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On December 20 2010 11:16 Barrin wrote:Special Thanks:TexSC + Show Spoiler +for the idea of an overlay and bringing the idea even farther into comparing .gif files. And for being the Official Nitpicker. Btw sry for not getting you to help playtest it We still can if you want
You are quite welcome for all of the help! I will try this out ASAP and let you know what I think. Also, I'll add you on bnet. Go ahead and add me Tex.263
p.s. You never responded to my PM
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This looks sick indeed, I wish i had starcraft I so i could see where the map is about, As the OP is quite lacking. From what i read its a 2v2v2v2 map with infinite resources.
Oh and also - What are the zerg imbalances for this map, Siege tanks and pylons sounds great. But is zerg being left in the dark?
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intrigue
Washington, D.C9931 Posts
think it looks great, you even got the cliffs replicated just right. call me old fashioned, but i think it's still critical to have wallins that can be done with only a depot and a barracks and 4 gasses in each main!
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p.s. You never responded to my PM Oh my bad dude lol I read it and I had intended to respond to it... I forgot though and I forgot what I was waiting for >.< I just did
This looks sick indeed, I wish i had starcraft I so i could see where the map is about, As the OP is quite lacking. From what i read its a 2v2v2v2 map with infinite resources. It's just a remake of the most well known SC1/BW map ever made o.O There are dozens of other remakes, but almost all of them are 128x128 which is just wayyyyy too small. BTW You can play it however you like: 1v1, 2v2, 3v3, 4v4, 2v2v2v2, FFA, and everything in between.
Oh and also - What are the zerg imbalances for this map, Siege tanks and pylons sounds great. But is zerg being left in the dark? *shrug* I didn't really think about that to be honest. The pylon thing is just a result of the way the map is made. Perhaps zerg's benefit is that they aren't hurt as much as every other sc2 version of this map The siege tank thing was there in SC1 too, and the pylon thing is just a result of the way the map is designed (I didn't really design it o.O). Overlords in the right areas should help you deal with the pylons though
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Very nice map! Due to the custom map system I dont think Ill be playing this unless its at some lan event or something. Dont think waiting in an empty lobby is plausible. I dont get why blizzard doesnt keep the create but change the join...
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Due to the custom map system I dont think Ill be playing this unless its at some lan event or something. Dont think waiting in an empty lobby is plausible. I dont get why blizzard doesnt keep the create but change the join... I turn into a utterly rabid and very ugly pandabear whenever I express my frustration with the current system. *suppress*
again ty for all positive feedback ^_^
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This seems awesome, there was a lot of effort put into making a good BGH here and I cannot wait to give it a shot. The old 2v2v2v2 games were the most fun playing StarCraft that we just about ever had. Thanks!
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I absolutely love BGH (imbalances included!) and so many props for bringing it to SC2. My only gripe with it, however, is that the smiley face isn't as pronounced :D
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I absolutely love BGH (imbalances included!) and so many props for bringing it to SC2. My only gripe with it, however, is that the smiley face isn't as pronounced :D LOL yeah I was wondering if anyone would mention that. Unfortunately it's pretty difficult to make the blue minerals contrast well with the grass. If you notice, the minerals in sc1 are actually much brighter. I could do the same thing here, it's just that it would probably make the not only the minerals glow too much, but also protoss units (and maybe even zerg units). But I will admit I didn't really try to do it... its just what I learned from doing lighting in my last map. Maybe it's possible without drawbacks.
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On December 20 2010 11:16 Barrin wrote: These 4 things really make it seem like 180x180 is actually just fine to me. Perhaps the biggest drawback is that the rush distances are roughly 25% longer than the original. Maybe something like 165x165 would be better overall. But really, that's the key concept here: overall. As long as we're using the sc2 format with sc2 units and sc2 mechanics, no conversions of this map will ever play quite like the original. There are several sliding scales that are independant of each other but dependant on the map size; the 4-5 I mentioned here are the most important ones. Again: I don't know; maybe 180x180 is a little too big; maybe ~165x165 would be a little better. yeah, in redoing Wuthering Heights I ended up at 152x152. Like you say, there are different scales. I could have gone bigger based on tank range, but it started to make distances too large. Makes BW ports difficult. You probably hit on a good size for BGH. I mean who wants to rush on that map anyway
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This isn't posted on the EU realm yet I presume?
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I would love to see this map on Europe server.
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On December 20 2010 15:09 nalgene wrote:most sc2 maps are 128x128 and they are considered "small" but 128x128 is good enough for Benzene/Fighting Spirit but for sc2, that would probably be much bigger than 128x128 http://www.teamliquid.net/tlpd/korean/maps/407_Benzeneimage there That's a misconception. The standart SC2 maps are in fact bigger than it says on Liquipedia (tried to change it once, didn't work for some reason). Maps like Metalopolis or LT are actually around 140x140 and still don't feel really big.
Btw. trying to upload on EU since I just can't find a good version on there.
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I've been waiting for a proper BGH port. High fives all around!
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I've been waiting for a proper BGH port. High fives all around! Yeah!!!
Wow I was being stupid lol... People from EU can't access it through the editor (but you can on NA)... facepalm. I sent a download link to FlopTurnReaver he said he will put it on EU
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wow, look like a TON of work went into making this as faithful a reproduction as possible. major props, i'll be looking forward to playing this
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Fantastic job. Add me for some games.
Cheeznuklz.805
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tested it last night, nice work..
not a fan of the lighting and fog of war, though.
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