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[M] (2) Twin Entangler - Page 2

Forum Index > SC2 Maps & Custom Games
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Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 10 2015 20:57 GMT
#21
Re: Golds. Seeing as I don't see an obvious way to fix the geysers it would be a DQ because we'd never be able to put it on ladder in it's current state.

Re: other stuff. That's all stuff im sure TL strat would home in on as problems with the map so its worth thinking about ways to fix those not DQ, but pppp and still win the game.
Administrator~ Spirit will set you free ~
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 10 2015 23:33 GMT
#22
Can't you just put a single geyser in line with the minerals? Opposite of the rock tower, where there's currently air space.
Cereal
NinjaDuckBob
Profile Joined March 2014
177 Posts
Last Edited: 2015-02-11 00:33:53
February 11 2015 00:33 GMT
#23
Love the aesthetics.

Is that decent-sized terrain behind the 7-1 naturals pathable? I could see a potential issue with large drops if so.

If you can't fix the rush distances, then it might be worth it to make those bases lategame expansions and design them around being such.

Adding rocks somewhere in the rush path might be a big help if you want to retain the spawn points.
NinjaDuckBob ~ Fear the fuzzy!
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 11 2015 00:37 GMT
#24
I spy some texture-bucketing going on. I thought that was Blizzard's thing.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
February 11 2015 16:28 GMT
#25
Plexa: Challange accepted! Thank you for clarifying, I read those suggestions in the competition thread as things Blizzard might want observed but not necessarily TLMC. But surely TLMC would want as many winning maps that also follow those suggestions and are eligible for ladder as possible. So I've gone ahead and reworked those golds and messed around with the blink stalker issue (still looking at it though). The rush distances I'd love to solve but there aren't any solutions that I like. I've tried rocks everywhere but that middle loses something when you add rocks and rocks on the natural ramp might make 2rax vs zerg too powerful. Actually any suggestions would be welcome. But I'll spend some more time tonight to see if I can find a solution.

NinjaDuckBob: I'm tempted to try my luck having my cake and eating it too. It's almost like I'd rather have the rush distance a bit too short than a bit too long, like I like that flavour to a map. We'll see. Glad you like the look.

NewSunshine: You're referring to the way it screws up texturing on the cliffs? I used that tool for the first time ever and now I'm going around trying to paint out all those areas. Won't be doing that again. Good eye if that's what you saw.

Okay, changed the lighting and made a bunch of tweaks mostly revolving around the fact that the golds no longer have high yield gasses but double standard gasses instead. Will look into blink and rush distances a little later and see if I can come up with something cool. Thanks for the tons of feedback everyone.
They're coming to get you, Barbara.
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