[M] New GSTL Map: Bel'Shir beach - Page 17
Forum Index > SC2 Maps & Custom Games |
zende
Sweden234 Posts
| ||
57 Corvette
Canada5941 Posts
Great job on making the map, and great choice from the GSTL to pick it up. | ||
adso
718 Posts
![]() i wouldnt play it tho, so many other maps are more interesting "layout/features" wise so... no response to "this map is very bright ingame, no?" too bright ? | ||
| ||
HypernovA
Canada556 Posts
| ||
dislike
Germany54 Posts
| ||
PraefektMotus
Germany129 Posts
I have two issues with it though: - On the map below, I marked all (or most) areas that have trees standing in water. It looks irritating, and it actually is because trees don't do that in real life. Also, the two large red areas next to the main bases look rather bland with just lots of trees thrown in there. I suggest replacing the large red areas with deep water, and the smaller ones with rocks or other fitting doodads. + Show Spoiler + ![]() - A tank can reach one geyser in each main base. Is that intended? | ||
Ziggy Starport
United States70 Posts
On May 14 2011 04:18 PraefektMotus wrote: - On the map below, I marked all (or most) areas that have trees standing in water. It looks irritating, and it actually is because trees don't do that in real life. Do an image search for Bayou or Mangroves. Some trees actually prefer a waterlogged habitat. | ||
HeroHenry
United States1723 Posts
| ||
adso
718 Posts
![]() + Show Spoiler + even i posted a map on #5 ![]() edit: On May 14 2011 04:28 Ziggy Starport wrote: Do an image search for Bayou or Mangroves. Some trees actually prefer a waterlogged habitat. <3 | ||
PraefektMotus
Germany129 Posts
On May 14 2011 04:28 Ziggy Starport wrote: Do an image search for Bayou or Mangroves. Some trees actually prefer a waterlogged habitat. It's true, these kinds obviously do. However, the map is aiming for a Caribbean kind of vibe with white beaches, soft blue water and lots of palm trees (which don't grow in water). Trees covering water are more reminiscent of swampy and extremely moist jungles. I personally wouldn't put those together, even if there are some real life exceptions where some plants overlap both types of terrain. But then again, that's just my impression, maybe for others this is totally fine. | ||
KYYY
Germany1 Post
do love the water though | ||
LemonyTang
United Kingdom428 Posts
On May 14 2011 06:09 KYYY wrote: This map truly is a nightmare for terran: There is no choke to defend! Your nat is way too open and your main base choke is (i think) as big as on scrap. No way to defend your nat so your only option is rushing. Defending against zerg seems impossible(at least on a map like xel naga you have a small ramp) do love the water though I disagree, the destructible rocks, line of sight blockers as well as the space in the natural compensate for all the entrances - on the contrary, it's a lot harder for zergs to defend. Just like on Tal'Darim, the natural and 3rd both have chokes, but on this the distance between the chokes seems smaller, and leads straight into the natural. It's a cool map, a bit tough to get to grips with at the start... My only complaint is creep tumours look a bit weird, with the top just poking out the water. | ||
TheSaddestPanda
United States61 Posts
| ||
TheGiftedApe
United States1243 Posts
| ||
![]()
iHirO
United Kingdom1381 Posts
![]() | ||
Nightrain
481 Posts
| ||
MajorityofOne
Canada2506 Posts
| ||
Griffith`
714 Posts
| ||
monitor
United States2404 Posts
My concern is that on low graphics, the water looks really weird since its running so fast. Would you consider changing its Run Speed to 0.001? | ||
| ||