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[M] (2) Neo Polaris - Page 2

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 All
Quotidian
Profile Joined August 2010
Norway1937 Posts
December 12 2011 18:15 GMT
#21
the white and yellow are way too bright. Maybe if you tone down the lighting or something?
sambour
Profile Joined September 2010
Canada62 Posts
December 12 2011 21:30 GMT
#22
Sexy textures, reminds me of Portal
thenexusp
Profile Joined May 2009
United States3721 Posts
December 12 2011 21:47 GMT
#23
When I saw the thread title I thought it was going to be a remake of Polaris Rhapsody. But Bloody Ridge is pretty cool too.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
December 12 2011 21:52 GMT
#24
Well, the map is way to bright ingame for me as well. It's also kinda hard to tell the cliff levels on the minimap due to the same texture style used all over it. Also found a texture bug as well:
[image loading]
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
diLLa
Profile Joined November 2010
Netherlands247 Posts
December 12 2011 22:37 GMT
#25
Reminds me of mirrors edge for some reason , looks good
Mereel
Profile Joined February 2010
Germany895 Posts
December 12 2011 23:12 GMT
#26
do u all have ur gamma on 1 million or what^^
TPW Mapmaking Team
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
December 12 2011 23:51 GMT
#27
do u all have ur gamma on 1 million or what^^

Have you played on it? It's really confusing.
This is constructive criticism - fix this and this map is sweet to go
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10377 Posts
December 13 2011 00:01 GMT
#28
looks really sexy sexy

i look at the BW map tho i wonder how you're supposed to get a third? or is it more of one of those genius maps where the pathing/architecture gives you enough safety?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Idianci13
Profile Joined May 2011
United States39 Posts
December 13 2011 07:23 GMT
#29
Awesome looking, gameplay wise, I think there needs to be another path to a third base. Would be hard for Toss/Terran to hold 3rd base and natural without splitting up their army too much. Not to mention the distance from 3rd base mineral line to natural mineral line is quite long by ground and very short by air, making Mutas very good for harassment.
I'm only here to help you. But I really don't want to.
Mereel
Profile Joined February 2010
Germany895 Posts
December 13 2011 13:17 GMT
#30
On December 13 2011 16:23 Idianci13 wrote:
Awesome looking, gameplay wise, I think there needs to be another path to a third base. Would be hard for Toss/Terran to hold 3rd base and natural without splitting up their army too much. Not to mention the distance from 3rd base mineral line to natural mineral line is quite long by ground and very short by air, making Mutas very good for harassment.

i see it like that:
a little further away third = saver (means in this case a double ramp which you can easily block with cannons or buildings)
a closer third = more open like on daybreak

and yes mutas will be strong here
TPW Mapmaking Team
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
December 13 2011 14:21 GMT
#31
Didn't play against Zerg on this map so I missed that. I agree, mineral lines from 2nd and 3rd are to close by air and too far by ground. This is Muta heaven, especially with all the dead space at the edges.
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
CycoDude
Profile Joined November 2010
United States326 Posts
December 14 2011 12:14 GMT
#32
spiffy textures.
enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
December 14 2011 12:44 GMT
#33
Very very very very veeeeery nice textures!
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
L4mppu
Profile Joined October 2011
Finland40 Posts
December 14 2011 14:02 GMT
#34
I played the map and it was awesome! JOJOsc2news i disagree you map weren't too bright imo just perfect. I'm not any pro player so I can't say much about balance but it seemed very balanced.
EventHorizoN
Profile Joined December 2010
Germany101 Posts
December 14 2011 22:33 GMT
#35
I love it!
Urlacher
FlaShFTW
Profile Blog Joined February 2010
United States10516 Posts
December 15 2011 00:41 GMT
#36
If everyone is going to complain about the dead space, you should add a lot more space to the mains so it looks like the bloody ridge map where vs mutas, people can but turrets/cannons in between their bases due to the main config of NBR.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
dc302
Profile Joined December 2010
Australia576 Posts
December 15 2011 02:05 GMT
#37
Wow I like the textures!
...
Gene(S)is
Profile Joined May 2010
Sweden419 Posts
December 15 2011 10:12 GMT
#38
Is there a way to get old classic jungle tileset into sc2, the old map looks nicer.
For the swarm
sCnDiamond
Profile Joined January 2011
Germany340 Posts
December 15 2011 10:40 GMT
#39
Cool looks, reminds me of Portal! I've got to try it.
formerly spinnaker.
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-15 17:29:29
December 15 2011 17:29 GMT
#40
i made it a little less bright overall, also removed the texture bug on the borders.

here is a picture that shows the air space behind the mains and the area between main and third.
i think only in the blue area flying units could actually hide from taken dmg. seems ok to me

[image loading]
TPW Mapmaking Team
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