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Starcraft 2 Destination

Blogs > DrivE
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DrivE
Profile Blog Joined January 2010
United States2554 Posts
Last Edited: 2010-05-27 05:43:59
April 25 2010 19:52 GMT
#1
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 +
[image loading]


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 +
[image loading]


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 +
[image loading]

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 +
[image loading]

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 +
[image loading]

v1.0
+ Show Spoiler +
Destination Version 1.00
DL Link:[url blocked]
Map Picture:+ Show Spoiler +
[image loading]


Here is a picture of the original SC1 Destination
+ Show Spoiler +
[image loading]


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

*****
LUCK IS NO EXCUSE
Zades
Profile Joined April 2010
United States52 Posts
April 25 2010 19:54 GMT
#2
You finally posted it

I can't make a thread yet, account not 3 days old...
SkelA
Profile Blog Joined January 2007
Macedonia13032 Posts
April 25 2010 19:58 GMT
#3
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.
Stork and KHAN fan till 2012 ...
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
April 25 2010 20:14 GMT
#4
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.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
benjammin
Profile Blog Joined August 2008
United States2728 Posts
April 25 2010 20:22 GMT
#5
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
wash uffitizi, drive me to firenze
stalife
Profile Blog Joined June 2006
Canada1222 Posts
April 25 2010 20:26 GMT
#6
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.
www.memoryexpress.com
Adeny
Profile Blog Joined January 2009
Norway1233 Posts
April 25 2010 20:27 GMT
#7
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?
DeLoAdEr
Profile Blog Joined July 2003
Japan527 Posts
April 25 2010 20:33 GMT
#8
dl not working for me :/
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
April 25 2010 20:36 GMT
#9
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!
Wi)nD
Profile Joined April 2010
Canada719 Posts
April 25 2010 20:38 GMT
#10
looks really good, keep it up!
DrivE
Profile Blog Joined January 2010
United States2554 Posts
April 25 2010 20:42 GMT
#11
On April 26 2010 05:33 DeLoAdEr wrote:
dl not working for me :/

sorry, dl should be working now.
LUCK IS NO EXCUSE
EsX_Raptor
Profile Blog Joined February 2008
United States2801 Posts
April 25 2010 20:46 GMT
#12
Official SC2 Desti. map hands down.
Latham
Profile Blog Joined May 2007
9560 Posts
Last Edited: 2010-04-25 21:04:22
April 25 2010 21:01 GMT
#13
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
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
DrivE
Profile Blog Joined January 2010
United States2554 Posts
April 25 2010 21:05 GMT
#14
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
LUCK IS NO EXCUSE
never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
April 25 2010 21:10 GMT
#15
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
Be kind whenever possible. It is always possible.
SilentCrono
Profile Blog Joined March 2010
United States1420 Posts
April 25 2010 22:11 GMT
#16
wow! looks almost perfect at this point! can't wait to play it!
♞ Your soul will forever be lost in the void of a horse. ♞
Lightswarm
Profile Blog Joined November 2008
Canada966 Posts
April 25 2010 22:34 GMT
#17
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
Team[AoV]
Zades
Profile Joined April 2010
United States52 Posts
April 25 2010 22:46 GMT
#18
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.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 25 2010 22:47 GMT
#19
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.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
GeMicles
Profile Blog Joined January 2010
Canada307 Posts
April 25 2010 22:53 GMT
#20
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
i pikachu in the shower
ggrrg
Profile Blog Joined September 2009
Bulgaria2716 Posts
April 25 2010 23:20 GMT
#21
It looks pretty nice. I gonna try it.
However, I really cannot imagine what use are the min only expansions in sc2. You lack gas anyway, why would you take the min only and not any other expansion.
Zades
Profile Joined April 2010
United States52 Posts
April 25 2010 23:35 GMT
#22
On April 26 2010 08:20 ggrrg wrote:
It looks pretty nice. I gonna try it.
However, I really cannot imagine what use are the min only expansions in sc2. You lack gas anyway, why would you take the min only and not any other expansion.


Just keeping it to how the original looks like. If, after people fooled around with it and it lacks use, I might go and change it.
jtype
Profile Blog Joined April 2009
England2167 Posts
April 29 2010 15:25 GMT
#23
I was gonna make a Desti remake but then I saw loads of people doing it. This one really does look great tho.

The idea that I had was to make the mineral only expos gold minerals. That way it could force some interesting choices and decision-making.
GoodCat1
Profile Joined May 2009
Israel266 Posts
April 29 2010 16:51 GMT
#24
WTF with the tileset :/
ZerO FAN~!~!~!
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
April 29 2010 17:01 GMT
#25
Amazing job OP
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
Zades
Profile Joined April 2010
United States52 Posts
Last Edited: 2010-05-01 19:55:27
May 01 2010 04:50 GMT
#26
On April 30 2010 01:51 GoodCat1 wrote:
WTF with the tileset :/


Yea next version I'm changing it among other things and hopefully it'll look at lot more like SC1 Destination.

EDIT:

Since Drive is banned for playing the Russian Roulette game, I'll post up 1.5

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 +
[image loading]

Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
May 27 2010 05:09 GMT
#27
Out of the three maps I've seen on this site, I'll have to say I like yours the most! It's more accurate than others and such.

There is one published on Bnet right now on USA server that's also pretty good, but he made the bridges way too big ( he may not have considered that units can move together much closer in sc2 than in sc 1 ) and that's a big problem to me xD.

Right now though, it's not Published. Can you publish this soon? Or can I go publish it and just give you credit? Since Beta is going to restart/end in a few days xD I want to play against my friends with this map.

A couple things that I would love to see:

With a fairly long ranged ground unit, to be able to snipe workers or buildings at the mineral line at the naturals. There was this one specific spot at the cliff in sc1 where you could do this, and was very effective with a Lurker or such. Cliffs don't seem to be able to be as thin as in sc1 though, so i don't know if this is possible yet. May be you could have a little "break" in the cliff, and simply put a 1x1 impassable square under Pathing?

The bridges to be tweaked a little more. I look at this map for a bit, and it seems like right now it is as good as it can be though, due to limitations (cliffs/bridges only being able to be widened by 2 spaces at a time instead of 1...). But if possible in the future, the inner bridge leading to the natural (the one closer to the main) should be moved to lead more directly into the middle of the mineral line. Generally the two bridges at the natural should be moved a bit closer. I think the easiest way to go about this is to just move the inner bridge closer to the second bridge, even if it only leaves a 1x1 water space in between them, and enlarge the plateaus for the main bases to make up for the new water space. ( Southeast of top base can come out more, northwest of bottom base can come out more ). If you then compare the new changes to the SC1 version, it will be closer as that part of the plateau just out further than the base of the ramp anyways. The only real problem (which is a tiny one) is that the inner natural bridge won't lead straight into the High Yield Expo's ramp, but that's more just for looks than balance xD.

Bridges in the middle, if possible, should be thinned inwards. As in, keep the water space between the two bridges as it seems good (enough so that a range 5-7 can hit across? idk) but make them thinner. I think the width you chose is the best though considering that you can't make bridges/cliffs 3 matrices wide but only 2 and 4...

One LAST thing ^^

At the High Yield Expo on the left, and the respective on the right:

I think you should jut the cliff out just a bit (2x2 space?) at the southeast of the plateau. The SC1 version had this, and so the end of the cliff protruded as far as the base of the ramp, unlike your version.


Ok very very long post I know. Haha. But it seems like you spent a lot of good time into this so I hope you probably wanted any bit of feedback possible!

Again this map is pretty much the best I've seen, enough for it to be "passing" as a relatively balanced map that can be played on without many problems. Darn the editor, if only it let you make 3x3 matrices xD.

Just wondering; did you import via the Legacy Map Import tool? Or did you just totally recreate this?

Thanks for making this! LONG LONG post is over.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Zades
Profile Joined April 2010
United States52 Posts
May 27 2010 06:58 GMT
#28

Out of the three maps I've seen on this site, I'll have to say I like yours the most! It's more accurate than others and such.

There is one published on Bnet right now on USA server that's also pretty good, but he made the bridges way too big ( he may not have considered that units can move together much closer in sc2 than in sc 1 ) and that's a big problem to me xD.

Right now though, it's not Published. Can you publish this soon? Or can I go publish it and just give you credit? Since Beta is going to restart/end in a few days xD I want to play against my friends with this map.


I published it under Destination 2.0 v1.5, currently revision 0.4 so it's: Destination 2.0 v1.5 v0.4
I think the next time I'll publish it (my v1.6) I'll just name it Destination 2.0


A couple things that I would love to see:

With a fairly long ranged ground unit, to be able to snipe workers or buildings at the mineral line at the naturals. There was this one specific spot at the cliff in sc1 where you could do this, and was very effective with a Lurker or such. Cliffs don't seem to be able to be as thin as in sc1 though, so i don't know if this is possible yet. May be you could have a little "break" in the cliff, and simply put a 1x1 impassable square under Pathing?


I'll look back into the SC1 version for this.


The bridges to be tweaked a little more. I look at this map for a bit, and it seems like right now it is as good as it can be though, due to limitations (cliffs/bridges only being able to be widened by 2 spaces at a time instead of 1...). But if possible in the future, the inner bridge leading to the natural (the one closer to the main) should be moved to lead more directly into the middle of the mineral line. Generally the two bridges at the natural should be moved a bit closer. I think the easiest way to go about this is to just move the inner bridge closer to the second bridge, even if it only leaves a 1x1 water space in between them, and enlarge the plateaus for the main bases to make up for the new water space. ( Southeast of top base can come out more, northwest of bottom base can come out more ). If you then compare the new changes to the SC1 version, it will be closer as that part of the plateau just out further than the base of the ramp anyways.


I'll change that in the next version.


The only real problem (which is a tiny one) is that the inner natural bridge won't lead straight into the High Yield Expo's ramp, but that's more just for looks than balance xD.


I don't quite understand...


Bridges in the middle, if possible, should be thinned inwards. As in, keep the water space between the two bridges as it seems good (enough so that a range 5-7 can hit across? idk) but make them thinner. I think the width you chose is the best though considering that you can't make bridges/cliffs 3 matrices wide but only 2 and 4...


The only problem with this that I see is forcefields, and reducing the size will furthur disfavor zerg, which on this map already has a hard enough time. I'll think about it and maybe fool around with it but I doubt I'll make them smaller, you have no idea how deadly a few forcefields + storm are on those bridges.


One LAST thing ^^

At the High Yield Expo on the left, and the respective on the right:

I think you should jut the cliff out just a bit (2x2 space?) at the southeast of the plateau. The SC1 version had this, and so the end of the cliff protruded as far as the base of the ramp, unlike your version.


Will add that in next version.


Ok very very long post I know. Haha. But it seems like you spent a lot of good time into this so I hope you probably wanted any bit of feedback possible!

Again this map is pretty much the best I've seen, enough for it to be "passing" as a relatively balanced map that can be played on without many problems. Darn the editor, if only it let you make 3x3 matrices xD.


Thanks for the feedback, I kinda just let this map hang cause there was no more comments and such and went off to play defense games


Just wondering; did you import via the Legacy Map Import tool? Or did you just totally recreate this?


I started the map off by importing the Legacy Map. But that didn't really help, the tool is so broken. I ended up redoing most of the map by looking at the original through StarEdit.

Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
May 27 2010 19:35 GMT
#29
"I don't quite understand..."

As in, the inner bridge doesn't align directly with the Gold's ramp, or I guess you could say the paths don't coincide. That probably didn't make much sense either though.

The only problem with this that I see is forcefields, and reducing the size will furthur disfavor zerg, which on this map already has a hard enough time. I'll think about it and maybe fool around with it but I doubt I'll make them smaller, you have no idea how deadly a few forcefields + storm are on those bridges.


Ahh yes, I didn't consider that at all. In that case, the bridge sizes are very nice!

I published it under Destination 2.0 v1.5, currently revision 0.4 so it's: Destination 2.0 v1.5 v0.4
I think the next time I'll publish it (my v1.6) I'll just name it Destination 2.0


Ok thanks. I searched "Destination" and it didn't come up with this one, but seems like the search function sort of sucks right now.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
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