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So these last few days (or weeks I should say), I have been messing around in BW and other games trying to expand my knowledge of map/level design, and from that messing around I came to realize that some at the time quite popular maps such as Midnight Lagoon or Full Circle don't have ports here in SC2! So that's my job now, try and get most of these chaotic BroodWar classics into our beautiful engine!
Regarding this version of the map, I'm a bit thorn, because LotV is no BW, and Reapers are very strong in the current iteration of the map, but at the same time I don't really want to mess around much with the map because that BS is part of what made these BW maps classics, so I'm open to hear your input in what should be done regarding the balance of this version of Midnight Lagoon, yet remember that doing things like making everything an island are not an option because that would remove the identity of the map. Preferably think of things like reducing the jump area of reapers or other things like that.
Anyhow, I'll be listening!
Map is published in: [AM],[EU],[KR],[SEA]
This map has WCS Gameheart enabled!
MIDNIGHT LAGOON
Overview:
Old Overviews
+ Show Spoiler +§BroodWar
Information/Analyzer: + Show Spoiler +Map InformationMap Size: 60x60 Rush Distance: No Ground Path! Xel’naga Towers: 0 Analyzer: Old analyzer pics + Show Spoiler +
Eye Candy: + Show Spoiler +
Small info about the map:
+ Show Spoiler + § No Xel'naga Towers § Literally no ground path to the enemy! § Main bases have 9 Mineral patches while island Naturals only have six. § Vespene Geysers are very rich and give 8 Gas per trip, while the geysers have a grand total of 5000 Vespene in them. § Map is rimmed with highgrounds, micro your air units to use them to your advantage.
Changelog + Show Spoiler +
The map can be easily found in custom games under the KTV and the SMA tags!
For more of my work and details regarding some design elements of the map be sure to check; KTVMaps.wordpress.com
Just one last thing, 10 internet points to whoever posts a replay of him getting a unsuspecting friend to play on the map!
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If reapers are such a big problem why cant you make the cliffs unpathable for reapers?
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Because of what I said, the whole point of the map is to be silly, and removing one of the silliest strategies that exist (mass reaper bomb) goes agains't the end of the map.
It would be very easy to go ahead and delete cliff jumping from the map, but doing that, again, would be like creating a BGH port and delete the places where Tanks can hit mineral lines, it removes from the personality of the map. That said, I'm thinking of reducing the jumpable cliff area, but I want players to enjoy the map for a day or so of the silliness and fun of having imba strats like the 5 rax reaper.
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your Country52794 Posts
This was one of my favorite maps in BW. Thanks
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You should make a LotV port of Oxide by Freakling. I tried to once but it never really worked out. Just a suggestion. I think this map is cute.
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On February 29 2016 03:17 SwedenTheKid wrote: You should make a LotV port of Oxide by Freakling. I tried to once but it never really worked out. Just a suggestion. I think this map is cute. I think that should be left to NegativeZero, he's quite a fan of the map, I'm sure he would put more #PASSION into it that I ever could
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Beautiful. I have fond memories of playing on maps like Midnight Lagoon or Crystallis.
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Inb4 Basetrade runs some wacky tournament on this map. All games bo1 64 player field. Get on it pls Rifkin. I would watch for sure, would really show what sick micro players have with ultra close spawns and heavily limited resources.
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On February 29 2016 03:48 Uvantak wrote:Show nested quote +On February 29 2016 03:17 SwedenTheKid wrote: You should make a LotV port of Oxide by Freakling. I tried to once but it never really worked out. Just a suggestion. I think this map is cute. I think that should be left to NegativeZero, he's quite a fan of the map, I'm sure he would put more #PASSION into it that I ever could i've already tried twice, but both times i wasn't completely satisfied with where it was going so i never finished. my standards are very high for that layout, i want it to live up to the original as best as possible...
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As far as making it a bit more balanced, what if the mains were made high ground? This might help some against Reapers.
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On February 29 2016 11:13 NinjaDuckBob wrote: As far as making it a bit more balanced, what if the mains were made high ground? This might help some against Reapers.
But then zerg might have a more than 20% win rate which sounds against the spirit of the map (if my memories of playing on Midnight Lagoon are accurate).
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On February 29 2016 14:09 ZigguratOfUr wrote:Show nested quote +On February 29 2016 11:13 NinjaDuckBob wrote: As far as making it a bit more balanced, what if the mains were made high ground? This might help some against Reapers. But then zerg might have a more than 20% win rate which sounds against the spirit of the map (if my memories of playing on Midnight Lagoon are accurate). Well that's a 10% more winrate than Zergs have atm heh.
Anyhow, I think I'm going to be testing changing the mains and natural levels, that's a good idea Ziggurat, and if it works I'll probably be releasing it as a SE (Standard Edition) version, while having the original port be, well... the original port. What do you guys think?
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Interesting, but somehow it feels like the BW map is wayyyy bigger than the SC2 port (using the Vespene Geyser's size as a visual tool)
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I feel like this is the modern art of maps :-P "Here you have a single dot in the middle of a pure white canvas. The museum acquired it for $2 million"
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On March 01 2016 04:46 OtherWorld wrote: Interesting, but somehow it feels like the BW map is wayyyy bigger than the SC2 port (using the Vespene Geyser's size as a visual tool) The thing about using Geysers as visual aid is that the Geysers in BW are bigger than in SC2, specially in the X axis, yet you are not wrong about the size, the SC2 port is smaller than the BW version, albeit not by much
On March 01 2016 04:56 Fatam wrote: I feel like this is the modern art of maps :-P "Here you have a single dot in the middle of a pure white canvas. The museum acquired it for $2 million" I have always wondered how cool would it be to 3D print SC maps, now that you mention it, I wonder what would happen if I 3D printed one and sold it as a sculpture of sorts
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On March 01 2016 19:42 fluidrone wrote: You would not steal blizzard's property now would you? You're being straight up ridiculous with this whole thing
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On March 01 2016 19:42 fluidrone wrote: You would not steal blizzard's property now would you?
I mean by your standards Im not "stealing" shit already? if you havent yet realized, you are writing in a thread of a SC2 port of an old BW Blizzard map that I did without Blizzard's permission. And not only that, but I published it with the SMA - KTV tag, which means that I take pride on it.
I wonder how long until the guys at Blizz realize that I'm literally "stealing" their property and send me a DMCA letter for creating free content for their own monetary gain (and their monetary gain because I don't make a penny out of making maps). Anyhow, I know that I shouldn't be answering to you Basker when you get like that, but wherever, I just didn't felt like doing so this time around
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This map made me immediately think of The Small Divide (http://wiki.teamliquid.net/starcraft/The_Small_Divide)
I played many hours on that map. Haha.
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