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Active: 13948 users

[WIP] Heartbreak Ridge SCII

Forum Index > SC2 Maps & Custom Games
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1 2 3 4 5 Next All
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-29 02:46:47
April 23 2010 09:14 GMT
#1
Heartbreak Ridge version 1.15


So after seeing everyone converting Brood War maps into SC2 maps in Galaxy Editor, I decided to remake a crowd favorite from scratch: Heartbreak Ridge.

[image loading]
[image loading]
[image loading]

Now with higher-res pics!

Download it HERE

Changes
(v1.1 to v1.15):
-Every expo now has 8 mineral patches except for single-gas expos, which have 7
-500-mineral patch in naturals changed to 1500
-Small terrain modifications

(v1.03 to v1.1):
-Units can now walk on manmade cliffs surrounding natural. This way, Colossi and Reapers will have easier access to nat and main. Buildings cannot be constructed on the cliffs, however.
-Secret pathway around rocks removed.
-Mineral patch fix

(v1.02 to v1.03):
-Terrain fixes
-Mineral patch fixes

(v1.01b to v1.02):
-Widened bottom half of the 9 o clock ridge by 1 to ensure symmetry

(v1.0b to v1.01b):
-Moved the geysers for bottom-left and top-right expos

(v0.2b to v1.0b):
-Gave each mineral-only expansion a rich vespene geyser.
-Added two XelNaga towers on the middle ground.
-Middle expo vespene geysers now have 3500 gas.
-Reapers can now go around the destructible rocks at backdoor entrances.
-More doodads
-More texturing

(v0.1b to v0.2b):
-Removed neutral missile turrets from backdoor entrances. Destructible Rocks completely barricade them now.
-Reduced the number of stacked Destructible Rocks to 5.
-Middle expansion changed. Yellow mineral patches now have 2500 mins instead of 1500.
-More doodads and varying terrain elevation.
-4 o clock main now has 8 mineral patches instead of 9 (whoops!)
-Choke between middle ridge and mineral-only widened by 1.
-Texturing changes.
-Choke between main and nat narrowed down by 1.

+ Show Spoiler [Old Versions] +


v1.03
[image loading]


v0.2
[image loading]


v0.1
[image loading]


Close-Ups:
[image loading]

[image loading]


This is the first map I've ever made for the SC franchise. I tried making this map as faithful to the original as possible, including that 1 500-mineral patch at the nats, neutral structures that block backdoor, etc.

Things worth noting:
-Protoss can't place a pylon near opponent's wall and just warp in units into his/her main base. This has been one of my biggest concerns when remaking HBR, and I'm glad that I found a way to prevent it without drastically changing the layout of HBR.
-Units can't stand on the higher cliffs and man-made structures.
-16 5 stacked Destructible Rocks are placed near each back door, also.
-High-yield minerals and geysers in the middle.

That's all I need to share, I guess. Gonna work on some texturing and placing more doodads later. Feel free to leave any suggestions!
teaaaaaaaa
Vargavaka
Profile Joined March 2010
Sweden111 Posts
Last Edited: 2010-04-23 09:20:39
April 23 2010 09:20 GMT
#2
How well do those thin ridges work with the high ground mechanics of Starcraft 2?
HickleStine
Profile Joined April 2010
Australia276 Posts
April 23 2010 09:21 GMT
#3
looks pretty sweet man!
Uriel_SVK
Profile Joined April 2010
Slovakia427 Posts
Last Edited: 2010-04-23 09:23:18
April 23 2010 09:22 GMT
#4
I think there should be 4 gas in the middle...
But great work!!!
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
April 23 2010 09:29 GMT
#5
Looks pretty damn sweet i have to admit.

But not stacked minerals? I think that changes to concept of workers mining it out a bit, doesn't it?
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
Last Edited: 2010-04-23 09:31:32
April 23 2010 09:30 GMT
#6
Oh btw, another concern.
The High ground outside the players base, does it give vision inside? If so Stalkers would be able to blink into the base, right?

Also, why is the middle that green? It was more dirt in BW
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
April 23 2010 09:32 GMT
#7
Hey gj.

what i think is wrong:
choke from mineral only to middle ridge is WAY too small.

gas in middle is too far away from the middle.
on sc1 people made one townhall between both min/gas lines so they could use both of them.
that way they were able to gather from 2 gas, which were not too far away. on your map however if you make a townhall in the very middle then the gas is just very far away.

Gj anyways!
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
stalife
Profile Blog Joined June 2006
Canada1222 Posts
April 23 2010 09:32 GMT
#8
wow!! great job! how about those xelnaga towers?
www.memoryexpress.com
Kyouya
Profile Joined January 2008
Mexico318 Posts
April 23 2010 09:32 GMT
#9
Great work!!! Heartbreak is one of the best maps in BW
Strike First, Strike Hard, Show No Mercy.
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-23 09:49:29
April 23 2010 09:34 GMT
#10
On April 23 2010 18:20 Vargavaka wrote:
How well do those thin ridges work with the high ground mechanics of Starcraft 2?

Not very well, actually. The whole purpose of the ridges is kinda lost when in SC2, I hope they change it back to the way it was in SC1

On April 23 2010 18:22 Uriel_SVK wrote:
I think there should be 4 gas in the middle...
But great work!!!

Thanks! I'm having a hard time fitting the last two geysers there without blocking the path and such.

what i think is wrong:
choke from mineral only to middle ridge is WAY too small.

gas in middle is too far away from the middle.
on sc1 people made one townhall between both min/gas lines so they could use both of them.
that way they were able to gather from 2 gas, which were not too far away. on your map however if you make a townhall in the very middle then the gas is just very far away.

You're absolutely right about the middle expo. I haven't figured out the perfect placement for the minerals and geysers yet.

But not stacked minerals? I think that changes to concept of workers mining it out a bit, doesn't it?

It does. Unless someone can find a way where 0-value minerals will actually show up in-game, I'll have to stick to neutral structures. I'll probably just get rid of those and have the destructible rocks block the entrances completely.

Oh btw, another concern.
The High ground outside the players base, does it give vision inside? If so Stalkers would be able to blink into the base, right?

Also, why is the middle that green? It was more dirt in BW

I haven't tried the Blinking with Stalkers, but I'll let you know when I test it.

For the greenness of the middle: I've already made most of the map dirty, having the middle like that would make the map look monotonous. Besides, the tileset I'm using doesn't really provide a lot of "dirt" colors; just a lot of green.

wow!! great job! how about those xelnaga towers?

I don't think they're necessary for this map. They'd provide too much vision when placed anywhere. Scouting with your units is enough imo.
teaaaaaaaa
IaniAniaN
Profile Joined September 2007
Canada555 Posts
April 23 2010 09:35 GMT
#11
cool, shouldn't have water though
IdrA
Profile Blog Joined July 2004
United States11541 Posts
April 23 2010 09:38 GMT
#12
why, of all maps, would you pick this one
http://www.splitreason.com/product/1152 release the gracken tshirt now available
disco
Profile Blog Joined June 2009
Netherlands1667 Posts
April 23 2010 09:40 GMT
#13
On April 23 2010 18:38 IdrA wrote:
why, of all maps, would you pick this one


this
this game is a fucking jokie
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
April 23 2010 09:40 GMT
#14
On April 23 2010 18:38 IdrA wrote:
why, of all maps, would you pick this one

Same, it's the worst TvP map since Neo Requiem.
In the woods, there lurks..
Craton
Profile Blog Joined December 2009
United States17236 Posts
April 23 2010 09:42 GMT
#15
On April 23 2010 18:38 IdrA wrote:
why, of all maps, would you pick this one


You act like just about every map from BW wont get ported to SC2 within 2 weeks.
twitch.tv/cratonz
yB.TeH
Profile Blog Joined November 2008
Germany414 Posts
April 23 2010 09:43 GMT
#16
On April 23 2010 18:40 Iplaythings wrote:
Show nested quote +
On April 23 2010 18:38 IdrA wrote:
why, of all maps, would you pick this one

Same, it's the worst TvP map since Neo Requiem.

it's incredible bad in tvz too
sheera
Profile Joined July 2009
Spain5 Posts
April 23 2010 09:44 GMT
#17
Gj man, but, I'm a bit tired of BW maps converted to SC2.

People dont seem to understand that SC2 is an all new game.
Everyone wants to play it like it was BW, mechanics, maps, units, etc...

Stop that already, plz.

Anyway, good job and nice effort.
FreshVegetables
Profile Blog Joined January 2010
Finland513 Posts
April 23 2010 09:45 GMT
#18
Dying to play this map to be honest. One of my favourite maps from Brood War <3
yummy tomatoes
Snausages
Profile Blog Joined June 2009
United States529 Posts
Last Edited: 2010-04-23 09:46:38
April 23 2010 09:45 GMT
#19
Haha, well, maybe things'll be different in SC2

Gj man, but, I'm a bit tired of BW maps converted to SC2.

People dont seem to understand that SC2 is an all new game.
Everyone wants to play it like it was BW, mechanics, maps, units, etc...

Stop that already, plz.

Anyway, good job and nice effort.

I'm with you, to be frank. I'd like to design my own maps someday, but for now, I'm just jumping on the BW bandwagon.

Anyway, sleep time, I'll check back later.
teaaaaaaaa
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
April 23 2010 09:51 GMT
#20
you guys all know that you cant host any custom maps on battle.net, right?

only Blizzard made maps are host-able right now. they said 'in the future,' during the beta test, they'll allow mapmakers to publish maps. until then, nobody can play your maps.
go try, you'll fail
ModeratorBlame yourself or God
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