+ Show Spoiler +
![[image loading]](http://static.sc2mapster.com/content/images/25/741/Bifrost-Overview.jpg)
Same pic with pathing:
+ Show Spoiler +
![[image loading]](http://static.sc2mapster.com/content/images/25/742/Bifrost-Overview-pathing.jpg)
Forum Index > SC2 Maps & Custom Games |
Johanaz
Denmark363 Posts
+ Show Spoiler + ![]() Same pic with pathing: + Show Spoiler + ![]() | ||
McCheese
208 Posts
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Samro225am
Germany982 Posts
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
United States506 Posts
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Johanaz
Denmark363 Posts
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. | ||
Eatme
Switzerland3919 Posts
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. | ||
vx70GTOJudgexv
United States3161 Posts
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Titusmaster6
United States5937 Posts
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TibblesEvilCat
United Kingdom766 Posts
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Archas
United States6531 Posts
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. =) | ||
Samro225am
Germany982 Posts
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
Sweden238 Posts
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bokchoi
Korea (South)9498 Posts
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
Finland139 Posts
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Johanaz
Denmark363 Posts
+ Show Spoiler + ![]() + Show Spoiler + ![]() I might do a port of the original map later. It looks pretty cool. + Show Spoiler + ![]() 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. | ||
CagedMind
United States506 Posts
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. | ||
Grebliv
Iceland800 Posts
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bITt.mAN
Switzerland3693 Posts
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 + ![]() + Show Spoiler + ![]() I might do a port of the original map later. It looks pretty cool. + Show Spoiler + ![]() 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) | ||
timpan_b
Sweden16 Posts
Perhaps a mountain cabin with some mountaingoats up away in the mist! Give link to the map asap! | ||
EatThePath
United States3943 Posts
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. | ||
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