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[M] (2) Wrecking Ball

Forum Index > SC2 Maps & Custom Games
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Meerel
Profile Joined March 2012
Germany713 Posts
December 09 2013 16:22 GMT
#1
[image loading]


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)


Original:
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Overview:
[image loading]

Pictures:
+ Show Spoiler +
[image loading]
[image loading]
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[image loading]
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SDMF
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 09 2013 16:28 GMT
#2
Arent main too big ?

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
Author of Coda and Eastwatch.
skdeimos
Profile Joined May 2013
Canada155 Posts
December 09 2013 17:16 GMT
#3
I don't know really what to say about balance, but let me say that your aesthetics are absolutely beautiful and really capture the Broodwar feel.
enord
Profile Blog Joined September 2013
France258 Posts
December 09 2013 18:10 GMT
#4
the banner
+ Show Spoiler +
is that your hand ?
make / have a good tl .. ohhh and i want my icon back :°D
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
December 09 2013 18:51 GMT
#5
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?
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
WalkTheEdge2494
Profile Joined May 2012
Sweden26 Posts
December 09 2013 19:04 GMT
#6
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"
Meerel
Profile Joined March 2012
Germany713 Posts
December 09 2013 19:45 GMT
#7
just tried it....it does work lol. gonna remove some of them
SDMF
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 09 2013 19:48 GMT
#8
there's a doodad version of the reactor, just use that. or something else entirely, so as not to be confusing.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Atlasy
Profile Blog Joined August 2010
Hungary229 Posts
December 09 2013 19:52 GMT
#9
PLEASE make it so that the addons can be captured. It'd be a great new map feature.
Meerel
Profile Joined March 2012
Germany713 Posts
December 09 2013 19:53 GMT
#10
i actually like the idea now so i left 2 in the middle, as iHiro said its interesting (nobody will use it anyways i guess).
no pylon or creep tho
SDMF
moskonia
Profile Joined January 2011
Israel1448 Posts
December 09 2013 19:54 GMT
#11
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.
Meerel
Profile Joined March 2012
Germany713 Posts
December 09 2013 19:58 GMT
#12
[image loading]

[image loading]
SDMF
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 09 2013 22:36 GMT
#13
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:

DeadSpace by LasTCursE
http://www.panschk.de/mappage/comments.php?mapid=3916
Twitter: @iamcaustic
Gfire
Profile Joined March 2011
United States1699 Posts
December 09 2013 22:50 GMT
#14
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.
all's fair in love and melodies
MavercK
Profile Joined March 2010
Australia2181 Posts
December 10 2013 00:19 GMT
#15
looks awesome, gw.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Semmo
Profile Joined June 2011
Korea (South)627 Posts
December 10 2013 01:04 GMT
#16
Don't put bases in center man! T_T
Mapmaker of Frost, Fruitland and Bridgehead
Meerel
Profile Joined March 2012
Germany713 Posts
December 10 2013 02:57 GMT
#17
but 10 bases are not enough
SDMF
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 10 2013 04:22 GMT
#18
10 bases is fine dood. If you have to force the last 2 bases in, then fuck 'em and leave it at 10.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2013-12-10 04:26:48
December 10 2013 04:26 GMT
#19
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.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
ETisME
Profile Blog Joined April 2011
12859 Posts
December 10 2013 05:45 GMT
#20
or instead of removing them, you can make it so that it takes time for them to be captured?
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2013-12-10 05:49:50
December 10 2013 05:49 GMT
#21
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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-12-10 08:12:12
December 10 2013 08:11 GMT
#22
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.
Comprehensive strategic intention: DNE
Meerel
Profile Joined March 2012
Germany713 Posts
Last Edited: 2013-12-10 13:26:37
December 10 2013 13:22 GMT
#23
On December 10 2013 13:26 SidianTheBard wrote:
I'm also wondering if you're every going to release a new map that isn't this texture set.


probably (and its a little bit different every time hehe)

On December 10 2013 03:10 enord wrote:
the banner
+ Show Spoiler +
is that your hand ?


+ Show Spoiler +
[image loading]

^^

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
SDMF
Qikz
Profile Blog Joined November 2009
United Kingdom12052 Posts
Last Edited: 2013-12-10 19:08:44
December 10 2013 14:43 GMT
#24
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.

Either way awesome work again Mereel ^^
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Sumadin
Profile Joined August 2011
Denmark588 Posts
March 06 2014 23:54 GMT
#25
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.
The basic key to beating a priest is playing a deck that is terrible.
Visage814
Profile Joined April 2012
United States109 Posts
March 07 2014 01:52 GMT
#26
Pretty sure he said you can't use them?
Adersick
Profile Joined July 2011
United States216 Posts
March 07 2014 06:15 GMT
#27
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.
enord
Profile Blog Joined September 2013
France258 Posts
March 07 2014 12:11 GMT
#28
+ Show Spoiler +
On December 10 2013 22:22 Meerel wrote:
Show nested quote +
On December 10 2013 13:26 SidianTheBard wrote:
I'm also wondering if you're every going to release a new map that isn't this texture set.


probably (and its a little bit different every time hehe)

Show nested quote +
On December 10 2013 03:10 enord wrote:
the banner
+ Show Spoiler +
is that your hand ?


+ Show Spoiler +
[image loading]

^^

Show nested quote +
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

Show nested quote +
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

Show nested quote +
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

Show nested quote +
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


make / have a good tl .. ohhh and i want my icon back :°D
LasTCursE
Profile Joined April 2013
Bulgaria10 Posts
March 20 2014 12:01 GMT
#29
I'm glad too see my map still alive and even in a tournament :D
datiebamaikata
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-03-20 15:34:58
March 20 2014 15:33 GMT
#30
It's a good layout Curse ^^! Also Mereel we need this map for starbow!
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
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