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I hear you liek: Project Bw into sc2 map remake

Blogs > Madkipz
Post a Reply
1 2 Next All
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-06-14 20:26:49
June 12 2010 23:27 GMT
#1
with the added self confidence gained from the makeing of my previous map, Jigglypuff zone i present to you:

TEARS OF THE PROTOSS!
[image loading]

After fiddling with the editor for a few hours, i managed to convert and build something that seemed similar yet isnt anymore:


Color system: Red = mains, Orange = one gas expansions Limegreen = watchtowers and blue = destructible rocks, purple = ramps.

Tears of the protoss version 00.1:
+ Show Spoiler +
[image loading]


Tears of the protoss version 1, without doodads:

+ Show Spoiler +
[image loading]


+ Show Spoiler +
map size increased, 10 oclock revised and since i couldnt make the area above the natural without tons of doodads i simply made it made it into an lake while still retaining the little portion of the wall blocking sight.


Im very inexperienced at this but i hope it resembles its original enough to be recognised.

Version 1.05:
[image loading] ;D hurray.

I feel i have done everything i can with the map to make it attractive and cool while limiting minerals and gas to achive the same as they did with the original while staying true to the map design in general, the broad strokes are present and I absolutely adore playing on it vs computer, cant wait to see if some might actually use MY MAP ;D

if you want 4 gas you need to over extend yourself, and thats fine and fun part that makes things interesting isnt it ? or you could go at the mid, destroy the mensk statue, take the gold expos (with one high yield geyser at each). However the watchtowers present can easily spot any sort of quick gold expansion.





*
"Mudkip"
FlameSworD
Profile Blog Joined December 2009
United States414 Posts
June 12 2010 23:43 GMT
#2
its tears of the moon dude
skyhighftw on iccup
Murderotica
Profile Blog Joined December 2009
Vatican City State2594 Posts
June 12 2010 23:44 GMT
#3
On June 13 2010 08:43 FlameSworD wrote:
its tears of the moon dude

lol

Joke ->
-Head-
ǝsnoɥ ssɐlƃ ɐ uı sǝuoʇs ʍoɹɥʇ ʇ,uop || sıʇɹoɟ ɹǝdɯǝs
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
June 12 2010 23:48 GMT
#4
On June 13 2010 08:43 FlameSworD wrote:
its tears of the moon dude


its almost as if someone, deliberately did not spell the name correctly *ghasp*
"Mudkip"
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
June 12 2010 23:50 GMT
#5
Wow, sc2 maps look so ugly, nice remake though
MyLove + Your Love= Supa Love
rredtooth
Profile Blog Joined December 2008
5460 Posts
June 12 2010 23:50 GMT
#6
i hear 4chan memes are awesome and welcome in TL. that means you're double the awesome!

regardless, you got the basic shape down but there are some key terrain elements you are missing out if you want to do an accurate conversion. you're missing the generators (destructible terrain) that block shortcuts to the natural. the cliff above the naturals seem droppable while the original's weren't. i'm confused why you converted low money expansions (the ones with ~4 patches) into yellow expansions. 10 o clock main seems a bit crowded.
[formerly sponsored by the artist formerly known as Gene]
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-06-13 00:16:56
June 13 2010 00:16 GMT
#7
yea i havent added destructible rocks, and i know the 10 oclock is fubar, its because of the borked map size you get when you convert legacy maps, I will be adjusting the cliffs to be undroppable and try to fix the 10 oclock main as for the money expansions, they felt worthless so i put some extra incentive for people to get them.

ty for feedback, your quite the awesome guy yourself.
"Mudkip"
UmmTheHobo
Profile Blog Joined April 2008
United States650 Posts
Last Edited: 2010-06-13 00:18:42
June 13 2010 00:18 GMT
#8
Waaaaaayyyyyy to small. The original is like 1.5 times bigger than your remake!

Edit: nvm more like twice as big
...
synapse
Profile Blog Joined January 2009
China13814 Posts
June 13 2010 00:22 GMT
#9
Tears of the Moon was an ugly map to begin with IMO...
:)
YPang
Profile Blog Joined April 2007
United States4024 Posts
June 13 2010 00:23 GMT
#10
On June 13 2010 09:22 synapse wrote:
Tears of the Moon was an ugly map to begin with IMO...

Yes, i'd rather youmake a more popular map xD
sMi.Gladstone | BW: B high| SC2: gold T_T
Trezeguet
Profile Blog Joined January 2009
United States2656 Posts
June 13 2010 00:30 GMT
#11
On June 13 2010 08:44 Murderotica wrote:
Show nested quote +
On June 13 2010 08:43 FlameSworD wrote:
its tears of the moon dude

lol

Joke ->
-Head-

maybe he got it and the joke is on you?? Not that it would be a funny joke, more of a matter of perspective I guess.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
June 13 2010 00:40 GMT
#12
On June 13 2010 09:22 synapse wrote:
Tears of the Moon was an ugly map to begin with IMO...


but it was a zerg map, so i want it xd will remake something more popular afterwards xD
"Mudkip"
Duckvillelol
Profile Blog Joined July 2009
Australia1242 Posts
June 13 2010 00:41 GMT
#13
Lots of gold on this map, not sure about that. I suppose obviously things change over time, however having the 3rd as a gold with gas (only 1 gas?) is a huge dynamic you're putting into this map. If your opponent is on the other side of the map, grab that third fast, bam you've got a pretty big macro game coming up.

Ironically I think this would be protoss heaven, because of colli's walking up and down the many many cliffs, or if you wanted to take a small risk - grab that gold third, and carrier up. Along with the cliffs again, carriers might do well here.

As mentioned by the other folks it seems a little small. But yeah my main concern is the huge amount of gold expos. Nice first shot though :D
Former SC2 commentator. youtube.com/duckvillelol
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
June 13 2010 01:17 GMT
#14
i think mains are a bit to small.
i dunno lol
FlameSworD
Profile Blog Joined December 2009
United States414 Posts
June 13 2010 03:22 GMT
#15
yep i got it but did you?
skyhighftw on iccup
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
June 14 2010 01:36 GMT
#16
I have taken the above comments to my heart and have made version 1.00, infact every comment has been adressed, map size increased, 10 oclock revised and since i couldnt make the area above the natural without tons of doodads i simply made it made it into an lake while still retaining the little portion of the wall blocking sight.
"Mudkip"
Duckvillelol
Profile Blog Joined July 2009
Australia1242 Posts
June 14 2010 09:30 GMT
#17
Looks a lot better :D
Former SC2 commentator. youtube.com/duckvillelol
ArvickHero
Profile Blog Joined October 2007
10387 Posts
June 14 2010 11:17 GMT
#18
ahh I remember this map, when everyone was thinking that there was a P>Z imba and commentators were vouching for less mineral patches to "balance PvZ". Then we ended up with this fuckwad of a map where it was impossible to effectively Forge FE or 1 base play, good times good times..

I'm curious to see how this map plays out in SC2, as I am guessing that 2 entrances to the natural doesn't affect balance as much as it did in BW?
Writerptrk
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-06-14 20:31:18
June 14 2010 20:19 GMT
#19
I feel i have done everything i can with the map to make it attractive and cool while limiting minerals and gas to achive the same as they did with the original, if you want 4 gas you need to over extend yourself, and thats fine and fun isnt it ? ;D

I also made it slightly easier to hold the natural, as it is closer to the ramp, more easily protected, the cliffs are unpathable terrain, i have tested this and it currently functions like the old broodwar style cliffs.

I'm curious to see how this map plays out in SC2, as I am guessing that 2 entrances to the natural doesn't affect balance as much as it did in BW?
sad to say, beta is down so i have not yet been able to play vs human opponents nor have people play it extensively so i dont know.

protoss will always remain a potent force on this map, easily able to proxy pylons into warping inside the opponents main, blinking stalkers will definately help protoss put pressure on pretty fast.
"Mudkip"
Morayfire73
Profile Joined April 2010
United States298 Posts
June 14 2010 22:41 GMT
#20
Your map looks blurry, I have seen a few others that also seem blurry, but I have also seen some that are very clear. Does anyone know if this is an editor problem (different tile sets seem more/less blurry, maybe just me), or something else?
[Insert witty comment here]
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