I like that you don't use soft brushes for artificial textures, looks really nice like this.
[M] (4) ESV Vicious by prodiG - Page 2
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Koagel
Austria167 Posts
I like that you don't use soft brushes for artificial textures, looks really nice like this. | ||
Ruscour
5233 Posts
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EatThePath
United States3943 Posts
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WorldEater
United Kingdom24 Posts
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Enyce
Germany43 Posts
On February 10 2012 15:46 prodiG wrote: That's correct, I'll get it up on EU and KOR tomorrow That's great news, I hope you will also publish your other maps on EU and KOR. As usual a really great looking map, can't wait to play it and get some ingame impressions. I really the idea of an easy to take thrird, but hard to hold/protect against harassment from above. | ||
ZealotKiller
Canada161 Posts
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Dauntless
Norway548 Posts
Some games on Antiga I can warp in from in-base and 5 seconds later, my +1 zealots are at the Zergs 3rd, which can be a bit too strong some times. At least P should have to probe sneak, or push out with zealots to be able to get a pylon up that close. Oh, and I love the use of different tile sets and other aesthetics! Edit: That 3rd lowground base with the 4th above can make for some really interesting plays! Will we see this map in the Korean Weekly soon? :D | ||
Stips
Germany57 Posts
Can Protoss cannons hit mining drones? Or marines in a bunker (+1 range)? Siege tanks? (I'm quite sure they can?) + Show Spoiler + | ||
Irratonalys
Germany902 Posts
how did you create these smooth white lines around the grass textures? | ||
Dauntless
Norway548 Posts
Can be good for Protoss if Zerg decides to take that spot before natural, cause of pylon block. It's kinda like the low ground (non-gold) 3rd on Xel'Naga, you can do some harassment from up there. | ||
eTcetRa
Australia822 Posts
Beautiful aesthetic work aswell, per usual! | ||
monitor
United States2403 Posts
On February 10 2012 22:56 Irratonalys wrote: excuse me if this is not a direct commet about the map (which looks awesome) how did you create these smooth white lines around the grass textures? Those are actually decals. I believe they can be found by searching "decal" in the doodad menu- you just have to take a while to rotate them correctly and place them in line. | ||
MavivaM
1535 Posts
Blizzard mapmakers should be ashamed. About the map balance I am not good enough to suggest anything, sadly. The only question I have is about the Xel'naga towers' range. How far do they reach? How many ways for a land army (let's say spawning position bottom-left) to sneak past an opponent who control 2 of them? | ||
Roxy
Canada753 Posts
Also, terran would really benefit from drop play in the high ground above the third. I think if the minerals at the third were tucked on the main base side instead of away from the main base, that would make it better. I would then suggest adding a second ramp to where the 4th is (in the location that the minerals at the third currently are) I would maybe suggest havint the gas at the nat tucked closer to the main, rather than the space side. mutas are already pretty strong. Easy gas target does not seem necessary. The things i like: The main base is great. lots of room. good ramp size and positioning to the nat. Nat is good, looks like can be blocked with 3 3x3 buildings. I really like the aesthetics of this map. I have always been partial to grass maps. I think spawn positions should always force cross spawn, but up to you. | ||
gCgCrypto
Germany297 Posts
Why would you tie a Hydralisk? it would need 2 years to get out of the Room without Creep enyway ... (Great Map tho and i love all those optic extras! If this aint the next Tournament map i will be sad) | ||
VoirDire
Sweden1923 Posts
On February 11 2012 00:45 Roxy wrote: I dont like it. Seems hard to simultaneously defend a third and your nat. I think zerg woul dbe strong on this map because of that. Also, terran would really benefit from drop play in the high ground above the third. I think if the minerals at the third were tucked on the main base side instead of away from the main base, that would make it better. I would then suggest adding a second ramp to where the 4th is (in the location that the minerals at the third currently are) I think the third might be too easy to hold, as you can hold both the third and the nat from a small area, especially with help from building wall-offs. | ||
Roxy
Canada753 Posts
On February 11 2012 01:10 VoirDire wrote: I think the third might be too easy to hold, as you can hold both the third and the nat from a small area, especially with help from building wall-offs. My primary concern would be mutalisks. If they go mutas, you are not taking a third base on the map the way it is. pain and simple. I disagree that it is too much of an advantage. All of the spaces that you would need to be defending (speaking from a protoss point of view) are about 8 forcefields wide. It is pretty wide open, so it is not like you could expand too agressively or else you would just get over-run | ||
Acritter
Syria7637 Posts
Out of curiosity, have you ever considered messing around with expansion resource counts to see what would happen? We take the 8 blue mins 2 gas as a given, but it might be interesting to see how the game plays out with different combinations. As a high-ranking mapmaker, you're perhaps in the best position to experiment with those values. I'd be interested to see whatever you and everyone else in ESV come up with. Hell, there might even be a way to make gold minerals not only balanced but also beneficial to map design. | ||
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BluemoonSC
SoCal8907 Posts
would be interested to play on it! keep up the great work. (PS: vicious - reminds me of Bebop ![]() | ||
Roxy
Canada753 Posts
i think this would be a good way to support your sponsors (and eventually make you more in demend and receive higher money from sponsors) also, some other guy who i dont remember (so i cant give him credit) suggested adding notes to the loading screen. IE, you would just have text instructions that says: - depot at bottom of ramp - cross positions only hell, you could even put rush distance information on the map as an FYI | ||
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