[M] TPW The Grid - Page 2
Forum Index > SC2 Maps & Custom Games |
RumbleBadger
322 Posts
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G_Wen
Canada525 Posts
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XenoX101
Australia729 Posts
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m3rciless
United States1476 Posts
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eTcetRa
Australia822 Posts
I'd really ignore the people saying this is too similar to other maps. Simply because mapmakers are taking balance to such a fine point where anything that is non-standard - or anything just different - is shot down instantly. And therefore designs get so similar that they all start to look the same, despite different proportions and the little differences that count, Like that little drop location in the main blocked by LOSB's, or high ground near the natural to hide things. People need to start looking at maps and looking at what's different and why it is good, rather than what is similar and then just dismissing the map, as it is getting frustrating going through every map on this forum sub-section and seeing in the first 3 posts someone just bashing its similarities and then not contributing anything beyond that. Rant-off. But I do love the sick visuals on this map I may have stolen some ideas for the map I'm currently working on! (Which is a better version of my last map -.-") | ||
Pocky52
United States463 Posts
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Randomaccount#77123
United States5003 Posts
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Archvil3
Denmark989 Posts
The 3 unit/3 paths sees all only applies to the early game when center has not been taken. When the opponent got that base up you cant put a unit there. It will die most likely. This means you have to move the scouting back a bit to 2 very open chokes which seems very reasonable to me. It does however give excellent vision in the early game and combined with the huge rush distance(it is identical to Daybreak) it makes timing attacks much less effective. This is intentional of course. The map split you describe seems to assume a 6 base vs 6 base scenario and somehow goes through the center bases which confuses me a bit. I am not an expert on all that theory but it strikes me as a bit odd. Now this is how I see the map up to 5 base vs 5 base: It seems to me as the only sensible way to split the map if you take bases and not just shortest drawable line into account. In this scenario we are looking at a lot broader line with a lot more positional options. At 6 base vs 6 base the map becomes rather strange however. There are no ideal positions and distances favors the attacker much more then the defender. Again, beleive me or not, this is intentional. I dont beleive avoiding cirkle syndrome and all that is a good thing. Maps with a perfect split tends to be very stale in the lategame so I like to round off a map with an odd expansion that allows a winning player to take that extra base and to create a more dynamic lategame. Anyways assuming that you are right, and I do agree a bit that the central tower is extremely powerfull, what do you think of these tower positions? | ||
Archvil3
Denmark989 Posts
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monitor
United States2402 Posts
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a176
Canada6688 Posts
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Archvil3
Denmark989 Posts
@a176. I like to have that choke in the center to create some variation in terrain. The areas next to it is wide open and I like to shift between choke and open ground as much as possible so that all races can find an area which is more suitable for them to fight in. | ||
Archvil3
Denmark989 Posts
It looks sick but I'm gonna have to test FPS, visibility and possible distraction to the players first but expect an update within 1-2 days! | ||
FoxyMayhem
624 Posts
If I can comment on one aesthetic part, nice update. The red doodads no longer clash with the other colors in the map. It gave it a rather unappealing, "thrown together" look. You might want to update the OP. | ||
monitor
United States2402 Posts
@iGrok's Lighting: Honestly I don't like it. I think the original is less vibrant in a good way and has kind of a "flat black" look to it instead of being this shiny shopping center-esque helicoptor landing pad. Of course it is up to you though | ||
FoxyMayhem
624 Posts
You may like the flat black, but what is your average spectator going to want most? I think the glowing lines make it much more memorable. | ||
iGrok
United States5142 Posts
The real change is in how units look on the map - they stand out from the terrain, where before they were very hard to see. | ||
lost_artz
United States366 Posts
That being said the texturing you've done does look good, but it doesn't look very Tron-esque. | ||
iGrok
United States5142 Posts
Its more alluding to Tron than actually being tron. Artistic expression and whatnot | ||
Koagel
Austria167 Posts
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