*Important info at the bottom of this post regarding posting maps*
I'm having too much fun with the editor and tbh am mostly interested in creating ports of "legacy" maps, as blizzard likes to put it. I've created this thread to be a centralized location for the comparison of converted legacy maps.I hope it will be easy for people to navigate and find the map ports they are looking for as well as compare all the options.
PLEASE: If you have a request for an sc1 map port post it here.
ALSO: if you have created a sc1 port you can post it here (don't clutter the thread too much) and I will try and keep a list in the OP with updated maps -> it will be organized by map and version (author.) (ex. HBR -> ver.1 by X | ver.2 by Y | ver.3 by Z)
Note: I won't be parsing other threads for this information, I expect that if you've made ported a SC:BW map and want it listed with *hopefully* all the rest then you'll post it in this thread.
Please if you are posting a map in this thread take 2 seconds and include the following:
Map Name: Author: Version: # or "WIP" D/L: link or "N/A"
<image> [direct overhead view please, go to View > View Entire Map]
I call dibs on RoV. DONT YOU TAKE THIS FROM ME! Expect an overhead picture (maybe in its own thread, who knows) tomorrow evening.
EDIT - have the mapmakers made sure that the entire area that is picture in your links are acccessable by the camera/units? Press the H button in the editor to find out. The green area is where you are able to send your units. Just saying — I wouldn't want to see your maps turn out cut off in the game because of that lame Pathing thing.
can't wait for these maps to be playable. To hell with the current map pool, incineration zone out of all of them is the biggest joke. Once I get my hands on them BW remakes I'm playing them 24/7. Hell, I'll even try to get them adopted as official maps for a bunch of tournaments back in my country if possible.
lolaloc, which part are you referring to? I have purposefully blocked off a lot of high ground spots. After attempting to type it all out I figured I'd just make an image:
The areas shaded red are unwalkable.
The areas shaded yellow are unbuildable.
The areas in blue are two key xel'naga watch towers which are buildable right now and I'm wondering if they should perhaps be unbuildable.
On April 29 2010 11:29 dyren wrote: Thanks *blushes*
lolaloc, which part are you referring to? I have purposefully blocked off a lot of high ground spots. After attempting to type it all out I figured I'd just make an image:
The areas shaded red are unwalkable.
The areas shaded yellow are unbuildable.
The areas in blue are two key xel'naga watch towers which are buildable right now and I'm wondering if they should perhaps be unbuildable.
Awesome job dude but simple question, knowing that the zerg have the tumor mechanic now, can you tumor on the unbuildable areas or not?
Blinn, I have created an overhead screenshot of your map. THIS WILL BE THE ONLY EXCEPTION. If you want your map listed take the time to make a screenshot for chrissake! Sorry but I put the instructions clearly in the OP. <3
Like I said I'm not thaaaat interested in aggregating all the information from other threads. I figure the authors of those maps will take a sec to post in this thread thereby making my life that much easier.. I hope.
SpiDaH: I am really not sure about that. I'm as new to the editor as everyone else. Once the maps are playable it will be easier to identify and eliminate the bugs. I might try and test this later on.
I just updated the thread with higher-res overviews, too.
Also, I am working on Blue Storm right now. Just need to determine whether it needs more doodads and will post the first playable version later. Hold on!
On April 29 2010 11:29 dyren wrote: Thanks *blushes*
lolaloc, which part are you referring to? I have purposefully blocked off a lot of high ground spots. After attempting to type it all out I figured I'd just make an image:
The areas shaded red are unwalkable.
The areas shaded yellow are unbuildable.
The areas in blue are two key xel'naga watch towers which are buildable right now and I'm wondering if they should perhaps be unbuildable.
It's not really all that faithful to begin with. Like I said I feel that I've taken some liberties with the redesign that give it a little "sc2 flavor." Changing something like the buildability (wow what a word, even if it's not real) of the high ground I think wouldn't break the port too much. In your opinion, how important is that high ground being buildable in SC2 do you think? I kind of don't want any race to be putting static defenses on the high ground pod at all.. it kind of defeats the purpose of having that base at the bottom of a ramp in a relatively vulnerable low ground spot. Thoughts... ?
Thought is that builds are not what they used to be, in my opinion make it buildable, let people test it and see if it is broken to be able to build on it. If it stays balance then lets keep it buildable, otherwise revert it back to partially or simply unbuildable.
Chupung, wow. If blizzard could have come anywhere close to this map they probably would have put smoke and rocks at the back of the mains just to ruin it. :p
Prototype: the editor features copy/paste and rotation/flipping of anything (terrain, doodads, units, etc.) So in effect there are the tools for creating perfect symmetry however they are kind of limited right now (there is no preview of terrain when pasting, so one must use reference points like map corners for mirroring.)
I wonder if there are too many watch towers? Which would you remove? Would you reposition any? Curious on anyone's opinions here.
On April 29 2010 12:44 dyren wrote: Prototype: the editor features copy/paste and rotation/flipping of anything (terrain, doodads, units, etc.) So in effect there are the tools for creating perfect symmetry however they are kind of limited right now (there is no preview of terrain when pasting, so one must use reference points like map corners for mirroring.)
lol, I finally figured out how to do that.
I had no idea I was actually selecting the terrain until I saw the green box in the preview. So I thought there was no way of copying the modified terrain, lol...
On April 29 2010 12:44 dyren wrote: I wonder if there are too many watch towers? Which would you remove? Would you reposition any? Curious on anyone's opinions here.
The first ones i noticed were the ones by the natural, and I thought those were great. I felt like the one at the third was a bit excessive, since its vision should overlap with the one at the nat and the one other one closer to the gold.
Do the gold watchtowers (the ones closer to the high yield) have vision of the gold expo? I think you should try experimenting with their positions, for example, moving them to the opposite side of the platform that they're on. What I mean is the bottom one shifting to the bottomright and the top one shifting to the topleft.
Kinky, thanks for the suggestions! I'm going to play with it. Right now there's a deadzone in the center as well as along the top and bottom (via air) and a tiny narrow gap along the left and right edges. There is some decent overlap from the towers. I like them where they are from a conceptual gameplay standpoint. It's a key territory for either player to grab and hold at any point in the game and the watch tower emphasizes this. Added Python by HeyitsClay
File > Convert Legacy Map > Select file and press OK.
Something in the terrain smoothing process screws things up (elevations become distorted) and often you will see black instead of terrain. For the second problem, you can simply map > map textures, then select the tileset and appropriate textures for each. Press OK to convert.
Now you have the exact placement of the SC or BW map as far as mineral and gas placement goes. You will have to still manually do all terrain and add a second gesyer to bases. To that end, you can simply use the smooth tool to level the whole map. (Height > Uniform). Should save you all time and hopefully improve conversion accuracy a bit.
This doesn't always work like you want it to.
Whenever the editor is fully fixed, I suspect you'll be able to port maps at the click of a button. Granted, you'll still have to fix some exploitable areas and add geysers.
Craton, thank you for posting up that info. However I think most people using the editor have figured those few things out already. Also the mineral gas placement from sc1 is different and many times a cc/hatch/nexus won't fit in between the minerals and geyser so most of the time mineral lines have to be completely redone. Textures are OK. At most they are very basic but they do easily give the general impression. Detailed texturing is a must with the new graphics engine.. everything is much higher resolution and the details, or lack there-of, really are noticeable.
There's a few things I want to try/see, like forcing a choice between a gasless gold and a 4 gas with a only a handful of blues. For something less extreme, just the use of 1-gas expos instead of the traditional 2.
Craton, thank you for posting up that info. However I think most people using the editor have figured those few things out already. Also the mineral gas placement from sc1 is different and many times a cc/hatch/nexus won't fit in between the minerals and geyser so most of the time mineral lines have to be completely redone. Textures are OK. At most they are very basic but they do easily give the general impression. Detailed texturing is a must with the new graphics engine.. everything is much higher resolution and the details, or lack there-of, really are noticeable.
The people who have already worked for a decent time on making maps might, but I've no doubt there are many map makers to be that haven't looked at the thing yet. Minor editing of gas/mineral placement is trivial; I'm not sure why that's even a concern. You have to do the landscaping no matter which method you use.
These all look great can't wait until we can download and try some of these maps out will be weird to play them with the new units and not sure about the balance of each map but hey should be fun either way
On April 29 2010 11:56 dyren wrote: Please if you are posting a map in this thread take 2 seconds and include the tidbit of info I'm asking for:
Map Name: Author: Version: # or "WIP" D/L: link or "N/A"
<image> [direct overhead view please, go to View > View Entire Map]
I'm quoting myself here, but the same info is in the OP. I'm not trying to be a dick here but I'm just not going to add maps that aren't formatted like this. It may be fine and easy for me to spend several minutes looking around for this info for each map but please consider I have got to constantly check this thread and add info to the OP so if you mappers could please take a few seconds to include basic information about your map I'd appreciate it. In terms of organization it makes things that much easier.
I've made this even more clear in the OP and will not post this again.
So whats the deal? If we play these with friends in custom games can blizz take our beta key away? I dont see what the point was in releasing the map editor if we couldn't?
As expected, people are already making Anti-Terran maps with blocked cliff edges to prevent reapers from jumping in. Dont forget about blocking Island Expos with mineral chunks and longer siege tank range. Hope Blizzard will be only one that decides what maps are in ladder...
Erm this is probably a stupid question but where exactly is the galaxy editor in the betta client? I can't seem to find it anywhere ¬¬ Do you have to download it seperately? I assumed it came bundled with the last patch as it had quite a big download.
i think is good to see old maps in sc2, but sc2 is totally different so we must see new maps for it. for fun is ok sc1 maps -> sc2 but in a competitive mode i dont think is appropiate what u think?
Why doesn't python have the mineral that prevents terran from landing on the corner proxy right away? this way, they have a huuuuge advantage, because they can go their first expansion on a very safe place
On April 30 2010 00:12 virusak wrote: Why doesn't python have the mineral that prevents terran from landing on the corner proxy right away? this way, they have a huuuuge advantage, because they can go their first expansion on a very safe place
This would be so vulnerable, protoss could just build a pylon on the high ground and warp in and zerg could just go nydus and terran couldn't do anything about it.
I for one am seeing a great deal of "space texture" style maps. Why not more experimentation? Just how many surfaces do we have access to at the moment?
And Python should certainly have a jungle version IMO.
On April 30 2010 02:59 haitike wrote: This Match Point version is awesome but I think that has a big problem.
Gold minerals shouldn't be the most easibly deffendable base of the map. Everybody is going to take this bases and will be too many mineral income.
Thanks for posting this as I have been thinking the same thing. They are VERY easy to defend. I was thinking of making the Mineral only a gold expo, with no gas. Anyone else have an opinion on this?
Added Destination by Zades Added Outsider by MorroW Added Destination by Nomsayin Added Othello by Deimos Added Blood Bath by Pape Added Match Point by LaiGGu
Ok, I was editing my Collosseum and suddenly the editor crashed, and I was never able to load the map again because the editor always crash when trying to load this particular map. So, if anyone wanna try to open and continue the work, I've uploaded the file to this link [url blocked]
I'm claiming MoonGlaive for my next map; just to let y'all know so nobody else starts working on it. Will probably take a few days cos i'm gonna make this one gorgeous
"Starcraft 1 maps were made for Starcraft 1 units and capabilities and cannot simply be applied to Starcraft 2..... blah blah blah" thisthreadisawesome. Can't wait until more of these get finished.
I've been trying to have someone with Editor skills do this... not knowing that's it's already being done!
I just jizzed on myself...
...no not really... it's just precum!!!
<3 xoxo downloading all of them tonight! (Some of them are amazing!!!) Does anyone wanna make a mapmaking tutorial for a complete noob?! (No time to figure it out myself T_T)
On April 30 2010 12:35 dyren wrote: maybenexttime your image link is broken.
Added Rush Hour by Phantom Added Destination by souL.one
Could you be so kind and make another image? :D I had a format recently and don't have PhotoShop installed and can't open tga files anywhere.
Also how do people make such good preview images? Mine look so-so at best. I can run the game on high/ultra settings just fine, but in Editor it doesn't look nearly as good as previews of most people. Are there any graphics settings in the Editor?
Unfortunately, the angles in the SC2 editor are different from the ones in SC1, so the distances in it all looks weird. I don't believe that I can do it justice.
Also, the ramps in the editor are built for every 2 units, so it is impossible to give the map proper symmetry — particularly at the right main-natural ramp, as opposed to the left main-natural ramp. The only way to fix that difference is to make the entire right half of the map one tile higher than the left side (which is impossible to do while maintaining the symmetry because ramps will only let you build every 2 units). As a result, in the picture below you can see that the right main cliff area is a little bit larger than the left one. This is because of that asymmetry. Also, its impossible to join those two ramps in the center of the map.
In order to properly build this map, I would need to multiply the dimensions of the map by 2 so that I could make that one-tile difference. The problem with that is obvious, though: RoV is not meant to be 256x192!
Another reason why it cannot be recreated is that you cannot build Manmade cliffs on top of the Organic cliffs. If you try, then it will delete the Organic cliff tiles and place an island of Manmade cliff tiles in the hole you just created in the Organic cliffsides. That's why I have Organic cliffs at the very top of the map.
Here is what I was able to do before realizing that its impossible at the moment in the editor. If you'd like to give it a go, be my guest:
PS yes i know that there should be start locations there instead of the command centers. i was just trying to help myself compare to the VODs and map image in TLPD.
If by "play them" you mean "by myself", then you just click the "Test Map" button in the Editor.
If you mean "play with my friends", that's almost impossible at this point. The only way you can do it now is by overwriting a map file in your maps/ folder and then having the people you want to play alongside you join up after having done the same thing with their maps/ folders. After Blizzard lets us host custom maps, though, we can do it normally.
Unfortunately, the angles in the SC2 editor are different from the ones in SC1, so the distances in it all looks weird. I don't believe that I can do it justice.
Also, the ramps in the editor are built for every 2 units, so it is impossible to give the map proper symmetry — particularly at the right main-natural ramp, as opposed to the left main-natural ramp. The only way to fix that difference is to make the entire right half of the map one tile higher than the left side (which is impossible to do while maintaining the symmetry because ramps will only let you build every 2 units). As a result, in the picture below you can see that the right main cliff area is a little bit larger than the left one. This is because of that asymmetry. Also, its impossible to join those two ramps in the center of the map.
In order to properly build this map, I would need to multiply the dimensions of the map by 2 so that I could make that one-tile difference. The problem with that is obvious, though: RoV is not meant to be 256x192!
Another reason why it cannot be recreated is that you cannot build Manmade cliffs on top of the Organic cliffs. If you try, then it will delete the Organic cliff tiles and place an island of Manmade cliff tiles in the hole you just created in the Organic cliffsides. That's why I have Organic cliffs at the very top of the map.
Here is what I was able to do before realizing that its impossible at the moment in the editor. If you'd like to give it a go, be my guest:
PS yes i know that there should be start locations there instead of the command centers. i was just trying to help myself compare to the VODs and map image in TLPD.
RoV looks great so far don't give up. Make it bigger if you have to in order to fit all the terrain elements, just not double the size. I might have to take a look at your map in the editor in order to understand what you're saying better. Also, you can combine organic cliffs with manmade cliffs. Just go to Tools > Brush > Allow Cliff Merging.
I've got the terrain of MoonGlaive just about done. A few things have been annoying me about it- after importing legacy maps it becomes clear that SC1 and SC2 are definitely not to quite the same scale, so you'll often find that you need to allow more room for everything. Some areas of the map will feel cramped as a result but until there's a linear "scale by 1.1x" tool or something in the editor I think we'll just have to live with it. Unless, I suppose on importing you use a ruler, do some maths and move the minerals away from the centre of the map. Honestly, I'm not into that.
Other problems include how the angle of ramps in SC1 is completely different to those in SC2.
Still, I think the map will be almost functionally identical which is all we can hope for.
Here's moonglaive so far, with placement on so you can see ramps and stuff. Took me about 2 hours to get to this point just because I was meticulous about scale (although obviously I can't make it perfect). Now comes the fun job of making it beautiful.. I wanna make it look as good as Chupung, if not better
On May 01 2010 07:06 dyren wrote: Just go to Tools > Brush > Allow Cliff Merging.
you sir are a gentleman and a scholar.
I will continue to finish it now that I can at least add the top parts.
edit --- New problem: The Different cliff types cause one another to cancel out and disappear. Apparently, the editor will erase all nearby cliff ramps of different types . So I'm back where I started. Fuck.
My (poor) attempt at replicating Polaris Rhapsody. Most (actually, make that all) of the cliffs at the edge of the map are non-accessible - they're just for show.
hayata2.0, Great work so far, really nice. But I think you should make it larger, everything seems a little squished. I would work on it if you sent me the file.
Sl4ktarN, very nice. Is there a reason why you chose to make the mains high ground and not low ground like the original? It seems rather narrow and very tall. It's a very large map. I think if you made the mains larger and pushed them toward the center and constricted the middle a bit as well as shrinking it vertically it would be an improvement. Overall great work though, I really like it so far.
Blinn, again nice work I wish I had time to make more maps!!
Here's an update on my destination map. Created by souL.one Version : 1.0.1
Here are the changes so far: - shortened distance between expansion and main base - shortened distance between starting base and opponents base - more doodads - changed water color (will change water color again based on opinions/thoughts of others) - changed terrain scheme (original terrain layout was too dark while playing and would hinder replay ability)
Here's a close up:
Things to notice: - destructible rocks instead of minerals on second ramp - cliffs surrounding the natural expansion cannot be dropped on (this has been tested) - Line of sight blockers right outside of nat expansion for interesting surprise attacks/gameplay - line of sight blockers guarding the expansion cove on the right side for easier protection - both side bases in the middle area of the map contain rich minerals because these bases are harder to occupy from having 2 opposing ramps - xel naga watch towers. If you look closely you can see that the range just stops short of being able to see if the oponent has control of the other tower. It also just stops short of each players base, and both expansion areas.
I like your Destination a lot but you gotta realise the artificially straight edges look unrealistic and bizarre. You should put the blue border (control this by moving the camera bounds) exactly where the edge of the SC1 map is, then build organic terrain outside of that, perhaps extending the map in north, east and west directions (via only checking the map bounds box)
Also, I don't know if it's just your screenshot but you should include foliage whereever there are trees/grassy areas. I also like to bump up my settings to Ultra before I take screenshots (you can't add foliage and it doesn't show in low detail)
Added Andromeda by LunarC Added Peaks of Beakdu Sl4ktarN Added Moon Glaive by Blinn Added Polaris Rhapsody by hayata2.0
Updated Moon Glaive, Andromeda, and Destination
Hey LunarC, I think you should remove the gold minerals @ 3 and 9 o clock on Andromeda. They are too easy to defend as it is I believe. I think the placement would be good if the choke was a lot wider.
On May 01 2010 10:21 dyren wrote: hayata2.0, Great work so far, really nice. But I think you should make it larger, everything seems a little squished. I would work on it if you sent me the file.
Sl4ktarN, very nice. Is there a reason why you chose to make the mains high ground and not low ground like the original? It seems rather narrow and very tall. It's a very large map. I think if you made the mains larger and pushed them toward the center and constricted the middle a bit as well as shrinking it vertically it would be an improvement. Overall great work though, I really like it so far.
Blinn, again nice work I wish I had time to make more maps!!
Yeah, it's a little squished. I thought keeping the same dimensions as the SC1 map would work out. I was totally wrong.
On May 01 2010 10:21 dyren wrote: hayata2.0, Great work so far, really nice. But I think you should make it larger, everything seems a little squished. I would work on it if you sent me the file.
Sl4ktarN, very nice. Is there a reason why you chose to make the mains high ground and not low ground like the original? It seems rather narrow and very tall. It's a very large map. I think if you made the mains larger and pushed them toward the center and constricted the middle a bit as well as shrinking it vertically it would be an improvement. Overall great work though, I really like it so far.
Blinn, again nice work I wish I had time to make more maps!!
I shouldve been more clear, I actually made Sin Peaks of Baekdu which is the updated version.
I got critique from another forum that if I make the main larger it will probably be way too easy to drop and Nydus worm it... I dunno what to do with it really but I to felt it was a little big. I think ill push the mains together a little.
Since Drive is banned for playing the Russian Roulette game, I'll post up 1.5
Destination v1.5 Change Log -Revamped the tileset -Fixed a symmetry problem -Increase size of choke going for natural to the 2 and 8 expo -Changed to cliffs around natural to look more like original -Cliffs around natural cannot be walked on -Blocked building on bridges -Fixed bridges to allow for walling off
Here's my Polaris Rhapsody WIP. Textures are virtually untouched... there's so much to do. No doodads at this point. Just the terrain layout. I haven't even fixed the minerals and geysers. I'll probably be working on it more today and I'll update again later.
Bluestorm didn't work for me. Check the start locs with that map and make sure it works in multiplayer with the map switcher cause my friends and I all crashed.
Here's another remake. This time I chose Luna. Map Name: Luna Author: souL.one Version: 1.0.0 D/L: "N/A"
Right click and view image for better picture
Sorry for all the stuff in the middle of the map. Its basically building blockers so nothing can be built in the entire middle area, just like like in the original Luna. (I didn't know how to turn them off)
You'll notice a couple of changes as well. There are two "hills" on the north and south end of the main battle area, each containing a watch tower. In between both towers is fog, which does not change gameplay in anyway, just there for an effect.
There are also Line Of Sight blockers between every "3rd expansion" and the entrance to the center of the map. This is hard to explain, but just picture line of sight blockers on the edge of every entrance from the center of the map except the entrances leading to the natural expansions.
Liquipedia wrote: A very standard four player map, Luna is known for its uninspired gameplay. The map has the infamous title of being the map that destroyed micro oriented gameplay. In particular the TvP matchup where Terran commonly turtled up to 200/200 before attacking became the standard strategy on this map. Although it may display lackluster gameplay, the map is one of the most used in progaming matches of all time.
Map Name: Destination Author: nomsayin Version: WIP D/L: Available soon!
Update notes:
Fixed the bridges, so units no longer sink into them. Added lots of foliage and doodads. Removed extra mineral patches at mains, moved minerals. Added wind effects. Updated the lighting, created day/night cycle.
Ugh, Andromeda was my favorite SC1 map, I don't like the SC2 version at all, the author added unnecessary chokes which completely detracts from the open style play Andromeda featured.
On May 04 2010 06:52 souL.soul wrote: @nomsayin; how are you making those bridges, and rotating them?
I used the marsara doodad bridges over terrain. If you double click a doodad you can change its dimensions and its orientation. I rotated, shrunk, and stretched them according to their location. It's also necessary to decrease their height slightly. If you don't bury them, then units sink into them when they walk over, so I used the road tool over the terrain.
If you look at the second post there is a bit of text (첨부파일 (6)) and a small green arrow pointing down, click that and you get a link to all of the latest versions of his maps. Only one is an sc remake though as far as I'm aware, so you can kind of ignore the rest if you want.
On May 04 2010 06:18 FabledIntegral wrote: Ugh, Andromeda was my favorite SC1 map, I don't like the SC2 version at all, the author added unnecessary chokes which completely detracts from the open style play Andromeda featured.
Yeah. And too many gold minerals, golds mineral should be only the center. If author quit lateral gold minerals and unnecessary chokes it will be a good adaptation.
Check it I remade Big Game Hunters. Had to change a few thing around but not much difference no doubt someone could have done a better job though. One watchtower in the center and bushes blocking line of sight on all entrances to the center. Sorry if the image is a little blurry
Edit- While the map is made just fine and all the starting points r in valid places the map editor seems to be insisting that this is a custom map and not a melee map. Does anyone have a clue whats causing this and how I can fix it?
I've just one concern; making the left / right high ground expansions have rich resources makes it much less possible to hide an expo up there, as every player is much more likely to scout gold minerals.
On May 04 2010 21:05 Unstable wrote: @nomsayin: awesome work with the destination map.
I've just one concern; making the left / right high ground expansions have rich resources makes it much less possible to hide an expo up there, as every player is much more likely to scout gold minerals.
Yes, you're very right! It might make it harder to pwn B- zergs in TvZ xD
All of you guys that submitted maps are FUKCING AMAZING! (Especially Blinn since I like Moonglaive the most!!!)
Ahh, can't wait til next patch so they can be submitted and we can (hopefully) play on em! ^^
On May 04 2010 21:05 Unstable wrote: @nomsayin: awesome work with the destination map.
I've just one concern; making the left / right high ground expansions have rich resources makes it much less possible to hide an expo up there, as every player is much more likely to scout gold minerals.
Yes, you're very right! It might make it harder to pwn B- zergs in TvZ xD
All of you guys that submitted maps are FUKCING AMAZING! (Especially Blinn since I like Moonglaive the most!!!)
Ahh, can't wait til next patch so they can be submitted and we can (hopefully) play on em! ^^
As another maker of Destination remakes, I can tell you now that Destination for SC2 will never ever be balanced. Zerg will always be disfavored. Against Zerg, protoss can safely FE with only a few units holding the choke, a sentry and a few others will be more then enough. Into late game, Protoss storm and forceshield are very very deadly in the narrow choke points (which is all the major areas on the map. I've FE and tried a pheonix/dt build, failed, switched to high templar/sentries/zealots and wiped out the zergs entire army at the choke points. For Protoss and Terran it's fairly balenced, but for zerg, the bridges and small chokes destroys their advantage of numbers.
There really isn't much fix for this, the bridges are what makes Destination fun, and we did have intense, massive battles on the map, but it will never be really balanced (unless some genius comes up with something). It's a fun, enjoyable play.
On May 04 2010 21:05 Unstable wrote: @nomsayin: awesome work with the destination map.
I've just one concern; making the left / right high ground expansions have rich resources makes it much less possible to hide an expo up there, as every player is much more likely to scout gold minerals.
Yes, you're very right! It might make it harder to pwn B- zergs in TvZ xD
All of you guys that submitted maps are FUKCING AMAZING! (Especially Blinn since I like Moonglaive the most!!!)
Ahh, can't wait til next patch so they can be submitted and we can (hopefully) play on em! ^^
As another maker of Destination remakes, I can tell you now that Destination for SC2 will never ever be balanced. Zerg will always be disfavored. Against Zerg, protoss can safely FE with only a few units holding the choke, a sentry and a few others will be more then enough. Into late game, Protoss storm and forceshield are very very deadly in the narrow choke points (which is all the major areas on the map. I've FE and tried a pheonix/dt build, failed, switched to high templar/sentries/zealots and wiped out the zergs entire army at the choke points. For Protoss and Terran it's fairly balenced, but for zerg, the bridges and small chokes destroys their advantage of numbers.
There really isn't much fix for this, the bridges are what makes Destination fun, and we did have intense, massive battles on the map, but it will never be really balanced (unless some genius comes up with something). It's a fun, enjoyable play.
Well... those bridges weren't exactly helping zerg in BW either...
At least now you can nydus the base xP (no more lurkers behind natural TT... in fact I don't really see how zerg can contain a toss without lurkers.)
Any terrain that should be unwalkable/unbuildable has been made so through use of the pathing brush. Please download the map and check it out yourself to see a better idea. If it lies outside of the blue map bounds (press O) you can't go there either. I'm working on a 1.1 version with more specific water changes and expanded vision bounds but still retaining the same movement bounds as in the Brood War map.
I've tried designing a few SC2 maps before I adapted Andromeda. 1v1 maps are especially fun to design, because you can get away with all sorts of interesting push paths.
I wonder why old maps should be remade into Sc2. Shouldnt mapmakers concentrate to make something new and fresh that is as good as the old maps in Sc Bw but something totaly new?
On May 11 2010 09:59 Gackt_ wrote: I wonder why old maps should be remade into Sc2. Shouldnt mapmakers concentrate to make something new and fresh that is as good as the old maps in Sc Bw but something totaly new?
The current map pool in BW has been perfected for 12 years, meanwhile SC2 has been in its current incarnation for about 6 months maybe? Only in the players hands for 3 of them. It'll be interesting to play some BW maps to see how the game plays on larger maps designed with macro in mind, more so than all the new SC2 features. The only maps in the current pool that feel like BW maps are LT, Metalopolis and Scrap Station.
It's my first try with the editor, definitly gonna try to do more and learn some stuff about it. Instead of snow I took the rather light sand/soil. I'm just kinda unsure about the Xel'Naga Watchtowers. What do you guys think where they should be placed?
I made Colloseum! It´s pretty much the same map except for:
LOS-blockers hing the base. 2 Watchtowers in the center, both give great view over the center! Destructible rocks as a backdoor to third, works both for and against you.
Edit:
Original map.
Question: How can I make a Spine crawler in the choke?
Some maps are awesome, like the Sin Chupung Ryuong remake, but others are so bland, no offense, but Python is just a bunch of lines and huge slabs of the same ground-type.
My attempt at recreating Ride of Valkyries map from SC. It's not entirely accurate to the original though. (Just look at those ramps!) Also features a high yield at the 12 o'clock expansion and a Xel'Naga watchtower at the upper center of the map. I feel that it could use more decoration. The terrain feels kinda plain. Also, criticism appreciated.
Wow some of these are truly amazing, so excited to play on them. Big thumbs up for everyone in the community making these, not just the nostalgia of old BW maps, but they look incredible.
Heres version 1 of my Gaia remake. The terrain is a little bland and there are very little doodads ATM, this will change soon hopefully , then it will be available for download if anyone wants it. If anybody can teach me how to make high resolution screen shots, that'd be great.
I made Colloseum! It´s pretty much the same map except for:
LOS-blockers hing the base. 2 Watchtowers in the center, both give great view over the center! Destructible rocks as a backdoor to third, works both for and against you.
Edit:
Original map.
Question: How can I make a Spine crawler in the choke?
On April 25 2010 09:02 fabiano wrote: how do you put creep? Im trying to make collosseum and the damn spine crawler dies after some time because there is no creep around...
Edit the spine crawler so it doesn't need to be placed on creep. Under behavior, delete 'On Creep' and 'Zerg- Building Not On Creep'.
I did it to my Collosseum version and it does work. Too bad I reinstalled SC2 and forgot to save my maps...
Wowowow, Dyren's Match Point, and Outsider maps are very good! Blinn's Sin Chupun Ryeong is very detailed, props! The Fighting Spirit maps is also really good. Those are my favorites, and props to everyone who remade all of those maps ^^
Just played on Heartbreak Ridge. It was great, thanks! I had to make it a 2 player map though, it did not work at first. Good watchtower placement and interesting resource choices.
On May 22 2010 17:37 Dr.Frost wrote: How do I actually use these maps on battle.net? I don't see any of these on the list of playable maps...
The authors of the map have to publish them through the map editor in order to upload them to the cloud. After that they start making custom games and it will appear to the rest of us.
Just to let y'all know my Chupung, Garden of God and MoonGlaive have all been published. Search "Chupung" "The Garden" and "MoonGlaive" on the US Servers to play them!
On May 22 2010 18:26 Blinn wrote: Just to let y'all know my Chupung, Garden of God and MoonGlaive have all been published. Search "Chupung" "The Garden" and "MoonGlaive" on the US Servers to play them!
Your version of Chpung is just downright amazing! Just to let you know it will be in the next ITL for sure!!!
That's great, thanks! I'd love to see some games played on my map. Here's another tip for mappers I didn't realise- change your gfx/texture settings to Ultra in the editor before publishing; it'll make a nicer map preview.
Also the reason I couldn't call the map "Garden of God" like I wanted to is because Blizzard filter the word God.
Is it possible to add mineral patches w/ 0 minerals? That would help out with the new Python. But what worries me is that a lot of these islands will be easier to get to w/ CC's ability to pick up SCV's
Wow this is really annoying by Blizzard, I went to publish my maps on EU and it says their map names aren't available- I presume this is because they've already been published on my US account.. Should I upload with different names or just wait and see if there's a workaround?
On May 23 2010 01:55 sLiniss wrote: Is it possible to add mineral patches w/ 0 minerals? That would help out with the new Python. But what worries me is that a lot of these islands will be easier to get to w/ CC's ability to pick up SCV's
if the mineral patch is stopping the CC from landing, then it cannot unload the scvs right?
On May 23 2010 01:55 sLiniss wrote: Is it possible to add mineral patches w/ 0 minerals? That would help out with the new Python. But what worries me is that a lot of these islands will be easier to get to w/ CC's ability to pick up SCV's
I'm sure people can come up with balance work-arounds. Like add some destructible rocks with 200hp or something. Just high enough so that the time and # of scvs it takes to get it up prior to drop technology would make it suicide.
I really am trying to get these maps published on EU for you guys but I'm having a lot of trouble. Lemme see if I can get my friend to publish them for me.
There is no gase at the 3rd base on MoonGlaive- check the original! But thanks for playing it.
I just uploaded my 3 onto Europe. Unfortunately, I had to use a different name so you can find them now under "Moon-Glaive" "Chupung-Ryeong" and "The-Garden"
I don't understand how to play them with other people. I can't open them to public when i create a custom game cause they are marked as custom the games says >< So i can only play if i invite someone to my game? I don't know anyone who plays soo how will i do that. Maybe i'm missing something and theres some way to host it as a melee game but i don't see how.
On May 23 2010 15:38 Blinn wrote: There is no gase at the 3rd base on MoonGlaive- check the original! But thanks for playing it.
I just uploaded my 3 onto Europe. Unfortunately, I had to use a different name so you can find them now under "Moon-Glaive" "Chupung-Ryeong" and "The-Garden"
thank you! btw i think in sc2 the gas is so crucial it will be needed at every expo, mineral only exps might be useless but hey i haven't played it yet! just a thought
On May 23 2010 15:38 Blinn wrote: I just uploaded my 3 onto Europe. Unfortunately, I had to use a different name so you can find them now under "Moon-Glaive" "Chupung-Ryeong" and "The-Garden"
Hm I don't find any of those on Europe? Do they disappear if not played much?
On May 23 2010 15:38 Blinn wrote: I just uploaded my 3 onto Europe. Unfortunately, I had to use a different name so you can find them now under "Moon-Glaive" "Chupung-Ryeong" and "The-Garden"
Hm I don't find any of those on Europe? Do they disappear if not played much?
However, I'm not gonna upload it just yet. I'd rather give it to some friends to test it some more first. So stupid that you can't delete an already published map and reuse that same name again :s
First- Great work on these maps! Also, I would love to get some people in contact to really playtest these, since it's pretty much impossible to play them with randoms/my realID friends suck at the game...
Esseim (cwrice87@gmail.com) if anyone's interested to try out any that have been published on US so far!!
Blinn's Sin Chupun Ryeong is the prettiest thing I've ever seen.
And I know from testing that prodiG's Fighting Spirit is amazingly well done. Very well tweaked to make sure that for example siege tanks aren't more abusable at some positions than other.
Played a bunch of these tonight (just searching the custom games thing to get them) and they were all really well done . Tried HBR, fighting spirit, desti, python and bluestorm.
So after I noticed that my first attempt of the map Tau Cross was totally wrong proportioned I started over new. So here's the new overworked version. Still not completely done, but rest is only details. Unless someone has a good improvement idea^^
Map Name: Rush Hour Author: loljailbait Version: WIP D/L: link or "N/A"
My attempt to recreate Rush Hour from Brood War. Instead of just porting it, I tried to give it a similar look to Scrap Station. However, I still need to improve the map, and make the expansions look similar to the one in the original. Criticism appreciated. :D
Since you're not making a direct port why not add some sc2 features to make it more interesting? For example a watchtower in the centre of the map or some LoS blockers. That said the map looks great, keep it up.
On May 26 2010 22:49 Ftrunkz wrote: Played a bunch of these tonight (just searching the custom games thing to get them) and they were all really well done . Tried HBR, fighting spirit, desti, python and bluestorm.
Were you playing with friends? Or did people join when you made it, or did you find it on the list? I want to play these maps but no one ever joins when I make them and they are never on the list when I look
If anyone wants to play some games on these maps send me a PM I was 1500 plat pre patch as toss and am currently at the top of plat should be getting promoted to diamond soon post patch as random
EDIT: Willing to play any MU and any of these maps / other non blizzard made maps people want to try out
Scrap Station layout is a pretty alike to Paranoid Android. Not sure how unique a port of Paranoid Android would be, and whether that would be worth the time put in.
On May 27 2010 06:59 FlopTurnReaver wrote: So after I noticed that my first attempt of the map Tau Cross was totally wrong proportioned I started over new. So here's the new overworked version. Still not completely done, but rest is only details. Unless someone has a good improvement idea^^
I would remove the watchtowers in the middle as they are too close to one another (they should never have overlapping vision areas). Maybe make a small island in the middle lake area and put one tower there so it can be used in the late game.
edit: you use Search for the map name after selecting the option to Create a game. You see the "empty text box", use that and type any map name you want to find, some are up some are not. I have xcurrently
HBR, moonglaive, python, fighting spirit, chup reyung, destination, and many more. :D just learned this last night.
I'm very disappointed with how difficult it is to port details of maps. I have tried over 5 times to make a bloodbath but the sizing/scaling just doesn't come out right.
Same with the ZodiAc I am working on now.
btw, why does op have pics for all the scbw maps but only half of them have sc2 maps?
On May 28 2010 02:50 CharlieMurphy wrote: I'm very disappointed with how difficult it is to port details of maps. I have tried over 5 times to make a bloodbath but the sizing/scaling just doesn't come out right.
Same with the ZodiAc I am working on now.
btw, why does op have pics for all the scbw maps but only half of them have sc2 maps?
The destination that is on bnet has a problem, zerg can't place creep tumors on the bridges and even at the edge it doesnt stretch to the other side =(
On May 28 2010 08:51 saltydeeds wrote: The destination that is on bnet has a problem, zerg can't place creep tumors on the bridges and even at the edge it doesnt stretch to the other side =(
Maybe it would be a good Idea to include some tag all bw ported maps share in their bnet name? Like "BW Destination"? So if I like to play some BW map I don't need to search for a specific map but can search for "BW" and then chose which map I want to play.
On May 28 2010 08:51 saltydeeds wrote: The destination that is on bnet has a problem, zerg can't place creep tumors on the bridges and even at the edge it doesnt stretch to the other side =(
Hi, I updated the map so that creep tumors are the only buildings that can be built on the bridges. If you find any other problems or have any feedback I'd be very grateful if you posted it in my thread. Thanks!
Can you only host games by finding the map in Bnet 0.2? I downloaded a few to try SP before map publishing was enabled, but I see no way to host games with these maps now?
Even when you do find a map you want and download it, it seems a bit stupid to have to go into bnet and search for the map again EVERYTIME you want to host a game? They need a 'your maps' folder or something, or am I missing something?
I noticed some maps cannot be opened to public, this might help:
Go to Map -> Game Variants Add New Variant Go to the "Game Type" tab Select "Category" and change it to "Other" (you might need to give it a name) Go to "Mode" and select "Other" (name it if necessary) When Publishing the map in the File -> Publish dialog, make sure the map is set to "Unlocked" for this to work
Not done yet of course, landscape will have to be made prettier and the snake fixed. And also am working on the inclusion/exclusion of watch towers/high yield/high ground for the bot right and top left expos.
Not done yet of course, landscape will have to be made prettier and the snake fixed. And also am working on the inclusion/exclusion of watch towers/high yield/high ground for the bot right and top left expos.
Thanks in advance!
Looks good so far, the other thing I would work on is all the straight lines there are a lot of them do your best so theres none
On May 28 2010 02:50 CharlieMurphy wrote: I'm very disappointed with how difficult it is to port details of maps. I have tried over 5 times to make a bloodbath but the sizing/scaling just doesn't come out right.
Same with the ZodiAc I am working on now.
btw, why does op have pics for all the scbw maps but only half of them have sc2 maps?
It's because OP fails and hasn't updated in almost a month, also he hasn't uploaded his version of match point that everybody wants to play on, so I'm thinking he went inactive or something.
On May 29 2010 10:42 FlopTurnReaver wrote: plz2be a little bit more specific
At the bottom base you have like 2 additional screens behind the mineral line. Also the 4 right mineral blocks at the natural exp. of 2oclock position look a bit out of position
On May 29 2010 10:42 FlopTurnReaver wrote: plz2be a little bit more specific
At the bottom base you have like 2 additional screens behind the mineral line. Also the 4 right mineral blocks at the natural exp. of 2oclock position look a bit out of position
Well actually if you take a look at the original from BW you will see that the base at 5 is more in the left side, also leaving a lot of space in the right. But I suppose I could change it a little bit, thought about it too, just thought I'd leave it originally^^ And yeah, the thing with the minerals happened when I went from 9 to 8 mineral blocks^^
I made this remake of RoV because someone posted a version of the original map on Battlenet US that I don't really agree with, and I wanted to get in there before the map's name was taken up by versions that wouldn't be edited or taken care of. Right now, it's available on US servers under (2) Ride of Valkyries, but it's not at version 1 yet because I think it needs a little work before I set it to final. Concerns that I have are the number of resources in the mineral blocks, and the placement of the high-yield. I put two high-yields in the areas off the center map, instead of one on the top of the map. I also added Xel-Naga watchtowers, but if they break any matchups I'll remove them.
I made a few judgment calls on the water surrounding the map, some of the textures, and where to bend to how the SC2 editor works (the ramp size issues on the bottom ramp literally can't be fixed with the current version of the editor, but I really want to) If anyone has comments/suggestions that would help balance this or make it look better, I'd love to hear them. Specifically, mineral/gas placement or terrain balance issues.
The pathing has been checked so that there aren't any drop zones that were not available on the original map, so the gameplay should flow as close as possible to how it did on RoV back in SC1.
Hey all, since the OP seems to be inactive I've updated the list. If you find anything that needs fixing PM me or reply here. Hopefully if OP ever logs on he'll just copy this post back to the first page.
Edit: Would someone who has access a post on the front page be able to edit this in so that newcomers to the thread can find this map more easily?
Would it be possible that someone gets all the maps on US server and puts it on EU and likewise the other way around? Well respectivly more than 1 person since it seems only possible to upload 5 maps per person :s
On June 03 2010 08:59 iPlod wrote: I think I really want a Paranoid Android remake, one of my favorites, regardless of how imbalanced it was....and the fact that we have Scrap Station
I made it, just never uploaded it It's somewhere on this compy, just gotta find it
On June 01 2010 08:59 G_Wen wrote: Hey all, since the OP seems to be inactive I've updated the list. If you find anything that needs fixing PM me or reply here. Hopefully if OP ever logs on he'll just copy this post back to the first page.
Edit: Would someone who has access a post on the front page be able to edit this in so that newcomers to the thread can find this map more easily?
Great stuff, thanks a lot! Could someone who has already downloaded all these maps also upload them in one archive for easier download? Would be very helpful.
The problem with that is most of these maps aren't readily available yet. Probably when release comes out we'll see a compilation of ported starcraft: BW maps.
I've been following SC2 for some time now and I finally decided to create an account on TL. I noticed that no one had done anything on Longinus so I tried to give it a shot with the editor since the beta is down..
So this is a very rough draft, no work on the terrain nor on the doodads have been made. It's actually the first map I've ever made heh.
Can I have your opinion on this? Is it worth continuing? Will anyone even play it?
I know that Longinus is bigger, go into the map editor, Map -> Map bounds and you get the editor for map boundaries, in the lower left corner is the modify map bounds button that is unhooked, Hook it and start sizeing up the map properly this time xD.
Road runner too seems very small for what its actual bw size is.
Im bumping because i too have made a Bw conversion:
Red is main, yellow = one gas expansions, lime green = watchtowers, Blue = destructible rocks, Purple = ramps. I will edit this post with link eventually.
I've been following SC2 for some time now and I finally decided to create an account on TL. I noticed that no one had done anything on Longinus so I tried to give it a shot with the editor since the beta is down..
So this is a very rough draft, no work on the terrain nor on the doodads have been made. It's actually the first map I've ever made heh.
Can I have your opinion on this? Is it worth continuing? Will anyone even play it?
On June 15 2010 06:16 Madkipz wrote: I know that Longinus is bigger, go into the map editor, Map -> Map bounds and you get the editor for map boundaries, in the lower left corner is the modify map bounds button that is unhooked, Hook it and start sizeing up the map properly this time xD.
It's kinda wierd because I actually did this by using the "Convert Legacy Map" option on the original Longinus BW map... But you're right, maybe it's because everything's so scaled up in SC2. I'll try to make it bigger, but then comes an issue with the watchtowers, as they won't overlook on the third/gold anymore...
I've also been thinking about the middle, which option in your opinion is the best strategically/balance etc -wise ?
Map Name: Judgement Day Author: tRUMR/Grebliv Version: 1.0? D/L: Link
Don't reallt think the size thing is that bad, the sc2 maps are often decieving in regards to size since everything is scaled down somewhat it seems (units feel smaller, fights take 1 screen not 3) f.x the Roadrunner bridges are about as many tanks wide as in BW (from highly accurate vod gauging).
It's kinda wierd because I actually did this by using the "Convert Legacy Map" option on the original Longinus BW map... But you're right, maybe it's because everything's so scaled up in SC2
no its because the convert legacy map button only takes the basic shape and downsizes the map.
I had the same experience with my sc bw map in that it felt smaller than its bw equalent. Just fire up sc bw and you would instantly notice how the size of the map feels and then as you go to sc2 map editor tester. It will feel very small compared to its bw equalent.
i could even log on longinus for you take a few screenshots and show you just exactly how long and giant the middle feels. or post a youtube vid illustrating it:
In addition to listening to chills sexy voice, notice he sends a drone at 1:20 and it reaches the top position at 2:10 at about the same time as his initial overlord reaches the other spawn positions natural. Your only sizeing up the map via sc2, and you could do so much better with your amazing port.
I've also been thinking about the middle, which option in your opinion is the best strategically/balance etc -wise ?
Depends if you want to give watchtower holders an extra advantage or have the shrubbery play absolutely no role at all.
Don't reallt think the size thing is that bad, the sc2 maps are often decieving in regards to size since everything is scaled down somewhat it seems (units feel smaller, fights take 1 screen not 3) f.x the Roadrunner bridges are about as many tanks wide as in BW (from highly accurate vod gauging).
yes but the traveltime from top to bottom will be 5-10 seconds shorter and not accurate. Its a small detail but quite significant.
On June 14 2010 19:37 axwell wrote: EDIT: new version:
I'd agree with everyone say it needs to be a bit bigger, the middle looks too small for Longinus and even if it's not it kinda feels that way. I think you should go for feel a bit more, so at least the dynamics of the map stay kinda similar with regards to how the middle high ground is treated. I'd also not add any Watchtowers and LOS blockers in the initial version, see how it plays out and then decide if they'll add anything to the map. It's real pretty though.
On June 15 2010 08:49 Grebliv wrote: Judgement Day
Map Name: Judgement Day Author: tRUMR/Grebliv Version: 1.0? D/L: Link
This is awesome, though I'm guessing Collossi will be extra annoying.
I'd agree with everyone say it needs to be a bit bigger, the middle looks too small for Longinus and even if it's not it kinda feels that way. I think you should go for feel a bit more, so at least the dynamics of the map stay kinda similar with regards to how the middle high ground is treated. I'd also not add any Watchtowers and LOS blockers in the initial version, see how it plays out and then decide if they'll add anything to the map. It's real pretty though.
Even if it is smaller than the original, the playable size is the same than metalopolis's (for example). And also i'm sure new lost temple is way smaller than BW lost temple.. But yeah well I agree with you on the fact that it needs to be bigger, but I have absolutely no idea on how to 'enlarge' the map without having to start everything from scratch..
Here's the map file for those who'd want to play around with it : LonginusTL.SC2Map
It would be really nice to have it in ladder games again
On June 14 2010 19:37 axwell wrote: EDIT: new version:
I'd agree with everyone say it needs to be a bit bigger, the middle looks too small for Longinus and even if it's not it kinda feels that way. I think you should go for feel a bit more, so at least the dynamics of the map stay kinda similar with regards to how the middle high ground is treated. I'd also not add any Watchtowers and LOS blockers in the initial version, see how it plays out and then decide if they'll add anything to the map. It's real pretty though.
i made my own thread because i didnt see this one in time, but i made my own version of matchpoint, i was trying to purely replicate the scbw version here it is: Match Point v.SC2 + Show Spoiler +
but i think dyren's take on the map for sc2 is probably better
I'd agree with everyone say it needs to be a bit bigger, the middle looks too small for Longinus and even if it's not it kinda feels that way. I think you should go for feel a bit more, so at least the dynamics of the map stay kinda similar with regards to how the middle high ground is treated. I'd also not add any Watchtowers and LOS blockers in the initial version, see how it plays out and then decide if they'll add anything to the map. It's real pretty though.
Even if it is smaller than the original, the playable size is the same than metalopolis's (for example). And also i'm sure new lost temple is way smaller than BW lost temple.. But yeah well I agree with you on the fact that it needs to be bigger, but I have absolutely no idea on how to 'enlarge' the map without having to start everything from scratch..
Here's the map file for those who'd want to play around with it : LonginusTL.SC2Map
It would be really nice to have it in ladder games again
I think Metalopolis mainly feels so big because the middle isn't open so you're always travelling around it, instead of through it (unlike LT). That's why the cross map positions feel so different compared to spawning on side positions where the middle seems like less of a factor. The maps Blizzard has created for SC2 in general feel a bit smaller than the Korean promaps have been for the past few years, with less macro emphasis. Looking at the middle of Loniginus right now it looks like the middle isn't 'tall' enough from the top to bottom positions, making the ramps (and thus unit movement) too close together. Can't wait to see the next version though.
On June 21 2010 04:24 fabiano wrote: You might want to remove my Collosseum from the list. I lost it after reinstalling SC2 due to gigantic amount of crashes I was getting back then.
You uploaded it to megaupload, so you can redownload you own map can't you?
On June 21 2010 04:24 fabiano wrote: You might want to remove my Collosseum from the list. I lost it after reinstalling SC2 due to gigantic amount of crashes I was getting back then.
another example of people that should get a http://www.sc2mapster.com/ account just to keep track of his maps.
On June 21 2010 04:24 fabiano wrote: You might want to remove my Collosseum from the list. I lost it after reinstalling SC2 due to gigantic amount of crashes I was getting back then.
another example of people that should get a http://www.sc2mapster.com/ account just to keep track of his maps.
And then someone can download all your maps and upload them under their name. Dibs out, that happened to me with Fighting Spirit before the patch 15 wipe and I was not impressed.
Looks really good. I just don't like that you moved the two ramps each at the 12 and 6 o'clock position. I get it that you wanted to put in some LOS blockers and it wouldn't be necessary in the original version, I just think that it changes the whole play in that region. Others might say it's OP for terrans
Oh yeah and I'm not really a friend of those treewalls ^^
On June 21 2010 04:24 fabiano wrote: You might want to remove my Collosseum from the list. I lost it after reinstalling SC2 due to gigantic amount of crashes I was getting back then.
another example of people that should get a http://www.sc2mapster.com/ account just to keep track of his maps.
And then someone can download all your maps and upload them under their name. Dibs out, that happened to me with Fighting Spirit before the patch 15 wipe and I was not impressed.
only an issue if you want to get money from blizzard or? i dont really understand what the problem is because as long as i get to play my own map im happy xD.
not sure how that will play out...in the orig only toss could MC the arbiters which were much less powerful than the Motherships and could be built by that race anyway (they weren't that amazing of a deal because you'd have to get a DA and research mind control, something most players wouldn't do in a normal game).
With this remake most Zerg already get infestors with NP....they get a unit they normally could never have, thats much more powerful.
not sure how that will play out...in the orig only toss could MC the arbiters which were much less powerful than the Motherships and could be built by that race anyway (they weren't that amazing of a deal because you'd have to get a DA and research mind control, something most players wouldn't do in a normal game).
With this remake most Zerg already get infestors with NP....they get a unit they normally could never have, thats much more powerful.
Quite the concern actually, would need some testing I guess; whether it can be stopped or such.
On June 28 2010 18:15 Darksoldierr wrote: If anyone bored, i would die for a good R-point in SC2 with golden expos at 12 / 6
I updated Dywen's match point with a few minor changes and edits to hopefully make it more balanced and look nicer.
- All mineral patches have been changed so it isn't the same mineral patch for every mineral on the map. - Most geysers are now their space counterparts instead of the rocky ground ones inside a space station. - Added 1 geyser to the mineral only expansions, and slightly modified the terrain there to accommodate that. - Changed the minerals that helped choke the natural to have 20 resources (they were 16 in brood war) instead of 2000.
Map features that are being monitored for balance: - There are 4 watch towers on the map. Controlling at least 2 gives you a very good overview of the map and most of the attack paths that can be used. Will most likely cut out 2 of the towers. - The main has a small ramp towards the back of it and high ground by the edge near the middle top and middle bottom expansions. This may need to be adjusted or removed if tank drops prove powerful there (you can snipe 1 of the geysers from that position in the main and you can attack the expo it is near, on top of it being high ground.
Unfortunately I can't upload an image, if someone else wants to take a look at the map and put up an image go for it!
On June 30 2010 07:39 Whiplash wrote: I updated Dywen's match point with a few minor changes and edits to hopefully make it more balanced and look nicer.
- All mineral patches have been changed so it isn't the same mineral patch for every mineral on the map. - Most geysers are now their space counterparts instead of the rocky ground ones inside a space station. - Added 1 geyser to the mineral only expansions, and slightly modified the terrain there to accommodate that. - Changed the minerals that helped choke the natural to have 20 resources (they were 16 in brood war) instead of 2000.
Map features that are being monitored for balance: - There are 4 watch towers on the map. Controlling at least 2 gives you a very good overview of the map and most of the attack paths that can be used. Will most likely cut out 2 of the towers. - The main has a small ramp towards the back of it and high ground by the edge near the middle top and middle bottom expansions. This may need to be adjusted or removed if tank drops prove powerful there (you can snipe 1 of the geysers from that position in the main and you can attack the expo it is near, on top of it being high ground.
Unfortunately I can't upload an image, if someone else wants to take a look at the map and put up an image go for it!
not sure how that will play out...in the orig only toss could MC the arbiters which were much less powerful than the Motherships and could be built by that race anyway (they weren't that amazing of a deal because you'd have to get a DA and research mind control, something most players wouldn't do in a normal game).
With this remake most Zerg already get infestors with NP....they get a unit they normally could never have, thats much more powerful.
The map can just be remade when the games comes out, and the models for the original Arbiter are hopefully included. But I think the same mechanic with the invisible eggs can be remade without a unit having to cloak them anyway. Hell you could even have one of the eggs cloaking the other eggs.
- Bases at 12/4/8 o'clock - - Natural expansion has one mineral patch only 60 minerals worth. - All the expansions except for the high yield contain patches with 1000-1250-1500-1750-2000-2250-2500 minerals worth. - The sides are blocked with minerals which have to be mined out to get passed. - One Watchtower in the middle of the map with LOS blockers at the end of the bridges. - A lot of doodads to get stucked with units
And yes I know that the high yield expo in the original is a minerals only but as I'm always saying, minerals only in SC2 is pretty stupid.
Someone here should really try to remake Gaia - that map was really epic for 1v1 and it is personally one of my favorites - I would really like to see that map in SCII.
Stayed really true to the original, only adding geysers so each gas base has 2, and changed centre mineral only bases to gold. Everything else is converted as exactly as I could.
Do people mind if I publish a few of these maps? A friend of mine and I want to play on a few of these and they arent published yet. Namely Fighting Spirit, Chupung Ryeong, and Heartbreak Ridge.
Edit: Just kidding, found Fighting Spirit already published. But Dyren's awesome Matchpoint and Chupung and HBR arent. So the question still stands. Thanks.
On July 10 2010 01:35 Tempest[OEC] wrote: Do people mind if I publish a few of these maps? A friend of mine and I want to play on a few of these and they arent published yet. Namely Fighting Spirit, Chupung Ryeong, and Heartbreak Ridge.
Just name it a little bit different* and mention the maker in the description, I doubt anyone would take issue and you can always take it down if they do.
*so you don't block the actual name.
I'm obviously no authority on other peoples maps but I fail to se a rational problem with this.
On July 10 2010 01:35 Tempest[OEC] wrote: Do people mind if I publish a few of these maps? A friend of mine and I want to play on a few of these and they arent published yet. Namely Fighting Spirit, Chupung Ryeong, and Heartbreak Ridge.
Edit: Just kidding, found Fighting Spirit already published. But Dyren's awesome Matchpoint and Chupung and HBR arent. So the question still stands. Thanks.
Agreed. Though, it might be better just to PM the authors or Dyren.
On July 10 2010 01:35 Tempest[OEC] wrote: Do people mind if I publish a few of these maps? A friend of mine and I want to play on a few of these and they arent published yet. Namely Fighting Spirit, Chupung Ryeong, and Heartbreak Ridge.
Edit: Just kidding, found Fighting Spirit already published. But Dyren's awesome Matchpoint and Chupung and HBR arent. So the question still stands. Thanks.
I tried to publish Fighting Spirit yesterday, and the name was taken. The latest version is published under "Fighting Spirit BW", if you've published it could you please take it down so I can have the proper name?
On July 10 2010 01:35 Tempest[OEC] wrote: Do people mind if I publish a few of these maps? A friend of mine and I want to play on a few of these and they arent published yet. Namely Fighting Spirit, Chupung Ryeong, and Heartbreak Ridge.
Edit: Just kidding, found Fighting Spirit already published. But Dyren's awesome Matchpoint and Chupung and HBR arent. So the question still stands. Thanks.
I tried to publish Fighting Spirit yesterday, and the name was taken. The latest version is published under "Fighting Spirit BW", if you've published it could you please take it down so I can have the proper name?
Why don't you want other people to publish your maps? Since you got only 5 slots for map uploads you should be happy with that
Well as long as you know who did it and can tell them to delete if you got a new version or what ever^^
I am trying to find the maps there. MAP MAKERS REMEMBER: The gold minerals and Xel'Naga towers are gone from previous versions! Remember to update the map for Phase 2!
I have recreated a redux version of Andromeda. Different atmosphere, and we'll see how that goes. I can change it later if need be. Here's a quick overhead shot to show you what I've got so far.
This is in the beta stages. I got the layout done and have been playing around with doodads and stuff. I will do loads of terraining when the beta goes down.
Map Name: Rapture (Andromeda Redux) Author: Javadocs Version: # or "WIP" 0.4 D/L: link or "N/A": N/A, can be found on Battle.net (US) via map search
I will be attempting to upload this to B.net tomorrow as I am dead tired at the moment, and I want to make sure all my ducks are in a row before I publish.
I have uploaded it to the US servers, and I am looking for people on the EU and Asia servers who are willing to let me upload it via their account (and be able to keep in touch so I can upload updates to the map).
EDIT: I still need to do some pathing stuff as well as make the 3 and 9 o'clock expansions not look blocky before I upload. Also, this map has a lot to do with water. Thats why the middle is all blue. Its flooded, hence Rapture (Bioshock reference).
EDIT #2: I rounded out the side expansions and made a few terran adjustments as well as pathing fixes. Like the original version for SC1, you can't put units on the high ground in the middle or at the side expansions (correct me if Im wrong). Reapers and tanks would be really stupid if the were on those ledges.
I'm looking for some feedback regarding this map, so if you could test drive it with your friends/practice partners that would be awesome!
Things I want to know: 1) Are those Xel'Naga towers on the ledges near our base useful at all, or should they be removed? 2) Thoughts on the mineral-only expansion in the mains. Should they be removed, or should we keep it like original Andromeda? 3) Are the chokes from natural expo to the middle too big, too small, just right? It takes 3 3x3 buildings to fully block off FYI. 4) Comment on the the general feel of the map
On July 15 2010 17:34 Javadocs wrote: Things I want to know: 1) Are those Xel'Naga towers on the ledges near our base useful at all, or should they be removed? 2) Thoughts on the mineral-only expansion in the mains. Should they be removed, or should we keep it like original Andromeda? 3) Are the chokes from natural expo to the middle too big, too small, just right? It takes 3 3x3 buildings to fully block off FYI. 4) Comment on the the general feel of the map
1. I'd get rid of 'em. Kinda Terran favoured. 2. I think that mineral only expansions in SC2 are stupid. I usually replace them with a mineral only1gas expansion. 3. Once again it's a rule that I made for myself: If in BW you can make a zergling proof wall with 1rax, 2 depos I usually make it in SC2 so you can do the same but with 3 depos. Seemed pretty right so far 4. Well what can I say, it's a good conversion of Andromeda I guess, gotta wait for the final texture work etc. though Only thing I'm sceptical is the distance from the mineral only to the 3/9 o'clock, looks like the 3rd is in range for sieged tanks. Not sure though.
Can't make it say "melee" unless I change the mineralwalking-island bits to be vulnerable to things like splash and crap making them pretty much redundant so it will have to live with being called "custom" unless I figure out some non-data altering method.
Map Name: Fortress Author: tRUMR/Grebliv Version: 0.1? D/L: later
I'm posting my remake of Polaris Rhapsody. I tried to make it as close to the original as possible and still include sc2 features. The only big change that sets this map apart from its original is the lack of the two big ramps leading from the manmade cliffs to the center. I made it because a 2-level ramp looks kinda weird and because sc2 maps tend to have less (and smaller) ramps.
If you upload those maps, please add a BW infront of the name so all the ports can easily be found at once by typing BW. Also i cant find any map on EU guys If you dont have an EU account please be so kind and upload them on a 1clickhoster so other people can upload them on bnet.
On July 28 2010 08:51 Warri wrote: If you upload those maps, please add a BW infront of the name so all the ports can easily be found at once by typing BW. Also i cant find any map on EU guys If you dont have an EU account please be so kind and upload them on a 1clickhoster so other people can upload them on bnet.
Already published 3:
Roadrunner Triathlon Return of the King
Guess your BW idea wouldn't be too bad though instead of having to search every single individual map since the filter system seems to be non existant, nothing but TDs and blizzard maps to be found without already knowing the map names.
You can also look through my thread and up either Judgement day, R-Point or Fortress if you'd prefer those, pretty sure those 3 should be functional, if not it's a 20 sec doodle in player properties (95% sure I've upped the correct version for all)
Thanks guys Is it possible to just change the name of the uploaded map? Also now that the game is released is there still the 5 maps/10mb per account limit?
On July 30 2010 20:27 MamiyaOtaru wrote: no wonder when I looked through all the Blizz maps in the pool I thought Crossfire looked the best.. it's a BW port
that.
i went like, shit this looks good. really reminds me off some bw map i dunno
Not done yet of course, landscape will have to be made prettier and the snake fixed. And also am working on the inclusion/exclusion of watch towers/high yield/high ground for the bot right and top left expos.
Thanks in advance!
I was annoyed that 4 and 10 weren't high ground (no ramps). Added those, tweaked the main sizes (while working on symetry), made possible the hatchery behind the minerals at the 2 mineral only. Making the whole thing from scratch would have been way too much work; this is still Yoshi's, just with some changes:
The natural gas spots should all be out of range of siege tanks at the high yield expansions. Need to test it out in game, make sure I haven't missed anywhere
Thanks to all the map creators for paying homage to the impecable maps of BW. I've noticed that more and more are only uploading to B.net, could you please post download links? I'm on the EU server and most are uploaded to the US b.net.
The Andromeda map has islands that have a mineral field blocking a CC from landing there. Only one problem though: CCs can unload SCVs in flight, so you have to put destructible rocks there instead of a mineral field.
On August 25 2010 03:12 Antares777 wrote: The Andromeda map has islands that have a mineral field blocking a CC from landing there. Only one problem though: CCs can unload SCVs in flight, so you have to put destructible rocks there instead of a mineral field.
This is a much more updated version, though still not perfect. I probably won't work on it again anytime soon, but I'm not done with it yet either.
Thanks in advance!
(Note: Anyone a bit annoyed when someone steals your map? Especially those putting their name on it and not simply uploading it to "share"? Especially tido who puts (tido) in the title. I've seen this guy steal many many other ICCUP map ports too. And another guy who edited a previous version of my Python except he kept my name in there so thats totally fine ^_^)
On August 26 2010 07:02 Yoshi Kirishima wrote: . And another guy who edited a previous version of my Python except he kept my name in there so thats totally fine ^_^)
That would probably be me. (see previous page). Of course I wanted everyone to know it was your map, and that I had only made some changes to it. It would be terrible rude to pretend it was mine. I would have left your name in the Author field too, but it forces the name of the uploader Hope you don't mind too much, I just wanted a ramp up to the gold expansions
Working on a Wuthering Heights remake. Still need to add some doodads and make sure mining is even everywhere. Not sure what I think about the double gas expansions.. having 4 geysers looks a little odd.
It's not exactly the same. It has rotational symmetry all the way around, instead of being flattened out a little like the original. It was really hard to do that without making the middle high ground look like a certain forbidden symbol D:
The main and natural are surrounded by F*** Reaper fences. Of course one could simply mark those areas as no pathing, but I think there should be some visual cue to show when a cliff is not passable. So, security fences.
Like in the original, main -> natural is wallable with a single supply depot / pylon and the natural is wallable with one rax and two depots.
On August 31 2010 12:06 MamiyaOtaru wrote: Working on a Wuthering Heights remake. Still need to add some doodads and make sure mining is even everywhere. Not sure what I think about the double gas expansions.. having 4 geysers looks a little odd.
Why don't you put two rich geysers? It may not be twice the gas/sec, but it is 1.5x gas/sec and it makes the map much cleaner. Just a thought.
---
I'm doing a conversion of Paranoid Android. I tried to make the map square, but it didn't have the same size as the original's, if I count the area as bunker² (that's how many bunker I can put in the map). I chose bunker because, like most of the buildings, it is taller than BW's counterpart by one "unit", and because of this the map is taller (effective 98x140).
There's a really small difference between the 1 o'clock main2nat and 2 o'clock main2nat distances. About 0.3s, when I put two probes to go to each natural from their respective main (already reducing the time between the actions). The distance between nat2third is almost the same. The difference in the times is even smaller.
Also, I don't know if or where I should put the Xel'Naga Towers. The cliffs can be climbed by reapers, even though the map editor says that no unit can be placed in there.
The bases with one gas only have rich geysers, not normal ones. So, I think it could be a nice try of using these. I don't know.
On July 30 2010 20:27 MamiyaOtaru wrote: no wonder when I looked through all the Blizz maps in the pool I thought Crossfire looked the best.. it's a BW port
that.
i went like, shit this looks good. really reminds me off some bw map i dunno
then i read this thread and went like :O
Lmao this just happened to me. I've thought they should add Crossfire to the ladder map pool pretty much since release, and never realized it was Peaks of Baekdu. My mind is blown.
On September 07 2010 14:53 k10forgotten wrote: The cliffs can be climbed by reapers, even though the map editor says that no unit can be placed in there.
Not placed but crossed. You've to add no pathing there with the respective layer
On September 07 2010 14:53 k10forgotten wrote: The cliffs can be climbed by reapers, even though the map editor says that no unit can be placed in there.
Not placed but crossed. You've to add no pathing there with the respective layer
I can't place them there, because the map editor doesn't allow me to do it... But I found a workaround, that is actually pretty simple: make the cliffs higher. Although some parts are not visible at all (thus, needing some doodad to block path to unseen locations), it does what I wanted it to do: make reapers not climb it. :D
Thanks, anyway. ;]
EDIT: OMG, I thought you were saying about doodads, but now it all makes sense. Thank you so much! :D :D :D
If you look at the second post there is a bit of text (첨부파일 (6)) and a small green arrow pointing down, click that and you get a link to all of the latest versions of his maps. Only one is an sc remake though as far as I'm aware, so you can kind of ignore the rest if you want.
On September 11 2010 09:41 FlopTurnReaver wrote: how do you do that with the cycle? oO
MANY tries and, specially, errors.
First of all you should know that in order to make the sun move, you need to create different light for differents times of the day. To do it, you should go to the Illumination window (Ctrl+Shift+F10) and select your favorite light (in my case, it was Shakuras, since it is the map's default. But you can choose a different one, just add an action in the initiation trigger that changes the default light).
Now you can see a time attached to a light (00:00:00). It is the default light. You can add another one just right clicking on it and selecting the respective option. By that time you have two lights: both are attached to 00:00:00. But we don't want this. We want to make the light go one way to another. So you have to change the time of one of the lights. Change it to 12:00:00. This way we have two lights in different times... BUT they are the same! It's time to mess around with the parameters! Yey! \o/
You should mess mainly with the Global and Tone mapping (or something... I have the PTBR version, so I don't know what it is exactly in EN version). They change the way the objects refract or emit lights. I don't have a clue of what you want, so to do it the way you want, you should try many things. But know some basics (per tab, from top to bottom):
[TAB 1] 1- The color on global will be the light color, so everything will have a tone of it. 2- Specular increases the area and intensity of the reflections. 3- Emissive increases the brightness of the lights created by objects on the map.
[TAB 2] 4- Exposition increases the effect of the light on the whole map. 5- Limit of flourescence decreases the emission/refraction of light of some objects. 6- Ambient multiplier increases the amount of color the objects on the map (including the map itself) will recieve from the light color. 7- Difuse multiplier will increase the amount of light the objects will radiate.
[TAB 3] 8- Gama will make the screen lighter or darker. 9- Luminosity will make the screen lighter or darker. 10- Contrast will make the screen lighter or darker.
All in different ways. Try which one is best for your purpose.. Or better yet, which combination is best.
[TAB 7] That's the main tab for you who want to make the sun move!
You will see a big circle on it. But don't let it fool you. It's a sphere that controls the sun's position. If the dot is bright, it's because the sun is high, else the sun is down. (To change the color, you should drag it to out of the edges) The red thing is the camera, so it shows if position of the sun in relation with the camera. Now you should move it (drag 'n drop) and see what is best for your chosen time.
To make the sun goes down and up, the best thing is to make it go to the bottom of the sphere (that means that you should make the dot dark and put it in the middle of the circle) and attach it to an hour that's in the middle of the night (or the moonless time) and create another light (to make the sunrise time) and put the light on your prefered east.
Mess with the colors, luminosity, contrast, the last option of the third tab. Try, and try harder. I know you will find the best light for your map.
Oh, btw to make the sun moves, you should create some actions to determine the length of the day, and to make the day cycle active! ;]
Sorry about anything. I'm drunk and happy. I wish you all know how to do it the best way, but I can only guide you to the door. You shall pass it. (:
On August 31 2010 12:06 MamiyaOtaru wrote: Working on a Wuthering Heights remake. Still need to add some doodads and make sure mining is even everywhere. Not sure what I think about the double gas expansions.. having 4 geysers looks a little odd.
Why don't you put two rich geysers? It may not be twice the gas/sec, but it is 1.5x gas/sec and it makes the map much cleaner. Just a thought.
I would love to do this, but rich vespene geysers are bugged (workers circle all the way around them before going in). You can fix this in the data editor by unchecking everything but Structure in Movement - Collision, but then your map isn't melee anymore. They also don't look different from regular geysers. I can wait for blizz to fix that, give up on the "double gas" thing and just have two, or have it cluttered. Or I can port it over to the Brood War Units mod and have one geyser at the main / nat and just two in the middle expansions Doesn't help for standard SC2 though.
So yeah, should I just have two regular geysers in those expansions?
*edit* or I can try the suggestion below. Off to do so.
OK, workers can be brute forced to enter at the right spot. They do a spastic little shuffle as they approach and try to go around, but it works. It slightly restricts general intra-base traffic, and building placement. It is also slightly weird that workers can't approach from another direction now, though almost always you aren't going to be bringing in a worker from a direction other than your command center.
The whole thing seems a little clumsy. Wish Blizz would fix it. And make them visually distinguishable from regular geysers while they are at it, like rich minerals are easy to differentiate from regular minerals at a glance. Some terrazine looking stuff or something
Ok so I am not working on a Luna port exactly, but I have a map created that was heavily influenced by Luna... ? Its on the TL forums as Moon Queen, but not published yet.
Check it out, i just dont know if it has enough similaritys to be considered a Port.
imo andromeda looks grate but he didnt respected exactly the map and cut from the terrain , however this are all kespa maps, so u can wait 1 k years until kespa will give blizard the right to copy them imo
On September 17 2010 17:23 kyzers0ze wrote: I've been dying to play these maps. Is it possible to get them uploaded to SEA server?
Sure, ask the creators for the file and upload it yourself
On September 18 2010 17:02 Caphe wrote: Great works you guys! I wonder how can I get to play these map? Is this possible for me to download the map and host a custom by myself?
You only gotta know the name which the maps are uploaded with on your server and you'll find them with the search function.
On September 18 2010 17:38 lastreason wrote: imo andromeda looks grate but he didnt respected exactly the map and cut from the terrain , however this are all kespa maps, so u can wait 1 k years until kespa will give blizard the right to copy them imo
It's impossible to copy BW maps exactly when using the original size or just the next bigger size. And that is not only because of the lack of 30° ramps :s
On September 23 2010 09:30 FlopTurnReaver wrote: It's impossible to copy BW maps exactly when using the original size or just the next bigger size. And that is not only because of the lack of 30° ramps :s
The size of the buildings, size of the units and range of the tanks... I think those are the main differences that make port maps exactly impossible. \o