Big Game Hunters 180x180
(Published name: "True Big Game Hunters")
Creation Details:
I decided to create this map because of this thread.
Special Thanks:
Everyone in the thread linked above who gave input.
tsuxiit + Show Spoiler +
for being the original poster in the thread linked above
Day[9] + Show Spoiler +
for truly motivating me
TexSC + Show Spoiler +
for the idea of an overlay and bringing the idea even farther into comparing .gif files. And for being the Official Nitpicker. Btw sry for not getting you to help playtest it We still can if you want
WniO + Show Spoiler +
for doing internal private testing
FlopTurnReaver + Show Spoiler +
for publishing on EU server
pinktemplar + Show Spoiler +
for the first post on the third page in this thread
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I in no way/shape/form/idea intend to "steal thunder" from Koagel who also created his own version. After testing, I feel the size of his version (156x156) might be a little closer to optimal than mine (180x180). + Show Spoiler +
Btw I think the "optimal size" is very close to 165x165. Unfortunately I am not redoing this version as I think it's actually just fine and I spent more time than I should have on it anyway Merry Christmas / Happy Holidays lulul
Pictures:
Original BGH:
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Overview:
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Aesthetics:
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10:30 Main/Nat
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12:00 Main/Nat
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1:30 Main/Nat
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3:00 Main/Nat
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4:50 Main/Nat
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6:00 Main/Nat
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7:30 Main/Nat
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9:00 Main/Nat
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Middle
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12:00 Main/Nat
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1:30 Main/Nat
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3:00 Main/Nat
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4:50 Main/Nat
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6:00 Main/Nat
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7:30 Main/Nat
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9:00 Main/Nat
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Middle
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Terrain Progression GIF (trying to get terrain layout perfect)
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Terrain Finished GIF (this is where I decided that the terrain was perfect for 180x180)
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Texture/Lighting Progression GIF (trying to get texture/lighting perfect)
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Finished GIF (comparing where I stopped trying to make it look like the original to the original)
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Analyzer Openness
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Walling (click on picture for closeup; its hard to see)
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Siege Tank Range (click on picture for closeup; its hard to see)
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Pylon Range (click on picture for closeup; its hard to see)
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Other Small Things That Make it Feel Like the Original:
- Initially black (not just greyed out) fog of war
- Minerals in main pushed up to wall (starting locations not precisely in line with original)
- 50000 Resources for each minerals/gas field
- I made it so that each geyser returns 8 before they're depleted. I personally think that 2 gas geysers in SC2 is roughly equivalent to 1 gas geyser in SC1. Putting 4 gas geysers per base looked really stupid >.< (And requires extra food to mine them).
- Gas geysers will still return 2 gas when they run out
- There are 4 levels of terrain. 0(dead space), 1(lowest pathable level), 2(medium pathable level), 3(highest pathable level). 0-1 transition cliffs are very tall, much taller than it looks like in the original. So I used a 1-2 cliff transition for the rivers, which looks much closer to BW style. (Level 2 is the pathable terrain, there is no level 0 in this map).
- Top left (11:30) position's cliff above mineral line in main can have a siege tank dropped on it (just like original; I had to manipulate pathing fairly carefully to make this happen).
- Bottom left (7:30) position can be proxy pylon blocked with a cannon behind mineral line (just like original).
- Lighting had to be manipulated carefully in conjunction with a custom texture set to make it look as closely as possible to the original. PLEASE NOTE THAT THIS MAP IS INTENDED TO BE VIEWED WITH TEXTURE SETTING ON "LOW". Custom Texture List:
- Agria Dirt
- Aiur Dirt
- Typhon Dirt
- Port Zion Grass
- Typhon Grass
- Xil Grass
- Aiur Small Bricks
- Agria Dirt
Final Comments:
There is a good chance that 180x180 might be a little too big. However, I would like to draw your attention to the last 4 images in the picture section.
The openness level really seems perfect to me! Like dead perfect.
The siege tank range also seems perfect to me! o.O
The walling potential seems pretty damn good to me! O.o WniO said that the walling size was perfect, but he also said that when he spawned in the area with the smallest walls overall (by a small margin).
The pylon range is very intriguing IMO. The smaller you make the map, the easier it will be for people to warp in entire armies directly into your base. With this size it's possible, but it's much harder and it takes some extra time. This part right here makes me feel that 180x180 might actually be perfect.
These 4 things really make it seem like 180x180 is actually just fine to me. Perhaps the biggest drawback is that the rush distances are roughly 25% longer than the original. Maybe something like 165x165 would be better overall. But really, that's the key concept here: overall. As long as we're using the sc2 format with sc2 units and sc2 mechanics, no conversions of this map will ever play quite like the original. There are several sliding scales that are independant of each other but dependant on the map size; the 4-5 I mentioned here are the most important ones. Again: I don't know; maybe 180x180 is a little too big; maybe ~165x165 would be a little better. It's all pretty ambiguous really, but I hope you like this version, because I don't plan on redoing it
Merry Christmas / Happy Holidays
This map is published with open source on the NA server (now also on EU).
Btw
It's called "True Big Game Hunters"
If you want to play this game with me I'm totally down! PM me on teamliquid, and/or add me in-game Barrin.567
If you play a game on this map please upload a link to it in this thread
Much luv~
- Barrin