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It's been a bit since my last map. This new offering drew inspiration from Cold Wave Advisory, as it really had a cool theme to it that no other map seemed to have. And I feel like I've captured that here. See below:
Main View: + Show Spoiler +
Shots: + Show Spoiler +
Analyzers: + Show Spoiler +
4 spawns 12 expansions(2 gold)
Playable- 144x144 The single XNT watches movement through the center area.
There are 2 options for a 3rd, based on the spawn positions. The high ground bases in the middle E/W have a LoS blocked section that will necessitate some building placement. The other, low ground option, is more defendable in close vertical spawns. Both options are viable in cross spawns and allow you to vary your positional aggression from game to game.
Recent changes behind the latest update include additional aesthetic touches, plus readjusting the low ground expansions to face their respective players.
As for aesthetics, an overview really doesn't do it justice, as most of the visual effects are only visible in-game. The lighting and its interaction with the units isn't something an overview can really show.
That's pretty much the headlines there. CnC's are welcome.
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your Country52797 Posts
I think this has some similar problems to metal. The nat is very open and close distances seem too close.
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If the theme is white/cold, have you considered using any of the textures from the Niflheim set? It's a snow/ice texture set that exists in the editor but isn't pre-assembled.
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Uh, this is the first I've heard of Niflheim. If I find it I may use it later, but I seem to have managed fine here. You know how to get to it though?
On August 30 2011 06:35 TehTemplar wrote: I think this has some similar problems to metal. The nat is very open and close distances seem too close. It's not a very small map. It makes better use of it's bounds by not being shifted 45 degrees, so it does feel rather large, definitely more so than metalopolis. I tested the size of the map a few times, and if anything it's more of a macro map. The natural may be a bit open, but that's just the way this map is.
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My only thought is that the ramp is too far from the nat. That's a nightmare for Toss. You might consider shifting the ramp over to compensate for the already very open natural.
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hmm too basic of a map imo. the problem with these lost temple maps is the short distance vertical or horizontal spawns. that middle is cute though (:
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imo it looks like the middle bases will be very hard to hold. maybe you should consider turning them into gold half-expansions or high-yeild gas or highgrounds or point at least one of the ramps towards the natural or (some other combination) to give plyers some incentive to take them.
edit: clarification
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I like the simplicity in the design and the fact that unlike most map makers for star2, you actually use the entire space given to you, and not have tons of deadspace. That's something from BW maps that i've missed.
But yea, you should look into the Niflheim tileset, such as one of my favorite maps, Triangle Love Moon
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On August 30 2011 12:54 Fishgle wrote:I like the simplicity in the design and the fact that unlike most map makers for star2, you actually use the entire space given to you, and not have tons of deadspace. That's something from BW maps that i've missed. But yea, you should look into the Niflheim tileset, such as one of my favorite maps, Triangle Love Moon How do you actually get to the set? I see a lot of people talking about how it was in the map files somewhere, but how would I actually find this? I'd like to use it, I just can't figure out where to go to get it. xD Thanks for the help!
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On September 02 2011 09:31 RumbleBadger wrote: How do you actually get to the set? I see a lot of people talking about how it was in the map files somewhere, but how would I actually find this? I'd like to use it, I just can't figure out where to go to get it. xD Thanks for the help! I think this is a good idea. I don't see how to get to it, but the map I've made looks pretty good without it, so I'm not too hung up on it.
In other news, the ramp from the main has been moved, closer to the natural. The overview has been updated with it, and it does feel like it's in a better place now.
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Implemented further changes, both in layout and aesthetics. I'm planning on using at least this map for the TL Contest. Thoughts? Opinions?
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I see you changed the middle bases. that was my only real concern from motm. looks great!
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I think aesthetically it looks a bit bland, maybe due to lack of contrast or strange lighting. Is this published anywhere so we can see how it looks ingame? Otherwise from the overview it looks a bit greyish.
oh. you mentioned this in the OP... if it looks fine in game i wouldn't change it. Seems well balanced overall. glgl
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On October 12 2011 06:32 Fishgle wrote: I think aesthetically it looks a bit bland, maybe due to lack of contrast or strange lighting. Is this published anywhere so we can see how it looks ingame? Otherwise from the overview it looks a bit greyish.
oh. you mentioned this in the OP... if it looks fine in game i wouldn't change it. Seems well balanced overall. glgl Yeah, the overview, for reasons I can't fathom at this moment, doesn't actually match the in game appearance. It is published on NA, so you can try it out and see what I mean.
How exactly would I go about acquiring an in-game screenshot? It really does seem to be necessary for this map. Any help would be appreciated on this.
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What is it about the overview that doesn't match? If it is the lighting then go to Window -> Lighting and make sure you've chosen the one that matches your ingame lighting. Sometimes the Export Map Image function seems to reset the lighting and all you have to do then is go to Window -> Lighting and if nothing changes on your map in the editor when you do this then you can just go back into the export map function and you should have the correct lighting.
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On October 12 2011 08:40 Mashmed wrote: What is it about the overview that doesn't match? If it is the lighting then go to Window -> Lighting and make sure you've chosen the one that matches your ingame lighting. Sometimes the Export Map Image function seems to reset the lighting and all you have to do then is go to Window -> Lighting and if nothing changes on your map in the editor when you do this then you can just go back into the export map function and you should have the correct lighting. I'm not really sure what's different. Perhaps if I can get a screenshot of play I can demonstrate it, it looks dull in the overview, but looks better in game, more vibrant, more white. I just don't know how to do it.
This must sound weak as an argument for my pitiful overview, surely. But I'm trying to figure out a way to show what I'm on about here.
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Do you have the correct video settings in the editor?
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It matches my game settings, and looks fine in game. This issue really lies outside my areas of mapmaking expertise. Sorry if this is making things difficult.
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How about you take a screenshot of ingame and a screenshot of the same place in the editor?
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