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[WIP] Destination SC2

Forum Index > SC2 Maps & Custom Games
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nomsayin
Profile Blog Joined March 2009
United States124 Posts
Last Edited: 2010-05-31 22:06:42
May 22 2010 08:29 GMT
#1
       Destination

UPDATED May 26, 2010

Now published on US as "Destination" and on Europe as "Destination by nomsayin"

Because of all the interest in my map, I am making a thread to share my map. I've created a new version of the popular broodwar map Destination for SC2.

Current version: 1.0

The original:
+ Show Spoiler +
[image loading]


My latest version:
[image loading]

Old Versions:
0.12-0.13
+ Show Spoiler +
[image loading]

0.11
+ Show Spoiler +
[image loading]

0.10
+ Show Spoiler +
[image loading]

0.9
+ Show Spoiler +
[image loading]

0.5
+ Show Spoiler +
[image loading]

0.4
+ Show Spoiler +
[image loading]


How to play
Go to make a custom game in Starcraft II, select "Popular maps" on the drop drown menu, and then search for "Destination"!!

Description
This is a re imagining of the classic brood war destination map for Starcraft II. Two Xel Naga towers have been added near the center bridges, and the back door ramp is now blocked by destructible rocks.

Changelog:
v0.1 Release
v0.2 Fixed mining distances at main bases.
v0.3 Fixed foliage blocking some building placement.
v0.4 Made all bases' mineral patterns identical.
v0.5 Fixed vespene geysers from blocking large units, additional texture work.
...
v0.9 Expanded the maps' edges. Thor and tank drops are no longer possible on cliffs at natural expansions. Building is no longer allowed on the bridges like the original.
v0.10 Minor changes and published on EU server as "Destination nomsayin's offical"
...
v0.12 Widened ramps on high yield expansion.
v0.13 Experimenting with no Xel'Naga towers
v1.0 Removed high yield gas, and made main bases more symmetrical.



Please provide feedback and suggestions. Don't hesitate to inform me of even the smallest problem. I have updated the map multiple times in a single day to fine tune it, and I will continue to do so. My goal is to make this map tournament level quality!!

I'm looking for people to let me use their Asia account to publish the map. As I plan on doing continuous revisions and updates, it's important that I can publish the maps myself. I would to get the map up officially from me before I release a public download.

Also if anyone knows how to recreate the mineral patches on the back door ramp, please let me know!
Polar_Nada
Profile Blog Joined June 2008
United States1548 Posts
May 22 2010 08:41 GMT
#2
wow that looks so nice and similar! cant wait to play on that map
[ReD]NaDa and fnaticMSI.SEn fighting~! ::POlar @ UC Irvine::
question
Profile Blog Joined February 2009
Czech Republic509 Posts
May 22 2010 08:42 GMT
#3
looks cool
GGverySooN
deth
Profile Blog Joined August 2009
Australia1757 Posts
May 22 2010 08:43 GMT
#4
that does look very good, but you should post it in the SC2 forum!
ReketSomething
Profile Blog Joined November 2008
United States6012 Posts
May 22 2010 08:43 GMT
#5
http://www.teamliquid.net/forum/viewmessage.php?topic_id=122171

Totally put it there!
Jaedong :3
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
May 22 2010 08:43 GMT
#6
Nice job! really digging this map allready!
In the woods, there lurks..
MustSeeSC
Profile Blog Joined May 2010
United States83 Posts
May 22 2010 08:52 GMT
#7
wow loving it!
"Cry in the Dojo, Laugh in the Battlefield"
Hyde
Profile Blog Joined November 2007
Australia14568 Posts
May 22 2010 08:56 GMT
#8
I like it, but isn't the backdoor expansion suppose to be mineral only. This is a really good remake.
Because when you left, Brood War was all spotlights and titans. Now, with the death of the big leagues, Brood War has moved to the basements and carparks. Now, Brood War is unlicensed brawls, lost teeth, and bloody fights for fistfulls of money - SirJolt
Tef
Profile Joined April 2008
Sweden443 Posts
May 22 2010 08:58 GMT
#9
Sweet!
Dont fuck up, dont fuck yourself
zak
Profile Joined April 2010
Korea (South)1009 Posts
May 22 2010 09:00 GMT
#10
You sir are epic
You know how to gain a victory, but not use it - maharbal
zak
Profile Joined April 2010
Korea (South)1009 Posts
May 22 2010 09:01 GMT
#11
publish this baby
You know how to gain a victory, but not use it - maharbal
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 22 2010 09:02 GMT
#12
Thanks for all the positive feedback!

On May 22 2010 17:43 ReketSomething wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=122171

Totally put it there!


Already done!

On May 22 2010 17:56 Hyde wrote:
I like it, but isn't the backdoor expansion suppose to be mineral only. This is a really good remake.


Yes it is supposed to be mineral only, but because of how gas is different in SC2 I decided to experiment with adding vespene geysers.
disco
Profile Blog Joined June 2009
Netherlands1667 Posts
May 22 2010 09:02 GMT
#13
Can you provide a download for the map?
this game is a fucking jokie
bioboyAT
Profile Joined July 2004
Austria1763 Posts
May 22 2010 09:03 GMT
#14
pandabear guy included ?
Milchmann | DeadVessel: Milchmann pwns. I fail.
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 22 2010 09:03 GMT
#15
On May 22 2010 18:01 zak wrote:
publish this baby


It's already published, just go search it! "Destination" by nomsayin.
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 22 2010 09:04 GMT
#16
On May 22 2010 18:02 disco wrote:
Can you provide a download for the map?


I will probably post one soon, for now you can play it as published on battle.net

On May 22 2010 18:03 bioboyAT wrote:
pandabear guy included ?


Unfortunately there critters are much less pronounced in SC2 and I couldn't add anything like pandabearguy .
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
Last Edited: 2010-05-22 09:10:49
May 22 2010 09:09 GMT
#17
Good job, you should gotta move the geisers at the expoes next to the nats. They will mess up the gameplay really hard im afraid :/

Other then that it's wonderful, can't wait for a chance to play it

EDIT: upload the map to megaupload.com or rapidshare.com so we can download it :D
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
Shouryu
Profile Joined April 2010
Norway132 Posts
May 22 2010 09:10 GMT
#18
it's sad that there's no panda

I lolled at this thread though:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=116629
</post>
CynanMachae
Profile Blog Joined September 2006
Canada1459 Posts
May 22 2010 09:14 GMT
#19
Should fix the thread title

But yea thansk for the map
Jang Yoon Chul hwaiting!
disco
Profile Blog Joined June 2009
Netherlands1667 Posts
Last Edited: 2010-05-22 09:23:06
May 22 2010 09:22 GMT
#20
On May 22 2010 18:04 nomsayin wrote:
Show nested quote +
On May 22 2010 18:02 disco wrote:
Can you provide a download for the map?


I will probably post one soon, for now you can play it as published on battle.net

Show nested quote +
On May 22 2010 18:03 bioboyAT wrote:
pandabear guy included ?


Unfortunately there critters are much less pronounced in SC2 and I couldn't add anything like pandabearguy .


It's not published on EU
this game is a fucking jokie
Bash
Profile Joined August 2007
Finland1533 Posts
Last Edited: 2010-05-22 10:22:16
May 22 2010 10:21 GMT
#21
One balance problem I foresee is that there's too much "traversible" cliff, reapers are going to have such an easy time, and if protoss has map control he can park his army anywhere and have colossi poke in and zap wherever he wants.

I love how you're true to the original of course, but some things will have to be changed for it to work in SC2 .
I can't sing and I can't dance, but still I know how to clap my hands.
ktffang
Profile Joined July 2009
United States120 Posts
May 22 2010 12:03 GMT
#22
i love you
7 times dowm, 8 times up
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 22 2010 21:20 GMT
#23
On May 22 2010 18:14 CynanMachae wrote:
Should fix the thread title

But yea thansk for the map


Oops! Hopefully a nice mod will fix it!

On May 22 2010 18:22 disco wrote:
Show nested quote +
On May 22 2010 18:04 nomsayin wrote:
On May 22 2010 18:02 disco wrote:
Can you provide a download for the map?


I will probably post one soon, for now you can play it as published on battle.net

On May 22 2010 18:03 bioboyAT wrote:
pandabear guy included ?


Unfortunately there critters are much less pronounced in SC2 and I couldn't add anything like pandabearguy .


It's not published on EU


I'm very eager to publish this map on the Europe and Asia servers, but I do not have the accounts to do it. I'm looking for someone to lend or share an account so I can publish my continuous updates without delay.

On May 22 2010 19:21 Bash wrote:
One balance problem I foresee is that there's too much "traversible" cliff, reapers are going to have such an easy time, and if protoss has map control he can park his army anywhere and have colossi poke in and zap wherever he wants.

I love how you're true to the original of course, but some things will have to be changed for it to work in SC2 .


I would like to stay as true to the original as possible, however if there are any changes necessary for balance then I will make them as soon as they are discovered. I would be very grateful if you would share any discoveries you find during playing.
Teejing
Profile Joined January 2009
Germany1360 Posts
May 22 2010 21:22 GMT
#24
Looks nice, but very very small
SleepSheep
Profile Blog Joined December 2009
Canada344 Posts
May 25 2010 10:18 GMT
#25
this is awesome, true to the original and i'm really impressed with the detail on it, looks professional. will definitely play on it.

to the above poster, it's actually pretty spacious, but maybe he updated it recently from when you played it originally.
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 25 2010 10:26 GMT
#26
On May 23 2010 06:22 Teejing wrote:
Looks nice, but very very small


I have enlarged it slightly since your post, but I can also assure you that it is much larger than any of the current ladder map pool. It scales very nicely to the original. If you feel it is still too small after trying my latest published version, please let me know.
Bubbadub
Profile Joined November 2009
United States156 Posts
May 25 2010 10:34 GMT
#27
Does anyone remember if seige tanks could from main base to expansion on the (normal) Terran 3rd base? (and if that holds true in this similar remake)
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 25 2010 10:44 GMT
#28
On May 25 2010 19:34 trypt wrote:
Does anyone remember if seige tanks could from main base to expansion on the (normal) Terran 3rd base? (and if that holds true in this similar remake)


Sorry but I could use some clarification. Are you asking if the siege tanks can shoot from main base to the third natural expansion?
Panoptic
Profile Joined September 2009
United Kingdom515 Posts
May 25 2010 10:46 GMT
#29
Looks fab. But I agree with the idea that it might have to be changed a lil for balance, but I guess you only find that stuff out by playing it!
"Crom laughs at your four winds!"
SleepSheep
Profile Blog Joined December 2009
Canada344 Posts
Last Edited: 2010-05-26 04:06:14
May 26 2010 03:46 GMT
#30
On May 25 2010 19:46 Panoptic wrote:
Looks fab. But I agree with the idea that it might have to be changed a lil for balance, but I guess you only find that stuff out by playing it!


yeah, the map has been updated quite a bit, i think he's constantly making updates to it. i know a few good players that have played on it and give him feedback on it whenever they have balance suggestions. obviously a good place to give feedback would be in this thread also.
illu
Profile Blog Joined December 2008
Canada2531 Posts
May 26 2010 03:49 GMT
#31
On May 22 2010 18:04 nomsayin wrote:
Show nested quote +
On May 22 2010 18:02 disco wrote:
Can you provide a download for the map?


I will probably post one soon, for now you can play it as published on battle.net

Show nested quote +
On May 22 2010 18:03 bioboyAT wrote:
pandabear guy included ?


Unfortunately there critters are much less pronounced in SC2 and I couldn't add anything like pandabearguy .



However, you DO have a lot of space near the middle of the map. You can draw a pandabear guy on the ground, should you wish to do that.
:]
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
May 26 2010 04:00 GMT
#32
That awesome, but you should probably give some credit to (Wiki)Mapmakers who created the original.
stroggos
Profile Joined February 2009
New Zealand1543 Posts
May 26 2010 04:05 GMT
#33
awesome map, especially now that you can FF spam those two bridges to death.
hi
FlamingTurd
Profile Joined April 2010
United States1059 Posts
May 26 2010 04:14 GMT
#34
Great work dude
Nerf MMMT!!! Liquid`Ret Hwaiting!!!
Buffy
Profile Blog Joined May 2010
Sweden665 Posts
May 26 2010 07:18 GMT
#35
Interesting to see this wonderful map back in Sc-2 beg to christ i can play it soon ! Kudos to you for making it ! big thanks
Yes I am
FusionCutter
Profile Joined October 2004
Canada974 Posts
May 26 2010 07:22 GMT
#36
How's the balance?
HavoK.
Profile Joined March 2010
United States172 Posts
May 26 2010 08:32 GMT
#37
Really good, looks like a perfect SC2 style destination. Props man!
Musto
Profile Joined May 2010
1 Post
May 26 2010 08:36 GMT
#38
I'd definitely try and improve on the original by having the geysers either close to the middle of the map (so easier to scout with an overlord for example) or close to the back of the base (making it harder) but not one of each, as was in the original. Other than that - good work!
iDfyU
Profile Joined March 2010
Germany45 Posts
May 26 2010 09:32 GMT
#39
any news on europe publishing?
PredY
Profile Joined September 2009
Czech Republic1731 Posts
May 26 2010 09:37 GMT
#40
no euro makes me sad
http://www.twitch.tv/czelpredy
TekKpriest
Profile Joined March 2010
308 Posts
Last Edited: 2010-05-26 09:40:41
May 26 2010 09:40 GMT
#41
+ Show Spoiler +
On May 23 2010 06:20 nomsayin wrote:
Show nested quote +
On May 22 2010 18:14 CynanMachae wrote:
Should fix the thread title

But yea thansk for the map


Oops! Hopefully a nice mod will fix it!

Show nested quote +
On May 22 2010 18:22 disco wrote:
On May 22 2010 18:04 nomsayin wrote:
On May 22 2010 18:02 disco wrote:
Can you provide a download for the map?


I will probably post one soon, for now you can play it as published on battle.net

On May 22 2010 18:03 bioboyAT wrote:
pandabear guy included ?


Unfortunately there critters are much less pronounced in SC2 and I couldn't add anything like pandabearguy .


It's not published on EU


I'm very eager to publish this map on the Europe and Asia servers, but I do not have the accounts to do it. I'm looking for someone to lend or share an account so I can publish my continuous updates without delay.

Show nested quote +
On May 22 2010 19:21 Bash wrote:
One balance problem I foresee is that there's too much "traversible" cliff, reapers are going to have such an easy time, and if protoss has map control he can park his army anywhere and have colossi poke in and zap wherever he wants.

I love how you're true to the original of course, but some things will have to be changed for it to work in SC2 .


I would like to stay as true to the original as possible, however if there are any changes necessary for balance then I will make them as soon as they are discovered. I would be very grateful if you would share any discoveries you find during playing.


pm me your msn or something, i have a spare account for you to upload this map @ EU
A Man chooses, a slave obeys
Bubbadub
Profile Joined November 2009
United States156 Posts
Last Edited: 2010-05-26 10:02:46
May 26 2010 09:55 GMT
#42
On May 25 2010 19:44 nomsayin wrote:
Show nested quote +
On May 25 2010 19:34 trypt wrote:
Does anyone remember if seige tanks could from main base to expansion on the (normal) Terran 3rd base? (and if that holds true in this similar remake)


Sorry but I could use some clarification. Are you asking if the siege tanks can shoot from main base to the third natural expansion?


yea to that expansion... but more specifically to the bridge connecting the 3rd natural to the open ground.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
May 26 2010 10:09 GMT
#43
Is there a point to the bridges with the improved pathing?
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Iwbhs
Profile Blog Joined May 2009
United States195 Posts
May 26 2010 11:28 GMT
#44
one of the XN watchtowers is activated when you send a unit across the bridge (left) while this does not happen on the right. Also the southern HY fields should be switched to the left and the northern HY field should be switched to the right. Also hydras can no longer shoot through the holes in the rocks near the players nats, i suggest you move the mineral field 1-2 closer to the wall. I have about 15-20 games played on this map so far.
Everyone loves Milano cookies.
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 26 2010 23:41 GMT
#45
On May 26 2010 20:28 Iwbhs wrote:
one of the XN watchtowers is activated when you send a unit across the bridge (left) while this does not happen on the right. Also the southern HY fields should be switched to the left and the northern HY field should be switched to the right. Also hydras can no longer shoot through the holes in the rocks near the players nats, i suggest you move the mineral field 1-2 closer to the wall. I have about 15-20 games played on this map so far.


Thanks, I'm looking into this now. I appreciate the feedback and the number of games you've played on the map! May I ask why the high yield minerals need to me moved? I'm assuming when you say switched, you mean shifted one square.

The Xel'Naga towers will be activated if either bridge is traversed. I may make it so neither is activated, but that will require some repositioning of the bridges.

I tested moving the natural expansion minerals 1-2 squares closer to the wall, and found that I can get hydras to hit refineries and workers, but I discovered another item of concern. Reapers will be able to hit refineries and workers as well, from on top of the wall at the natural expansion. I'm worried that the consequences of this will be worse than having hydras not be able to hit workers. What do you think?
TelecoM
Profile Blog Joined January 2010
United States10682 Posts
May 26 2010 23:49 GMT
#46
awesome work!!
AKA: TelecoM[WHITE] Protoss fighting
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
May 27 2010 02:54 GMT
#47
I want to play this but I never see it on the list and when I make no one joins. Is there anyway to play this with people other then your friends?

PM if you want to play a few games on this map or another non blizz map
I was 1500 plat before reset as toss
I am now playing random and should be in diamond soon
I am willing to play any MU
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
Make3
Profile Joined April 2010
Canada12 Posts
May 27 2010 02:55 GMT
#48
it really looks good
Bob300
Profile Joined April 2010
United States505 Posts
May 27 2010 02:57 GMT
#49
You should put minerals at back entrance not rocks
Still very impressive.
NYC Suburbs --- College Freshman --- Season 1 - Drone Whiskey
FreshVegetables
Profile Blog Joined January 2010
Finland513 Posts
May 27 2010 03:03 GMT
#50
Yeah, Blizzard should totally add this to their mappool! Also, is this already published on euro?
yummy tomatoes
nomsayin
Profile Blog Joined March 2009
United States124 Posts
Last Edited: 2010-05-28 00:24:05
May 27 2010 05:21 GMT
#51
On May 27 2010 11:55 Make3 wrote:
it really looks good


thanks!

On May 27 2010 11:57 Bob300 wrote:
You should put minerals at back entrance not rocks
Still very impressive.


I've tried a bunch of different things, but I haven't found a way to use minerals on the backdoor ramp like the original If I can, I will definitely release a version with the minerals blocking the ramp!

On May 27 2010 12:03 FreshVegetables wrote:
Yeah, Blizzard should totally add this to their mappool! Also, is this already published on euro?


Just published on EU as "Destination by nomsayin". Bad name maybe, but I wanted to get it up immediately! (Edited the title of the map on EU)
0neder
Profile Joined July 2009
United States3733 Posts
May 27 2010 05:25 GMT
#52
Great game between Drewbie and Moo on IccupTV tonight. Keep up the good work!
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
May 27 2010 05:43 GMT
#53
Why don't you just upload it somewhere and share it with everybody here?..
There are three types of people in the universe: those who can count, and those who cant.
Ai52487963
Profile Joined March 2010
United Kingdom136 Posts
May 27 2010 05:52 GMT
#54
Some testing I've done came up with two problems:

Units can be warped in to the water below the bridges. I think they automatically reset themselves back up there though, but I'm sure this could present a problem.

Also placing a core on the top base's eastern bridge's mouth looks like it has enough room for a zergling to pass through, but is, in fact, zling tight.
GoodCat1
Profile Joined May 2009
Israel266 Posts
May 27 2010 06:06 GMT
#55
can't find
ZerO FAN~!~!~!
Iwbhs
Profile Blog Joined May 2009
United States195 Posts
Last Edited: 2010-05-27 11:50:23
May 27 2010 11:39 GMT
#56
If you want to preserve the original feel of destination, but with new units then units with range of 6 or greater should be able to shoot through the gaps in the walls. the fact that this opens your nat up to harass from reaper/colo is just part of sc2.

spoiler for the HY reason. I had to draw it
+ Show Spoiler +

http://www.livestream.com/iwbhs/video?clipId=pla_e928a761-4ab3-4516-a8ef-453adfffdf59&utm_source=lslibrary&utm_medium=ui-thumb

and yea, im wearing pants
Everyone loves Milano cookies.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
May 27 2010 11:44 GMT
#57
after 0.9 comes 0.10 now? >.>
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
May 27 2010 11:47 GMT
#58
Can you make it so all the minerals not look the same? It's a silly complaint but it really does take away from the immersion.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
TzTz
Profile Blog Joined April 2010
Germany511 Posts
May 27 2010 11:49 GMT
#59
well if you have a problem with reapers/colossi walking over there just block ground pathing...
Iwbhs
Profile Blog Joined May 2009
United States195 Posts
May 27 2010 11:51 GMT
#60
On May 27 2010 20:49 TzTz wrote:
well if you have a problem with reapers/colossi walking over there just block ground pathing...


boo, you are essentially nerfing early terran harass and mid toss harass, not cool.
Everyone loves Milano cookies.
TzTz
Profile Blog Joined April 2010
Germany511 Posts
May 27 2010 11:56 GMT
#61
Well as long as you only do it on the mentioned positions where reapers could kill the probes and assimiltor while standing on the cliff you could still leave enough of the cliff open for them to jump over. Would have to make it visual where you can pass however. Or just make some of those spots 2 levels higher so they can't jump up. Of course only do it if it's needed for balance. Since the map creator mentioned some concerns about that, this might be a solution.
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
Last Edited: 2010-05-27 12:04:30
May 27 2010 11:57 GMT
#62
Hmm, you probably left the minerals like the converter placed them. Try placing them manually but still on the same places so they the generator can do it's thing and they don't look as stiff.
Edit: Actually you can just change the variant/degree on the already placed ones through properties how silly of me..
There are three types of people in the universe: those who can count, and those who cant.
Iwbhs
Profile Blog Joined May 2009
United States195 Posts
May 27 2010 14:11 GMT
#63
Found another bug, you can spew creep on only some of the bridges
Everyone loves Milano cookies.
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 28 2010 00:21 GMT
#64
On May 27 2010 14:25 0neder wrote:
Great game between Drewbie and Moo on IccupTV tonight. Keep up the good work!


That's very exciting. I wish I could have seen it!

On May 27 2010 14:52 Ai52487963 wrote:
Some testing I've done came up with two problems:

Units can be warped in to the water below the bridges. I think they automatically reset themselves back up there though, but I'm sure this could present a problem.

Also placing a core on the top base's eastern bridge's mouth looks like it has enough room for a zergling to pass through, but is, in fact, zling tight.


I haven't look at the warp issue yet, but I have changed the building blocking on the bridges.

On May 27 2010 15:06 GoodCat1 wrote:
can't find


If you're on EU or US, you need to create a custom game, and then search for "Destination". Unfortunately, there are no public games. Hope this helps!

On May 27 2010 20:39 Iwbhs wrote:
If you want to preserve the original feel of destination, but with new units then units with range of 6 or greater should be able to shoot through the gaps in the walls. the fact that this opens your nat up to harass from reaper/colo is just part of sc2.

spoiler for the HY reason. I had to draw it
+ Show Spoiler +

http://www.livestream.com/iwbhs/video?clipId=pla_e928a761-4ab3-4516-a8ef-453adfffdf59&utm_source=lslibrary&utm_medium=ui-thumb

and yea, im wearing pants


Thank you so much for your time explaining your idea. I have been carefully considering this. I asked some of my friends who are much better players than me, and I've decided to leave it as is for now.

On May 27 2010 20:44 FlopTurnReaver wrote:
after 0.9 comes 0.10 now? >.>


That's how battle.net publishes updates.

On May 27 2010 20:47 Whiplash wrote:
Can you make it so all the minerals not look the same? It's a silly complaint but it really does take away from the immersion.


Done!

On May 27 2010 23:11 Iwbhs wrote:
Found another bug, you can spew creep on only some of the bridges


I've fixed the bridges so they are unbuildable still, except for with creep tumors.
GoodCat1
Profile Joined May 2009
Israel266 Posts
May 28 2010 00:51 GMT
#65
well that what i did,and i found other destination map and not yours
ZerO FAN~!~!~!
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 28 2010 00:52 GMT
#66
On May 28 2010 09:51 GoodCat1 wrote:
well that what i did,and i found other destination map and not yours


What server are you on? I went and made some changes.
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
May 28 2010 00:56 GMT
#67
Oh wow! This is sweet, going to try it tomorrow when i wake up !~ night nights
Looks well balanced! Identical to the original, KeSPA map makers would be proud.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
GoodCat1
Profile Joined May 2009
Israel266 Posts
May 28 2010 02:50 GMT
#68
On May 28 2010 09:52 nomsayin wrote:
Show nested quote +
On May 28 2010 09:51 GoodCat1 wrote:
well that what i did,and i found other destination map and not yours


What server are you on? I went and made some changes.


am on EU ofc..

look at my country
ZerO FAN~!~!~!
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 28 2010 03:53 GMT
#69
Can anyone else confirm if the map is up on EU? Looks all good from my end.
Frozenzen
Profile Joined May 2010
Sweden97 Posts
May 28 2010 04:06 GMT
#70
I saw it on EU before system shutdown, but can't get on to test playing on it atm.

Now someone just needs to get sin chupung ryung on as well, I love that map .
haaz
Profile Joined May 2010
157 Posts
May 28 2010 06:33 GMT
#71
There is no map on EU.
Nomsayin could you upload ur map on host like `mediafire` and share it to us here?
There is no way to download it expect on having beta acc in usa i guess ...
temp banned: 2 warnings: 8, my little achievments 8), last update: 23-05-2013
Csirac
Profile Joined December 2009
Australia55 Posts
May 28 2010 07:00 GMT
#72
Great translation of a classic. Played on it once with a friend and have just a few things

1) Theres a disproportionate amount of space behind the mineral lines between the 2 main bases. ie: theres very little space behind the bottom main compared to the top. This can lead to a few balance problems for certain strats.

2) I'm sure its been pointed out in the thread but the rocks blocking off the 2nd ramp is a bit much. I assume its only there because you havent found a way to mimic how it was done in sc1 with the mineral patch.

3) The gold is tooooooooooo good lol. Friend said it gives "rich" gas which is crazzzzzzzzy and just as easy to hold as any other expansion if not easier. and once held.. that is crazy returns.

4) blinking stalkers can get stuck on the high ground behind the natural. Not too big of a deal but semi annoying having to blink again to get off it

besides that it was great fun to play on!
Frozenzen
Profile Joined May 2010
Sweden97 Posts
May 28 2010 07:09 GMT
#73
On May 28 2010 15:33 haaz wrote:
There is no map on EU.
Nomsayin could you upload ur map on host like `mediafire` and share it to us here?
There is no way to download it expect on having beta acc in usa i guess ...


There are currently 3 versions of destination on EU servers, although none is named "destination by nomsayin". The only one which looks like this version is called "destination broodwar" and is uploaded by the id mind.

Not sure if it's the same one, can't really see until I play on it, and noone joining my game (which is hardly surprising considering the time).
decemvre
Profile Joined May 2010
Romania639 Posts
May 28 2010 07:10 GMT
#74
i can't find it on EU T_T;/
decemberTV
haaz
Profile Joined May 2010
157 Posts
May 28 2010 07:11 GMT
#75
Exactly, there are 3 versions of destination, but there is no version of this map made by nomsayin
Search by name doesnt help
temp banned: 2 warnings: 8, my little achievments 8), last update: 23-05-2013
TelecoM
Profile Blog Joined January 2010
United States10682 Posts
May 28 2010 07:27 GMT
#76
this map is soso good man!!
AKA: TelecoM[WHITE] Protoss fighting
tertle
Profile Joined February 2010
Australia328 Posts
Last Edited: 2010-05-28 08:21:58
May 28 2010 08:15 GMT
#77
Firstly, map looks amazing, a lot of attention has gone into detail. It also feels great to play on.

The only problem I feel is the rich expansions, mostly due to the rich gas (which give 6 gas per trip)

The thing about gold expansions are they are meant to give users quick bursts of resources, but once saturated are no better than normal mines and I feel by having 2 gas at each expansion makes them too good.

I think you should either
-remove rich gas
-make it so there is only 1 gas in rich patch
-or make it so they are normal mineral patches (but only 6) with 2 rich gas.

I kind of like the last option tbh. Would make the map just a little more unique.
If you did this, you could also change the expansions with the really wide open ramp into a rich instead which would make for interesting gameplay... ie. do you expand out for extra minerals or gas.

Also they are probably too easy to hold, maybe widening at least 1 of the ramps would fix this.

Personally though, I wouldn't care if you simply removed rich mineral/gas patches. It'd be a great map.
Iwbhs
Profile Blog Joined May 2009
United States195 Posts
May 28 2010 08:17 GMT
#78
On May 28 2010 16:00 Csirac wrote:
3) The gold is tooooooooooo good lol. Friend said it gives "rich" gas which is crazzzzzzzzy and just as easy to hold as any other expansion if not easier. and once held.. that is crazy returns.


See im not the only one. Also, the Iccup commentators talked about this also. The gold geysers are just too much, no other map on ladder has this. or move it to right right so it's not so easy to defend.
Everyone loves Milano cookies.
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 29 2010 05:24 GMT
#79
Thanks to everyone for your feedback on the high yield expansion. I realize there is a problem with the accessibility of the expansion, and I'm in the process of gradually tuning it to find the precisely right balance. The first step I have taken is to widen the ramps on both sides of the expo, widened to 2 on one side and 3 on the other. Hopefully this will make the expansion harder to defend, and I suspect further updates will be necessary.

Secondly, I am experimenting with removing the Xel'Naga towers. I think I like the map better this way, and I'd like to hear everyone's feedback.

Thirdly, I reassure everyone the map IS published publicly on the European servers. It is not published by me, nomsayin, so I'm sorry if this has caused any confusion. The map title is "Destination by nomsayin" published by Mezmerize.

Just to make this totally clear I'm including an image
[image loading]
omninmo
Profile Blog Joined April 2008
2349 Posts
May 29 2010 05:32 GMT
#80
where do i download this? its not on US
KiWiKaKi
Profile Joined February 2010
Canada691 Posts
May 29 2010 07:04 GMT
#81
the natural expo should be changed as its too far from the ramp for protoss to forge fast expo vs zerg and protect both expo and ramp
ur pro or ur noob , thats life
nomsayin
Profile Blog Joined March 2009
United States124 Posts
May 30 2010 20:21 GMT
#82
On May 29 2010 14:32 omninmo wrote:
where do i download this? its not on US


Unfortunately, it isn't found in the "Join Custom Game" menu. To find it, you must create your own custom game and search for "Destination". Let me know if you still don't find it.
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
Last Edited: 2010-05-30 21:01:41
May 30 2010 20:52 GMT
#83
I can't find Destination on EU, only some other not as well worked versions.

Also, some of the chokes and various areas are too small, like the choke heading from the bridges to the large-ramped expansions. Those are too narrow in comparison to it's BW counterpart.
[image loading]

These are my main concerns. Overall however the map feels a bit too small when i look at it, have you tried comparing overlord travel times with BW Destination?
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
Iwbhs
Profile Blog Joined May 2009
United States195 Posts
May 31 2010 03:51 GMT
#84
.13 is VERY good, MUCH better than previous versions...

I suggest removing the HY gas from the HY fields. They are way too much gas. You can 15 hatch and pump high tech while turtling. its kind of risky but with T and P its not even THAT risky.
Everyone loves Milano cookies.
nomsayin
Profile Blog Joined March 2009
United States124 Posts
Last Edited: 2010-05-31 22:08:42
May 31 2010 22:07 GMT
#85
On May 31 2010 12:51 Iwbhs wrote:
.13 is VERY good, MUCH better than previous versions...

I suggest removing the HY gas from the HY fields. They are way too much gas. You can 15 hatch and pump high tech while turtling. its kind of risky but with T and P its not even THAT risky.


This is what I've done in 1.0. I may continue to experiment with high yield gas, I would try something new, maybe have high yield gas, but not minerals.

edit:

Also, I've uploaded it twice to the EU servers. They're both release publicly, and I've gone and checked that they are playable from my end.
JohnQPublic
Profile Joined April 2010
United States123 Posts
June 01 2010 10:08 GMT
#86
I like it a lot and although I can't comment on balance as I haven't played that many matches on it the first thing that really strikes me is it feels a little too dark. I don't know what all you can do on that but if there is anyway to lighten it up a little without washing it out I think it would help its overall look.
non sum qualis eram
SoL[9]
Profile Blog Joined December 2009
Portugal1370 Posts
June 01 2010 10:27 GMT
#87
OMG looks really nice.

MaD.Pyro already point some things that could turn the map much much better.
I really look forward to play in here.
Amazing job!
I Can Fly...
Angryhorse
Profile Joined January 2010
Sweden387 Posts
July 16 2010 17:59 GMT
#88
Hey, where can I download a working version of Destination and Fighting Spirit? EU btw if that matters
Don't cry blood, the world doesn't revolve around you
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
July 16 2010 18:04 GMT
#89
On July 17 2010 02:59 Angryhorse wrote:
Hey, where can I download a working version of Destination and Fighting Spirit? EU btw if that matters

I haven't had any luck getting Fighting Spirit on EU. Hopefully I'll be able to find an alternative once the full version is released.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Angryhorse
Profile Joined January 2010
Sweden387 Posts
July 16 2010 18:17 GMT
#90
On July 17 2010 03:04 prodiG wrote:
Show nested quote +
On July 17 2010 02:59 Angryhorse wrote:
Hey, where can I download a working version of Destination and Fighting Spirit? EU btw if that matters

I haven't had any luck getting Fighting Spirit on EU. Hopefully I'll be able to find an alternative once the full version is released.


What about Destination? Love your maps btw
Don't cry blood, the world doesn't revolve around you
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-07-16 18:56:22
July 16 2010 18:52 GMT
#91
On July 17 2010 03:17 Angryhorse wrote:
Show nested quote +
On July 17 2010 03:04 prodiG wrote:
On July 17 2010 02:59 Angryhorse wrote:
Hey, where can I download a working version of Destination and Fighting Spirit? EU btw if that matters

I haven't had any luck getting Fighting Spirit on EU. Hopefully I'll be able to find an alternative once the full version is released.


What about Destination? Love your maps btw

You'd have to ask nomsayin. I know he's got it published on US but getting them on EU is a completely other story :/

EDIT: he posted above it looks like they worked :p
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Kerrdezzy
Profile Joined June 2010
United States50 Posts
July 16 2010 19:00 GMT
#92
Thats awesome! great map!
My life for Shakuras
NukeTheBunnys
Profile Joined July 2010
United States1004 Posts
July 17 2010 18:36 GMT
#93
I found a little bug in the map when i was playing it earlier. I built a refinery at the bottom left expo and when the svc was done he came out on the left side of it and he couldn't get out at all. needs a little more room so you can path around it fully
When you play the game of drones you win or you die.
nomsayin
Profile Blog Joined March 2009
United States124 Posts
September 15 2010 02:37 GMT
#94
There was an issue with the gold minerals not appearing sometimes. I believe the issue is fixed, I hope everyone is enjoying the map.
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
September 15 2010 02:48 GMT
#95
The open spaces in the middle of the map is exactly what's missing in all SC2 maps.

It's no problem to have all these narrow paths to expansions, but damn, the beauty here is that you can actually have an honest battle in the middle
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
Dystisis
Profile Joined May 2010
Norway713 Posts
September 15 2010 02:52 GMT
#96
Don't use High Yield gas, they mess up the worker pathing so that they run around it before entering the refinery.

Anyways, the map looks very very good compared to the current Blizz maps. Great work.
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