[M] Wc3's Twisted Meadows - Page 2
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McCheese
208 Posts
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Bio-Leera
United States65 Posts
it's a visual complaint but I get really annoyed for some reason when I load and my starting base has one texture for all the ground. I'm seeing some grass stuff but really... it looks really bland. It's one of the tell tale signs that i'm playing on a conversion map when the ground looks so plain. put some contrast in there please. I beg you. the green and brown work well in the wc3 map. right now you got grey... and a slightly greenish grey... anything to make it look like it didn't just come out of the editor... besides that I'm rather interested in playing on this map with the third behind the main... and also seeing water. haven't played on maybe maps with water. | ||
McCheese
208 Posts
On July 22 2010 13:02 Joseph. wrote: There is a couple of things though, make the 3rds only accessible by air. And make that little path in between the starting area and the rocks unpassable (if it is in the first place, the little part in between them seperating the golds from the other guys starting minerals) Making the third only being accessed by air I though would make terrain a little op, but if it isn't, it's really easily defended by zerg and terran anyway, and that little part where the water comes by the choke to make the choke a little smaller? Yeah, that'd be a good idea. =] | ||
Amikar
United States8 Posts
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McCheese
208 Posts
On July 22 2010 13:04 Bio-Leera wrote: I'm just going to throw this out there, 'cause I've noticed it a lot now a days. it's a visual complaint but I get really annoyed for some reason when I load and my starting base has one texture for all the ground. I'm seeing some grass stuff but really... it looks really bland. It's one of the tell tale signs that i'm playing on a conversion map when the ground looks so plain. put some contrast in there please. I beg you. the green and brown work well in the wc3 map. right now you got grey... and a slightly greenish grey... anything to make it look like it didn't just come out of the editor... besides that I'm rather interested in playing on this map with the third behind the main... and also seeing water. haven't played on maybe maps with water. i can make it darker, yes. But it looks way different from the editor into the game itself, (terrain wise with the blending and such) so if you haven't yet, please look at it in game once. You can do this by opening it in the editor and clicking test document / map. And if you still believe it needs more grass, then I shall add more, but otherwise I may just some more because yes, it does look plain. =] | ||
McCheese
208 Posts
On July 22 2010 13:07 Amikar wrote: Great job! Can't wait to try this out next week. Thanks! xDD | ||
Joseph.
United States17 Posts
On July 22 2010 13:06 McCheese wrote: Making the third only being accessed by air I though would make terrain a little op, but if it isn't, it's really easily defended by zerg and terran anyway, and that little part where the water comes by the choke to make the choke a little smaller? Yeah, that'd be a good idea. =] Terrain or Terran? I wouldn't think so either way, as far as the second comment though I was talking about this, circled in red, not sure if it's passable but just incase: ![]() | ||
Lennon
United Kingdom2275 Posts
It looks like you've pushed everything towards the centre too much. However, it has potential so keep at it. | ||
SiguR
Canada2039 Posts
I approve! | ||
Lennon
United Kingdom2275 Posts
I didn't see the inner square outline so now it looks much less compact. You need to make it a bit more attractive. Right now it looks too boring. | ||
McCheese
208 Posts
On July 22 2010 13:16 SiguR wrote: I think the map looks great. The easy 3rd gold is a little quirky but hey, a lot of maps have different quirks. Rush distances, hard expos, easy expos, etc. I think you did the original twisted meadows justice too. I approve! Haha thanks. xDD yeah, i may change some of those high yield to regular, but i'm not sure, haven't had the chance to test the map. On July 22 2010 13:16 Fantistic wrote: The start positions look way too close compared to the WC3 version but you could probably get away with that. It looks like you've pushed everything towards the centre too much. However, it has potential so keep at it. Thanks you. Yeah, I didn't change the map size after I did the converter, which I prolly should have because space a a little limited haha. On July 22 2010 13:13 Joseph. wrote: Terrain or Terran? I wouldn't think so either way, as far as the second comment though I was talking about this, circled in red, not sure if it's passable but just incase: ![]() nonono, that does not go up into the main, the only two ramps that do, is the one to the nat, and the other with the rocks on it. On July 22 2010 13:19 Fantistic wrote: Actually, I've changed my mind. I didn't see the inner square outline so now it looks much less compact. You need to make it a bit more attractive. Right now it looks too boring. haha, and you mean the terrain textures? | ||
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OdnoB
Canada61 Posts
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Motiva
United States1774 Posts
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McCheese
208 Posts
On July 22 2010 13:41 Motiva wrote: This looks fun. I'd be interested to see how balance would play out. Yeah, that's what I'm looking forward to too. I wanna see how all the races place on it, and know what I have to change and such. Shall be very interesting! =P On July 22 2010 13:36 OdnoB wrote: i dont think wc3 maps work very well as ports, they dont have enough open space for the late game, and even though i've probly played 2000 games on TM, im just not feeling this, sorry =( That's absolutely fine, because every player has a different style and feel for maps, and not everyone likes the way maps are. Thanks for posting and giving some input tho, every little bit helps to improve my maps and how I design the new ones I come up with. xD | ||
dogabutila
United States1437 Posts
Midgame looks like zerg would be happy with the expansion pathing and also with drops // nydus. | ||
McCheese
208 Posts
On July 22 2010 14:03 dogabutila wrote: Looks mech favored late. Chokes are tight and... tanks :-/. Midgame looks like zerg would be happy with the expansion pathing and also with drops // nydus. Yeah, thats the main thing I'm worried about it TANKS! haha They are always a big deal when I think of a map to make, because if the paths are too close one or two tanks can hold off a large area...they just make map designing that much more of a challenge, but I like it. Hopefully it doesn't get too bad tho, since the races together aren't quite perfectly "balanced" yet. Never know how things will change. | ||
McCheese
208 Posts
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McCheese
208 Posts
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ionlyplayPROtoss
Canada573 Posts
1. replace the gold with the 3rd but make the gold an island. 2.close distance between gold and mains thats not suppose to take that gold. 3. Add a layer of terrain between natural and choke and make choke to natural smaller so a forge FE is possible. 4. Make the main farther from center because it feels sieged tanks can easily gurantee 5 bases... | ||
McCheese
208 Posts
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