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![[image loading]](http://i.imgur.com/265rk.jpg)
Introduction: Time for some more sc1 ports :D. This time i made blue storm. i know there are allready two blue storm maps but they both suck. its not a direct port, i made some tweeks to make it sc2 playable, hope u like it.
General: Player: 2 Bases: 10 Xelnaga: 2 Playable: 164*155 Texture: Meinhoff Playable on EU
Overview: + Show Spoiler + Analyzer: + Show Spoiler + Aesthetics: + Show Spoiler + Problems: - natural distance is really short...maybe thats a problem - costum lightning wont show on mini- and previemap - i could make the main highground...dont know if necessary
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Nice blue theme with white crystals and concstruction .. some original color and doodad mix I think.
Hopefully, short nat-to-nat distance is less of an issue since in most cases, you wouldn't squeece an army through that centre choke. Or does the choke make the map less favourable for Z? Coz Z has to take the long path in counter-attacks while P and T would enjoy going through the choke? Might be a minior problem once you got a third and the main paths changes and the gameplay of the map unfolds like a butterfly (?!).
I like the middle high grounds and the many choices of possible 4ths. I dislike the XWT placement just beacuse they are on the high ground and allows siege tanks to park there and dominate the area. I would place them next to the high ground edge (like Crevasse). What's your thought on this?
It's would be very interresting to hear what makes the other ports suck and what you've done differen and bettert (I'm cincere and not sarcastic) ... please elaborate!
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First: + Show Spoiler + Second: + Show Spoiler +
i activate my paint skills :O besides that i see ur xel naga problem...might change that
*Or does the choke make the map less favourable for Z? Coz Z has to take the long path in counter-attacks while P and T would enjoy going through the choke? Might be a minior problem once you got a third and the main paths changes and the gameplay of the map unfolds like a butterfly (?!).*
the entrance to the natural is actually not that narrow...but if its force the zerg to flank thats ok for me because they have to learn that anyways^^ and just like u said, taken the third open up the map and thats one point i always pay attention to when i make maps.
gosh i have to improve my english^^
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What a sexy map. I love it.
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I'm not sure if it's just me, but I can't read anything you wrote on the ports. Paint has a textbox feature, and i think you should use it.
*edit: better now.
Your port looks awesome though. Definitely better than the other two. imo
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Gorgeus map! I wanna play it now ;D
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United States10106 Posts
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I think the mains kinda have to be high ground in sc2 because of warp gates :/
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pretty good port, though why did you move the super small chokes at the natural?
also yeah the naturals do like slightly closer than they should be; to fix, how about you move the natural chokes a bit "backwards" (protrude those cliffs a little more, but towards the natural; that way the natural to natural distance will be about 5-10 units longer xD)
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Just a note, in the original, the thirds didn't have any gas
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On April 23 2011 10:30 Eishi_Ki wrote: Just a note, in the original, the thirds didn't have any gas y i know but minerals only dont work in sc2 as far as we know till now
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Nice. I <3 seeing bw classics come to sc2. Is there anything you can do about the main entrance to the natural to make that part a lil more interesting like the original?
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i made the main highground but im not sure about the ramp position: + Show Spoiler +
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ALLEYCAT BLUES50101 Posts
ahhh why did you remove the small unit choke at the natural?
that choke only allows marines,zealots,lings,probes,SCVs and drones.
if you're gonna port a Blue Storm at least keep the stuff that made the map interesting.
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dont really like the main with a ramp. very small choke should remain as without it, it completely breaks the map.
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You need to bring back the small choke at the natural like MavercK said. I wouldn't worry about warps into the main, but playing it safe is always a good idea, though the ramp needs to be reworked.
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Yeah, a small choke at nat is a must have or the rush distance for the map will just be too short. You could even remove the choke all together, but that would make this map a turtle fest potentially. Really nice design though, I think the far bases on each side should be gold expos though.
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