sup yo, i made a new map based on a map i found on broodwarmaps.net. borders are 144x142, rush distance is 132 nat/nat. there are neutral turrets at the fifth base to make it 'saver'. if you fly with your dropship into them then you dropship is dead kk. the name has obviously nothing to do with miley cyrus, i promise.
Uploaded on EU (i still cant upload on other server im sorry)
I like it , we need a lot more of those fresh and innovative maps ! Unfortunately its a bit hard to spot map flaws , since it doesnt have anything standard. Glad to see you're still one of the best mapmakers
Neutral tech labs and reactors sound interesting, you could optimise builds with them (super fast cloak banshee rush), have a floating barracks to capture them and increase map vision, win base races by stealing them and also force opponents to proactively scout those locations (e.g. pylon block the reactor).
Did you think about adding neutral creep and pylons to give all races somewhere interesting to proxy stuff?
On December 10 2013 03:51 iHirO wrote: Neutral tech labs and reactors sound interesting, you could optimise builds with them (super fast cloak banshee rush), have a floating barracks to capture them and increase map vision, win base races by stealing them and also force opponents to proactively scout those locations (e.g. pylon block the reactor).
Did you think about adding neutral creep and pylons to give all races somewhere interesting to proxy stuff?
From the reddit thread (http://www.reddit.com/r/starcraft/comments/1shbnz/new_broodwar_designed_map_wrecking_ball/)
"can a terran take control of the neutral tech labs and reactors ? It could make proxy reaper pretty strong " "no thats just design stuff, but you can obviously destroy them"
Either use something else or allow it, or else it will be confusing like NewSunshine said, but I think you should keep them, it is a really interesting concept that should be tried more, but have all the add-ons in the middle, so it is easy to scout for it.
Since Mereel is notoriously bad at this, and especially since I spent the past 20 minutes trying to hunt it down trying to learn who made the original, I figured I'd link to the original Brood War map so anyone curious doesn't have to waste their time like I did:
I don't really get the proportioning on some of your maps... Seems like weird tight points in random places for no reason. Maybe something to do with the differences in cliffs and ramps from BW to SC2. Seems awkward anyway.
Seems like you've really refined this aesthetic theme, though, and it looks pretty good. I don't really like the thin high ground sections having no doodads though... I understand those are sort of replicating the style from BW but it really implies that you can walk on them. IMO if you have to paint it with pathing or else units could go there then you should add doodads.
Refreshing layout. Really like the neutral turret placements. How awesome would it be to be terran, immediately lift off your CC, go to the turrets and just die ~30 seconds in. hahaha. Probably be best to make the turrets Invulnerable though, otherwise they'll just get killed off so easily.
I do think it might be a little choked off in many areas which might make it a little too hard or a little too op for certain races. As already mentioned I also dislike the placement of the gas in the mains.
I'm also wondering if you're every going to release a new map that isn't this texture set.
Such a sexy BW map. This version for SC2 is pretty cool too. Shame some of the stuff like the lowground main and the middle highground cliff overlooking the main can't be translated directly.
Don't put any addons on the map, it's just confusing and unnecessary with everything else going on here. Like you have hostile turrets already, that is enough wacky. And a double-sided base. I don't see what the addons contribute other than being funky.
The middle bases should be 4hym1hyg. That way they mine out more quickly and everyone can move on with their lives instead of camping in the middle to win the game. I think it's fine to have a base there, because in SC2 those highgrounds won't be that important anyway, armies move around too fast. It's not something worth holding, just an area to move through. So having bases there to make it worth holding onto is okay, but it's dangerous to provide a full base in a good spot for map control. And I feel like 4hym1hyg is just a better version of 6m1hyg in this case.
On December 10 2013 14:45 ETisME wrote: or instead of removing them, you can make it so that it takes time for them to be captured?
i cant trigger so nope, and its too complicated
On December 10 2013 13:26 SidianTheBard wrote: As already mentioned I also dislike the placement of the gas in the mains.
well deal with it
On December 10 2013 14:49 neobowman wrote: Looks sexy. And a nice map my LastCurse.
One problem with the two sided mineral line. Mules could land on either side. If it lands on wrong side, it'll be useless.
you can drop them on the two single patches
On December 10 2013 17:11 EatThePath wrote: Such a sexy BW map. This version for SC2 is pretty cool too. Shame some of the stuff like the lowground main and the middle highground cliff overlooking the main can't be translated directly.
Don't put any addons on the map, it's just confusing and unnecessary with everything else going on here. Like you have hostile turrets already, that is enough wacky. And a double-sided base. I don't see what the addons contribute other than being funky.
The middle bases should be 4hym1hyg. That way they mine out more quickly and everyone can move on with their lives instead of camping in the middle to win the game. I think it's fine to have a base there, because in SC2 those highgrounds won't be that important anyway, armies move around too fast. It's not something worth holding, just an area to move through. So having bases there to make it worth holding onto is okay, but it's dangerous to provide a full base in a good spot for map control. And I feel like 4hym1hyg is just a better version of 6m1hyg in this case.
Wonderful aesthetics, always makes me jealous.
i really wanted that lowground main but it just doesnt work and now i dont know what to do with the middle bases....so many opinions t.t
I personally don't agree what you think about lowground bases but that's personally from the fact there is no defenders advantage to having highground in SC2.
Being stuck on the lowground is no different to being contained on the highground in SC2 and as stupid as I think that is, it's too late to do anything about it now.
If you're worried about warping in from high to low add unbuildable ground in the areas above the ramp which could lead to people building a pylon in range.
All this banshee play and TvT on this map in Clanwar and none of them have utilized the neutral tech labs. Kinda makes me sad because I actually think add-on takeover is a really cool mechanic that not a lot of people know off.
I like the translation, it really is a sick looking map! I always did enjoy the concept of mining out nodes to allow for new paths, and the neutral add-ons are something I'd like to see more of. Excellent work.
On December 10 2013 17:11 EatThePath wrote: Such a sexy BW map. This version for SC2 is pretty cool too. Shame some of the stuff like the lowground main and the middle highground cliff overlooking the main can't be translated directly.
Don't put any addons on the map, it's just confusing and unnecessary with everything else going on here. Like you have hostile turrets already, that is enough wacky. And a double-sided base. I don't see what the addons contribute other than being funky.
The middle bases should be 4hym1hyg. That way they mine out more quickly and everyone can move on with their lives instead of camping in the middle to win the game. I think it's fine to have a base there, because in SC2 those highgrounds won't be that important anyway, armies move around too fast. It's not something worth holding, just an area to move through. So having bases there to make it worth holding onto is okay, but it's dangerous to provide a full base in a good spot for map control. And I feel like 4hym1hyg is just a better version of 6m1hyg in this case.
Wonderful aesthetics, always makes me jealous.
i really wanted that lowground main but it just doesnt work and now i dont know what to do with the middle bases....so many opinions t.t