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ok since i heard the map editor is comming out soon i got all pumped and thought it would be a great idea to start an official map thread so we dont need a new topic for each new map design a guy makes
since its not out yet i think its a good idea to plan and discuss different map designs. what do ppl want? its good to talk and think about these things before u start making the actual maps in the editor
personally i will make maps once it comes out, but i will try focus at recreating iccup maps
ill start with my python design (made in photoshop) to get the ball rolling
Main: 9 Minerals and 2 Geysers Natural: 7 Minerals and 2 Geysers High Yield: 6 High yield minerals Top left/Bottom right: 8 Minerals and 2 Geysers Islands: 8 Minerals and 2 Geysers
large main base with a ramp looking down to the natural. overlord spots outside the natural next to the water. 2 high grounds in the middle with ramp and xel naga watch towers. high yield expansions without geysers between the players cliffs (tankable from mainbases and the island). standard macro map from the sc1 pro map Python 1.3
gogo~
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my plan's to remake my favourite HBR
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MrMoose
Canada176 Posts
I find it interesting that you didn't use any of the line of sight blockers that most (all?) of the sc2 blizz maps use. Why did you decide against using them on python?
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Did you time your post count to be leet? heheh More maps = more play styles emerging. Can't wait for this!
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On April 22 2010 07:35 MrMoose wrote: I find it interesting that you didn't use any of the line of sight blockers that most (all?) of the sc2 blizz maps use. Why did you decide against using them on python? oh ye ill get on that stuff tomorrow, gonna go to bed now (see already this thread is helping my map! xD)
On April 22 2010 07:36 Synwave wrote: Did you time your post count to be leet? heheh More maps = more play styles emerging. Can't wait for this! ye i did xd
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haha nice MorroW, always knew you had style
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plz make a 100% copy of destination <3
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I would love to see how the game plays out on unorthodox maps. Would love to see someone make remakes of Outsider, Neo Arkanoid, Blitz X and other maps.
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On April 22 2010 07:41 GoodCat1 wrote: plz make a 100% copy of destination <3 oh god no. I hated those double bridges. Stupid seige tanks and lurkers.
Anyone remember Coliseum? The most plain macro map ever? x]
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I really like the yellow mineral placement, but I would be concerned about the distance between the two bottom left expansions (and by extensions the top right ones) with early reapers essentially having a near instant hop to the enemy base. Water instead of cliffs (or in combination with) could stop that of course if it proves to be an issue.
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sc1 maps with huge cliffs overlooking the main area is somewhat unfair vs zerg and sometimes protoss in sc2, with reapers and collossi and whatnot. plus, such short islands makes it really easy for t expand, isn't it?
bring in Outsider, Blue Storm, and maybe even Battle Royal
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This new maps are gonna be amazing! (once the game comes out u.u).
Hopes the editor comes out soon and many good maps appear, so we can get rid of garbage such as desert oasis, scrap station... etc
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FASTEST POSSIBLE MAP EVER!!!!
jk
Bring in checkmate, it's a very visually pleasing map =)
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I'm looking forward to what the community can make with the editor. Obviously Brood war remakes are a part of that =).
Any reason as to why the high yields don't have gas, other than it being a perfect replica of Python? I would think that the increased importance and rarity of gas in SC2 would warrant gas geysers at the high yield.
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I think reaper rushes would be pretty powerful on python, maybe there some be some type of terrain which is "unjumpable" (besides water/lava/abyss/space/etc)
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Just remember to increase the map size >.< Right now a lot of SC2 maps are like 150x150 or 170x170 I think and feel the same or smaller than a lot of SC:BW 128x128
And agreement with above: A lot of classic maps may need cliff makeovers as a result of reapers/stalkers/blink.
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Tiny nit-pick: 3 and 9 have more easily harassable geysers.
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As long as they've taken out the units always spawning on the bottom of nexuses/etc I think if you're going to recreate python for the sake of balance it'd probably be a good idea to either put all of the mineral patches towards the edge of the map or all of them not towards the edge, and think equally about the placement of the gas geysers.
Cause as it stands right now of course I'd much rather drop 12 and 6 o clock, and for tactics like void rays taking out gas geysers I'd much rather do that to 3 and 9 o clock.
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