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[M] (2) Curfew - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 Next All
StutteR
Profile Blog Joined January 2010
United States1903 Posts
April 18 2011 00:31 GMT
#41
I'm a noob so take my point accordingly, but one issue I have is how it easy it is to attack into the third and forcefield it off from the natural compared to how hard it might be to reinforce into it or defend it.
`~` | effOrt Movie sKyHigh forever & SEn
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-04-19 14:38:33
April 18 2011 01:44 GMT
#42
@EatThePath: i didn't know about that subway station doodad/terrain object until just now :D
but i'd have to import the campaign models to use them. i'm probably still going to create a new doodad because i really like this building shape i found when i googled for subway stations.:D
but i am not quite sure if that architectural style fits into the map theme.
+ Show Spoiler +
[image loading]


update: working on textures:
[image loading]


@StutteR: that's quite true. altho there are quite a few situations where you could use the path to your own advantage i guess, or maybe as a retreat path when things go bad :D


also, Stryk offered his help to publish the map on NA servers and keep it updated. big thanks to him as it should be available there now.
Map of the Month | The Planetary Workshop | SC2Melee.net
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 18 2011 05:20 GMT
#43
That is totally rad. It makes me want to do some modeling. ;D
Comprehensive strategic intention: DNE
lefix
Profile Joined February 2011
Germany1082 Posts
April 19 2011 14:37 GMT
#44
i have just uploaded v1.0. i finished work on everything i wanted to get in and am now running out of ideas what else to change. so probably no more updates for a while now unless there is something broken that needs to be fixed :D
future updates will be depending on feedback. OP has been update with new overview and analyzer images.

also, a shot of the subway station ingame because i love attaching images:
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
April 19 2011 15:07 GMT
#45
This map is sick looking i love the base design for the natural and the 3rd expo how big is the map?
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-04-20 03:45:58
April 19 2011 17:31 GMT
#46
Should update your detailed shots in your OP with some of these newer shots as well. Also I'm wondering, are any of these doodads that you are putting around the map destructible? If not it's all good, I'm just wondering.

ps. I'm sure me/disp/tenks are going to play some sc2 tonight, I'll make sure we give this map a shot. :D

edit:

Played on this map once today, I'd upload the replay but it was a ZvZ that sat on 1base so wasn't very interesting.

One thing I'd suggest is changing the lighting a bit. If I recall correctly it seemed a little too brownish.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Stryk
Profile Joined January 2011
United States22 Posts
April 20 2011 05:02 GMT
#47
I kinda agree that the map needs a gold to fight over, although above poster says the bottom location would be good. I thought about that and I think the middle location would provoke a lot of fighting. At the 3 gas base I would put rocks to block an easy expo there? Overall excellent map!
lefix
Profile Joined February 2011
Germany1082 Posts
April 21 2011 11:39 GMT
#48
i don't really want to force a spot to fight over. i feel like without a gold base you will see more battles taking place all over the map which i personally find a little more interesting
Map of the Month | The Planetary Workshop | SC2Melee.net
Archvil3
Profile Joined September 2010
Denmark989 Posts
April 21 2011 13:21 GMT
#49
How do you import models like that subway station from the campaign?
Let thy speech be better than silence, or be silent.
lefix
Profile Joined February 2011
Germany1082 Posts
April 21 2011 18:25 GMT
#50
technically, you should be able to access any m3 model file and its textures with an mpq editor and be able to reimport them into your new map. the subway station above isn't the one from the campaign, tho
Map of the Month | The Planetary Workshop | SC2Melee.net
lefix
Profile Joined February 2011
Germany1082 Posts
April 21 2011 22:01 GMT
#51
played around with the lighting about since it was kinda bad. i will probably ditch the sundown lighting and go for a night or daylight lighting.

here's the original one:
[image loading]

then i tried a night lighting, but i am always a little bit worried about it being too dark.
also drop shadows during night look kinda strange, but it's already an improvement imho :D
[image loading]

the one i like the most atm is a plain daylight szene. i feel like this one looks the best, altho it doesn't fit the curfew theme as much as a sundown/nighttime lighting. but i'm tending towards this one right now
[image loading]

opinions?

on another note: moved the minerals on the top left thirds a little bit closer to the ramp/natural
along with some minor cosmetic changes
Map of the Month | The Planetary Workshop | SC2Melee.net
Stryk
Profile Joined January 2011
United States22 Posts
April 23 2011 04:13 GMT
#52
I like the middle one, but the bottom one might be the easiest to play on.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 23 2011 04:21 GMT
#53
I like the day and night, and the original. The sundown lighting is just sort of random, so the others are better in terms of aesthetic meshing. The night example is too monotone, I would add some color. Also metalopolis already has a sort of dark feel. The daytime light matches the feel of your map best, I would say. It's also by far the most playable.

Those custom models are looking amazing btw. =)
Comprehensive strategic intention: DNE
Archivian
Profile Joined November 2010
United Kingdom362 Posts
April 24 2011 15:54 GMT
#54
I was lucky enough to obs some testing on this map. Really great work, really awesome map.
"you were only supposed to blow the bloody doors off!" Micheal Caine
MarcH
Profile Joined January 2011
United Kingdom362 Posts
April 24 2011 19:42 GMT
#55
Love the custom models dude aweome work and as for the lighting i kind of like maps that are lighter possibly down to the map pool being soooooooo dark but keep up the good work.
adso
Profile Joined March 2011
718 Posts
April 24 2011 20:16 GMT
#56
great follow through
<3 the subway entrance, when can we expect a train on tracks?
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-05-01 22:33:17
May 01 2011 22:33 GMT
#57
in the current version the thirds are a little bit hard to take.
so this is a possible upcoming change to the thirds. shrinking the size of the main some more to open up the path more and also moving the third a little bit closer to your natural and further away from your opponents third.
[image loading]


Map of the Month | The Planetary Workshop | SC2Melee.net
Antares777
Profile Joined June 2010
United States1971 Posts
May 02 2011 00:04 GMT
#58
I'm liking the new version better in my honest opinion.
Archivian
Profile Joined November 2010
United Kingdom362 Posts
May 02 2011 00:55 GMT
#59
definitely prefer the wider route to third
"you were only supposed to blow the bloody doors off!" Micheal Caine
The Final Boss
Profile Joined February 2011
United States1839 Posts
May 02 2011 01:24 GMT
#60
It's simple but I like it. I especially like the way that the natural goes to the third base.
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