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[M] (2) Neonights - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 All
0neder
Profile Joined July 2009
United States3733 Posts
February 05 2011 23:16 GMT
#21
If you want to REALLY use a DIFFERENT tileset, try something besides jungle/twilight PLEASE mapmakers!!!!!

Nice map though. I just wish we'd have some more badlands/redsand/ashworld/space maps that have better visibility, and less dark blue and dark green worlds.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
February 06 2011 00:49 GMT
#22
That center looks awesome. How did you do that? Is each side of those lit up hexagons the decal doodad with color applied to them, or is there some easier way?
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
February 06 2011 04:03 GMT
#23
Looks good. I'd remove the back rocks to the third though. They don't really serve much purpose other than to annoy players.
Tiazi
Profile Joined February 2010
Netherlands761 Posts
February 06 2011 04:33 GMT
#24
ffin gorgeous was the first thing I said out loud. So ffin gorgeous it is!
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
monitor
Profile Blog Joined June 2010
United States2408 Posts
February 06 2011 07:22 GMT
#25
On February 06 2011 13:03 neobowman wrote:
Looks good. I'd remove the back rocks to the third though. They don't really serve much purpose other than to annoy players.


Agreed, remove the rocks. They are just a road block for not much of a purpose. I mean sure, you have a backdoor to the natural, but the rocks don't help.
https://liquipedia.net/starcraft2/Monitor
funcmode
Profile Joined June 2010
Australia720 Posts
February 07 2011 15:46 GMT
#26
On February 06 2011 09:49 TedJustice wrote:
That center looks awesome. How did you do that? Is each side of those lit up hexagons the decal doodad with color applied to them, or is there some easier way?

One of the "Protoss Decals" is simply a hexagon, I tweaked the size and made it turquoise and layered them over the Shakuras Hextiles texture. Lowering the height modifier on decals basically makes them semi-transparent, so I gradually reduced the height to create a fading pattern. The brightest decals are default height (0.0) and the least visible are about -0.6

On February 06 2011 13:33 Tiazi wrote:
ffin gorgeous was the first thing I said out loud. So ffin gorgeous it is!

I'm glad you like it!

On February 06 2011 16:22 monitor wrote:
Show nested quote +
On February 06 2011 13:03 neobowman wrote:
Looks good. I'd remove the back rocks to the third though. They don't really serve much purpose other than to annoy players.


Agreed, remove the rocks. They are just a road block for not much of a purpose. I mean sure, you have a backdoor to the natural, but the rocks don't help.

Well the rocks are there for a few reasons, namely to delay access to a player's safest option for a third, and also to encourage attackers to use the third's high ground to harass the natural. Obviously the rocks aren't as prominent or important as say, the rocks on Blistering Sands, but I feel like the map might be tactically less interesting without them, but if you're both convinced the map would be better that way then I'd be willing to give it a try.

And really, when do rocks do anything but annoy players? That's sort of their purpose in a way, if you know what I mean.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
PiLoKo
Profile Joined January 2011
Mexico144 Posts
February 08 2011 04:08 GMT
#27
I`ve PM you about NA publishing of Neonights and haven´t got an answerd yet, I just want to know if you`re actually interested.
I like to troll in-game :)
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