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Beneath the Ice
![[image loading]](http://i.imgur.com/yQR1G.jpg)
Author: NullCurrent
Snowy 4 player map with close natural with somewhat wide ramp and a smaller entrance over a bridge with LOS blockers. Xel'naga towers cover the middle, but the closest is hard to hold on to and the additional LOS blockers around the middle makes this even more important
Map Thread: Beneath The Ice
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Nice to see this map is being submitted.
Did you know that on snow title sets, burrowed units are visible as black circles? Seriously, they are extremely easy to see, especially if they are moving i.e. roaches/infestors.
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On January 05 2011 07:47 Antares777 wrote: Nice to see this map is being submitted.
Did you know that on snow title sets, burrowed units are visible as black circles? Seriously, they are extremely easy to see, especially if they are moving i.e. roaches/infestors.
You mean that an enemy can see the cloaked units better than normally? How is this compared to the Ultra textures + Ultra effects + Low everything else when it comes to visibility of cloaked units? Is it really bad?
If that is the case, then I think we have a few options when it comes to whom to blame: 1. I have made some kind of strange setting in the lighting (don't think so as I didn't find anything which would be related to visibility of cloaked units) 2. Blizzard made a mistake and/or there is a reason to why they don't use snow tilesets on their maps
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On January 05 2011 07:59 NullCurrent wrote:Show nested quote +On January 05 2011 07:47 Antares777 wrote: Nice to see this map is being submitted.
Did you know that on snow title sets, burrowed units are visible as black circles? Seriously, they are extremely easy to see, especially if they are moving i.e. roaches/infestors. You mean that an enemy can see the cloaked units better than normally? How is this compared to the Ultra textures + Ultra effects + Low everything else when it comes to visibility of cloaked units? Is it really bad? If that is the case, then I think we have a few options when it comes to whom to blame: 1. I have made some kind of strange setting in the lighting (don't think so as I didn't find anything which would be related to visibility of cloaked units) 2. Blizzard made a mistake and/or there is a reason to why they don't use snow tilesets on their maps
Blizzard probably isn't to blame because they never intended for SCII to have snow title sets, at least not until HotS, maybe even not at all. If so, then this is probably why. Lighting should fix it, but I have yet to try it.
I play on Low so that I do not risk my computer exploding, so I have no idea compared to other graphic settings.
It's a very minor detail and I wouldn't worry about it that much, especially if it's only on Low settings.
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On January 05 2011 09:00 Antares777 wrote:Show nested quote +On January 05 2011 07:59 NullCurrent wrote:On January 05 2011 07:47 Antares777 wrote: Nice to see this map is being submitted.
Did you know that on snow title sets, burrowed units are visible as black circles? Seriously, they are extremely easy to see, especially if they are moving i.e. roaches/infestors. You mean that an enemy can see the cloaked units better than normally? How is this compared to the Ultra textures + Ultra effects + Low everything else when it comes to visibility of cloaked units? Is it really bad? If that is the case, then I think we have a few options when it comes to whom to blame: 1. I have made some kind of strange setting in the lighting (don't think so as I didn't find anything which would be related to visibility of cloaked units) 2. Blizzard made a mistake and/or there is a reason to why they don't use snow tilesets on their maps Blizzard probably isn't to blame because they never intended for SCII to have snow title sets, at least not until HotS, maybe even not at all. If so, then this is probably why. Lighting should fix it, but I have yet to try it. I play on Low so that I do not risk my computer exploding, so I have no idea compared to other graphic settings. It's a very minor detail and I wouldn't worry about it that much, especially if it's only on Low settings.
I recently made some tests (medium graphics), and comparing cloaked units between Steppes of War and Beneath the Ice, result: Depends on if the moving units are burrowed or not while cloaked: burrowed units are more visible on plain uniform-ish textures (like snow or sand), and the lighter the more visible it is as it seems to be a texture with transparency applied to the textures underneath. So if the texture over which the units are moving is dark and/or patterned they are harder to detect, but still possible IMHO.
And I also guess that burrowed roaches aren't so popular yet, so people aren't used to look for moving dark spots on the ground when you usually think "glass-like" = cloaked. So the total difference is not so much, it is just that you don't usually notice the dark circles as they move on the patterned textures.
Also tested with DTs and similar, they aren't more visible than on steppes (maybe a teeny tiny bit, but nothing noticeable).
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Is there a policy regarding map updates for submitted maps? I updated Cranky Cave and I want to know if I can give you the updated version. I figure it's worth asking since the deadline hasn't passed yet.
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I'll take one update this month. In the future, no updates. We test them as they come in, and testing the same map twice is >.>
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VTdesRow.745 protoss diamond 3000
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I really like this concept. Nice work!
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Beneath the Ice looks AMAZING O_O
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On January 05 2011 20:21 Crankenstein wrote: Beneath the Ice looks AMAZING O_O Thank you! 
Let's just hope that it also is balanced enough, it is quite hard to playtest when I only have had AI to play against (and spectating AI vs AI just plain suck, one of them throws his units at the other and loses almost everything and is after that screwed for the rest of the match).
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As of now, maps posted in this thread that have not been e-mailed to the judges are:
Blaze of Glory/Honor (Ongweldt) Flux Pavilion (MAPPoVe)
and would the author of Greserter please post here to let the community know about your submission!
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Smokers Biosphere
![[image loading]](http://imgur.com/4IQFG.jpg) Author: Deep
Discribtion: It's a 1v1 and 2v2 designed map by the playable size of 168x124. This map features many LOS blockers for hiding units, techbuildings, doing some stealthy drops etc. 2 Xel'Naga watchtowers on higher ground gives the players sight about the middle.
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Vulcanis Lakes
![[image loading]](http://imgur.com/hz8Ho.jpg)
Author: Soluhwin
Description: An open 1v1 map with expansions placed in a circular fashion along the edges of the map. A cliff in front of the natural creates a thin choke, however there is a back door ramp close to the choke as well as a ramp on cliff to prevent LT style cliff drops. Multiple destructible rocks block the far left and far right paths for the early game, but are broken easily towards the mid game. The high ground gold expansion has eight mineral patches, rather than the traditional six, but only has one geyser and the minerals are facing the cliff, providing no room for defense against flyers. Xel'naga watchtowers are difficult to hold, but can cut the map in half if all are controlled. LOS blockers on the center chokes also act as building blockers, there are also building blockers placed at the bottom of the natural's back door ramp to prevent low-ground wall offs.
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@forelmashi.
What's the point to the ring of high yield minerals around the central xel naga?
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Great initiative.
It would be awesome if you keep statistics and have a price for the most balanced map. (where the races have the closest win %)
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United States7166 Posts
LGZelniq.169 zerg diamond 3200+
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Vegan.970 Terran Diamond 3.3K
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On January 06 2011 12:21 s031720 wrote: Great initiative.
It would be awesome if you keep statistics and have a price for the most balanced map. (where the races have the closest win %)
Yes please do if there are enough games. I will notify judges.
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