[Map] Armagus - Page 2
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cakemanofdoom
336 Posts
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boongee
United States967 Posts
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konadora
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Singapore66158 Posts
On October 21 2009 04:30 cakemanofdoom wrote: I haven't played regular starcraft in forever, and I'm pretty noob, but can the geysers be rebuilt upon after they get destroyed? nopee On October 21 2009 05:19 boongee wrote: I would definitely change the middle. I think you can come up with something more interesting. otherwise it's really good, much better than your old ones Hmm maybe high ground? | ||
3 Lions
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United States3705 Posts
yeah Kona you're definitely getting better at making these maps...at the rate they come...i'm guessing you have a lot of time on your hands? ![]() | ||
Sentient66
United States651 Posts
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konadora
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Singapore66158 Posts
On October 21 2009 09:44 3 Lions wrote: looks like Un Goro Crater at first sight haha yeah Kona you're definitely getting better at making these maps...at the rate they come...i'm guessing you have a lot of time on your hands? ![]() rofl sort of enjoy making maps too :p | ||
konadora
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Singapore66158 Posts
Changed the center of map | ||
Slugbreath
Sweden201 Posts
![]() That said, konadora, I must say that I am always impressed by you ability to make great-looking maps. I have downloaded all that I have found (part from this one since I am not at home at the moment) and am looking forward to testing them out. Keep up the good work! | ||
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alffla
Hong Kong20321 Posts
IMBA!11 | ||
Mortician
Bulgaria2332 Posts
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konadora
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Singapore66158 Posts
On October 21 2009 19:07 Mortician wrote: I was wondering if it would be better wif you made the backyard expo highground and the cliff near it low ground that defeats the purpose of the troy gates lol | ||
Starparty
Sweden1963 Posts
Perhaps it could be abused in some weird way edit: The 6clock 1nat should also have its mineral formation moved 1 tile north if you were going for a 2 tile wide space behind every 1nat formation. The lowest tile row on a map disappears because of the in game interface. | ||
konadora
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Singapore66158 Posts
On October 21 2009 21:18 Starparty wrote: I really like this map kona, it has a sweet concept. I havent tried this, but is it possible to build a factory with addon (or any unit factory at all) behind the upper right troy gates and build tanks there? Seems like a building of this size wont fit behind the other gates. Perhaps it could be abused in some weird way edit: The 6clock 1nat should also have its mineral formation moved 1 tile north if you were going for a 2 tile wide space behind every 1nat formation. The lowest tile row on a map disappears because of the in game interface. thanks for pointing that out, now the area beyond the troy gates are all unbuildable. | ||
Tuke
Finland1666 Posts
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fanatacist
10319 Posts
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fanatacist
10319 Posts
On October 21 2009 09:26 konadora wrote: nopee Hmm maybe high ground? I thought they could be rebuilt just won't have the passing quality? | ||
Boundz(DarKo)
5311 Posts
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vx70GTOJudgexv
United States3161 Posts
Thus, I approve! :p jk, jk. All kidding aside, I do like the map, and you keep getting better man. Do you have a ZIP of all the maps you've made and put up here anywhere, or is it individual downloads for us? | ||
Badjas
Netherlands2038 Posts
On October 22 2009 02:03 fanatacist wrote: I thought they could be rebuilt just won't have the passing quality? I thought that they were made such that you couldn't build on them by not letting them align with the grid as the usual geysers are (off by 1 pixel or so). | ||
konadora
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Singapore66158 Posts
On October 22 2009 02:33 Boundz(DarKo) wrote: This map looks like one of the better ones you have created, it looks pretty fresh and fun. The first thing that comes to my mind are the assimilators that leads to a camping cliff behind the 3rd. Getting them killed will be crucial for the mid-game since lurkers, tanks and high templars can bring hell to that area. But that's all there is to it really, they cliffs won't be effective until mid-game and before it's reached there is plenty of time to destroy the two assimiliators. Therefor I don't see them as necessary, why not make a full-block mineral line there instead which will be accessable from the middle. You can do cute jumps in mid-game or use it as a normal cliff and drop on it, and it will be useful in late-game as an expansion. Second thing that hits me is the left out area (looking at 12 o clock as an example) to right of the natural. It's way too spacy imo, it should only contain enough space to place turrets. Look at destination as an example, that's how much space you would want it to have at the most. The center of the map (the cliff) looks like you just put there because nothing else came to your mind. Doesn't really equal any aestethical completion to the map. Though I understand it works as making the middle more narrow and dividing it into 3 ways instead of one huge. You should come up with something a little more fitting imo. Other than that is looks pretty fun. ^o^ early game, dragoons, marines and hydras should be able to do damage as well :p okay maybe i'll reduce the space at the naturals. also, i don't know what to put in center of map D: | ||
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