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On August 22 2011 14:48 GGzerG wrote: wow that scrap station map actually looks really freaking good for BW, nice job!
I played a UMS map which was a SC2 to BW port ( I can't remember which ) , where the player added a trigger to give vision of the map when a unit stepped around a certain area ( like xel naga towers ) was pretty cool.
I wonder how you would open in PvZ on that map.
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Good point actually, as long as you play them in UMS you could totally have Watchtowers in BW
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location boxes are square ):
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There was some BW version of Kulas iirc.
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Actually, it's not a bad idea to port some sc2 maps to bw, same with bw maps to sc2. I think what makes the map imbalanced towards a specific race is the same in both games, isn't it? So if a map is balanced in sc2 or bw it should also be somewhat balanced in the other game.
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On August 22 2011 18:18 JustPassingBy wrote: Actually, it's not a bad idea to port some sc2 maps to bw, same with bw maps to sc2. I think what makes the map imbalanced towards a specific race is the same in both games, isn't it? So if a map is balanced in sc2 or bw it should also be somewhat balanced in the other game.
This is not actually true. Heartbreak Ridge is a bit funky in SC2, and Destination is almost completely unplayable in SC2, according to the ICCUP Map Team (now the ESVision map team, I guess). On the flip side, Crossfire is almost a port of Sin Peaks of Beakdu, and has odd balance (it's the Zerg-favored map Zergs all hate).
Although, Daybreak is quickly becoming my favouritest SC2 map ever, and it's basically Match Point. I don't know how balanced it is, though, as it's still new. I guess it depends.
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On August 22 2011 15:29 Gecko[Xp] wrote:Show nested quote +On August 22 2011 14:48 GGzerG wrote: wow that scrap station map actually looks really freaking good for BW, nice job!
I played a UMS map which was a SC2 to BW port ( I can't remember which ) , where the player added a trigger to give vision of the map when a unit stepped around a certain area ( like xel naga towers ) was pretty cool. I wonder how you would open in PvZ on that map. Agreed.. BW has pretty specific demands to keep it balanced these days. An open nat like on Scrap station pretty much means that Terran and Protoss are gonna get hammered hard by speedling allins.
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most of the better SC2 maps are based on BW maps.
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tons of maps like taldarim or xel naga isnt conducive to mech play(which is standard for 2 matchups) AT ALL lol. open naturals, open terrain. Mech would never win vs toss lol.
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+ Show Spoiler +On August 22 2011 13:42 eviltomahawk wrote:Although I don't know where to get any SC2 to BW map ports, I myself had been working on some ports just as a little fun, amateur project. I have no prior experience in mapmaking, so all my current maps are full of positional imbalances and bugs. Heck, I can't even get Scrap Station to run in BW without crashing. As others have said, there is no real benefit to playing on BW ports of SC2 maps, though there is a bit of fun novelty to this concept IMO. Although I plan on making thread once I feel that I made an adequate set of poorly-made maps, here is a preview of my project: Yeah, they are pretty shitty, but I'm proud of my babies
Those, sir, are awesome. :D
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Ah yes, I did miss a base on Scrap Station. Oh well, I was planning on remaking that map anyways.
I used Starcraft Picture Mapper to create a template on which to map the terrain, but the only way I could make the program work in Windows 7 was to create an uncompressed version of the map, which is unplayable in BW. Although the map was loadable in scmdraft, it was not loadable in-game or in Staredit. I tried copy and pasting the terrain onto a fresh map and tweaking around with the file type, but to no avail.
Luckily, Lost/Shattered Temple was created from scratch, and I basically tried to eyeball the entire thing instead of relying on a template.
Perhaps I'll remember that missing base in my remake of my remake hehe.
Anyways, I was planning on remaking Metalopolis, Shakuras, Tal'Darim, Terminus, Xel'Naga Caverns, Scrap Station, and Lost/Shattered Temple, along with some other random remakes of C&C or AoE maps. I might do more maps if I have time.
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neo arkanoid should statisfy your need for destructible objects
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plz dont play on sc2 maps there SO BAD, only creavase and tal dariam and maby the new daybreak are good
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On August 22 2011 14:45 ReketSomething wrote: just find a map with lots of destructible temples
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On August 22 2011 15:29 Gecko[Xp] wrote:Show nested quote +On August 22 2011 14:48 GGzerG wrote: wow that scrap station map actually looks really freaking good for BW, nice job!
I played a UMS map which was a SC2 to BW port ( I can't remember which ) , where the player added a trigger to give vision of the map when a unit stepped around a certain area ( like xel naga towers ) was pretty cool. I wonder how you would open in PvZ on that map.
I scrap station, the same way you FE in SC2, make the wall underneath the ramp into the main and block both, main and natural with it. In BW you would just have to adjust the width for the perfect wall.
There are real problems with other maps such as Xel'Naga temple or Metalopolis, if they were 1:1 copies, the naturals would be instant Z>P if P went for FE, in SC2 there are forcefields to still block off and roaches don't have as much range as hydras do in BW, hence there is quite a difference. It's even worth than python, which is already a map that supports alot of 1base PvZ builds.
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When I look at some maps in BW, I realize how silly some of them are in Brooswar Standards. Then I realize that the SC2 standards and BW standards are vastly different XD
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wow nice maps eviltomahawk! i think the LT/shattered temple map is way too big, but since it's on the small size in SC2 (and that the close positions are so imba that they're disabled) i think it's a nice change
also i saw Kulas Ravine and Blistering Sands versions in BW back when SC2 was in its alpha/closed-beta. Both maps are very imba in SC2, especially the first one, but just mentioning
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They ported over Lost Temple from SC2 to BW, I found that in a reppackI DLed when trying to watch old Tyler replays. Apparently no one plays it though.
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On August 23 2011 01:56 LML wrote:Show nested quote +On August 22 2011 15:29 Gecko[Xp] wrote:On August 22 2011 14:48 GGzerG wrote: wow that scrap station map actually looks really freaking good for BW, nice job!
I played a UMS map which was a SC2 to BW port ( I can't remember which ) , where the player added a trigger to give vision of the map when a unit stepped around a certain area ( like xel naga towers ) was pretty cool. I wonder how you would open in PvZ on that map. I scrap station, the same way you FE in SC2, make the wall underneath the ramp into the main and block both, main and natural with it. In BW you would just have to adjust the width for the perfect wall.
Yes, but I still don't know if that was a good option. I mean you have your first pylon really far from your mineral lines. Like... I don't know what to do if Zerg keeps going for fast mutas. You have to cover so much space in a very short time, while having only limited ability to actually stall down the Zerg.
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On August 22 2011 17:47 bITt.mAN wrote: Good point actually, as long as you play them in UMS you could totally have Watchtowers in BW
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location boxes are square ):
As soon as I saw this thread, I was going to suggest watchtower triggers.
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