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[M] Wc3's Twisted Meadows

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 Next All
McCheese
Profile Joined July 2010
208 Posts
Last Edited: 2010-08-10 03:09:12
July 22 2010 03:38 GMT
#1
I've decided to revamp Twisted Meadows to Sc2! I've never played Wc3, but I got a request in my map thread (which you can find here) to remake this map, and I would like some feedback on it. (how the terrain looks and stuff)

So if you could take a few minutes of your time, and check it out. =]

**Map is Published! Search for "Twisted Meadowss" and it will show up!**

Twisted Meadows

Wc3 Version
+ Show Spoiler +

[image loading]



Sc2 Version
+ Show Spoiler +

[image loading]

Map Features & Explanation
[image loading]

Dotted Yellow Line = Expansion Route
Black Line = Line of Sight Blocker
Red Circle = Watch Tower

Version: 0.3
Players: 4
Download: Here!

*In case you didn't know or were wondering, the blue line is the end of the map, and yellow is the camera.

Close Ups
Main
+ Show Spoiler +

[image loading]


Nat & Gold
+ Show Spoiler +

[image loading]


3rd
+ Show Spoiler +

[image loading]


Watch Tower
+ Show Spoiler +

[image loading]



I hope you like it, and give some positive feedback and anything that you think needs to be improved.

Check out all my other maps, in my map thread, here!
Thanks! =]
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
July 22 2010 03:41 GMT
#2
don't like the layout tbh
..and then I would, ya know, check em'. (Aka SpoR)
FindingPride
Profile Blog Joined July 2010
United States1001 Posts
July 22 2010 03:41 GMT
#3
nicely done, but i think this map favors zerg a little too much with that gold expansion, need to make it more vulnerable to tanks and collosi
stiga
Profile Blog Joined June 2008
United States377 Posts
July 22 2010 03:41 GMT
#4
looks like itd be very zerg favored. may be hard to move around large armies late game? but hey im no pro i dunno
Bibbit
Profile Blog Joined December 2009
Canada5377 Posts
July 22 2010 03:42 GMT
#5
Pretty neat. But since you have a map thread, shouldn't new maps be getting posted in there?
kzn
Profile Blog Joined June 2007
United States1218 Posts
July 22 2010 03:42 GMT
#6
The expo routes are quite clearly Zerg favored but that might well be countered by the narrow nature of the map.

I think it would certainly be interesting to see how PvT and T/P mirrors play out when expanding towards the opponent isn't an option.
Like a G6
GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
July 22 2010 03:43 GMT
#7
this was one of my favorite WC3 ladder maps

I don't think SC and WC3 would ideally use the same type of maps though due to creeps/merc camps/shops etc
MiniTsunami
Profile Joined June 2010
United States274 Posts
July 22 2010 03:45 GMT
#8
yeah not a big fan of WC3 maps being ported to SC2, this port looks about as decent as it could be though
Learn from the mistakes of others, because you won't live long enough to make them all yourself.
Joseph.
Profile Joined July 2010
United States17 Posts
July 22 2010 03:46 GMT
#9
I think it looks real good, nice work.
MuTT
Profile Joined July 2010
United States398 Posts
July 22 2010 03:48 GMT
#10
it doesn't feel like twisted meadows tbh and also it looks like you can walk to corner expansions which changes everything
MC's strength: confidence weakness: over confidence
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
July 22 2010 03:49 GMT
#11
--- Nuked ---
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
July 22 2010 03:50 GMT
#12
awesome map!
McCheese
Profile Joined July 2010
208 Posts
July 22 2010 03:52 GMT
#13
Thanks for all the feedback and such. And yes, you can walk to the back expansion, but that can change if necessary. And the gold expansion maybe mostly plain minerals, because the gold seems too close and easy to expand too.
rS.Sinatra
Profile Joined May 2010
Canada785 Posts
July 22 2010 03:53 GMT
#14
One of my favourite maps from wc3... the only problem with SC2 is.. that map had alot of pressure in early-mid game to control the centre of the map, however, with no taverns or shops, there is no strategic advantage to that... maybe find something enticing to control that point?
www.rsgaming.com
darklordjac
Profile Joined July 2010
Canada2231 Posts
July 22 2010 03:55 GMT
#15
I like how you start close to each other and move away instead of the standard starting far away and move closer together
McCheese
Profile Joined July 2010
208 Posts
July 22 2010 03:57 GMT
#16
Yeah, it was hard to find something in sc2 to be something small enough to fit in the center and have high value, so I'll I could think of was a watch tower, but I may put gold in the middle? but that'd be way too hard to defend.
Joseph.
Profile Joined July 2010
United States17 Posts
Last Edited: 2010-07-22 04:00:28
July 22 2010 03:59 GMT
#17
It honestly looks good the way it is, and depending on how far that watch tower reaches (say if it hits the view of your backdoor rocks), it could be very valueable. If that map was included in the games 1v1 pool from the beginning I don't think anyone would complain to be honest. Good work, and keeps with the rough idea of WC3 as best as could be given the differences in games.
McCain
Profile Blog Joined February 2010
United States187 Posts
July 22 2010 04:00 GMT
#18
On July 22 2010 12:53 Paramore wrote:
One of my favourite maps from wc3... the only problem with SC2 is.. that map had alot of pressure in early-mid game to control the centre of the map, however, with no taverns or shops, there is no strategic advantage to that... maybe find something enticing to control that point?

With the destructible rocks down, going through the middle is the quickest way to attack your opponent. Also the line-of-sight fog surrounding the watch tower (theoretically, if the watch tower radius exceeds the fog radius) means that the area will be very easy to defend and very hard to attack.
shinosai
Profile Blog Joined April 2010
United States1577 Posts
Last Edited: 2010-07-22 04:03:34
July 22 2010 04:02 GMT
#19
I think it looks like a cool map. Yea, it's a good zerg map, but it would make a pretty decent terran map, too, as you could block off the ramp to your natural and gold, and defend them pretty easily.

The backdoor does kind of suck, though. I'd probably end up vetoing it in ladder because of that.
Be versatile, know when to retreat, and carry a big gun.
Joseph.
Profile Joined July 2010
United States17 Posts
July 22 2010 04:02 GMT
#20
There is a couple of things though, make the 3rds only accessible by air. And make that little path in between the starting area and the rocks unpassable (if it is in the first place, the little part in between them seperating the golds from the other guys starting minerals)
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