![[image loading]](http://i.imgur.com/Z6AGL.jpg)
[M] (2) Virtual Battle - Page 2
Forum Index > SC2 Maps & Custom Games |
Semmo
Korea (South)627 Posts
![]() | ||
KapsyL
Sweden704 Posts
Also i wonder, how big are ramps @the ends of the middle highground? I figure its more then 1 forcefield but i wonder if it could be better with a slightly bigger ramp? (For bigger units like ultralisks and thors sake..?) | ||
KapsyL
Sweden704 Posts
| ||
Semmo
Korea (South)627 Posts
On July 09 2012 04:00 KapsyL wrote: Could you please give some information on what you have updated? It might be me being tired but I cant see much diffrence? Also i wonder, how big are ramps @the ends of the middle highground? I figure its more then 1 forcefield but i wonder if it could be better with a slightly bigger ramp? (For bigger units like ultralisks and thors sake..?) Center thirds have been put to higher ground, meaning level 2. The center is now a big cliff at level 3. At the end of middle highground? I think 3 or 2 forcefield wide. | ||
KapsyL
Sweden704 Posts
| ||
WhiteKnight
New Zealand134 Posts
| ||
Semmo
Korea (South)627 Posts
On July 10 2012 09:28 WhiteKnight wrote: Looks like a cool map, would love to try it. Only problem is a Zerg player might as well GG at the beginning as Zerg have the obvious advantage out in the open and there are no obvious open areas where Terran/Toss have the advantage at chokes. Actually some of the areas might not be too bad but toss and terran can always fall back to the choke. Isn't that with every map? Cloud kingdom, people engage at chokes, they back up to the chokes Ohana not so much Daybreak, there's that dynamic at the natural to third and to the center. I guess the map could be more open, thanks for the feedback! | ||
OxyGenesis
United Kingdom281 Posts
As for the aesthetics, I originally didn't like them very much but they are growing on me. You could perhaps try messing with the specular in the lighting to make it more 'glowy'? Not sure about the fog colour either. | ||
Derpmallow
United States33 Posts
On July 10 2012 18:53 OxyGenesis wrote: The 2 low ground 'dimples' in the top right and bottom left seem fairly useless. In fact, I don't really see why anyone would go anywhere near the top right and bottom left, those areas don't really have much in them. As for the aesthetics, I originally didn't like them very much but they are growing on me. You could perhaps try messing with the specular in the lighting to make it more 'glowy'? Not sure about the fog colour either. I think the point of them is to make those corner bases more viable, due to the positional disadvantage that comes with attacking up a ramp like that. With that said, though, it seems like the number of ramps in the center circumvents that, and might actually make taking bases too difficult. Maybe it wouldn't hurt to bring that trio of ramps down to just two ramps, or even just one? | ||
Semmo
Korea (South)627 Posts
On July 10 2012 18:53 OxyGenesis wrote: The 2 low ground 'dimples' in the top right and bottom left seem fairly useless. In fact, I don't really see why anyone would go anywhere near the top right and bottom left, those areas don't really have much in them. As for the aesthetics, I originally didn't like them very much but they are growing on me. You could perhaps try messing with the specular in the lighting to make it more 'glowy'? Not sure about the fog colour either. The Yellow Boxes show unpathable terrain, meaning that you have to go through the dimple if you want to get to the corner bases as the attacker, which gives you some defensive capabilities if you get there in time - I'll look for better uses of space, though. Thanks. On July 10 2012 22:57 Derpmallow wrote: I think the point of them is to make those corner bases more viable, due to the positional disadvantage that comes with attacking up a ramp like that. With that said, though, it seems like the number of ramps in the center circumvents that, and might actually make taking bases too difficult. Maybe it wouldn't hurt to bring that trio of ramps down to just two ramps, or even just one? You can't make them more glowy, and people complained about being too bright ![]() If I make it 1 ramp, then siege tanks become way too powerful you see ![]() | ||
uikos
United States132 Posts
| ||
Semmo
Korea (South)627 Posts
On July 11 2012 09:15 uikos wrote: oh my god xDDD ahahaha regardless of map base locations, etc, this is totally what I imagine playing starcraft under the influence of LSD looks like. ahaha oh my god. xD this is brilliant. great job great job! O.O | ||
| ||