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On March 05 2012 15:05 StaY.qL wrote:Okay... that's weird.. ~~ i'll try it again when i'm back home from work. gn8 workaholic Hehe, last night I spent way more time on the banner than on the map itself. XD
I just published 1.0 now (see updated main post), will add replays soon (still haven't received yours, if PM keeps failing just mail it to baumvieh[at]googlemail[dot][com]).
changes in v.1.0 from 0.8- fixed aesthetics/cliffs near fourth base ramps
- thinned out and untangled clumped doodads
- cleaned up and improved textures under 'low' settings
- modified height-map for ocean floor
- readded overlord pedestal near 7 and 1 o'clock bases
- changed lighting to make it look more like blazing hot sunlight
- added more clouds
So... I'm declaring this map finished (for now) and I already have some ideas for another one. Thanks again to everyone who commented so far, I feel like I've learned a lot while making this map and while reading everyone's feedback. Special thanks to Akinokaze for publishing the map in other battle.net regions (if anyone would like to publish it in other, missing regions, please PM me).
If you like the map and if you play it, you can put a smile on my face by sending me your replays which I will then add to the main post.
Now instead of mapping, I'll probably spend the next few days playing the game more and watching the live streams from the IEM.
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I like the setup for the first four bases on this map, but it seems like it's a little hard to get a fifth base, considering the first four are pretty easy, and the center seems pretty cramped. I might simplify the central structures and make them take up less room. A Terran with the high ground and watchtower seems almost invulnerable, with a gold base and a strong map control point. Maybe it would be better to have just one watchtower in the very middle, so there become three important control points instead of only two super-strong control points.
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v1.0 will be uploaded to SEA and NA within an hour or two
Thanks for including my little disclaimer btw Baumvieh. For any one who's interested, my replays show at best low diamond level play (might be good to mention that in the OP) where I don't quite make use of the map. They should be sufficient enough to give a (very) rough idea on how the map could potentially be played out though.
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@Gfire: Thank you for your comment. The center really isn't cramped and it just seems like it is but there is plenty of space for big armies and the gold bases are hard to get/hold. The high ground there isn't very spacey though, so a Terran abusing it as a power position with gazillions of siege tanks isn't possible (they'd also be easy to pick off from there with phoenixes or mutas and I'm sure Zerg and Protoss players are creative enough to find ways of working those positions in their favor). Towers and map control work for any player regardless of race and as it is now, even if one player control both towers, the other player could just sneak in an army through the wide open center which is not covered by them.
+ Show Spoiler [Meanwhile, I have...] +...started working on a new map( Emerald Steel), which will be a 1v1 Melee map as well. The map isn't ready for its' own thread yet as so far, all I have created is a mockup(see below) to find and capture the general mood that I'm going for. The basic idea is that it's going to be a mysterious rocky jungle scenery with big (rusty)steel structures in it. The whole map will be in the form of a long island in a dark wide stream going through the jungle.
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