Staredit Network > Forums > SC1 Map Production > Topic: Starcraft Remastered Map Nostalgia
Starcraft Remastered Map Nostalgia
Aug 17 2026, 4:16 pm
By: SorrY_Y-  

Aug 17 2026, 4:16 pm SorrY_Y- Post #1



Good day everyone, hope everyone is ok. I am an active player of SC Brood War remastered. Sorry if I break any rules, but this is my first post, I hope I do not break any.

Are there any thoughts of developing/making Island maps? I first started to play SC back in 2000, retired for almost 15 years and when I came back I only see the same variants of maps (Poly, FS, Attitude), corner spawn maps, also those maps do not allow the player to build nothing outside the spawning point and maps like LT, Rivalry, Plains to Hill, Val of Valhalla, Forbidden Zone etc etc are kind of a nostalgia, but besides that, I find those maps are more competitive, because it makes the player play a different style every time they played one of those maps, now is the same opening and same strategy, kind of boring.


Thanks!



Ing. Miguel Contreras
Battle Net: SorrY_Y-

Aug 18 2026, 2:41 am Symmetry Post #2

Dungeon Master

Are you talking about pro maps specifically? The samey-ness is what keeps many maps decently balanced, but there are usually one or two odd maps in the pool. From recent years I might suggest Roaring Currents, Jane Doe and Death Valley. Each had some very cool games.



:voy: :jaff: :voy: :jaff:

Sep 4 2026, 8:08 pm SorrY_Y- Post #3



Quote from Symmetry
Are you talking about pro maps specifically? The samey-ness is what keeps many maps decently balanced, but there are usually one or two odd maps in the pool. From recent years I might suggest Roaring Currents, Jane Doe and Death Valley. Each had some very cool games.

Yes sir, I understand that the game evolves, and right now we are seeing a very technical and precise game, but something that influences these strategies is the map itself.

Having different variants helps or pushes you to be more creative and more aggressive or defensive. I'm not saying that's wrong—maps like poly, FS, and Attitude, etc., etc.—but we also need to enhance the players' creativity. We can't only consider the time it takes, for example, for a pool to complete. We all know that, but on a map with islands, cliffs, and other variations, it wouldn't just be about those 2 minutes; you'd be thinking about what else could be done or how that Zerg would come to attack me.



Ing. Miguel Contreras
Battle Net: SorrY_Y-

Sep 5 2026, 3:01 am Symmetry Post #4

Dungeon Master

I get what you're saying, but the meta is a bit more "solved" than that. Pure island maps are just too imba; at high levels Zerg have 0 viable plays on an island map. They do try to keep the creativity alive, like the ones I mentioned before, but often they end up disastrous.

Mind you if you're not playing at the pro level, hell yeah play what's fun.



:voy: :jaff: :voy: :jaff:

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