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[WIP] Heartbreak Ridge SCII - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 5 Next All
Broodie
Profile Blog Joined May 2008
Canada832 Posts
April 23 2010 19:50 GMT
#41
hey post here too, lets keep this thread alive: Map Design Thread
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Hrrrrm
Profile Joined March 2010
United States2081 Posts
April 23 2010 19:50 GMT
#42
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/
alot = a lot (TWO WORDS)
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 19:52 GMT
#43
I'm holding off judgement as to if the change in the high ground mechanic is good or bad for this map until after we've all had the chance to play on it a ton.
Bring back 2v2s!
Hold-Lurker
Profile Joined October 2007
United States403 Posts
April 23 2010 19:58 GMT
#44
Hmm, can reapers enter the main base at any point?
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 20:00 GMT
#45
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.
Bring back 2v2s!
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-23 20:29:47
April 23 2010 20:28 GMT
#46
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.
teaaaaaaaa
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 20:32 GMT
#47
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.
Bring back 2v2s!
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 23 2010 20:35 GMT
#48
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
Profile Joined July 2009
United States656 Posts
April 23 2010 20:36 GMT
#49
Very well made. Thanks for your efforts. Great job.
Hope is the first step on the road to dissapointment
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-23 20:52:51
April 23 2010 20:50 GMT
#50
On April 24 2010 05:32 ComradeDover wrote:
Show nested quote +
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.


I'm toying with curtains right now to see if they do anything.

[image loading]

[image loading]


Eehhh... dunno.

I will consider opening up a special pathway for reapers.
teaaaaaaaa
3FFA
Profile Blog Joined February 2010
United States3931 Posts
April 23 2010 22:18 GMT
#51
GJ man! I love this design of Heart break! It's my favorite map(I'm a zerg and a protoss btw) and I really like the middle expansion! I hope you have fun with this!
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
April 23 2010 23:01 GMT
#52
HBR is sick! Thanks for doing this.
Skygrinder
Profile Joined August 2009
Greece241 Posts
April 23 2010 23:03 GMT
#53
Nice work mate!
EU: Psychodrama.295 ~ Diamond Random
Leoj
Profile Joined January 2010
United States396 Posts
April 23 2010 23:04 GMT
#54
Looks great IMO. =)
MagisterMan
Profile Blog Joined December 2008
Sweden525 Posts
April 23 2010 23:11 GMT
#55
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
Nachos?
Pandonetho
Profile Joined October 2009
Canada321 Posts
April 23 2010 23:41 GMT
#56
Looks great man. I love how the community is always taking the initiative. Always.

Although, it's a shame that everything is vision based now. The huge miss chance advantage of the ridges are gone now, unfortunately.
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 24 2010 04:07 GMT
#57
Hmm, I guess I'm finished with this map now. Check OP for a list of changes.
[image loading]


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.
teaaaaaaaa
tofucake
Profile Blog Joined October 2009
Hyrule19086 Posts
April 24 2010 05:00 GMT
#58
I'm a little annoyed by not being able to reach that high ground above the nat from the back with just an SCV. BWHBR had the mineral patches....arg.
Liquipediaasante sana squash banana
7mk
Profile Blog Joined January 2009
Germany10157 Posts
April 24 2010 10:39 GMT
#59
whoa sweeeet
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
beep boop
Katkishka
Profile Blog Joined December 2009
United States652 Posts
April 24 2010 10:45 GMT
#60
This map seems pretty fun for SC2 considering that every race is so mobile now. I think the 1 gas in the (former) min onlies is a nice touch, but maybe the gas for the bottom left and top right expoes should be put on the other side of the minerals? (ie left side for bottom left, right side for bottom right)
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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