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Lucky Charms
by HypertonicHydroponic
Map Overview: + Show Spoiler [90 degree] ++ Show Spoiler [Gameplay angle] ++ Show Spoiler [15 degree] +
Playable Map Bounds: 150x150 (176x184 full)
Additional Notes: There will be a map thread soon, but it will most likely go up after I get the aesthetics improved. There is no texturing to speak of yet but it will come. The destructible rocks are actually more than one set. Each "one" is really ten. They are stacked like in BW so that either a really big army or splash units are needed to break them down. They are not all in one spot, but there are four that are staggered by one tile N/S/E/W on top of a central one, and then another set of five like that directly on top of those at each position. So even though it looks like 8, there are really 80. A bit of trivia: -- Splash units that *can* hit ALL of the rocks at once: Banelings, Archons, Colossus, Hellions, Planetary Fortress, Nukes -- Splash units that *can" hit multiple rocks at once: Mutalisks -- Splash units that need to target fire each rock individually: Tanks, Ultralisks Don't ask me why, it's just the facts. Also, the main (on the high high ground) and natural (base all the way in the corner) are each 8m2g (1500/2500). The thirds/fourths are 6m1hyg (1500/3750). All of the golds are 4m1hyg (1500/3750). I hope that is acceptable for an 8m contest.
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Tanks have a separate damage effect with no splash to use against large targets, so that when they attack a building or something where it will hit a random point of the building, random nearby units won't get damaged. I think the Ultra is the same to fix the bug where you could attack a planetary and kill the repairing SCVs.
It's cool that you're trying out stacked rocks. That's a good idea.
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On April 19 2012 13:09 HypertonicHydroponic wrote:Lucky Charms by HypertonicHydroponic Map Overview: + Show Spoiler [90 degree] ++ Show Spoiler [Gameplay angle] ++ Show Spoiler [15 degree] +Playable Map Bounds: 150x150 (176x184 full) Additional Notes: There will be a map thread soon, but it will most likely go up after I get the aesthetics improved. There is no texturing to speak of yet but it will come. The destructible rocks are actually more than one set. Each "one" is really ten. They are stacked like in BW so that either a really big army or splash units are needed to break them down. They are not all in one spot, but there are four that are staggered by one tile N/S/E/W on top of a central one, and then another set of five like that directly on top of those at each position. So even though it looks like 8, there are really 80. A bit of trivia: -- Splash units that *can* hit ALL of the rocks at once: Banelings, Archons, Colossus, Hellions, Planetary Fortress, Nukes -- Splash units that *can" hit multiple rocks at once: Mutalisks -- Splash units that need to target fire each rock individually: Tanks, Ultralisks Don't ask me why, it's just the facts. Also, the main (on the high high ground) and natural (base all the way in the corner) are each 8m2g (1500/2500). The thirds/fourths are 6m1hyg (1500/3750). All of the golds are 4m1hyg (1500/3750). I hope that is acceptable for an 8m contest.
This map is insanely green >.<
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On April 19 2012 16:38 IronManSC wrote:Show nested quote +On April 19 2012 13:09 HypertonicHydroponic wrote:Lucky Charms by HypertonicHydroponic Map Overview: + Show Spoiler [90 degree] ++ Show Spoiler [Gameplay angle] ++ Show Spoiler [15 degree] +Playable Map Bounds: 150x150 (176x184 full) Additional Notes: There will be a map thread soon, but it will most likely go up after I get the aesthetics improved. There is no texturing to speak of yet but it will come. The destructible rocks are actually more than one set. Each "one" is really ten. They are stacked like in BW so that either a really big army or splash units are needed to break them down. They are not all in one spot, but there are four that are staggered by one tile N/S/E/W on top of a central one, and then another set of five like that directly on top of those at each position. So even though it looks like 8, there are really 80. A bit of trivia: -- Splash units that *can* hit ALL of the rocks at once: Banelings, Archons, Colossus, Hellions, Planetary Fortress, Nukes -- Splash units that *can" hit multiple rocks at once: Mutalisks -- Splash units that need to target fire each rock individually: Tanks, Ultralisks Don't ask me why, it's just the facts. Also, the main (on the high high ground) and natural (base all the way in the corner) are each 8m2g (1500/2500). The thirds/fourths are 6m1hyg (1500/3750). All of the golds are 4m1hyg (1500/3750). I hope that is acceptable for an 8m contest. This map is insanely green >.< If this is your way of asking to texture it for me before the competition -- yes, yes you can. =D
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Map Name: oZz Genesis
Map Author: eTcetRa (feniXsix on battle.net)
Map Overview
![[image loading]](http://i.imgur.com/fTTFf.jpg)
Playable Map Bounds: 152x124
Map thread should hopefully be up to date within an hour, so if you would like to leave a comment please post it on: Map thread
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Map Name: Peaks of Alamar Map Author: wrl Map Overview: + Show Spoiler + Playable Bounds: 108x166
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Map Name: Ruiner Map Author: Samro Playable Bounds: 108x156 Map Overview:
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Map Name: Scorched Highland Map Author: Wiss Map Overview: + Show Spoiler + Playable Map Bounds: 134 x 142 Map Thread: Here
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Wow... good job mapmakers! So many nice maps (at first glance )
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Umbra Divide By: Phried
![[image loading]](http://i.imgur.com/6J5o5.jpg) 132 x 140 Thread
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Autumn Leaves lovablemikey 148x142
+ Show Spoiler [Overview] +
I know every base has gold minerals, but they only look gold. They're regular mineral fields when you mine them. I modified them because the gold ones fit the color scheme of my map better.
The map is still a work in progress, but it's close to being finished and I don't want to miss the deadline.
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On April 21 2012 08:07 lovablemikey wrote:Autumn Leaves lovablemikey 148x142 + Show Spoiler [Overview] +I know every base has gold minerals, but they only look gold. They're regular mineral fields when you mine them. I modified them because the gold ones fit the color scheme of my map better. The map is still a work in progress, but it's close to being finished and I don't want to miss the deadline.
lol mikey you always have a trick up your sleeve. maybe the minerals should be another matching color (green? teal? orange? silver?) that doesn't already represent something to players.
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On April 21 2012 08:41 EatThePath wrote: lol mikey you always have a trick up your sleeve. maybe the minerals should be another matching color (green? teal? orange? silver?) that doesn't already represent something to players. I tried to but I couldn't figure it out! I'm still trying to, but for now they'll have to be gold. I wanted them to be orange.
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On April 21 2012 08:07 lovablemikey wrote:Autumn Leaves lovablemikey 148x142 + Show Spoiler [Overview] +I know every base has gold minerals, but they only look gold. They're regular mineral fields when you mine them. I modified them because the gold ones fit the color scheme of my map better. The map is still a work in progress, but it's close to being finished and I don't want to miss the deadline.
i think u forgot a ramp in the middle. better recheck that
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On April 21 2012 10:01 Terranlover wrote:i think u forgot a ramp in the middle. better recheck that  Ha! I noticed that too. I've since resubmitted the map. Thanks for the heads-up!
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