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Map: (2)Cloud Kingdom - BW conversion

Forum Index > BW General
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-NegativeZero-
Profile Joined August 2011
United States2141 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
51432 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
Hungary2012 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 States2141 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.
Superouman
Profile Blog Joined August 2007
France2195 Posts
February 21 2012 00:48 GMT
#21
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.

You shouldn't take my suggestion into consideration, bw map making and balance feels so far away from me now.
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
NekoFlandre
Profile Joined March 2011
United States497 Posts
February 21 2012 00:50 GMT
#22
Very nicely done
Kitty Flandre....even more scary..
johnnywup
Profile Blog Joined August 2010
United States3858 Posts
February 21 2012 00:52 GMT
#23
Sick. Nice map.
hype[NZ]
Profile Blog Joined September 2008
Japan412 Posts
February 21 2012 00:55 GMT
#24
You should put a Kakaru in the centre :o

Looks great though!
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
February 21 2012 00:56 GMT
#25
On February 21 2012 09:48 Superouman wrote:
Show nested quote +
On February 21 2012 09:41 -NegativeZero- wrote:
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.

You shouldn't take my suggestion into consideration, bw map making and balance feels so far away from me now.

Yeah right. It's like riding a bike. You never forget.
rOse_PedaL
Profile Blog Joined January 2012
Korea (South)450 Posts
February 21 2012 01:02 GMT
#26
On February 21 2012 09:48 Superouman wrote:
Show nested quote +
On February 21 2012 09:41 -NegativeZero- wrote:
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.

You shouldn't take my suggestion into consideration, bw map making and balance feels so far away from me now.

SC2 and BW is completely different in terms of map and balance
¯\_(ツ)_/¯ ¯\_(ツ)_/¯ MKP HWAITING ಠ_ಠ ಠ_ಠ
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
February 21 2012 01:22 GMT
#27
That's pretty sweet seeing SC2 maps being converted to BW xD
It looks great too!
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
JMave
Profile Blog Joined December 2007
Singapore1803 Posts
February 21 2012 01:25 GMT
#28
thats a really cool conversion the only issue i feel is that the third should be min only and the natural opening should be slightly narrower.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
moopie
Profile Joined July 2009
12605 Posts
February 21 2012 01:27 GMT
#29
On February 21 2012 09:41 -NegativeZero- wrote:
superouman himself actually thinks the third should be mineral only, so I'm hearing 2 opposite ideas here.

I also think thats a good idea. Map looks great btw, good job
I'm going to sleep, let me get some of that carpet.
Kimaker
Profile Blog Joined July 2009
United States2131 Posts
Last Edited: 2012-02-21 01:28:45
February 21 2012 01:28 GMT
#30
For balance sake I'd say change the ramp up to each team's third highground base and make it narrower. It doesn't really alter the dynamic of the map too much since it still leaves the third vulnerable, but it doesn't make it completely open on 3 sides anymore either. What's more it will mean that a pushing player has two choices for attack routes initially instead of one really wide attack route. They have to go either straight across the map towards the natural, or along the winding ridge, and I could see both cases producing some cool results.

I'm also a fan of making the third a mineral only.

Just my two cents. Awesome map transfer of a really cool looking map, DLing now.
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
Mirabel_
Profile Blog Joined September 2011
United States1768 Posts
February 21 2012 01:32 GMT
#31
This looks like a great map!
get stronger play longer
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 21 2012 01:37 GMT
#32
On February 21 2012 09:08 OminouS wrote:
Show nested quote +
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 =/


I'm going to make a tournament with these SC2->BW conversions.

This map actually looks really, really good. It looks like a legit BW map, not just a novelty.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
February 21 2012 01:47 GMT
#33
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.

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.


I think Zerg needs some way to get a 3rd and wall off their 4th at the same time, and a base that can be blocked with a small amount of lurkers otherwise they die to 5rax +1.

I can't see any way to do it except add another base at the corners, and create a narrow choke to it.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-02-21 01:50:13
February 21 2012 01:48 GMT
#34
On February 21 2012 10:37 Ribbon wrote:
Show nested quote +
On February 21 2012 09:08 OminouS wrote:
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 =/


I'm going to make a tournament with these SC2->BW conversions.

This map actually looks really, really good. It looks like a legit BW map, not just a novelty.


Was thinking the same thing, I'd be happy to set up a prize pool and help generate some hype for it, I don't have time to organise it though (plus Aus timezone lol).

Let me know.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
February 21 2012 01:53 GMT
#35
--- Nuked ---
Tanatos
Profile Joined April 2010
United States381 Posts
February 21 2012 01:55 GMT
#36
Where is the flying shark!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 21 2012 02:03 GMT
#37
I'm not surprised this converted to BW so well. (Really nice job btw.) Its SC2 design was way more BW than SC2 when the map first hit the streets. (That's a compliment to your force of change superouman.)
Comprehensive strategic intention: DNE
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
February 21 2012 02:08 GMT
#38
This looks really, really good. I'm thoroughly impressed. Much better than my own abominations of maps haha :D.
ㅇㅅㅌㅅ
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
February 21 2012 02:10 GMT
#39
no obs? shame on yee!
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
FlaShFTW
Profile Blog Joined February 2010
United States10139 Posts
February 21 2012 02:34 GMT
#40
son of a bitch this map.... *tears* is so beautiful...
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
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 States2141 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 Federation3329 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 Federation3329 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 States11390 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.
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
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
51432 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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