-NegativeZero- Profile Joined August 2011 United States 2101 Posts Last Edited: 2012-02-22 18:40:29 #1



Both naturals are wallable with barracks and 2 depots (ling tight). Some modifications had to be made from the original such as moving the mains down 1 cliff level since top level is unbuildable in BW.



I'm willing to make modifications based on comments/suggestions anyone has (keep in mind that I'm fairly inexperienced with BW mapmaking).



I'm currently in the process of editing the map. I plan to modify it slowly and get people's opinions with each step - basically I'd like to change it as little from the original as possible while still balancing it a bit.



Based on





Images:

Version 1.1

+ Show Spoiler +

Version 1.0

+ Show Spoiler +





Downloads: (broodwarmaps.net)

Version 1.1

Version 1.0





Changes:

1.1

-3rd moved slightly closer to main

-Gas in 3rd geyser reduced from 5000 to 1500 (I know several suggested making 3rd mineral only, I wanted to test out this less drastic change first)

-Natural ramp narrowed from 4 to 3 width, destructible building removed

-Third ramp narrowed from 5 to 3 width, destructible building added (to help defend early pushes)

-Side (high ground) entrance to third narrowed

-Both entrances to corner expansions narrowed (ramp from 3 to 2 width) Inspired by this guy , I decided to try to make some BW ports of my own, based on some of the more popular and well-balanced SC2 maps (aka not blizzard maps). Here's the first one - I haven't started any others yet, suggestions are welcome.Both naturals are wallable with barracks and 2 depots (ling tight). Some modifications had to be made from the original such as moving the mains down 1 cliff level since top level is unbuildable in BW.I'm willing to make modifications based on comments/suggestions anyone has (keep in mind that I'm fairly inexperienced with BW mapmaking).I'm currently in the process of editing the map. I plan to modify it slowly and get people's opinions with each step - basically I'd like to change it as little from the original as possible while still balancing it a bit.Based on ESV Cloud Kingdom by SUPEROUMAN(broodwarmaps.net)-3rd moved slightly closer to main-Gas in 3rd geyser reduced from 5000 to 1500 (I know several suggested making 3rd mineral only, I wanted to test out this less drastic change first)-Natural ramp narrowed from 4 to 3 width, destructible building removed-Third ramp narrowed from 5 to 3 width, destructible building added (to help defend early pushes)-Side (high ground) entrance to third narrowed-Both entrances to corner expansions narrowed (ramp from 3 to 2 width) i maek map

sluggaslamoo Profile Blog Joined November 2009 Australia 4304 Posts #2 Awesome thanks, will check it out! Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008

GTR Profile Blog Joined September 2004 48897 Posts #3 this actually looks really nice. Commentator Twitter: @GTR1H

Stream: http://www.twitch.tv/GTR1H

OminouS Profile Joined February 2010 Sweden 1343 Posts #4 On February 21 2012 09:07 GTR wrote:

this actually looks really nice.



I was just thinking the same thing. I would love to see some real games on this map. Will probably be rare though =/ I was just thinking the same thing. I would love to see some real games on this map. Will probably be rare though =/ On the 6th day JF made Reavers and on the 7th day JF put his opponent to rest

Darksoldierr Profile Joined May 2010 Hungary 2007 Posts #5 WoW, looks like an actual map this time not like the previous ones What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.

rOse_PedaL Profile Blog Joined January 2012 Korea (South) 447 Posts #6 this looks better than the sc2 one ¯\_(ツ)_/¯ ¯\_(ツ)_/¯ MKP HWAITING ಠ_ಠ ಠ_ಠ

Superouman Profile Blog Joined August 2007 France 2152 Posts #7 It's the most playable SC2-> BW port i've seen to date and i don't say it because i made the original one. I'm surprised it looks so playable, i guess my bw map-making years paid-out :D Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude

`Zapdos Profile Blog Joined November 2010 United States 934 Posts #8 Wow, really well done www.twitch.tv/thezapdos come watch me :]

WArped Profile Joined December 2010 United Kingdom 4709 Posts #9 Really nice conversion of one of the best maps in sc2 so far..

ArvickHero Profile Blog Joined October 2007 10379 Posts #10 this looks like a protoss map lol Writer ptrk

Gamegene Profile Blog Joined June 2011 United States 8300 Posts #11 why did you put the main mineral lines on the left and right sides? Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.

Superouman Profile Blog Joined August 2007 France 2152 Posts Last Edited: 2012-02-21 00:26:28 #12 On February 21 2012 09:21 Gamegene wrote:

why did you put the main mineral lines on the left and right sides?

Because of gas issue, geysers must always be on the top of the starting location for maximum efficiency Because of gas issue, geysers must always be on the top of the starting location for maximum efficiency Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude

rauk Profile Blog Joined February 2009 United States 2215 Posts Last Edited: 2012-02-21 00:37:46 #13 isn't this kind of free win tvz? how can zerg secure third gas? same goes for pvz.



i'm fairly confident that any modern 3gas defiler build is impossible, maybe you can mass hydralurk off 2 base like it's 2001 or something.

WightyCity Profile Joined May 2011 Canada 865 Posts #14 that looks beautiful 90% watching it 8% talking about it and 2% playing it - sc2

yawnoC Profile Joined December 2010 United States 3081 Posts #15 Well done. Looks like it would produce some good games on it even in brood war. GG - UNiVeRsE is the best player in the WORLD

sevia Profile Joined May 2010 United States 953 Posts #16 Very impressive. 최지성 Bomber || 김동환 viOLet || 고병재 GuMiho

neobowman Profile Blog Joined March 2008 Canada 3321 Posts #17 Sweet..



I'd move the highground third bases away from the border and add unpathable high ground there. Same with the corner bases. The destructible buildings are not needed since it's not SC2 and it'll only hinder army movement.



Problem is that the third looks too far away from the nat in comparison to the SC1 version. Might be hard for Toss or Terran to hold.

-NegativeZero- Profile Joined August 2011 United States 2101 Posts #18 On February 21 2012 09:32 rauk wrote:

isn't this kind of free win tvz? how can zerg secure third gas? same goes for pvz.



idk, I'm not an expert on map balance, I just copied the sc2 map. superouman himself actually thinks the third should be mineral only, so I'm hearing 2 opposite ideas here.



You probably just have to use your army more to defend expansions and make more static defense rather than relying on the small expansion chokes that are common in modern bw maps - this is basically true for all sc2 maps. idk, I'm not an expert on map balance, I just copied the sc2 map. superouman himself actually thinks the third should be mineral only, so I'm hearing 2 opposite ideas here.You probably just have to use your army more to defend expansions and make more static defense rather than relying on the small expansion chokes that are common in modern bw maps - this is basically true for all sc2 maps. i maek map

Xiphos Profile Blog Joined July 2009 Canada 7500 Posts #19 This map call for some three hatch lurker plays! 2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ

neobowman Profile Blog Joined March 2008 Canada 3321 Posts #20 On February 21 2012 09:41 -NegativeZero- wrote:

Show nested quote +

On February 21 2012 09:32 rauk wrote:

isn't this kind of free win tvz? how can zerg secure third gas? same goes for pvz.



idk, I'm not an expert on map balance, I just copied the sc2 map. superouman himself actually thinks the third should be mineral only, so I'm hearing 2 opposite ideas here.



You probably just have to use your army more to defend expansions and make more static defense rather than relying on the small expansion chokes that are common in modern bw maps - this is basically true for all sc2 maps. idk, I'm not an expert on map balance, I just copied the sc2 map. superouman himself actually thinks the third should be mineral only, so I'm hearing 2 opposite ideas here.You probably just have to use your army more to defend expansions and make more static defense rather than relying on the small expansion chokes that are common in modern bw maps - this is basically true for all sc2 maps.



Superouman's a sick sick BW mapper. Listen to his advice. Superouman's a sick sick BW mapper. Listen to his advice.

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