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.
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!
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 .
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.
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.
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?
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.
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!
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.
pm me your msn or something, i have a spare account for you to upload this map @ EU
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.
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.
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?
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
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)
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.
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.
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.
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..
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.
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.
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.
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 ...
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
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).
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.
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.
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
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.
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.
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?
.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.
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.
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.
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