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konadora
Singapore66145 Posts
Just wanted to point out some weird flaws on the map:
1) If you mule the bottom minerals at 1 o'clock expansion, the mules get stuck. I got 2 mules stuck there 
2) Not sure if it's a map-related issue, but my tanks won't complete when they are suppose to. (Ignore the 200/200 food supply, it happened even before I was maxed)
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I loved HBR. Is it an official ICCup November map?
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konadora
Singapore66145 Posts
idk i just searched up "Iccup" then selected the one that came up
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The tanks weren't completed because there was no opening for them to spawn. As far as I know, this map isn't an official iCCup map anyway, so they can't be liable for other issues.
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2nd one isn't a map issue but thanks for the insight. I'll discuss it with the other guys.
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konadora
Singapore66145 Posts
On November 01 2010 12:58 Shron wrote: The tanks weren't completed because there was no opening for them to spawn. As far as I know, this map isn't an official iCCup map anyway, so they can't be liable for other issues. oh wtf, it can't spawn between the factories and tech labs?
:S i'm so chobo lol
and this isn't official iccup map? :o
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Thanks for the feedback!
The mule issue will be fixed immediately. I think the tank issue is just because there isn't room for them to come out though.
By the way-- the map is sort of on stand by because tanks can siege almost the entire edge of the main and natural Remaking it to fix this problem will be impossible while being faithful to the original...
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1) Map issue, we're working on it. 2) Not a map issue. It's a game issue where the game has no place to put your units. Same thing happens if you have too many units surrounding a hatchery when the eggs pop. IIRC the eggs will disappear and the units will show up when the units blocking the hatchery move out of the way.
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konadora
Singapore66145 Posts
oh i see lol, thanks about the 2nd point, didnt know tanks were that fat :<
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For the record, this iteration is the official version of Heartbreak Ridge. It is planned to be completely overhauled for the reason monitor described above.
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konadora
Singapore66145 Posts
the mule issue
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Okay MULES should be fixed. We will do testing soon.
As I said above, this map has a lot of problems. We will be remaking it soon, as close to the original as possible while fixing the tank issue.
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konadora
Singapore66145 Posts
just wondering, is the map using the default sc2 map size, or is it the "bigger" dimensions that i've seen a lot of maps following lately?
default map size as in, scrap station etc etc size.
because if the map size was bigger i think the issue about the siege tanks might be more or less solved, but that might mean remaking whole map (idk about the editor so.. :s)
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The scale of SC2 maps are different compared to BW maps. This is most noticeable when making ports such as HBR.
As monitor previously said, we'll be remaking it "soon".
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Australia7069 Posts
You're playing sc2 kona? but i thought you hated it
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Any word on the 're-remake' of this map? I would love to take it on if anyone hasn't yet. We really need more badlands maps in the tourney map pool right now, TOO MUCH BLUE!!!!
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On August 19 2011 06:28 0neder wrote: Any word on the 're-remake' of this map? I would love to take it on if anyone hasn't yet. We really need more badlands maps in the tourney map pool right now, TOO MUCH BLUE!!!!
We have tried a lot, but unfortunately found no good way to make it balanced enough for the current sc2 metagame. Go for it though!
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On August 19 2011 06:34 monitor wrote:Show nested quote +On August 19 2011 06:28 0neder wrote: Any word on the 're-remake' of this map? I would love to take it on if anyone hasn't yet. We really need more badlands maps in the tourney map pool right now, TOO MUCH BLUE!!!! We have tried a lot, but unfortunately found no good way to make it balanced enough for the current sc2 metagame.  Go for it though! monitor, could you or someone else explain briefly the current balance issues to me? I didn't play it the first time through, but things have changed so much since then...
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On August 19 2011 06:40 0neder wrote:Show nested quote +On August 19 2011 06:34 monitor wrote:On August 19 2011 06:28 0neder wrote: Any word on the 're-remake' of this map? I would love to take it on if anyone hasn't yet. We really need more badlands maps in the tourney map pool right now, TOO MUCH BLUE!!!! We have tried a lot, but unfortunately found no good way to make it balanced enough for the current sc2 metagame.  Go for it though! monitor, could you or someone else explain briefly the current balance issues to me? I didn't play it the first time through, but things have changed so much since then... A lot of it has to do with spacing issues. If a Terran sets up a position at the side of Zerg's main, then tanks can shell the entrance and cause all sorts of havoc. Another thing is that Starcraft 2 is far less position based, and high ground advantage is mitigated to almost zero in most cases. This being the premise of the orignal HBR, the map doesn't actually work well.
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Thanks for the response Neobowman - I'm not a BW expert but got into watching Korean BW around the time of HBR. Do units on the high ground get their advantage regardless of if the enemy on the low ground has vision? I don't get why Browder would be opposed to that.
I love the horizontal map layout in spite of the ridges' role being diminished. I am going to try to remake this as a larger version with tweaked spacing, and maybe even some LoS blockers on the ridges. Any more specific tips would be appreciated.
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On August 19 2011 08:24 Barrin wrote:For clarity... In BW: - No matter what, if your unit is on low ground and the target is on high ground, you have a 33% chance to "miss" (for splash units like siege tanks, the splash was offset instead of missing completely).
- If your unit is on low ground and the target is on high ground, you can only attack the target if you can see it. You can see it in one of two ways:
- Scouting it (with another unit on the high ground, an air unit, or scanner sweep).
- If the target first attacks you.
In SC2: - If you can see the target, you have a 100% chance of hitting on an attack.
- The ONLY way to see the target is to scout it (with another unit on the high ground, an air unit, or a scanner sweep). You do NOT actually "see" the unit that is attacking you if it is on high ground (in the sense of attacking it back).
50% miss chance actually. That's what testing showed.
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That's what I thought. That and unit spacing are my two main regrets about SC2. If I had to pick one, though, I think it would be high ground - makes maps much more exciting.
Thanks!
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I don't know that one. I wish they would add high-ground and trees back in. People can easily understand those things conceptually, even a little girl who's played capture the flag.
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I've actually been planning a SC2 remake of this map for a short time now. Not sure when I'll get to it though since I'm usually just starting maps and don't finish them and am working on 2-3 pieces at the same time right now^^
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Reaver, if you happen to get some terrain done first, I can make it pretty, I'm a product designer by day. Lemme know.
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well that sounds good, that's the thing where i usually give up on anyway^^
Got any experience in the editor yet?
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I opened it once and dinked around for 15 minutes. I'm a fast learner though.
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On August 19 2011 08:24 Barrin wrote:
Oh yeah I forgot to add, and I don't have a source and this might be hear-say: Blizzard said they will probably change the high ground mechanic advantage in HotS.
And me personally, I think the differences in the high ground mechanic from BW to SC2 had a profoundly negative effect. Agreed. But I hate you for getting my hopes up now, I thought it was a lost cause.
EDIT: Where can I find this on battle.net or the web? I'm on NA server. EDIT 2: NM I got it.
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