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Active: 3060 users

[M] (2) Neo Destination

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-09 23:28:30
December 09 2011 23:04 GMT
#1
[image loading]


The first usefull Destination Port. I created some costum Textures to get the original feel of the Map.

General:
+ Show Spoiler +
Texture: Tarsonis/Costum
Playable: 120x176
Expands: 12
Xel'Naga: 0

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/IRewR.jpg

Analyzer Overview:
+ Show Spoiler +
[image loading]

Analyzer:
+ Show Spoiler +
[image loading]
[image loading]

Pictures:
+ Show Spoiler +
[image loading]
[image loading]
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[image loading]

TPW Mapmaking Team
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2011-12-09 23:09:55
December 09 2011 23:09 GMT
#2
The mains are too big!

+ Show Spoiler +
Ha, seriously though, I think the only problem is that the middle is too cramped.

Oh, and welcome back ^^
Moderatorshe/her
TL+ Member
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
December 09 2011 23:14 GMT
#3
Nice, but yes i agree the middle is too cramped. Especially in sc2 you got to allow more space so splash doesn't rape everything, and so that FFs don't rape everything neither.

I wonder if you should just make the 3 bridges in the middle 1 big area, because there's enough holes and cliffs around that area anyways and mech is already strong due to only needing like 3 sensor towers. And this way Zerg can actually engage better, and bio can't get FF'd and splashed to death.

But ofc this is just from looking at it, but these were the problems that someone from ICCUP map making team said that kept destination from being a decent sc2 map.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 09 2011 23:21 GMT
#4
Reminds me of Crossfire - h8trs gonna h8, but its actually probably going to be fine in the end
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37058 Posts
December 09 2011 23:46 GMT
#5
On December 10 2011 08:14 Yoshi Kirishima wrote:
Nice, but yes i agree the middle is too cramped. Especially in sc2 you got to allow more space so splash doesn't rape everything, and so that FFs don't rape everything neither.

I wonder if you should just make the 3 bridges in the middle 1 big area, because there's enough holes and cliffs around that area anyways and mech is already strong due to only needing like 3 sensor towers. And this way Zerg can actually engage better, and bio can't get FF'd and splashed to death.

But ofc this is just from looking at it, but these were the problems that someone from ICCUP map making team said that kept destination from being a decent sc2 map.


But if u take away those 3 bridges, it's no longer the revered BW Destination :[
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
December 09 2011 23:47 GMT
#6
Awesome! Destination would provide a much more interesting split map than Shakuras, that's for sure.

I really want to see some good games on it, see how easy it actually is to cut off the three bridges.
Mereel
Profile Joined February 2010
Germany895 Posts
December 09 2011 23:50 GMT
#7
in the games i played the bridges never played any role at all....im not the best player though^^
TPW Mapmaking Team
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
December 10 2011 00:20 GMT
#8
On December 10 2011 08:46 Seeker wrote:
Show nested quote +
On December 10 2011 08:14 Yoshi Kirishima wrote:
Nice, but yes i agree the middle is too cramped. Especially in sc2 you got to allow more space so splash doesn't rape everything, and so that FFs don't rape everything neither.

I wonder if you should just make the 3 bridges in the middle 1 big area, because there's enough holes and cliffs around that area anyways and mech is already strong due to only needing like 3 sensor towers. And this way Zerg can actually engage better, and bio can't get FF'd and splashed to death.

But ofc this is just from looking at it, but these were the problems that someone from ICCUP map making team said that kept destination from being a decent sc2 map.


But if u take away those 3 bridges, it's no longer the revered BW Destination :[


Hm just make em wider then I guess? idk =/
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
FlaShFTW
Profile Blog Joined February 2010
United States10265 Posts
December 10 2011 01:38 GMT
#9
get rid of those 2 holes in the ground in the middle of the 2 centers of each side. this allows for armies not to get funneled into space half the size. also, considering how this is SC2, make the 3 central ramps into 2 ramps instead. this is so the armies are able to fit, not like in BW where you didn't need that (I remember you could only fit one tank/goon at a time on that bridge)

Overall, good map. I like the addition of one gas in the back bases.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
December 10 2011 02:13 GMT
#10
the main is far too small; no place to hide ma proxy rax
starleague forever
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
December 10 2011 02:25 GMT
#11
There is that reminder of crossfire that people have mentioned, but even though that map mas some issues, it also forces some awesome games as we have seen from cheese to games where all minerals are mines out.

I like the overall layout and think that it is definitely a map heading in an interesting direction.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
December 10 2011 02:29 GMT
#12
On December 10 2011 10:38 FlaShFTW wrote:
get rid of those 2 holes in the ground in the middle of the 2 centers of each side. this allows for armies not to get funneled into space half the size. also, considering how this is SC2, make the 3 central ramps into 2 ramps instead. this is so the armies are able to fit, not like in BW where you didn't need that (I remember you could only fit one tank/goon at a time on that bridge)

Overall, good map. I like the addition of one gas in the back bases.


I agree that the holes should be removed, they seem unnecessary. However, I think the bridges are fine, since the entire point is that they are 3 narrow chokepoints - it's a risk to move your army through and get caught in the middle, but the advantage is that the path is shorter. If you don't want to take that risk, there is the other, wider path around the side of the map...
vibeo gane,
Archas
Profile Blog Joined July 2010
United States6531 Posts
December 10 2011 02:57 GMT
#13
Is that the fabled Panda Bear Guy in the center?
The room is ripe with the stench of bitches!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
December 10 2011 03:50 GMT
#14
On December 10 2011 11:57 Aeres wrote:
Is that the fabled Panda Bear Guy in the center?


omg is it???
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Antares777
Profile Joined June 2010
United States1971 Posts
December 10 2011 04:09 GMT
#15
What is up with all the remakes all of a sudden? Did the magical spring of creativity dry up?

Nah I'm kidding, this map brings back memories of me and my brother playing LAN when we first learned how to play SC. Good times!

Leave the three bridges the way they are. Might be the little kid inside me saying that, but I think it could work.
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37058 Posts
December 10 2011 04:09 GMT
#16
It really hurts me that BW maps can't really be replicated for SC2 :[

The units and pathing is so different for SC2 that BW maps have to be altered so much sometimes ..... and then it's no longer THE BW map :[
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
eTcetRa
Profile Joined November 2010
Australia822 Posts
December 11 2011 10:45 GMT
#17
The custom textures really make it feel like a BW war map though! I love it.
Retired Mapmaker™
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
December 11 2011 10:48 GMT
#18
I... fucking... LOVE YOU!

Anyone want to test this on EU? master zerg Phase - 170
Big J
Profile Joined March 2011
Austria16289 Posts
December 11 2011 10:52 GMT
#19
how many minerals are on the backdoor blockers? (already imagining a 1-1-1 with mules to open up a backdoor entrence )
ArcticRaven
Profile Joined August 2011
France1406 Posts
December 11 2011 11:41 GMT
#20
On December 10 2011 13:09 Seeker wrote:
It really hurts me that BW maps can't really be replicated for SC2 :[

The units and pathing is so different for SC2 that BW maps have to be altered so much sometimes ..... and then it's no longer THE BW map :[


Loki II seems excellent.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
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