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[M] (2) Scars of Aiur - Page 8

Forum Index > SC2 Maps & Custom Games
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Prev 1 6 7 8 9 Next All
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 02 2011 18:36 GMT
#141
the new layout looks really good. i dont like the blue lights in the middle... too much like tal darim
iGrok
Profile Blog Joined October 2010
United States5142 Posts
June 02 2011 18:42 GMT
#142
Yo, please grab some in-game shots on Ultra or Extreme ^^
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 02 2011 19:18 GMT
#143
Here's a few screenshots of a Master/Diamond TvZ today... on ultra.

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
June 02 2011 20:09 GMT
#144
Very nice.

What's with the blue stuff in the middle? It's kinda over-powering in the shots uploaded to the OP.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 02 2011 20:13 GMT
#145
That's kinda just how it is in the export image. Kinda like my other maps where certain doodads would appear awkward.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
iGrok
Profile Blog Joined October 2010
United States5142 Posts
June 02 2011 20:30 GMT
#146
the blue decals look much better in-game. The editor's export function really hates those and always screws them up in overviews.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 02 2011 20:38 GMT
#147
iGrok how do i participate in MotM#6??
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
iGrok
Profile Blog Joined October 2010
United States5142 Posts
June 02 2011 20:40 GMT
#148
See the MotM #6 thread that just popped up :p
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Nurkas
Profile Joined December 2010
United States21 Posts
June 02 2011 20:42 GMT
#149
I really like it. It reminds me of Xel Naga Caverns, but with a more interesting twist. I am worried that it would be to easy to defend the third by placing 2-3 tanks on that ledge, making you immune to any attacks on any of your bases shy of a full on assault.
Antares777
Profile Joined June 2010
United States1971 Posts
June 02 2011 20:44 GMT
#150
This map is seriously amazing. Great job IronManSC!
SidianTheBard
Profile Joined October 2010
United States2475 Posts
June 02 2011 21:15 GMT
#151
Amazing you only released this map 2 weeks ago and to see how far it has come. Also crazy to see this thread has 150 replies on it with people throwing out their suggestions. The map does look very well and I do like that you kept the manmade cliffs by the gold in because seeing them in game they do make it look much nicer. I think I was just basing my opinion on the overview which I didnt think they looked too good, but definitely in game they look much nicer. It's a bummer because I'll be busy this wknd so won't be able to play any sc2 so I can't screw around on this map, but come sunday I'll for sure give this map a try.

About helping, hey it's the least I can do, I'm glad you took some of my ideas and turned it into such a great map. Now since this one is complete, better start your next project and hey, I'll probably draw up some ideas for you in that one as well.

Good job, IronMan & Good luck with future projects!
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.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 02 2011 21:48 GMT
#152
Thanks. My next project won't be ready for quite some time, but when I feel it's time to reveal it, I certainly will.

Hopefully now this map has a good shot at the CraftCup map pool entry
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
GUImperfect
Profile Joined April 2011
Guam23 Posts
June 03 2011 08:02 GMT
#153
IronManSC
I'm here to say that your map is
+ Show Spoiler +
8/10 nice work

¯\_(ツ)_/¯
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 03 2011 08:13 GMT
#154
the map textures still need to have more contrast. right now its hard to tell the main for the rest of the map, (besides the highground.) The easiest way to do that is to "outline" the map where certain areas have dark>light from the outside in.
+ Show Spoiler +
[image loading] here, i chose dark textures on the outside followed by red to orange to yellow. dark > light. you can also do reverse or be original... but atm the map just feels patched.

always look to blizzards maps first if you want to learn. (they generally have the most polished textures.) and are easy to follow.
lefix
Profile Joined February 2011
Germany1082 Posts
June 03 2011 08:33 GMT
#155
haha i have to disagree, blizzard texturing is 9 out of 10 times absolutely horrible. there are rare gems like district 10 but most maps look like the creator didn't give a fuck. combining styles that don't mix well, having sloppy transitions, etc.
Map of the Month | The Planetary Workshop | SC2Melee.net
Gfire
Profile Joined March 2011
United States1699 Posts
June 03 2011 14:28 GMT
#156
I think it is very rare to find a user-made map that has as good of texturing as the Blizzard maps. They're professionals for a reason. I have to side with WniO on this one.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 03 2011 16:54 GMT
#157
I am just not seeing how or why it's difficult for you to see the main bases. They're clear to see IMO, and from what you're asking me you're saying I should reverse the texturing on the main, making it dark to light going to the middle?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Gfire
Profile Joined March 2011
United States1699 Posts
June 03 2011 17:03 GMT
#158
I think you should just push the grass up right to the cliffs.
all's fair in love and melodies
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 03 2011 17:30 GMT
#159
I outlined the main with rock and grunge. Pushing the grass up to the edge only makes it look more blended with the other bases.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 03 2011 17:32 GMT
#160
well, you have the main at a good start,, it looks like youve lighted up the edges which is perfectly fine. (lost temple has a light>dark) its just that i think the map has too many of the same textures on all cliff levels. for instance if we look at steppes of war...
+ Show Spoiler +
[image loading]
Each cliff level has 3 very distinct styles. Temple like elevated bases, dark middle bog area and the naturals/gold areas have a nice plains look. Its VERY easy to tell what is going on in this map. if you look at the natural/golds the textures go from light green to dark green to dirt and is all done with great care. imo you just need to make each cliff level or area pop out more. (though you did a great job with the arcs surrounding the golds with the brown texture wrapping around.)
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