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Map: (2)Cloud Kingdom - BW conversion

Forum Index > BW General
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1 2 3 4 5 Next All
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2012-02-22 18:40:29
February 20 2012 23:54 GMT
#1
Inspired by this guy, I decided to try to make some BW ports of my own, based on some of the more popular and well-balanced SC2 maps (aka not blizzard maps). Here's the first one - I haven't started any others yet, suggestions are welcome.

Both naturals are wallable with barracks and 2 depots (ling tight). Some modifications had to be made from the original such as moving the mains down 1 cliff level since top level is unbuildable in BW.

I'm willing to make modifications based on comments/suggestions anyone has (keep in mind that I'm fairly inexperienced with BW mapmaking).

I'm currently in the process of editing the map. I plan to modify it slowly and get people's opinions with each step - basically I'd like to change it as little from the original as possible while still balancing it a bit.

Based on ESV Cloud Kingdom by SUPEROUMAN


Images:
Version 1.1
+ Show Spoiler +
[image loading]

Version 1.0
+ Show Spoiler +
[image loading]



Downloads: (broodwarmaps.net)
Version 1.1
Version 1.0


Changes:
1.1
-3rd moved slightly closer to main
-Gas in 3rd geyser reduced from 5000 to 1500 (I know several suggested making 3rd mineral only, I wanted to test out this less drastic change first)
-Natural ramp narrowed from 4 to 3 width, destructible building removed
-Third ramp narrowed from 5 to 3 width, destructible building added (to help defend early pushes)
-Side (high ground) entrance to third narrowed
-Both entrances to corner expansions narrowed (ramp from 3 to 2 width)
vibeo gane,
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
February 21 2012 00:03 GMT
#2
Awesome thanks, will check it out!
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
GTR
Profile Blog Joined September 2004
51690 Posts
February 21 2012 00:07 GMT
#3
this actually looks really nice.
Commentator
OminouS
Profile Joined February 2010
Sweden1343 Posts
February 21 2012 00:08 GMT
#4
On February 21 2012 09:07 GTR wrote:
this actually looks really nice.


I was just thinking the same thing. I would love to see some real games on this map. Will probably be rare though =/
On the 6th day JF made Reavers and on the 7th day JF put his opponent to rest
Darksoldierr
Profile Joined May 2010
Hungary2013 Posts
February 21 2012 00:09 GMT
#5
WoW, looks like an actual map this time not like the previous ones
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
rOse_PedaL
Profile Blog Joined January 2012
Korea (South)450 Posts
February 21 2012 00:09 GMT
#6
this looks better than the sc2 one
¯\_(ツ)_/¯ ¯\_(ツ)_/¯ MKP HWAITING ಠ_ಠ ಠ_ಠ
Superouman
Profile Blog Joined August 2007
France2195 Posts
February 21 2012 00:14 GMT
#7
It's the most playable SC2-> BW port i've seen to date and i don't say it because i made the original one. I'm surprised it looks so playable, i guess my bw map-making years paid-out :D
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
`Zapdos
Profile Blog Joined November 2010
United States935 Posts
February 21 2012 00:15 GMT
#8
Wow, really well done
www.twitch.tv/thezapdos come watch me :]
WArped
Profile Joined December 2010
United Kingdom4845 Posts
February 21 2012 00:16 GMT
#9
Really nice conversion of one of the best maps in sc2 so far..
ArvickHero
Profile Blog Joined October 2007
10387 Posts
February 21 2012 00:18 GMT
#10
this looks like a protoss map lol
Writerptrk
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
February 21 2012 00:21 GMT
#11
why did you put the main mineral lines on the left and right sides?
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2012-02-21 00:26:28
February 21 2012 00:22 GMT
#12
On February 21 2012 09:21 Gamegene wrote:
why did you put the main mineral lines on the left and right sides?

Because of gas issue, geysers must always be on the top of the starting location for maximum efficiency
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
rauk
Profile Blog Joined February 2009
United States2228 Posts
Last Edited: 2012-02-21 00:37:46
February 21 2012 00:32 GMT
#13
isn't this kind of free win tvz? how can zerg secure third gas? same goes for pvz.

i'm fairly confident that any modern 3gas defiler build is impossible, maybe you can mass hydralurk off 2 base like it's 2001 or something.
WightyCity
Profile Joined May 2011
Canada887 Posts
February 21 2012 00:37 GMT
#14
that looks beautiful
90% watching it 8% talking about it and 2% playing it - sc2
yawnoC
Profile Joined December 2010
United States3704 Posts
February 21 2012 00:37 GMT
#15
Well done. Looks like it would produce some good games on it even in brood war.
GG - UNiVeRsE is the best player in the WORLD
sevia
Profile Joined May 2010
United States954 Posts
February 21 2012 00:38 GMT
#16
Very impressive.
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
February 21 2012 00:40 GMT
#17
Sweet..

I'd move the highground third bases away from the border and add unpathable high ground there. Same with the corner bases. The destructible buildings are not needed since it's not SC2 and it'll only hinder army movement.

Problem is that the third looks too far away from the nat in comparison to the SC1 version. Might be hard for Toss or Terran to hold.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
February 21 2012 00:41 GMT
#18
On February 21 2012 09:32 rauk wrote:
isn't this kind of free win tvz? how can zerg secure third gas? same goes for pvz.


idk, I'm not an expert on map balance, I just copied the sc2 map. superouman himself actually thinks the third should be mineral only, so I'm hearing 2 opposite ideas here.

You probably just have to use your army more to defend expansions and make more static defense rather than relying on the small expansion chokes that are common in modern bw maps - this is basically true for all sc2 maps.
vibeo gane,
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
February 21 2012 00:45 GMT
#19
This map call for some three hatch lurker plays!
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
February 21 2012 00:47 GMT
#20
On February 21 2012 09:41 -NegativeZero- wrote:
Show nested quote +
On February 21 2012 09:32 rauk wrote:
isn't this kind of free win tvz? how can zerg secure third gas? same goes for pvz.


idk, I'm not an expert on map balance, I just copied the sc2 map. superouman himself actually thinks the third should be mineral only, so I'm hearing 2 opposite ideas here.

You probably just have to use your army more to defend expansions and make more static defense rather than relying on the small expansion chokes that are common in modern bw maps - this is basically true for all sc2 maps.


Superouman's a sick sick BW mapper. Listen to his advice.
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