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The classic map that everyone has played a million times over and is sick and tired of.
PYTHON!
Made this one because no one else has made a decent conversion of it yet.
To play the map, search "TSI Python" in custom games. Map is only on US.
+ Show Spoiler [Brood War Version] +
HQ Image 2048x2048 + Show Spoiler [Side View] +
Version 1.3 Changes:
- Removed Xel naga watch towers and added two in the perpendicular diagonal.
- Removed mineral block at island and replaced with destructible rock
- Moved the gas at the 9 and 3 mains to the other side to lessen positional imbalance.
- Altered position of 9 and 3 naturals to retain ample main size.
- Corrected various pathing issues.
+ Show Spoiler [Version 1.0] +
Features:
- 4 Players
- Start locations at 6, 9, 12 and 3
- Gold expansions between the 6 and 9 mains, and between the 12 and 3 mains.
- Mineral and gas moved on some positions in mains to account for tanks.
- Xel-Naga watch towers cover the middle
- Snake in middle is depressed ground. Does not affect gameplay but looks cool.
- Islands have 3 gas.
- High ground behind natural is completely unwalkable.
Comments Don't mind the badly drawn snake in middle. I'm a bad artist. This one took me a while to make. Mostly because I constantly found new bugs to fix (such as a shark flying in the air) and had to correct them. Second because I was too lazy to make a picture for the thread. At any rate, I think it turned out well. Oh, and tanks are gay when mapping. 13 range, wtf. Xel Naga watch towers cover most of the middle. there's a tiny blind spot between the towers but you wouldn't be able to make use of it when moving large armies.
I think the lack of tight chokes in this map contrasts sharply to the SC2 playstyle right now. It would be a nice difference to the strategies imo. The pathing and unbuildability is the same as in Brood War except that the middle is buildable. You can't reaper path through the islands or through the jagged cliffs. This means reaper distance is almost as long as regular path distance if the positions are 3 and 12 or 6 and 9. Play the map please, and if you find any bugs, tell me so I can fix. Enjoy.
Make sure to check out my other maps here.
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i think the minerals in the island should be stacked or else the terran can just mule and free 100% protected 3rd. The whole problem with python was that a 3rd was hard to get.
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Are those watchtowers near the ramps to the nw and se expos? Given the sc2 cliff mechanic, this rather defeats the purpose of the ramp - since the person below will have vision.
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That mineral trick to block building wont work since CC's now load up to 5 scv's. You gotta use destructible rocks or just make it an island.
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I don't see why the island is easier to take than before. Epecially with Nydus worms and Warp-in with Warp prisms.
I don't really care much about high ground mechanic in SC2. If you're that late into the game that you're taking or attacking the corner expos, then you're going to have air units anyway.
The mineral trick will still work as far as I know. You can't unload scvs while in the air... I think. The Command Centre/Orbital command has no room to land.
And yes, I appreciate your comments.
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51138 Posts
i didn't know python was a clone of grand line ;o
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Wrong pic. Bah, i'll change, thanks for catching that.
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CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.
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Ahh, I see. I'll think of a way to fix that. Thanks for notifying me.
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On August 18 2010 14:25 Pistolfied wrote: CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that. i'm like 95% sure CC's can't unload scv's while they're flying o_o
edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/
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On August 18 2010 14:30 prodiG wrote:Show nested quote +On August 18 2010 14:25 Pistolfied wrote: CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that. i'm like 95% sure CC's can't unload scv's while they're flying o_o edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/
It's to make sure the gases aren't tankable from islands....
Though in hindsight, it would've been better to move the start locations towards the nat so the gas doesn't get in the way. Figured it would affect the distances too much before, but now that I think of it....
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Really good attention to small details most mappers miss! I think the distances are close to perfect.
I only think you might want to make the island only 2 gas with desto. rocks...
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I never liked the original, but this looks like a pretty faithful rendition.
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The 2 O'clock and 8 O'clock minerals in the main need to be rotated a bit so they are similar to those in the other two mains, because the gas block the ramp. and maybe add rocks to the "islands"? But otherwise it looks very similar to the original. Nice port. =P
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yea actually rocks on the islands would be a good move. Makes it really tough to grab that island cuz you're gunna wanna pull a semi decent amount of units over to kill the rocks. Or just 1 banshee would kill them in like 5 shots? xD
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Yeah. Then terrain can't just float over so easily. And I think you could add LOS Blockers around the watchtowers or something in the middle with LOS Blockers possible to make it seem so open. Just tossing suggestions. =]
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imo, it seems a bit too small. what are the dimensions of the map? this could be just that everything seems bigger in sc2, but im not sure.
and you said the lack of chokes in your map contrasts with sc2 maps. this, i like the most of this map. it allows for interesting positioning in order to flank.
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On August 19 2010 00:58 Rkie wrote: imo, it seems a bit too small. what are the dimensions of the map? this could be just that everything seems bigger in sc2, but im not sure.
and you said the lack of chokes in your map contrasts with sc2 maps. this, i like the most of this map. it allows for interesting positioning in order to flank.
he most likely just converted and used the map size he was given. it gives for smaller maps than their broodwar equalents however it does follow the trends of small maps, rushdistances etc.
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On August 18 2010 14:30 prodiG wrote:Show nested quote +On August 18 2010 14:25 Pistolfied wrote: CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that. i'm like 95% sure CC's can't unload scv's while they're flying o_o edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/
you CAN unload scvs from a flying cc, just checked map looks good, though i would have to agree w/ NATO on the xel'naga tower positioning
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On August 18 2010 14:30 prodiG wrote:Show nested quote +On August 18 2010 14:25 Pistolfied wrote: CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that. i'm like 95% sure CC's can't unload scv's while they're flying o_o edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/
you CAN unload scvs from a flying cc, just checked map looks good, though i would have to agree w/ NATO on the xel'naga tower positioning
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