On May 01 2010 23:20 LunarC wrote:
Andromeda Updated!
![[image loading]](http://img80.imageshack.us/img80/7545/andromedafull.png)
Andromeda Updated!
![[image loading]](http://img80.imageshack.us/img80/7545/andromedafull.png)
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.
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haitike
Spain2703 Posts
On May 01 2010 23:20 LunarC wrote: Andromeda Updated! ![]() 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
United States31 Posts
Map Name: Luna Author: souL.one Version: 1.0.0 D/L: "N/A" ![]() 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. | ||
ZenDeX
Philippines2916 Posts
+ 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
United States124 Posts
Map Name: Destination Author: nomsayin Version: WIP D/L: Available soon! ![]() ![]() 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
United States529 Posts
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FabledIntegral
United States9232 Posts
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souL.soul
United States31 Posts
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nomsayin
United States124 Posts
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
Finland437 Posts
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Bane_
United Kingdom494 Posts
(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
Spain2703 Posts
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
United States8 Posts
![]() 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? | ||
LunarC
United States1186 Posts
![]() btw very nice version of Destination. Best one I've seen yet imo. | ||
Unstable
Sweden64 Posts
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. | ||
Darkn3ss
United States717 Posts
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! ^^ | ||
Zades
United States52 Posts
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
United States3733 Posts
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vlaric
United States412 Posts
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dyren
United States260 Posts
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Darkn3ss
United States717 Posts
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.) | ||
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