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[M] (2) Sandfold- - Page 4

Forum Index > SC2 Maps & Custom Games
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Fatam
Profile Joined June 2012
1986 Posts
October 10 2012 01:27 GMT
#61
Pretty cool, Grats on getting it finished
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
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 10 2012 03:32 GMT
#62
Wow that looks badass. Nice job guys. I will give it a try if I can find someone to play. Want to test out the 3rd for PvZ. I wish the middle was more... dynamic and useful. But that can always be worked on.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2012-10-11 00:36:36
October 10 2012 19:23 GMT
#63
It's published now.
to clarify, the old version was uploaded.
hmmmm didn't mean to have that dash in the title. w.e. :p
ModeratorI am still alive, somehow
TL+ Member
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
October 21 2012 04:59 GMT
#64
Ok, Temp I got to do a nice slow in-game analysis against nothing so I could give you my feedback. The mains are at least 44.6 CC's big. I was able to sqeeze 97 supply depots, 19 CC's, and 28 assorted 3x3 buildings (including the refineries) and there were still a few (15-20?) buildable places where I could have squeezed sensor towers just to fill it in completely. So, I do not know what the consensus is on how big a main can be, but they feel big to me and now you have the numbers on just how big. Should we try a map with a main on the larger side? Are we ready for that kind of metagame change? I don't know. I just know that when we played it seemed to take forever for my worker to get to the ramp.

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.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
RFDaemoniac
Profile Joined September 2011
United States544 Posts
October 22 2012 16:35 GMT
#65
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_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 22 2012 20:31 GMT
#66
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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