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Textures look very nice
From the overview the third look kinda hard to hold but I'm sure you tested it
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Done a little internal testing with my practice partners but I haven't really had too much issues with it, but i can see where it could be difficult, if someone is super aggressive.
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So many protoss decals again
Nice layout, tho im not sure about the terrain in some places. Some areas feel abit... meh... Cant really put it into words, its like the terrain has some places that dont have a use... but thats not it either. Let me think about this , ill get back to you on it Just remove some protoss decals... plz...
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Yeah protoss decals just fill in ordinary bland looking brick terrain! Was using it to outline the XWT vision but I could probably acieve that bewtter with temple rubble or something like that.
Will change for 0.6
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Thank you Toss decals are just overused. Like I said in another maptopic, if a mapfeature makes it to the memetopic, somethings wrong
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Perhaps I could make another map, called MeMeMap. And put any meme from the thread i can in it!
Well, on topic! What parts of the map do you think not have a use? I wasn't too worried about it because I've noticed on many pool maps there are little pockets of unused terrain where players stash units for a flank or something similar, like a proxy, etc.
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For example the far left (and ofc far right) side of the map, those 2 expansions can easily be further to the center, without giving away anything of the mapstructure. The little patch of land topcenter down the ramp can be removed, its doing nothing. Then the small patch of land thats in the expansion hugging the main (not the natural, the other one), it seems that spot allows for blinkage. If thats intentional , keep it, otherwise its just a small patch of random land.
I dont know, its all alot to personal taste I do like the whole structure, just that far left 2 expos can be further in, thats the big one. V good map tho
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You're right, having some less-travelled areas that can be used for sneaky tactics adds to a map, although it may be less necessary here since the map is quite large, so finding an out-of-the-way place should be fairly easy either way.
I agree that the protoss decals are overused. It would be nice to ditch a lot of them, and possibly replace them with some other type of map details if needed.
However, I really like the look and layout of the map overall, and I'm excited to see the finished version.
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Removed the decals & replaced them with some temple & rock doodads, though I have kept some of the decals.
Not going to make any layout changed until I get some more feedback on it. Don't wanna put too much work in changing anything unless it is something absolutely terrible which needs changing (unless enough people agree I've done bad and it should be changed anyway).
Thanks for the feedback, much <3!
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Can you throw me a new screenshot of the middle?
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Sure, also I'm not sure if anyone else can tell by the screenshots, there is actually snow falling, just something to add to the deal.
+ Show Spoiler [New Middle] +
It's just a bunch of little rubble & rock doodads to outline the XWT vision radius.
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On June 20 2011 23:16 Holiver wrote:Sure, also I'm not sure if anyone else can tell by the screenshots, there is actually snow falling, just something to add to the deal. + Show Spoiler [New Middle] +It's just a bunch of little rubble & rock doodads to outline the XWT vision radius. Yes, I checked it out on SEA. The snow falling is a nice touch, and it's worth noting that the snow+lighting makes the overall appearance of the map a little darker than these screenshots indicate.
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This is a great map overall, nice and big for macro games, and looks good as well. One thing I would consider is changing the position of the XWTs. They both are controlled from the central high ground area and are relatively close together. In addition they cover all attack routes and shut down the opponents gold base. I would also consider adding in some additional paths either around or onto the high ground to make it more vulnerable.
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On June 21 2011 01:54 SmashHammer wrote: This is a great map overall, nice and big for macro games, and looks good as well. One thing I would consider is changing the position of the XWTs. They both are controlled from the central high ground area and are relatively close together. In addition they cover all attack routes and shut down the opponents gold base. I would also consider adding in some additional paths either around or onto the high ground to make it more vulnerable.
I think if you put both towers on low ground it would be a bit harder to keep control of the enemy one, so there you be no need for a path change.
Great map
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I will move the XWT off the high- ground.
Not sure where just yet, though.
Thanks!
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I really like the design of the expansions. The middle looks a tad complicated compared to GSL and ladder maps.
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Slight watchtower movement. Only moved out of the center a little, to stop them from being used to spot the main attack path. Also off high-ground.
Hope that is a bit better, still looking for more feedback before I release 0.6.
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I want to play this map!
NA release please.
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I will fix up some texture work & lighting, then I'll see what I can do about localizing my editor for NA.
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