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your Country52797 Posts
Not a lot of places I would want to engage, maxed, with a zerg army except outside the nat. Textures are sort of strange...
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I love the look of this map, very unique.
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Looks cool, though I have concerns for the potential ease of setting up a contain outside of someones natural...
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Counter-attacking styles are going to be fun! Can we get some in-game shots?
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woah i really like the colour scheme and overall aesthetics.
my concern is that the ramps to the 9/3 and the 6/12 o'clock bases are too tight, which causes all sorts of difficulty for zerg, both assaulting and defending
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Screens from testgames:
+ Show Spoiler +
edit: added spoiler tag, text (pushed the post button instead of preview) xD
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Wow that looks awesome in-game
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oh man those in game screenshots really show how much the texures make this map feel smaller.
Cool stuff though, if a bit disorientating. I like how the middle expansions are setup.
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Looks sick and very different from what we normally see theme-wise, good job. The forth might be a bit too easy to take though, maybe put some more ramps at the outer sides.
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Well, I never played Polaris in BW so I can't comment on how well this reflects that map. But it looks f'in awesome. I love the color scheme and the textures.
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That texture work is awesome, and I like the 9001 too. :p
Sweet looking map.
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I really like the textures of the map. They're slightly reminiscent of Halo for me, which is a good thing because I always loved Halo's scenery--especially the space ships.
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It looks like an Aim map from CS to me, really like it
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What is this uploaded on/how can I find it? I searched for it (on NA) and couldn't find it TT
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United States10149 Posts
ITS OVER 9000!!! ok joking aside, i love this map. I didn't look at the influence before looking at this map and was astounded by the similarities.
the only problem i have with this is the chokes everywhere. i love the base layouts and everything, just not the corridors. if you could widen them a little, that would be lots of help to zerg.
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Unique texture 
I can't see any doodads?
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Gonna try out this map today.
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This map looks amazing!!! The texture looks incredible!
Edit: Played a few games on it and have to adjust what I said before. The yellow is way too bright. It makes it really hard to see your structures. There are a lot of bits that are just way too bright. It is really distracting. Maybe you should change it to a different time of day (less light) or change the colours. As cool as it looks as a map on pictures, in game it's actually quite strenuous. The terrain is amazing though. Seemed very balanced and had room for a lot of tactical play.
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the white and yellow are way too bright. Maybe if you tone down the lighting or something?
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Sexy textures, reminds me of Portal 
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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.
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dezi
Germany1536 Posts
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:
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Reminds me of mirrors edge for some reason , looks good
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do u all have ur gamma on 1 million or what^^
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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
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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?
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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.
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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
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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.
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Very very very very veeeeery nice textures!
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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.
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United States10149 Posts
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.
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Is there a way to get old classic jungle tileset into sc2, the old map looks nicer.
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Cool looks, reminds me of Portal! I've got to try it.
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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
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