![[image loading]](http://i.imgur.com/hUaGFMX.jpg)
Not to much of a difference but mains are larger, and optional 4th is farther away. I must also note that the clockwise 3rd is also an option. Usually not preferable though. Last post for now.
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
SwedenTheKid
567 Posts
![]() Not to much of a difference but mains are larger, and optional 4th is farther away. I must also note that the clockwise 3rd is also an option. Usually not preferable though. Last post for now. | ||
moskonia
Israel1448 Posts
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SwedenTheKid
567 Posts
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Asindee
France26 Posts
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moskonia
Israel1448 Posts
Overall pretty nice. I like the middle, seems like it would be very interesting. As the map is so big, some watch towers could help minimize the effort it takes to control the map. 2 towers are probably fine, although 4 could also be justified imo (2 in mid, 2 at sides). | ||
SwedenTheKid
567 Posts
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SwedenTheKid
567 Posts
+ Show Spoiler + | ||
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The_Templar
your Country52797 Posts
On December 07 2014 13:01 SwedenTheKid wrote: Ok, so new kinda imba map gimmick. Not quite the best execution but hopefully I can work it out. Basically Rock Tower Dominos, that can create a block between the optional free natural and the main. I thought this might hurt zerg, but if the enemy kills the towers, and the defensive player doesn't take the free natural in favor of the normal natural, he now has 2 rocks blocking his backdoor. If the zerg player doesn't take the in-base, he can still get a 3rd base pretty easy. + Show Spoiler + Confused. If you kill either rock tower, rocks will cover the back door ramp? That's sort of cool. The rest of the map feels a bit rushed, though. I'm not sure what you're trying to accomplish with the center. First of all, remove the gold minerals from the main unless you have a heck of a reason to have them there. ![]() The islands between the vertical mains feel too large. You could make them smaller and add attack paths through there, since the only attack path is through the center right now. | ||
SwedenTheKid
567 Posts
Yeah, If one tower falls the other one does as well. And yeah, the map isn't close to being done. | ||
SwedenTheKid
567 Posts
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OtherWorld
France17333 Posts
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SwedenTheKid
567 Posts
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-NegativeZero-
United States2141 Posts
On December 09 2014 16:51 SwedenTheKid wrote: Ugh, yeah. I forgot to redo to mineral lines. Probably should just copy-paste some from blizzard maps. Map bounds is 144x144 so the mains might look bigger than they really are. I also disfavor larger mains. Any maps I could reference for making the nat entrance preferable? Otherwise I don't see to much reason to redo it. Anyways thanks for the feedback. Actually community maps (at least from the most experienced mapmakers) tend to be better about gas efficiency than blizzard maps I think. Blizzard likes to use one particular resource formation that causes one of the geysers to be quite inefficient. | ||
OtherWorld
France17333 Posts
On December 09 2014 16:51 SwedenTheKid wrote: Ugh, yeah. I forgot to redo to mineral lines. Probably should just copy-paste some from blizzard maps. Map bounds is 144x144 so the mains might look bigger than they really are. I also disfavor larger mains. Any maps I could reference for making the nat entrance preferable? Otherwise I don't see to much reason to redo it. Anyways thanks for the feedback. I don't have any specific map in mind, but any map with a nat choke that is close enough to be covered by the natural hatchery's creep is a good example. | ||
Xenotolerance
United States464 Posts
![]() Many screenshots of texturing in progress: + Show Spoiler + | ||
SwedenTheKid
567 Posts
Like the textures. I assume the map isn't cross spawns. If it was it would be quite big. | ||
SwedenTheKid
567 Posts
![]() Edit- No blending yet of course. | ||
Xenotolerance
United States464 Posts
On December 10 2014 09:15 SwedenTheKid wrote: @xeno Like the textures. I assume the map isn't cross spawns. If it was it would be quite big. It's all spawns. Cross distance is big but not too big, about 47 seconds nat to nat. Map is 156x156, Nimbus sized. As for your new one, I loove figure 8 / backdoor base layouts. The back door collapsible tower is a great idea and I'm interested to see how it plays. Other stuff, the back door base is kind of an odd shape. I recommend making that a 4-wide ramp with two rocks on it, and bringing the ramp a bit closer to the base so there's a wider space for defense. The top right generally needs refining - right now there's no particular reason to take an army into that huge open space, since the space doesn't help you defend or attack and the watchtower doesn't really see anything aside from said open space. Maybe switch the rocked ramp with the pod, make it a 3-wide ramp, and make that colossal ramp a bit smaller. Plus the non-standard mineral lines probably should just be standard, there's not really any reason to have them be non standard there. Textures look good. I'm excited to see where it goes! | ||
Coppermantis
United States845 Posts
On December 10 2014 11:12 SwedenTheKid wrote: Redoing the textures. Other version was just to strange to play on. Thoughts? ![]() Edit- No blending yet of course. I quite like these new textures. Even without blending, it looks very nice. | ||
SwedenTheKid
567 Posts
![]() ![]() Will probably lower foliage levels later. Its just for the Art Thread right now. | ||
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