I miss 2v2v2v2 BGH. - Page 3
Forum Index > SC2 Maps & Custom Games |
CidO
United States695 Posts
| ||
NightHawk929
79 Posts
I would fully support bringing it back. | ||
aidnai
United States1159 Posts
On December 14 2010 07:25 Barrin wrote: I was thinking about this, but actually I think the deadspace behind minerals that you can't even path to for a lot of the bases (mostly naturals though) might make up for this. What I mean is that mules might put themselves on the side that gets trapped and therefore maybe 30% of the time they'll be useless. We'll see though. Yeah I found an 896x896 picture before your first post with that actually Terrain is like 99% and it's looking goooood!!! I will probably put a progress report here later today when I think I can't make it any better to see if there's anything I missed (alt-tabbing between my overlay and the editor as much as I am has the potential to give anyone a seizure!). I'm trying to make this as close to the original as possible... someone who's played the original thousands of times should get some serious dejavu factor when they play this one. Every last inch of the map is going to be pretty frikkin close to the original... the only real problem is the way the tiles in the original worked themselves: in sc2 we have perfect 45 degree increment angles on everything, but in sc1 it was 22.5 degree angles, 67.5 degree angles and 135 degree angles. I'm doing the best I can with it though. Re: mules. If the mules get stuck sometimes, you can always call them down to patches where they can't get stuck. If worse comes to worse, you can call them down away from patches and manually send them to mine. There should be no reason to get them stuck (although it's nice map design to not have this kind of booby trap in the first place). | ||
Barrin
United States5002 Posts
If the mules get stuck sometimes, you can always call them down to patches where they can't get stuck. Yup! And those patches will probably run out a lot faster There should be no reason to get them stuck (although it's nice map design to not have this kind of booby trap in the first place). I agree, but it was also the way it was in the original, seemingly on purpose. If it's good enough for the original it's good enough for me Progress Report #1 (there will probably be 2-3 more reports before I'm done) + Show Spoiler [MINE] + + Show Spoiler [ORIGINAL] + Buildings shown to give idea of sizes. I am happy to say that I think there is less than a 5% differential from this version than the original. Most of that coming from the angle rendering I mentioned earlier, but perhaps about 1% comes from me making the entrances seem correct (some entrances took 3 buildings to wall off, one of them took 5). All main->nat entrance now take 4 buildings to wall off, some better than others. Some require 4 barracks, some require 3 barracks and a supply depot (or addon). Any feedback appreciated. | ||
Prose
Canada314 Posts
On December 13 2010 13:52 Sanguinarius wrote: I do have nostalgia for BGH. Played so many games against 7 computers FFA on that map. The best time I had was 17 minutes, as Terran. LOL | ||
Duskbane
United States178 Posts
On December 14 2010 09:05 Barrin wrote: Yup! And those patches will probably run out a lot faster Wait, what? Patches shouldn't run out in BGH | ||
TexSC
United States195 Posts
On December 14 2010 09:05 Barrin wrote: Buildings shown to give idea of sizes. I am happy to say that I think there is less than a 5% differential from this version than the original. Most of that coming from the angle rendering I mentioned earlier, but perhaps about 1% comes from me making the entrances seem correct (some entrances took 3 buildings to wall off, one of them took 5). All main->nat entrance now take 4 buildings to wall off, some better than others. Some require 4 barracks, some require 3 barracks and a supply depot (or addon). Any feedback appreciated. This is near pixel perfect! Just a feeeew nit-pics the 4:30 nat extends a bit too far downward The 3'oclock and 4:30 river could use a touch up, including the 4:30 choke The bulge into the lake inbetween the 12 oclock expansion and the 3oclock expansion is a bit too big Other than that, it is damn pixel perfect! Absolutely awesome. Do you think that you will be able to get the green patches, the unbuildable patches, and the cliffs as close to the original as the rest of the map? Also, I don't remember the chokes being that huge, but I guess it is a product of making the map bigger, and how the unit/building size ratio is a bit different in sc2 compared to sc1. I look forward to any more progress! | ||
tsuxiit
1305 Posts
Progress Report #1 (there will probably be 2-3 more reports before I'm done) + Show Spoiler [MINE] + + Show Spoiler [ORIGINAL] + Buildings shown to give idea of sizes. I am happy to say that I think there is less than a 5% differential from this version than the original. Most of that coming from the angle rendering I mentioned earlier, but perhaps about 1% comes from me making the entrances seem correct (some entrances took 3 buildings to wall off, one of them took 5). All main->nat entrance now take 4 buildings to wall off, some better than others. Some require 4 barracks, some require 3 barracks and a supply depot (or addon). Any feedback appreciated. Dude, that looks totally perfect. To my eyes, just the right size and everything. I can't wait to see how it looks and plays when you're done. | ||
Koagel
Austria167 Posts
I've started one myself. + Show Spoiler + + Show Spoiler + Some things are still not right, like chokes and such, but it won't be hard to fix. Glad we're releasing on different servers, so there'll be a different TL BGH for EU and for NA. | ||
tsuxiit
1305 Posts
| ||
Koagel
Austria167 Posts
| ||
Barrin
United States5002 Posts
Wait, what Patches shouldn't run out in BGH 50,000 is a finite number o.O Ever seen how fast 1500 mineral patches mine out with full scv saturation + constant mules It's pretty damn fast o.O The only problem with the mules would be if they spammed command centers, which would be the only problem in the first place. I suppose by the time they run out you wouldn't really need minerals anymore though. the 430 nat extends a bit too far downward How the #%$ did you see that you crazy person P It was like 1 tile off lolol. In fact, if I move it the other way it is also off just a little bit in the other direction, but less so. The 3'oclock and 430 river could use a touch up, including the 430 choke True. Did quite a bunch there. The bulge into the lake inbetween the 12 oclock expansion and the 3oclock expansion is a bit too big ... You are now the official nit-picker lol P Let me know if you don't like what I did o.O or if you see anything else. I don't mind really I'll do this all week lol ^_^ It doesn't matter how small it is tbh, just understand that some small things just can't really be satisfied. + Show Spoiler + Absolutely awesome. Do you think that you will be able to get the green patches, the unbuildable patches, and the cliffs as close to the original as the rest of the map Yup! I plan to copy the pattern and location of grass/dirt/rock as closely as possible... BUT I am interested in people's opinions on the texturing (I plan to copy the colors and lighting as closely as possible btw) Poll: Should I use multiple textures for the grass/dirt? Yes if it makes it look better! (17) NO! Original copy~~~~ (2) 19 total votes Your vote: Should I use multiple textures for the grass/dirt? (Vote): Yes if it makes it look better! Also, I don't remember the chokes being that huge, but I guess it is a product of making the map bigger, and how the unitbuilding size ratio is a bit different in sc2 compared to sc1. I look forward to any more progress! Yeah it's basically the price to pay for scaling up the map. I honestly don't think it'll be a problem though, even with pathing AI unit sizes in mind. Armies are just gonna be plain huge. oh nice koagel up in this too ^_^_^_^ Though I would prefer both versions to be on both servers (I personally want all maps to be on all servers, but you know, can't have everything) | ||
Crisium
United States1618 Posts
| ||
Barrin
United States5002 Posts
Don't forget the cliffs at the corners. Yup They'll also extend to the outside of the map where I will make my own rendition of how I think things might be out there. | ||
TexSC
United States195 Posts
On December 14 2010 11:20 Barrin wrote: ... You are now the official nit-picker lol P You wanted pixel perfect, I'll give it to you! The update looks better. Good luck with the terrain and the mineral/gas placement. As for the grass texture, I think somewhat close to the original would be best, but that's just me . I'll check back in soon and provide some feedback. I always loved how BGH was somewhere between "fastest possible" and "standard". I hope the new one has the same feel! EDIT: I think i see some more nit-picky stuff. After I'm done with my exam (wednesday) I'll take it into paint.net and mark it up. For now, I made this animated GIF to help you spot the differences: or try here: http://picasion.com/show/15715377/ | ||
proot
United States126 Posts
| ||
Barrin
United States5002 Posts
| ||
TheAmazombie
United States3714 Posts
| ||
Ajunta
Germany522 Posts
@Koagel: there is no such thing as "too big", BGH was always bigger then you would have needed it to be. | ||
Koagel
Austria167 Posts
On December 14 2010 22:31 locJ wrote: yeah! I totally support this. @Koagel: there is no such thing as "too big", BGH was always bigger then you would have needed it to be. If he wants to copy the original map, it can definitely be too big, although I'm not sure if it is actually. I was not talking about gameplay. | ||
| ||