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On January 18 2012 23:14 Ragoo wrote: Hmmm thats better now, but that base that hugs your main is just super open and out there.
That's just a base that screams: 1A MOVE INTO ME. It's totally out in the open and forward, no way you can harrass that properly, only attack. And thus this is probably what you will do here, get 2 base and attack.
Try to make it .. different.
Personally, I'd just break down the back door rocks and take the base there as a third. I think the open base serves as a better fourth base. You should have a large enough army to defend it at that point.
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I'm not quite sure the middle needs to be redesigned, the layout is gorgeous as it is.
But if I were to change it i would probably do something similar to TibblesEvilCat's idea, with a couple changes to fix that rush distance you were worried about. Yeah yeah i know rocks, blurgh! Also, this way you get your central expansions back!!!
P.S. sorry for the somewhat confusing diagram, using paint instead of Adobe Fireworks!!!
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Beautiful work on the aesthetics. One thing though: with the bases in front of the mains, it seems like you have successfully achieved the absolute epitome of circle syndrome. Personally I prefer the idea etcetra suggested as the labyrinth in the middle just seems a little gimmicky to me. It seems like as a map-maker you just thought, "well something has to go in the middle, let's put cliffs!" I know you didn't do that, but that's what it looks like.
But again, this map is delightful. Absolutely gorgeous and in general a pretty solid map.
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We demand more snow maps! I liked the mso much in BW, it just looks so wonderful, when the tiny units are running around on snow fileds!
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Bit of a cleaner picture of what I mean.
1. Re-orient the main natural and widen the ramp into your backdoor expansion. 2. Center like TibblesEvilCat's idea, except rocks blocking the central attack path (to lengthen rush distance).
Just some ideas. Great work so far!
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On January 19 2012 00:39 Yonnua wrote:Show nested quote +On January 18 2012 23:14 Ragoo wrote: Hmmm thats better now, but that base that hugs your main is just super open and out there.
That's just a base that screams: 1A MOVE INTO ME. It's totally out in the open and forward, no way you can harrass that properly, only attack. And thus this is probably what you will do here, get 2 base and attack.
Try to make it .. different. Personally, I'd just break down the back door rocks and take the base there as a third. I think the open base serves as a better fourth base. You should have a large enough army to defend it at that point.
Oops, apparently I'm just blind and didn't even see the rocks.
In that case the map "only" has horrible Circle Syndrome.
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Very sleek looking!! I could look at this map all day and not get sick of it.
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What do you think? I removed the backdoor, and redone the entire middle area. I gave the 2 bases in the middle a shot, but they were never taken in any of the testgames we did. They are just too hard to take and hold it seems. At the moment i'm not sure if i should keep the base in front of the main's plateau. I tried to get rid of the circle syndrome, not sure if i succeded though.
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No one is ever going to take the the base under the main. Other than that, i think it all looks a lot more natural this way.
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I continued polishing the maps eyecandy, this time the bottom right corner. I try to get it completed until March 22nd, because then my clan will be attending mta-lan #73 in Nieheim, Germany. We will host a (rather small) SC2 tournament, and maybe my map will be played there. The Version seen here is uploaded on EU; an (pretty) old version can be played on the other servers, too. Please let me know if you want an update on those servers as well.
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What's the doodad count? Looks beautiful, but could cause performance issues.
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On March 06 2012 02:00 Gfire wrote: What's the doodad count? Looks beautiful, but could cause performance issues. At the moment it's at 2.200, but around 850 of that is just the white line decal.
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This is really looking top notch now. Your overview has me a little confused in the latest post as it makes the map look like it is not symmetrical. But that might just be the textures/doodads on the center area (look at the top of the center versus the bottom) that is confusing me. This is not right or wrong, just something that I noticed and it did throw me. As a player I would be concerned about understanding immediately that there is a height difference there versus the bottom. Add some more texturing/doodads in that area to make that snow ramp more apparant (not even get rid of all the snow if you don't want) and I think it will be complete.
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Are you refering to this area? I will try to make it more visible that there is a high ground . I think i still got to do some more stuff before the map is finished, especially bottom left and upper right corner.
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That is exactly where I am referring to.
The only other thing I can think of (if you wanted to) would be to change the Xel'Naga Tower model to be more aesthetically in line with the map (I know some people like to and others do not -- but I definitely think it adds something). See THIS thread for what I am referring to.
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This map will be picture perfect once its finished. Honestly this is already one of my favourite maps out there. Its just mindblowing =) i remember when i seen it first time a couple months ago. I didnt like the middle Area back then but the version i see now look amazing! Have to try it out later. This one i feel has definitely a shot to make it into GSL or Ladder Map Pool =)
Edit: I really hope this one and ilio Volta can become more polished and make it into ladder pool. They both really much deserve it.
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Can't wait for a NA update the map looks stunning great job!! Please keep up the hard work you really have talent.
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