+ Show Spoiler +
![[image loading]](http://imgur.com/0sxTv.jpg)
![[image loading]](http://imgur.com/tH0y0.jpg)
![[image loading]](http://imgur.com/Zfrlv.jpg)
Created by LSPrime
www.SC2Prime.net
cafe.naver.com/xlalc
Bases - 10 ( 0 gold bases )
2 Xel'naga Towers
Rush distance - Nat2nat 30 seconds
Size: 120x136 playable
Outskirts screen shot
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Forum Index > SC2 Maps & Custom Games |
LS
Korea (South)145 Posts
+ Show Spoiler + ![]() ![]() ![]() Created by LSPrime www.SC2Prime.net cafe.naver.com/xlalc Bases - 10 ( 0 gold bases ) 2 Xel'naga Towers Rush distance - Nat2nat 30 seconds Size: 120x136 playable Outskirts screen shot + Show Spoiler + | ||
Doz
United States145 Posts
That being said, I tried to look at the overview pictures, and on my 47" LED LCD TV, my eyes are strained in trying to differentiate areas of the map. After about 15 seconds I could discern what the overall layout was, but after that had to look away. Basically, you should consider using some different textures throughout the map, something that will help players more easily identify where they want to be. I know it might mess with the overall theme of the map, but would really help it's playability imo. I do like the overall layout though (I think) | ||
Ragoo
Germany2773 Posts
![]() Also the visuals are sick :O Only thing I don't like is that it's really hard to look at this overview, analyzer picture would be great :/ edit: And I have to agree with Doz, it's much easier for both players and -especially- spectators if different areas have different textures, so you can always quickly see where you are on the map. | ||
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FlaShFTW
United States10151 Posts
also, the texturing is EXTREMELY hard to see. my eyes were blind, and all i saw was this grey chunk. | ||
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Serejai
6007 Posts
Also, if you guys need an NA account to publish any of these let me know. Otherwise, keep up the awesome work and hope to see these in GSL/NASL soon~ EDIT: I think what the poster above means is that when you look at the map from a top down view, it's hard to see the cliff edges and stuff. Maybe you could draw in a yellow and black caution line or something around the edges of cliffs so they're defined better? Not sure, really. It looks fine in-game at an angled view because the walls glow green. | ||
InfestedHydralisk
Netherlands110 Posts
I really want to see some games being played on this map. ^_^ Edit: forgot to mention great usage of doodads! ![]() | ||
LS
Korea (South)145 Posts
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Kinetik_Inferno
United States1431 Posts
Until then I will say that you should work for blizzard as a texturer. Go. Now. Wtf are you waiting for. At least get PAID to do what you're good at! | ||
Ragoo
Germany2773 Posts
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LS
Korea (South)145 Posts
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Yoshi Kirishima
United States10329 Posts
However, once I saw the in-game pictures with the lighting and shading, it looks way better; it's dark and bright, rather than just grey. It looks nice now. The map itself looks really great however. The rush distance looks a bit short for a 2 player map, but I guess the game was sort of balanced to be this way. Isn't the rush distance only a couple seconds longer than close-position Metal? | ||
prodiG
Canada2016 Posts
On March 13 2011 13:34 Yoshi Kirishima wrote: Isn't the rush distance only a couple seconds longer than close-position Metal? That's hardly short... | ||
LS
Korea (South)145 Posts
On March 13 2011 14:45 prodiG wrote: Show nested quote + On March 13 2011 13:34 Yoshi Kirishima wrote: Isn't the rush distance only a couple seconds longer than close-position Metal? That's hardly short... fixed. center route was deleted. Before ![]() After ![]() | ||
Yoshi Kirishima
United States10329 Posts
fixed. center route was deleted. Ok cool ![]() | ||
badcop
United States176 Posts
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BatCat
Austria630 Posts
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