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The Map Art Thread - Page 34

Forum Index > SC2 Maps & Custom Games
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Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 11 2014 16:05 GMT
#661
I'm surprised no one has spoken about this but TheKid you must remove the green omni light doodads from the geysers, those are reserved to rich vespene geysers only.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Big J
Profile Joined March 2011
Austria16289 Posts
December 11 2014 16:30 GMT
#662
On December 12 2014 01:05 Uvantak wrote:
I'm surprised no one has spoken about this but TheKid you must remove the green omni light doodads from the geysers, those are reserved to rich vespene geysers only.

Why restrict something beautiful to a mechanic that is not being used?
SwedenTheKid
Profile Joined July 2014
567 Posts
December 11 2014 17:28 GMT
#663
Poll: Should I keep green omni lights on all the geysers?

Yes (14)
 
56%

No (11)
 
44%

25 total votes

Your vote: Should I keep green omni lights on all the geysers?

(Vote): Yes
(Vote): No

Casual Mapmaker
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 11 2014 17:37 GMT
#664
On December 12 2014 01:30 Big J wrote:
Show nested quote +
On December 12 2014 01:05 Uvantak wrote:
I'm surprised no one has spoken about this but TheKid you must remove the green omni light doodads from the geysers, those are reserved to rich vespene geysers only.

Why restrict something beautiful to a mechanic that is not being used?

Because said mechanic IS used in maps, and when is used it is made clear by the green omni light.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-12-11 19:08:29
December 11 2014 18:47 GMT
#665
On December 12 2014 02:37 Uvantak wrote:
Show nested quote +
On December 12 2014 01:30 Big J wrote:
On December 12 2014 01:05 Uvantak wrote:
I'm surprised no one has spoken about this but TheKid you must remove the green omni light doodads from the geysers, those are reserved to rich vespene geysers only.

Why restrict something beautiful to a mechanic that is not being used?

Because said mechanic IS used in maps, and when is used it is made clear by the green omni light.

Any map besides Atlantis Spaceship that got played and had a high-yield geyser on it? And that was before WCS unified the map-pools. I think this "rule" is a bit artificial at this point.

Edit: Voted yes, but I rather mean to say: do whatever you want with it. People adapted to air blockers in like 2weeks, they'll understand that a normal main base has normal gas geysers. Also so many people play with their settings so low, that they won't even notice the difference between lights and no lights.
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
December 11 2014 19:01 GMT
#666
SwedenTheKid I like it. keep it! Beauty is in the eye of the beholder. I have never seen green omni light doodads from the geyser reserved to rich vespene. Were is the rules and regulations about that? You got my Vote for yes to keep.
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 11 2014 19:31 GMT
#667
Regulations and rules? This is not about regulations and rules, is about clarity and consistency across maps, he could go full JJ Abrams on his map and add green lens flares to his geysers, would it look good/bad? That's irrelevant, the issue is consistency across maps, the bottom line is to get you want your map to be easily understandable to the players/viewers, you won't achieve this by messing around with the consistency we have agreed upon over years of mapmaking here on TL.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
SwedenTheKid
Profile Joined July 2014
567 Posts
December 12 2014 06:58 GMT
#668
Posted the map thread. The lights are in the pics but I will probably remove for publishing version. Thanks everyone for the input. More art and better art to come.
Casual Mapmaker
SwedenTheKid
Profile Joined July 2014
567 Posts
December 14 2014 23:11 GMT
#669
From my map jam entry, Scorched Citadel. Made in a few hours so not very detailed, but i do like the contrasting textures and lighting. [image loading]
Casual Mapmaker
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
Last Edited: 2014-12-18 19:35:25
December 18 2014 19:34 GMT
#670
This is something I did at on my vacation. I need a vacation from my vacation.
More art and better art to come. So say we all!

[image loading]

[image loading]

[image loading]

[image loading]
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
FO-nTTaX
Profile Blog Joined January 2013
Johto5008 Posts
December 18 2014 21:19 GMT
#671
It looks great wargirl. I guess it's not usable as a melee map, but it is some fine work =)
Administrator@FO_nTTaX | FO-nTTaX.de | 0xff0000.dev | Senior Lead Liquipedia Developer
"Nimm es. Es ist nicht viel, aber es kommt von Herzen. Vergiss mich nicht!"
SwedenTheKid
Profile Joined July 2014
567 Posts
December 18 2014 21:48 GMT
#672
Amazing work. Snow drifts are pretty cool.
Casual Mapmaker
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 19 2014 02:38 GMT
#673
Wargirl, that is fantastic. And I think that'd totally work in a melee map (on high powered computers lol)
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
December 19 2014 07:47 GMT
#674
Omg that's really really pretty
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
December 19 2014 17:01 GMT
#675
Thank you guys appreciate the comments although I may say that im horrible a melee layouts but i can definetly make them look good. I always wanted to make a great melee map but always fail on the way. So i just shoot for arcade maps.

More art and better art to come.
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
Coppermantis
Profile Joined June 2012
United States845 Posts
December 19 2014 17:31 GMT
#676
That's absolutely inspiring, Wargirl, totally want to try an environment like that now.
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
December 20 2014 21:13 GMT
#677
Thank you Coppermantis and all you guys are great at commenting on my maps! Let me know if you guys want the map, I will send it just give text.
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
SwedenTheKid
Profile Joined July 2014
567 Posts
December 20 2014 23:52 GMT
#678
wargirl what map lighting are you using for the vacation map pics? I always have trouble finding good lighting and i think what you are using looks really nice
Casual Mapmaker
wargirl
Profile Joined October 2013
Azerbaijan109 Posts
December 21 2014 15:07 GMT
#679
Map light can be a little tricky sometimes the textures and adding another texture from another set can mess it up a bit.

[image loading]
Any piece of knowledge I acquire today has a value at this moment exactly proportional to my skill to deal with it. Tomorrow, when I know more, I recall that piece of knowledge and use it better. ”
LittleMaster
Profile Joined December 2014
Mexico11 Posts
December 22 2014 14:26 GMT
#680
Wargirl maybe you start giving a class on Light alone this is something that can very well make or break a map.
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