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[M] (2) -Blue Storm-

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Mereel
Profile Joined February 2010
Germany895 Posts
April 22 2011 23:24 GMT
#1
[image loading]

Introduction:
Time for some more sc1 ports :D. This time i made blue storm. i know there are allready two blue storm maps but they both suck. its not a direct port, i made some tweeks to make it sc2 playable, hope u like it.

General:
Player: 2
Bases: 10
Xelnaga: 2
Playable: 164*155
Texture: Meinhoff
Playable on EU

Overview:
+ Show Spoiler +
[image loading]

Analyzer:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]

Aesthetics:
+ Show Spoiler +
[image loading]

Problems:
- natural distance is really short...maybe thats a problem
- costum lightning wont show on mini- and previemap
- i could make the main highground...dont know if necessary
TPW Mapmaking Team
WniO
Profile Blog Joined April 2010
United States2706 Posts
April 22 2011 23:35 GMT
#2
that looks really nice
Meltage
Profile Joined October 2010
Germany613 Posts
April 22 2011 23:50 GMT
#3
Nice blue theme with white crystals and concstruction .. some original color and doodad mix I think.

Hopefully, short nat-to-nat distance is less of an issue since in most cases, you wouldn't squeece an army through that centre choke. Or does the choke make the map less favourable for Z? Coz Z has to take the long path in counter-attacks while P and T would enjoy going through the choke?
Might be a minior problem once you got a third and the main paths changes and the gameplay of the map unfolds like a butterfly (?!).

I like the middle high grounds and the many choices of possible 4ths. I dislike the XWT placement just beacuse they are on the high ground and allows siege tanks to park there and dominate the area. I would place them next to the high ground edge (like Crevasse). What's your thought on this?

It's would be very interresting to hear what makes the other ports suck and what you've done differen and bettert (I'm cincere and not sarcastic) ... please elaborate!
http://mentalbalans.se/aggedesign
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-04-23 00:50:40
April 23 2011 00:09 GMT
#4
First:
+ Show Spoiler +
[image loading]

Second:
+ Show Spoiler +
[image loading]


i activate my paint skills :O
besides that i see ur xel naga problem...might change that

*Or does the choke make the map less favourable for Z? Coz Z has to take the long path in counter-attacks while P and T would enjoy going through the choke?
Might be a minior problem once you got a third and the main paths changes and the gameplay of the map unfolds like a butterfly (?!).*

the entrance to the natural is actually not that narrow...but if its force the zerg to flank thats ok for me because they have to learn that anyways^^
and just like u said, taken the third open up the map and thats one point i always pay attention to when i make maps.

gosh i have to improve my english^^
TPW Mapmaking Team
Volka
Profile Joined December 2010
Argentina408 Posts
April 23 2011 00:17 GMT
#5
What a sexy map. I love it.
http://www.starsite.com.ar
Varpulis
Profile Blog Joined February 2011
United States2517 Posts
Last Edited: 2011-04-23 03:20:29
April 23 2011 00:19 GMT
#6
I'm not sure if it's just me, but I can't read anything you wrote on the ports. Paint has a textbox feature, and i think you should use it.

*edit: better now.

Your port looks awesome though. Definitely better than the other two. imo
For he is the Oystermeister, lord of all the oysters.
XiGua
Profile Blog Joined April 2010
Sweden3085 Posts
April 23 2011 00:40 GMT
#7
Gorgeus map! I wanna play it now ;D
ლ(ಠ益ಠლ) APM, Why u make me spam?
FlaShFTW
Profile Blog Joined February 2010
United States10151 Posts
April 23 2011 00:45 GMT
#8
damn. i love it!!!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Nuublet
Profile Joined February 2010
Sweden130 Posts
April 23 2011 00:51 GMT
#9
I think the mains kinda have to be high ground in sc2 because of warp gates :/
Yoshi Kirishima
Profile Blog Joined July 2009
United States10332 Posts
April 23 2011 00:57 GMT
#10
pretty good port, though why did you move the super small chokes at the natural?

also yeah the naturals do like slightly closer than they should be; to fix, how about you move the natural chokes a bit "backwards" (protrude those cliffs a little more, but towards the natural; that way the natural to natural distance will be about 5-10 units longer xD)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
April 23 2011 01:30 GMT
#11
Just a note, in the original, the thirds didn't have any gas
Mereel
Profile Joined February 2010
Germany895 Posts
April 23 2011 01:42 GMT
#12
On April 23 2011 10:30 Eishi_Ki wrote:
Just a note, in the original, the thirds didn't have any gas

y i know but minerals only dont work in sc2 as far as we know till now
TPW Mapmaking Team
houseurmusic
Profile Blog Joined September 2006
United States544 Posts
Last Edited: 2011-04-23 02:07:14
April 23 2011 02:06 GMT
#13
Nice. I <3 seeing bw classics come to sc2. Is there anything you can do about the main entrance to the natural to make that part a lil more interesting like the original?
Mereel
Profile Joined February 2010
Germany895 Posts
April 23 2011 02:30 GMT
#14
i made the main highground but im not sure about the ramp position:
+ Show Spoiler +
[image loading]
TPW Mapmaking Team
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50119 Posts
April 23 2011 02:52 GMT
#15
ahhh why did you remove the small unit choke at the natural?

that choke only allows marines,zealots,lings,probes,SCVs and drones.

if you're gonna port a Blue Storm at least keep the stuff that made the map interesting.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
MavercK
Profile Joined March 2010
Australia2181 Posts
April 23 2011 03:36 GMT
#16
dont really like the main with a ramp.
very small choke should remain as without it, it completely breaks the map.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Antares777
Profile Joined June 2010
United States1971 Posts
April 23 2011 03:55 GMT
#17
You need to bring back the small choke at the natural like MavercK said. I wouldn't worry about warps into the main, but playing it safe is always a good idea, though the ramp needs to be reworked.
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
April 23 2011 04:28 GMT
#18
Yeah, a small choke at nat is a must have or the rush distance for the map will just be too short. You could even remove the choke all together, but that would make this map a turtle fest potentially. Really nice design though, I think the far bases on each side should be gold expos though.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Phyrigian
Profile Blog Joined June 2010
New Zealand1332 Posts
April 23 2011 05:17 GMT
#19
--- Nuked ---
Fiendish
Profile Joined April 2010
United States210 Posts
April 23 2011 06:42 GMT
#20
sickkkk, thanks for this
1 2 Next All
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