[M] (2) Memorial - Page 2
Forum Index > SC2 Maps & Custom Games |
dezi
![]()
Germany1536 Posts
| ||
Meltage
Germany613 Posts
Please elaborate. Wall where and what? You make it sound as it being so obvious anyone shoudl be able to see a flaw you're hinting at BTW, gonna update a better overview image in secs | ||
dezi
![]()
Germany1536 Posts
| ||
Meltage
Germany613 Posts
| ||
dezi
![]()
Germany1536 Posts
On February 25 2011 07:28 Meltage wrote: @dezi as monitor pointed out some posts ago? I'm not familiar with the term FE. I supose that is fixable. However, the nat choke can be blocked by 3 rax. Not enough, you think? See edit - i'm fine with it - just wanted to knew it :D Looks good from what i can see so far but doodads aren't done right now, eh? | ||
Meltage
Germany613 Posts
![]() One line of thought leads to moving the nat further back from the rest of the map and moving the gold base back with it... Nowhere close to done with visuals or fine-tuning gameplay. I feel I should use high ground for decoration and non-pathable areas, along with dooodads. The theme is kind of loose also. 'Memorial' came to mind when picturing tombs and statues of Mensk and the like. I might end up walling in the entire map with unpathable high ground just beacuse I can (like cave-maps do). | ||
monitor
United States2404 Posts
On February 25 2011 07:49 Meltage wrote: Ok cool. But what's FE? A wild guess woudl be - Fortress Entrance? ![]() One line of thought leads to moving the nat further back from the rest of the map and moving the gold base back with it... Nowhere close to done with visuals or fine-tuning gameplay. I feel I should use high ground for decoration and non-pathable areas, along with dooodads. The theme is kind of loose also. 'Memorial' came to mind when picturing tombs and statues of Mensk and the like. I might end up walling in the entire map with unpathable high ground just beacuse I can (like cave-maps do). FE stands for Fast Expand, it means when a race takes an early expansion. For example, a 14 hatch by Zerg in a ZvT. | ||
Meltage
Germany613 Posts
New: ![]() Compare to: link Edit: The new variatn is up on EU as "Core Delta" and the original as Memorial", currently. | ||
Meltage
Germany613 Posts
![]() In-game lighting: + Show Spoiler + ![]() * Compared to the earlier test version, main is no longer as siegable due to the gap added. * I've narrowed the open space in the centre some, in some interresting ways I hope. * The big change is to the 4th , which I think has a more interresting position and angle now. The wall around is pathable at some spots. * A smaller change is that allowed for some cliff-walking/jumping between nat and third. | ||
dezi
![]()
Germany1536 Posts
| ||
Meltage
Germany613 Posts
Edit: I was wrong about DSR 'nested' together makes one DSR. That was prob fixed in a patch awhile ago. Instead, I moved the ramp back some. The choke between 4th and center was somewhat widened in the process, so I extended the cliff surround on 4th some towards the centre. An updated map for testing is published on EU as 'Core Delta' | ||
Meltage
Germany613 Posts
| ||
Meltage
Germany613 Posts
* Changed lighting. * Doodad and texture work. Lets of decoration along the edges. * Added some lava.. looks good witht he new color theme I think - orange, dark blue. dark/light grey and some dots of green. * Replaced some of the 4th cliffs with doodads of ruined buildings | ||
adso
718 Posts
Could we please get screenshots to see the in game feel ![]() | ||
EatThePath
United States3943 Posts
How come you changed the aesthetic style? Personal preference? | ||
Meltage
Germany613 Posts
![]() ![]() @EatThePath Thanks man. I havn't been able to do a lot of testing with high level players, though, but I hope for some feedback in motm. The old color theme was dependent on the custom lighting I used, and that lighting sucked. It wasn't obvious in screenshots (or if you play it on low settings, where there is basically no lighting ![]() Map Update * Participated in the Motm3 contest here on TL ( Player application still open link to thread). * Adjusted main and main mineral line so that siegeing from the nat should be less favoured (thanks monitor). This also reduced rush distance main-to-main from 155,3 to 153,5. * Added a coupple of mineral mining caves in the south west and north east non-pathable areas (purely decoration, no gameplay change) | ||
Meltage
Germany613 Posts
- A minior fix of the main mineral line in the last update. I moved one mineral patch so that workers wont have trouble reachign all patches. - Added some critters on non-pathable locations around the lava. Some orange-dot-love for the aesthetics ![]() I didnt care to update the overview image with those minimal changes, although I'll post some detail images soon. | ||
Meltage
Germany613 Posts
OP updated with images: - lots of screep spread - a close look on the map centre narrow path @adso here you got some detail images. I should add soem with green and red squares visible, but that's for later. I suck at construction examples, though. Right now, I need feeback on the creep spread images. Is the fourth too accessible with the narrow path in the wall surround? I've heard that bases are quite close to oneanother on this map and that favours turtling too much. On the other hand, doesn't it favour zerg mass-expanding too? | ||
Meltage
Germany613 Posts
The old version reads the ramps as quite more narrow than they actually are (trusting the latest version is correcting this) Current: + Show Spoiler + Old: + Show Spoiler + So the shortest path main - main has magically changed from 153,5 to 145,5. It's still fine, I supose. | ||
Meltage
Germany613 Posts
| ||
| ||