On September 09 2012 14:04 Areith wrote:
no doodads?
no doodads?

me suck at aesthetics
On September 09 2012 18:15 ArcticRaven wrote:
Doodads are for weaklings.
Doodads are for weaklings.
Or this :D
Forum Index > SC2 Maps & Custom Games |
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The_Templar
your Country52797 Posts
On September 09 2012 14:04 Areith wrote: no doodads? ![]() me suck at aesthetics On September 09 2012 18:15 ArcticRaven wrote: Doodads are for weaklings. Or this :D | ||
Aunvilgod
2653 Posts
You should cut that connection to the center highground imo. | ||
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The_Templar
your Country52797 Posts
On September 09 2012 23:57 Aunvilgod wrote: You should not have connected the highground at the third with the highground in the center. Now you can push with tanks while being on that highground which makes it imba. What made the first versions great was the fact that in order to siege up on that highground you had to push far into the nat/third which made you very vulnerable. You should cut that connection to the center highground imo. I will consider that in future versions.. I'm not entirely sure that it's that bad though. Edit: No, actually, I agree, it does look pretty difficult to cope with that (can't get a decent flank unless you use drops/nydus to get to other side) | ||
shizaep
Canada2920 Posts
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The_Templar
your Country52797 Posts
On September 10 2012 00:23 shizaep wrote: 1 by 1 pixel cliffs? I think they look quite awkward. I agree that it is a good place for them but they definitely should be a little bit bigger, imo. Otherwise, they don't really accomplish their role of choking up the middle a tiny bit and they look a tad unnatural. Will fix imminently. I had originally considered them to be sufficient for the task, but I guess not? | ||
Aunvilgod
2653 Posts
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RFDaemoniac
United States544 Posts
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Fatam
1986 Posts
Those little nubs in the middle that some people are complaining about - I'm guessing those are overlord spots? If so, I don't know if theyre 100% effective as that since if you have 1 of the XNTs you will have vision of that highground and a marine or something could pick off the overlord. This is super nitpicky but I think the outside edges of the main (facing the edges of the map) could probably be brought in a little bit, [it's hard to tell for sure w/out opening it in the map editor but] those mains seem overly large. | ||
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The_Templar
your Country52797 Posts
On September 10 2012 10:26 Fatam wrote: Map obviously needs someone to save it from its ugliness, but strategy-wise it seems like a great map. On September 09 2012 22:55 The_Templar wrote: me suck at aesthetics Those little nubs in the middle that some people are complaining about - I'm guessing those are overlord spots? If so, I don't know if theyre 100% effective as that since if you have 1 of the XNTs you will have vision of that highground and a marine or something could pick off the overlord. Those are to break up space in the center of the map. They are not incredibly effective but they.. work well enough. This is super nitpicky but I think the outside edges of the main (facing the edges of the map) could probably be brought in a little bit, [it's hard to tell for sure w/out opening it in the map editor but] those mains seem overly large. They are a pretty standard size; anyway, the mineral line positioning diminishes the amount of buildings that are actually placable in the main. | ||
Fatam
1986 Posts
Those are to break up space in the center of the map. They are not incredibly effective but they.. work well enough. Oh ok. Maybe it would look better as a chasm instead of a nubby highground? And if you don't think theyre effective why not increase their size by a square or two? They are a pretty standard size; anyway, the mineral line positioning diminishes the amount of buildings that are actually placable in the main. Fair enough. They probably looked big to me because the last few weeks I was staring at a main that was purposely undersized. | ||
-NegativeZero-
United States2141 Posts
On September 10 2012 00:23 shizaep wrote: 1 by 1 pixel cliffs? I think they look quite awkward. I agree that it is a good place for them but they definitely should be a little bit bigger, imo. Otherwise, they don't really accomplish their role of choking up the middle a tiny bit and they look a tad unnatural. They'd probably look better if they were artificial cliffs, like small structures or exhaust vents or something. | ||
RFDaemoniac
United States544 Posts
![]() ![]() The idea is that each of you has a water hole that you're trying to protect/take from the other person behind your mains. The trees near the waterhole are more alive, and as you get towards the center of the map things become more barren and dead. I'd also sort of like to do different aesthetics on each side, but haven't though of a good deal to go with this dead sort of brink of life look. Something lush and wonderful could be cool, but I'm not sure... Any ideas? EDIT: I was also going to play around with lighting. I recently discovered how to do some subtle powerful things while working on one of my own maps. EDIT 2: This screenshot is of the corner of the main/natural in the lower right. | ||
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The_Templar
your Country52797 Posts
On September 16 2012 03:52 RFDaemoniac wrote: I did some work on the aesthetics today. Here's an update ![]() ![]() The idea is that each of you has a water hole that you're trying to protect/take from the other person behind your mains. The trees near the waterhole are more alive, and as you get towards the center of the map things become more barren and dead. I'd also sort of like to do different aesthetics on each side, but haven't though of a good deal to go with this dead sort of brink of life look. Something lush and wonderful could be cool, but I'm not sure... Any ideas? Thank you :D The aesthetics look very nice; I think that it would be fine to have the same aesthetics on both sides. (I still suck at aesthetics so I can't really help much ![]() | ||
EatThePath
United States3943 Posts
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Fatam
1986 Posts
sounds like a good script for a prehistoric african sahara drama :-P the aesthetics look good so far ![]() | ||
RFDaemoniac
United States544 Posts
![]() ![]() I'm not completely happy with the texturing yet, and while I like the trees it still feels a little barren. I'm probably going to try adding some bones and rocks. The most out of place texture right now is the char dirt, but I really like the accent it provides. Perhaps I should use it a little more subtly. | ||
Fatam
1986 Posts
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The_Templar
your Country52797 Posts
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Fatam
1986 Posts
I'm not completely happy with the texturing yet, and while I like the trees it still feels a little barren. I'm probably going to try adding some bones and rocks. Putting little rocks/bones/bushes and disabling the doodad footprint so they don't mess with pathing can help fill things out if it's a barren/wastelandy landscape. imo anyway | ||
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