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[M] (2) Virtual Battle - Page 2

Forum Index > SC2 Maps & Custom Games
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Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 08 2012 07:31 GMT
#21
Map Update: This time, published in US

[image loading]
Mapmaker of Frost, Fruitland and Bridgehead
KapsyL
Profile Joined November 2011
Sweden704 Posts
July 08 2012 19:00 GMT
#22
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..?)
Jurg Jurg Jurg
KapsyL
Profile Joined November 2011
Sweden704 Posts
July 08 2012 19:01 GMT
#23
Also, could you please upload on EU? I would definetly like to try it out.
Jurg Jurg Jurg
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 08 2012 23:57 GMT
#24
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.
Mapmaker of Frost, Fruitland and Bridgehead
KapsyL
Profile Joined November 2011
Sweden704 Posts
July 09 2012 23:38 GMT
#25
Ok thanks. looking great, good luck sir!
Jurg Jurg Jurg
WhiteKnight
Profile Joined December 2009
New Zealand134 Posts
July 10 2012 00:28 GMT
#26
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.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 10 2012 01:40 GMT
#27
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!
Mapmaker of Frost, Fruitland and Bridgehead
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 10 2012 09:53 GMT
#28
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.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Derpmallow
Profile Joined October 2011
United States33 Posts
July 10 2012 13:57 GMT
#29
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
Profile Joined June 2011
Korea (South)627 Posts
July 10 2012 23:09 GMT
#30
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:
Show nested quote +
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?

You can't make them more glowy, and people complained about being too bright So yeah. Only brighter, not glowier.
If I make it 1 ramp, then siege tanks become way too powerful you see I'll try 2, maybe that'll work better.
Mapmaker of Frost, Fruitland and Bridgehead
uikos
Profile Blog Joined October 2011
United States132 Posts
July 11 2012 00:15 GMT
#31
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!
I'm in love with Hero~
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 11 2012 23:55 GMT
#32
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
Mapmaker of Frost, Fruitland and Bridgehead
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