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Let me introduce today’s guest, give a warm round of applause for: TAU CROSS
BEFORE:
AFTER:
Current version:
version 0.01 :+ Show Spoiler +
Hello and good day ladies and gentle people.
Let me introduce today’s guest, give a warm round of applause for: TAU CROSS
Please do not hate the tileset, since there is no frost tileset i will have to experiment with the aviable ones.
Actual map size : 250 / 250, classified as: EPIC.
Spare time can make me do a lot of funky stuff, like for instance fiddling around with the map editor to create the sc2 version of Tau cross.
This picture is the a more accurate conversion to sc2, no gold, no xel naga no new features at all and i could not find stone bridge titles so just threw that out of the window.
Basically this is the raw backbone, the sturdy frame and then I add doodads, those shitty vision towers maybe a gold somewhere but I don’t know where so I thought I could get a few comments as i move on.
Even if it doesn’t look exactly the same the main points outlined in the liquipedia are still there.
• Cliffed Natural Expansion - This allows Siege Tanks to wreak havoc if dropped there. • Blockable Route - The path from the main to the natural is blockable by a single Rax / gateway (and partially blocked by a Pylon.) This allows many options for cheese (primarily against Zerg.) • Rush Distances - the rush distances are slightly longer than on a typical map. • Small Natural Choke Point - This favors the use of heavy macro oriented builds by allowing easier defense of Fast Expansions. • Buildable Center - This allows Terran to build Turrets in the center of the map when pushing against Protoss. • Open Center - This allows for easier flanks and tends to help PvT and ZvP.
ALL CLIFFS are unpathable, neither collossi nor reaper can traverse any cliff, the cliff overlooking the nat can ONLY be reached via building liftoff, dropship or pylon energy,
i have not really thought of where i will place the watch towers nor if i want gold expansions to even be on the map. Its something i will have to envision before adding into an already awesome map.
Update: added doodads, watchtowers and overall awesomeness. I am declareing my project very much done.
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why just one color?
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On June 19 2010 01:48 Piste wrote:why just one color?
"Basically this is the raw backbone, the sturdy frame and then I add doodads, those shitty vision towers maybe a gold somewhere but I don’t know where so I thought I could get a few comments as i move on."
I'm excited. Was one of my favorite maps to watch.
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On June 19 2010 01:48 Piste wrote:why just one color?
in addition to the fact that there are no ice texture tileset this is the raw outline and it will definately have more color added into it at a later time.
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What's with the top right? Not much high ground by the nat. Good map to remake.
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On June 19 2010 02:06 Trozz wrote: What's with the top right? Not much high ground by the nat. Good map to remake.
well basically there was never much droppable high ground in the original and its really tiresome to remake the cliffs to be Exactly like the original, so i kinda just put some high ground up there made a swimming pool out of the rest and spammed unpathable terrain blockers on everything.
edit: AHAHAHHA now i see what you mean, sorry entirely my fault and now its fixed.
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Looks so dull, you could at least try to use stone, bridges, dirt and green patches
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On June 19 2010 02:39 ZlaSHeR wrote: Looks so dull, you could at least try to use stone, bridges, dirt and green patches
its a template for future versions that i will be working on for days. not to boggle your mind with TLDR but you just saw the picture and wrote that post without actually reading the blog right?
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Nice I like it, GJ on porting it, a few issues though.
First, the 3rds are not balanced. The 12 o'clock 3rd is VERY probably tankable from across the river, but the other 3rds are not. Also one important thing about Tau Cross is that there actually is some room behind the 3rds, as in you can drop AND walk tanks behind them, hide teh etc. Especially for the 3 o'clock position that you can't walk behind.
I suggest you consider reaper harass mechanics. Top right = EZ PZ to harass the natural. Bottom is also easy, you run behind the 3rd, jump up, run across, jump down and there you are at the nat. wall. But for the top left, you can't run reapers up to the natural cliff = positionally imbalanced. I suggest you put some low-ground between them so that reaers can pass from 3rd to nat-cliff.
Finally, if you were to make any expansions gold expansions, it should be the '4th' expansions, at 12:30, 4 and 8
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Aaaah thank you so much, since i have never played alot of competitive broodwar these small details are really important as for reaper harass, i have made every cliff on the map unpathable but the platforms can still be subject to drops.
as much as i like reapers i will never EVER give them such an advantage for harassing the natural expansions mineral line
as for protoss its the same with regards to collossii. they wont be able to get on top of any cliff without a dropship.
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^ So will we see an update? Please, It'd be nice
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updated, im kinda off unsure if i went overboard with the backdoor at the thirds, will probably shrink it some and add a set of doodads to really stick it in there.
changed the textures as well, to Zhakul`Das (Jungle).
all i need is to decide wether to add watchtowers and gold expansions or not.
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Okay I want to start off saying that I like this map. The original brood war version worked very well. I only have a two complaints:
-seems "out-of-proportion" big -reapers/colossi would own (are all of those cliffs walkable? they look like it...)
In general, think people should not be remaking SC: BW maps, because they don't have nearly the same mechanics that SC2 has, for example reapers and colossi. Some maps definitely need remaking, but some changes should be made for SC2.
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Great work.
Throw in some ugly doodads and a few Xel Naga watchtowers and you're done!
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no.. nonono NOOOOOOOOOOOO i hate this map D:
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seems "out-of-proportion" big
it is sliiiightly out of proportion, as in the natural feels slightly bigger in sc2 than in sc1 but the rest of the map is about the size it should be, the reason you feel it is super huge is because I purposely made the Image of the map very much larger than what it is.
Id rather add 5 second rush distance rather than take away 5 seconds of rush distance tbh.
reapers/colossi would own (are all of those cliffs walkable? they look like it...) Read the bottom of the OP, its bolded. I have disabled that sort of unit pathing so neither collosii nor reapers can jump any of the cliffs. I have even tested if it worked on multiple places.
The reason i kept the cliffs rather than change the map over completely was purely out of nostalgia.
Throw in some ugly doodads and a few Xel Naga watchtowers and you're done!
Ty, I have thrown in a couple of ugly doodads, some shrubbery and watchtowers to keep an eye on each others third. I am a very clean person, as in i hate things that have absolutely no purpose and love to minimise such nonsense. Not a huge fan of watch towers but i guess i could add a few more.
i hate this map D:
Why?
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Now, I have to wait until python is recreated and my nightmares of playing that map in sc1 for 1231448723 times will ensue.
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On June 19 2010 10:53 nerium wrote:Now, I have to wait until python is recreated and my nightmares of playing that map in sc1 for 1231448723 times will ensue.
wait what? python has been recreated TWICE, just check the sc2 bw ports thread.
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