• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 14:33
CET 20:33
KST 04:33
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
BGE Stara Zagora 2026 announced11[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2
StarCraft 2
General
BGE Stara Zagora 2026 announced SC: Evo Complete - Ranked Ladder OPEN ALPHA When will we find out if there are more tournament Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge
Tourneys
RSL Revival: Season 3 Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle [Alpha Pro Series] Nice vs Cure $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ A cwal.gg Extension - Easily keep track of anyone BW General Discussion Which season is the best in ASL? soO on: FanTaSy's Potential Return to StarCraft
Tourneys
[Megathread] Daily Proleagues [BSL21] RO16 Group B - Sunday 21:00 CET [BSL21] RO16 Group C - Saturday 21:00 CET Small VOD Thread 2.0
Strategy
Game Theory for Starcraft How to stay on top of macro? Current Meta PvZ map balance
Other Games
General Games
Nintendo Switch Thread The Perfect Game Stormgate/Frost Giant Megathread Beyond All Reason Should offensive tower rushing be viable in RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Where to ask questions and add stream? The Automated Ban List
Blogs
Esports Earnings: Bigger Pri…
TrAiDoS
Thanks for the RSL
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2512 users

SC2 to BW map conversions pack - Page 4

Forum Index > BW General
Post a Reply
Prev 1 2 3 4 5 Next All
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
January 23 2012 05:29 GMT
#61
All the maps except metal look pretty cool. I dunno what it is about metal, it just looks... off.

Pretty cool experiment, maybe if only to see how SC2 maps would work in BW (like we saw lots of BW maps in sc2)
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
January 23 2012 05:38 GMT
#62
On January 23 2012 14:29 DYEAlabaster wrote:
All the maps except metal look pretty cool. I dunno what it is about metal, it just looks... off.

Pretty cool experiment, maybe if only to see how SC2 maps would work in BW (like we saw lots of BW maps in sc2)

Tbh, I'm not very proud of my Metalopolis. Maybe that is a likely candidate to be redone at some point eventually maybe perhaps possibly.

The way I made most of the maps is that I got an image off of Liquipedia, then superimposed it into a BW map using SC Picture Mapper, then tried to make an actual BW map by tracing over the converted image.

However, since the image is completely top-down while the BW mapmaker is isometric, there was a ton of distortion after the "tracing" phase, which is probably why some of the maps look a bit off or asymmetric.

However, I completely eyeballed the creation of Lost/Shattered Temple, which I made before I started to use the method that I just described.
ㅇㅅㅌㅅ
Bippzy
Profile Blog Joined March 2011
United States1466 Posts
January 23 2012 05:48 GMT
#63
On January 22 2012 13:30 eviltomahawk wrote:
Show nested quote +
On January 22 2012 13:29 SnowFantasy wrote:
At first glance it looks like bottom left position on Tal'Darim doesn't have a natural though?

fuuuuuuuuuuuuuuu

You're right. I'll make emergency edits haha.

edit: edits done, I think, hopefully, possibly.

I literally lost it. Comedic gold.

I'm undecided if this is a good idea. Maybe if one of the transferred maps was actually balanced, which I know nothing about.
LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2012-01-23 08:27:42
January 23 2012 08:23 GMT
#64
Overall these are pretty good, even though the aesthetics could use some work. Some things you might want to think about:

-You should use the standard gas placement for the mains (gas either directly on top or to the left of the main building; proven to be most efficient).
-BW maps tend not to have much airspace, you should try to push the bases/outer parts of the map out as far as possible.
-If you're using scmdraft2 you could try using the symmetry tools to make stuff a bit more even.
-At the "gold bases" maybe you could stack chunks of 2 minerals to save space and make them look a bit more like the sc2 maps.

On a related note, how did you add the neutral destructible buildings? I've tried a couple ways in scmdraft2 but the buildings never show up in game for me...

Edit: Saw another pretty big problem. The middle-ground ridges between the vertical naturals and between the naturals and the top and bottom bases on Shakuras Plateau appear to be pathable. I know this is the tileset's fault and there isn't much that can be done about it besides blocking the path with minerals or something stupid, but it's still a major problem. I'd recommend just modifying the map so that the main is on the same cliff level as the natural (fortunately not a balance problem in BW lol) and raising everything one cliff level to avoid using that annoying lowest cliff level.
vibeo gane,
Quotidian
Profile Joined August 2010
Norway1937 Posts
January 23 2012 17:45 GMT
#65
On January 23 2012 08:39 ArvickHero wrote:
Show nested quote +
On January 23 2012 06:05 Quotidian wrote:
To be honest though, I don't see what's so amazingly creative about BW maps either.

cmon, that's just ignorant. Almost all standard mapping concepts used in SC2 come from BW pro-maps, which is the fruit of almost a decade of map-making and testing. Just because most standard maps don't feature destructible rocks all over the place doesn't mean it's not creative.



who said anything about rocks = creativity? (and considering how a lot of BW maps have paths that open up when you destroy blocking structures-- I really don't see your point)
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
January 23 2012 20:27 GMT
#66
On January 23 2012 17:23 -NegativeZero- wrote:
Overall these are pretty good, even though the aesthetics could use some work. Some things you might want to think about:

-You should use the standard gas placement for the mains (gas either directly on top or to the left of the main building; proven to be most efficient).
-BW maps tend not to have much airspace, you should try to push the bases/outer parts of the map out as far as possible.
-If you're using scmdraft2 you could try using the symmetry tools to make stuff a bit more even.
-At the "gold bases" maybe you could stack chunks of 2 minerals to save space and make them look a bit more like the sc2 maps.

On a related note, how did you add the neutral destructible buildings? I've tried a couple ways in scmdraft2 but the buildings never show up in game for me...

Edit: Saw another pretty big problem. The middle-ground ridges between the vertical naturals and between the naturals and the top and bottom bases on Shakuras Plateau appear to be pathable. I know this is the tileset's fault and there isn't much that can be done about it besides blocking the path with minerals or something stupid, but it's still a major problem. I'd recommend just modifying the map so that the main is on the same cliff level as the natural (fortunately not a balance problem in BW lol) and raising everything one cliff level to avoid using that annoying lowest cliff level.

Ah, ok. These are great suggestions, and I will definitely keep them in mind the next time I go back into mapmaking.

Tbh, I'm not proud of my Shakuras. I think it is definitely one of my weaker maps, if not the worst. The double cliffs are especially troublesome, which is why I haven't done Antiga yet. I probably will end up remaking the entire map at a later time.

As far as neutral buildings go, you have to use the Unit Sprites under the Sprites category rather than use the normal Units category. At least that is how I got my neutral buildings to work.

As far as airspace goes, I tried copying SC2 maps as much as possible, including the massive amount of airspace that they have. I guess less airspace would be better balanced, but I was aiming more for a direct copy rather than balance.
ㅇㅅㅌㅅ
ArvickHero
Profile Blog Joined October 2007
10387 Posts
Last Edited: 2012-01-23 20:34:50
January 23 2012 20:34 GMT
#67
On January 24 2012 02:45 Quotidian wrote:
Show nested quote +
On January 23 2012 08:39 ArvickHero wrote:
On January 23 2012 06:05 Quotidian wrote:
To be honest though, I don't see what's so amazingly creative about BW maps either.

cmon, that's just ignorant. Almost all standard mapping concepts used in SC2 come from BW pro-maps, which is the fruit of almost a decade of map-making and testing. Just because most standard maps don't feature destructible rocks all over the place doesn't mean it's not creative.



who said anything about rocks = creativity? (and considering how a lot of BW maps have paths that open up when you destroy blocking structures-- I really don't see your point)

The rock thing was a little joke, I guess I should've made it more obvious but my point (not about the rocks) still stands
Writerptrk
3FFA
Profile Blog Joined February 2010
United States3931 Posts
January 24 2012 05:15 GMT
#68
Suggestions:
-Scrap Yard no high ground mineral nat? Isn't there supposed to be minerals up there or were they removed at some point? I don't follow SCII so I wouldn't know but I remember minerals being there...

-Look at Kulass Ravine@ broodwarmaps.net for an example of making UMS watchtowers and high yield minerals.
Link to Kulass: http://www.panschk.de/mappage/comments.php?mapid=4037
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
rugrat
Profile Joined October 2010
United States15 Posts
January 24 2012 07:49 GMT
#69
I'd love to have some classic BW maps remade for sc2
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
January 24 2012 08:18 GMT
#70
On January 23 2012 08:57 Ribbon wrote:
Show nested quote +
On January 23 2012 08:53 eviltomahawk wrote:
On January 22 2012 16:59 Blackrobe wrote:
Have you ever tried to do the reverse and change some BW maps to SC2?

Such as those used in '11-'12 proleague pool? :D
http://www.teamliquid.net/forum/viewmessage.php?topic_id=284827

Hehe, I have literally ZERO experience with the SC2 map editor. There are plenty of more qualified mapmakers out there to do that job lol. The version of Circuit Breaker that is being used in the SC2BW mod is particularly awesome.


Back when they were called ICCUP, ESV did a lot of SC2 ports of BW maps. The SC2 version of Match Point got a day[9] daily analyzing why BW maps and BW-style maps were more interesting that the SC2 maps of the time. There aren't really any good "SC2" maps, yet. There are only BW maps that have been tweaked for SC2.


We stopped doing that because really, it's better just to make an entirely new map than to try and fit an old map into SC2. The two games share a lot of mapping concepts but you can't just take one and put it in the other expecting it to work out.

A problem with bringing SC2 maps into SC1 is that they're just a lot bigger. Starcraft 1 max competitive mapsize has always been 128x128. In SC2, it reaches upwards of 160x160 or so. There's also the scaling issue in Starcraft 1 where the Y length is larger than the X length so it's even harder to port SC2 maps. You can compensate somewhat, but it's really difficult overall to get (good) SC2 maps to SC1.
BrosephBrostar
Profile Blog Joined December 2009
United States445 Posts
January 24 2012 10:04 GMT
#71
On January 24 2012 17:18 neobowman wrote:
Show nested quote +
On January 23 2012 08:57 Ribbon wrote:
On January 23 2012 08:53 eviltomahawk wrote:
On January 22 2012 16:59 Blackrobe wrote:
Have you ever tried to do the reverse and change some BW maps to SC2?

Such as those used in '11-'12 proleague pool? :D
http://www.teamliquid.net/forum/viewmessage.php?topic_id=284827

Hehe, I have literally ZERO experience with the SC2 map editor. There are plenty of more qualified mapmakers out there to do that job lol. The version of Circuit Breaker that is being used in the SC2BW mod is particularly awesome.


Back when they were called ICCUP, ESV did a lot of SC2 ports of BW maps. The SC2 version of Match Point got a day[9] daily analyzing why BW maps and BW-style maps were more interesting that the SC2 maps of the time. There aren't really any good "SC2" maps, yet. There are only BW maps that have been tweaked for SC2.


We stopped doing that because really, it's better just to make an entirely new map than to try and fit an old map into SC2. The two games share a lot of mapping concepts but you can't just take one and put it in the other expecting it to work out.

A problem with bringing SC2 maps into SC1 is that they're just a lot bigger. Starcraft 1 max competitive mapsize has always been 128x128. In SC2, it reaches upwards of 160x160 or so. There's also the scaling issue in Starcraft 1 where the Y length is larger than the X length so it's even harder to port SC2 maps. You can compensate somewhat, but it's really difficult overall to get (good) SC2 maps to SC1.


I always thought it was weird that SC2 maps feel so tiny even though their dimensions are often a lot bigger. Is it just an illusion or did they change the way distance is mapped?
Hyaena
Profile Joined June 2011
Croatia17 Posts
January 24 2012 10:41 GMT
#72
On January 24 2012 19:04 BrosephBrostar wrote:
Show nested quote +
On January 24 2012 17:18 neobowman wrote:
On January 23 2012 08:57 Ribbon wrote:
On January 23 2012 08:53 eviltomahawk wrote:
On January 22 2012 16:59 Blackrobe wrote:
Have you ever tried to do the reverse and change some BW maps to SC2?

Such as those used in '11-'12 proleague pool? :D
http://www.teamliquid.net/forum/viewmessage.php?topic_id=284827

Hehe, I have literally ZERO experience with the SC2 map editor. There are plenty of more qualified mapmakers out there to do that job lol. The version of Circuit Breaker that is being used in the SC2BW mod is particularly awesome.


Back when they were called ICCUP, ESV did a lot of SC2 ports of BW maps. The SC2 version of Match Point got a day[9] daily analyzing why BW maps and BW-style maps were more interesting that the SC2 maps of the time. There aren't really any good "SC2" maps, yet. There are only BW maps that have been tweaked for SC2.


We stopped doing that because really, it's better just to make an entirely new map than to try and fit an old map into SC2. The two games share a lot of mapping concepts but you can't just take one and put it in the other expecting it to work out.

A problem with bringing SC2 maps into SC1 is that they're just a lot bigger. Starcraft 1 max competitive mapsize has always been 128x128. In SC2, it reaches upwards of 160x160 or so. There's also the scaling issue in Starcraft 1 where the Y length is larger than the X length so it's even harder to port SC2 maps. You can compensate somewhat, but it's really difficult overall to get (good) SC2 maps to SC1.


I always thought it was weird that SC2 maps feel so tiny even though their dimensions are often a lot bigger. Is it just an illusion or did they change the way distance is mapped?

I think it has something to do with how big portion of the map you see on screen. Even with maps of same size, SC2 one will feel smaller because your view is not as zoomed as in BW ... Haven't played BW for very long time, so I can't confirm it, but that's my impression from watching BW - zoomed in view contributes in map size feel.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2012-01-24 12:56:06
January 24 2012 12:54 GMT
#73
On January 22 2012 21:33 BrosephBrostar wrote:
When you compare the SC2 maps to current BW ones it really makes you wonder what happened to the SC2 mapmakers' creativity. It's like they all caught some kind of disease from Blizzard.

half of the sc2 maps he converted ARE blizzard maps. which is part of that problem. but yeah we currently have mediocre map pools, but instead of having it lead to some STUPID abuse like truly bad maps led to in brood war, we just get mediocre games on bad maps.

EDIT: but it's really interesting to port into BW. i think more map makers should port their maps into brood war, edit it to make it a better BW map, and then report back to sc2 and see what comes of it.
tetrismaan
Profile Joined April 2011
Denmark302 Posts
January 24 2012 16:06 GMT
#74
Why did you even bother making Lost Temple, when that was originally from Brood War?
www.DanishStarcraft.com
3FFA
Profile Blog Joined February 2010
United States3931 Posts
January 24 2012 20:16 GMT
#75
Also, as of my earlier post on this page, in Kulass Ravine@ Broodwarmaps.net there is an example of how to make sight blockers in SCBW. I'm actually kind of surprised there hasn't been people trying out sight blockers in BW. Could become quite interesting.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
darkmighty
Profile Joined March 2011
Brazil48 Posts
Last Edited: 2012-01-24 20:35:20
January 24 2012 20:34 GMT
#76
On January 25 2012 05:16 3FFA wrote:
Also, as of my earlier post on this page, in Kulass Ravine@ Broodwarmaps.net there is an example of how to make sight blockers in SCBW. I'm actually kind of surprised there hasn't been people trying out sight blockers in BW. Could become quite interesting.


I think it's because of the issues cited here (sight blocker session):
http://www.panschk.de/mappage/newsscript/viewarticle.php?newsid=31

But this guide apparently shows how to work around the issues.
The only winning move is to never accept defeat.
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 24 2012 20:59 GMT
#77
On January 24 2012 19:41 Hyaena wrote:
Show nested quote +
On January 24 2012 19:04 BrosephBrostar wrote:
On January 24 2012 17:18 neobowman wrote:
On January 23 2012 08:57 Ribbon wrote:
On January 23 2012 08:53 eviltomahawk wrote:
On January 22 2012 16:59 Blackrobe wrote:
Have you ever tried to do the reverse and change some BW maps to SC2?

Such as those used in '11-'12 proleague pool? :D
http://www.teamliquid.net/forum/viewmessage.php?topic_id=284827

Hehe, I have literally ZERO experience with the SC2 map editor. There are plenty of more qualified mapmakers out there to do that job lol. The version of Circuit Breaker that is being used in the SC2BW mod is particularly awesome.


Back when they were called ICCUP, ESV did a lot of SC2 ports of BW maps. The SC2 version of Match Point got a day[9] daily analyzing why BW maps and BW-style maps were more interesting that the SC2 maps of the time. There aren't really any good "SC2" maps, yet. There are only BW maps that have been tweaked for SC2.


We stopped doing that because really, it's better just to make an entirely new map than to try and fit an old map into SC2. The two games share a lot of mapping concepts but you can't just take one and put it in the other expecting it to work out.

A problem with bringing SC2 maps into SC1 is that they're just a lot bigger. Starcraft 1 max competitive mapsize has always been 128x128. In SC2, it reaches upwards of 160x160 or so. There's also the scaling issue in Starcraft 1 where the Y length is larger than the X length so it's even harder to port SC2 maps. You can compensate somewhat, but it's really difficult overall to get (good) SC2 maps to SC1.


I always thought it was weird that SC2 maps feel so tiny even though their dimensions are often a lot bigger. Is it just an illusion or did they change the way distance is mapped?

I think it has something to do with how big portion of the map you see on screen. Even with maps of same size, SC2 one will feel smaller because your view is not as zoomed as in BW ... Haven't played BW for very long time, so I can't confirm it, but that's my impression from watching BW - zoomed in view contributes in map size feel.


you cant technically compare sc2 map sizes to bw map sizes but in general bw maps can be considered larger. mostly because of deathball syndrome really. when you watch bw, units are spaced much further apart, and also, they are running and moving around fucking everywhere on the map at any given time so you need the space. in sc2 you'll often hear complaints about too much open space and other stuff.
starleague forever
nalgene
Profile Joined October 2010
Canada2153 Posts
January 24 2012 21:09 GMT
#78
On January 25 2012 05:59 a176 wrote:
Show nested quote +
On January 24 2012 19:41 Hyaena wrote:
On January 24 2012 19:04 BrosephBrostar wrote:
On January 24 2012 17:18 neobowman wrote:
On January 23 2012 08:57 Ribbon wrote:
On January 23 2012 08:53 eviltomahawk wrote:
On January 22 2012 16:59 Blackrobe wrote:
Have you ever tried to do the reverse and change some BW maps to SC2?

Such as those used in '11-'12 proleague pool? :D
http://www.teamliquid.net/forum/viewmessage.php?topic_id=284827

Hehe, I have literally ZERO experience with the SC2 map editor. There are plenty of more qualified mapmakers out there to do that job lol. The version of Circuit Breaker that is being used in the SC2BW mod is particularly awesome.


Back when they were called ICCUP, ESV did a lot of SC2 ports of BW maps. The SC2 version of Match Point got a day[9] daily analyzing why BW maps and BW-style maps were more interesting that the SC2 maps of the time. There aren't really any good "SC2" maps, yet. There are only BW maps that have been tweaked for SC2.


We stopped doing that because really, it's better just to make an entirely new map than to try and fit an old map into SC2. The two games share a lot of mapping concepts but you can't just take one and put it in the other expecting it to work out.

A problem with bringing SC2 maps into SC1 is that they're just a lot bigger. Starcraft 1 max competitive mapsize has always been 128x128. In SC2, it reaches upwards of 160x160 or so. There's also the scaling issue in Starcraft 1 where the Y length is larger than the X length so it's even harder to port SC2 maps. You can compensate somewhat, but it's really difficult overall to get (good) SC2 maps to SC1.


I always thought it was weird that SC2 maps feel so tiny even though their dimensions are often a lot bigger. Is it just an illusion or did they change the way distance is mapped?

I think it has something to do with how big portion of the map you see on screen. Even with maps of same size, SC2 one will feel smaller because your view is not as zoomed as in BW ... Haven't played BW for very long time, so I can't confirm it, but that's my impression from watching BW - zoomed in view contributes in map size feel.


you cant technically compare sc2 map sizes to bw map sizes but in general bw maps can be considered larger. mostly because of deathball syndrome really. when you watch bw, units are spaced much further apart, and also, they are running and moving around fucking everywhere on the map at any given time so you need the space. in sc2 you'll often hear complaints about too much open space and other stuff.

Every map has 15-45% of the map unpathable by ground units in SC2...doesn't even use the entire map borders...
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
January 24 2012 22:32 GMT
#79
On January 25 2012 06:09 nalgene wrote:
Show nested quote +
On January 25 2012 05:59 a176 wrote:
On January 24 2012 19:41 Hyaena wrote:
On January 24 2012 19:04 BrosephBrostar wrote:
On January 24 2012 17:18 neobowman wrote:
On January 23 2012 08:57 Ribbon wrote:
On January 23 2012 08:53 eviltomahawk wrote:
On January 22 2012 16:59 Blackrobe wrote:
Have you ever tried to do the reverse and change some BW maps to SC2?

Such as those used in '11-'12 proleague pool? :D
http://www.teamliquid.net/forum/viewmessage.php?topic_id=284827

Hehe, I have literally ZERO experience with the SC2 map editor. There are plenty of more qualified mapmakers out there to do that job lol. The version of Circuit Breaker that is being used in the SC2BW mod is particularly awesome.


Back when they were called ICCUP, ESV did a lot of SC2 ports of BW maps. The SC2 version of Match Point got a day[9] daily analyzing why BW maps and BW-style maps were more interesting that the SC2 maps of the time. There aren't really any good "SC2" maps, yet. There are only BW maps that have been tweaked for SC2.


We stopped doing that because really, it's better just to make an entirely new map than to try and fit an old map into SC2. The two games share a lot of mapping concepts but you can't just take one and put it in the other expecting it to work out.

A problem with bringing SC2 maps into SC1 is that they're just a lot bigger. Starcraft 1 max competitive mapsize has always been 128x128. In SC2, it reaches upwards of 160x160 or so. There's also the scaling issue in Starcraft 1 where the Y length is larger than the X length so it's even harder to port SC2 maps. You can compensate somewhat, but it's really difficult overall to get (good) SC2 maps to SC1.


I always thought it was weird that SC2 maps feel so tiny even though their dimensions are often a lot bigger. Is it just an illusion or did they change the way distance is mapped?

I think it has something to do with how big portion of the map you see on screen. Even with maps of same size, SC2 one will feel smaller because your view is not as zoomed as in BW ... Haven't played BW for very long time, so I can't confirm it, but that's my impression from watching BW - zoomed in view contributes in map size feel.


you cant technically compare sc2 map sizes to bw map sizes but in general bw maps can be considered larger. mostly because of deathball syndrome really. when you watch bw, units are spaced much further apart, and also, they are running and moving around fucking everywhere on the map at any given time so you need the space. in sc2 you'll often hear complaints about too much open space and other stuff.

Every map has 15-45% of the map unpathable by ground units in SC2...doesn't even use the entire map borders...


Even accounting for this, it's still a bit too big. You could fit it in, but it probably wouldn't fit WELL.
Uldridge
Profile Blog Joined January 2011
Belgium4973 Posts
January 24 2012 23:46 GMT
#80
I've also wondered how map conversions from broodwar to sc2 would turn out?
I'd love to see a SC2 fighting spirit, benzene or chain reaction.. even python would be cool imo.
Taxes are for Terrans
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
OSC
17:00
Masters Cup #150: Group D
davetesta56
Liquipedia
PSISTORM Gaming Misc
16:55
FSL TeamLeague wk20 PTB vs CN
Freeedom37
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SC2ShoWTimE 394
RotterdaM 209
Clem_sc2 205
White-Ra 114
MindelVK 46
Codebar 41
JuggernautJason15
StarCraft: Brood War
Rain 3316
Dewaltoss 123
Shinee 43
Rock 35
NaDa 6
Dota 2
singsing2931
syndereN324
capcasts61
Counter-Strike
fl0m5653
zeus1925
Other Games
Grubby2849
FrodaN1617
Liquid`Hasu282
Mew2King143
Liquid`VortiX117
Pyrionflax84
KnowMe84
Livibee71
Trikslyr42
Sick37
Organizations
Other Games
gamesdonequick3257
EGCTV2246
Dota 2
PGL Dota 2 - Main Stream130
Other Games
BasetradeTV107
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• printf 32
• HeavenSC 28
• Adnapsc2 11
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Airneanach30
• Pr0nogo 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler73
League of Legends
• Jankos2237
Other Games
• imaqtpie956
• WagamamaTV329
• Shiphtur251
Upcoming Events
BSL 21
27m
TerrOr vs Dewalt
Semih vs Tech
Sparkling Tuna Cup
14h 27m
WardiTV Korean Royale
16h 27m
Zoun vs SHIN
TBD vs Reynor
TBD vs herO
Solar vs TBD
BSL 21
1d
Hawk vs Kyrie
spx vs Cross
Replay Cast
1d 4h
Wardi Open
1d 16h
Monday Night Weeklies
1d 21h
StarCraft2.fi
1d 21h
Replay Cast
2 days
Wardi Open
2 days
[ Show More ]
StarCraft2.fi
2 days
PiGosaur Monday
3 days
Wardi Open
3 days
StarCraft2.fi
3 days
Replay Cast
4 days
The PondCast
4 days
Replay Cast
5 days
Korean StarCraft League
6 days
CranKy Ducklings
6 days
SC Evo League
6 days
Liquipedia Results

Completed

SOOP Univ League 2025
RSL Revival: Season 3
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
CSCL: Masked Kings S3
Slon Tour Season 2
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.