|
Heartbreak Ridge version 1.15
So after seeing everyone converting Brood War maps into SC2 maps in Galaxy Editor, I decided to remake a crowd favorite from scratch: Heartbreak Ridge.
![[image loading]](http://wiki.teamliquid.net/starcraft/images/2/2a/New_Heartbreak_Ridge_2.1.jpg)
![[image loading]](http://j.imagehost.org/0671/currenttop.jpg)
Now with higher-res pics!
Download it HERE
Changes (v1.1 to v1.15): -Every expo now has 8 mineral patches except for single-gas expos, which have 7 -500-mineral patch in naturals changed to 1500 -Small terrain modifications
(v1.03 to v1.1): -Units can now walk on manmade cliffs surrounding natural. This way, Colossi and Reapers will have easier access to nat and main. Buildings cannot be constructed on the cliffs, however. -Secret pathway around rocks removed. -Mineral patch fix
(v1.02 to v1.03): -Terrain fixes -Mineral patch fixes
(v1.01b to v1.02): -Widened bottom half of the 9 o clock ridge by 1 to ensure symmetry
(v1.0b to v1.01b): -Moved the geysers for bottom-left and top-right expos
(v0.2b to v1.0b): -Gave each mineral-only expansion a rich vespene geyser. -Added two XelNaga towers on the middle ground. -Middle expo vespene geysers now have 3500 gas. -Reapers can now go around the destructible rocks at backdoor entrances. -More doodads -More texturing
(v0.1b to v0.2b): -Removed neutral missile turrets from backdoor entrances. Destructible Rocks completely barricade them now. -Reduced the number of stacked Destructible Rocks to 5. -Middle expansion changed. Yellow mineral patches now have 2500 mins instead of 1500. -More doodads and varying terrain elevation. -4 o clock main now has 8 mineral patches instead of 9 (whoops!) -Choke between middle ridge and mineral-only widened by 1. -Texturing changes. -Choke between main and nat narrowed down by 1.
+ Show Spoiler [Old Versions] +
Close-Ups:
This is the first map I've ever made for the SC franchise. I tried making this map as faithful to the original as possible, including that 1 500-mineral patch at the nats, neutral structures that block backdoor, etc.
Things worth noting: -Protoss can't place a pylon near opponent's wall and just warp in units into his/her main base. This has been one of my biggest concerns when remaking HBR, and I'm glad that I found a way to prevent it without drastically changing the layout of HBR. -Units can't stand on the higher cliffs and man-made structures. -16 5 stacked Destructible Rocks are placed near each back door, also. -High-yield minerals and geysers in the middle.
That's all I need to share, I guess. Gonna work on some texturing and placing more doodads later. Feel free to leave any suggestions!
|
How well do those thin ridges work with the high ground mechanics of Starcraft 2?
|
|
I think there should be 4 gas in the middle... But great work!!!
|
Looks pretty damn sweet i have to admit.
But not stacked minerals? I think that changes to concept of workers mining it out a bit, doesn't it?
|
Oh btw, another concern. The High ground outside the players base, does it give vision inside? If so Stalkers would be able to blink into the base, right?
Also, why is the middle that green? It was more dirt in BW
|
Hey gj.
what i think is wrong: choke from mineral only to middle ridge is WAY too small.
gas in middle is too far away from the middle. on sc1 people made one townhall between both min/gas lines so they could use both of them. that way they were able to gather from 2 gas, which were not too far away. on your map however if you make a townhall in the very middle then the gas is just very far away.
Gj anyways!
|
wow!! great job! how about those xelnaga towers?
|
Great work!!! Heartbreak is one of the best maps in BW
|
On April 23 2010 18:20 Vargavaka wrote: How well do those thin ridges work with the high ground mechanics of Starcraft 2? Not very well, actually. The whole purpose of the ridges is kinda lost when in SC2, I hope they change it back to the way it was in SC1 
On April 23 2010 18:22 Uriel_SVK wrote: I think there should be 4 gas in the middle... But great work!!! Thanks! I'm having a hard time fitting the last two geysers there without blocking the path and such.
what i think is wrong: choke from mineral only to middle ridge is WAY too small.
gas in middle is too far away from the middle. on sc1 people made one townhall between both min/gas lines so they could use both of them. that way they were able to gather from 2 gas, which were not too far away. on your map however if you make a townhall in the very middle then the gas is just very far away.
You're absolutely right about the middle expo. I haven't figured out the perfect placement for the minerals and geysers yet.
But not stacked minerals? I think that changes to concept of workers mining it out a bit, doesn't it? It does. Unless someone can find a way where 0-value minerals will actually show up in-game, I'll have to stick to neutral structures. I'll probably just get rid of those and have the destructible rocks block the entrances completely.
Oh btw, another concern. The High ground outside the players base, does it give vision inside? If so Stalkers would be able to blink into the base, right? Also, why is the middle that green? It was more dirt in BW  I haven't tried the Blinking with Stalkers, but I'll let you know when I test it.
For the greenness of the middle: I've already made most of the map dirty, having the middle like that would make the map look monotonous. Besides, the tileset I'm using doesn't really provide a lot of "dirt" colors; just a lot of green.
wow!! great job! how about those xelnaga towers? I don't think they're necessary for this map. They'd provide too much vision when placed anywhere. Scouting with your units is enough imo.
|
cool, shouldn't have water though
|
why, of all maps, would you pick this one
|
On April 23 2010 18:38 IdrA wrote: why, of all maps, would you pick this one
this
|
On April 23 2010 18:38 IdrA wrote: why, of all maps, would you pick this one Same, it's the worst TvP map since Neo Requiem.
|
On April 23 2010 18:38 IdrA wrote: why, of all maps, would you pick this one
You act like just about every map from BW wont get ported to SC2 within 2 weeks.
|
On April 23 2010 18:40 Iplaythings wrote:Same, it's the worst TvP map since Neo Requiem. it's incredible bad in tvz too
|
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.
|
Dying to play this map to be honest. One of my favourite maps from Brood War <3
|
Haha, well, maybe things'll be different in SC2 
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. I'm with you, to be frank. I'd like to design my own maps someday, but for now, I'm just jumping on the BW bandwagon. 
Anyway, sleep time, I'll check back later.
|
United States7166 Posts
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
|
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
|
good work XD looks pretty good
|
Update! Been working on it some more for a while. Check OP for a list of changes.
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.
|
ridges are kinda thin..isn't it?
|
nice - but no highground-advantage sucks big-time... what a bummer... so much potential lost in SC2.
|
looks really good, too bad we can't test it out yet, used to love playing this map
|
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.
|
The problem of sc1 maps is sc2 has cliff walkers bringing a whole nother level to cliff abuse.
|
Gas is far too rare in SC2 to have mineral-only expos. I really think "mineral-only" in SC2 should mean 1-gas.
|
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!
|
It looks beautiful! Nice work!!
|
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.
|
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
|
are those boobs above the natural choke at the left expansion?
i see pink boobs, and they're not on the right side.
|
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.
|
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?
|
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.
|
Can we get some ingame screenshots? 
|
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.
|
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!
|
|
|
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.
|
Hmm, can reapers enter the main base at any point?
|
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.
|
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.
|
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.
|
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.
|
Very well made. Thanks for your efforts. Great job.
|
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.
Eehhh... dunno.
I will consider opening up a special pathway for reapers.
|
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!
|
HBR is sick! Thanks for doing this.
|
|
|
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
|
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.
|
Hmm, I guess I'm finished with this map now. Check OP for a list of changes.
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.
|
Hyrule19086 Posts
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 :p
|
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.
|
Hyrule19086 Posts
|
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
|
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.
|
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.
|
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.
|
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.
|
Updated. Did a minor tweak in terrain. New overviews posted.
|
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
|
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?
|
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
|
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.
|
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).
|
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.
|
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?
|
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.
|
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.
|
|
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.
|
is this the map where hyung joon was made a heart sign out of pylons by his mbc friend?
|
Hyrule19086 Posts
That was Fighting Spirit, iirc
|
On April 24 2010 14:00 tofucake wrote: 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.
I was thinking is there a way to have maybe a neutral refinary that all players would be able to get gas from? And then limit the amount of minerals you can take from the mineral patch and do the gas to minerals like 15/16 times each so you could do it within one full waypoint queue. Just a suggestion, maybe could be applied.
|
this map was one of my favorites in bw great to see such a remake in sc2
|
I don't know if this has already been brought up, but Drones mine incorrectly from the bottom left expansion. They go around to reach the back left mineral patch instead of mining it from the south side, facing the hatchery. This mineral formation (only one "square" available for the drone to fit) doesn't seem to work in SC2 - something to keep in mind for other map makers.
|
On April 25 2010 08:58 Snausages wrote:Basically make the region colored in orange accessible. EDIT: Goddammit. Forgot to put back start locations. Reuploaded.
I guess that would be fine. It's something, and that's better than nothing.
|
On April 23 2010 18:38 IdrA wrote: why, of all maps, would you pick this one lol.. love to see you do better, he did a great job regardless of the map.
|
On April 25 2010 13:59 c.Deadly wrote: I don't know if this has already been brought up, but Drones mine incorrectly from the bottom left expansion. They go around to reach the back left mineral patch instead of mining it from the south side, facing the hatchery. This mineral formation (only one "square" available for the drone to fit) doesn't seem to work in SC2 - something to keep in mind for other map makers. Ah, I see it, thanks for pointing out.
I was thinking is there a way to have maybe a neutral refinary that all players would be able to get gas from? And then limit the amount of minerals you can take from the mineral patch and do the gas to minerals like 15/16 times each so you could do it within one full waypoint queue. Just a suggestion, maybe could be applied. Workers can't mine from neutral refineries, but good suggestion.
|
Updated the map again. Last update for real this time before testing.
|
Did you change the mineral patch backdoor to destructable rock backdoor?
|
DL link doesn't work, help
|
On April 26 2010 01:17 MuffinDude wrote: Did you change the mineral patch backdoor to destructable rock backdoor? It's been like that for a while now, please read the rest of my posts for clarification.
DL link fixed
|
|
great job
but i thinks its weird because the whole point of heartbreak ridge was to use the ridges (because in BW, there was high ground advantage)
kind of useless in SC2 with no high ground advantage
but still other than that its great!
|
umm where would i put the map at? i can't find any map folders...
|
|
|
|