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[M] (4) Shoreline - Page 2

Forum Index > SC2 Maps & Custom Games
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Antares777
Profile Joined June 2010
United States1971 Posts
January 16 2011 03:21 GMT
#21
On January 16 2011 11:35 funcmode wrote:
The Bel Shir man-made cliffs look kind of strange with the dark grey tiles, it's just an idea but you might want to experiment with other man-made cliff sets around the middle of the map. You can use up to 4 cliff sets per map so you can still use the Bel Shir one for the bits nearer the outside of the map if you desire. Either the Ulaan or Ulnar (I always confuse the two, but the one used in XNC) man-made is the same style as the Bel Shir but is dark grey in colour, might look nice


Thanks, that sounds a lot cooler than the current color. I believe that Ulaan is the cave cliff and Ulnar is some sort of Xel'naga space kind of title set.
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
January 16 2011 16:16 GMT
#22
I think that the 2 middle top and bottom expos should be gold or the gold ones should be standard cause if lets say it's a FFA 2 players take the gold and the other 2 get the normal the ones in the gold have a big advantage.

Appart from that good map :D
With an average game length of 7m36s over his 6 games in GSL3, this is a no-brainer. BitByBit pulls more SCVs than yo momma at a club on Mar Sara. ♞
Antares777
Profile Joined June 2010
United States1971 Posts
January 16 2011 18:12 GMT
#23
On January 17 2011 01:16 TemplarCo. wrote:
I think that the 2 middle top and bottom expos should be gold or the gold ones should be standard cause if lets say it's a FFA 2 players take the gold and the other 2 get the normal the ones in the gold have a big advantage.

Appart from that good map :D


I can't image in an FFA game that one player would get a gold, another would get a gold, and the other two would each have the 12 and 6 expansions. If that were the case, the armies would fight constantly because of the positioning of the expansions.

I am not planning on changing any of those expansions, though I may move the 12 and 6 closer towards the center of the map.
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