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See thats what I needed Thanks for that. On point 2, I think I will go along with that, only gotta watch out not to make it into a swastika of some sorts with the lines
I think I can make that work. See the thing is with the whole aesthetics and layout, usually I notice it, adjust, then 'paint' the map. But this I completely missed (didnt follow checklist /slap) so I painted it and even did a revision on it before someone clever pointed it out. So thats 2 big versions of thinking I missed it. Meanwhile my map was so painted that its hard to go back 
I think I will take you up on the high yield gas, taking gasses down from 4 to 2, making it less bulky in the middle.
Whats your opinion on the rocks that are in the middle? Keep em where they are, or just put rocks at the actual expansion, leaving the ramps open...
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I hate that feeling where you are getting aesthetics done and you realize you have a major layout problem. >< You can do it though!
Personally, I would put rocks on the expo site, not the walkways. The more paths the better on a map like this with just a donut for main routes. But it works fine either way, it would only be used in cross positions without rocks blocking access.
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It would be cool if standing at the small obelisk actually activated towers at the larger obelisks. With like 16 vision instead of 22 for balance.
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On February 24 2011 07:07 iGrok wrote: It would be cool if standing at the small obelisk actually activated towers at the larger obelisks. With like 16 vision instead of 22 for balance.
Yeah, I have no idea how to do that tho Can you enlighten me?
updated all OP images!
for now, bedtime!
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You do things that make it no longer a melee map lol
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Looks good to me. ;D
I was thinking about some kind of tower system like that. Would be so cool if that were possible...
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Uploaded on the NA server under the name "Syrany"!
Enjoy! =D
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My list of maps to try and report back on grows every day...
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Tnx for uploading silence!
@EatThePath, I demand you play it You're the reason I changed alot of the map Rly curious what u think of the endresult
dont forget to send replays if u want to test the map people!
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Bumping, because the map was fun to play on!
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United Arab Emirates660 Posts
Although the map is BEAUTIFUL and full of detail, i played on it and i personally think it has TOO much detail, and it's too bright! it actually kind of hurts my eyes after a macro game! the outdoor natural does not need that second attack path, i suggest adding a set of rocks to block it off, zergling run-bys will be too powerful! i know there is an in-base natural but unless you are doing a six gate as protoss, you need your four gas! oh and i also think the islands are pretty useless and terran favored, because there already is an in-base natural, no need to add an island near it too! oh and please make the Xel'Naga towers a bit more unique than the other poles around it, when I'm not looking at the minimap and I'm controlling my army (clicking on the screen and moving around) i get confused which pole is the Xel'Naga and stuff!.
Great map though Karot, you've improved your map making skills greatly since your first map <3.
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On March 04 2011 04:52 PaPoolee wrote: i personally think it has TOO much detail, and it's too bright! it actually kind of hurts my eyes after a macro game!
Is there anyone willing to make a screenshot of the map, using higher quality settings (high, ultra)?
I need to see what you see, cus when I play the map, I dont really see a problem. But my PC cant handle anything above medium without catching on fire so...
Tnx Papoolee, tnx for playing it and not 4gating <3 The map is submitted now on MotM, I will take their comments and everyones comments here to continue adjusting it, even after MotM.
But yeah, if anyone can make a highres screenshot and post it / link it, that would be awesome
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United Arab Emirates660 Posts
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TY sir Its not as bad as I feared. I'll darken it after MotM is judged!
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Winner of the Dustin Browder Award MotM #3 * best use of rocks to balance a map *
+ Show Spoiler [Dustin Browder Award] +![[image loading]](http://i.imgur.com/amjwn.jpg) The Dustin Browder award is given to maps that use destructible rocks to help balance them. Syrany has destructible rocks on the island bases to prevent Terrans from lifting to them, ultimately causing them to never be taken - very similar to many of the rock-blocked bases you'll find on blizzard maps (gold expansions on Delta Quadrant, anyone?)
Well... atleast I won something updating MotM scorecard when the individual results are in!
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i love the dustin browder award lol. i really laught irl
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LOL, that's great. One day when motm is as big as GSL, we'll have subcategories and all the 4 player rotational maps can have a party. ;D
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