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On April 27 2012 07:51 TheFish7 wrote:Nice work, sir! You know what the melting snow in the aesthetics really remind me of? The snow tileset in warcraft 2 where all the buildings had melting snow on them. I hope HOTS has snow-covered hatcheries. + Show Spoiler +Will cross-point remain as is or will it also be getting these aesthetics?
Oh man. I miss warcraft 2 
FRB Cross Point will remain as is. ESV Spring is the 8m2g version. They will remain separate.
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Just played it on map of the day. Looks pretty nice. Just wanted to let you know that there's a bug -- you can't place one of your gas extractor buildings on one of the vespene patches. I was playing as protoss, if that make any difference.
Circled in red are the problem geysers: + Show Spoiler +
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Thanks for the info slane, will get on it!
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I truly like the aesthetics. A suggestion wodul be to have the middle high ground stand out some by adding more snow and rock to it.
The CW bases seems quite safe and close to one another, but on the other hand there are plenty of attack paths. I think the middle looks booring, unless you like to see big armies crashing on open plain ground. I see that happen a lot because of the strong position right above the forward third. I would make the middle a bit more narrow and the paths 3 and 9 wider, to promote army movement.
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Thank you for bringing up the concerns and bugs.
ESV Spring is going through some extensive, internal testing and should be available again in about a day. Thanks!
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Gas geysers are still broken at the natural as of yesterday on NA.
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This is a very prolonged update but I am currently investigating why the gas geyser is still not working. Will post updates soon. On a side note, the reason I bring up this map again is because it has been seen as a big potential for a future ladder season. I know public polls mean nothing, but I thought it would also be nice to bring the map forward for people to see it up close and personal if they wish.
Also i'm not entirely sure if it's still published atm, so I will see about that as well.
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Imo the 4th on this map is too easy -- or automatic is more like -- with the 5th base options being very aggressive places to try and hold because of the much increased proximity to the enemy's "easy" bases. That said, it is a perfectly viable standardish map at least to try out, and the rotation of maps on ladder could be much faster than it has been so far. So while I don't think this is a great map for competitive play, it is suitable for the sake of variety at the very least. The aesthetics are a point for variety as well. ^^
Have you been in communication with "official" channels? At the very least this map could replace one of the tiresome 4player holdovers from prior seasons, and most players would be willing not to veto it I think, for a couple seasons.
To be clear, there are probably better maps that could go in ladder (no offense) but I'll take whatever increased ladder turnover I can get.
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The people denying that this is similar to Bel'shir are bonkers, it is indeed very similar. But there's nothing wrong with that. It's basically if you took bel'shir, fixed its main issue by finally putting a damn ramp on the main (lol) and made the middle chasm a highground with ramps instead. The only other difference is the 2 expansions closest to the middle have their backs against that middle highground instead of being against the main. We got a better, more playable map out of it so I think there's nothing to criticize here.
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On July 21 2012 13:13 HeeroFX wrote: looks like ohanna to me
Never heard of ohanna
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On July 21 2012 13:46 IronManSC wrote:Never heard of ohanna Really? It means fammily
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second gases are unable to be built at the naturals
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Do you really need 3 types of green grass? You could use another manmade texture to add variety to the manmade parts of the map.
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On July 25 2012 22:24 Aunvilgod wrote: Do you really need 3 types of green grass? You could use another manmade texture to add variety to the manmade parts of the map.
1 grass texture wouldn't give the "spring" feeling with frozen grass and normal grass ^^
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On July 26 2012 00:43 algue wrote:Show nested quote +On July 25 2012 22:24 Aunvilgod wrote: Do you really need 3 types of green grass? You could use another manmade texture to add variety to the manmade parts of the map. 1 grass texture wouldn't give the "spring" feeling with frozen grass and normal grass ^^
I see, I need to read the whole OP.
Still, I wonder if the same effect couldn´t be accomplished with just two textures or even just one while adding Meinhoff White Sand with low intensity.
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Looking at it without seeing any games on it, a idea might be to put in some rocks between the natural and the third expansion also i'd narrow the path to the third to allow the rocks. Might stop some of these greedy zerg 3 base openings that have become so common place.
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