[M] (4) Core Delta - Page 2
Forum Index > SC2 Maps & Custom Games |
Walls
United States172 Posts
| ||
Meltage
Germany613 Posts
| ||
Exstasy
United Kingdom393 Posts
great job! | ||
Gfire
United States1699 Posts
I don't really like how there is only a tiny gap on those small ramp areas... I'd rather you could bring a larger group through there, more like on backwater gulch. Especially with rocks in the central area, the pathing is really restricted. On backwater gulch if you have a small force it is easy to go across it but here it's almost never useful, and it's almost always faster to go around. | ||
Meltage
Germany613 Posts
I'll probably won't add that small ramp and rocks to the nat, unless players feel the nat is too safe... can a nat be too safe? @Gfire - That there are few benefits to rotational symetry is not really an argument. Big imbalances beacuse of base layout and such are. Smaller imbalances, some says matters so little, it just demands more skill from the players to adapt. SC2 is still a game with 3 distinct races with balance ever shifting. You could look at a map the same way you look at the races. Different makes more fun, as long as it as balanced as possible, right? Well, that's what I think is worth pursuing here and what I want to achieve with every feature. Thanks for your feedback on the high ground. I supose Backwater Gulch is a valid comparision, but is it a good example of how it should be made? Some would say T and P are imba on that map beacuse of the narrow areas around the nat AND beacuse of that high ground by the third. I thought I rather make a narrow path on high ground that making a hole or a wall, in this case. That it won't be used much is OK I think - it's far better than being abused ![]() Are the destructible rocks by the centre really restricting movement? I mean, you can break them - if they are in the way, well thats how rocks should be used - they shoudl be in the way so you have a good reason to destroy them. The XNT can see if any of the rocks are being destroyed (one feature encourages the use of another feature). Also, the rocks being there encourages players to use the middle more and the shortest path cross positions goes through the middle early game, but once the rocks are destroyed you prob use that path instead. | ||
Meltage
Germany613 Posts
- Remade tileset. Aesthetics are about 40% done (texturing and doodads). - Added a bunch of DSRs to middle (blocking the shortest path) - Added a DSR backdoor to the nat. All points open for feedback and discussion, of course. Nothing is set in stone. BTW - the lack of respne is disturbing ![]() I really want feedback and I don't expect wall-of-text replies, just some elaboration on the topics. | ||
Zaphid
Czech Republic1860 Posts
| ||
Gfire
United States1699 Posts
| ||
Meltage
Germany613 Posts
| ||
Gfire
United States1699 Posts
You can use the data types Terrain Cliff and Terrain Cliff Mesh From viewing the models, it doesn't seem to be tied to that, so it should be able to be done in the editor, but I haven't yet figured out how. | ||
Qegixar
United States46 Posts
Also, to get natural cliffs, use the "same level cliff" tool and make sure that natural cliffs are selected instead of man-made cliffs. By default, the editor does not allow the two types of cliff to touch each other, but if you go to tools->brush->allow cliff merging, this restriction will be removed. | ||
Meltage
Germany613 Posts
It's not the natural cliffs I want, but the avernus manmade cliffs are made for space (as low ground), not ground, so when painting it, there are holes in the ground were the cliffs rise from, as you can see on the overview image. I havn't figured out how to change this and I rather cover the holes with doodads than changing into another manmade ![]() | ||
WniO
United States2706 Posts
| ||
Kinetik_Inferno
United States1431 Posts
On another note it needs about 8 more destructible rocks blocking the expansions before it's blizzard enough to be worthy of the map pool. | ||
WarSame
Canada1950 Posts
| ||
WarSame
Canada1950 Posts
On May 23 2011 01:59 Walls wrote: thanks for the effort you put in this map, but I would like to see less and less of rotational symmetric maps as they improve the effect of luck on the game and that is never a good thing. Rotational symmetry doesn't really affect it when the mains are at the corners of the maps. You would have the exact same with reflected anyways. | ||
Meltage
Germany613 Posts
![]() Peterblue - the natural for the third should be slightly wider open I'm glad you like it and would try it. What is 'the natural for the third'? Do you mean the ramp between natural and third? @ Kinetik_Inferno I feel that this map favors zerg a lot because the zerg can easily take his natural and his third without having to worry about backdoor entrances or openness. Also, the only places where a terran can be an asshole with tanks is on those designated places in the center, and there is no way that tanks can shoot mineral lines freely. I can't help but feeling this is not a thorough analysis of the map. There are features that favours T and P as well. Just analyse the map from those perspectives too. For instance, T has a lot of space behind mineral lines to drop, P have lots of places to proxy pylon. T and P are quite safe early game with small main and nat on higher ground, etc. On the other hand, it is easy to make a map overbalanced for T by making the map too narrow or have too much high ground ... I'm avoiding that, and then it becomes easy to overdo it. Your points are certainly noted. Thanks! On another note it needs about 8 more destructible rocks blocking the expansions before it's blizzard enough to be worthy of the map pool. Please, would you like to elaborate on this? And I'm not even being sarcastic. Must I block all possible thirds to prevent fast 3 bases .. why? Is it really a good thing to 'make a map blizzard enough for ladder'? ![]() | ||
WniO
United States2706 Posts
every map doesnt need to be the same. that small of an entrance is just asking for macrofest 6 trillion and leaves no room for aggression. | ||
Meltage
Germany613 Posts
![]() | ||
WniO
United States2706 Posts
| ||
| ||