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[M] Python

Forum Index > SC2 Maps & Custom Games
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neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2010-08-25 15:33:13
August 18 2010 04:54 GMT
#1
[image loading]

The classic map that everyone has played a million times over and is sick and tired of.

PYTHON!

Made this one because no one else has made a decent conversion of it yet.

To play the map, search "TSI Python" in custom games. Map is only on US.

+ Show Spoiler [Brood War Version] +
[image loading]

[image loading]
HQ Image 2048x2048
+ Show Spoiler [Side View] +
[image loading]


Version 1.3 Changes:
  • Removed Xel naga watch towers and added two in the perpendicular diagonal.
  • Removed mineral block at island and replaced with destructible rock
  • Moved the gas at the 9 and 3 mains to the other side to lessen positional imbalance.
  • Altered position of 9 and 3 naturals to retain ample main size.
  • Corrected various pathing issues.


+ Show Spoiler [Version 1.0] +
[image loading]
HQ Image 2048x2048
+ Show Spoiler [Side View] +
[image loading]


Features:
  • 4 Players
  • Start locations at 6, 9, 12 and 3
  • Gold expansions between the 6 and 9 mains, and between the 12 and 3 mains.
  • Mineral and gas moved on some positions in mains to account for tanks.
  • Xel-Naga watch towers cover the middle
  • Snake in middle is depressed ground. Does not affect gameplay but looks cool.
  • Islands have 3 gas.
  • High ground behind natural is completely unwalkable.


Comments
      Don't mind the badly drawn snake in middle. I'm a bad artist. This one took me a while to make. Mostly because I constantly found new bugs to fix (such as a shark flying in the air) and had to correct them. Second because I was too lazy to make a picture for the thread. At any rate, I think it turned out well. Oh, and tanks are gay when mapping. 13 range, wtf. Xel Naga watch towers cover most of the middle. there's a tiny blind spot between the towers but you wouldn't be able to make use of it when moving large armies.

      I think the lack of tight chokes in this map contrasts sharply to the SC2 playstyle right now. It would be a nice difference to the strategies imo. The pathing and unbuildability is the same as in Brood War except that the middle is buildable. You can't reaper path through the islands or through the jagged cliffs. This means reaper distance is almost as long as regular path distance if the positions are 3 and 12 or 6 and 9. Play the map please, and if you find any bugs, tell me so I can fix. Enjoy.

Make sure to check out my other maps here.
Waffles
Profile Blog Joined July 2009
Romania605 Posts
August 18 2010 05:00 GMT
#2
i think the minerals in the island should be stacked or else the terran can just mule and free 100% protected 3rd. The whole problem with python was that a 3rd was hard to get.
NATO
Profile Joined April 2010
United States459 Posts
August 18 2010 05:04 GMT
#3
Are those watchtowers near the ramps to the nw and se expos? Given the sc2 cliff mechanic, this rather defeats the purpose of the ramp - since the person below will have vision.
SpiciestZerg
Profile Joined August 2010
United States154 Posts
August 18 2010 05:05 GMT
#4
That mineral trick to block building wont work since CC's now load up to 5 scv's. You gotta use destructible rocks or just make it an island.
The answer to all life's questions is more zerglings.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 18 2010 05:08 GMT
#5
I don't see why the island is easier to take than before. Epecially with Nydus worms and Warp-in with Warp prisms.

I don't really care much about high ground mechanic in SC2. If you're that late into the game that you're taking or attacking the corner expos, then you're going to have air units anyway.

The mineral trick will still work as far as I know. You can't unload scvs while in the air... I think. The Command Centre/Orbital command has no room to land.

And yes, I appreciate your comments.
GTR
Profile Blog Joined September 2004
51432 Posts
August 18 2010 05:14 GMT
#6
i didn't know python was a clone of grand line ;o
Commentator
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 18 2010 05:20 GMT
#7
Wrong pic. Bah, i'll change, thanks for catching that.
Pistolfied
Profile Joined June 2010
Canada79 Posts
August 18 2010 05:25 GMT
#8
CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.
Stop saying anywayS, it's anyway, not anyway>>S<<. Anyways is not a word!!!
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 18 2010 05:26 GMT
#9
Ahh, I see. I'll think of a way to fix that. Thanks for notifying me.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-08-18 05:31:43
August 18 2010 05:30 GMT
#10
On August 18 2010 14:25 Pistolfied wrote:
CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.

i'm like 95% sure CC's can't unload scv's while they're flying o_o


edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 18 2010 05:34 GMT
#11
On August 18 2010 14:30 prodiG wrote:
Show nested quote +
On August 18 2010 14:25 Pistolfied wrote:
CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.

i'm like 95% sure CC's can't unload scv's while they're flying o_o


edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/


It's to make sure the gases aren't tankable from islands....

Though in hindsight, it would've been better to move the start locations towards the nat so the gas doesn't get in the way. Figured it would affect the distances too much before, but now that I think of it....
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 18 2010 05:46 GMT
#12
Really good attention to small details most mappers miss! I think the distances are close to perfect.

I only think you might want to make the island only 2 gas with desto. rocks...
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
sfdrew
Profile Joined January 2010
United States201 Posts
August 18 2010 14:02 GMT
#13
I never liked the original, but this looks like a pretty faithful rendition.
I cant build there, somethins in the way
McCheese
Profile Joined July 2010
208 Posts
August 18 2010 14:19 GMT
#14
The 2 O'clock and 8 O'clock minerals in the main need to be rotated a bit so they are similar to those in the other two mains, because the gas block the ramp. and maybe add rocks to the "islands"? But otherwise it looks very similar to the original. Nice port. =P
NrG.NeverExpo
Profile Blog Joined December 2008
Canada2114 Posts
August 18 2010 15:09 GMT
#15
yea actually rocks on the islands would be a good move. Makes it really tough to grab that island cuz you're gunna wanna pull a semi decent amount of units over to kill the rocks. Or just 1 banshee would kill them in like 5 shots? xD
TwitteR: @NeverExpo follow me, i'll follow back :)
McCheese
Profile Joined July 2010
208 Posts
August 18 2010 15:14 GMT
#16
Yeah. Then terrain can't just float over so easily. And I think you could add LOS Blockers around the watchtowers or something in the middle with LOS Blockers possible to make it seem so open. Just tossing suggestions. =]
Rkie
Profile Blog Joined October 2009
United States1278 Posts
August 18 2010 15:58 GMT
#17
imo, it seems a bit too small. what are the dimensions of the map? this could be just that everything seems bigger in sc2, but im not sure.

and you said the lack of chokes in your map contrasts with sc2 maps. this, i like the most of this map. it allows for interesting positioning in order to flank.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
August 18 2010 16:53 GMT
#18
On August 19 2010 00:58 Rkie wrote:
imo, it seems a bit too small. what are the dimensions of the map? this could be just that everything seems bigger in sc2, but im not sure.

and you said the lack of chokes in your map contrasts with sc2 maps. this, i like the most of this map. it allows for interesting positioning in order to flank.


he most likely just converted and used the map size he was given. it gives for smaller maps than their broodwar equalents however it does follow the trends of small maps, rushdistances etc.
"Mudkip"
a_monkey
Profile Joined May 2010
Canada106 Posts
August 18 2010 17:08 GMT
#19
On August 18 2010 14:30 prodiG wrote:
Show nested quote +
On August 18 2010 14:25 Pistolfied wrote:
CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.

i'm like 95% sure CC's can't unload scv's while they're flying o_o


edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/


you CAN unload scvs from a flying cc, just checked
map looks good, though i would have to agree w/ NATO on the xel'naga tower positioning
a_monkey
Profile Joined May 2010
Canada106 Posts
August 18 2010 17:11 GMT
#20
On August 18 2010 14:30 prodiG wrote:
Show nested quote +
On August 18 2010 14:25 Pistolfied wrote:
CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.

i'm like 95% sure CC's can't unload scv's while they're flying o_o


edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/


you CAN unload scvs from a flying cc, just checked
map looks good, though i would have to agree w/ NATO on the xel'naga tower positioning
Zoltan
Profile Blog Joined March 2010
United States656 Posts
August 18 2010 19:22 GMT
#21
Instead of 3 watch towers, have you considered 2 on a diagonal in the middle? That way you dont ruin the highground advantage at the corner expos while still revealing teh whole midle?\
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
TriniMasta
Profile Joined December 2009
United States1323 Posts
August 19 2010 01:08 GMT
#22
On August 18 2010 14:08 neobowman wrote:
I don't see why the island is easier to take than before. Epecially with Nydus worms and Warp-in with Warp prisms.

I don't really care much about high ground mechanic in SC2. If you're that late into the game that you're taking or attacking the corner expos, then you're going to have air units anyway.

The mineral trick will still work as far as I know. You can't unload scvs while in the air... I think. The Command Centre/Orbital command has no room to land.

And yes, I appreciate your comments.

The point of it is so that you need at least tier 2 to take the island. Nydus and warp prisms about ABOUT equivalent to medivacs.
정명훈 FIGHTING!!! Play both T and P.
TriniMasta
Profile Joined December 2009
United States1323 Posts
Last Edited: 2010-08-19 01:12:42
August 19 2010 01:12 GMT
#23
On August 18 2010 14:30 prodiG wrote:
Show nested quote +
On August 18 2010 14:25 Pistolfied wrote:
CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.

i'm like 95% sure CC's can't unload scv's while they're flying o_o


edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/

+1
I think gas positioning is a bit awkward.
EDIT: Crap sorry so much for double posting, forgot I already commented before I saw this comment.
정명훈 FIGHTING!!! Play both T and P.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
August 19 2010 02:30 GMT
#24
sweet map, but i think it would be better without the towers, or maybe just the middle one, i dont like the other two.
Kill the Deathball
Antares777
Profile Joined June 2010
United States1971 Posts
August 19 2010 06:02 GMT
#25
On August 18 2010 23:02 sfdrew wrote:
I never liked the original, but this looks like a pretty faithful rendition.


*gasp*

You never liked Python?!

All I played was that and LT in BW.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 19 2010 06:22 GMT
#26
I have the update pretty much done but I'm too lazy to get the pictures up. You'll get the new version tommorrow.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 19 2010 20:44 GMT
#27
Update is up.
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 19 2010 20:49 GMT
#28
Just played this map on BW to get psyched about it!!! Looking forward to it
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Antares777
Profile Joined June 2010
United States1971 Posts
August 19 2010 23:22 GMT
#29
I just searched this map on Battle.net and the number on the left indicating the number of spawn locations said 5. I have no idea why, but that should be fixed if it has not been already.
Exteray
Profile Blog Joined June 2007
United States1094 Posts
August 19 2010 23:36 GMT
#30
The choke from the natural extending to the middle battleground seems narrower than the python in SC:BW
phfantunes
Profile Joined April 2010
Brazil170 Posts
August 19 2010 23:56 GMT
#31
Any chance you can upload the map somewhere for the non-NA players?
theBlues
Profile Blog Joined April 2010
El Salvador638 Posts
August 20 2010 00:20 GMT
#32
I just tried this map and got mass void rays in return...
Change a vote, and change the world
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 20 2010 02:23 GMT
#33
Thanks for the comments. I'll take a look at the map.

The natural chokes may be slightly narrower, but the better pathfinding in sc2 makes up for it.
Taosu
Profile Joined August 2010
Ukraine1074 Posts
August 21 2010 13:40 GMT
#34
Why are there water borders?
Also fan of Hyuk, Pure, free, Action, Stats, Leta, Horang2, Snow, Flying, Shuttle, Movie, Paralyze
Sentenal
Profile Blog Joined December 2007
United States12398 Posts
Last Edited: 2010-08-21 13:59:13
August 21 2010 13:57 GMT
#35
Mostly because I constantly found new bugs to fix (such as a shark flying in the air) and had to correct them.

How could you possibly classify something like that as a bug? A flying Shark sounds like a feature to me, and I demand you re-add it.
"Apparently, Sentenal is a paragon of friendship and tolerance. " - Ech0ne
hadoken5
Profile Joined May 2010
Canada519 Posts
August 21 2010 18:30 GMT
#36
I like the remake, but I disapprove with not putting gas at some expansions, and the triple gas expansions favor Terran as they can just lift off and go there at the start and get an early gas lead.
Antares777
Profile Joined June 2010
United States1971 Posts
August 22 2010 03:15 GMT
#37
I agree with hadoken5. Add gas to the high yield expansions and remove the extra geyser at the island expansion. There are also ten minerals in the main bases. This is really overpowered and favors turtling. I hate ppl who turtle. Change it to eight.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 22 2010 05:09 GMT
#38
Updated, not enough to warrent a change to OP.

I added flying shark in the middle.

I kept the gas and mineral counts as they are. First, I want incentive for players to take the island even though it's harder to hold because of the various ways to get there and the fact that you have destructibles to kill before taking it. Second, I like the mineral only bases as they are because they're already gold and don't need anything extra.

The naturals only have 7 mineral patches, compared to the normal 8. I added 1 to the main to improve 1 base play for Zerg against Terran so they aren't forced to take their natural as fast. Might not work as intended but either way, the nat and main combined only have 1 mineral patch more than normal. It's fine.
No0n
Profile Joined March 2010
United States355 Posts
August 22 2010 05:32 GMT
#39
I dont really like the 2 watch towers in the middle, it might be too easy for terrans to see a flank incoming from a zerg player, I suggest either 1 tower in middle or no towers. Great map though, Im happy to play it either way.
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
G_Wen
Profile Joined September 2009
Canada525 Posts
August 22 2010 06:11 GMT
#40
On August 22 2010 14:09 neobowman wrote:
The naturals only have 7 mineral patches, compared to the normal 8. I added 1 to the main to improve 1 base play for Zerg against Terran so they aren't forced to take their natural as fast. Might not work as intended but either way, the nat and main combined only have 1 mineral patch more than normal. It's fine.


Interesting choice I'd really like to see how this works out but do you think it diminishes the importance of a natural for zerg? I find that zergs have to struggle to gain an advantage early on and they should be rewarded for holding the natural. I'll be interesting to test how well zerg does given a 9/8 instead of a 9/7 mineral spread.

As the the overall feel of the map I like it. Can colossus was over the chokes at the naturals?

I understand this is very early initial release but I'd really like to see this map become more polished. Replacing impassible cliffs with trees and such. Other than that great job!
ESV Mapmaking Team
rockon1215
Profile Joined May 2009
United States612 Posts
August 22 2010 06:39 GMT
#41
It's beautiful. Nice job. No more cliff abuse when I play custom games!
Flash v Jaedong The finals that is ALWAYS meant to be
sas01
Profile Joined February 2010
Canada303 Posts
August 22 2010 08:26 GMT
#42
looks good for zerg with all that open space in the middle!!! ^ ^
hope to play it soon!!
Merikh
Profile Blog Joined June 2010
United States918 Posts
August 22 2010 12:23 GMT
#43
On August 18 2010 14:30 prodiG wrote:
Show nested quote +
On August 18 2010 14:25 Pistolfied wrote:
CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.

i'm like 95% sure CC's can't unload scv's while they're flying o_o


edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/


QXC did it in TL Attack 2.
G4MR | I mod day9, djwheat and GLHF's stream
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
Last Edited: 2010-08-22 14:24:27
August 22 2010 14:24 GMT
#44
6 and 12 o'clock bases has MUCH more space than the 3 and 9 bases. Should be fixed.

Awesome map though, great job
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 22 2010 16:19 GMT
#45
I plan to retain the cliffs without the trees in their current form. Mostly because of nostalgia toward the old Python. I don't like changing much unless I have to, as was the case with the 9 and 3 mains, where I had to add unbuildable cliffs in areas where there weren't any in the original Python. I'll check the base sizes though.
Mykill
Profile Blog Joined February 2009
Canada3402 Posts
August 22 2010 16:48 GMT
#46
nice job
snake isnt bad
[~~The Impossible Leads To Invention~~] CJ Entusman #52 The problem with internet quotations is that they are hard to verify -Abraham Lincoln c.1863
ZedOiA
Profile Joined August 2010
6 Posts
August 22 2010 18:41 GMT
#47
Is there any chance we could get this map over at the Europe server? There's a version of Python there, but it looks a lot less professional.
kariido
Profile Joined December 2007
Saudi Arabia179 Posts
August 24 2010 20:30 GMT
#48
neobowman, with your permission, may I publish this map on the EU servers?
http://campaignforliberty.org/
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 25 2010 15:34 GMT
#49
If you can publish it on EU, great! Let me send you a DL link.

Base sizes are actually fine. The 12 and 6 do look a bit bigger but from the rough measurements I did, they're approximately the same.
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
August 25 2010 15:38 GMT
#50
On August 18 2010 14:14 GTR wrote:
i didn't know python was a clone of grand line ;o


Damn! Cannot unsee!
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
Glioburd
Profile Joined April 2008
France1911 Posts
August 25 2010 16:05 GMT
#51
The map looks very nice but it seems too small .

Imagine only 6 rax with add-ons.
"You should hate loosing, but you should never fear defeat." NaDa.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
August 28 2010 03:07 GMT
#52
Sweeet, we finally get a python remake to our eu servers ;D

the one we have is retarded, yours looks like the broodwar map alot more.
"Mudkip"
ohN
Profile Blog Joined November 2009
United States1075 Posts
August 28 2010 03:23 GMT
#53
I hated python in BW but if this came to sc2, this would easily be my favorite map. LT is so imbalanced cause of that stupid cliff. >.>

Nice job on the map, it looks great :D
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