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I know two other people before me has already posted their remake of Destination, but my friend decided to create his own. :D
Destination v1.5 Change Log -Revamped the tileset -Fixed a symmetry problem -Increase size of choke going for natural to the 2 and 8 expo -Changed to cliffs around natural to look more like original -Cliffs around natural cannot be walked on -Blocked building on bridges -Fixed bridges to allow for walling off
Download Link: [url blocked]
Map Picture + Show Spoiler +
Now that the overall basis is down, we'll be testing the map. Feel free to help us test it! Still, any suggestions to the map would be greatly appreciated.
Previous Versions 1.4 + Show Spoiler +Destination Version 1.4 What's New in Version 1.4-Water color is lighter -Space between Natural Expo's minerals and the cliff is bigger DL Link:[url blocked] Map Picture+ Show Spoiler + v1.3 + Show Spoiler +Destination Version 1.3 What's New in Version 1.3-Bridges next to natural tweaked. -Bridges leading to 5 o clock and 10 o clock expo are now thinner. -Natural expos are slightly larger. -Ramp leading to 2 o clock and 7 o clock expos are now thinner. -Xel Naga watch towers now overlook bridges. DL Link:[url blocked] Map Picture:+ Show Spoiler + v1.2 + Show Spoiler +Destination Version 1.2 What's New in Version 1.2-Bridges are now thinner. (Middle bridge couldn't be made thinner or else map would not be symmetrical) -Gold Expansions changed to 4 o clock and 9 o clock DL Link: [url blocked] Map Picture: + Show Spoiler + v1.1 + Show Spoiler +Destination Version 1.1 What's New in Version 1.1-Bridges Shorter DL Link: [url blocked] Map Picture + Show Spoiler + v1.0 + Show Spoiler +
Here is a picture of the original SC1 Destination + Show Spoiler +
So, if you can post any tips, that would be really nice! Thanks for suggestions,look forward to future versions!
CREDIT GOES TO ZADES FOR MAKING MAP I'll be constantly updating this thread.
Link to other two destination maps: http://www.teamliquid.net/blogs/viewblog.php?topic_id=121409 http://www.teamliquid.net/blogs/viewblog.php?topic_id=121412
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You finally posted it
I can't make a thread yet, account not 3 days old...
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This is better than the first version.
Small complaint ...make the middle bridges smaller they are way too big maybe you can shorten them for like 1/3 or even half the lenght.
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On April 26 2010 04:58 SkelA wrote: This is better than the first version.
Small complaint ...make the middle bridges smaller they are way too big maybe you can shorten them for like 1/3 or even half the lenght.
Was gonna say exactly that.
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why make the bases you did the gold expansions and not 4 and 9? i guess zerg don't triple expand much in sc2 like they did in sc1, but 4 and 9 would seem the hardest bases to hold
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what i find with these new maps is that why aren't there gold minerals on naturals? It could definitely create interesting builds imo b/c you have the extra incentive to early expand.
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I think it would be cooler if the top left corner had an island, with like 60 mineral patches... But then you still lost, anyone agree?
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On April 26 2010 05:26 stalife wrote: what i find with these new maps is that why aren't there gold minerals on naturals? It could definitely create interesting builds imo b/c you have the extra incentive to early expand. Good point, sir!
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looks really good, keep it up!
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On April 26 2010 05:33 DeLoAdEr wrote: dl not working for me :/ sorry, dl should be working now.
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Official SC2 Desti. map hands down.
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Beautiful job. This and HeyItsClay's Python are the best replicas I've seen. If I could play them, I wouldn't hesitate even for a heart beat.
Just 1 suggestion: You know where at 8 o'clock and 2 o'clock you have gold minerals? I'm more concerned about such wide open spaces right on the sides of those expos, next to their respective cliffs. You should add more cliffs, extend the outer layers of cliffs some more, because it looks like it's much too wide open.
edit: this suggestion is based on pic of V 1.1
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On April 26 2010 06:01 Latham wrote: Beautiful job. This and HeyItsClay's Python are the best replicas I've seen. If I could play them, I wouldn't hesitate even for a heart beat.
Just 1 suggestion: You know where at 8 o'clock and 2 o'clock you have gold minerals? I'm more concerned about such wide open spaces right on the sides of those expos, next to their respective cliffs. You should add more cliffs, extend the outer layers of cliffs some more, because it looks like it's much too wide open.
edit: this suggestion is based on pic of V 1.1 thanks for the suggestion, we'll fix that in v 1.3
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I like it a lot, the only thing i would change would be the, gigantic ramp on the 8 and 2 expansions . but its pretty accurate
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wow! looks almost perfect at this point! can't wait to play it!
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can u make a version of desti where u get 1 gas like in sc1? im just very curious how the game pans out with different number of gases (ofc make 1 round of gas 10 each trip)
PS: idk if u can even change the amount of resources u can carry each trip so if you cant plz ignore this post
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On April 26 2010 07:34 Lightswarm wrote: can u make a version of desti where u get 1 gas like in sc1? im just very curious how the game pans out with different number of gases (ofc make 1 round of gas 10 each trip)
PS: idk if u can even change the amount of resources u can carry each trip so if you cant plz ignore this post
Yes, yes you can, it involves editing in the data editor and other stuff but you can. I'll think about working on that after this map finishes tweaking.
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On April 26 2010 05:27 Adeny wrote: I think it would be cooler if the top left corner had an island, with like 60 mineral patches... But then you still lost, anyone agree?
lol, also a small pad for proxy rax on the bottom right...
OP, you should really make the water a nice lighter blue, it would make the contrast SOOO much better and the map would look 100% better.
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just a bit too sqaure. i would suggest you smooth it out and make it look more natural but hey, im not the one making the map.
gj on the remake
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