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SC:BW -> SCII Map Ports - Page 9

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 7 8 9 10 11 24 Next All
haitike
Profile Joined June 2009
Spain2744 Posts
May 03 2010 03:14 GMT
#161
On May 01 2010 23:20 LunarC wrote:
Andromeda Updated!
[image loading]


Cool, Andro was one of my favourite BW maps.

Gold mineral at center are good but i think that left and right bases wouldnt be gold, there are too easy to defend.
souL.soul
Profile Joined April 2010
United States31 Posts
Last Edited: 2010-05-03 09:29:37
May 03 2010 09:29 GMT
#162
Here's another remake. This time I chose Luna.

Map Name: Luna
Author: souL.one
Version: 1.0.0
D/L: "N/A"


[image loading]
Right click and view image for better picture

Sorry for all the stuff in the middle of the map. Its basically building blockers so nothing can be built in the entire middle area, just like like in the original Luna. (I didn't know how to turn them off)

You'll notice a couple of changes as well. There are two "hills" on the north and south end of the main battle area, each containing a watch tower. In between both towers is fog, which does not change gameplay in anyway, just there for an effect.

There are also Line Of Sight blockers between every "3rd expansion" and the entrance to the center of the map. This is hard to explain, but just picture line of sight blockers on the edge of every entrance from the center of the map except the entrances leading to the natural expansions.
take no prisoners
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
Last Edited: 2010-05-03 09:34:24
May 03 2010 09:32 GMT
#163
Good job soul! Now you have killed the micro era of SC2 before it even started!

+ Show Spoiler +
Liquipedia wrote:
A very standard four player map, Luna is known for its uninspired gameplay. The map has the infamous title of being the map that destroyed micro oriented gameplay. In particular the TvP matchup where Terran commonly turtled up to 200/200 before attacking became the standard strategy on this map. Although it may display lackluster gameplay, the map is one of the most used in progaming matches of all time.
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 03 2010 21:12 GMT
#164
Update for my map...

Map Name: Destination
Author: nomsayin
Version: WIP
D/L: Available soon!

[image loading]
[image loading]

Update notes:

Fixed the bridges, so units no longer sink into them. Added lots of foliage and doodads. Removed extra mineral patches at mains, moved minerals. Added wind effects. Updated the lighting, created day/night cycle.
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-05-03 21:16:09
May 03 2010 21:15 GMT
#165
@soul: use the Pathing layer instead of those blockers.
teaaaaaaaa
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 03 2010 21:18 GMT
#166
Ugh, Andromeda was my favorite SC1 map, I don't like the SC2 version at all, the author added unnecessary chokes which completely detracts from the open style play Andromeda featured.
souL.soul
Profile Joined April 2010
United States31 Posts
May 03 2010 21:52 GMT
#167
@nomsayin; how are you making those bridges, and rotating them?
take no prisoners
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 03 2010 22:08 GMT
#168
On May 04 2010 06:52 souL.soul wrote:
@nomsayin; how are you making those bridges, and rotating them?


I used the marsara doodad bridges over terrain. If you double click a doodad you can change its dimensions and its orientation. I rotated, shrunk, and stretched them according to their location. It's also necessary to decrease their height slightly. If you don't bury them, then units sink into them when they walk over, so I used the road tool over the terrain.
alpsi
Profile Joined April 2009
Finland437 Posts
May 03 2010 22:12 GMT
#169
rofl i never realized that there was a snake in the middle of the map in scbw
Bane_
Profile Joined October 2005
United Kingdom494 Posts
Last Edited: 2010-05-03 23:14:43
May 03 2010 23:02 GMT
#170
There's 3 quite nice ones linked over on the PlayXP site:

(2) Ride of Valkyries
(2) Drought
(4) Turtle Rock

EDIT - Hmm he has three other good ones I didn't notice before:

(4) Ogre House
(2) 달의노래
(4) Revenge

All of them are downloadable from his blog page: http://blog.naver.com/exbird/

If you look at the second post there is a bit of text (첨부파일 (6)) and a small green arrow pointing down, click that and you get a link to all of the latest versions of his maps. Only one is an sc remake though as far as I'm aware, so you can kind of ignore the rest if you want.
haitike
Profile Joined June 2009
Spain2744 Posts
May 04 2010 04:30 GMT
#171
On May 04 2010 06:18 FabledIntegral wrote:
Ugh, Andromeda was my favorite SC1 map, I don't like the SC2 version at all, the author added unnecessary chokes which completely detracts from the open style play Andromeda featured.


Yeah. And too many gold minerals, golds mineral should be only the center. If author quit lateral gold minerals and unnecessary chokes it will be a good adaptation.
Blackchoas
Profile Joined April 2010
United States8 Posts
Last Edited: 2010-05-04 10:43:09
May 04 2010 09:24 GMT
#172
[image loading]

Check it I remade Big Game Hunters. Had to change a few thing around but not much difference no doubt someone could have done a better job though. One watchtower in the center and bushes blocking line of sight on all entrances to the center. Sorry if the image is a little blurry

Edit- While the map is made just fine and all the starting points r in valid places the map editor seems to be insisting that this is a custom map and not a melee map. Does anyone have a clue whats causing this and how I can fix it?
I am the Destroyer!!!!
LunarC
Profile Blog Joined October 2009
United States1186 Posts
May 04 2010 11:48 GMT
#173
UPDATED
[image loading]

btw very nice version of Destination. Best one I've seen yet imo.
REEBUH!!!
Unstable
Profile Joined February 2010
Sweden64 Posts
May 04 2010 12:05 GMT
#174
@nomsayin: awesome work with the destination map.

I've just one concern; making the left / right high ground expansions have rich resources makes it much less possible to hide an expo up there, as every player is much more likely to scout gold minerals.
If it involves luck, skill and money ... Im probably already playing it.
Darkn3ss
Profile Joined November 2009
United States717 Posts
Last Edited: 2010-05-04 21:22:58
May 04 2010 21:12 GMT
#175
On May 04 2010 21:05 Unstable wrote:
@nomsayin: awesome work with the destination map.

I've just one concern; making the left / right high ground expansions have rich resources makes it much less possible to hide an expo up there, as every player is much more likely to scout gold minerals.


Yes, you're very right! It might make it harder to pwn B- zergs in TvZ xD

All of you guys that submitted maps are FUKCING AMAZING! (Especially Blinn since I like Moonglaive the most!!!)

Ahh, can't wait til next patch so they can be submitted and we can (hopefully) play on em! ^^
Dont quote me boy, cuz I aint saying shhh...
Zades
Profile Joined April 2010
United States52 Posts
May 05 2010 05:43 GMT
#176
On May 05 2010 06:12 Darkn3ss wrote:
Show nested quote +
On May 04 2010 21:05 Unstable wrote:
@nomsayin: awesome work with the destination map.

I've just one concern; making the left / right high ground expansions have rich resources makes it much less possible to hide an expo up there, as every player is much more likely to scout gold minerals.


Yes, you're very right! It might make it harder to pwn B- zergs in TvZ xD

All of you guys that submitted maps are FUKCING AMAZING! (Especially Blinn since I like Moonglaive the most!!!)

Ahh, can't wait til next patch so they can be submitted and we can (hopefully) play on em! ^^

As another maker of Destination remakes, I can tell you now that Destination for SC2 will never ever be balanced. Zerg will always be disfavored. Against Zerg, protoss can safely FE with only a few units holding the choke, a sentry and a few others will be more then enough. Into late game, Protoss storm and forceshield are very very deadly in the narrow choke points (which is all the major areas on the map. I've FE and tried a pheonix/dt build, failed, switched to high templar/sentries/zealots and wiped out the zergs entire army at the choke points. For Protoss and Terran it's fairly balenced, but for zerg, the bridges and small chokes destroys their advantage of numbers.

There really isn't much fix for this, the bridges are what makes Destination fun, and we did have intense, massive battles on the map, but it will never be really balanced (unless some genius comes up with something). It's a fun, enjoyable play.
0neder
Profile Joined July 2009
United States3733 Posts
May 05 2010 07:00 GMT
#177
Latest versions of Destination and Andromeda are SPECTACULAR!
vlaric
Profile Blog Joined July 2007
United States412 Posts
May 05 2010 08:04 GMT
#178
LunarC, that is a lovely version of Andromeda. Really digging the huge, open center.
Wannabe zerg player
dyren
Profile Joined December 2009
United States260 Posts
May 05 2010 11:14 GMT
#179
I'll update the OP tomorrow. Amazing updates! O_O
(╬ ಠ益ಠ)
Darkn3ss
Profile Joined November 2009
United States717 Posts
May 05 2010 20:44 GMT
#180
On May 05 2010 14:43 Zades wrote:
Show nested quote +
On May 05 2010 06:12 Darkn3ss wrote:
On May 04 2010 21:05 Unstable wrote:
@nomsayin: awesome work with the destination map.

I've just one concern; making the left / right high ground expansions have rich resources makes it much less possible to hide an expo up there, as every player is much more likely to scout gold minerals.


Yes, you're very right! It might make it harder to pwn B- zergs in TvZ xD

All of you guys that submitted maps are FUKCING AMAZING! (Especially Blinn since I like Moonglaive the most!!!)

Ahh, can't wait til next patch so they can be submitted and we can (hopefully) play on em! ^^

As another maker of Destination remakes, I can tell you now that Destination for SC2 will never ever be balanced. Zerg will always be disfavored. Against Zerg, protoss can safely FE with only a few units holding the choke, a sentry and a few others will be more then enough. Into late game, Protoss storm and forceshield are very very deadly in the narrow choke points (which is all the major areas on the map. I've FE and tried a pheonix/dt build, failed, switched to high templar/sentries/zealots and wiped out the zergs entire army at the choke points. For Protoss and Terran it's fairly balenced, but for zerg, the bridges and small chokes destroys their advantage of numbers.

There really isn't much fix for this, the bridges are what makes Destination fun, and we did have intense, massive battles on the map, but it will never be really balanced (unless some genius comes up with something). It's a fun, enjoyable play.


Well... those bridges weren't exactly helping zerg in BW either...

At least now you can nydus the base xP (no more lurkers behind natural TT... in fact I don't really see how zerg can contain a toss without lurkers.)
Dont quote me boy, cuz I aint saying shhh...
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