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Oh my god these look amazing, thanks for the link.
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I don't like the high yield on your Impervious map. Too easy to defend, I think you should make it regular minerals and call it a day. Just my personal opinion.
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nice looking maps sir keep it up
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TL Supercool map needs SpaceShark! May some homage to some of the popular casters around here too, maybe let them pick a feature or design a starting base to use.
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Kool maps bro, btw I love you josh~
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On June 10 2010 13:28 Dukat wrote: TL Supercool map needs SpaceShark! May some homage to some of the popular casters around here too, maybe let them pick a feature or design a starting base to use. If any of them see this and have any ideas, let me know. I am totally down for putting together a completely community-designed map.
...As a matter of fact, I think I might start a thread right now!
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Textured and placed resources on Neo Tornado! I'm probably going to work on the doodads tomorrow or Friday~
EDIT: For the record, the cliffs behind main and nat are purely decorational, they are not pathable and cannot be tank dropped or anything like that.
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On June 10 2010 15:58 prodiG wrote: EDIT: For the record, the cliffs behind main and nat are purely decorational, they are not pathable and cannot be tank dropped or anything like that. Thats good, but just keep in mind how incredibly ideal that cliff is for raven harass. I can just leave the raven safe up there, then drop an auto turret into the minerals with pretty much zero risk. Not really a bad thing, but it does affect anyone using the fast one of each build, by prioritizing a quick raven over extra tanks in the early game.
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On June 10 2010 16:09 used man wrote:Show nested quote +On June 10 2010 15:58 prodiG wrote: EDIT: For the record, the cliffs behind main and nat are purely decorational, they are not pathable and cannot be tank dropped or anything like that. Thats good, but just keep in mind how incredibly ideal that cliff is for raven harass. I can just leave the raven safe up there, then drop an auto turret into the minerals with pretty much zero risk. Not really a bad thing, but it does affect anyone using the fast one of each build, by prioritizing a quick raven over extra tanks in the early game. The cliff is outside the map boundary, you can't even fly up there
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Ah, I thought you meant that you had put that pathing block doodad up there
EDIT: you might also consider putting some more green looking grass in there, the BW grass stood out alot more, and it looks pretty bland as is. Although doodads might fix that anyway.
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On June 10 2010 16:16 used man wrote:Ah, I thought you meant that you had put that pathing block doodad up there EDIT: you might also consider putting some more green looking grass in there, the BW grass stood out alot more, and it looks pretty bland as is. Although doodads might fix that anyway. Doodads will fix it up, and it looks significantly less bland once you actually get in-game. It may require a bit of touching up, but i think the idea of the entire tileset is to give the badlands dirty bland feel anyway
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On your fighting spirit conversion you have allowed pathing on the walls around the center base, this wasn't allowed in BW and makes tank drops/other stuff rather annoying. Some of the guys playing during the Extravaganza where complaining about it.
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On June 10 2010 17:07 sob3k wrote: On your fighting spirit conversion you have allowed pathing on the walls around the center base, this wasn't allowed in BW and makes tank drops/other stuff rather annoying. Some of the guys playing during the Extravaganza where complaining about it. Originally, I had it non-pathable but apparently you couldn't cast neural parasite over it. I think I may change it back, since I definitately agree tanks sitting up there would be irritating as hell.
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On June 10 2010 18:22 prodiG wrote:Show nested quote +On June 10 2010 17:07 sob3k wrote: On your fighting spirit conversion you have allowed pathing on the walls around the center base, this wasn't allowed in BW and makes tank drops/other stuff rather annoying. Some of the guys playing during the Extravaganza where complaining about it. Originally, I had it non-pathable but apparently you couldn't cast neural parasite over it. I think I may change it back, since I definitately agree tanks sitting up there would be irritating as hell.
Did you use nopath zoning or the blocking doodad? They might interact differently with NP.
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definitately Read this word out loud to yourself; I bet it's not what you meant to say.
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On June 10 2010 21:37 sob3k wrote:Show nested quote +On June 10 2010 18:22 prodiG wrote:On June 10 2010 17:07 sob3k wrote: On your fighting spirit conversion you have allowed pathing on the walls around the center base, this wasn't allowed in BW and makes tank drops/other stuff rather annoying. Some of the guys playing during the Extravaganza where complaining about it. Originally, I had it non-pathable but apparently you couldn't cast neural parasite over it. I think I may change it back, since I definitately agree tanks sitting up there would be irritating as hell. Did you use nopath zoning or the blocking doodad? They might interact differently with NP. I used the pathing layer, not the doodad. It's worth testing, I'll look into it later tonight.
New screenshot of Neo Tornado, has about 80% of the doodads
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Map name: Atlantis, it is very much a work in progress the map is suppose to be a large 1v1 map, with many attack paths and large battle grounds near natural and expos i wanted to see what people would think of the really small forked path that lead straight to the ramp to the main, they only fit smaller units like zels, lings, rine no tanks or col, its suppose to be a quicker route you use early game for getting your scout there and quick attacks like 2 gate, or early lings/marine push. feedback appreciated + Show Spoiler +
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with the new image of neo tornedo we can see some mineral patch are out of bound
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On June 11 2010 10:32 PsykoMantis wrote:Map name: Atlantis, it is very much a work in progress the map is suppose to be a large 1v1 map, with many attack paths and large battle grounds near natural and expos i wanted to see what people would think of the really small forked path that lead straight to the ramp to the main, they only fit smaller units like zels, lings, rine no tanks or col, its suppose to be a quicker route you use early game for getting your scout there and quick attacks like 2 gate, or early lings/marine push. feedback appreciated + Show Spoiler +
This Actually Looks Pretty GOOD!
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