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[M] (5) Jaded Horizon - Page 2

Forum Index > SC2 Maps & Custom Games
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NsElin
Profile Joined May 2015
2 Posts
May 09 2015 11:42 GMT
#21
Can you press this map to KR Server?
I'd love it, but I can't play because of KR Server.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
May 11 2015 15:55 GMT
#22
On May 09 2015 20:42 NsElin wrote:
Can you press this map to KR Server?
I'd love it, but I can't play because of KR Server.

Jaded Horizon is now available on KR
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
Last Edited: 2015-05-12 01:08:17
May 11 2015 20:47 GMT
#23
Two things.
1: Does the XNT vision range extend at all past the middle high ground?
2: I'm a bit iffy on the dimensions of the air pathing blockers. Not the theory behind them; they're a good idea to have. But the maps strikes me as having a bit deficient air space, unless some of it is being cut off in your screenshot. Would 175x175 or 180x180 bounds and slightly further out pathing wall be an appealing proposition to you?
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
ChopTheHassan
Profile Joined June 2014
35 Posts
May 12 2015 04:42 GMT
#24
I don't really see a reason in not making the natural as high ground with a proper ramp, especially since you only used two out of the available three terrain levels on this map.
HassanChop/
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
May 12 2015 06:00 GMT
#25
On May 12 2015 13:42 ChopTheHassan wrote:
I don't really see a reason in not making the natural as high ground with a proper ramp, especially since you only used two out of the available three terrain levels on this map.

1. using ramps would screw up the symmetry for a 5p map, especially for something as important as the nat choke
2. flat chokes are less awkward to wall than ramps
3. gameplay wise flat chokes pose no problems, a "proper ramp" at the nat isn't any sort of standard for maps.
vibeo gane,
Semmo
Profile Joined June 2011
Korea (South)627 Posts
May 12 2015 12:17 GMT
#26
The press to play thing is kinda cool.
Mapmaker of Frost, Fruitland and Bridgehead
fluidrone
Profile Blog Joined January 2015
France1478 Posts
May 12 2015 13:49 GMT
#27
Awe sum map.
Off topic:+ Show Spoiler +

On May 12 2015 15:00 -NegativeZero- wrote:
Show nested quote +
On May 12 2015 13:42 ChopTheHassan wrote:
I don't really see a reason in not making the natural as high ground with a proper ramp, especially since you only used two out of the available three terrain levels on this map.

1. using ramps would screw up the symmetry for a 5p map, especially for something as important as the nat choke
2. flat chokes are less awkward to wall than ramps
3. gameplay wise flat chokes pose no problems, a "proper ramp" at the nat isn't any sort of standard yet for maps.

If I may, let me add.
"not enough rights"
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
May 15 2015 15:38 GMT
#28
On May 12 2015 05:47 Pontius Pirate wrote:
Does the XNT vision range extend at all past the middle high ground?

It does not - here's an image displaying the range:

[image loading]
Mapmaker | Author of Atlas, Rao Mesa & Paralda
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