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On June 21 2010 04:45 Madkipz wrote:Show nested quote +On June 21 2010 04:24 fabiano wrote: You might want to remove my Collosseum from the list. I lost it after reinstalling SC2 due to gigantic amount of crashes I was getting back then. another example of people that should get a http://www.sc2mapster.com/ account just to keep track of his maps.  And then someone can download all your maps and upload them under their name. Dibs out, that happened to me with Fighting Spirit before the patch 15 wipe and I was not impressed.
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I almost forgot about this thread. -.-
Map Name: Eye of the Storm Author: loljailbait Version: WIP D/L: N/A
Overhead View
![[image loading]](http://img709.imageshack.us/img709/9504/eotsoverhead.jpg)
Side View
![[image loading]](http://img59.imageshack.us/img59/4912/eotsside.jpg)
Original for Comparison
![[image loading]](http://wiki.teamliquid.net/starcraft/images/0/06/243_Eye_of_the_Storm.jpg)
Features -Xel'Naga tower placed at the center of the map -LOS blockers are placed near the ramps leading up the the natural
Other than that I have nothing much to say. Criticism appreciated. :D
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Looks really good. I just don't like that you moved the two ramps each at the 12 and 6 o'clock position. I get it that you wanted to put in some LOS blockers and it wouldn't be necessary in the original version, I just think that it changes the whole play in that region. Others might say it's OP for terrans 
Oh yeah and I'm not really a friend of those treewalls ^^
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On June 21 2010 08:25 prodiG wrote:Show nested quote +On June 21 2010 04:45 Madkipz wrote:On June 21 2010 04:24 fabiano wrote: You might want to remove my Collosseum from the list. I lost it after reinstalling SC2 due to gigantic amount of crashes I was getting back then. another example of people that should get a http://www.sc2mapster.com/ account just to keep track of his maps.  And then someone can download all your maps and upload them under their name. Dibs out, that happened to me with Fighting Spirit before the patch 15 wipe and I was not impressed.
only an issue if you want to get money from blizzard or? i dont really understand what the problem is because as long as i get to play my own map im happy xD.
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Also you can set "All Rights Reserved" and sue the mapstealers
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Wow triathlon looks amazing. Good job.
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can you NP those motherships?
not sure how that will play out...in the orig only toss could MC the arbiters which were much less powerful than the Motherships and could be built by that race anyway (they weren't that amazing of a deal because you'd have to get a DA and research mind control, something most players wouldn't do in a normal game).
With this remake most Zerg already get infestors with NP....they get a unit they normally could never have, thats much more powerful.
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If anyone bored, i would die for a good R-point in SC2 with golden expos at 12 / 6
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On June 28 2010 18:15 Darksoldierr wrote: If anyone bored, i would die for a good R-point in SC2 with golden expos at 12 / 6
wut?
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THIS IS AWESOME!
I'm so happy that you guys decided to remake SC:BW maps!
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On June 28 2010 17:15 G_Wen wrote: Wow triathlon looks amazing. Good job.
Thank you 
On June 28 2010 17:43 sob3k wrote:can you NP those motherships? not sure how that will play out...in the orig only toss could MC the arbiters which were much less powerful than the Motherships and could be built by that race anyway (they weren't that amazing of a deal because you'd have to get a DA and research mind control, something most players wouldn't do in a normal game). With this remake most Zerg already get infestors with NP....they get a unit they normally could never have, thats much more powerful.
Quite the concern actually, would need some testing I guess; whether it can be stopped or such.
On June 28 2010 18:15 Darksoldierr wrote: If anyone bored, i would die for a good R-point in SC2 with golden expos at 12 / 6
Might be happening here.
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I updated Dywen's match point with a few minor changes and edits to hopefully make it more balanced and look nicer.
- All mineral patches have been changed so it isn't the same mineral patch for every mineral on the map. - Most geysers are now their space counterparts instead of the rocky ground ones inside a space station. - Added 1 geyser to the mineral only expansions, and slightly modified the terrain there to accommodate that. - Changed the minerals that helped choke the natural to have 20 resources (they were 16 in brood war) instead of 2000.
Map features that are being monitored for balance: - There are 4 watch towers on the map. Controlling at least 2 gives you a very good overview of the map and most of the attack paths that can be used. Will most likely cut out 2 of the towers. - The main has a small ramp towards the back of it and high ground by the edge near the middle top and middle bottom expansions. This may need to be adjusted or removed if tank drops prove powerful there (you can snipe 1 of the geysers from that position in the main and you can attack the expo it is near, on top of it being high ground.
Unfortunately I can't upload an image, if someone else wants to take a look at the map and put up an image go for it!
http://www.sendspace.com/file/yuzofb
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On June 30 2010 07:39 Whiplash wrote:I updated Dywen's match point with a few minor changes and edits to hopefully make it more balanced and look nicer. - All mineral patches have been changed so it isn't the same mineral patch for every mineral on the map. - Most geysers are now their space counterparts instead of the rocky ground ones inside a space station. - Added 1 geyser to the mineral only expansions, and slightly modified the terrain there to accommodate that. - Changed the minerals that helped choke the natural to have 20 resources (they were 16 in brood war) instead of 2000. Map features that are being monitored for balance: - There are 4 watch towers on the map. Controlling at least 2 gives you a very good overview of the map and most of the attack paths that can be used. Will most likely cut out 2 of the towers. - The main has a small ramp towards the back of it and high ground by the edge near the middle top and middle bottom expansions. This may need to be adjusted or removed if tank drops prove powerful there (you can snipe 1 of the geysers from that position in the main and you can attack the expo it is near, on top of it being high ground. Unfortunately I can't upload an image, if someone else wants to take a look at the map and put up an image go for it! http://www.sendspace.com/file/yuzofb
![[image loading]](http://img36.imageshack.us/img36/7862/terrain052.jpg)
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On June 28 2010 17:43 sob3k wrote:can you NP those motherships? not sure how that will play out...in the orig only toss could MC the arbiters which were much less powerful than the Motherships and could be built by that race anyway (they weren't that amazing of a deal because you'd have to get a DA and research mind control, something most players wouldn't do in a normal game). With this remake most Zerg already get infestors with NP....they get a unit they normally could never have, thats much more powerful.
The map can just be remade when the games comes out, and the models for the original Arbiter are hopefully included. But I think the same mechanic with the invisible eggs can be remade without a unit having to cloak them anyway. Hell you could even have one of the eggs cloaking the other eggs.
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Just out of the oven:
(3) Great Barrier Reef
![[image loading]](http://img203.imageshack.us/img203/7435/greatbarrierreef.jpg) (For some reason the fog doesn't show if I zoom out too much)
Pictures: + Show Spoiler +![[image loading]](http://img97.imageshack.us/img97/9079/greatbarrierreef2.jpg) Overview ![[image loading]](http://img714.imageshack.us/img714/2002/greatbarrierreef3.jpg) 12 o'clock base with natural ![[image loading]](http://img97.imageshack.us/img97/6589/greatbarrierreef4.jpg) 4 o'clock base with natural ![[image loading]](http://img231.imageshack.us/img231/1063/greatbarrierreef5.jpg) 8 o'clock base with natural ![[image loading]](http://img340.imageshack.us/img340/9747/greatbarrierreef6.jpg) Double expansion / Mineral walls at 6 o'clock ![[image loading]](http://img190.imageshack.us/img190/6302/greatbarrierreef7.jpg) Center
Features:
- Bases at 12/4/8 o'clock - - Natural expansion has one mineral patch only 60 minerals worth. - All the expansions except for the high yield contain patches with 1000-1250-1500-1750-2000-2250-2500 minerals worth. - The sides are blocked with minerals which have to be mined out to get passed. - One Watchtower in the middle of the map with LOS blockers at the end of the bridges. - A lot of doodads to get stucked with units
And yes I know that the high yield expo in the original is a minerals only but as I'm always saying, minerals only in SC2 is pretty stupid.
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search "nostalgia" and my "bladestorm" maps.
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Someone here should really try to remake Gaia - that map was really epic for 1v1 and it is personally one of my favorites - I would really like to see that map in SCII.
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Rush Hour 3.1
Stayed really true to the original, only adding geysers so each gas base has 2, and changed centre mineral only bases to gold. Everything else is converted as exactly as I could.
[url blocked]
![[image loading]](http://i263.photobucket.com/albums/ii129/neoalbert/RushHour.jpg) + Show Spoiler +
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