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On August 23 2011 02:26 Gecko[Xp] wrote:Show nested quote +On August 23 2011 01:56 LML wrote:On August 22 2011 15:29 Gecko[Xp] wrote:On August 22 2011 14:48 GGzerG wrote: wow that scrap station map actually looks really freaking good for BW, nice job!
I played a UMS map which was a SC2 to BW port ( I can't remember which ) , where the player added a trigger to give vision of the map when a unit stepped around a certain area ( like xel naga towers ) was pretty cool. I wonder how you would open in PvZ on that map. I scrap station, the same way you FE in SC2, make the wall underneath the ramp into the main and block both, main and natural with it. In BW you would just have to adjust the width for the perfect wall. Yes, but I still don't know if that was a good option. I mean you have your first pylon really far from your mineral lines. Like... I don't know what to do if Zerg keeps going for fast mutas. You have to cover so much space in a very short time, while having only limited ability to actually stall down the Zerg.
Most maps don't cover your expansions with energy, like on Bloody Ridge you make your wall so far in the front (what I've seen in some VOD) that that pylon will also not range your minerals, neither does it on alot of maps, FS for example is different there and even there not all positions cover the mineral line. Hence it's a standard;)
On August 23 2011 02:15 RebirthOfLeGenD wrote: They ported over Lost Temple from SC2 to BW, I found that in a reppackI DLed when trying to watch old Tyler replays. Apparently no one plays it though.
Haha man:D Lost Temple is one of the oldest BW maps, they just remade it in SC2 because it once was the most popular melee map in BW, but it's so stupidly imbalanced that nobody plays it anymore;)
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On August 23 2011 03:16 LML wrote:Show nested quote +On August 23 2011 02:26 Gecko[Xp] wrote:On August 23 2011 01:56 LML wrote:On August 22 2011 15:29 Gecko[Xp] wrote:On August 22 2011 14:48 GGzerG wrote: wow that scrap station map actually looks really freaking good for BW, nice job!
I played a UMS map which was a SC2 to BW port ( I can't remember which ) , where the player added a trigger to give vision of the map when a unit stepped around a certain area ( like xel naga towers ) was pretty cool. I wonder how you would open in PvZ on that map. I scrap station, the same way you FE in SC2, make the wall underneath the ramp into the main and block both, main and natural with it. In BW you would just have to adjust the width for the perfect wall. Yes, but I still don't know if that was a good option. I mean you have your first pylon really far from your mineral lines. Like... I don't know what to do if Zerg keeps going for fast mutas. You have to cover so much space in a very short time, while having only limited ability to actually stall down the Zerg. Most maps don't cover your expansions with energy, like on Bloody Ridge you make your wall so far in the front (what I've seen in some VOD) that that pylon will also not range your minerals, neither does it on alot of maps, FS for example is different there and even there not all positions cover the mineral line. Hence it's a standard;) Show nested quote +On August 23 2011 02:15 RebirthOfLeGenD wrote: They ported over Lost Temple from SC2 to BW, I found that in a reppackI DLed when trying to watch old Tyler replays. Apparently no one plays it though. Haha man:D Lost Temple is one of the oldest BW maps, they just remade it in SC2 because it once was the most popular melee map in BW, but it's so stupidly imbalanced that nobody plays it anymore;) Uhh lost temple is still pretty balanced.. just back in the day people didnt have the multitask for handling the drops so it was hard then.
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Any map is a good map as long is not complety imbalance... Scrap Station looks awesome
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Watch tower triggers would be very cool
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On August 22 2011 13:42 eviltomahawk wrote:Although I don't know where to get any SC2 to BW map ports, I myself had been working on some ports just as a little fun, amateur project. I have no prior experience in mapmaking, so all my current maps are full of positional imbalances and bugs. Heck, I can't even get Scrap Station to run in BW without crashing. As others have said, there is no real benefit to playing on BW ports of SC2 maps, though there is a bit of fun novelty to this concept IMO. Although I plan on making thread once I feel that I made an adequate set of poorly-made maps, here is a preview of my project: + Show Spoiler +Yeah, they are pretty shitty, but I'm proud of my babies Cool project man. The maps look so trash for bw though.
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On August 23 2011 04:48 XsebT wrote:Show nested quote +On August 22 2011 13:42 eviltomahawk wrote:Although I don't know where to get any SC2 to BW map ports, I myself had been working on some ports just as a little fun, amateur project. I have no prior experience in mapmaking, so all my current maps are full of positional imbalances and bugs. Heck, I can't even get Scrap Station to run in BW without crashing. As others have said, there is no real benefit to playing on BW ports of SC2 maps, though there is a bit of fun novelty to this concept IMO. Although I plan on making thread once I feel that I made an adequate set of poorly-made maps, here is a preview of my project: + Show Spoiler +Yeah, they are pretty shitty, but I'm proud of my babies Cool project man. The maps look so trash for bw though. The maps are trash in SC2 as well. The only one of those still being used is the second one, and even that is with close spawns disabled and it is slowly beign phased out.
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On August 22 2011 14:37 CaucasianAsian wrote:Show nested quote +On August 22 2011 13:42 eviltomahawk wrote:Yeah, they are pretty shitty, but I'm proud of my babies you could just use Paranoid Andriod
Jaw@Floor. I can't believe how similar those two maps are! Do not know how I had not see that before, can never unsee though :p
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Close positions are just as imbalanced on the BW versions as they are in SC2. Well done. You kept the maps true.
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Canada11203 Posts
I sincerely doubt recreating SC2 maps would help at all in SC2 practice- lack of cliff walkers for one changes the entire map dynamics. As someone else said... just add stacked temples to all the expansions :S
But you might as well find the old BW equivalents that inspired their SC2 counterparts Lost Temple/Python for Shattered Temple Sin Peaks for Crossfire etc.
It might be fun to play, but I doubt there'd be much actual tournament value to the exercise.
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I think it would've been more efficient for me to just take one of the more balanced versions of Lost Temple from BW, then tweak it to look like the SC2 version, then tweak that to look like Shattered Temple. Instead, I eyeballed everything >_>.
Oh well. Onward to Xel'Naga Caverns.
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On August 23 2011 02:00 blahman3344 wrote: When I look at some maps in BW, I realize how silly some of them are in Brooswar Standards. Then I realize that the SC2 standards and BW standards are vastly different XD
Well, a lot of the early Blizzard maps are silly by SC2 standards as well. Scrap Station was one of the first maps kicked out of the GSL pool, and only MLG uses Shattered, to my knowledge. No one uses the original Lost Temple, as it was bad.
Xel'Naga Caverns is considered the best Blizzard SC2 map. My personal favorite SC2 map is quickly becoming Daybreak, though.
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Wow, Scrap Station and Paranoid Android/Dreamliner are so similar... kinda makes all that ZOMG BLIZZ MAPS whine really funny
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Except those two maps are so much better than Scrap Station.
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On August 23 2011 08:18 Catch]22 wrote: Wow, Scrap Station and Paranoid Android/Dreamliner are so similar... kinda makes all that ZOMG BLIZZ MAPS whine really funny Well, tbh, Scrap is a lot narrower (A LOT) while paranoid/dreamliner are pretty open. At least in comparison.
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On August 23 2011 03:16 Klaca wrote:Show nested quote +On August 23 2011 03:16 LML wrote:On August 23 2011 02:26 Gecko[Xp] wrote:On August 23 2011 01:56 LML wrote:On August 22 2011 15:29 Gecko[Xp] wrote:On August 22 2011 14:48 GGzerG wrote: wow that scrap station map actually looks really freaking good for BW, nice job!
I played a UMS map which was a SC2 to BW port ( I can't remember which ) , where the player added a trigger to give vision of the map when a unit stepped around a certain area ( like xel naga towers ) was pretty cool. I wonder how you would open in PvZ on that map. I scrap station, the same way you FE in SC2, make the wall underneath the ramp into the main and block both, main and natural with it. In BW you would just have to adjust the width for the perfect wall. Yes, but I still don't know if that was a good option. I mean you have your first pylon really far from your mineral lines. Like... I don't know what to do if Zerg keeps going for fast mutas. You have to cover so much space in a very short time, while having only limited ability to actually stall down the Zerg. Most maps don't cover your expansions with energy, like on Bloody Ridge you make your wall so far in the front (what I've seen in some VOD) that that pylon will also not range your minerals, neither does it on alot of maps, FS for example is different there and even there not all positions cover the mineral line. Hence it's a standard;) On August 23 2011 02:15 RebirthOfLeGenD wrote: They ported over Lost Temple from SC2 to BW, I found that in a reppackI DLed when trying to watch old Tyler replays. Apparently no one plays it though. Haha man:D Lost Temple is one of the oldest BW maps, they just remade it in SC2 because it once was the most popular melee map in BW, but it's so stupidly imbalanced that nobody plays it anymore;) Uhh lost temple is still pretty balanced.. just back in the day people didnt have the multitask for handling the drops so it was hard then.
2.4 isn't bad. Blizzard's Lost Temple, especially after the 1.12 "rebalancing," however, is fucking terrible.
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51272 Posts
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What is this supposed to be, GTR?
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On August 23 2011 14:53 Mortician wrote: What is this supposed to be, GTR? gaia
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