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Active: 3439 users

[WIP] Heartbreak Ridge SCII - Page 2

Forum Index > SC2 Maps & Custom Games
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MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-23 10:01:36
April 23 2010 10:00 GMT
#21
awesome work man

here r some things u could fix for better play
- the ridges r kinda tight where they merge with the sidecliffs and the middle
- in the backdoor i think it would be a better idea just to use 1 destructible rock and tighten up that whole place. i think its a bad idea to use neutral terran buildings now when blizzard intentionally made rocks for us

and if u have extra time
- decoration

i think u could add 2 more gas in middle or double up the max gas in those 2 to 5k

On April 23 2010 18:38 IdrA wrote:
why, of all maps, would you pick this one

haha hbr was my favorite map in sc1, even tho it was rly hard tvp sometimes. i miss sc1
Progamerpls no copy pasterino
CheAse
Profile Blog Joined July 2009
Canada919 Posts
April 23 2010 10:02 GMT
#22
good work XD looks pretty good
SCV good to go sir
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 23 2010 19:08 GMT
#23
Update! Been working on it some more for a while. Check OP for a list of changes.
[image loading]


Right now, all I need to do is tweak some terrain and improve aesthetics.
I tried the Blinking across the wall into the main for Stalkers, it didn't work.

I also attempted to emulate the high-ground mechanics of SC1 for this map (line-of-sight blockers, etc.) but to no avail.

you guys all know that you cant host any custom maps on battle.net, right?

yeah I know, it saddens me

- the ridges r kinda tight where they merge with the sidecliffs and the middle

-this is the best I can do with the editor regarding the chokes between the ridges and high ground. The editor won't allow me to connect two ramps facing different directions (e.g. one facing southwest and one facing west). Otherwise, the chokes will be much wider for sure.
teaaaaaaaa
GoodCat1
Profile Joined May 2009
Israel266 Posts
April 23 2010 19:10 GMT
#24
ridges are kinda thin..isn't it?
ZerO FAN~!~!~!
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
April 23 2010 19:12 GMT
#25
nice - but no highground-advantage sucks big-time... what a bummer... so much potential lost in SC2.
https://soundcloud.com/thesamplethief
YunhOLee
Profile Blog Joined April 2005
Canada2470 Posts
April 23 2010 19:14 GMT
#26
looks really good, too bad we can't test it out yet, used to love playing this map
Live it, love it, play it, kill it. JulyZerg and IPXZerg greatest TL.net fan
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
April 23 2010 19:15 GMT
#27
On April 24 2010 04:12 kickinhead wrote:
nice - but no highground-advantage sucks big-time... what a bummer... so much potential lost in SC2.


Highground has it's advantage early game, that is about it. I find it annoying as hell trying to get vision in someone's base while he has a few ranged units up there.

I am not a big fan of people porting the ICCUP maps to SC2, like many have said new game, new mechanics which will likely mean very imbalanced maps.
Brood War forever!
semantics
Profile Blog Joined November 2009
10040 Posts
April 23 2010 19:16 GMT
#28
The problem of sc1 maps is sc2 has cliff walkers bringing a whole nother level to cliff abuse.
Crisium
Profile Blog Joined February 2010
United States1618 Posts
April 23 2010 19:16 GMT
#29
Gas is far too rare in SC2 to have mineral-only expos. I really think "mineral-only" in SC2 should mean 1-gas.
Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
April 23 2010 19:19 GMT
#30
On April 23 2010 18:44 sheera wrote:
Gj man, but, I'm a bit tired of BW maps converted to SC2.

People dont seem to understand that SC2 is an all new game.
Everyone wants to play it like it was BW, mechanics, maps, units, etc...

Stop that already, plz.

Anyway, good job and nice effort.


You fairly obviously didn't play SC1 very much...
it's almost all nostalgia!
zerglingsfolife
Profile Blog Joined August 2009
United States1694 Posts
April 23 2010 19:21 GMT
#31
It looks beautiful! Nice work!!
Night gathers, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crown and win no glory. I shall live and die at my post. I am the sword in the darkness.
jewce
Profile Joined May 2009
United States68 Posts
April 23 2010 19:33 GMT
#32
In my opinion, why make a carbon copy of the map if sc2 isn't a carbon copy of sc1. What I'm getting at is the ring of ramps/high-grounds in the center of the map aren't really necessary without any high ground advantage. Instead you could spice it up a bit maybe. Like for instance the high yield will never get any mining usage since it's so vulnerable. Instead you could make it a full cliff only accessible by a drop, or units that can walk up cliffs, and take out the high ground ring, and replace it with.... maybe some of those (my bad for not knowing how to describe it perfect) areas that you only have vision of when you're inside them, as a replacement for ambushing. And just leave basic ramps leading into the top and bottom expansions. With all of this thrown in there, there'd be a lot more points of interest. And hell, even throw xel'naga towers on opposite sides of that middle expansion so you can overlook the end of the choke leading into the natural. To conclude, with new units and whatnot, why not keep the same base idea for the map, but change it to accommodate properly.
Nothing but a worthless waste of breath.
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 23 2010 19:37 GMT
#33
On April 23 2010 18:38 IdrA wrote:
why, of all maps, would you pick this one


LOOOOOOOOOOOOOOOOL.

We only feel that way cause we played terran. I'm sure the protoss players are loving it =D
Half man, half bear, half pig.
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 23 2010 19:39 GMT
#34
are those boobs above the natural choke at the left expansion?

i see pink boobs, and they're not on the right side.
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
h8m
Profile Joined June 2009
United States12 Posts
April 23 2010 19:40 GMT
#35
Nice job on recreating the map and all, but unfortunately this project is fairly useless. As others have posted, without high ground advantage in SC2, all those ramps are essentially useless. That was what made HBR shine, the whole strategy aspect behind positioning your army to abuse the high ground. If there isn't even an advantage on high ground in SC2, why make a 1:1 copy of HBR? Quite a severe waste of time, I'm afraid.

However, you can make this map really awesome if you added more SC2-esque things while maintaining the map layout of HBR. Sort of like HBR updated for SC2. Things like Xel'naga towers in strategic points and removing the ring of ramps in favor of different obstacles are all ways you can make this map updated for SC2.

Good start, but definitely not the right direction with the 1:1 copy. But that's just my opinion.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 19:42 GMT
#36
On April 23 2010 18:22 Uriel_SVK wrote:
I think there should be 4 gas in the middle...
But great work!!!


He put high-yeild gas geysers in the middle. It should be okay.

On April 23 2010 18:51 Zelniq wrote:
you guys all know that you cant host any custom maps on battle.net, right?

only Blizzard made maps are host-able right now. they said 'in the future,' during the beta test, they'll allow mapmakers to publish maps. until then, nobody can play your maps.
go try, you'll fail


Some enterprising individuals have managed to host their custom maps, but it's not easy. It involves replacing blizzard maps in the cache with your custom creations, and all players who want to play the custom map have to do it manually. It's a pain, but it's possible. Check out some of the YouTube videos on the matter.


Overall, great work! How about some Xel Naga watch towers on opposite sides of the middle expansion? Or overlooking the destructable rocks in the corner from the main/natural side?
Bring back 2v2s!
barbsq
Profile Joined November 2009
United States5348 Posts
April 23 2010 19:43 GMT
#37
Jeez, people need to lay of the whole 'SC2 is a new game, why making SC1 maps?' thing. The mapmaker is brand new, naturally it's going to take some time to get used to and copying previous work is only going to help improve technical mapmaking skills in this new editor. Good work OP and im looking forward to seeing original works in the future.
Look at this guy, constantly diluting himself! (╮°-°)╮┳━┳ ( ╯°□°)╯ ┻━┻
r4sk3n
Profile Joined April 2010
Belgium26 Posts
April 23 2010 19:47 GMT
#38
Can we get some ingame screenshots?
I like pie
Hans-Titan
Profile Blog Joined March 2005
Denmark1711 Posts
April 23 2010 19:49 GMT
#39
On April 24 2010 04:33 jewce wrote:
In my opinion, why make a carbon copy of the map if sc2 isn't a carbon copy of sc1. What I'm getting at is the ring of ramps/high-grounds in the center of the map aren't really necessary without any high ground advantage. Instead you could spice it up a bit maybe. Like for instance the high yield will never get any mining usage since it's so vulnerable. Instead you could make it a full cliff only accessible by a drop, or units that can walk up cliffs, and take out the high ground ring, and replace it with.... maybe some of those (my bad for not knowing how to describe it perfect) areas that you only have vision of when you're inside them, as a replacement for ambushing. And just leave basic ramps leading into the top and bottom expansions. With all of this thrown in there, there'd be a lot more points of interest. And hell, even throw xel'naga towers on opposite sides of that middle expansion so you can overlook the end of the choke leading into the natural. To conclude, with new units and whatnot, why not keep the same base idea for the map, but change it to accommodate properly.


Hit the enter key a couple of times. It does wonders for readability.

Nice effort, thought with the lack of highground advantage the play-style of HBR is really going to change. This is purely nostalgia, since I'm not too sure this map would work in high level SC2.
Trying is the first step towards failure, and hope is the first step towards disappointment!
Kare
Profile Joined March 2009
Norway786 Posts
April 23 2010 19:49 GMT
#40
Great work but I think the ridges is going to be a problem because of the high ground settings in starcraft 2, and I have to agree with IdrA, why heartbreak? Make Tau Cross, Puthon or something!
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
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