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[M] (2) Sandfold- - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 Next All
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 09 2012 13:55 GMT
#41
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
Moderatorshe/her
TL+ Member
Aunvilgod
Profile Joined December 2011
2653 Posts
Last Edited: 2012-09-09 14:57:35
September 09 2012 14:57 GMT
#42
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.

ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2012-09-09 15:15:07
September 09 2012 15:13 GMT
#43
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)
Moderatorshe/her
TL+ Member
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
September 09 2012 15:23 GMT
#44
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.
You mean I just write stuff here and other people can see it?
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2012-09-09 15:27:01
September 09 2012 15:26 GMT
#45
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?
Moderatorshe/her
TL+ Member
Aunvilgod
Profile Joined December 2011
2653 Posts
September 09 2012 15:33 GMT
#46
I think they are fine.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 09 2012 18:07 GMT
#47
And you can always make them look interesting with doodads
Fatam
Profile Joined June 2012
1986 Posts
September 10 2012 01:26 GMT
#48
Map obviously needs someone to save it from its ugliness, but strategy-wise it seems like a great map.

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.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 10 2012 01:33 GMT
#49
@Fatam
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:
Show nested quote +
On September 09 2012 14:04 Areith wrote:
no doodads?

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.
Moderatorshe/her
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
September 10 2012 01:46 GMT
#50
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.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
September 10 2012 04:51 GMT
#51
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.
vibeo gane,
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2012-09-15 21:35:19
September 15 2012 18:52 GMT
#52
I did some work on the aesthetics today. Here's an update

[image loading]

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.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2012-09-15 18:57:37
September 15 2012 18:56 GMT
#53
On September 16 2012 03:52 RFDaemoniac wrote:
I did some work on the aesthetics today. Here's an update

&#91;image loading&#93;

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 )
Also what part of the map is that? edit: nvm thats the lower right natural
Moderatorshe/her
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 15 2012 20:02 GMT
#54
Cool, I like it!
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
September 15 2012 21:32 GMT
#55
fighting over water holes?
sounds like a good script for a prehistoric african sahara drama :-P

the aesthetics look good so far
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 21 2012 04:52 GMT
#56
More updates Sorry it's been so long since the last post, normally I'd have more time but schoolwork is starting to pick up.

[image loading]

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
Profile Joined June 2012
1986 Posts
September 21 2012 18:10 GMT
#57
Definitely coming along. I've found that noise on low is your friend. Make sure the variability is on 100% (default is 50%) if you want it to be solid yet subtle instead of spotty. Or airbrush/fractal on low might work as well.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 21 2012 20:01 GMT
#58
Oo snazzy :D
Moderatorshe/her
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
September 24 2012 10:12 GMT
#59
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
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 09 2012 23:05 GMT
#60
RFDaemoniac is such a boss.
&#91;image loading&#93;
Moderatorshe/her
TL+ Member
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