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Redead v1.0
made by; Turbogangsta
Published on; North America [NA]
Overview;
Bounds; 162x167 playable, full 168x184
It’s not shown on the overview but a thick black fog covers the lowest ground so the mammoth bones are only partially visible.
I was inspired by the shadow temple from Legend of Zelda: Ocarina of Time. I learnt a lot about proportions putting this map together. I like using doodads in alternative ways trying to construct interesting and unique sets. I think I did a decent job of creating a dungeon theme with the doodads available. I owe a big thank you to monitor’s proportions guide. I also used methods from NullCurrent’s 3 player map guide, thank you NullCurrent.
Aesthetics; + Show Spoiler +Pentagram Meat Grinder Blood Drains Destructable Fog
Texture set; Zhakul’Das (jungle) Default. I’m not very good at texturing.
Fog; Colour; 255, 0, 0 Density; 5 Falloff; 0.32 Height; -5
Doodads; 702 (400 blood splatter)
Analyser; + Show Spoiler +
Data; The main data I changed were size changes to doodads. I also changed the model of the destructible rocks to the small skeleton rib cage model as well as the name to “Sacrificial Corpse”.
I also added the original shadow temples sound track to play instead of the normal music. + Show Spoiler +
Balance Comments; My friend pointed out that positioning your army to hold your 3rd in both top (10/2 o’ clock) or both bottom ( 5/7 o’ clock) spawns could be troublesome. Hopefully that will make the XWT a point of interest. I also noticed that in these same spawns the middle might not get much use as the bottom attack path is much more direct (contradicting my previous statement I know). I would like to hear from the community on these points and any other flaws you may see. Also i would like to change the minimap to a lighter colour so it is eazier to read. Is there a way to change how textures appear on the minimap with data editor?
Thank you~ Turbogangsta
If you haven’t yet please check out my previous map Trollwood please do, Its published on [NA].
edit; added analyser pics added more aesthetics and textured the map
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It does need a little bit better of a texture. Perhaps add some brighter colors in small amounts, and some protoss symbol doodads (like the little hexagons). It would make the map a lot easier to see, and it would make this a pretty cool map to play on.
The mains are a little large, and the center may be a little too chokey. Consider removing the two large holes in the middle, and adding one slightly larger hole in the direct middle.
IIRC, those blood stains appear OVER creep, so use them more sparingly.
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On October 17 2011 04:19 Chargelot wrote: It does need a little bit better of a texture. Perhaps add some brighter colors in small amounts, and some protoss symbol doodads (like the little hexagons). It would make the map a lot easier to see, and it would make this a pretty cool map to play on.
The mains are a little large, and the center may be a little too chokey. Consider removing the two large holes in the middle, and adding one slightly larger hole in the direct middle.
IIRC, those blood stains appear OVER creep, so use them more sparingly.
I feel themains are a tiny bit too big too but i kept getting complaint about my mains being too small
the middle is actualy extremely open its hard to tell w/o analyser x.x
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On October 17 2011 04:25 Turbogangsta wrote:Show nested quote +On October 17 2011 04:19 Chargelot wrote: It does need a little bit better of a texture. Perhaps add some brighter colors in small amounts, and some protoss symbol doodads (like the little hexagons). It would make the map a lot easier to see, and it would make this a pretty cool map to play on.
The mains are a little large, and the center may be a little too chokey. Consider removing the two large holes in the middle, and adding one slightly larger hole in the direct middle.
IIRC, those blood stains appear OVER creep, so use them more sparingly. I feel themains are a tiny bit too big too but i kept getting complaint about my mains being too small the middle is actualy extremely open its hard to tell w/o analyser x.x
Haha. Check the analyzer thread, and keep trying. They're always very important.
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On October 17 2011 04:36 Chargelot wrote:Show nested quote +On October 17 2011 04:25 Turbogangsta wrote:On October 17 2011 04:19 Chargelot wrote: It does need a little bit better of a texture. Perhaps add some brighter colors in small amounts, and some protoss symbol doodads (like the little hexagons). It would make the map a lot easier to see, and it would make this a pretty cool map to play on.
The mains are a little large, and the center may be a little too chokey. Consider removing the two large holes in the middle, and adding one slightly larger hole in the direct middle.
IIRC, those blood stains appear OVER creep, so use them more sparingly. I feel themains are a tiny bit too big too but i kept getting complaint about my mains being too small the middle is actualy extremely open its hard to tell w/o analyser x.x Haha. Check the analyzer thread, and keep trying. They're always very important.
finaly got em working =]
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This is Abbysal caverns with 4 bases added, and I don't like that map.
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THose grinders are a nice touch :D
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On October 17 2011 04:55 Baseic wrote: This is Abbysal caverns with 4 bases added, and I don't like that map.
One of the key parts of AC is that you can split it down the center. It's not a stretch of the imagination to draw a line down AC and say "this is my half and that is your half".
This map is more about quarters, similar to Shattered Temple. Dependent on spawn positions, of course.
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I'm interested in what you did to get the analyzer working -- are you on a PC or a MAC? I am on a PC and I tried a number of different links in that thread and none of them worked for me.
I think your aesthetic theme for this map is pretty cool. It reminds me of this one custom level called "Spike Room" in the game Bump N Jump -- if you could get a midi of Master Of Puppets into your map, that would be awesome.
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United States9925 Posts
less blocky, and mains are too big. overall good map.
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On October 17 2011 09:52 HypertonicHydroponic wrote: I'm interested in what you did to get the analyzer working -- are you on a PC or a MAC? I am on a PC and I tried a number of different links in that thread and none of them worked for me.
I think your aesthetic theme for this map is pretty cool. It reminds me of this one custom level called "Spike Room" in the game Bump N Jump -- if you could get a midi of Master Of Puppets into your map, that would be awesome.
i used this analyser here. + Show Spoiler +http://bayfiles.com/file/13YJ/LPBAIe/sc2mapanalyzer-src-build.zip you put the map file into the same folder as this analyser and it works.
less blocky, and mains are too big. overall good map.
thanks i think i will trim and reshape the main.
still hoping someone can maybe give me feed back abou the balance concerns i have =]
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retextured and added a few doodads
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