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Starcraft 2 Destination

Blogs > DrivE
Post a Reply
1 2 Next All
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
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