[WIP] Heartbreak Ridge SCII - Page 4
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tofucake
Hyrule18924 Posts
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Luca
United Kingdom47 Posts
Edit: Great job btw :D | ||
Elaeli
Germany62 Posts
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
United States529 Posts
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. | ||
coltrane
Chile988 Posts
Why all of you stay on 2 for every base? doesnt make sense to me. | ||
Medzo
United States627 Posts
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
United States529 Posts
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blahman3344
United States2015 Posts
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 | ||
ComradeDover
Bulgaria758 Posts
And how about a couple of watchtowers above the naturals overlooking the destructible rocks in the corners? | ||
Simple
United States801 Posts
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
United States529 Posts
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. | ||
Craton
United States17190 Posts
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Snausages
United States529 Posts
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. | ||
Snausages
United States529 Posts
Also, can a mod remove the [WIP] tag from my title? | ||
ComradeDover
Bulgaria758 Posts
On April 25 2010 06:46 Snausages wrote: 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. | ||
Snausages
United States529 Posts
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Froadac
United States6733 Posts
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Snausages
United States529 Posts
On April 25 2010 08:51 Froadac wrote: What is the idea? Basically make the region colored in orange accessible. EDIT: Goddammit. Forgot to put back start locations. Reuploaded. | ||
s2pid_loser
United States699 Posts
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tofucake
Hyrule18924 Posts
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