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your Country52797 Posts
The mains are too big!
+ Show Spoiler +Ha, seriously though, I think the only problem is that the middle is too cramped. Oh, and welcome back ^^
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Nice, but yes i agree the middle is too cramped. Especially in sc2 you got to allow more space so splash doesn't rape everything, and so that FFs don't rape everything neither.
I wonder if you should just make the 3 bridges in the middle 1 big area, because there's enough holes and cliffs around that area anyways and mech is already strong due to only needing like 3 sensor towers. And this way Zerg can actually engage better, and bio can't get FF'd and splashed to death.
But ofc this is just from looking at it, but these were the problems that someone from ICCUP map making team said that kept destination from being a decent sc2 map.
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Reminds me of Crossfire - h8trs gonna h8, but its actually probably going to be fine in the end
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Seeker
Where dat snitch at?36997 Posts
On December 10 2011 08:14 Yoshi Kirishima wrote: Nice, but yes i agree the middle is too cramped. Especially in sc2 you got to allow more space so splash doesn't rape everything, and so that FFs don't rape everything neither.
I wonder if you should just make the 3 bridges in the middle 1 big area, because there's enough holes and cliffs around that area anyways and mech is already strong due to only needing like 3 sensor towers. And this way Zerg can actually engage better, and bio can't get FF'd and splashed to death.
But ofc this is just from looking at it, but these were the problems that someone from ICCUP map making team said that kept destination from being a decent sc2 map.
But if u take away those 3 bridges, it's no longer the revered BW Destination :[
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Awesome! Destination would provide a much more interesting split map than Shakuras, that's for sure.
I really want to see some good games on it, see how easy it actually is to cut off the three bridges.
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in the games i played the bridges never played any role at all....im not the best player though^^
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On December 10 2011 08:46 Seeker wrote:Show nested quote +On December 10 2011 08:14 Yoshi Kirishima wrote: Nice, but yes i agree the middle is too cramped. Especially in sc2 you got to allow more space so splash doesn't rape everything, and so that FFs don't rape everything neither.
I wonder if you should just make the 3 bridges in the middle 1 big area, because there's enough holes and cliffs around that area anyways and mech is already strong due to only needing like 3 sensor towers. And this way Zerg can actually engage better, and bio can't get FF'd and splashed to death.
But ofc this is just from looking at it, but these were the problems that someone from ICCUP map making team said that kept destination from being a decent sc2 map. But if u take away those 3 bridges, it's no longer the revered BW Destination :[
Hm just make em wider then I guess? idk =/
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United States10106 Posts
get rid of those 2 holes in the ground in the middle of the 2 centers of each side. this allows for armies not to get funneled into space half the size. also, considering how this is SC2, make the 3 central ramps into 2 ramps instead. this is so the armies are able to fit, not like in BW where you didn't need that (I remember you could only fit one tank/goon at a time on that bridge)
Overall, good map. I like the addition of one gas in the back bases.
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the main is far too small; no place to hide ma proxy rax
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There is that reminder of crossfire that people have mentioned, but even though that map mas some issues, it also forces some awesome games as we have seen from cheese to games where all minerals are mines out.
I like the overall layout and think that it is definitely a map heading in an interesting direction.
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On December 10 2011 10:38 FlaShFTW wrote: get rid of those 2 holes in the ground in the middle of the 2 centers of each side. this allows for armies not to get funneled into space half the size. also, considering how this is SC2, make the 3 central ramps into 2 ramps instead. this is so the armies are able to fit, not like in BW where you didn't need that (I remember you could only fit one tank/goon at a time on that bridge)
Overall, good map. I like the addition of one gas in the back bases.
I agree that the holes should be removed, they seem unnecessary. However, I think the bridges are fine, since the entire point is that they are 3 narrow chokepoints - it's a risk to move your army through and get caught in the middle, but the advantage is that the path is shorter. If you don't want to take that risk, there is the other, wider path around the side of the map...
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Is that the fabled Panda Bear Guy in the center?
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On December 10 2011 11:57 Aeres wrote: Is that the fabled Panda Bear Guy in the center?
omg is it???
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What is up with all the remakes all of a sudden? Did the magical spring of creativity dry up?
Nah I'm kidding, this map brings back memories of me and my brother playing LAN when we first learned how to play SC. Good times!
Leave the three bridges the way they are. Might be the little kid inside me saying that, but I think it could work.
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Seeker
Where dat snitch at?36997 Posts
It really hurts me that BW maps can't really be replicated for SC2 :[
The units and pathing is so different for SC2 that BW maps have to be altered so much sometimes ..... and then it's no longer THE BW map :[
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The custom textures really make it feel like a BW war map though! I love it.
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I... fucking... LOVE YOU!
Anyone want to test this on EU? master zerg Phase - 170
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how many minerals are on the backdoor blockers? (already imagining a 1-1-1 with mules to open up a backdoor entrence )
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On December 10 2011 13:09 Seeker wrote: It really hurts me that BW maps can't really be replicated for SC2 :[
The units and pathing is so different for SC2 that BW maps have to be altered so much sometimes ..... and then it's no longer THE BW map :[
Loki II seems excellent.
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On December 11 2011 19:52 Big J wrote:how many minerals are on the backdoor blockers? (already imagining a 1-1-1 with mules to open up a backdoor entrence  ) I don't know, but a good way to fix this is to stack several mineral sets on top of each other, each with 5 minerals in them.
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On December 11 2011 20:42 iGrok wrote:Show nested quote +On December 11 2011 19:52 Big J wrote:how many minerals are on the backdoor blockers? (already imagining a 1-1-1 with mules to open up a backdoor entrence  ) I don't know, but a good way to fix this is to stack several mineral sets on top of each other, each with 5 minerals in them.
Then you can't see how many minerals there are tho and workers can mine all of them at the same time.
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The main base is a bit too large. And the middle needs to be spaced better so that you can have epic engagements. Good take on destination though
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ok here is my view on the complains. first off the hole that i added. the thing is, on destination the area infront of the natural is freaking huge and such huge areas usually dont work in sc2. first, with the modern unit clumping there is no need for them and second, it favours zerg.
Open Area: + Show Spoiler + So i added that hole to create 2 chokes that can be used to forcefield and just to break it up a little. the chokes are still pretty big though.
Open Area with hole: + Show Spoiler +
i know its hard to see proportions as a nonmapmaker and only with a overview picture. if some americans wants to host it on US that would be great, so u could check it out urself.
secondly the bridges. the area around them is still pretty massiv, so they are just another choke to break it up. and furthermore there are enough side pathes to move around if u dont want to fight there.
and thirdly the main, its perfectly fine. its not 446whatever (the editor is dumb when u add random minerals somewhere) try it ingame pls
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United States10106 Posts
On December 10 2011 11:29 -NegativeZero- wrote:Show nested quote +On December 10 2011 10:38 FlaShFTW wrote: get rid of those 2 holes in the ground in the middle of the 2 centers of each side. this allows for armies not to get funneled into space half the size. also, considering how this is SC2, make the 3 central ramps into 2 ramps instead. this is so the armies are able to fit, not like in BW where you didn't need that (I remember you could only fit one tank/goon at a time on that bridge)
Overall, good map. I like the addition of one gas in the back bases. I agree that the holes should be removed, they seem unnecessary. However, I think the bridges are fine, since the entire point is that they are 3 narrow chokepoints - it's a risk to move your army through and get caught in the middle, but the advantage is that the path is shorter. If you don't want to take that risk, there is the other, wider path around the side of the map... i know thats the point, but lets just test. because sentry/collosi would just be totally unfair on this map. forcefield an army that is walking thru the bridges then get collosi in the back.
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u can just not fight there?
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A zerg nightmare.
Really? No one has commented on low ground siegeable main mineral line? Even if terran does not do that, the cliff near main makes other haras much stronger. Huge ground area behind main (and natural) mineral lines will make mutas much much less useful. Forcing 4baseVS4base in this map against zerg seems pretty easy. It is borderline hilarious how strong bunker rushes are in this map. The zerg has to block so much space to not let terran build an insta win construction site. + Show Spoiler [example] +
Also it is silly how open the cliffs above natural are, but still are unpathable.
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On December 11 2011 19:52 Big J wrote:how many minerals are on the backdoor blockers? (already imagining a 1-1-1 with mules to open up a backdoor entrence  )
If scouted at all that attack will always be worse than a frontal 1-1-1 so i sincerely don't see the problem.
it's a normal 1-1-1 up a 1x ramp, which you can do at the front as well but here there are minerals blocking so you need to spend mules on that instead of getting $$$. The only case where you don't have to go up the 1x ramp at the front is when there's already an expo there which makes this alternate path even worse.
Only thing i could see this getting muled for (or just opened at all by an offensive terran) is for sneaky hellion runbys very specific cheese and perhaps some sneaky bio "pokes" (but not really).
tldr: If scouted i don't see the problem with this sort of backdoor. Just like in bw it can open up for some specific shenanigans but i almost entirely relies on not getting scouted and usually just serves as a later game shortcut/path for the defender.
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Hey, can I use this map with my Starbow mod?
If so, where can I find the map file?
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can this be published on NA?
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Ugh and I already thought someone fixed the analyzer. -.-
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I want that bridge texture!! :O
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I'm gonna cheer for stephano but I don't think that his play style is good for the GSL format :/
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Definitely agree with sentiments about the middle being a bit too choky. Perhaps consider combining the three bridges into one big bridge?
Love the aesthetics. Water at the top is a bit out of place, though. Hurts my eyes.
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United Kingdom12022 Posts
I know this is an old thread by this point, but looking at the bridges they seem wide enough already. It's nice to have some map features that favour more positional play like mech. not everything needs to be a huge wide open mess.
Is there any chance you could port this map to HoTS if you're still looking at TL OP?
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