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[WIP] Heartbreak Ridge SCII - Page 4

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 Next All
tofucake
Profile Blog Joined October 2009
Hyrule19087 Posts
April 24 2010 13:56 GMT
#61
Do Longinus next :>
Liquipediaasante sana squash banana
Luca
Profile Joined July 2009
United Kingdom47 Posts
Last Edited: 2010-04-24 14:04:50
April 24 2010 14:04 GMT
#62
I think these maps need to have an exact replica in sc2 and then a version that has been modified to suit sc2. I don't mean only 1 geyser at each patch but you get what i mean, then people can see how the games changed.

Edit: Great job btw :D
Elaeli
Profile Joined July 2009
Germany62 Posts
Last Edited: 2010-04-24 14:14:19
April 24 2010 14:07 GMT
#63
IMO, you should really turn the 9 and 3 o'clock ridges to how they are in the original. They aren't aligned well to the normal walking path and the entrances to the middle area are way off; if you control the top or bottom of the center, you do not have control of both lane access points, only of one.

Oh, and there should be 4 geysers at mid, there were 2 in the original and you want to encourage ppl to get mid by providing the most needed resource, which is gas, not mins. Else noone would even consider taking it.
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-24 18:19:27
April 24 2010 18:18 GMT
#64
Map is up for download! Check first post for link and have fun!

On April 24 2010 14:00 tofucake wrote:
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.

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

The 0-mineral patches do not work in SC2; that's why they're not in. I can put in 1-mineral patches, but that's just obnoxious.

IMO, you should really turn the 9 and 3 o'clock ridges to how they are in the original. They aren't aligned well to the normal walking path and the entrances to the middle area are way off; if you control the top or bottom of the center, you do not have control of both lane access points, only of one.

Oh, and there should be 4 geysers at mid, there were 2 in the original and you want to encourage ppl to get mid by providing the most needed resource, which is gas, not mins. Else noone would even consider taking it.

Ramps can only run in 8 directions, hence the ridges aren't exactly like they were in Brood War.

I put two rich geysers in mid. I think that's enough for now.

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.

I see what you mean. Done.
teaaaaaaaa
coltrane
Profile Blog Joined June 2008
Chile988 Posts
April 24 2010 21:21 GMT
#65
Dont anyone else tham me think that could be interesting having nats with only one geyser?

Why all of you stay on 2 for every base? doesnt make sense to me.
Jävla skit
Medzo
Profile Blog Joined June 2009
United States627 Posts
April 24 2010 21:25 GMT
#66
On April 25 2010 06:21 coltrane wrote:
Dont anyone else tham me think that could be interesting having nats with only one geyser?

Why all of you stay on 2 for every base? doesnt make sense to me.


Cause gas heavy builds usually require 4-6 geysers.
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-24 21:29:16
April 24 2010 21:28 GMT
#67
Updated. Did a minor tweak in terrain. New overviews posted.
teaaaaaaaa
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
April 24 2010 21:30 GMT
#68
wow, good job man!
its awesome to see sc1 maps being made into sc2 maps
the only thing is how will the dynamics play out with everything that has been added and removed in sc2
I like haikus and / I can not lie. You other / brothers can't deny
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 21:32 GMT
#69
How about opening a tiny hole between the mains and the topleft/bottom right for reapers? Right now the bases are completely airtight.

And how about a couple of watchtowers above the naturals overlooking the destructible rocks in the corners?
Bring back 2v2s!
Simple
Profile Blog Joined February 2009
United States801 Posts
April 24 2010 21:40 GMT
#70
nice work

i like seeing sc2 conversions of sc1 maps. obv, the gameplay is going to be totally different with the new mechanics, but its always nice seeing a new representation of it
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-24 21:49:57
April 24 2010 21:46 GMT
#71
On April 25 2010 06:32 ComradeDover wrote:
How about opening a tiny hole between the mains and the topleft/bottom right for reapers? Right now the bases are completely airtight.

And how about a couple of watchtowers above the naturals overlooking the destructible rocks in the corners?

Why do you like reapers so much? o_o

Watchtowers near rocks are unnecessary. Pylon/Missile Turret/Overlord is sufficient. Even a worker provides enough vision.
teaaaaaaaa
Craton
Profile Blog Joined December 2009
United States17252 Posts
April 24 2010 21:48 GMT
#72
There's actually a feature in the editor that will automatically port legacy maps to SC2. It currently has issues with importing textures, but once the editor gets updated it will only take one button to port maps over, then minor editing (e.g. adding gas).
twitch.tv/cratonz
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 24 2010 21:52 GMT
#73
On April 25 2010 06:48 Craton wrote:
There's actually a feature in the editor that will automatically port legacy maps to SC2. It currently has issues with importing textures, but once the editor gets updated it will only take one button to port maps over, then minor editing (e.g. adding gas).

Yeah, I'm aware of this feature. If what you say is true and they are improving it, I might use it to save time. Right now, it is horrid.
teaaaaaaaa
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-24 22:21:17
April 24 2010 22:19 GMT
#74
Another update. Sorry about all this, guys, this should be the last update I make until playtesting.

Also, can a mod remove the [WIP] tag from my title?
teaaaaaaaa
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
Last Edited: 2010-04-24 23:26:29
April 24 2010 23:22 GMT
#75
On April 25 2010 06:46 Snausages wrote:
Show nested quote +
On April 25 2010 06:32 ComradeDover wrote:
How about opening a tiny hole between the mains and the topleft/bottom right for reapers? Right now the bases are completely airtight.

And how about a couple of watchtowers above the naturals overlooking the destructible rocks in the corners?

Why do you like reapers so much? o_o

Watchtowers near rocks are unnecessary. Pylon/Missile Turret/Overlord is sufficient. Even a worker provides enough vision.


It just bothers me that one of my favorite TvX openings is completely impossible on your version of HBR. I can accept that some maps are good for reapers and some maps are less good, but on this current HBR the fast-reaper opening is next to worthless.

A small sliver is all it would take. 1 or 2 hexes at the very edge of the top/bottom cliffs on either main to be eaten away. I'd even take another tiny sliver in the cliff toward the middle, but that might be pushing it a little bit. Reapers aren't bad at all when you're prepared for them and they're super-easy to shut down when you know where they're going to be coming from. I can accept HBR being a reaper-unfriendly map, but I'd just like to see their use possible. Anything otherwise is kind of bad form and very un-SC2like.

On April 25 2010 06:48 Craton wrote:
There's actually a feature in the editor that will automatically port legacy maps to SC2. It currently has issues with importing textures, but once the editor gets updated it will only take one button to port maps over, then minor editing (e.g. adding gas).


The textures aren't the problem. The problem is it doesn't read cliffs at all and instead tries to use the height tool. It leaves a lot to be desired.
Bring back 2v2s!
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 24 2010 23:45 GMT
#76
I came up with an idea on how to make reaper openings more plausible for this map, but I have to see if anyone else wants the change.
teaaaaaaaa
Froadac
Profile Blog Joined July 2009
United States6733 Posts
April 24 2010 23:51 GMT
#77
What is the idea?
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-25 00:11:29
April 24 2010 23:58 GMT
#78
On April 25 2010 08:51 Froadac wrote:
What is the idea?

[image loading]

Basically make the region colored in orange accessible.

EDIT: Goddammit. Forgot to put back start locations. Reuploaded.
teaaaaaaaa
s2pid_loser
Profile Joined March 2010
United States699 Posts
April 25 2010 00:07 GMT
#79
is this the map where hyung joon was made a heart sign out of pylons by his mbc friend?
Et Ducit Mundum Per Luce
tofucake
Profile Blog Joined October 2009
Hyrule19087 Posts
April 25 2010 00:27 GMT
#80
That was Fighting Spirit, iirc
Liquipediaasante sana squash banana
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