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On July 09 2011 06:42 WniO wrote: nice soft texturing, cool style, but try and bring more contrast (especially for the rock/dirt area)
Could you tell me how to make the contrast different for dirt?
Also guys just a heads up I will be updating the analyzer and aesthetic pics either tomorrow or monday ^^
Poll added on front page too.
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This map is amazing. Its like a "fixed" and better version of Discord IV.
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Wow, it actually does look similar to Discord IV lol. I made this map not knowing if there was any other like it already ... Guess I lucked out
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Astro Field 0.10 is now released on NA.
~~The overview, screenshots, and analyzer pics are now updated to the current version!~~
Changes
- Textures polished
- Aesthetics polished
- A small opening was added near the XWT's to make it slightly less open, allowing for Terran and Protoss the ability to forcefield, wall-off, and to avoid getting surrounded wholly.
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Tested this vs a masters offracing. Ton of fun, well balanced, even before the changes. Hope this gets some MotM cred.
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On July 12 2011 12:34 FoxyMayhem wrote: Tested this vs a masters offracing. Ton of fun, well balanced, even before the changes. Hope this gets some MotM cred.
I plan to submit it next month if possible
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Wow this is pretty reminiscent of your other two maps combined.
Heres an idea completely out of left wing. What if you can the fourth (bottem left base next to the analyzers thirds) was on the next cliff up with wide ramps to the third and middle and maybe change it to be the gold; then have what is currently the gold (change to normal mins) on the highest cliff with just a wide ramp down to the fourth i was just talking about. Just a wild idea that might have no merit at all. (id do a bmp rough drawing to explain if you want)
On the other hand i think the middle needs to be changed up. There no reason for units to normally go up on the highland in the center and i don't think the path natural gets units to go there. ONly during big battle would you want to grab it by which time it takes too long to setup or get intro position.
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On July 12 2011 16:46 hobbidude wrote: Wow this is pretty reminiscent of your other two maps combined.
Heres an idea completely out of left wing. What if you can the fourth (bottem left base next to the analyzers thirds) was on the next cliff up with wide ramps to the third and middle and maybe change it to be the gold; then have what is currently the gold (change to normal mins) on the highest cliff with just a wide ramp down to the fourth i was just talking about. Just a wild idea that might have no merit at all. (id do a bmp rough drawing to explain if you want)
draw please
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Here
Again this was just a quite brainstorm and may not be fesiable at all. Theres a few things you'd ahve to check like mineral seiging from the the highground to your opponents optional third. The other things would be to make the third (ie top and bottom middle bases) to be safer but lack the ability to expand in the natural direction of the gold if your know what i mean.
Thinking further what if you used this layout and made it into one of those map with two different types of spawn locations.
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Well, I could at least save a separate copy of the map and try it I suppose... I don't see it working well especially since you want to block off the corner expansions entirely.
I am also considering putting a 3rd XWT in the center to give it more meaning. Since it's a larger map for 1v1, I don't see what the problem would be having 3 towers ^^ Any input on this idea?
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Unless the center towers radius was wide enough to see the movement paths its not really worth going to the center to capture over the others tower. I don't know what others think but the center highground is really rather useless. Id rather see something like a xelnaga caverns sized space hole in the center with some interesting doodads to make it look like a space station.
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If you need this on EU lemme know, got a few slots left and not mapping for a long time I think
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@hobbidude: I updated it to 0.11 and put one tower in the center and removed the other two. The center tower makes the high ground more significant (i think), and does cover the outer edges around it where a-moving scouts/armies will be seen.
@ihasaKAROT: I will finish the map first, then we'll see.
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