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[M] (2) DF Phoenix Cluster - Page 2

Forum Index > SC2 Maps & Custom Games
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moskonia
Profile Joined January 2011
Israel1448 Posts
February 27 2013 12:20 GMT
#21
On February 27 2013 10:19 Fatam wrote:
All maps are that way, at least in HOTS (maybe someone can load Ohana in WOL and see if it's like that there too.. I don't remember).

Unbuildable plates and rocks won't show up under fog of war until you scout them.

I am sorry but that is just wrong, I just checked to be 100% sure and unbuildable plates and normal rocks are visible through the fog of war on normal maps in HotS and in WoL. I guess the rocks on this map don't show because of the reason Gfire mentioned, that the model that is used is the one that you get from the rock tower falling, although it might the reason I mentioned before (that they are set on something else but natural AI).
Fatam
Profile Joined June 2012
1986 Posts
February 27 2013 14:02 GMT
#22
I seem to remember pretty clearly unbuildable plates not showing up until you got down your ramp. Oh well. Good to know, thanks for checking.
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
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 27 2013 15:06 GMT
#23
This issue is that in the Beta editor there were different unbuildable plates and they wouldn't show up. The standard ones do. It was just an editor issue.

I did play this map though and I really don't like the position of the destructable rocks. They seem to be really hard to defend. The other issue is that the map map feels like a one direction "tug-of-war" map where the players just fight in the middle. I'm not really a fan of long skinny maps other than Ohana (which has a lot of action on the sides). It could be that there would be a better reason to leave the middle but right now there isn't unless the game goes beyond three base (which I admit doesn't happen often with me in PvZ, (I like my three base pushes ))

I will try to play more on it though.
SC2 Mapmaker
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
February 27 2013 15:30 GMT
#24
Why did you choose the lava? Its sand, grass, pavement and all sorts of greenery...
KCCO!
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
February 27 2013 17:48 GMT
#25
I think map looks good and can be pretty competitive. Downvote as Protoss, don't wanna do two base timings/all-ins in PvZ, PvP would be blink/msc/no-robo (blame pvp mu not the map here though)

Thanks!
Knowing is half the battle... the other half is lasers.
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 28 2013 14:38 GMT
#26
On February 28 2013 00:30 ihasaKAROT wrote:
Why did you choose the lava? Its sand, grass, pavement and all sorts of greenery...

...and lava.

<3
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
xwoGworwaTsx
Profile Joined April 2012
United States984 Posts
February 28 2013 15:29 GMT
#27
nice name too
KingCorwin
Profile Joined February 2013
United States134 Posts
March 06 2013 15:31 GMT
#28
holy incredible map batman
Corwin#12780
NewSunshine
Profile Joined July 2011
United States5938 Posts
March 15 2013 17:58 GMT
#29
The tileset's legit now, I saw it used in the campaign <3

Anyway, small aesthetic update:
+ Show Spoiler [spoiler] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Mostly just using the new Skygeirr stuff.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
NonameAI
Profile Joined October 2012
127 Posts
March 15 2013 22:16 GMT
#30
looks awesome, but fourth is waaay to easy to take, even if its a partial base its a bit too rewarding. would put 4 minerals, but otherwise, really clever and cool layout and well designed.
hokeypocus
Profile Joined December 2011
United States15 Posts
March 16 2013 13:12 GMT
#31
my comment will address aesthetics, which is what stood out to me at first glance.

my general suggestion would be to spend more time closely observing already successful maps, particularly in the area of blending textures. each 'area' in your map appears to be very starkly defined by texture, which gives a feel somewhat reminiscent of an advanced line drawing. my preference is for maps that more closely 'emulate reality'. i also suggest you take a very close look at maps like akilon flats and ohana to observe how the textures are blended to create a 'non-uniform' and more naturalistic feel. notice how areas of texture flow from one space to another, easing the spatial transition. a second example would be shakuras plateau, where in and around the mains, the textures are blended to give the appearance of the high traffic footpaths that the units would actually travel, which gives the subtle impression that this battlefield has been used for centuries of endless war. check out the mains in daybreak, where 3 tile-sets are used to create separate areas of differing visual granularity, BUT they are seamlessly integrated. this level of attention to detail is one factor which separates the 'average' map from the 'excellent' map and unless one is carefully looking for it, falls below the player's immediate consciousness.
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