Holy bio domes batman! Energy Sphere actually looks pretty cool. it does seem a bit too narrow in places and the texturing is a little confusing, but otherwise not bad. Normally I'm not a fan of super narrow side paths but I think the way they were done here was cool. that being said I think the bottom left and top right too bases are the bits that are too defensible to push a turtling terran or protoss that takes those bases especially for a zerg.
On October 09 2022 11:37 CharactR wrote: Seriously though, why so many biodomes? xd
So the idea was that there was a gas of pure energy underground, and in past terrans take it to the biodomes and change to energy, however after many wars in this place, a lot of biodomes are destroyed, so the gas is everywhere in the background. You cannot see this on the top view map.
On October 09 2022 11:37 CharactR wrote: Seriously though, why so many biodomes? xd
So the idea was that there was a gas of pure energy underground, and in past terrans take it to the biodomes and change to energy, however after many wars in this place, a lot of biodomes are destroyed, so the gas is everywhere in the background. You cannot see this on the top view map.
So I've been occupied with life and actively been drowning under stress, so instead of having 3 new maps I'll only be having 2. Anyways for my resubmissions will go as follows:
Additional notes: New Emeria & Vespic Depths are me trying to shift up my design habits, with less bases and more interesting design choices. which might not be exactly the best for balancing. New Emeria might be macro but is under freestyle due to it's design. (or standard but is under freestyle because it isnt standard standard. but plays like standard.)
Anyways GL to all submitters, I can't wait to see the finalist!
On September 22 2022 00:21 Vision_ wrote: I just understand that even air units are unable to see when there s a dead vision zone (smog, bushes,...). So technically it s possible to protect fields mineral from a side, unauthorizing vision with also some elements to forbid movement (harassement from behind minerals fields)
I presume this dead vision zone (smog, bushes, etc...) is consuming a lot of gpu ? do you experiment it ? this kind of map could be created respecting rules isn t it ?
Yeah, but using this vision paint is a bit of a challenge, because it's hard to communicate to a player what exactly is going on.
I have a map uploaded as [KS] Omerta that I will be submitting under the freestyle category when my other maps are done that uses the blinding thicket paint in conjunction with tall line of sight doodads as way to say "while in the thicket you are concealed", but it's hard to say how popular this kind of novelty is with the playerbase or the judges, many of which are pro players. Air units usually can see everything, not with the vision paint in terrain. Using it anywhere near mineral lines seems like a huge no-go to me.
And then there are balance concerns. How does it work with vision from creep? What about scan? Is Protoss the only race that can't negate the thicket on it's own? None of that is clear from the start of the game.
Basically it's hard to find a good use for it that normal bushes don't already solve, a risk for mapmakers with a limited number of submissions to spend and hard to properly execute and not create incongruencies.
Here's a quick early overview of the map. All lowground is unbuildable and covered in visionblocking paint. The watchtower in the middle can negate the effect. You may also want to check out a map called Fern Gully by Superouman, which uses them more conservatively and is also not as grim and dark.
Yes you re right, i just checked. It isn t possible to constraint Terran scan sight of view to the vision paint.... This could have been awesome because all these bases on every maps are generally oriented to the center which don t allow map makers of new patterns creation.
There s also a second problem which definetly close the subject unless Activision give us some interest (...), because of the air path which isn t working very well with the pathing block doodads, indeed, units knock on the block then adjust their pathfinding... I don t know why this is just a poor design, maybe because it would have slow the game engine. Too bad