical if you try to place a isometrical peice of terrain on it it'll go null. But yeah im blabbing, just even everything out. And dont get carried away with doodads and custom doodads even though it looks pretty sweet on crescent dyne.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[04:30 pm]
Oh_Man -- yeah, probs
[03:11 pm]
NudeRaider -- I bet it just needs another training session against pros instead of only against itself and nobody will be able to stop it anymore.
[03:09 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: pluto vs pro gamer snow: https://youtu.be/NOXXpATkdZU
so it can be beaten by a prepared pro, even in macro games, if only barely. the muta micro in particular seems really hard to handle for protoss ground though. In the open goons can't catch them, in the base they trip over buildings, it just instantly flies out of storms and they fly circles around archons. Mass cannons do work, but can't cover the whole map with it. Probably need mass corsair to counter and hope you can outmaneuver all the scourge.
[02:14 am]
Oh_Man -- pluto vs pro gamer snow: https://youtu.be/NOXXpATkdZU
[2026-9-25. : 2:22 pm]
Oh_Man -- https://youtu.be/Lfo4C0xzU04
[2026-9-25. : 12:00 am]
Oh_Man -- he hasnt won a single game so far this is hilarious
[2026-9-24. : 11:41 pm]
Oh_Man -- new arty username Rage Against The Machine
[2026-9-24. : 10:14 pm]
Oh_Man -- https://m.youtube.com/watch?v=KPXri8q9ZBs artys vsing the bot now
[2026-9-24. : 8:12 pm]
Ultraviolet -- do you even lift bro?
Please log in to shout.


Members Online: UndeadStar, Oh_Man