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[M] Korhal Cove - Page 3

Forum Index > SC2 General
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Prev 1 2 3 4 Next All
Bill Murray
Profile Blog Joined October 2009
United States9292 Posts
May 28 2010 10:46 GMT
#41
On May 04 2010 11:26 kNyTTyM wrote:
it looks like a flipped paranoid android. Nice though

University of Kentucky Basketball #1
Bill Murray
Profile Blog Joined October 2009
United States9292 Posts
May 28 2010 10:47 GMT
#42
i like the island/top right contested gold expos should be juicy
wish i had sc2
University of Kentucky Basketball #1
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
May 28 2010 10:49 GMT
#43
On May 28 2010 19:43 MasterReY wrote:
why are the geysirs in the mains different? makes completely no sence.
9o'clock has the geysirs in the way to build production buildings near ramp.

why not make mains the same??


Your probably right. When making the map I just wanted to set up the main positions first by copy/pasting the mineral lines. Its just so happened that I forgot to rotate the minerals to accurately parallel the 6 o clock position
Treatin' fools since '87
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
May 28 2010 21:33 GMT
#44
KNOWN ISSUES THAT I NEED HELP WITH:

Minimap is totally disabled in game -> you click the minimap and it centers the screen towards the bottom left corner. I'm sure it has something to do with the options. Any Ideas?

The boundaries arent correct -> the map edge is supposed to be cut off by 10 mini grids. This also, I believe, can be fixed within simple option tweaks. If not please someone help me out.

Buildings can be lifted and dropped into the water WHICH IS A NO NO. I think I will just add some sort of unwalkable/unbuildable doodads or terrain to compensate for it.

The bridges arent walkable at the moment as well.
Treatin' fools since '87
kajeus
Profile Joined May 2010
United States679 Posts
May 28 2010 21:34 GMT
#45
BEAUTIFUL map. Seriously. Nice work.
pro-MoMaN, pro-HuK, pro-Millenium
Morayfire73
Profile Joined April 2010
United States298 Posts
May 28 2010 23:19 GMT
#46
I like find it to be very pretty and very innovative, nice work.
[Insert witty comment here]
karebear
Profile Joined March 2010
United States36 Posts
May 29 2010 00:39 GMT
#47
this seems like a VERY terran biased map. i'd like to see any non-cheese win for zerg against a competent terran on this. pvt would be AWESOME, though.
stranger danger power ranger
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
May 29 2010 01:05 GMT
#48
I really like the 5/11 idea i think just do that and id really like to play it
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
emikochan
Profile Joined July 2009
United Kingdom232 Posts
May 29 2010 01:22 GMT
#49
Can't you paint the "no pathing" flag onto the water, i know most people use terrain under the bridges and paint it "no building".

Hope this helps. I'm assuming you are already fixing the mains. Don't make it too tight, z might have problems getting surrounds.
Probes need love too.
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
May 29 2010 01:39 GMT
#50
I fixed the main gas issue in the new version but i wont publish it until i can resolve the issue with the bridges. Units at the moment cannot cross the bridges - some sort of pathing issue that I dont know how to fix... Any thoughts?
Treatin' fools since '87
emikochan
Profile Joined July 2009
United Kingdom232 Posts
May 31 2010 01:18 GMT
#51
On May 29 2010 10:22 emikochan wrote:
Can't you paint the "no pathing" flag onto the water, I know most people use terrain under the bridges and paint it "no building".

Hope this helps. I'm assuming you are already fixing the mains. Don't make it too tight, z might have problems getting surrounds.


I just answered that...
Probes need love too.
EvilMaishidon
Profile Joined May 2010
United States125 Posts
June 01 2010 04:01 GMT
#52
tested the map earlier, really liked what i saw, until i realized that the bridges aren't usable. You have to either put land under the doodad, or have no doodad at all. otherwise, i love the map, far better than any of the default maps.
Tone_
Profile Joined May 2009
United Kingdom554 Posts
June 01 2010 04:04 GMT
#53
I'm not aware of your exact sizings etc but looking at it it still looks like the rush distance around the nat through the first bridge seems rather short for zerglings etc. Is this a possibility or is the distance sufficient?
Hasta La Victoria Siempre | 톤
zomgzergrush
Profile Joined August 2008
United States923 Posts
June 01 2010 04:19 GMT
#54
this looks like a C&C map...
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
June 01 2010 04:23 GMT
#55
On May 29 2010 06:33 NastyMarine wrote:
KNOWN ISSUES THAT I NEED HELP WITH:

Minimap is totally disabled in game -> you click the minimap and it centers the screen towards the bottom left corner. I'm sure it has something to do with the options. Any Ideas?

This has happened to me watching a replay on just a normal blizzard map so it might just be a bug mate, not necessarily you.
Oh no
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
June 01 2010 04:29 GMT
#56
On June 01 2010 13:04 Tone_ wrote:
I'm not aware of your exact sizings etc but looking at it it still looks like the rush distance around the nat through the first bridge seems rather short for zerglings etc. Is this a possibility or is the distance sufficient?


its longer than on steps of war so you will do fine against lings.
"Mudkip"
arb
Profile Blog Joined April 2008
Noobville17921 Posts
June 01 2010 04:32 GMT
#57
this map looks sooooooo good
Artillery spawned from the forges of Hell
Iwbhs
Profile Blog Joined May 2009
United States195 Posts
June 01 2010 20:25 GMT
#58
tried ti play it, but cannot without the bridges working. You must fix this issue.
Everyone loves Milano cookies.
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
June 10 2010 20:05 GMT
#59
Does anyone know how to make bridges walkable from one coastal cliff to another? the only way I can achieve it (units passing over the bridge) is if I add the same height terrain underneath the bridge which ruins the aesthetics as it appears for there to be no need for a ramp that way.. help?
Treatin' fools since '87
EvilMaishidon
Profile Joined May 2010
United States125 Posts
June 10 2010 20:10 GMT
#60
Look it up on sc2mapster. I believe i saw a bridge tutorial somewhere there.
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