ASL6 Maps Shortlist - Page 4
Forum Index > BW General |
Alpha-NP-
United States1242 Posts
| ||
BlueZeppelin
2 Posts
| ||
BlueZeppelin
2 Posts
On August 08 2018 08:13 Freakling wrote: Unfortunately new ramps on Transistor for the most parts just means new bugs… Could you tell me what new bugs can be occurred by new ramps? | ||
Freakling
Germany1525 Posts
On August 11 2018 14:37 BlueZeppelin wrote: Could you tell me what new bugs can be occurred by new ramps? There are some "minor" things, like weird, distorted proportions or the rather lose relationship between graphics and actually walkable areas (walking over "cliffs", or the opposite: "invisible" barriers) for some of them. The most jarring issue though is this: + Show Spoiler [show image] + Whoever created the flag masks for these (+ Show Spoiler + ore more likely the wrote a bit of code to create them procedurally, I guess – and yes, all the new ramps have been created superimposing different graphics over the same set of maybe 8 different flag templates all over again! Tileset characteristics? Individual designs? Bah, who needs that… Now for the most part this can be ameliorated with proper manual terrain post-editing, of course: + Show Spoiler [show image] + But at this point using old custom ramps, with maybe some selected tiles from the new ones where blends can be improved this way, is actually more convenient and will usually even yield more eye-pleasing results as no amount of custom editing can really hide what cheap Photoshop (or whatever they used) hack jobs these new ramps really are… These space ramps are good examples of this – they even skimped on the on-ramp textures, creating featureless surfaceswhich look incredibly bland | ||
Freakling
Germany1525 Posts
| ||
FlopTurnReaver
Switzerland1980 Posts
| ||
thezanursic
5478 Posts
| ||
razorsuKe
Canada1995 Posts
Think about it, hold the flag with a worker, offending army comes towards you, kill that worker and your ramp is blocked. This is easiest for zerg, they don't even need to kill a worker, just morph it into a building = free wall. The reason you want to hold on to that flag is so that if the opponent brings a worker with their army, they can't just steal the flag right away. You can for example, have half of their army walk up the ramp then kill your worker and then half will be trapped, giving you time to finish off half the army before the opponent's worker picks up the flag. So every attempt to to take out a high ground expansion with ground units must include 1 worker in the army. EDIT: I'm not sure if this has been mentioned but when you pick up a flag, the opponent can see the worker that picked up the flag, it's crazy whack! | ||
Freakling
Germany1525 Posts
Found it! | ||
Jukado
805 Posts
There was atleast 1 version in between of Autobahn as well. In the current 1.0 version the corner expo ramp has 2 eggs on it, 1 egg either side. But this previous version had both of the eggs on the same side of the ramp for example. Not particularly exciting ha, but nice to make a note of. | ||
Sokokrey
74 Posts
| ||
sM.Zik
Canada2543 Posts
On September 03 2018 17:57 Freakling wrote: From watching the first ASL games last night it seems like the maps have been updated again. I see a general tendency towards "hybrid ramps" (customized ramps using some of the new ramp tiles) and Sylphide (which is now called Sylphid – which is the correct English spelling) now has altered worker spawn positions. So these seem like overall good changes to me. It doesn't seem like the Naver post has been updated again though. Found it! I have no idea where to click to download the maps lol | ||
Freakling
Germany1525 Posts
| ||
| ||