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![[image loading]](http://i.imgur.com/5MOfnKR.png)
Size: 168x132 Tileset: Daleem Ark + Hidden Textures + Imported Doodad Textures Spawn Positions: 10, 4 Base Count: 12 Servers: NA, EU
Features: I made the layout pretty quickly, with a highground, wide mineral only third, and a vulnerable lowground gas third. Originally there were four paths going into the lowground third, but it was seen as difficult to hold for Terran players. Features a decently open middle, with some corridor-like pathways stolen from SC2-styled maps. I'm quite happy with the layout.
Artsy: + Show Spoiler +
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Updated with "artsy" pictures.
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Can we get analyzer pics? Also, you need a lot more detail work aesthetically. For example, the texture on the overlord pod in the 4th artsy picture. You have some really good areas where its clear that you spent time getting the texturing right, so the areas where its sloppy look extra bad in comparison. The third looks mineral-only, is that right? And then the 4th is 1-gas?
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If you would look you would see there are multiple overlord pods textured similarly, so he most likely did that on purpose and it looks fine?
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A lot of areas like the middle of the map and outside the natural are very open and uninspiring, while certain areas are needlessly cramped and awkward to navigate. Aesthetically its nice but simply using Purifier World textures won't be enough to make the aesthetics noticeable, some areas could really use some more doodad work.
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On September 05 2015 02:24 SwedenTheKid wrote: A lot of areas like the middle of the map and outside the natural are very open and uninspiring, while certain areas are needlessly cramped and awkward to navigate. Aesthetically its nice but simply using Purifier World textures won't be enough to make the aesthetics noticeable, some areas could really use some more doodad work.
Agreed..
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Originally before I added the Artsy segment I made a note that I didn't feel like I had much room to make artsy areas. I honestly wish there were more Protoss doodads to work with.
Purifier textures are difficult to use due to how easily they tile, which is why some areas look sloppier compared to others, I tried my best to mix some of the textures (the more detailed) to make it look less ugly.
If anyone has suggestions for doodads that could be used to spice up the outsides (I don't want to doodad up the middle), I'd greatly appreciate it.
And yes, the highground third is mineral only, the lowground is gas.
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The main issue is the lay out, I just dont see it working, the only part I seem to like is the outer part where the doodads are, and maybe the main and nat.
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Why wouldn't it work out? The middle is very open and accessible, the highground is a close mineral base because gas would make turtling with tanks too easy. The lowground gas third is holdable against amove Protoss compositions, but not imba to hold with tanks.
The corridors allow for small groups of units (such as vultures, zealots, lings) to harass bases, and those bases are wallable.
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On September 05 2015 02:24 SwedenTheKid wrote: A lot of areas like the middle of the map and outside the natural are very open and uninspiring, while certain areas are needlessly cramped and awkward to navigate. Aesthetically its nice but simply using Purifier World textures won't be enough to make the aesthetics noticeable, some areas could really use some more doodad work. this is for starbow, starbow maps are more like BW maps in that there is generally a high contrast between extreme open spaces and extreme chokes. that's just how the game works.
with lurkers/ravagers/liberators added, and their defensive capabilities and the need for flanking/surrounding them, i actually think this has some potential as a LotV layout.
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I like where this is going, aesthetically. Unfortunately, the aesthetics also make it a bit difficult to tell exactly what's going on as far as layout goes. If we could get an analyzer pic, that would be great. A straight-up overhead shot might help too. But aesthetics are always a very important part of maps for me, and you've got a fantastic start with yours.
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Here's an ana:
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Oh man it freaked out, doesnt even show the mineral fields.
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Awesome!! It's very beautiful texture.
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The analyzer doesn't show the new Mineral Field types, nor the protoss gasses.
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The blue squares are the gasses, not sure why it didn't show the mineral fields.
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Updated the OP with new artsy pictures, as the whole outside of the map got an overhaul, added some decals around the map to make it less bland.
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