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Map: (2)Cloud Kingdom - BW conversion - Page 4

Forum Index > BW General
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duct_TAPE
Profile Joined May 2011
492 Posts
February 21 2012 09:45 GMT
#61
Very nice work.

I hope Brood War stays with us forever <3
"WHAT!? but I thought there was only one way in Canada!" "Yeah, and y'all went the wrong direction on it"
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 21 2012 09:55 GMT
#62
On February 21 2012 15:34 -NegativeZero- wrote:

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).


I feel like that goes against the original design of the map. The idea is that the really short paths are awkward to get large armies through, and the good attack paths are longer, so you have to spit your army a bit to take advantage of all the flanking opportunities instead of 1Aing your army. BW doesn't have 1a problem for this map to try and fix, but I still think making too many attack paths too good hurts the map's identity a bit. Those paths are awkward on purpose.
MavercK
Profile Joined March 2010
Australia2181 Posts
February 21 2012 09:58 GMT
#63
heh. it's amazing how this turned out, gw.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Azera
Profile Blog Joined December 2010
3800 Posts
February 21 2012 11:04 GMT
#64
Woah! Looks cool!
Check out some great music made by TLers - http://bit.ly/QXYhdb , by intrigue. http://bit.ly/RTjpOR , by ohsea.toc.
nucLeaRTV
Profile Joined May 2011
Romania822 Posts
February 21 2012 11:11 GMT
#65
Looks awesome!!
"Having your own haters means you are famous"
Scarecrow
Profile Blog Joined July 2009
Korea (South)9172 Posts
February 21 2012 11:46 GMT
#66
Looks broken tbh, how is zerg meant to play this map? The 3rds are too open and difficult to defend
Yhamm is the god of predictions
TemujinGK
Profile Blog Joined March 2011
United States483 Posts
February 21 2012 11:49 GMT
#67
I'm excited to give this a shot! Is there a reason that the main is not on a higher ground than the natural? I liked that feature about cloud kingdom sc2 ?
"Pikachu and Protoss are both yellow, Coincidence?" ~apexMorroW
inFeZa
Profile Blog Joined June 2009
Australia556 Posts
February 21 2012 11:50 GMT
#68
This looks like a terran map, but i haven't played BW in a while so i may be wrong.
Nevertheless it looks like an amazing port, infact looks like a BW to SC2 Port.
TANKS EVERYWHERE D:
Starcraft 2 in-game Observer. Follow me twitter.com/infeza
Dakkas
Profile Joined October 2010
2550 Posts
February 21 2012 12:37 GMT
#69
On February 21 2012 20:49 TemujinGK wrote:
I'm excited to give this a shot! Is there a reason that the main is not on a higher ground than the natural? I liked that feature about cloud kingdom sc2 ?


BW engine only has two levels of build-able terrain
GeorgeForeman
Profile Joined April 2005
United States1746 Posts
February 21 2012 12:51 GMT
#70
When Cloud Kingdom came out, my initial thought was how much it looked like a BW map. This is really cool.
like a school bus through a bunch of kids
Skeggaba
Profile Blog Joined April 2009
Korea (South)1556 Posts
February 21 2012 13:27 GMT
#71
Im jumping on the bandwagon here to congratulate you to what seems to be a great map,.
I think this could play out really nicely. The two problems (already pointed out) is that there are almost no spots for overlords to hover at, its tau cross-ish in that regard so would probably be fine.
Also for a Zerg third i think you are better off taking 3/9 with 3 lurkers to guard the reversed ramp there. If you can secure that spot i would make it very hard for T to go all the way around, and would open up some nice backstab opportunities/ opportunity to muta kill the troops from the high ground there to buy time to rearrange lurkers.
Submit to kespa!!
Bisu[about JD]=I was scared (laughs). The force emanating from his facial expression was so manly that I was even a little jealous.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
February 21 2012 14:05 GMT
#72
3rth to hard to defend?
The harder it becomes, the more you should focus on the basics.
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
February 21 2012 14:44 GMT
#73
Terran imba
Seriously, splendid work!
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
ne4aJIb
Profile Blog Joined July 2011
Russian Federation3209 Posts
February 21 2012 15:02 GMT
#74
Reminds me Bloody Ridge O_o
Bisu,Best,Stork,Jangbi and Flash, Fantasy, Leta, Light and Jaedong, Hydra, Zero, Soulkey assemble in ACE now!
a7choi
Profile Joined January 2011
United States1664 Posts
February 21 2012 15:12 GMT
#75
this map makes it look like it'd be difficult to secure a third in tvp
Sinedd
Profile Joined July 2008
Poland7052 Posts
February 21 2012 16:16 GMT
#76
On February 21 2012 21:37 Dakkas wrote:
Show nested quote +
On February 21 2012 20:49 TemujinGK wrote:
I'm excited to give this a shot! Is there a reason that the main is not on a higher ground than the natural? I liked that feature about cloud kingdom sc2 ?


BW engine only has two levels of build-able terrain

I think its 3 in fact

lower, standard and high ground
T H C makes ppl happy
StarBrift
Profile Joined January 2008
Sweden1761 Posts
February 21 2012 16:20 GMT
#77
I just realised how good this design is for BW and how bad it is for sc2 since they can't make maps with tight chokes without breaking the game.
Duka08
Profile Blog Joined July 2010
3391 Posts
February 21 2012 17:04 GMT
#78
This map looks so much better in BW. I agree somewhat with the difficult third theories. But seriously, with a bit of tweaking it looks like a great map. Something about BW and the liberties you had to take to make it work make it look great.
Megaliskuu
Profile Blog Joined October 2010
United States5123 Posts
February 21 2012 17:36 GMT
#79
On February 22 2012 02:04 Duka08 wrote:
This map looks so much better in BW. I agree somewhat with the difficult third theories. But seriously, with a bit of tweaking it looks like a great map. Something about BW and the liberties you had to take to make it work make it look great.


Maps in BW just feel like thay have more space, I played a couple of games on CK on sc2, and in ZvP when we both had max armies it just felt cramped, although it is very good for flanks.
|BW>Everything|Add me on star2 KR server TheMuTaL.675 for practice games :)|NEX clan| https://www.dotabuff.com/players/183104694
Kimaker
Profile Blog Joined July 2009
United States2131 Posts
February 21 2012 18:00 GMT
#80
On February 21 2012 18:36 moopie wrote:
Show nested quote +
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 wasn't saying specifically the corner expo's, just adding a double gas SOMEWHERE would help to make up for he gas deficiency. That being said, I'm not sure that bases that hard to hold would be viable given modern modes of play. Corners are still pretty far from the natural and would require you to be really spaced out.
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
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