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On June 16 2012 16:20 GDR wrote:How cool would it be if you went all Dualsight on this map, and made each corner reflect the elements. You could name it Quadsight!  I like the map a lot, but the middle bridges look maybe a bit narrow? I might just be a bit decived by the picture though. That would be really cool, but sadly there is no way you can utilize that many different textures on a single map.
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On June 16 2012 16:20 GDR wrote:How cool would it be if you went all Dualsight on this map, and made each corner reflect the elements. You could name it Quadsight!  I like the map a lot, but the middle bridges look maybe a bit narrow? I might just be a bit decived by the picture though. Unlike WarCraft III, for some reason the editor only supports 8 textures in your blend and 3 cliff levels in total, I have no idea why because in WarCraft III it was infinite.
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Edited the corner expands, i moved the ramp, enlarged the highground area and now the rocks are unnecessary
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Close air naturals huh? Don't think we can have close air anything in HotS if the tempest stays like it is....
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On June 16 2012 22:44 MichaelDonovan wrote: Close air naturals huh? Don't think we can have close air anything in HotS if the tempest stays like it is....
hopefully we are still in WoL so that doesn't matter
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Australia822 Posts
On June 16 2012 20:37 SiskosGoatee wrote:Show nested quote +On June 16 2012 16:20 GDR wrote:How cool would it be if you went all Dualsight on this map, and made each corner reflect the elements. You could name it Quadsight!  I like the map a lot, but the middle bridges look maybe a bit narrow? I might just be a bit decived by the picture though. Unlike WarCraft III, for some reason the editor only supports 8 textures in your blend and 3 cliff levels in total, I have no idea why because in WarCraft III it was infinite.
Challenge accepted.
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This looks good. Gonna have to try it out.
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The artwork is nothing short of amazing! Great job!
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Seems like the third might be a bit easy to defend, only two attack paths, one from the natural that could easily be walled off. Other than that, an excellent map. Nice job.
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I enlarged the two middle bridges by one forcefield size and added two small bridges on the edges to give more possibilities of paths, this makes close position distance shorter but it's still fine (114) and it makes the lowground area at the bottom of nat and third ramp more attractive to place your army. I removed a lot of the fog too, i didn't realize how thick it was.
I'll change map analyzer pictures later.
Oh and i added many replays in the op post, they are not top level of play but they can show some features of the map. Note that some of the replays are on older version of the map (2 middle bridges, rocks on corner expands)
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Marauder hellion timing in close positions is going to be brutal with the new bridge. You could probably think of other examples. But I think that's okay, players will just have to be less risky in close positions.
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Least you shortened the name this time.
Mains look really awkwardly spaced. It looks hard to fit buildings around in there. Mostly the 9 and 3 bases for Terran. I might be wrong on this since I haven't actually played it and I'm just guessing by the pic.
At the top left and bottom right, I think you should connect the two high ground areas.
Looks really good. Keep up the good work.
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Why does the green third not have a lollipop handle?
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There are some defensive features around the natural to defend or delay attack so i think it would be fine. Note that nat to nat distance isn't that short in close positions. (111, not 114 like i previously stated)
The size of the main is large enough 36CC to fill it with many buildings I won't connect the highground in the corners because it will make third to third distance too short.
Minor update: - Added unpathable level 1 terrain between naturals to limit the fps drops in these areas. - Added new map analyzer pictures. - Added some aethetics pictures with the newest version
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Hey great work Superouman, you already have a solid rep on the forums, and your CK is one of the most played maps 
Undoubtably you've rightfully earned your rep, and you keep making awesome layouts and Aesthetics.
I borrowed some of your layout ideas on minerals from CK, hope you dont mind.
I was thinking about one thing on this map, is it intentionally that the middle 4th is this exposed to the nat?
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On June 15 2012 21:01 Aunvilgod wrote:Show nested quote +On June 15 2012 19:51 Superouman wrote:On June 15 2012 09:07 PandaZerg wrote: looks gooD! Especially for 2v2. You remembered me that i didn't do the team placement for 2v2, thx. On June 15 2012 19:51 Aunvilgod wrote:On June 15 2012 19:34 Superouman wrote: This is not a troll map, it's very serious T.T To everyone playing the map, i'm going to make a replay section in the map thread so please send me the replays if you want to. These aesthetics are... not serious for a future battlefield. :D Do you want me to do a boring full bel'shir deco? I don´t want you to do anything. Love your map, I was just pointing out that it has funny decals. Read this as Bel'shir Disco.
...goddammit, this needs to happen.
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On June 17 2012 16:39 eTcetRa wrote:Show nested quote +On June 16 2012 20:37 SiskosGoatee wrote:On June 16 2012 16:20 GDR wrote:How cool would it be if you went all Dualsight on this map, and made each corner reflect the elements. You could name it Quadsight!  I like the map a lot, but the middle bridges look maybe a bit narrow? I might just be a bit decived by the picture though. Unlike WarCraft III, for some reason the editor only supports 8 textures in your blend and 3 cliff levels in total, I have no idea why because in WarCraft III it was infinite. Challenge accepted.
Uhm maybe im stepping on someones toes here.. but.. from my knowledge, you can make a total of 5 cliff levels, depending on what level cliff you choose to start building from.
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On June 28 2012 00:00 Guardian85 wrote:Show nested quote +On June 17 2012 16:39 eTcetRa wrote:On June 16 2012 20:37 SiskosGoatee wrote:On June 16 2012 16:20 GDR wrote:How cool would it be if you went all Dualsight on this map, and made each corner reflect the elements. You could name it Quadsight!  I like the map a lot, but the middle bridges look maybe a bit narrow? I might just be a bit decived by the picture though. Unlike WarCraft III, for some reason the editor only supports 8 textures in your blend and 3 cliff levels in total, I have no idea why because in WarCraft III it was infinite. Challenge accepted. Uhm maybe im stepping on someones toes here.. but.. from my knowledge, you can make a total of 5 cliff levels, depending on what level cliff you choose to start building from. I believe each cliff type can contain only 4, and the lowest one (at least on existing cliff types) is impassable.
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On June 27 2012 14:32 sob3k wrote: Why does the green third not have a lollipop handle?
I asked him this a couple days ago on skype and he refused to give an explanation D: He just sat there quietly looking at me...
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On June 28 2012 00:19 IronManSC wrote:Show nested quote +On June 27 2012 14:32 sob3k wrote: Why does the green third not have a lollipop handle? I asked him this a couple days ago on skype and he refused to give an explanation D: He just sat there quietly looking at me...
xD I removed the stick so it doesn't look like the tree symbol next to the third
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