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Map: (2)Cloud Kingdom - BW conversion - Page 5

Forum Index > BW General
Post a Reply
Prev 1 2 3 4 5 All
CosmicHippo
Profile Blog Joined August 2010
United States547 Posts
February 21 2012 18:22 GMT
#81
interesting
Yeah i've got your zerg riiiight here! *gulps beer*
Theeakoz
Profile Joined July 2011
United States1114 Posts
February 21 2012 20:59 GMT
#82
Nice, love it love it.
Please change the luck dependancy of spawning locations on rotationally symmetric maps.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
Last Edited: 2012-02-21 21:38:28
February 21 2012 21:38 GMT
#83
On February 22 2012 01:16 Sinedd wrote:
Show nested quote +
On February 21 2012 21:37 Dakkas wrote:
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


But, as OP said, high ground is unbuildable in this tileset.

On February 22 2012 01:20 StarBrift wrote:
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.


Cloud Kingdom is an ESV Map, got added to the GSL Map Pool, and got added to the official ladder after winning a Team Liquid mapmaking contest. It's pretty good in SC2. The blizzard Typhon Peaks was really bad due to tight chokes where you were supposed to flank from several chokes, but Cloud Kingdom does the concept way better. It's a very succesful and popular map.

On February 22 2012 02:36 Megaliskuu wrote:
Show nested quote +
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 maps flat out do have more open space, for various little balance reasons. CK is an unusally cramped map, though.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
February 21 2012 22:26 GMT
#84
On February 21 2012 18:55 Ribbon wrote:
Show nested quote +
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.


Well, with how well SC2 units clump and move up ramps, it's pretty common from what I've seen for players to attack up the ramps to the natural or third in the mid-game (definitely not late-game with maxed armies though).

Right now the natural ramp is width 4 and the third ramp is width 5. I'm considering 2 options right now:
1. Keep the natural ramp width 4 and make the third ramp width 2. This would allow the natural to be attacked into relatively easily but still provide a significant defender's advantage, and the third would basically only be able to be attacked from the side along the winding path aside from very small forces/harassment.
2. Make both natural and third ramps width 3 (this is actually how the SC2 Cloud Kingdom is, but obviously it's easier to attack up those ramps in SC2 than BW). This would make attacking up both ramps possible but very difficult.
vibeo gane,
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 22 2012 02:19 GMT
#85
On February 22 2012 07:26 -NegativeZero- wrote:
Show nested quote +
On February 21 2012 18:55 Ribbon wrote:
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.


Well, with how well SC2 units clump and move up ramps, it's pretty common from what I've seen for players to attack up the ramps to the natural or third in the mid-game (definitely not late-game with maxed armies though).


Well, the clumping makes splash damage really dangerous when moving through those ramps.

Right now the natural ramp is width 4 and the third ramp is width 5. I'm considering 2 options right now:
1. Keep the natural ramp width 4 and make the third ramp width 2. This would allow the natural to be attacked into relatively easily but still provide a significant defender's advantage, and the third would basically only be able to be attacked from the side along the winding path aside from very small forces/harassment.
2. Make both natural and third ramps width 3 (this is actually how the SC2 Cloud Kingdom is, but obviously it's easier to attack up those ramps in SC2 than BW). This would make attacking up both ramps possible but very difficult.


I think one of the reasons CK is such a popular map in SC2 is because it forces you to split up your army into squads. It's true that BW units don't clump, but I think it should be easy to attack those ramps in small numbers and hard to attack those ramps in big numbers, requiring you to either split your army or go the long way to attack the third from the side. This is a runby map, a counter map, and a flanking map, and I'd like the BW version to stay true to that as much as possible.
a176
Profile Blog Joined August 2009
Canada6688 Posts
February 22 2012 02:28 GMT
#86
On February 22 2012 11:19 Ribbon wrote:
I think one of the reasons CK is such a popular map in SC2 is because it forces you to split up your army into squads. It's true that BW units don't clump, but I think it should be easy to attack those ramps in small numbers and hard to attack those ramps in big numbers, requiring you to either split your army or go the long way to attack the third from the side. This is a runby map, a counter map, and a flanking map, and I'd like the BW version to stay true to that as much as possible.


well said!
starleague forever
GTR
Profile Blog Joined September 2004
51434 Posts
February 22 2012 03:20 GMT
#87
http://www.twitch.tv/notyuna/b/309296072

here is a fpvod of two of my games on this map (tvp and zvp).
Commentator
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
February 22 2012 04:17 GMT
#88
Oh wow this looks great! looks insanely hard for terran to defend against protoss though. make more maps! isl should use some of these maps
Long live BroodWar!
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
Last Edited: 2012-02-22 07:16:23
February 22 2012 07:12 GMT
#89
On February 22 2012 12:20 GTR wrote:
http://www.twitch.tv/notyuna/b/309296072

here is a fpvod of two of my games on this map (tvp and zvp).


+ Show Spoiler +
I like how, at least in the first game, you turtled on 200/200, and then the protoss made a bad engagement, and then you just kinda walked across the map to victory. Just like in real SC2!

I'm legit curious to see if high level BW resembles SC2 more on these SC2 ports. That game was the first time I watched a BW game and went "Wow, if this were SC2, there'd be a lot more going on". I mean, obviously, you're not a professional and it was your first time on the map etc etc etc etc etc., but it just makes me more excited about having a BW tournament on these ports. I really want to see how the different games differ on the same maps like this.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
February 22 2012 07:20 GMT
#90
Updated the map a bit. No major changes, I'll 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.

+ Show Spoiler +
[image loading]


Download link (Old version is still there also)

Changes:
-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,
Celestia
Profile Joined February 2011
Mexico376 Posts
February 22 2012 21:24 GMT
#91
A SC2 map on BW? I thought your precious BW was too much for stuff like this...

User was warned for this post
Ozarugold
Profile Blog Joined February 2008
2716 Posts
February 22 2012 22:23 GMT
#92
Just out of curiosity, what if there were two Power Generators side by side on the second ramp blocking it off completely? That way the player would only have to concentrate on two fronts rather than three like most maps.

And what about a mineral only on the high ground between 3 and 5 o clock expo and 9 and 11 o clock expo? Would that be a bad spot? Change the map too much?

I'm not suggesting only asking, since I am a map maker too ...albeit not a very good one -_-
this is my quote.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
February 22 2012 22:41 GMT
#93
On February 23 2012 06:24 Celestia wrote:
A SC2 map on BW? I thought your precious BW was too much for stuff like this...


Lol, someone's butthurt.

That post is like a black man walking up to a white man and crying about racism when the white man hasn't done anything.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
Ozarugold
Profile Blog Joined February 2008
2716 Posts
February 22 2012 22:46 GMT
#94
Ignore it. The shitstorm that almost always comes up is never worth it.
this is my quote.
Piste
Profile Blog Joined July 2006
6174 Posts
February 22 2012 22:58 GMT
#95
make corner exps uphill, small ramp leading down. will balance zvt and zvp a bit i think.
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
February 22 2012 23:06 GMT
#96
Lol it even has the xelnaga towers
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
Celestia
Profile Joined February 2011
Mexico376 Posts
February 23 2012 02:58 GMT
#97
On February 23 2012 07:41 vOdToasT wrote:
Show nested quote +
On February 23 2012 06:24 Celestia wrote:
A SC2 map on BW? I thought your precious BW was too much for stuff like this...


Lol, someone's butthurt.

That post is like a black man walking up to a white man and crying about racism when the white man hasn't done anything.

Meh, I was just being silly :D. What a great map, I hope we can have more maps like that.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2012-02-23 06:32:05
February 23 2012 05:43 GMT
#98
just made an obs version for 1.1 if anyone wants to try im hosting the title is "1:1+Obs - Cloud Kingdom"

http://www.mediafire.com/?admzxke9zyevp1a
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Amlitzer
Profile Joined August 2010
United States471 Posts
February 23 2012 08:54 GMT
#99
I actually like this version a lot more than the original sc2 version, it's a lot easier on the eyes in my opinion. By the way, I agree with the sentiment that the third, as in the one bordering the main, should be a mineral only. This makes me curious as to why sc2 maps don't use high ground as LoS blockers such as in brood war.
"Not even justice, I want to get truth!"
zul
Profile Blog Joined February 2010
Germany5427 Posts
February 23 2012 09:11 GMT
#100
not bad man, not bad at all.
keep it deep! @zulison
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