Still,this map has cool high grounds,must have the middle high ground as Terran. I'd like to see more maps like that. A ladder must have. Totally <3
[Map] Rising Tides - Melee - Page 3
Forum Index > SC2 Maps & Custom Games |
Kurumi
Poland6130 Posts
Still,this map has cool high grounds,must have the middle high ground as Terran. I'd like to see more maps like that. A ladder must have. Totally <3 | ||
Mack
United States25 Posts
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Logo
United States7542 Posts
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FarbrorAbavna
Sweden4856 Posts
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Crais
Canada2136 Posts
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Qw4z1
Sweden55 Posts
Can't wait to try it out though! Keep up the good work! | ||
gnuell
Sweden16 Posts
Why not have flat or open bases, to get some age of empires like game play where you can easily harass the economy. | ||
nicksa
United States8 Posts
If you're trying to take advantage of new mechanics, do you think there are any other cute places you can stick weeds in all that space? I only noticed one (mirrored) use. | ||
iNty.sCream
Germany195 Posts
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Gaius Baltar
United States449 Posts
![]() Logo, I'm not sure how much terror the paths behind the mains will cause, but your concern is definitely noted. We'll see what happens if people test it enough when beta gets back up. Crais, you can still test the map against the computer while beta is down. Just open it in the map editor and click this button: + Show Spoiler + ![]() Nicksa, I really like the two spots I have los blockers now and I'm not sure if more are necessary. You'll note I didn't use destructible rocks anywhere on the map either, just going with what feels right. ![]() | ||
Whole
United States6046 Posts
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EmeraldSparks
United States1451 Posts
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Subversion
South Africa3627 Posts
On June 15 2010 00:05 Gaius Baltar wrote: Subversion, terran can't cover the side paths leading to the naturals from the middle high ground even with siege tanks behind the los blockers. They can defend the wide ramp from the gold beach expansion leading to the main, but I'm ok with that because they can't cover the other two ramps leading to that same middle ground. My hope is that turtlers putting too many eggs in one basket will find their bases under attack from other angles. Ahhh yes, I see that you can get out the side there from your natural, and skip that middle ground altogether. That definitely shouldn't be any kind of a problem then. Nice map, can't wait to play it ![]() | ||
xylon
United States22 Posts
also if the tides are not actually going to rise i suggest a name change. how about -Lord of the Flies. -castaway. -stranded. -survivor. -lost. -enemy within. -unrising tides. -tease of tides. -have a nice day island. (smiley face at 11 o'clock) i would also like to suggest some easter island heads or a parody there of the heads as some cool map artifacts. also would like to say that you are doing good work. it looks really good. | ||
ckw
United States1018 Posts
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Pablols
Chile517 Posts
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monitor
United States2403 Posts
You really captured how I imagine Starcraft 2 to feel like when you play it. Really inspired me to make maps that feel this way!!! Thanks ![]() | ||
cyoadventure
United States35 Posts
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fabiano
Brazil4644 Posts
looks nice. On a side note, I really hope somebody makes a decent Mario Kart mod (better than those which appeared soon after teh editor was launched). I'd get addicted to that. | ||
cyoadventure
United States35 Posts
This mineral patch infuriates me. The SCV's have to travel all the way around the backside of the mineral line to mine from it. I am not entirely sure if this is a "balance" issue, because it appears the left side spawn point has an equally infuriating mineral cluster but I would personally change this unless you're terribly attached to it being this way. + Show Spoiler + ![]() Secondly, there is a cute little tank-able ridge right under the starting area on both sides. This is probably intentional, but I just wanted to point it out on the off chance you weren't aware of it. Could cause some balance issues, not sure. + Show Spoiler + ![]() all in all pretty awesome looking map. the beach area's seem a little... bland? when playing on them, as does the water. Maybe throw some doodads on/around/in these areas to make it look less monotone. Edit: Very minor complaint however and I may be in the minority in this opinion, Edit: This little section of terrain hurts my eyes for some reason. I don't know if it's because its 1:40am or what but my brain keeps trying to process the texture of the high-ground directly up the ramp near the SCV as elevated when it is most certainly not. Perhaps smooth this out. + Show Spoiler + ![]() Hope this feedback helps! | ||
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