
[M] (2) Sandfold- - Page 4
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Fatam
1986 Posts
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EatThePath
United States3943 Posts
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The_Templar
your Country52797 Posts
![]() to clarify, the old version was uploaded. hmmmm didn't mean to have that dash in the title. w.e. :p | ||
HypertonicHydroponic
437 Posts
Next item, aesthetics. I realize that you have help for this but... while I think it looks very good from a birds eye view, in-game it feels a bit difficult to navigate the terrain and to tell where certain terrain features begin and end. For the purposes of immersion, say if this were an RPG UMS, I think it might be pretty cool. But for the purposes of a competitive map where clarity is very important, I think the textures around the edges of cliffs need to be more defined for the upper and lower levels, and maybe some trees need to be adjusted so they are not as obscuring as they seem to be. Other than that and the pathing glitch you found in the northern main, I think it has got some pretty interesting features to work with. My only concern I guess is that it seems the amount of circle syndrome feels like it might be kind of big on 5 bases without going to an island. At that point you are probably sitting each at the watchtower waiting for the other to flinch toward the half base (obviously a game WE play together will never get to this stage...). Could be neat though. | ||
RFDaemoniac
United States544 Posts
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The_Templar
your Country52797 Posts
On October 23 2012 01:35 RFDaemoniac wrote: Thanks for the feedback about the upper/lower ground cliff textures. I'll think about how to do this better. I had used some char dirt around the base of the cliffs to try and highlight, as well as using trees, but that wasn't enough, I guess. The glitch in the northern main he mentioned is that smaller units can somehow cliff-jump a small section of cliff between main and natural. | ||
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