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On June 11 2013 04:29 Sumadin wrote:Show nested quote +On June 11 2013 04:09 EatThePath wrote: ^Holy crap, was GSL Terminus RE a remake of Blizzard's Terminus??? Yep this thread is hardly a new concept really. Hmm and this one is kinda intresting. As some of you know, Terminus used to be the most used 4-player maps out there. There was several attempts to make the setup of 3 easy bases work right. With our added knowledge of balance today and the addition of collabsable rock towers this could be an intresting revisit. Kinda sad it never got on ladder but Metropolis took the spot the one time it had the chance. It was only used because nearly everything else was garbage and because of the overcompensation at the time to deliver macro games. I'm sure there are plenty of 3 base designs to be discovered but Terminus RE in and of itself is not something I want to hear from again.
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Interesting. Will definitely take a look.
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Based on Steppes of War Playable bounds: 140x140 (increased from 124x124)
I created this quite a while ago, but it fits the theme. I know the 3/4 bases aren't "blizzard approved" but I don't know if I'll have the time to figure out a good way to change them - if I do, I'll post an update.
Boring texturing and bad doodads: + Show Spoiler +
EDIT: PLEASE DO NOT INCLUDE THIS IN JUDGING/COMPETITION
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Some very nice remakes so far! But no team maps yet?? Guess I'll have to be *that guy* ..
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your Country52796 Posts
On June 13 2013 03:47 TheFish7 wrote: Some very nice remakes so far! But no team maps yet?? Guess I'll have to be *that guy* .. I can do it as well if you want.
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Blistering Dunes By Coppermantis
Knowing me I probably made it worse, but here's my remake of Blistering Sands.
Aesthetics: + Show Spoiler + Original: + Show Spoiler +
Changes: -Up from 138x110 to 148x135 -Additional Bases added
Unfortunately, the Mar Sara Tileset is a little buggy, so I had to substitute some textures from Phaeton and Korhal Wastes, but I think it looks ok.
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On June 12 2013 16:03 -NegativeZero- wrote:Based on Steppes of WarPlayable bounds: 140x140 (increased from 124x124) I created this quite a while ago, but it fits the theme. I know the 3/4 bases aren't "blizzard approved" but I don't know if I'll have the time to figure out a good way to change them - if I do, I'll post an update. Boring texturing and bad doodads: + Show Spoiler + Daybreak
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On June 14 2013 05:34 Superouman wrote:Show nested quote +On June 12 2013 16:03 -NegativeZero- wrote:Based on Steppes of WarPlayable bounds: 140x140 (increased from 124x124) I created this quite a while ago, but it fits the theme. I know the 3/4 bases aren't "blizzard approved" but I don't know if I'll have the time to figure out a good way to change them - if I do, I'll post an update. Boring texturing and bad doodads: + Show Spoiler + Daybreak yep basically, i never said it was a good map lol
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TPW Meltwater Bush by Samro 152x152
+ Show Spoiler [60°] +
Features + Show Spoiler +"standards"
- no more high yield
- regular small choke
- added thirds > positionally balanced
"aggression"
- tower still significant
- rock tower mechanic
- forward highrounds a creative combination from both of Strangewood's third designs with two-step-rocked-choke
Concept + Show Spoiler +After tinkering with the idea to use Strangewood-symmetry i decided to have no golds, extra bases and keep rotational symmetry. Also I wanted to do a map that is as solid as Whirlwind, but allows more aggressive and creative plays - it should be a remake of Backwater Gulch basically so it really needs that aspect. No gimmicks, straight forward but more than macro only.
One of the main issues with Backwater's design is the overall size combined with a central forward choke/nat ramp - which decreases the actual rush distance. I decided to keep the nat and ramp setup, but took away the rocks (which are there for close distances basically) - this was possible by my design for the double thirds which do not connect directly, but via the highround. If you look at frost you understand the concept easily: make all paths go through center to increase rush distance. Yet i do not like the idea of outside routes too detached from other paths, so i came up with that idea of highround pods that should create some interesting decision making and possibly army splitting.
I was not interested to create a specific design or add all kind of tech details to enhance blizzards visual design. On the contrary I tried to make it super simple and took a graphical approach by switching a few textures to make levels stand out more and increase contrast.
If I had more time i would add some yellow cranes.
Based on Backwater Gulch by Blizzard (140x140) + Show Spoiler +
Images + Show Spoiler +
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I have been gone for a few days, so seeing all these submissions is making me quite happy. Yet, since this challenge is mostly for fun and nothing important like TLMC, I'd be willing to do a time extension if need be. Thus, for those who haven't found time to do a second map, or make one at all, I can easily extend the deadline by a week. No matter the due date though, the point will still get across, and the more submissions the stronger the point and the more fun. Thank you to all that have submitted already, and if you haven't, give it a try. I even have a few ideas in the works. Though, if all who were interested have already submitted what they can, I don't want to keep the voting phase on waiting.
If vote is in favor of extension by Sunday 11:59pm KST, then ill extend the deadline until Monday, June 24th at 11:59pm KST, which is an extra week. glhf!
Vote was in favor of a time extension: 14 to 3.
EDIT: accidentally hit post instead of preview >.<
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Personally I'd like one just because I won't have much of a chance to work on it this weekend, but whatevs it's just for fun and I'd post it later anyway.
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Join2 Kulas by chuky 전되 쿨라스 Fine tuning of Kulas Ravine size 162x148 (original 140x136)
I've fixed the small bridge so it works like a ramp. Now 1 forcefield blocks the path, wall-ins are the same as a ramp (or close), you can't warp in the bridge and it even blocks the vision when you're in the middle.
Mutas are stronger in HOTS so I've kept the shortcut with rocks from the original map so you can go from the 3rd to the main and defend more easily against them.
I've left the 2-part-choke of the orginal map and turn that into 2 ramps so you can place a building forward so it's easier to defend against things like roach baneling allins.
I've left the high ground behind the natural of Kulas Ravine but I opened it wide so you can now defend fast with all races. Room behind the natural helps defending against air harass.
It is now a 2 player map because Kulas Ravine was too big and I believe it was originally planned to be a 2 player map because of the different styles of the bottom left base compared to the other ones.
+ Show Spoiler [pictures] +
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How is that in any way like Kulas Ravine. Nice troll attempt I guess.
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It took me a while to see that it was Kulas, but it's definitely there. The double rocked in-base structure was made low ground instead of high ground and a little less severely in-base. There is still high ground overlooking the third but now there is a ramp up to it, the four spawn has been replaced with two so you no longer have a double base in the alternate corners, it's a single base. The one design thing that I think separates it pretty significantly from Kulas is the lack of a path through the middle, and I would encourage you to put that back in. The aesthetic changes are also pretty significant, but that seems fine as well.
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On June 16 2013 09:49 RFDaemoniac wrote: It took me a while to see that it was Kulas, but it's definitely there. The double rocked in-base structure was made low ground instead of high ground and a little less severely in-base. There is still high ground overlooking the third but now there is a ramp up to it, the four spawn has been replaced with two so you no longer have a double base in the alternate corners, it's a single base. The one design thing that I think separates it pretty significantly from Kulas is the lack of a path through the middle, and I would encourage you to put that back in. The aesthetic changes are also pretty significant, but that seems fine as well.
I can see similarities, but Kulas Ravine is a 4p map. Chuky's is a 2p map. Thus, I would have to say it differs too much from the original just because of that.
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What is the significant difference between making a 4 that is cross spawn only into a 2p map? And we've already accepted a submission that takes a 4p that wasn't cross spawn only and made it so (which is totally reasonable). So where's the line in doing both of these things? For example, I think Siskos' remake of Antiga shipyard is pretty great and totally qualifies for this, even though he switched it from a 4p cross only to a 2p.
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The vote is in favor of a time extension. Thus, everyone will have an extra week. The final deadline is Monday, June 24th at 11:59pm KST.
After, I will open up the voting phase. A public poll will be created for each entry with a side by side comparison to the original. There will be two polls, one for aesthetics and one for gameplay. Each poll will have the following options: Better, About the Same, Worse, Too different from the Blizzard original.
I'll allow the voting phase to last for 5 days, which should be enough time to get the word out on reddit, twitter, etc. glhf!
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Great News! Voted yes and plan to do another One!
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