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:O
I don't have that kind of patience to texture with tiny dots, but seriously, the map looks beautiful! I like how the third and fourth are their own little elevated base, and the gold expansion is positioned in a good, vulnerable location. Nice job!
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This looks unlike anything I´ve ever seen. I love the soft feel to those textures. Looks like a pretty solid layout as well (assuming the high ground inside main is unpathable as well).
/edit: send me the map file - I´ll chuck them in the analyzer for you - it might be helpful to those who give balance/gameplay feedback.
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The textures, as well as the layout, look really nice!
But what I think you should do is to in some way (usually with doodads) is to mark cliffs which are unpathable.
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"any graphics suggestions to make it better?"
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LOL a Monet map. Holy shit that's awesome, impressionism ftw.
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love the texture! Feels friendly.. like a nice place to have a big bloody battle on!
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Texturing, incredible. I hope you add a lot of doodads (&foliage) to strengthen the dreamy feeling from the picture. At least it looks to me like a very exaggerated version of the world. I can imagine waterfalls and some rivers, heck maybe even a sunset/rise lightenning.
The Layout is.. not bad. As you said standard. Thats really fitting.
cheers, madsquare
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Decent map but it feels a bit plain, I'm not seeing much strategical depth in it. It should have more paths.
Nice textures though.
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I am really concerned by the cliff between the main and the natural, seems like lost temple on nightmare difficulty for Zergs, how about a ramp onto that, maybe from the gold expansion if you don't want it to be a defenders advantage?
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On January 15 2011 01:10 HaRuHi wrote: I am really concerned by the cliff between the main and the natural, seems like lost temple on nightmare difficulty for Zergs, how about a ramp onto that, maybe from the gold expansion if you don't want it to be a defenders advantage?
Or just make the whole area not walkable / convert it to water. On the subject: is every expansion high ground siegeable!?
On the art style: GREAT!!! :D Map layout: nice
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wow, very nice effect! I like the visuals, but somehow it looks still a bit repetitive, doesn't it?
maybe make one level a natural cliff, why highgrounds are all man-made cliffs. is there a reason to only use tech cliffs?
another thing: your concept seems to be perfect to have thirds painted in another texture than naturals and main or something. might add something to help orientation while.
generally great idea!
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Thanks for all the feedback guys =D. Its going to get some more doodads, but its really hard to find ones that fit the style, i was lucky to find the yellow trees.^^ will update with analyzer pictures soon. oh and also just to clarify, any high-ground on the edges of the map are not pathable, just the ones in the middle/area and the space between the Main and Nat. I'm going to thin it out a little bit so that hydras/roaches can deal with the high ground there.
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Damn, man. This is just awesome.
Gameplay doesn't even really matter, the map is just so pretty!
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"Gameplay doesn't even really matter" = heresy 
"it looks still a bit repetitive" +1 + Show Spoiler +(but still:  )
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Anaylzer pics are up thanks to Johanaz, would still like some gameplay feedback.
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i really like the graphics. looking at them is breath of fresh air after playing any bliz map!
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Alright, here's a gameplay tip: The middle highground? make it flat and pathable, and move natural ramps a little bit farther to the outside to help rush distance. You can then put a nice (very shallow so zerglings don't drown) pond in the middle - that would complement the aesthetics nicely as well. Use the bel'shir water piece for a more monet feel - lily pads much? :D
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Opened the middle, added a ramp to the main-nat cliff, and touched the textures a bit. Map is also up on NA. thanks yo. check out the new pics! (Main, Ramp, Overview, Middle)
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dezi
Germany1536 Posts
Oh, what's the Nat to Nat distance with this change now?
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Look beautiful, seems like a very standard layout and would probably work fine. However the nat-nat distance looks extremely small, like dangerously small. A terran tank push would barely need to leapfrog if the scale is anything like what I am imagining
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On January 18 2011 20:49 dezi wrote: Oh, what's the Nat to Nat distance with this change now? its about twice as long as steppes of war. so no worries there. i will have the new anaylzer pics soon so the thread can be complete =D
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I'm very worried about the cliff behind main and natural, since Zergs don't have anything to cliff walk whereas Blink/Collossi/Tanks or even slow Reapers might be very lethal.
It's a very beatiful map.
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On January 19 2011 07:02 KahunaNui wrote: I'm very worried about the cliff behind main and natural, since Zergs don't have anything to cliff walk whereas Blink/Collossi/Tanks or even slow Reapers might be very lethal.
It's a very beatiful map. No cliffs connected to the edges of the map are pathable sooo Zerg have no fear! play the map yo and send me replays!
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looks good but looks like theres alot of high ground abusable by tanks/reapers and other units. also near the mains on the sides, can u drop on those highground? def not something that should be possible but
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The only thing I don't like about this map, is the 4 trees near the gold expos. They seem to serve no purpose other than to irritate. I don't think they look right or serve a significant enough purpose to justify being there.
All in all, it's the use of doodads that - if anything - let this map down. I know you said finding doodads that work is a big problem, and I can understand that, but I'm tempted to say this map would look better with no doodads at all, though I'm not sure if that's true. Regardless, it's a shame because this map really is a work of art.
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I love the look of the map, bit it reminds more of rust then a flower to me
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On January 19 2011 09:10 funcmode wrote: The only thing I don't like about this map, is the 4 trees near the gold expos. They seem to serve no purpose other than to irritate. I don't think they look right or serve a significant enough purpose to justify being there.
All in all, it's the use of doodads that - if anything - let this map down. I know you said finding doodads that work is a big problem, and I can understand that, but I'm tempted to say this map would look better with no doodads at all, though I'm not sure if that's true. Regardless, it's a shame because this map really is a work of art. thanks for the feedback, those trees were put there in the first version and they were to make the map less zerg friendly but now they are unnecessary and will be removed. the doodads needed to be in some areas. but you're right the lone trees along the edges dont look great but i like the isolation feel.
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Its beautifull indeed. Its allmost like watching a normal map but on some sort of hallucinogenics
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