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[M] (4) Bridge Too Near

Forum Index > SC2 Maps & Custom Games
Post a Reply
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-03-15 22:40:45
March 15 2012 22:33 GMT
#1
<Bridge Too Near>
Made by: TheFish
Published on: NA
Published as "Bridge Too Near Remake"

[image loading]


Introduction/Inspiration:

I want to start by saying that this map was more of an attempt at creating some cool aesthetics than it was at creating an actual balanced map.
Its a remake of a remake - There was a Bridge too Near in both SC1 and WC3, and I thought that the layout from the WC3 version might make a cool layout for a SC2 map. Overall, I'm happy with how it came out and with what I learned from making it. I think that the middle could be problematic and might wreck the balance a bit, with too many small chokes in weird places. I wanted to do a map using this sort of tileset because I plan on making a 4v4 map that will have similar aesthetics in the near future, and this was to give me some practice before I tacked that one. Its got rotational symmetry and should be symmetrical.

Here is the original versions from SC1 and WC3:

+ Show Spoiler +
[image loading]

[image loading]



Here are some awesome aesthetics pics:

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Map Analyzer:

+ Show Spoiler +
[image loading]

[image loading]


feedback is of course more than welcome
(I know there are balance issues. also, its my 2nd 1v1 map. will be cross-spawn only.)
~ ~ <°)))><~ ~ ~
Aunvilgod
Profile Joined December 2011
2653 Posts
Last Edited: 2012-03-15 23:46:06
March 15 2012 23:13 GMT
#2
The middle expos are impossible to take vs. mech. Just want to point that out.

You could just turn the middle bases around, so they are close to the main.


On March 16 2012 08:40 FlaShFTW wrote:also, make the bases more unique, and not just geometric.


If its cross spawn only this is a nice idea.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
FlaShFTW
Profile Blog Joined February 2010
United States10290 Posts
March 15 2012 23:40 GMT
#3
kinda reminds me of the starcraft brood war map othello.

looks like a neat map, but as aunvilgod said, tanks are gonna be too powerful in the center. same with broodlords. can collosi reach the mineral line from behind the unpathable area?

i feel like areas are too chokey. this can be fixed by making some of the holes pathable (the one thats connected to the main that goes toward the middle).

also, make the bases more unique, and not just geometric.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 20 2012 21:53 GMT
#4
@Aunvilgod - Yea, the middle xpos are the result of me not knowing what to really do - I had originally made it like the broodwar map but realized the bridges would either be too small, or I would be stuck with a 12 base map (which may have been a better idea) Turning the bases around might be a good idea... its cross spawn only.

@FlaShFTW - Coloss may be able to reach that mineral line. I had originally intended the steam vents to prevent sight, but that doesnt seem to work from the low ground, and it wouldnt matter anyway with air units spotting, so the middle needs to change. I agree that some areas are too chokey. As for the main bases, I was working from a photo of an apartment in the Bronx near me with a "green" roof but I'm not happy with how it came out. Othello is pretty cool, and it has given me ideas on how to make this concept more viable.
I'll probably revisit this one soon, but I have 2 concept sketches on my desk to get to also! So much mapping to do, so little time!
~ ~ <°)))><~ ~ ~
clever_us
Profile Blog Joined January 2011
United States329 Posts
March 20 2012 23:34 GMT
#5
Looks pretty damn good for only a 2nd 1v1 map attempt
glhf <3
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