|
|
I love you for this map! Nasty reapermap but I think it's open enough for a decent fight in TvZ. Also has some nice positions to hide pylons and It's natural can be creeped fast so np defending it (at least until the tanks are in front of your base). Oldschoolmaps ftw!
|
Hehe. ><. Saw the thing on ICCUP.TV.
|
Awesome work, but still i think you should keep the ramp next of the natural like it was in sc/bw
|
Where can we find this awesome map ?
|
It looks real good. Should be interesting to play on. I hope Blizz adds some of these custom maps into ladder play. There isn't a lot of variety in beta. Anyway, great work!
|
On July 12 2010 11:22 SuxxorTIme wrote: Where can we find this awesome map ?
Search "Match Point BW" in-game
On July 12 2010 11:17 StoLiVe wrote: Awesome work, but still i think you should keep the ramp next of the natural like it was in sc/bw The ramp is in the same spot :/ Which one are you talking about?
|
|
It looks great, but the terrain on the platforms seems to be too dark, or maybe just too overdone there.
|
On July 12 2010 11:24 prodiG wrote:Search "Match Point BW" in-game Show nested quote +On July 12 2010 11:17 StoLiVe wrote: Awesome work, but still i think you should keep the ramp next of the natural like it was in sc/bw The ramp is in the same spot :/ Which one are you talking about?
Thx sir !
|
On July 12 2010 11:26 Newguy wrote: It looks great, but the terrain on the platforms seems to be too dark, or maybe just too overdone there. The lighting is quite different in-game
|
Ah good to see this actually polished and play-ready.
|
I downloaded the map, but I when I try to play on it, the entire map is covered in fog of war and I can't see or select any of my units or buildings. Is anyone else having this problem? I tried playing both on melee and on custom.
|
On July 12 2010 11:37 SiegeFlank wrote: I downloaded the map, but I when I try to play on it, the entire map is covered in fog of war and I can't see or select any of my units or buildings. Is anyone else having this problem? I tried playing both on melee and on custom. Testing now, will update
EDIT: something is broken, fixing asap
EDIT 2: Triggers were broken. Fixed now, should work fine
|
i like it but i dont like the way the 2 high grounds overlooking middle look the extra little things just look ..ehh
|
Sir, on EU realm we can't see this map or other map like UMS. Have u got any ideas guys ?
|
On July 12 2010 11:45 SuxxorTIme wrote: Sir, on EU realm we can't see this map or other map like UMS. Have u got any ideas guys ? I need an account to publish them to EU on. I may still have access to one, I'll try.
EDIT: Patch 16 nuked my ability to switch to the EU gateway in the editor :/
|
This is a sweet port, I love seeing the familar BW Maps in SC2, I just wish Blizzard put them in their map pool.
|
Yes! Thanks so much prodiG!! :D
|
On July 12 2010 11:53 TheAngelofDeath wrote: Yes! Thanks so much prodiG!! :D <3
|
It's working great now, thanks!
|
|
On July 12 2010 12:07 unit wrote: where do you download?
Search "Match Point BW" In-game to play!
|
The high ground locations just SW of the top main, and NW of the bottom main (the ones that sort of separate the main and nat) They can't be solid... they were made that way on the original so that tanks couldn't be set there. That needs fixed.
|
This is amazing, testing this now :D
|
LOVE how u didnt add gold minerals. i hate gold minerals so this is a nice change :D
|
On July 12 2010 12:15 np.Resuscitate wrote: The high ground locations just SW of the top main, and NW of the bottom main (the ones that sort of separate the main and nat) They can't be solid... they were made that way on the original so that tanks couldn't be set there. That needs fixed.
They're not pathable, they're covered in doodads so players can tell in-game.
On July 12 2010 12:18 Entertaining wrote: LOVE how u didnt add gold minerals. i hate gold minerals so this is a nice change :D I tried to keep everything as close to it was in Brood war as possible in all of my touch-ups, and it looks like Dyren tried to keep it this way as well.
|
there should be an TL icon for map maker like you
love you prodiG <3
|
Don't you hate how there are no 30 degree ramps?I find that it's a huge ****ing problem when converting my own maps.
|
its so beautiful :' ) will definitely be playing this a lot with friends!
|
We can't publish any maps on EU realm atm ... That is the principal problem...
|
Thanks for this map, it happens to be a favorite of my bros :D
|
One tiny thing that bothers me is that all the mineral patches have the same model. If you click on the minerals in the editor and press , or . it will give it a different model. Hehe, just one little thing that drives me crazy.
|
On July 12 2010 13:51 LazyScout wrote: One tiny thing that bothers me is that all the mineral patches have the same model. If you click on the minerals in the editor and press , or . it will give it a different model. Hehe, just one little thing that drives me crazy. hah, i never noticed. I didn't touch the mineral patches, I'll fix these up tomorrow
|
On July 12 2010 11:07 MythicalMage wrote: Hehe. ><. Saw the thing on ICCUP.TV. Whoa, already? I was bugging them about this only this afternoon. AWESOME. THIS + DESTI + CHUPUNG = beautiful good gameplay maps.
|
On July 12 2010 13:58 0neder wrote:Show nested quote +On July 12 2010 11:07 MythicalMage wrote: Hehe. ><. Saw the thing on ICCUP.TV. Whoa, already? I was bugging them about this only this afternoon. AWESOME. THIS + DESTI + CHUPUNG = beautiful good gameplay maps. today's ITL is pretty much the whole reason why I went ahead and did all this :p
|
great map . my friends and i have been playing on this one and fighting spirit.
|
Looks great. I look forward to play this
|
Awesome port.
I love map ports without gold minerals and xelnaga towers. Maps are better without that shit.
|
Glad you guys like it. :D
|
On July 13 2010 04:04 dyren wrote: Glad you guys like it. :D big props to dyren here guys, he did most of the work!
|
i just tried playing this with a friend but we couldn't because of intense lag issues D: But it seems to only happen with this map, is there a specific reason or are we just getting boned.
|
Hey all--yeah map analyzer is down because Blizzard changed the map format for the newest patch. It caught me off guard because I'm adding a lot of new features and fixes at the moment.
About the map: I very much like the decoration. It's tempting to use everything in a tileset, but a nice varied use of the greys came out really well for this map!
|
On July 17 2010 02:33 KCrazy wrote: i just tried playing this with a friend but we couldn't because of intense lag issues D: But it seems to only happen with this map, is there a specific reason or are we just getting boned. Does it work fine for a second, and then hitch, and then work fine for another second and hitch and so on and so forth?
I've been having this problem on all of my maps since the latest patch. I have no idea what is causing it, but confirmation from a third party will definitely tell me there's a bug I need to fix tonight before any of this weekend's tournaments.
EDIT: If anyone else has seen this problem on any other custom maps and knows what is causing it, please let me know. I can't think of any reason why anything in the editor would cause networking issues like that, so I don't even know how to begin troubleshooting besides asking in #sc2mapster or something on IRC.
|
Thanks for the port!
I would suggest adding a destructible rocks along the main.
I think this is going to become a defacto standard with competitive maps. It give players one more strategic option.
|
On July 17 2010 03:05 Shurafa wrote: Thanks for the port!
I would suggest adding a destructible rocks along the main.
I think this is going to become a defacto standard with competitive maps. It give players one more strategic option. I do not want to put any SC2 features like high yield minerals or rocks in this map. I tried to keep it as faithful to the original as I could, and I can tell dyren did in his design as well.
Where would you add d-rocks anyway? the only ground path in and out of the base is through the choke into the natural o_o
|
On July 17 2010 02:42 prodiG wrote:Show nested quote +On July 17 2010 02:33 KCrazy wrote: i just tried playing this with a friend but we couldn't because of intense lag issues D: But it seems to only happen with this map, is there a specific reason or are we just getting boned. Does it work fine for a second, and then hitch, and then work fine for another second and hitch and so on and so forth? I've been having this problem on all of my maps since the latest patch. I have no idea what is causing it, but confirmation from a third party will definitely tell me there's a bug I need to fix tonight before any of this weekend's tournaments. EDIT: If anyone else has seen this problem on any other custom maps and knows what is causing it, please let me know. I can't think of any reason why anything in the editor would cause networking issues like that, so I don't even know how to begin troubleshooting besides asking in #sc2mapster or something on IRC.
yea this is exactly what was happening
|
Tou're a sick map maker. In my opinion you published 3 out of the 3 best Melee map for SC2 Keep up your great work. You're awesome sick
|
I would like it bigger feels like the "middle" part is too small.
|
On July 17 2010 02:42 prodiG wrote:Show nested quote +On July 17 2010 02:33 KCrazy wrote: i just tried playing this with a friend but we couldn't because of intense lag issues D: But it seems to only happen with this map, is there a specific reason or are we just getting boned. Does it work fine for a second, and then hitch, and then work fine for another second and hitch and so on and so forth? I've been having this problem on all of my maps since the latest patch. I have no idea what is causing it, but confirmation from a third party will definitely tell me there's a bug I need to fix tonight before any of this weekend's tournaments. EDIT: If anyone else has seen this problem on any other custom maps and knows what is causing it, please let me know. I can't think of any reason why anything in the editor would cause networking issues like that, so I don't even know how to begin troubleshooting besides asking in #sc2mapster or something on IRC.
I encountered this problem while playing Match Point as well (haven't tried Fighting Spirit yet). There is jerky lag until about 5 minutes in, when I always drop. I found some info on the sc2mapster forums.
SC2Mapster Forum Post (long URL)
|
Oh wow, it looks like it's the load screens...
That is beyond irritating. Come on Blizzard -_-
EDIT: i'll apply the "press a key to start" to all of the maps once I'm at home tonight. If that doesn't work, I'll have to pull all the loadscreens out until they are fixed.
I am disappoint.
|
Dyren's Match Point was my favorite SC2 map so far, and prodiG my favorite map maker. Excellent to see them combined together :D.
Does anyone know which upcoming tournaments are going to be using the BW remakes? I've only heard of Micro/Macro.
|
On July 17 2010 04:48 Maelkyral wrote: Dyren's Match Point was my favorite SC2 map so far, and prodiG my favorite map maker. Excellent to see them combined together :D.
Does anyone know which upcoming tournaments are going to be using the BW remakes? I've only heard of Micro/Macro. ITL this weekend is using Destination, Fighting Spirit, and I believe intends on using Match Point. TeamSix East vs West will be using Fighting Spirit, Match Point, and Ground Xero MM2 is using Fighting Spirit, Neo Tornado and Impervious
Other than that I can't think of any tournaments off the top of my head.
|
Can't wait for these to be on retail, love the maps
|
On July 30 2010 00:46 SONE wrote:Can't wait for these to be on retail, love the maps  It's published on US, search "iCCup"
|
can someone put this map on the sea server?
|
I really like how you made the middle unbuildable but allowed for it to be creep tumored. Maps like this and fighting spirit (most balanced and macro beastly map to date) should be on the ladder imho.
My only suggestion would be to extend the map bounds and fill it up with doodads to help flyers navigate and hit the mains or the natural but i dont think its needed.
|
The map looks awesome, great job!
[Now I just wish my mutas could actually get past 1 turret, hopefully soon ~]
|
On August 17 2010 22:37 Madkipz wrote: I really like how you made the middle unbuildable but allowed for it to be creep tumored. Maps like this and fighting spirit (most balanced and macro beastly map to date) should be on the ladder imho.
My only suggestion would be to extend the map bounds and fill it up with doodads to help flyers navigate and hit the mains or the natural but i dont think its needed. There wasn't a lot of room in BW, so i intend to leave it this wa.
|
Not sure if this has been posted, but the bottom left main has 9 mineral patches instead of 8, not sure about top right.
|
|
Is it me or is the natural minibridge not that "mini" anymore?
|
Now that this map is chosen for StarsWars I wonder: Are you still comfortable with the mineral only or did you consider making it a one gas expo? And in what area exactly can you not build? Cause this area will be very tough for meching Terrans.
Overall I just have slight concerns that Terran has a disadvantage against Zerg here (but of course I don't know much about map balance and this map is really complicated^^).
|
On April 12 2011 17:55 Ragoo wrote: Now that this map is chosen for StarsWars I wonder: Are you still comfortable with the mineral only or did you consider making it a one gas expo? And in what area exactly can you not build? Cause this area will be very tough for meching Terrans.
Overall I just have slight concerns that Terran has a disadvantage against Zerg here (but of course I don't know much about map balance and this map is really complicated^^).
The not-to-be-build-area is the big plateau in front of your min only expo. If you could place turrets and other stuff there, it would be way to easy to hold this important position exspecially for meching terrans.
I'm interested to see this map in SC2 more often to see the difference the games work on a similar map. Also I don't think meching terrans have a disadvantage at this map against zerg - apparently I think the map is very good for mech.
|
i love this map. remember seeing it being casted in a day9 daily a while ago and was impressed by how original it was. i didn't know about many custom maps back then. i wish day9 would do that more often to help maps becoming more popular :D
|
On April 12 2011 21:52 Miragee wrote:Show nested quote +On April 12 2011 17:55 Ragoo wrote: Now that this map is chosen for StarsWars I wonder: Are you still comfortable with the mineral only or did you consider making it a one gas expo? And in what area exactly can you not build? Cause this area will be very tough for meching Terrans.
Overall I just have slight concerns that Terran has a disadvantage against Zerg here (but of course I don't know much about map balance and this map is really complicated^^). The not-to-be-build-area is the big plateau in front of your min only expo. If you could place turrets and other stuff there, it would be way to easy to hold this important position exspecially for meching terrans. I'm interested to see this map in SC2 more often to see the difference the games work on a similar map. Also I don't think meching terrans have a disadvantage at this map against zerg - apparently I think the map is very good for mech. 
Hmm, but as meching Terran you need a good third for gas. And to take the third you need to be able to walk over the big plateau, but if he has a decent amount of Mutas this is almost impossible with a Mech army since you don't have many marines and Thors suck vs mass Mutas, so you need turrets everywhere. Also this plateau is very open anyway so it's hard enough to hold against Zerg anyway :/
Imho it would be better if there was just one gas at the min only or the plateau would be buildable.
|
On April 12 2011 22:49 Ragoo wrote:Show nested quote +On April 12 2011 21:52 Miragee wrote:On April 12 2011 17:55 Ragoo wrote: Now that this map is chosen for StarsWars I wonder: Are you still comfortable with the mineral only or did you consider making it a one gas expo? And in what area exactly can you not build? Cause this area will be very tough for meching Terrans.
Overall I just have slight concerns that Terran has a disadvantage against Zerg here (but of course I don't know much about map balance and this map is really complicated^^). The not-to-be-build-area is the big plateau in front of your min only expo. If you could place turrets and other stuff there, it would be way to easy to hold this important position exspecially for meching terrans. I'm interested to see this map in SC2 more often to see the difference the games work on a similar map. Also I don't think meching terrans have a disadvantage at this map against zerg - apparently I think the map is very good for mech.  Hmm, but as meching Terran you need a good third for gas. And to take the third you need to be able to walk over the big plateau, but if he has a decent amount of Mutas this is almost impossible with a Mech army since you don't have many marines and Thors suck vs mass Mutas, so you need turrets everywhere. Also this plateau is very open anyway so it's hard enough to hold against Zerg anyway :/ Imho it would be better if there was just one gas at the min only or the plateau would be buildable.
It's only theory crafting but I think if you switch up mech a little bit and go for more hellions an harass with them a lot you can use the min only very well while spending overmins on turrets (you have mentioned that you need a lot of them) and secure the plateau with siege tanks. From there on, you can take the fourth base with gas. I think non stop hellionharass is good iodea for minonly espacially on a map the zerg expo are kind of exposed (even more if you use one dropship for the main).
|
still the best bw map ever (with python and bloodbath)
|
I will not be adding a geyser to the mineral only. Mineral only expansions have a place in SC2, players will have to adapt to it. You can spend the minerals on more than just Marines, Zealots and Zerglings. (production, supply, expansions, replace your main when it gets mined out, etc).
I'm not going to change something that plays such an integral role in the entire map's concept, even in a different game.
|
This map is going to be played in the APL! Ive been searching around for comments about balance on this map if anyone has any.
|
|
|
|