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[M] (2) Wrecking Ball

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Meerel
Profile Joined March 2012
Germany713 Posts
December 09 2013 16:22 GMT
#1
[image loading]


sup yo, i made a new map based on a map i found on broodwarmaps.net.
borders are 144x142, rush distance is 132 nat/nat. there are neutral turrets at the fifth base to make it 'saver'.
if you fly with your dropship into them then you dropship is dead kk.
the name has obviously nothing to do with miley cyrus, i promise.

Uploaded on EU (i still cant upload on other server im sorry)


Original:
[image loading]

Overview:
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Pictures:
+ Show Spoiler +
[image loading]
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SDMF
IeZaeL
Profile Joined July 2012
Italy991 Posts
December 09 2013 16:28 GMT
#2
Arent main too big ?

I like it , we need a lot more of those fresh and innovative maps ! Unfortunately its a bit hard to spot map flaws , since it doesnt have anything standard.
Glad to see you're still one of the best mapmakers
Author of Coda and Eastwatch.
skdeimos
Profile Joined May 2013
Canada155 Posts
December 09 2013 17:16 GMT
#3
I don't know really what to say about balance, but let me say that your aesthetics are absolutely beautiful and really capture the Broodwar feel.
enord
Profile Blog Joined September 2013
France258 Posts
December 09 2013 18:10 GMT
#4
the banner
+ Show Spoiler +
is that your hand ?
make / have a good tl .. ohhh and i want my icon back :°D
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
December 09 2013 18:51 GMT
#5
Neutral tech labs and reactors sound interesting, you could optimise builds with them (super fast cloak banshee rush), have a floating barracks to capture them and increase map vision, win base races by stealing them and also force opponents to proactively scout those locations (e.g. pylon block the reactor).

Did you think about adding neutral creep and pylons to give all races somewhere interesting to proxy stuff?
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
WalkTheEdge2494
Profile Joined May 2012
Sweden26 Posts
December 09 2013 19:04 GMT
#6
On December 10 2013 03:51 iHirO wrote:
Neutral tech labs and reactors sound interesting, you could optimise builds with them (super fast cloak banshee rush), have a floating barracks to capture them and increase map vision, win base races by stealing them and also force opponents to proactively scout those locations (e.g. pylon block the reactor).

Did you think about adding neutral creep and pylons to give all races somewhere interesting to proxy stuff?

From the reddit thread (http://www.reddit.com/r/starcraft/comments/1shbnz/new_broodwar_designed_map_wrecking_ball/)

"can a terran take control of the neutral tech labs and reactors ? It could make proxy reaper pretty strong "
"no thats just design stuff, but you can obviously destroy them"
Meerel
Profile Joined March 2012
Germany713 Posts
December 09 2013 19:45 GMT
#7
just tried it....it does work lol. gonna remove some of them
SDMF
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 09 2013 19:48 GMT
#8
there's a doodad version of the reactor, just use that. or something else entirely, so as not to be confusing.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Atlasy
Profile Blog Joined August 2010
Hungary229 Posts
December 09 2013 19:52 GMT
#9
PLEASE make it so that the addons can be captured. It'd be a great new map feature.
Meerel
Profile Joined March 2012
Germany713 Posts
December 09 2013 19:53 GMT
#10
i actually like the idea now so i left 2 in the middle, as iHiro said its interesting (nobody will use it anyways i guess).
no pylon or creep tho
SDMF
moskonia
Profile Joined January 2011
Israel1448 Posts
December 09 2013 19:54 GMT
#11
Either use something else or allow it, or else it will be confusing like NewSunshine said, but I think you should keep them, it is a really interesting concept that should be tried more, but have all the add-ons in the middle, so it is easy to scout for it.
Meerel
Profile Joined March 2012
Germany713 Posts
December 09 2013 19:58 GMT
#12
[image loading]

[image loading]
SDMF
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 09 2013 22:36 GMT
#13
Since Mereel is notoriously bad at this, and especially since I spent the past 20 minutes trying to hunt it down trying to learn who made the original, I figured I'd link to the original Brood War map so anyone curious doesn't have to waste their time like I did:

DeadSpace by LasTCursE
http://www.panschk.de/mappage/comments.php?mapid=3916
Twitter: @iamcaustic
Gfire
Profile Joined March 2011
United States1699 Posts
December 09 2013 22:50 GMT
#14
I don't really get the proportioning on some of your maps... Seems like weird tight points in random places for no reason. Maybe something to do with the differences in cliffs and ramps from BW to SC2. Seems awkward anyway.

Seems like you've really refined this aesthetic theme, though, and it looks pretty good. I don't really like the thin high ground sections having no doodads though... I understand those are sort of replicating the style from BW but it really implies that you can walk on them. IMO if you have to paint it with pathing or else units could go there then you should add doodads.
all's fair in love and melodies
MavercK
Profile Joined March 2010
Australia2181 Posts
December 10 2013 00:19 GMT
#15
looks awesome, gw.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Semmo
Profile Joined June 2011
Korea (South)627 Posts
December 10 2013 01:04 GMT
#16
Don't put bases in center man! T_T
Mapmaker of Frost, Fruitland and Bridgehead
Meerel
Profile Joined March 2012
Germany713 Posts
December 10 2013 02:57 GMT
#17
but 10 bases are not enough
SDMF
NewSunshine
Profile Joined July 2011
United States5938 Posts
December 10 2013 04:22 GMT
#18
10 bases is fine dood. If you have to force the last 2 bases in, then fuck 'em and leave it at 10.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2013-12-10 04:26:48
December 10 2013 04:26 GMT
#19
Refreshing layout. Really like the neutral turret placements. How awesome would it be to be terran, immediately lift off your CC, go to the turrets and just die ~30 seconds in. hahaha. Probably be best to make the turrets Invulnerable though, otherwise they'll just get killed off so easily.

I do think it might be a little choked off in many areas which might make it a little too hard or a little too op for certain races. As already mentioned I also dislike the placement of the gas in the mains.

I'm also wondering if you're every going to release a new map that isn't this texture set.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
ETisME
Profile Blog Joined April 2011
12476 Posts
December 10 2013 05:45 GMT
#20
or instead of removing them, you can make it so that it takes time for them to be captured?
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
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