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Great job, looks awesome =); just 1 question though: Even though you mentioned the reason for the gas geysers positioning on the mains, don't you feel the top left and bottom right gases are much harder to defend against harass than the bottom left and top right ones? Seems kind of a positional imbalance to me... otherwise it's great
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Canada5565 Posts
Really, really nice. I can't wait to play all these maps!
Definitely rich gas in middle, makes it much more worth it to try and sneak the expo in
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this is the best old map turned new i have seen yet
rather this is best map i have seen created for sc2
nice job!
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good. we need more maps, and the old bw ones have proven themselves & are already familiar, and i think we are all curious to see how they affect the game this time around. sadly you cant add them to the ladder pool.
id add two watchtowers, in the top and bottom middle positions there where that little temple thing was in the original, and where the grass lands are, so that they cover the bottom and the top area, bordering two bridges at the left and the right respectively.
(it might also be interesting to leave a larger map like this completely in the dark and up to much closer range scouting. i just read the question and instantly thought they would belong right there..)
go, go, broodwar maps :D <3
edit: one thing i just noticed is that the passageway between the main and both 1st and 2nd expansion looks kind of smaller than in the original? i have no idea how wide the map actually is, but from the picture i do get the impression.
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Really good! But why not both rich gas AND mins? :/
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On April 24 2010 12:37 Dingo_egret wrote:Great job, looks awesome =); just 1 question though: Even though you mentioned the reason for the gas geysers positioning on the mains, don't you feel the top left and bottom right gases are much harder to defend against harass than the bottom left and top right ones? Seems kind of a positional imbalance to me... otherwise it's great  Are you talking about how the geysers are closer to the edge of the base? If so, I'm not sure how big of a deal it will be since there is ample room to get units in and defend, or make some form of static defense Definitely worth considering though.
Also, I've uploaded a version 1.1 which deals with the tanks sieging into nats issue, as well as some re-doodad-ing
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Fighting Spirit should be a ladder map on sc2
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wow, looks great! i wanna try it :D
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On April 24 2010 12:51 blade55555 wrote:Fighting Spirit should be a ladder map on sc2  I agree :D!
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cant wait to fight on this
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On April 24 2010 13:02 Retsukage wrote: cant wait to fight on this Yeah, just as soon as battle.net wakes up
Also, version 1.2 is up; see changelog in OP I think 1.3 will have a pair of watchtowers
@Enzym
edit: one thing i just noticed is that the passageway between the main and both 1st and 2nd expansion looks kind of smaller than in the original? i have no idea how wide the map actually is, but from the picture i do get the impression.
I feel like it plays about the same. It is geographically a little smaller (not by more than 1 or two squares), but units in SC2 clump it a lot more so your space is used more efficiently.
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Version 1.3 is up! (I really should stop double posting...)
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ALLEYCAT BLUES49496 Posts
there is a missing texture in the 1.3 pic on the ramp of the bottom-right start location..
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This is one of the most beautiful things iv ever seen.
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The only thing i can see is u may have to tweek it so that the naturals cant be just Siege tanked from the middle area. Well, if u want it to be like the other FS. but maybe T needs more advantages? -_- i personally vote no.
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On April 24 2010 14:59 EuroBlast wrote: The only thing i can see is u may have to tweek it so that the naturals cant be just Siege tanked from the middle area. Well, if u want it to be like the other FS. but maybe T needs more advantages? -_- i personally vote no. read OP changelogs, it's been fixed
On April 24 2010 14:51 BLinD-RawR wrote: there is a missing texture in the 1.3 pic on the ramp of the bottom-right start location.. It's just a glitch within the editor, it's not like that in-game EDIT: I lied... it looks like it is... I'll try to fix EDIT 2: Fixed, the ramp was just bugged. If you ran a unit into the glitched area, it would fall into it like a big hole~
version 1.4.1 is up, fixed a huge issue and the glitch described above
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i'm impressed you've already a good looking map. i tried fucking around with the map editor and was totally not getting anywhere. good job
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I can't wait for a neo medusa remake
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