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Click for aesthetics and analyrics
I know the Lava textures don't look as good as they could, could only use 3 textures for them due to limits in the editor.
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SiskosGoatee
Albania1482 Posts
![]() Click for aesthetics and analyrics I know the Lava textures don't look as good as they could, could only use 3 textures for them due to limits in the editor. | ||
[]Phase[]
Belgium927 Posts
ok, im done. | ||
EatThePath
United States3943 Posts
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SiskosGoatee
Albania1482 Posts
On July 25 2013 20:21 EatThePath wrote: Hmm, making it more choked up was actually one of the changes I made to make it from a fun map to a serious map including adding the rocks. My reasoning being that it's quite far from an already open natural that can be attacked from multiple fronts and harassable from the back so i needs that choke.Ha this is pretty cool. I feel like the 3rd base should have a wider neck to the tower area though, since with the rocks it's like a two 3x3 walloff. It also creates an interesting alternate defensive setup, like it's far away and easily harassble but easily holdable when someone just rams an army into that choke. | ||
TheFlexN
Israel472 Posts
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swddrgn
United States5 Posts
On July 25 2013 20:18 []Phase[] wrote: Fusion ha! ok, im done. Hahaha, that made my day, thanks. (on topic) I wanna try this, but I suppose it's not gonna be posted on NA? it looks like it has potential. | ||
Thyriaen
Switzerland41 Posts
i love Dual Sight and therefor i would love to see the Green side become more friendly like more colors, flowers everywhere - brither overall look. But its your map so keep honest to urself ! Thyriaen | ||
Timetwister22
United States538 Posts
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SiskosGoatee
Albania1482 Posts
For people wanting to play it, you can thank Blizzard's 20 map limit for that it isn't published. | ||
Qikz
United Kingdom12022 Posts
On July 26 2013 07:37 SiskosGoatee wrote: I don't know, I feel you need towers on maps with so many different attack paths or it becomes kind of random. For people wanting to play it, you can thank Blizzard's 20 map limit for that it isn't published. I don't think that's really true at all, zerg have overlords/single, terrans have floating buildings as mech or single marines as bio and protoss have pylons/observers for spotting. | ||
Timetwister22
United States538 Posts
On July 26 2013 08:24 Qikz wrote: Show nested quote + On July 26 2013 07:37 SiskosGoatee wrote: I don't know, I feel you need towers on maps with so many different attack paths or it becomes kind of random. For people wanting to play it, you can thank Blizzard's 20 map limit for that it isn't published. I don't think that's really true at all, zerg have overlords/single, terrans have floating buildings as mech or single marines as bio and protoss have pylons/observers for spotting. Not to mention hallucination, mines, oracles, creep, changelings, speed overlords, etc. Scouting is easier than every in sc2 now a days, and having a map that rewards scouting, and severely punishes bad scouting is kinda neat. | ||
NewSunshine
United States5938 Posts
On July 26 2013 07:37 SiskosGoatee wrote: For people wanting to play it, you can thank Blizzard's 20 map limit for that it isn't published. I notice this about the tileset description too. How about, instead of complaining about the editor's limitations, try to actually work around them. Can't publish a new map? Unpublish an old one, surely there's at least one map you can part with by this point. | ||
SiskosGoatee
Albania1482 Posts
On July 26 2013 08:30 NewSunshine wrote: Well, that's not really working around a limitation is it? That's just being limited by it in the exact way I was complaining about.Show nested quote + On July 26 2013 07:37 SiskosGoatee wrote: For people wanting to play it, you can thank Blizzard's 20 map limit for that it isn't published. I notice this about the tileset description too. How about, instead of complaining about the editor's limitations, try to actually work around them. Can't publish a new map? Unpublish an old one, surely there's at least one map you can part with by this point. Working around a limitation would be like. 'You can't have the char/belshir rocks in one map, so what I did was making a model variation which sends an actor message to change the texture set apply group to hack around this.'. | ||
NewSunshine
United States5938 Posts
On July 26 2013 13:05 SiskosGoatee wrote: Show nested quote + Well, that's not really working around a limitation is it? That's just being limited by it in the exact way I was complaining about.On July 26 2013 08:30 NewSunshine wrote: On July 26 2013 07:37 SiskosGoatee wrote: For people wanting to play it, you can thank Blizzard's 20 map limit for that it isn't published. I notice this about the tileset description too. How about, instead of complaining about the editor's limitations, try to actually work around them. Can't publish a new map? Unpublish an old one, surely there's at least one map you can part with by this point. Working around a limitation would be like. 'You can't have the char/belshir rocks in one map, so what I did was making a model variation which sends an actor message to change the texture set apply group to hack around this.'. Saying the textures you use can't look good because of 'limitations in the editor' is a weak excuse, and you're not about to lecture me of all people on constraints and limitations. Testbug managed to look good, despite splitting its textures 3 ways. It all comes down to the textures you choose, and how you use them. If the result is bad, then it's more on you than the editor. Pick better textures, or just get better. There I said it. And seriously, 20 maps isn't enough? By the time you get to the point where 20 isn't enough, there's almost certainly a few maps that you want to get rid of anyway, unless you just aren't improving, and despite how much your arguments irritate me, I'd venture to say you've improved substantially. Pick a bad map to nuke and move on, so that people who like your new map, can actually play it. Don't blame Blizzard for that one. | ||
SiskosGoatee
Albania1482 Posts
On July 26 2013 14:21 NewSunshine wrote: The textures of testbug look awful man. And this is in no way something you can blame the artist of, he did the best with the tools he had at hand but ultimately you can't make etcetera-grade texture blends working with only 2 textures per quadrant.Show nested quote + On July 26 2013 13:05 SiskosGoatee wrote: On July 26 2013 08:30 NewSunshine wrote: Well, that's not really working around a limitation is it? That's just being limited by it in the exact way I was complaining about.On July 26 2013 07:37 SiskosGoatee wrote: For people wanting to play it, you can thank Blizzard's 20 map limit for that it isn't published. I notice this about the tileset description too. How about, instead of complaining about the editor's limitations, try to actually work around them. Can't publish a new map? Unpublish an old one, surely there's at least one map you can part with by this point. Working around a limitation would be like. 'You can't have the char/belshir rocks in one map, so what I did was making a model variation which sends an actor message to change the texture set apply group to hack around this.'. Saying the textures you use can't look good because of 'limitations in the editor' is a weak excuse, and you're not about to lecture me of all people on constraints and limitations. Testbug managed to look good, despite splitting its textures 3 ways Dual Site itself also looks unfinished because of this same reason. It's just a concession you're going to have to make if you want to make a dual themed map like this, neither side is going to look particularly refined. It all comes down to the textures you choose, and how you use them. If the result is bad, then it's more on you than the editor. Pick better textures, or just get better. There I said it. Of course it doesn't 'all' come down to that, if you only have 3 textures to work with it's just not going to look amazing no matter the skill of the texturer, let's face it.And seriously, 20 maps isn't enough? By the time you get to the point where 20 isn't enough, there's almost certainly a few maps that you want to get rid of anyway, unless you just aren't improving, and despite how much your arguments irritate me, I'd venture to say you've improved substantially. Pick a bad map to nuke and move on, so that people who like your new map, can actually play it. Don't blame Blizzard for that one. It's not about improving, it's about that some people still have replays on those maps which they might want to watch and they can't any more if the map gets removed, or play on it. | ||
NewSunshine
United States5938 Posts
Show nested quote + The textures of testbug look awful man. And this is in no way something you can blame the artist of, he did the best with the tools he had at hand but ultimately you can't make etcetera-grade texture blends working with only 2 textures per quadrant.Saying the textures you use can't look good because of 'limitations in the editor' is a weak excuse, and you're not about to lecture me of all people on constraints and limitations. Testbug managed to look good, despite splitting its textures 3 ways I wasn't aware we were talking about a quad-themed map here. Show nested quote + Of course it doesn't 'all' come down to that, if you only have 3 textures to work with it's just not going to look amazing no matter the skill of the texturer, let's face it.It all comes down to the textures you choose, and how you use them. If the result is bad, then it's more on you than the editor. Pick better textures, or just get better. There I said it. Or let's not. Dual Sight, despite what you say, manages to pull off both themes rather well, and it did it partially by choosing textures that enhanced both themes, instead of picking textures explicitly for one or the other. Show nested quote + It's not about improving, it's about that some people still have replays on those maps which they might want to watch and they can't any more if the map gets removed, or play on it.And seriously, 20 maps isn't enough? By the time you get to the point where 20 isn't enough, there's almost certainly a few maps that you want to get rid of anyway, unless you just aren't improving, and despite how much your arguments irritate me, I'd venture to say you've improved substantially. Pick a bad map to nuke and move on, so that people who like your new map, can actually play it. Don't blame Blizzard for that one. I'm fairly certain you just made this one up. And even if it's true, oh well? I'm sure the people who played your old maps won't lose any sleep or hair over it. Old maps get unpublished, it happens. In fact, this is perhaps the weakest excuse I've ever seen, try harder. Overall I just get the feeling you made this map explicitly so you could complain about everything the editor does. Textures look like shit? Blame Blizzard for that, the editor doesn't let me use 20 textures at once. Can't play the map? I couldn't publish, blame Blizzard for that. I will also say that although I like certain aspects of the map, mostly because it lifts things straight out of Crossfire, your two signature touches are still somehow present, and I don't see why. The main bases are the only part of the edges that don't touch the playable borders, and every mineral is annoyingly close to the edge, making air harass even stronger than it already is. Totally unnecessary in my opinion. Also, the "Icarus" bases you've become so fond of. If it was a natural expansion, I might concede that they have a noticeable impact in certain scenarios, since early boosts in income can snowball later in the game, or accelerate specific timings done in the early game. Here, when all 4 of these expansions are 4th bases at the earliest, what impact is it going to have? Probably none. Neither of the two things I've pointed out seem to add anything to the map, and seem to be there only for the sake of being there. | ||
SiskosGoatee
Albania1482 Posts
On July 26 2013 15:26 NewSunshine wrote: You said Testbug looks well, I'm saying it doesn't, that's all, but again, you really can't fault the texturer in this case.Show nested quote + Saying the textures you use can't look good because of 'limitations in the editor' is a weak excuse, and you're not about to lecture me of all people on constraints and limitations. Testbug managed to look good, despite splitting its textures 3 ways The textures of testbug look awful man. And this is in no way something you can blame the artist of, he did the best with the tools he had at hand but ultimately you can't make etcetera-grade texture blends working with only 2 textures per quadrant.I wasn't aware we were talking about a quad-themed map here. Show nested quote + Of course it doesn't 'all' come down to that, if you only have 3 textures to work with it's just not going to look amazing no matter the skill of the texturer, let's face it.It all comes down to the textures you choose, and how you use them. If the result is bad, then it's more on you than the editor. Pick better textures, or just get better. There I said it. Or let's not. Dual Sight, despite what you say, manages to pull off both themes rather well, and it did it partially by choosing textures that enhanced both themes, instead of picking textures explicitly for one or the other.[/quote]Dual Site's textures also don't look amazing and pretty bland at either side honestly. Especially the lava side looks really bland. I'm fairly certain you just made this one up. And even if it's true, oh well? I'm sure the people who played your old maps won't lose any sleep or hair over it. Old maps get unpublished, it happens. In fact, this is perhaps the weakest excuse I've ever seen, try harder. Overall I just get the feeling you made this map explicitly so you could complain about everything the editor does. Textures look like shit? Blame Blizzard for that, the editor doesn't let me use 20 textures at once. Can't play the map? I couldn't publish, blame Blizzard for that. Such nonsense, I made it because I wanted to fuse Dual Site and Crossfire. I could make any map to complain about the 20 limit since I've been at the 20 limit for quite a while and have to choose which map/mod I retain and I'm not going to trade any of the maps I currently have for this one because I like each of them more, that's all.I will also say that although I like certain aspects of the map, mostly because it lifts things straight out of Crossfire, your two signature touches are still somehow present, and I don't see why. The main bases are the only part of the edges that don't touch the playable borders This is part of Dual Site though.and every mineral is annoyingly close to the edge, making air harass even stronger than it already is. Totally unnecessary in my opinion. Also, the "Icarus" bases you've become so fond of. If it was a natural expansion, I might concede that they have a noticeable impact in certain scenarios, since early boosts in income can snowball later in the game, or accelerate specific timings done in the early game. Here, when all 4 of these expansions are 4th bases at the earliest, what impact is it going to have? Probably none. Neither of the two things I've pointed out seem to add anything to the map, and seem to be there only for the sake of being there. Obviously the reason for making air space and putting mineral lines close to the edge is exactly what you said, it's to make air harass and drops stronger, play I like to see instead of people turtling and death balling. I've actually grown more fond of Icarus bases as aggressive thirds than as naturals currently. You can take a forward icarus base and use it as a staging point for a push, they need less workers to saturate and don't provide as much income as a normal base but it can be used for an aggressive staging point which I like, the ratio is just right, 6 patches providing 7 patches worth of income. | ||
RFDaemoniac
United States544 Posts
On July 26 2013 15:38 SiskosGoatee wrote: Obviously the reason for making air space and putting mineral lines close to the edge is exactly what you said, it's to make air harass and drops stronger, play I like to see instead of people turtling and death balling. I've actually grown more fond of Icarus bases as aggressive thirds than as naturals currently. You can take a forward icarus base and use it as a staging point for a push, they need less workers to saturate and don't provide as much income as a normal base but it can be used for an aggressive staging point which I like, the ratio is just right, 6 patches providing 7 patches worth of income. I think putting mineral lines closer to airspace edges helps air unit harass more than it helps drops, though both are easier because it's harder to punish with ranged units. A cleanup crew of zerglings and banelings still works just as effectively, but the queen anti-air is less threatening, and if you place static defense it'll disrupt mining. Are you expecting a player to take one of the Icarus bases as an aggressive 3rd? Like a zerg that has map control gearing up for a 2 base push, building a macro hatchery in a place where it will also provide a slightly stronger income. Or a 160 supply pushing mech terran? I'm having trouble seeing a real use for them, given how much of a risk they are, and how easy they are to scout, unless people are placated so terribly by the watch towers that they don't scout additionally. I like the main/nat/3rd and the attack paths on the first 3 bases. I also like the far open corner third that I could see a ling bane zerg taking but it's still pretty easy to harass because of the high ground. I would prefer textures that are a little more extreme for the burned area, but I think at the least some contrast would help considerably. The brighter lava cracks at a lower opacity will look pretty similar to the darker lava cracks that you've used here, giving you the opportunity to bring a little more contrast too. I would also suggest a cracked dirt or rock that doesn't have the same value/tone as the softer dirt texture. If you chose a black/very dark rock/shale texture instead of the cracked char dirt (or something like that?) you could probably overlay it onto some of the small bel'shir tiles in order to support the man made cliffs on the burned side. It's not about improving, it's about that some people still have replays on those maps which they might want to watch and they can't any more if the map gets removed, or play on it. I'm sure old maps get unpublished, but as it stands, I like each of the 20 maps and mods I have published now more than this one so I'm not going to trade this one for any of them, that's all. So... it is about improving? | ||
SiskosGoatee
Albania1482 Posts
On July 26 2013 17:58 RFDaemoniac wrote: Yeah, exactly that. Especially in TvX. The point is that as T you want around 60 workers, not the 75 or 80 you generally see P/Z at. 60 workers don't fully saturate 3 bases anyway so you might as well take a 6 patch base. Alternatively they're just in general for each race staging points for low eco aggressive pushes. I've used them a lot in maps and I like how they work out.Show nested quote + On July 26 2013 15:38 SiskosGoatee wrote: Obviously the reason for making air space and putting mineral lines close to the edge is exactly what you said, it's to make air harass and drops stronger, play I like to see instead of people turtling and death balling. I've actually grown more fond of Icarus bases as aggressive thirds than as naturals currently. You can take a forward icarus base and use it as a staging point for a push, they need less workers to saturate and don't provide as much income as a normal base but it can be used for an aggressive staging point which I like, the ratio is just right, 6 patches providing 7 patches worth of income. I think putting mineral lines closer to airspace edges helps air unit harass more than it helps drops, though both are easier because it's harder to punish with ranged units. A cleanup crew of zerglings and banelings still works just as effectively, but the queen anti-air is less threatening, and if you place static defense it'll disrupt mining. Are you expecting a player to take one of the Icarus bases as an aggressive 3rd? Like a zerg that has map control gearing up for a 2 base push, building a macro hatchery in a place where it will also provide a slightly stronger income. Or a 160 supply pushing mech terran? I'm having trouble seeing a real use for them, given how much of a risk they are, and how easy they are to scout, unless people are placated so terribly by the watch towers that they don't scout additionally. If you chose a black/very dark rock/shale texture instead of the cracked char dirt (or something like that?) you could probably overlay it onto some of the small bel'shir tiles in order to support the man made cliffs on the burned side. It's worth a try honestly.So... it is about improving? I've also been ripping off crossfire more times than I ca remember, I have an unhealthy obsession with the high ground pods of crossfire for some reason. | ||
SiskosGoatee
Albania1482 Posts
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