Bladestorm

blademini2

Team Liquid Thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=132800

Remake of the ever popular competitive 2vs2/1vs1 map, with great attention to scaling and balance. I kept the doodads to a minimum to ensure the integrity of the original Starcraft map. Enjoy this classic and let me know if there might be any enchancements that I am missing.

Changelog:
7/20/2010
-Release candidate uploaded.
-Mineral Makeover to appear more professional.
-Fixed XelNaga

6/22/2010
-Uploaded
-Added slight lighting effects.

Preview:
http://static.curseforge.net/thumbman/images/22/415/600x386/blade1.jpg.-m1.png
Middle (custom)

http://static.curseforge.net/thumbman/images/22/448/600x381/blade5.jpg.-m1.png
Overview.

My releases.

A Bridge Too Far - http://www.sc2mapster.com/maps/bridge-too-far/
Bladestorm - http://www.sc2mapster.com/maps/bladestorm/
Dust2 - http://www.sc2mapster.com/maps/dust2/
A Valley Runs Through It -http://www.sc2mapster.com/maps/valley-runs-through-it
Quetzalcoatl -http://www.sc2mapster.com/maps/quetzalcoatl
Soulfire -http://www.sc2mapster.com/maps/soulfire
Emerald Dream -http://www.sc2mapster.com/maps/emerald-dream
Zephyr -http://www.sc2mapster.com/maps/zephyr/

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  • 3 comments
  • Avatar of irninja irninja Jun 28, 2010 at 03:13 UTC - 0 likes

    Me and a guy in TL debated that for almost an hour, and came to the conclusion that in sc2, distances should be lowered as much as possible, due to what day9 insists such as creep highways, and rushes.

    In-game there is actually quite a rush distance. But as we both know, only testing will determine the true feeling of the map.

  • Avatar of gwho gwho Jun 27, 2010 at 21:39 UTC - 0 likes

    concept and design of the minimap is really something. minimap looks awesome with minerals as white, and angled the way they are

    who knows about balance, but that can shape and mold adjustments to the map while essentially keeping your design concept.

    i would suggest a larger map size. everything seems too close and packed, where long ranged units have just a huge advantage. with larger distances, that becomes less significant. the center is somewhat small and hard to flank as well.

    Last edited Jun 27, 2010 by gwho
  • Avatar of Slims20 Slims20 Jun 23, 2010 at 02:17 UTC - 0 likes

    Really like some of the texture work in this map. The map looks surprisingly good even with minimal doodads.

    Hard to say if it's balanced or not, as it's definitely not a "normal" sc2 melee map. Would love to give it a try though!

  • 3 comments

Facts

Date created
Jun 22, 2010
Categories
Last update
Jul 21, 2010
Development stage
Release
License
All Rights Reserved
Downloads
1,168
Recent files

Authors