Comments and feedback = THX
![[image loading]](http://img707.imageshack.us/img707/2883/4collision2n.png)
note that the Start location in the center is a mistake





Blogs > NastyMarine |
NastyMarine
United States1252 Posts
Comments and feedback = THX ![]() note that the Start location in the center is a mistake ![]() ![]() ![]() ![]() ![]() | ||
Antimage
Canada1293 Posts
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lepape
Canada557 Posts
The only difference with Fighting spirits is that the naturals are much more vulnerable. | ||
semantics
10040 Posts
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Bibbit
Canada5377 Posts
On April 23 2010 09:51 Antimage wrote: looks like fighting spirit ^^ except with water. Its funny cuz this legitimately is Fighting Spirit/ Luna bastard child. | ||
NastyMarine
United States1252 Posts
A few things to note on Collision: - There are too many Watchtowers (maybe not?) - Destructible Rocks necessary? - The center expos along the high ground have few minerals (Will that be a problem?) - I will fine tune the distances and symmetry (siege, blink, etc. attributes will all be duly noted when applying distance and space to the map). | ||
Mastermind
Canada7096 Posts
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NastyMarine
United States1252 Posts
On April 23 2010 10:00 Mastermind wrote: Why is there a start location in the middle of the map? lawl thats accidental | ||
RebirthOfLeGenD
USA5860 Posts
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Grobyc
Canada18410 Posts
Other than that I really like it. The shallow water feature looks really nice. | ||
runningshoes
United States47 Posts
Perhaps the make the low ground thirds high yield as they are cliff-able. Also it seems that in certain positions it would be fairly easy to cliff the opponents natural. Say I spawn at 8 my opponent spawns at 11. The travel distance for me to ramp that leads to the high ground over his natural is less (before the destructible rocks are removed) that he distance he needs to travel to protect the cliff of his natural. | ||
NastyMarine
United States1252 Posts
On April 23 2010 12:05 runningshoes wrote: I feel it needs more high yield patches? Perhaps the make the low ground thirds high yield as they are cliff-able. Also it seems that in certain positions it would be fairly easy to cliff the opponents natural. Say I spawn at 8 my opponent spawns at 11. The travel distance for me to ramp that leads to the high ground over his natural is less (before the destructible rocks are removed) that he distance he needs to travel to protect the cliff of his natural. Yeah that actually sounds like a great idea. Maybe add Rocks to the other ramps at the 12, 9, 6, 3 expansions to seal it off completely? When I get to the editor, I'm going to try my best to seal off the high ground at those expansions via cliff jumpers from the opponent's side. | ||
NastyMarine
United States1252 Posts
Going to get back into the mapping mode!!!!!!!!!!!!!!!!!!! Ladies and Gentleman, NastyMarine is back!!! | ||
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