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awesome work man
here r some things u could fix for better play - the ridges r kinda tight where they merge with the sidecliffs and the middle - in the backdoor i think it would be a better idea just to use 1 destructible rock and tighten up that whole place. i think its a bad idea to use neutral terran buildings now when blizzard intentionally made rocks for us
and if u have extra time - decoration
i think u could add 2 more gas in middle or double up the max gas in those 2 to 5k
On April 23 2010 18:38 IdrA wrote: why, of all maps, would you pick this one haha hbr was my favorite map in sc1, even tho it was rly hard tvp sometimes. i miss sc1
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good work XD looks pretty good
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Update! Been working on it some more for a while. Check OP for a list of changes.
Right now, all I need to do is tweak some terrain and improve aesthetics. I tried the Blinking across the wall into the main for Stalkers, it didn't work.
I also attempted to emulate the high-ground mechanics of SC1 for this map (line-of-sight blockers, etc.) but to no avail.
you guys all know that you cant host any custom maps on battle.net, right? yeah I know, it saddens me
- the ridges r kinda tight where they merge with the sidecliffs and the middle -this is the best I can do with the editor regarding the chokes between the ridges and high ground. The editor won't allow me to connect two ramps facing different directions (e.g. one facing southwest and one facing west). Otherwise, the chokes will be much wider for sure.
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ridges are kinda thin..isn't it?
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nice - but no highground-advantage sucks big-time... what a bummer... so much potential lost in SC2.
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looks really good, too bad we can't test it out yet, used to love playing this map
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On April 24 2010 04:12 kickinhead wrote: nice - but no highground-advantage sucks big-time... what a bummer... so much potential lost in SC2.
Highground has it's advantage early game, that is about it. I find it annoying as hell trying to get vision in someone's base while he has a few ranged units up there.
I am not a big fan of people porting the ICCUP maps to SC2, like many have said new game, new mechanics which will likely mean very imbalanced maps.
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The problem of sc1 maps is sc2 has cliff walkers bringing a whole nother level to cliff abuse.
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Gas is far too rare in SC2 to have mineral-only expos. I really think "mineral-only" in SC2 should mean 1-gas.
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On April 23 2010 18:44 sheera wrote: Gj man, but, I'm a bit tired of BW maps converted to SC2.
People dont seem to understand that SC2 is an all new game. Everyone wants to play it like it was BW, mechanics, maps, units, etc...
Stop that already, plz.
Anyway, good job and nice effort.
You fairly obviously didn't play SC1 very much... it's almost all nostalgia!
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It looks beautiful! Nice work!!
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In my opinion, why make a carbon copy of the map if sc2 isn't a carbon copy of sc1. What I'm getting at is the ring of ramps/high-grounds in the center of the map aren't really necessary without any high ground advantage. Instead you could spice it up a bit maybe. Like for instance the high yield will never get any mining usage since it's so vulnerable. Instead you could make it a full cliff only accessible by a drop, or units that can walk up cliffs, and take out the high ground ring, and replace it with.... maybe some of those (my bad for not knowing how to describe it perfect) areas that you only have vision of when you're inside them, as a replacement for ambushing. And just leave basic ramps leading into the top and bottom expansions. With all of this thrown in there, there'd be a lot more points of interest. And hell, even throw xel'naga towers on opposite sides of that middle expansion so you can overlook the end of the choke leading into the natural. To conclude, with new units and whatnot, why not keep the same base idea for the map, but change it to accommodate properly.
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On April 23 2010 18:38 IdrA wrote: why, of all maps, would you pick this one
LOOOOOOOOOOOOOOOOL.
We only feel that way cause we played terran. I'm sure the protoss players are loving it =D
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are those boobs above the natural choke at the left expansion?
i see pink boobs, and they're not on the right side.
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Nice job on recreating the map and all, but unfortunately this project is fairly useless. As others have posted, without high ground advantage in SC2, all those ramps are essentially useless. That was what made HBR shine, the whole strategy aspect behind positioning your army to abuse the high ground. If there isn't even an advantage on high ground in SC2, why make a 1:1 copy of HBR? Quite a severe waste of time, I'm afraid.
However, you can make this map really awesome if you added more SC2-esque things while maintaining the map layout of HBR. Sort of like HBR updated for SC2. Things like Xel'naga towers in strategic points and removing the ring of ramps in favor of different obstacles are all ways you can make this map updated for SC2.
Good start, but definitely not the right direction with the 1:1 copy. But that's just my opinion.
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On April 23 2010 18:22 Uriel_SVK wrote: I think there should be 4 gas in the middle... But great work!!!
He put high-yeild gas geysers in the middle. It should be okay.
On April 23 2010 18:51 Zelniq wrote:you guys all know that you cant host any custom maps on battle.net, right? only Blizzard made maps are host-able right now. they said 'in the future,' during the beta test, they'll allow mapmakers to publish maps. until then, nobody can play your maps. go try, you'll fail
Some enterprising individuals have managed to host their custom maps, but it's not easy. It involves replacing blizzard maps in the cache with your custom creations, and all players who want to play the custom map have to do it manually. It's a pain, but it's possible. Check out some of the YouTube videos on the matter.
Overall, great work! How about some Xel Naga watch towers on opposite sides of the middle expansion? Or overlooking the destructable rocks in the corner from the main/natural side?
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Jeez, people need to lay of the whole 'SC2 is a new game, why making SC1 maps?' thing. The mapmaker is brand new, naturally it's going to take some time to get used to and copying previous work is only going to help improve technical mapmaking skills in this new editor. Good work OP and im looking forward to seeing original works in the future.
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Can we get some ingame screenshots?
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On April 24 2010 04:33 jewce wrote: In my opinion, why make a carbon copy of the map if sc2 isn't a carbon copy of sc1. What I'm getting at is the ring of ramps/high-grounds in the center of the map aren't really necessary without any high ground advantage. Instead you could spice it up a bit maybe. Like for instance the high yield will never get any mining usage since it's so vulnerable. Instead you could make it a full cliff only accessible by a drop, or units that can walk up cliffs, and take out the high ground ring, and replace it with.... maybe some of those (my bad for not knowing how to describe it perfect) areas that you only have vision of when you're inside them, as a replacement for ambushing. And just leave basic ramps leading into the top and bottom expansions. With all of this thrown in there, there'd be a lot more points of interest. And hell, even throw xel'naga towers on opposite sides of that middle expansion so you can overlook the end of the choke leading into the natural. To conclude, with new units and whatnot, why not keep the same base idea for the map, but change it to accommodate properly.
Hit the enter key a couple of times. It does wonders for readability.
Nice effort, thought with the lack of highground advantage the play-style of HBR is really going to change. This is purely nostalgia, since I'm not too sure this map would work in high level SC2.
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Great work but I think the ridges is going to be a problem because of the high ground settings in starcraft 2, and I have to agree with IdrA, why heartbreak? Make Tau Cross, Puthon or something!
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