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[M] BW Ports

Forum Index > SC2 Maps & Custom Games
Post a Reply
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-05-05 23:09:03
May 05 2011 22:12 GMT
#1
sup doooooods,
made some broodwar ports for sc2 hope u like it, all uploaded on EU.

-Monte Cristo-
Overview:
+ Show Spoiler +
[image loading]

General:
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Mapsize: 124x164
Texture: Meinhoff, Costum
Startposition: 2
Bases: 12

Analyzer:
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[image loading]
[image loading]
[image loading]

I did change some stuff to make it work in sc2.
-the mid is not blocked by rocks because of the rush distance
-the 'island bases' are not longer islands. it favours terran so i opened it up
-there is room for a third right infront of the natural ramp, if someone feels like the normal thirds are too far away (dont know about that)

-Gladiator-
Overview:
+ Show Spoiler +
[image loading]

General:
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Mapsize: 163x157
Texture: Meinhoff
Startposition: 4
Bases: 17

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

-i merged the 2 highgrounds at the thirds because there are no 30° ramps in sc2. the layout looks better this way.
-put some holes infront of the natural to make it not as open

-Circuit Breaker-
Overview:
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[image loading]

General:
+ Show Spoiler +
Mapsize: 154x170
Texture: Castanar
Startposition: 4
Bases: 16

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

-second ramp at the fourth
-middle is changed to make it more interessting

-La Mancha-
Overview:
+ Show Spoiler +
[image loading]

General:
+ Show Spoiler +
Mapsize: 153x149
Texture: MarSara
Startposition: 4
Bases: 12

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

-changed the mid because there are no 30°ramps. i think i did a good job with that
-because there is no oil in sc2 (only water and lava) i changed water color to black to make it look like oil. also the bones reminds of the original design.
-changed third (highground and no bridge) blocked path with rocks to maintain a good maintomain distance
TPW Mapmaking Team
dezi
Profile Blog Joined April 2010
Germany1536 Posts
May 05 2011 22:35 GMT
#2
Well ... i think scrapping the blocked mid at Monte Cristo somewhat ruins the idea behind the map layout :/
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Varpulis
Profile Blog Joined February 2011
United States2517 Posts
Last Edited: 2011-05-05 22:52:06
May 05 2011 22:41 GMT
#3
Why did you get rid of the temples blocking the center path in Monte Cristo? Just curious.

edit: answered below. Thanks for the response. It's a good reasoning for changing it.
For he is the Oystermeister, lord of all the oysters.
Mereel
Profile Joined February 2010
Germany895 Posts
May 05 2011 22:41 GMT
#4
if u block the mid the main to main is way to long...i redesigned it several times and if u want to have the distance around 150-160 the original layout dont work.

TPW Mapmaking Team
SirDuke
Profile Joined October 2010
United States239 Posts
May 05 2011 22:53 GMT
#5
On May 06 2011 07:35 dezi wrote:
Well ... i think scrapping the blocked mid at Monte Cristo somewhat ruins the idea behind the map layout :/


deff agree, middle should be blocked by d rocks
Wanna turn up the heat?
dezi
Profile Blog Joined April 2010
Germany1536 Posts
May 05 2011 23:01 GMT
#6
Well, maybe it's time for a bigger m2m distance? 3rd is further away so this might balanced due to this.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
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