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Map: (2)Cloud Kingdom - BW conversion - Page 3

Forum Index > BW General
Post a Reply
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wishbones
Profile Blog Joined April 2009
Canada2600 Posts
February 21 2012 02:37 GMT
#41
im testing the obs version i just made ill send to poster and post it in this thread after success.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
February 21 2012 02:42 GMT
#42
http://www.mediafire.com/?nf5x1jo3tv35xd2
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Gao Xi
Profile Blog Joined June 2009
Hong Kong5178 Posts
February 21 2012 02:58 GMT
#43
The map looks professional.
Reminds me of Sin chupung ryeong and bloody ridge sorta.
龔智禮 _________________________________________________________________________________________________ CJ NATION
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
February 21 2012 03:29 GMT
#44
I didn't know the original map, but I find it beautiful, and I think it would definitely fit in a current PL map pool. Good job !
ॐ
Piege
Profile Joined October 2009
United Kingdom128 Posts
February 21 2012 03:30 GMT
#45
Submit this to Kespa!
Never_V_ -> Fin
imEnex
Profile Joined June 2011
Canada500 Posts
February 21 2012 03:40 GMT
#46
Good job man, it looks really nice
Program yourself to Success
NuclearWINtr
Profile Joined February 2011
United States125 Posts
February 21 2012 03:57 GMT
#47
It is the first SC2-> BW port that could have been made directly for BW.

Superouman's suggestions seemed accurate.
lFrost
Profile Blog Joined July 2009
United States295 Posts
Last Edited: 2012-02-21 04:19:54
February 21 2012 04:08 GMT
#48
dont know if that map would work. if you look at all modern maps used by kespa all the 3rd/4th bases have narrow entrances that make it easy to defend, for example if zerg needed to simcity the 3rd vs a toss to take an easy 4th. almost all the non-natural expos on this map are wide open making it pretty unbalanced. also the expos towards the center are rediculously hard to defend, since they are entirely on the low ground and easily sieged on the cliffs on all sides
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 21 2012 04:44 GMT
#49
Looking at the original, the third is actually a lot harder to take in this version because the embiggened main pushes it very far away.
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
February 21 2012 04:50 GMT
#50
On February 21 2012 13:44 Ribbon wrote:
Looking at the original, the third is actually a lot harder to take in this version because the embiggened main pushes it very far away.


Looking at the original, I can barely distinguish the terrain. Seriously its like a blob of purple there, some blue there. It resembles too much like my little cousin's playdoh...
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
Last Edited: 2012-02-21 05:49:06
February 21 2012 05:42 GMT
#51
On February 21 2012 13:50 Xiphos wrote:
Show nested quote +
On February 21 2012 13:44 Ribbon wrote:
Looking at the original, the third is actually a lot harder to take in this version because the embiggened main pushes it very far away.


Looking at the original, I can barely distinguish the terrain. Seriously its like a blob of purple there, some blue there. It resembles too much like my little cousin's playdoh...


Yeah, the BW version certainly makes a bunch nicer thumbnail. I'm surprised at how clean the BW version looks, especially since other SC2->BW ports haven't looked much better like that. Maybe because Cloud Kingdom has more detailing on it that looks pretty smushy in a thumbnail? I never thought it was ugly playing it.



Here's a nice map analysis. It's aimed at the SC2 version, but it's basically the same map, and the analysis is only on expansions and key areas and general-purpose stuff that applies to both games. The purpose of the SC2 map is to punish "SC2" gameplay (1A) and reward BW-style gameplay (splitting your army up to attack from multiple angles), so I'm actually really excited as to how a map designed to reward more BW style and fewer units in a control group and all that work in the actual BW.

I thing the BW version's mains are maybe too big? It looks a lot bigger than, say, FS or Python, and that's pushing the third base away.

Any reason the main is surrounded by a wall instead of being higher ground?

Also, are you planning to make any other BW ports of the better ICCUP/GSL maps?
Sinedd
Profile Joined July 2008
Poland7052 Posts
February 21 2012 06:23 GMT
#52
it ACTUALLY looks really cool ! :D

I would love to see this in Ice tileset though, we have enough of twilight maps this season
T H C makes ppl happy
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2012-02-21 06:36:51
February 21 2012 06:34 GMT
#53
Thanks for all the compliments, I wasn't expecting this map copy to be so positively received

On February 21 2012 11:42 wishbones wrote:
http://www.mediafire.com/?nf5x1jo3tv35xd2

Thanks for this, is it ok if I upload this version as the obs map on broodwarmaps.net?

On February 21 2012 14:42 Ribbon wrote:
I thing the BW version's mains are maybe too big? It looks a lot bigger than, say, FS or Python, and that's pushing the third base away.

Any reason the main is surrounded by a wall instead of being higher ground?

Also, are you planning to make any other BW ports of the better ICCUP/GSL maps?


I'll definitely reduce the size of the mains a bit. The mains aren't on high ground because the highest level of terrain on this tileset (the one used to create the wall) is all unbuildable. And yes, I do plan on converting some more maps when I have the time - but first, I'd like to concentrate on editing this one.



So, based on everyone's comments, here's what I need to change:
-move 3rd closer to main
-make 3rd mineral only (an alternative would be to reduce the amount of gas in the geyser to 1000 or something)
-narrow the entrance to the natural
-narrow the entrance to the third
-make a 3rd gas somehow easier to secure for zerg (assuming the current 3rd is now mineral only)

What I'm thinking right now for the last one is to narrow both chokes to the top left and bottom right bases so you can defend this with lurkers/sunkens more easily, combined with the mineral only creating a situation almost like the top/bottom of Polaris Rhapsody. The problem is that the base might be too far to take as a 3rd gas for zerg.

Also, I don't know whether to narrow the ramp by the natural or the 3rd (I don't want to do both, as I'd like to keep more than one viable attack path open). The advantage of narrowing the ramp by the natural would be that as the game goes on, larger armies would have to push out from progressively farther places (first the natural ramp, then the 3rd ramp, then finally all the way around the winding high ground) - sort of like Aztec minus the winding high ground part. But the advantage of narrowing the ramp by the 3rd would be that it makes it easier to defend, and I do agree that the third is too exposed now. Thoughts?
vibeo gane,
Kimaker
Profile Blog Joined July 2009
United States2131 Posts
February 21 2012 07:06 GMT
#54
On February 21 2012 15:34 -NegativeZero- wrote:
Thanks for all the compliments, I wasn't expecting this map copy to be so positively received

Show nested quote +
On February 21 2012 11:42 wishbones wrote:
http://www.mediafire.com/?nf5x1jo3tv35xd2

Thanks for this, is it ok if I upload this version as the obs map on broodwarmaps.net?

Show nested quote +
On February 21 2012 14:42 Ribbon wrote:
I thing the BW version's mains are maybe too big? It looks a lot bigger than, say, FS or Python, and that's pushing the third base away.

Any reason the main is surrounded by a wall instead of being higher ground?

Also, are you planning to make any other BW ports of the better ICCUP/GSL maps?


I'll definitely reduce the size of the mains a bit. The mains aren't on high ground because the highest level of terrain on this tileset (the one used to create the wall) is all unbuildable. And yes, I do plan on converting some more maps when I have the time - but first, I'd like to concentrate on editing this one.



So, based on everyone's comments, here's what I need to change:
-move 3rd closer to main
-make 3rd mineral only (an alternative would be to reduce the amount of gas in the geyser to 1000 or something)
-narrow the entrance to the natural
-narrow the entrance to the third
-make a 3rd gas somehow easier to secure for zerg (assuming the current 3rd is now mineral only)

What I'm thinking right now for the last one is to narrow both chokes to the top left and bottom right bases so you can defend this with lurkers/sunkens more easily, combined with the mineral only creating a situation almost like the top/bottom of Polaris Rhapsody. The problem is that the base might be too far to take as a 3rd gas for zerg.

Also, I don't know whether to narrow the ramp by the natural or the 3rd (I don't want to do both, as I'd like to keep more than one viable attack path open). The advantage of narrowing the ramp by the natural would be that as the game goes on, larger armies would have to push out from progressively farther places (first the natural ramp, then the 3rd ramp, then finally all the way around the winding high ground) - sort of like Aztec minus the winding high ground part. But the advantage of narrowing the ramp by the 3rd would be that it makes it easier to defend, and I do agree that the third is too exposed now. Thoughts?

If you do make the 3rd a mineral only, but want to compensate for the "harder" to get gas, you could make the corner bases double gas? O_o? maybe?

idk if it'd work. Only map I can think of with a double gas is Longinus.
Entusman #54 (-_-) ||"Gold is for the Mistress-Silver for the Maid-Copper for the craftsman cunning in his trade. "Good!" said the Baron, sitting in his hall, But Iron — Cold Iron — is master of them all|| "Optimism is Cowardice."- Oswald Spengler
Bisu-Fan
Profile Joined January 2010
Russian Federation3339 Posts
February 21 2012 07:07 GMT
#55
I'm such a noob at maps.. But is it possible to have the width be shortened a bit? I think that would help bring the third a little closer to the main as well as decrease the size of the main... And this might be just my imagination, but the top ridge is a bit wider than the bottom part of the ridge? yeah the more I look at it, I think it's the just how the ramp's color makes it look wider...

But this map is really aesthetically pleasing ~ :D

But don't listen to me, i'm a noob and I've never analyzed a map...
The Revolutionist Shall Rise Again! No. 1 Kim Taek Yong Fan 어헣↗ GO JAEDONG!!!!!!! GO ACE!!! 태연 <3 윤아 <3 승연 <3
Bisu-Fan
Profile Joined January 2010
Russian Federation3339 Posts
February 21 2012 07:08 GMT
#56
On February 21 2012 16:06 Kimaker wrote:
Show nested quote +
On February 21 2012 15:34 -NegativeZero- wrote:
Thanks for all the compliments, I wasn't expecting this map copy to be so positively received

On February 21 2012 11:42 wishbones wrote:
http://www.mediafire.com/?nf5x1jo3tv35xd2

Thanks for this, is it ok if I upload this version as the obs map on broodwarmaps.net?

On February 21 2012 14:42 Ribbon wrote:
I thing the BW version's mains are maybe too big? It looks a lot bigger than, say, FS or Python, and that's pushing the third base away.

Any reason the main is surrounded by a wall instead of being higher ground?

Also, are you planning to make any other BW ports of the better ICCUP/GSL maps?


I'll definitely reduce the size of the mains a bit. The mains aren't on high ground because the highest level of terrain on this tileset (the one used to create the wall) is all unbuildable. And yes, I do plan on converting some more maps when I have the time - but first, I'd like to concentrate on editing this one.



So, based on everyone's comments, here's what I need to change:
-move 3rd closer to main
-make 3rd mineral only (an alternative would be to reduce the amount of gas in the geyser to 1000 or something)
-narrow the entrance to the natural
-narrow the entrance to the third
-make a 3rd gas somehow easier to secure for zerg (assuming the current 3rd is now mineral only)

What I'm thinking right now for the last one is to narrow both chokes to the top left and bottom right bases so you can defend this with lurkers/sunkens more easily, combined with the mineral only creating a situation almost like the top/bottom of Polaris Rhapsody. The problem is that the base might be too far to take as a 3rd gas for zerg.

Also, I don't know whether to narrow the ramp by the natural or the 3rd (I don't want to do both, as I'd like to keep more than one viable attack path open). The advantage of narrowing the ramp by the natural would be that as the game goes on, larger armies would have to push out from progressively farther places (first the natural ramp, then the 3rd ramp, then finally all the way around the winding high ground) - sort of like Aztec minus the winding high ground part. But the advantage of narrowing the ramp by the 3rd would be that it makes it easier to defend, and I do agree that the third is too exposed now. Thoughts?

If you do make the 3rd a mineral only, but want to compensate for the "harder" to get gas, you could make the corner bases double gas? O_o? maybe?

idk if it'd work. Only map I can think of with a double gas is Longinus.

Don't forget Outisider!!! That made for some of the most epic games!!! :D
The Revolutionist Shall Rise Again! No. 1 Kim Taek Yong Fan 어헣↗ GO JAEDONG!!!!!!! GO ACE!!! 태연 <3 윤아 <3 승연 <3
Harem
Profile Joined November 2007
United States11393 Posts
February 21 2012 07:13 GMT
#57
On February 21 2012 16:06 Kimaker wrote:
Show nested quote +
On February 21 2012 15:34 -NegativeZero- wrote:
Thanks for all the compliments, I wasn't expecting this map copy to be so positively received

On February 21 2012 11:42 wishbones wrote:
http://www.mediafire.com/?nf5x1jo3tv35xd2

Thanks for this, is it ok if I upload this version as the obs map on broodwarmaps.net?

On February 21 2012 14:42 Ribbon wrote:
I thing the BW version's mains are maybe too big? It looks a lot bigger than, say, FS or Python, and that's pushing the third base away.

Any reason the main is surrounded by a wall instead of being higher ground?

Also, are you planning to make any other BW ports of the better ICCUP/GSL maps?


I'll definitely reduce the size of the mains a bit. The mains aren't on high ground because the highest level of terrain on this tileset (the one used to create the wall) is all unbuildable. And yes, I do plan on converting some more maps when I have the time - but first, I'd like to concentrate on editing this one.



So, based on everyone's comments, here's what I need to change:
-move 3rd closer to main
-make 3rd mineral only (an alternative would be to reduce the amount of gas in the geyser to 1000 or something)
-narrow the entrance to the natural
-narrow the entrance to the third
-make a 3rd gas somehow easier to secure for zerg (assuming the current 3rd is now mineral only)

What I'm thinking right now for the last one is to narrow both chokes to the top left and bottom right bases so you can defend this with lurkers/sunkens more easily, combined with the mineral only creating a situation almost like the top/bottom of Polaris Rhapsody. The problem is that the base might be too far to take as a 3rd gas for zerg.

Also, I don't know whether to narrow the ramp by the natural or the 3rd (I don't want to do both, as I'd like to keep more than one viable attack path open). The advantage of narrowing the ramp by the natural would be that as the game goes on, larger armies would have to push out from progressively farther places (first the natural ramp, then the 3rd ramp, then finally all the way around the winding high ground) - sort of like Aztec minus the winding high ground part. But the advantage of narrowing the ramp by the 3rd would be that it makes it easier to defend, and I do agree that the third is too exposed now. Thoughts?

If you do make the 3rd a mineral only, but want to compensate for the "harder" to get gas, you could make the corner bases double gas? O_o? maybe?

idk if it'd work. Only map I can think of with a double gas is Longinus.

Odd-eye and Polaris Rhapsody also have this concept with corner double gasses.
Moderator。◕‿◕。
EffectS
Profile Joined May 2010
Belgium795 Posts
February 21 2012 08:04 GMT
#58
This is mental! You should maybe add some spots to place overlords though.
TEEHEE
Bayyne
Profile Joined January 2011
United States1967 Posts
February 21 2012 08:45 GMT
#59
Very nicely done!
Remember not only to say the right thing in the right place, but far more difficult still, to leave unsaid the wrong thing at the tempting moment.
moopie
Profile Joined July 2009
12605 Posts
February 21 2012 09:36 GMT
#60
On February 21 2012 16:06 Kimaker wrote:
If you do make the 3rd a mineral only, but want to compensate for the "harder" to get gas, you could make the corner bases double gas? O_o? maybe?

Won't 3 / 9 be harder to hold than the corner expos?
I'm going to sleep, let me get some of that carpet.
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