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Starcraft remastered editor maps
Starcraft remastered editor maps







Wide and north-facing ramps: Originally ramps were a set size and could only go down from north to south. This made it impossible for maps to be close to symmetrical. Tiles were patched together to create ramps that went down from south to north. These patched together ramps also allowed for ramps to be as wide as the mapmaker wanted. One of the big features patched into Starcraft Remastered after release was to add ramp assets that made for much better looking wide and north-facing ramps. Neutral buildings: Mapmakers started adding neutral buildings to serve as barriers much like rocks and debris in Starcraft II. They could block a path or the ideal position for an expansion forcing players to wait to make use of those spots until they had enough firepower to destroy the structures.

starcraft remastered editor maps

Most mapmakers preferred to use campaign-only structures like Cerebrates, Psi-Disruptors, or Stasis Cells so the neutral structures were easily distinguished from player structures.

starcraft remastered editor maps

But sometimes a standard structure would be used, most infamously a Command Center that could be infested by a Queen. Structures like neutral Creep Colonies and Hatcheries could also be used to start the map out with Creep meaning that Zerg structures could be buld on those spots but other races would have to destroy the structure and then wait for the Creep to vanish before building there.









Starcraft remastered editor maps