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On October 09 2014 00:47 OtherWorld wrote:Show nested quote +On October 09 2014 00:43 [PkF] Wire wrote: I must be stupid, but... where do you spawn on Bridgehead ? I can't seem to figure it out. I believe you spawn at the (almost) 3/9 o'clock bases, since these spawns would allow for a backdoor expansion and reasonably sized ramp.
Whoa, that is an unusual layout! Interesting.
Bridgehead looks great! Love the BW feel. As for Road Kill, some more blending of textures would be nice, as has been mentioned.
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Aotearoa39261 Posts
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mein gott
No joke I think these are master class maps. Obviously the BW feel is very cool and gets good vibes going, but it's also the cool layout. And playable mineral walls in SC2. Inspiring
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Beautiful work. Moments like these I really wish I had friends who play this game so could try Bridgehead with someone :D :D
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what ridge did u use for the bridges?
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I absolutely love Bridgehead, both in aesthetics and layout. Hope to see this on ladder.
I also like the Gold version of Road Kill, but not as much.
All in all, great work on both of these.
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just wow great maps idk about balance but from what i can tell super fun. wish more maps were like these or at least different like these. everyone should atleast try them out
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First of all, what's with the names, dude?  Seems like mapnames are generally in a downwards spiral, I will have to come up with a killer one for my next map to raise the bar. Anyways, here are some notes.
"Bridgehead" I assume all the highgrounds are unpathable, in which case you should really indicate it with some doodads. This also means there is only one small spot for reaper-scouting. This might not be a big issue but I think some Terrans feel like it makes for more coinflip situations in TvP. The backdoor is really a double edged sword to me. While it makes the map less turtly, it induces a lot of allins and baseraces. The way it's setup might work out, it's hard to tell. I like the rest of the map, it's a bit different from what we have.
"Road Kill" In my opinion, if a 4p map doesn't have all spawns viable, then what's the point? I don't think the mineralwalls makes it any more viable, and it's quite boring.
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I love it, the textures look just like how the Brood war editor would texture
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Someone likes Brood War textures (:
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your Country52797 Posts
On October 09 2014 08:28 Hexe wrote: Someone likes Brood War textures (: Lol, the first one looks exactly like a BW map in that regard :D Should change the texture pattern of the second one to be similar.
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Aotearoa39261 Posts
The second map is actually the classic desert texture from BW
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On October 09 2014 08:02 Quidios wrote:First of all, what's with the names, dude?  Seems like mapnames are generally in a downwards spiral, I will have to come up with a killer one for my next map to raise the bar. Anyways, here are some notes. "Bridgehead"I assume all the highgrounds are unpathable, in which case you should really indicate it with some doodads. This also means there is only one small spot for reaper-scouting. This might not be a big issue but I think some Terrans feel like it makes for more coinflip situations in TvP. The backdoor is really a double edged sword to me. While it makes the map less turtly, it induces a lot of allins and baseraces. The way it's setup might work out, it's hard to tell. I like the rest of the map, it's a bit different from what we have. "Road Kill"In my opinion, if a 4p map doesn't have all spawns viable, then what's the point? I don't think the mineralwalls makes it any more viable, and it's quite boring.
http://en.wikipedia.org/wiki/Bridgehead
On October 09 2014 07:31 sTYleZerG-eX wrote: what ridge did u use for the bridges?
I used Aiur Manmade I think.
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Sweden33719 Posts
Bridgehead is the prettiest map I've ever seen :o
Feels like Heartbreak Ridge meets Katrina?
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i hope bridgehead makes it to the ladder. That's one of the prettiest map i've ever seen. Love the broodwar style
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2) Small things about bridgehead: 1) there where no high ground bridges in bw 2) U forgot the very popular "ruins" texture that would almost always make an appearance in jungle maps.
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On October 11 2014 03:07 sTYleZerG-eX wrote:2) Small things about bridgehead: 1) there where no high ground bridges in bw 2) U forgot the very popular "ruins" texture that would almost always make an appearance in jungle maps.
Yeah I know about 1), but I still wanted to use those bridges haha 
2) I had a ruins Texture for this map, but it looked too SC2 to me. I could add it on though, along with other changes.
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On October 11 2014 03:07 sTYleZerG-eX wrote: 1) there where no high ground bridges in bw
That's why the sc2 editor is occasionally superior to the BW editor lol.
Both are good maps but Bridgehead is by far the better one, it's one of the most interesting concepts I've seen recently that doesn't look completely broken at first glance. The BW decoration is awesome on both maps too, although the square patterning on the desert map looks very unnatural - I think you could take advantage of the SC2 editor's capabilities and cut down on the square look a bit. For some reason it's not a problem on the jungle tileset, the grass and mud look great to me.
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