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FK
Hungary52 Posts
![]() ![]() You can download it from here: http://www.panschk.de/mappage/comments.php?mapid=5139 | ||
bovienchien
Vietnam1152 Posts
You should make another path into main bases and prevent it by some stack minerals or some eggs at those bases without gas (1, 7 o'clock). I always love new maps creatively. It's one of important things in this game for me. | ||
iPlaY.NettleS
Australia4329 Posts
On September 30 2019 19:01 bovienchien wrote: You should remove those lands at second bases (don't let to drop there). It's so terrible for Protoss and Zerg. At least you can limit its range, siege tanks just are able to attack a half mineral. It wouldn’t be lost temple then would it? Nice version | ||
FK
Hungary52 Posts
On September 30 2019 22:29 iPlaY.NettleS wrote: Show nested quote + On September 30 2019 19:01 bovienchien wrote: You should remove those lands at second bases (don't let to drop there). It's so terrible for Protoss and Zerg. At least you can limit its range, siege tanks just are able to attack a half mineral. It wouldn’t be lost temple then would it? Nice version Exactly. ![]() On September 30 2019 19:01 bovienchien wrote: You should make another path into main bases and prevent it by some stack minerals or some eggs at those bases without gas (1, 7 o'clock). I guess I could, but I'd rather not. My goal with this map was to make a two-player map that pays homage to Lost Temple and that included modernising it a bit, but I wanted to retain the old-school charm of the original map and I think adding eggs/buildings/doodad doors etc. would ruin that. With that said, I did make a few changes to the mineral only expands. I made them to be farther away (kind of like on Python) because there are so many maps nowadays where the 3rd is close and/or easy to secure. It's also more open (also like Python) but in return it's got 7 mineral patches instead of the usual 6. The gas bases on the high ground at 12 and 6 also only have 7, but the ones behind the bridges have 8. The islands also have 8 and no mineral patch so T can potentially float a CC there - I don't think that's an advantage nowadays and it allowed me to stay true to the original map even if I had to rearrange the islands a little bit. Anyway, I guess my point is that everything is the way it's intended, but if someone wants to take the map and make their own version by changing a couple of things, they have my blessing! ![]() | ||
Qikz
United Kingdom12022 Posts
On September 30 2019 19:01 bovienchien wrote: You should remove those lands at second bases (don't let to drop there). It's so terrible for Protoss and Zerg. At least you can limit its range, siege tanks just are able to attack a half mineral line. You should make another path into main bases and prevent it by some stack minerals or some eggs at those bases without gas (1, 7 o'clock). I always love new maps creatively. It's one of important things in this game for me. The high grounds over the natural are not nearly as much of a problem anymore - nowadays zerg always open muta vs zerg and protoss almost always open with a robo and shuttle. | ||
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FlaShFTW
United States10106 Posts
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pebble444
Italy2495 Posts
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bovienchien
Vietnam1152 Posts
On October 01 2019 16:08 pebble444 wrote: image is broken for me Click the link and then click small image to see it easily. | ||
iRk-AGge
Sweden400 Posts
Lost Temple FTW! | ||
pebble444
Italy2495 Posts
On October 01 2019 16:25 bovienchien wrote: Click the link and then click small image to see it easily. okay thank you; looks interesting concept, like an FS 2 player, with some iland expansion options | ||
art_of_turtle
United States1183 Posts
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abuse
Latvia1928 Posts
On October 01 2019 04:17 Qikz wrote: Show nested quote + On September 30 2019 19:01 bovienchien wrote: You should remove those lands at second bases (don't let to drop there). It's so terrible for Protoss and Zerg. At least you can limit its range, siege tanks just are able to attack a half mineral line. You should make another path into main bases and prevent it by some stack minerals or some eggs at those bases without gas (1, 7 o'clock). I always love new maps creatively. It's one of important things in this game for me. The high grounds over the natural are not nearly as much of a problem anymore - nowadays zerg always open muta vs zerg and protoss almost always open with a robo and shuttle. of course it's a problem. Making something from "almost always" to "mandatory - always" is a huge deal, especially when it comes to terran's choice of opening. | ||
FK
Hungary52 Posts
On October 02 2019 09:03 art_of_turtle wrote: you should submit this for ASL. I don't think I can submit this because it's based on Lost Temple plus it's got a cliff over the natural and if my interpretation of their rules is correct those are two reasons why this map wouldn't be considered. With that said I did take this map as a base for a new one that I will submit. I named it Eternal Reign. ![]() Here's what I changed compared to Retro Feeling: - Brought the starting location slightly closer to the ramp of the main base. - Brought the natural slightly closer to the ramp of the main base. - Brought the mineral only slightly closer to the natural. - Added an inner/backdoor path connecting the mineral only and the ramp of the high ground base. - Brought the high ground base closer to the main while leaving its ramp at its original location. - Removed the cliff from above the natural. - Removed the island and added a corner base that is blocked by four eggs, but there are two 0 value mineral patches so that workers may pass through them. - Redesigned the bridge base and surrounding areas due to the above changes to the map. - Made the main slightly bigger towards the edge of the map. - Redesigned the middle. With the cliff gone I wanted to introduce something exciting for the map and the corner base blocked by the eggs is what I came up with. Like I said I put two mineral patches there that workers can use to access the base. Due to its location the base can be used to proxy a robo, a starport or hide tech for example, but, of course, you don't want your opponent to find your proxy, so you can just mine out both mineral patches since they both hold 0 minerals. Therefore the opponent's worker will be unable to pass through the eggs and scout you. Of course, you can just mine out those patches and proxy somewhere else or not proxy at all and simply deny that base to your opponent until he destroys the eggs to gain access to it or drops there. I also made the base stick to the corner to make it harder for players to gain vision of the minerals that would allow them to get a worker over there even if the opponent took the time to mine out those two patches (like an overlord or an e-bay flying over there). Another thing I'd like to talk about is the weird placement of the minerals and gas geysers outside of the main. I did this because while looking for a guide on how to make obs maps I came across an article about how gas placement changes gas mined per minute - some placements yield considerably more gas per minute than others. I previoulsy didn't know about this. If anyone wants to read it, here's the article: http://www.panschk.de/mappage/newsscript/viewarticle.php?newsid=2 I could make every base have the gas on 12 or 9, but that would lead to positional imbalances. For example mutas being able to hit the gas from over the ridge on one natural and not the other while the gas contributing to a contain in pvp in one natural and not the other, tanks being able to hit the gas on the bottom side of the map and only the minerals on the top side of the map of the same base etc. Placing the geysers like I did allowed me to avoid all of those positional imbalances while maintaining symmetry, but the bases do look kind of weird. Anyway, that's about it. Let me know what you think! | ||
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