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[Map] Medusa - Page 2

Forum Index > SC2 Maps & Custom Games
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SoL[9]
Profile Blog Joined December 2009
Portugal1370 Posts
July 25 2010 01:17 GMT
#21
A map from BW??? 100% Approve, love it and looks very nice.
No watch towers is fine.

Btw that destructible rocks have 2k hp. My question is how much hp the destructible rocks have in others map from SC2?
I Can Fly...
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-25 01:32:53
July 25 2010 01:27 GMT
#22
On July 25 2010 10:04 GhoSt[shield] wrote:
No ability to stack the destructible rocks in the back? As a zerg user, any destructible rocks on any map has been very awkward to defend against. Especially since breaking the rocks gives the high-ground advantage to the attack and it is a long way ground-wise to get to that area.

ye i might just have to stack some rocks up but really, i feel like its just gonna feel even harder for zerg because of the no splash.

im aware that i dont wanna let terrans or tosses break in on a zerg early on because that could result very ugly and imbalanced which i think would be the case atm but at the same time i dont want so much blocks that zergs cant break it down in decent amount of time. in sc1 it was easier to think because everyone had their splash stuff and high damage units :p

im probably gonna stack the rocks on top by x5 times or something like that, i think its gonna need alot of thinking and testing tho. im almost positive stacking is possible didnt quite test it out yet tho.

rocks in other maps pretty much have 2k hp all of them i believe

in sc1 medusa it was like 1.5k hp stacked like 10 times i believe, i dont quite remember to be honest

On July 25 2010 10:07 SubtleArt wrote:
Seems really disproportionate, and way smaller than the original. That or it could just be the fact that sc1 maps look like shit when converted to sc2 for some reason.

it actually has the same map size. its not just converted to sc2, i remade the entire map from the scratch and just used the medusa picture to copy.
would absolutely love if u could give some examples of the disproportionate locations u r talking about because its the very first version and it would shock me if i got all the sizes down correctly of the bat

i think u might just dislike the tileset. the current ladder pool didnt use too too many different tilesets so if u think its looks bad im pretty much just gonna put the blame on blizzard for that because i took the tileset that looks most like a medusa-like map and this is how it turned out, did my best with the textures and if u dont like it then i dont think u should say sc1 converts look like shit l<o<l
Progamerpls no copy pasterino
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
July 25 2010 01:29 GMT
#23
Love it man. You are doing a fantastic job with all these maps! :D
"Infestors are the suck" - LzGamer
bITt.mAN
Profile Blog Joined March 2009
Switzerland3700 Posts
July 25 2010 01:32 GMT
#24
So where u gonna put the towers MorroW ? Just wonderin...
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-25 01:37:03
July 25 2010 01:34 GMT
#25
On July 25 2010 10:32 bITt.mAN wrote:
So where u gonna put the towers MorroW ? Just wonderin...

its stated in the OP that i need help with WHERE and IF, at the current moment its heading towards not using any towers at all because nobody has given me a decent reason to use them or a good place to have them. i dont feel like the towers would fit into the style of play i want to encourage in this map and wherever i would put the towers would just create great positional imbalance or passive gameplay


On July 25 2010 10:13 Juaks wrote:
Are you going to remake Paranoid Android? Peaks of Baekdu? Python?

python already exists, use the search function

not gonna remake paranoid android because of the balance issues it had with sc1 and i kinda dont like that map. i think it would only create much stalement in sc2. peaks of baekdu, not a huge fan of that map but it might turn out more interesting with sc2, i might do it, i might not. at the moment i feel that i have plenty of maps to cover update test out and get games going with, this will probably be the last map coming from me for at least a few weeks i think. but if i feel for making a map then ye i will do so :d
Progamerpls no copy pasterino
SoL[9]
Profile Blog Joined December 2009
Portugal1370 Posts
July 25 2010 01:36 GMT
#26
Ya Morrow is better you stack the rocks, thats why i ask the HP of rocks i tho SC2 rocks i less HP and some kinda special armor ^^
Gj
I Can Fly...
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
July 25 2010 01:37 GMT
#27
This was one of my favorite maps. Mostly b/c i played zerg and hated mech .
Diamond
Profile Blog Joined May 2009
United States10796 Posts
July 25 2010 01:44 GMT
#28
MorroW I love u so much sometimes! This was my favorite map in BW. Mainly cause it was the first one I learned.

I'm interested to see how it playes out in SC2 PvT. I would love to see more of using an initial stalker like a scout, having to count units and such.

I will be playing this ASAP when SCII launches.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
July 25 2010 02:06 GMT
#29
How long is the rush distance compared to SC1's version?
We spend our youth attaining wealth, and our wealth attaining youth.
mrlie3
Profile Blog Joined December 2008
Canada350 Posts
July 25 2010 03:38 GMT
#30
1 Watchtower in the centre of the map would be perfect for this map. Each player will fight to death to gain that one subtle but invaluable advantage.
Crimson @ Clan CORE | ESFI World Translator
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 25 2010 06:19 GMT
#31
I really like this first draft, want to play it sooo badly! ;D

I agree that there is no reason for watch towers. Perhaps a small (5x5) circle or broken circle of LOS blockers in the middle would be interesting? It helps make the fight more tactical, helps zerg with their zerglings (favours melee units), and helps with flanking, all of which encourage micro.

Regarding the destructible rocks, it is definitely unfair to have a single standard rock pile. For instance, an immortal could be above your main minerals so fast, with hardly any "cost" for the protoss player. As you say, it's important for zerg to be able to break the rocks somewhat on schedule with the other races, which is especially difficult if they're stacked. Can you adjust the hp of the rock piles? 2000hp is far too little for the way Medusa is supposed to work, it seems to me. As a starting point I would try a triple stack of 2500hp rocks. (You can uncheck the "placement requirements" box and stack them very easily this way.) This seems like it would take about a minute to clear with a normal 8-10minute army from any race. The terrans are favoured the most for starcraft 2 because siege tanks are the most "standard" splash damage unit. Collosi are so slow to get it's not a worry for me, but just one immortal can clear a default rock pile in 30 seconds. I think the mobility problems of tanks balance the easy splash damage.

Now that I think about it, I'm most worried about pvt imba... and I play protoss. Voidrays from the cliff seems absurd, not to mention rocks to charge on.

Anyway, it will need testing, and will definitely have its own metagame, good ol' Medusa. Sign me up!
Comprehensive strategic intention: DNE
Omegon
Profile Joined March 2009
Sweden54 Posts
August 04 2010 23:22 GMT
#32
I really can't wait to play this map, love every part of it (and also, it's very nostalgic in the kinda "yay, this map again" since I loved it in BW too.) So I' just gonna say. Well, great work and I hope to see more from you morroW.
TRUE GRIT BITCH!
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