Destination: a port of the eponymous StarCraft map

Discussion about the game and its default mods.
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kyrylo
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Post by kyrylo » Thu Apr 09, 2015 10:51 pm

I just released version 3. See the changelog.

yellow (theRaffy)
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Post by yellow (theRaffy) » Fri Apr 10, 2015 12:35 am

Listen to my enemies last words and think about ore mines at Startpos.
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kyrylo
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Post by kyrylo » Fri Apr 10, 2015 2:25 am


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kyrylo
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Post by kyrylo » Fri Apr 10, 2015 5:47 am

Released version 5: http://resource.openra.net/maps/2770/

Lots of visual improvements (I hope yellow is now happy :-P).

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kyrylo
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Post by kyrylo » Fri Apr 10, 2015 11:56 am

Released version 6: http://resource.openra.net/maps/2771/

Features important changes to the map like walls that protect the gem patches.
Also, oil derricks in the middle to encourage players to be active there.

yellow (theRaffy)
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Post by yellow (theRaffy) » Fri Apr 10, 2015 2:34 pm

http://resource.openra.net/maps/2772

fixed the tiles of your v6

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kyrylo
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Post by kyrylo » Fri Apr 10, 2015 11:29 pm

yellow (theRaffy) wrote: http://resource.openra.net/maps/2772

fixed the tiles of your v6
I just released version 8 (released v7 and then immedeately v8).

http://resource.openra.net/maps/2776

Thanks for the inspiration for this release. I've fixed some more bad tiles. I also liked the idea of slightly damaged bridges.

However, I disagree with Tesla coils & power plans, also with lesser oil derricks.

I've played/watched multiple games today on v6 and currently I'm pretty happy with the ore balance, so I also don't see the need of the additional gems that you added. The quantity of ore that v8 has seems to be good enough: games are no longer than 30 minutes (if players are good). In fact, I need more information/feedback, because maybe it's possible to reduce the ore even more.

newwe
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Post by newwe » Sat Apr 11, 2015 1:50 am

Thanks for your effort in making this map kyrylo. I really don't like the walls at the entrance to the spawn points - this map is already very choky (too choky imo). The gem walls are meh - I wouldn't mind them gone or made thinner but it's not the end of the world if they stay.

Finally, I'm not sure if it was just me but I couldn't repair the bottom middle bridge for from an extremely destroyed state.

https://www.dropbox.com/s/1t9lbev27w3c2 ... n.png?dl=0

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kyrylo
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Post by kyrylo » Sat Apr 11, 2015 2:49 am

newwe wrote: Thanks for your effort in making this map kyrylo. I really don't like the walls at the entrance to the spawn points - this map is already very choky (too choky imo). The gem walls are meh - I wouldn't mind them gone or made thinner but it's not the end of the world if they stay.

Finally, I'm not sure if it was just me but I couldn't repair the bottom middle bridge for from an extremely destroyed state.

https://www.dropbox.com/s/1t9lbev27w3c2 ... n.png?dl=0
Thanks. I removed the walls as you were not the only one who disliked them.
I also widened the entrances.

http://resource.openra.net/maps/2778/

newwe
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Post by newwe » Sat Apr 11, 2015 3:20 am

kyrylo wrote:
newwe wrote: Thanks for your effort in making this map kyrylo. I really don't like the walls at the entrance to the spawn points - this map is already very choky (too choky imo). The gem walls are meh - I wouldn't mind them gone or made thinner but it's not the end of the world if they stay.

Finally, I'm not sure if it was just me but I couldn't repair the bottom middle bridge for from an extremely destroyed state.

https://www.dropbox.com/s/1t9lbev27w3c2 ... n.png?dl=0
Thanks. I removed the walls as you were not the only one who disliked them.
I also widened the entrances.

http://resource.openra.net/maps/2778/
Thanks for the changes.

I confirmed my earlier thing about the bridges, it appears only 1/3 bridges on either side is repairable, and possibly from only 1 side as well.

newwe
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Post by newwe » Sat Apr 11, 2015 7:20 am

newwe wrote:
kyrylo wrote:
newwe wrote: Thanks for your effort in making this map kyrylo. I really don't like the walls at the entrance to the spawn points - this map is already very choky (too choky imo). The gem walls are meh - I wouldn't mind them gone or made thinner but it's not the end of the world if they stay.

Finally, I'm not sure if it was just me but I couldn't repair the bottom middle bridge for from an extremely destroyed state.

https://www.dropbox.com/s/1t9lbev27w3c2 ... n.png?dl=0
Thanks. I removed the walls as you were not the only one who disliked them.
I also widened the entrances.

http://resource.openra.net/maps/2778/
Thanks for the changes.

I confirmed my earlier thing about the bridges, it appears only 1/3 bridges on either side is repairable, and possibly from only 1 side as well.
Definitely like this latest version, not for everyone but noobs will like this map because of the low risk of rushes and experienced players will like the dynamism.

yellow (theRaffy)
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Post by yellow (theRaffy) » Sat Apr 11, 2015 1:36 pm

kyrylo wrote:
However, I disagree with Tesla coils & power plans, also with lesser oil derricks.
...
the additional gems that you added..

I added the the Teslacoils to force the player to use more of the low ore fields. Like that close to the middle gems, with the bridge. If theres a free passage to the gemms it comes all down to a race to the gems.

I'd like to enforce players to use the normal ore minerals.

As a gamedesigner I know its nice to give the players small rewards. These 7 gems, are not gamechanging but they are reedeaming that affort of destroying the wall. Its like saying to the player please destroy the walls.

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kyrylo
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Post by kyrylo » Sun Apr 12, 2015 2:09 am

yellow (theRaffy) wrote: I added the the Teslacoils to force the player to use more of the low ore fields. Like that close to the middle gems, with the bridge. If theres a free passage to the gemms it comes all down to a race to the gems.

I'd like to enforce players to use the normal ore minerals.

As a gamedesigner I know its nice to give the players small rewards. These 7 gems, are not gamechanging but they are reedeaming that affort of destroying the wall. Its like saying to the player please destroy the walls.
I've been playing/watching a lot of games on this map. People still want to take control of the gems, no matter what. So it's just a matter of time. Walls turned to be an annoying obstacle. Walls don't work good for this game, unfortunately.

It would be cool if it was possible to block stuff with minerals, like in StarCraft, but it's not going to happen.

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kyrylo
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Post by kyrylo » Sun Apr 12, 2015 3:46 pm

Ok, many people complain that the map is too big. It's a bit sad that I failed at my initial idea to create a 1v1 map, but I decided to add the third spawn. So as an experiment, it's a 3v3 map now :)

http://resource.openra.net/maps/2788/

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kyrylo
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Post by kyrylo » Wed Apr 15, 2015 5:42 am

Released v11.

No more gems and there are mines at your starting position now.

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