[WIP] Heartbreak Ridge SCII - Page 3
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Broodie
Canada832 Posts
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Hrrrrm
United States2081 Posts
On April 23 2010 18:51 Zelniq wrote: you guys all know that you cant host any custom maps on battle.net, right? Where there's a will there's a way. http://forums.sc2mapster.com/development/map-development/344-play-custom-maps-on-official-battle-net-custom-games/ | ||
ComradeDover
Bulgaria758 Posts
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Hold-Lurker
United States403 Posts
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ComradeDover
Bulgaria758 Posts
On April 24 2010 04:58 Hold-Lurker wrote: Hmm, can reapers enter the main base at any point? From the looks of things, they only can from the cliff that overlooks the natural, and to do that they'd have to go through a bunch of destructable rocks. This is kind of a shame, since I would have liked to see reapers entering from the top left/bottom right expos. ![]() | ||
Snausages
United States529 Posts
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ComradeDover
Bulgaria758 Posts
On April 24 2010 05:28 Snausages wrote: Yeah, I see where you guys are getting at with the ridges. I will probably place a line of curtains along each ridge and add a couple of xelnaga towers in the middle so that it would fit SC2 gameplay a little more once we can playtest this. The curtains (By "curtain" I assume you mean the line-of-sight blockers) won't add the miss-chance mechanic that everyone wants so dearly. High ground already blocks line of sight to things that are affected by "curtains" so I don't think that'll be much help. Can't hurt, though. How about opening up the mains (just slightly!) to reapers? It's a legitimate opening but the map in it's current state discounts it completely. | ||
Ryuu314
United States12679 Posts
On April 23 2010 18:38 IdrA wrote: why, of all maps, would you pick this one hahahaha, but the rework of high ground mechanic shouldn't really impact TvP as much in SC2 as it did in BW. Terran also doesn't really go mech anymore too. | ||
G3nXsiS
United States656 Posts
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Snausages
United States529 Posts
On April 24 2010 05:32 ComradeDover wrote: The curtains (By "curtain" I assume you mean the line-of-sight blockers) won't add the miss-chance mechanic that everyone wants so dearly. High ground already blocks line of sight to things that are affected by "curtains" so I don't think that'll be much help. Can't hurt, though. How about opening up the mains (just slightly!) to reapers? It's a legitimate opening but the map in it's current state discounts it completely. I'm toying with curtains right now to see if they do anything. ![]() ![]() Eehhh... dunno. I will consider opening up a special pathway for reapers. | ||
3FFA
United States3931 Posts
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FortuneSyn
1825 Posts
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Skygrinder
Greece241 Posts
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Leoj
United States396 Posts
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MagisterMan
Sweden525 Posts
On April 23 2010 18:38 IdrA wrote: why, of all maps, would you pick this one lol I agree though. I never liked HBR, but good job making it ![]() | ||
Pandonetho
Canada321 Posts
Although, it's a shame that everything is vision based now. The huge miss chance advantage of the ridges are gone now, unfortunately. | ||
Snausages
United States529 Posts
![]() Curtains didn't work as well as I thought so I left em out. If Blizzard ever does redo the high-ground mechanics, I'll be happy. I'll have a download link up sometime later. | ||
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tofucake
Hyrule18968 Posts
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7mk
Germany10157 Posts
this was my favourite map and I bet it was the favourite map of many other non-Terran players. Sweet. It would be sweeter though if there was a mineral patch you could mine out to sneak in lings etc., just like in the good "old" days :p | ||
Katkishka
United States643 Posts
the way they're set up now kinda makes it a little bit easier to defend workers IMO, even though you can go behind the minerals. | ||
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