Areas out of bounds are not pathable, the analyzer picture is outdated in that sense. Playable Size: 140x142 Max Players: 4 Close Positions are not enabled.
Details I really was inspired by the Brood War map Judgement day, so I wanted to do something similar to it. I didn't feel like I had anything else to add to the map, so I'm posting it here hopefully to get some feedback. I think it might be too large,but the rush distances made me feel a bit better about it. + Show Spoiler +
Wow baby, Arreat Crest got the Dustin Browder award from MotM #5.
I think if your going to have destructible rocks between the bases similar to shakuras you should have it cross spawn only, or remove the destructible debris from the natural to gold area. The other one seems fine though.
On May 03 2011 19:37 ihasaKAROT wrote: @Archi, isnt it just Ulaan textures? Might be wrong
Wrong. Niflheim is the title set, Blizzard accidentally released it to the public or someone put up a DL link and they weren't supposed to. I don't actually know where or how, butI happened to find a DL link somewhere on SC2mapster. I'll try to find it again, and then I'l post it here.
EDIT: Forgot about the map, sorry :S
I think that the ramps to the gold expansions should be larger, maybe 3x each. I find the natural's ramp set up to be a bit weird for a natural ramp. I'd just go with a 3x in one direction, and wouldn't split it. I like the center two expansions, how they are set up. They will be important towards later game. Overall, nice map!
OK seriously, how do i find the ice texture set. anyone got a link? im fed up of using sand and making it look like snow (but not quite).
I used this Niflheim.sc2mod Just right click and save link as. You will have to publish it to use it in a published map.
is the nat tank-able from the high yield? + i do not really see a need for connection and DRs between nat and hy. fine without it.
It is not tankable from the high yield. I connected it to give an easy way for a player to defend the high yield, while still making the high yield feel very open. I am going to disable Vertical Positions though.
I think that the ramps to the gold expansions should be larger, maybe 3x each. I find the natural's ramp set up to be a bit weird for a natural ramp. I'd just go with a 3x in one direction, and wouldn't split it. I like the center two expansions, how they are set up. They will be important towards later game. Overall, nice map!
I made the natural ramps like that to give the ability to shorten the huge rush distance in cross positions later game, making it possible to kill off a zerg before he re caps out
Almost seems that there might be too many doodads. Have you tried letting somebody with a lesser computer test this out? I mean with all the trees, spikes and protoss decals. I mean the whole middle strip of the map is like a giant line of protoss decals. :x
On May 04 2011 03:52 SidianTheBard wrote: Almost seems that there might be too many doodads. Have you tried letting somebody with a lesser computer test this out? I mean with all the trees, spikes and protoss decals. I mean the whole middle strip of the map is like a giant line of protoss decals. :x
Still waiting on my friend who can't run sc2 over low settings to play it. I didn't notice any fps difference, and I have a 9800GT if that means anything.
The lighting seems a little too sharp... becomes distracting. I'm also not fond of how many glowing lights there on the ground at the center of the map. Otherwise I really like the map.
On May 05 2011 11:28 Genome852 wrote: The lighting seems a little too sharp... becomes distracting. I'm also not fond of how many glowing lights there on the ground at the center of the map. Otherwise I really like the map.
I added an in-game screenshot, you be the judge. I also reduced the amount of decals in the middle, its in the updated overviews (and for some reason it is now full-sized even with the upload image guidelines.)