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On April 25 2010 23:49 Sl4ktarN wrote:I present to you; + Show Spoiler +Eiyafjalla Jokull! Volcanic map with an easily defended Main, Natural with backdoor protected by destructle rocks, a hard to defend Third and an even harder to defend mineral only. On the left and right there are two Watchtowers and the middle is surrounded by LOS-blockers. Havent decided on whether or not to have high yield-expos and where yet.
No air allowed?
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On April 26 2010 01:41 Pape wrote:Here is a remake of the Blood Bath, its still a work in progress I think I need to adjust the extra minerals in each base a little bit but I like how its turned out so far. + Show Spoiler ++ Show Spoiler +
I like how you went for a straight-up tribute to the original. My version I wanted to do something more tuned for SC2's pacing, but nice work nonetheless.
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On April 26 2010 02:34 SichuanPanda wrote:Show nested quote +On April 26 2010 01:41 Pape wrote:Here is a remake of the Blood Bath, its still a work in progress I think I need to adjust the extra minerals in each base a little bit but I like how its turned out so far. + Show Spoiler ++ Show Spoiler + I like how you went for a straight-up tribute to the original. My version I wanted to do something more tuned for SC2's pacing, but nice work nonetheless.
Well thank you for the compliments. I thought about adding high yield minerals, more gas, etc. but I just ended up going with the same thing. I think what made BB unique was the openness and simplicity so I ended up just doing the same map as close as I possibly could. I did put the Xel Naga Tower in the middle, which is new but that is to force players to keep the middle clean of their enemies at all times.
I do like your version though, looks like it has alot of fun elements in a small map but it still looks like it keeps the blood bath feel to it. Great SC2 version of the original.
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tio fighting: the posi of gas @ naturals is problem tanks can shoot it from some posis ^^
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Ride of Valkyries is NICE BUT!!! plz make 2 gas @ every expo or its useless in sc2 ^^
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Hey all, I'm new here but I figured I'd post the map I've been working on.
Mapper: Nokarot.nokarot Maps: Rediscovered v1.0, WIP, (DL) (IMG)
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So i finally stopped making super leet units and decided to take a shot at making a map. (after all thats what this things for... right?)
Map:Hellfire Tileset:Char
and for those of you that would like to take a look for yourself and improve/balance it. be my guest... http://www.mediafire.com/?mzle2bm5ozz
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well i just started making super leet units, so no! ok updating one sec!
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On April 26 2010 03:26 Pape wrote:Show nested quote +On April 26 2010 02:34 SichuanPanda wrote:On April 26 2010 01:41 Pape wrote:Here is a remake of the Blood Bath, its still a work in progress I think I need to adjust the extra minerals in each base a little bit but I like how its turned out so far. + Show Spoiler ++ Show Spoiler + I like how you went for a straight-up tribute to the original. My version I wanted to do something more tuned for SC2's pacing, but nice work nonetheless. Well thank you for the compliments. I thought about adding high yield minerals, more gas, etc. but I just ended up going with the same thing. I think what made BB unique was the openness and simplicity so I ended up just doing the same map as close as I possibly could. I did put the Xel Naga Tower in the middle, which is new but that is to force players to keep the middle clean of their enemies at all times. I do like your version though, looks like it has alot of fun elements in a small map but it still looks like it keeps the blood bath feel to it. Great SC2 version of the original.
Thanks. I think I'm going to re-tool mine slightly to give the starting bases a little more room, just played versus custom AI, and things got a little too hectic with base size and supply, overall I want to keep the bases tight on my version, because I basically want to encourage fights for the high-yield minerals.
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Does anyone have a link to that huge BW tutorial, that teaches you about rush distances, how to properly place nats and thirds, and such? I've been trying stuff but it really doesn't come out right. I know I saw it on here but I can't remember what it was called.
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On April 26 2010 04:51 PanzerDragoon wrote: Does anyone have a link to that huge BW tutorial, that teaches you about rush distances, how to properly place nats and thirds, and such? I've been trying stuff but it really doesn't come out right. I know I saw it on here but I can't remember what it was called.
I find the best thing to do is simply test the map build units and time how long it takes. I remember the guide you speak of but I do not know where one would obtain it anymore. More importantly those distances/timings probably don't hold true in SC2.
Edit: In order to keep everything organized, I'll list the changes I've made to Blood Bath here. Thanks to those who provided feedback in the other thread.
For Blood Bath New *Complete*: I have made a substantial amount of changes and as such I am now calling this version 1.1 and including a new copy of the map for download.
Pictures: + Show Spoiler +
1. I modified the size of the main bases using more of the extra space in the water. Aditionally I made the choke points more narrow more in keeping with the original map. 2. I modified the size of the expansions to provide more space as well. In the process they are now full 8 mineral expansion, but no longer have gas. 3. I re-tooled the sides of the maps and the High-Yield expansions. 4. High-Yield are now accesible only by air, and behind them I have removed the Xel'Naga towers in favor of even more minerals, and one High-Yield vesspene geyser per side. 5. Furthermore the High-Yield expansions are now single bases, rather than trying to fit a high-yield for each player. I think this will make it more appropriate for team play, as the High-Yields will really be something to claim early. 6. Destructible rocks now make accessing the opponents, or your allies base whichever is the case, by cutting across the edge of the map as is a common them in SC2 map design.
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I'm not sure what to call it, but here's my map that I've been working on for a few days:
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First attempt...
I map, keV on TL, kta.kta on bnet2.0. I'll gladly help anyone beta test anything if they want, long as I'm not in the middle of something. Can't wait until we can make customs go live. Going to start playing with some UMS/Custom game scenarios later this week.
Nice maps guys!
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On April 26 2010 04:51 PanzerDragoon wrote: Does anyone have a link to that huge BW tutorial, that teaches you about rush distances, how to properly place nats and thirds, and such? I've been trying stuff but it really doesn't come out right. I know I saw it on here but I can't remember what it was called. This is the only gigantic mapmaking tutorial I can think of, and it does talk a bit about distances. http://www.teamliquid.net/forum/viewmessage.php?topic_id=95409
(Edit: And I think a lot of its suggestions about using space, etc. are still important and worth keeping in mind in sc2.)
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I would like to see people spend more time texturing their maps. The SC2 editor can make some really beautiful terrain.
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KeV, is there supposed to be minerals on highground next to main bases or is naturals supposed to be insanely hard to take?
Other than that, your map looks awesome
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here's my 1st attempt:
starting positions are (obviously) 7 and 1 o clock.
I still need to make it all pretty and stuff (and make it more symmetrical lol). My only real idea was the cliff above the natural with the tower, and then after that it inadvertently turned into "make this map as imba as possible for BW terran" lol. You can't really tell at all from the picture but there is a circle of LoS blocking bushes around the tower in the middle. I'm thinking of making the 2 cliffs closest to the crater have a ramp to them without a block and then adding a tower on top of it as well. I'm also considering adding some rocks on top of one of ramps of the cliff above the nats (or making one of them smaller).
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On April 25 2010 09:38 nomsayin wrote:A work in progress. This is my conversion of destination to SC2. Changed 2 expansions to high yields, added two xel naga towers, and changed the minerals on the back ramp to destructible rocks. + Show Spoiler +Mapper: Nomsayin Map: Destination convert. No DL, imageWIP
Updated, still no DL, WIP Images: angled, overhead
Anyone know how to keep units from sinking into the bridges when they walk over?
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On April 26 2010 06:55 keV. wrote:First attempt...
gold nat, ouch and those are well gaurded nats too.
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