|
|
|
On June 23 2010 00:52 FlamingTurd wrote: Really like it dude can you see all the pics? They aren't working for me for some reason.
|
On June 23 2010 00:52 CharlieMurphy wrote:can you see all the pics? They aren't working for me for some reason. cool map, cannot see the pics except the first 2 edit for clarity - i.e. cannot see A Few Bldg Placements Celtic Decals
|
i can only see the first 2 pics too.
|
same here, but I like it so far
|
Yea, the links worked if you manually typed in the URL, but they wouldn't embed for some reason. Reuploaded. Should be fine now.
|
is there a pot of gold minerals at the end of the rainbow?
|
On June 23 2010 01:04 TheElitists wrote: is there a pot of gold minerals at the end of the rainbow? Is there a rainbow doodad? Perhaps waterfalls behind the gold min bases :D
|
Even tho i hate the movie i like the map :d Gj
|
Cool idea, any rocks at the gold? looks like terran can float a cc there pretty easily. Also you should take some time to replace the minerals, I dont think its the correct distances
|
I like the idea of mixing gold and regular mineral patches.
|
Yes, I can see the first 2 pics but after that i have to click on the "hide spoiler" and they work fine.
|
On June 23 2010 01:08 SoL[9] wrote: Even tho i hate the movie i like the map :d Gj agreed lol.
On June 23 2010 01:11 Illva wrote: Cool idea, any rocks at the gold? looks like terran can float a cc there pretty easily. Also you should take some time to replace the minerals, I dont think its the correct distances the gold is a land base, if you meant the island, no. Just the 7 on the path.
On June 23 2010 01:11 AnxietE wrote: I like the idea of mixing gold and regular mineral patches. yea, thinking I should put the blues on the inside though because the way they will mine out.
|
Terran could simply lift to the corner expansions for a well-defended, resource-rich base.
|
On June 23 2010 01:30 LunarC wrote: Terran could simply lift to the corner expansions for a well-defended, resource-rich base. Terrans can also do this on LT, DO, KR, IZ, SoW and SS.
|
You can use the pathing layer and the brush "no building" to make an area not build-able, I found it worked a lot better then using the no building doodad.
Just go into the pathing layer, hit control + shift + H and then go into wireframe mode (at least this is what I had to do but it may have been due to me making a shallow watered area not build-able as control + shift + H didn't reveal all path able areas on the map :/), and use the brush to paint the area not build-able (which shows up goldish).
Awesome map :D
|
On June 23 2010 01:30 LunarC wrote: Terran could simply lift to the corner expansions for a well-defended, resource-rich base.
But then they can't expand safely at all.
Great map, really look forward to play on it.
|
Couple fixes I'm going to make -Smaller island (it's fuckin huge) -Some doodads and detail in around the water and island. -Double high ground ridge on large sections of the mains to prevent reapers, collosus, and blink stalkers from too many angles. -Also, want the backdoor path to only fit small units like lings/workers/marines but almost everything can fit there. -Dark colored ridges unwalkable. (can't drop/blink/jump/walk up with anything) -Fix backdoor walling equality -Possibly extend the middle ridges down/up next to the 4 leaf clovers -Possibly reduce 1/3 of the forest to East and West of pyramid to only be LoS blocker. -create low ground for entire 4 leaf areas, ramps from all sides. -fix unequal 4 leaf clover sizes
-edit- some more in game pics too.
|
On June 23 2010 01:32 CharlieMurphy wrote:Show nested quote +On June 23 2010 01:30 LunarC wrote: Terran could simply lift to the corner expansions for a well-defended, resource-rich base. Terrans can also do this on LT, DO, KR, IZ, SoW and SS.
But islands on official blizzard maps have fewer patches than mains and naturals. It is kind of hard to tell but don't these islands have the same mineral richness as the standard bases?
|
looks like a golf course full of sand traps to me :D
|
On June 23 2010 02:31 never_Nal wrote: looks like a golf course full of sand traps to me :D Except these sand traps have burrowed roaches in them.
|
|
|
On June 23 2010 02:30 Tenks wrote:Show nested quote +On June 23 2010 01:32 CharlieMurphy wrote:On June 23 2010 01:30 LunarC wrote: Terran could simply lift to the corner expansions for a well-defended, resource-rich base. Terrans can also do this on LT, DO, KR, IZ, SoW and SS. But islands on official blizzard maps have fewer patches than mains and naturals. It is kind of hard to tell but don't these islands have the same mineral richness as the standard bases?
The flight between the main and gold is really far? I don' t see a valid complaint.
Edit: this map is awesome!!!
|
island expos have fewer patches? lol never noticed that.
|
Really really impressive dude, gj!
|
This map looks great, keep up the good work!
|
Awesome map. Only qualm I have is I think that there's just too many (sham)rocks blocking the path to the expansions. Maybe reduce it to 2?
|
gorgeous design, lovely zerg map, i could marry you... but it might need a bit of balancing... I do really love the bumps all over, i wonder how that would play out in a serious game.
|
Liking it a bunch man. Very nice.
|
Great map! However its easy to defend the natural, third, and gold expansions i think as terran. I'd like to see a little more "wild card" expansions; expansions that aren't exactly specifically "owned" by each players. Perhaps prefer to see an expansion in the center? That would be nice therefore if all bases were taken, either player would have a slighter advantage if he were to have the center; thereby decreasing the probability of having a draw. The Island expansions seem reasonable as it seems that it would be a little harder to defend. The bases at 3 and 9 seem hard to take/defend/even attack. since it's such a travel to get to it. So that'll force in some strategy into this map. Seems to me as long as you control the center then you're 5th base is easily secured. That's just my analysis on this map. Hope to play it sometime. good work man
edit: Btw, Looove the 9 and 3 bases. Hard to defend I feel. You'd think that the base at 3 would belong to 12, and base at 9 belongs to 6, however the walking distance to defend it seems huuge. 6 > 3 seems like a lesser distance than 12 > 3. However if 6 were to take 3 as an expansion, it could be easily dropped by 12 since the 12's natural is right above 3.
|
On June 30 2010 06:31 gdroxor wrote: Awesome map. Only qualm I have is I think that there's just too many (sham)rocks blocking the path to the expansions. Maybe reduce it to 2? hahah I dunno why this made me laugh so hard. Workign on the updates atm, almost done.
|
do units approaching the pyramid/highground in the middle have sight looking toward the top? kind of an interesting mechanic if it worked that way. looks like you've put a lot of time into it and so far it's fantastic. i like the theme.
|
On July 02 2010 15:16 Terranist wrote: do units approaching the pyramid/highground in the middle have sight looking toward the top? kind of an interesting mechanic if it worked that way. looks like you've put a lot of time into it and so far it's fantastic. i like the theme. pretty sure. It's technically just a hill, not another level of ground.
|
I'm not sure if you should reduce the resources at the islands or what--but I say don't make them smaller! My first thought was wow, those island expos are HUGE, I wonder if players will A) fight for them and B) divert attacks to break down the bunch-o-destructibles just to discourage opponents from going to the island.
|
On July 02 2010 15:34 dimfish wrote: I'm not sure if you should reduce the resources at the islands or what--but I say don't make them smaller! My first thought was wow, those island expos are HUGE, I wonder if players will A) fight for them and B) divert attacks to break down the bunch-o-destructibles just to discourage opponents from going to the island. I wasn't gonna mess with the minerals of them, but they seem to take up quite a bit of space on the map and islands don't need to be this big imo. But I can't really reduce the size of them without redoing a large chunk of the map only to reduce the size slightly (because I don't wanna ruin the look of the clover). Kinda distracted atm by a bug I found lol
|
Looks very nice but I dislike the "Add Random Height" feature you used (Atleast thats what it looks like). It's great in campaign, But i feel it makes a SC2 map look very gross :o. But other than that It looks VERY snazzy . I look forward to trying a game or two on it when the beta re opens
|
Wait until you find the other bugs in editor...
|
|
|
|