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  • You shouldn't use everything from Starcraft 1. The source code is unnecessary too.

    We should play through first the 3 campaign of Starcraft 1 and then the 3 campaign of Brood War.

    Use "blacksheepwall" cheat to explore the full map. After that we can create snapshots about the following things:
    - map design
    - unit/building placement of player and computer opponents

    Then create the UMS maps with Starcraft 2 editor:
    - create MAPs
    - edit player properties
    - place units/buildings
    - create basic triggers with the purpose of the corresponding level. (for example: destroy the Overmind)

    All the discussions are nearly unnecessary too. We all know the story. We should only place basic conversations and story elements in 5-10 sentences for a map.
    For example:
    - The purpose of this map is to protect ... Because ...
    - Then destroy the ... Because ...
    - After that it would be great, Because ...

    If we would have a Starcraft 1 MAP to Starcraft 2 MAP converter for the MAP design it would be great. :-)

    Firstly I think we should concentrate on Starcraft 1, not Brood War. This would be 30 MAP design with unit placement.

    Of course we have one original Starcraft 1 MAP titled Homeland. It's from the Protoss campaign.
    Homeland - Protoss Campaign MAP

    So the exercise is not so difficult I think. Only takes a lot of time. :-)

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