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[M] (2) Bifrost [work in progress] - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
Johanaz
Profile Joined September 2010
Denmark363 Posts
September 28 2010 10:51 GMT
#21
Here´s a pic of the whole map:

+ Show Spoiler +
[image loading]


Same pic with pathing:

+ Show Spoiler +
[image loading]

TPW Map Maker - theplanetaryworkshop.com
McCheese
Profile Joined July 2010
208 Posts
September 28 2010 12:54 GMT
#22
I think the the paths are a bit too narrow... I definitely a bit worried about tanks...
Samro225am
Profile Joined August 2010
Germany982 Posts
September 28 2010 13:58 GMT
#23
big problem ist probably not the narrowness but the length of pathes. they are some kind of super long chokes. better fix that.
also i do not see a reason to use the outer pathes.

which expansion is meant to be the natural?

better make the chokes less long, add an expansion at each long outer path and add some space at centre.
CagedMind
Profile Joined February 2010
United States506 Posts
September 28 2010 19:26 GMT
#24
I don't care about nukes going off and nobody can tell if it's even a good map cause of lack of full map picture.
your micro has been depleted
Johanaz
Profile Joined September 2010
Denmark363 Posts
September 28 2010 21:48 GMT
#25
On September 29 2010 04:26 CagedMind wrote:
I don't care about nukes going off and nobody can tell if it's even a good map cause of lack of full map picture.


That´s a bit troll´ish, and btw there is a full map picture, it´s just on page 2. Read before you post.
First I made a pretty map, then I posted it here to get advice about how to improve balance and gameplay.

On September 28 2010 22:58 Samro225am wrote:
big problem ist probably not the narrowness but the length of pathes. they are some kind of super long chokes. better fix that.
also i do not see a reason to use the outer pathes.

which expansion is meant to be the natural?

better make the chokes less long, add an expansion at each long outer path and add some space at centre.


Those are good ideas I can work on. Thanks, Samro. Btw big fan of Guardians Grove.
TPW Map Maker - theplanetaryworkshop.com
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
September 28 2010 22:26 GMT
#26
On September 27 2010 18:29 vx70GTOJudgexv wrote:
Not gonna lie, I thought this was going to be a port of the BW map. Still looks pretty cool.

Me too, I was like "yeah sweet I'm gonna play bifrost again".
But it looks really interesting so I might try it. The search function for maps is acting up atm tho.
I have the best fucking lawyers in the country including the man they call the Malmis.
vx70GTOJudgexv
Profile Blog Joined November 2008
United States3161 Posts
September 29 2010 00:27 GMT
#27
Terran is going to love this map btw, as you have to meet them head-on. No other choice.
(-_-) BW for ever. #1 Iris fan.
Titusmaster6
Profile Blog Joined September 2007
United States5937 Posts
September 29 2010 00:39 GMT
#28
Bifrost was one of my favorite maps, great work!
Shorts down shorts up, BOOM, just like that.
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
September 29 2010 00:50 GMT
#29
does the hightmap block bullets like cliffs do?
Live Fast Die Young :D
Archas
Profile Blog Joined July 2010
United States6531 Posts
September 29 2010 01:37 GMT
#30
I really like what you've done with this map! There are problems, sure, but aesthetically at least, it looks stunning.

If you still need someone to host this map on the NA server, I'd be more than happy to do so. I have all my map slots free. PM me if you wanna take me up on the offer. =)
The room is ripe with the stench of bitches!
Samro225am
Profile Joined August 2010
Germany982 Posts
September 29 2010 08:31 GMT
#31
On September 29 2010 06:48 Johanaz wrote:
Show nested quote +
On September 29 2010 04:26 CagedMind wrote:
I don't care about nukes going off and nobody can tell if it's even a good map cause of lack of full map picture.


That´s a bit troll´ish, and btw there is a full map picture, it´s just on page 2. Read before you post.
First I made a pretty map, then I posted it here to get advice about how to improve balance and gameplay.

Show nested quote +
On September 28 2010 22:58 Samro225am wrote:
big problem ist probably not the narrowness but the length of pathes. they are some kind of super long chokes. better fix that.
also i do not see a reason to use the outer pathes.

which expansion is meant to be the natural?

better make the chokes less long, add an expansion at each long outer path and add some space at centre.


Those are good ideas I can work on. Thanks, Samro. Btw big fan of Guardians Grove.


once you have started with an aesthetic idea it is quite often a long process until things will work well for gameplay, too.
once you fixed the "long choke" problem and add some space for zerg to have fun this map has the potential to have some solid gameplay I guess. and it looks much more interesting than many maps.
Twinmold
Profile Joined June 2010
Sweden238 Posts
September 29 2010 09:08 GMT
#32
You might want to search for an Ice Tile set to make the map more varied texture wise. But good looking terrain nonetheless.
SC / LoL / DotA // Twinmold took a moment for himself. He never gave it back.
bokchoi
Profile Blog Joined March 2010
Korea (South)9498 Posts
September 29 2010 10:02 GMT
#33
On September 27 2010 18:29 vx70GTOJudgexv wrote:
Not gonna lie, I thought this was going to be a port of the BW map. Still looks pretty cool.


Same. :[
Amadi
Profile Joined September 2010
Finland139 Posts
September 29 2010 10:57 GMT
#34
How did you get that nice fog effect, anyway, though. It doesn't really matter if I do anything with the fog doodads in editor, they do nothing, even with graphics turned to Ultra and/or with game settings locked.
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2010-09-29 19:54:54
September 29 2010 15:05 GMT
#35
I have renamed the map Misty Mountain, thus avoiding sacriledge against the holy BW original map. I have done a lot of changes after all the feedback.

+ Show Spoiler +
[image loading]


+ Show Spoiler +
[image loading]


I might do a port of the original map later. It looks pretty cool.
+ Show Spoiler +
[image loading]




On September 29 2010 19:57 Amadi wrote:
How did you get that nice fog effect, anyway, though. It doesn't really matter if I do anything with the fog doodads in editor, they do nothing, even with graphics turned to Ultra and/or with game settings locked.


The fog effect was initially done by acidragoon over at SCMapster on the map The Sky

It´s simple though:

Aiur tileset:

Fog color: white (255,255,255)
Fog density: 1
Fog distance falloff: 1
Fog distance far: 0.2
Fog distance near: 0.2
Fog falloff: 0.19
Fog starting height: -10
Hide lowest level: Enabled (probably the lowest cliff)

Then I have added water (modified to white - 255,255,255) in order to get white background on the minimap.
TPW Map Maker - theplanetaryworkshop.com
CagedMind
Profile Joined February 2010
United States506 Posts
September 29 2010 20:51 GMT
#36
On September 29 2010 06:48 Johanaz wrote:
Show nested quote +
On September 29 2010 04:26 CagedMind wrote:
I don't care about nukes going off and nobody can tell if it's even a good map cause of lack of full map picture.


That´s a bit troll´ish, and btw there is a full map picture, it´s just on page 2. Read before you post.
First I made a pretty map, then I posted it here to get advice about how to improve balance and gameplay.

Show nested quote +
On September 28 2010 22:58 Samro225am wrote:
big problem ist probably not the narrowness but the length of pathes. they are some kind of super long chokes. better fix that.
also i do not see a reason to use the outer pathes.

which expansion is meant to be the natural?

better make the chokes less long, add an expansion at each long outer path and add some space at centre.


Those are good ideas I can work on. Thanks, Samro. Btw big fan of Guardians Grove.

No idea how that happened. Maybe I wrote then cam back hours later. More importantly it's trollish to have a map thread and not have any meaningful pics till second page. You were trying to get people to focus on looks a bit much.

Back to the map. Open back entrance is bad. If you look at good competitive maps there's about twice the amount of moving room.
your micro has been depleted
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-09-29 21:20:06
September 29 2010 21:19 GMT
#37
good idea, looks great but the layout needs work imo, if you could make a more standard looking map (less narrow pathways, more defined expos) Then that would be neat.
ESV Mapmaking!
bITt.mAN
Profile Blog Joined March 2009
Switzerland3693 Posts
September 29 2010 23:24 GMT
#38
On September 30 2010 00:05 Johanaz wrote:
I have renamed the map Misty Mountain, thus avoiding sacriledge against the holy BW original map. I have done a lot of changes after all the feedback.

+ Show Spoiler +
[image loading]


+ Show Spoiler +
[image loading]


I might do a port of the original map later. It looks pretty cool.
+ Show Spoiler +
[image loading]




Show nested quote +
On September 29 2010 19:57 Amadi wrote:
How did you get that nice fog effect, anyway, though. It doesn't really matter if I do anything with the fog doodads in editor, they do nothing, even with graphics turned to Ultra and/or with game settings locked.


The fog effect was initially done by acidragoon over at SCMapster on the map The Sky

It´s simple though:

Aiur tileset:

Fog color: white (255,255,255)
Fog density: 1
Fog distance falloff: 1
Fog distance far: 0.2
Fog distance near: 0.2
Fog falloff: 0.19
Fog starting height: -10
Hide lowest level: Enabled (probably the lowest cliff)

Then I have added water (modified to white - 255,255,255) in order to get white background on the minimap.



GAAAAH I [nearly] jizzed in my pants when I saw someone had port'd Bitfrost, that the inspiration for my AKA would be re-releasable on the throngs of SC2 uncultured, philistine ignorants.

Then I saw it had meerly been plagarized.

Thank God for the "All" button, it spared hellfire and brimstone from bothering to destroy this thread.

As I am still recovering from the shock, I do whole-heartedly respect the OP's decision to prevent the unstoppable storm by renaming his version, and if only he would pay SC2 hommage to its predecessor my nerd heart would be warmed even more than when NaDa won the 2006 OSL (ok well maybe not but you get the point, TY)
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
timpan_b
Profile Joined June 2010
Sweden16 Posts
October 02 2010 16:41 GMT
#39
Is it perhaps possible to make some flying objects? like some eagles moving around the map, or a hoverin zeppelin?

Perhaps a mountain cabin with some mountaingoats up away in the mist!

Give link to the map asap!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 23 2010 05:26 GMT
#40
I finally played a few games on this! Thanks for getting it to NA server. The issue with the layout has been discussed already by samro. It definitely feels awkward to play on. I'm not categorically against nonstandard layouts, but it seems aimlessly awkward. That said...

The looks are smashing! As a proof of concept, it is a great success. (Btw the white minimap maneuver is awesome.) Anyone who plays it will immediately be wow'd.

One issue is vision mechanic without cliffs. I think it's fine without, but it'd be cool to find a way to incorporate it, just to know you can if you want.
Comprehensive strategic intention: DNE
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