You definitely are a great mapmaker, your maps should be used in tournaments.
[P] Maps by lefix - Page 3
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-Zoda-
France3578 Posts
You definitely are a great mapmaker, your maps should be used in tournaments. | ||
lefix
Germany1082 Posts
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lefix
Germany1082 Posts
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SidianTheBard
United States2474 Posts
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RumbleBadger
322 Posts
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Ragoo
Germany2773 Posts
Maybe the map is a tiny bit too small tho, feels like all those expansions are really close together. But then again, the middle is wide open already..^^ | ||
lefix
Germany1082 Posts
On July 30 2011 13:26 RumbleBadger wrote: If I may ask, what's the tile set for moonglade? I just finished my first map, and I'm looking for a tile set for a new one, and I really like the look of that map. =D Simple, but very soothing. should be mostly zhakul das, mixed with some xil iirc | ||
lefix
Germany1082 Posts
+ Show Spoiler + in other news, i have reactivated my stream and will hopefully be streaming more sc2 mapmaking, 3d modeling and texture creation again from now on. my stream can be found at http://www.twitch.tv/lefix. going live again now. enjoy | ||
LunaSaint
United Kingdom620 Posts
Can't stop here, this is bat country. Really really cool map full of potential for cute plays, want to see it in action :< | ||
RumbleBadger
322 Posts
I tend to get in the habit of designing the base layout and then I end up with weird centers to my maps, which I don't really think is a good thing. Basically I'm just wondering what your general thought process is as you design the centers of your maps. | ||
lefix
Germany1082 Posts
the only advice i can give you is don't be hesitant about making drastic changes to your terrain. just save your map and then play around some more and try out things. don't start with textures and doodads too soon. and even after that don't hesitate to redesign half of the map once again if you have another idea. | ||
thezanursic
5478 Posts
On July 26 2011 09:32 lefix wrote: new project: Avatar of War here's another map i just started, based of Avatar, a map from the original iccup map pack for sc1. i really liked this mainramp/natural entrance idea. i am curious to see how this will work out. theres still lots to do aesthetically, as well as moving the islands furtherh away from the thirds so you cannot tank drop there. only 3hrs into it so far I love the idea, but in my opinion you would have to put an in-base expansion for this to work (like crevasse) I don't like it in the state that it is an in base expo would fix everything, but right now I feel like this would force you to stay on a 1 base for a long time. I do like the idea that you need an additional raxx to wall this means that you have to prepare a build order for this map. Edit: You would obviously need to remove an expansion and I took another look and it looks like if you move the choke (not the ramp) a bit to the left that would mean you would have to make an extra supply depot 100% to me it a wall like one depot is out of place and can be snipe now if you move the choke a bit to the right or the ramp a bit to the left and make some unwalkable terrain on the right side I feel like it could reinforce a totally different wall because right now you can still wall with 2 supply depots and a raxx, yes the zerglings will have a larger area to attack, but thats not really interesting. Soo a standard wall would be 2 raxx and a depot with my suggestion or you could force it further to a 2 raxx 2 depot or you could just make a wall where a Terran would have to make a supply depot and not finish it to defend a 6 pool, but still have enough time to have the wall almost finished and ready to be repaired if the zergling attack came (I know it sounds over the top, but the Terran would still be ahead, I mean he just defended a 6 pool) I'd love you to respond to my post and tell my why this is a bad/good suggestion and tell me if my post was clear enough to be understood. | ||
Meltage
Germany613 Posts
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lefix
Germany1082 Posts
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lefix
Germany1082 Posts
It's published on EU/NA, feedback always welcome! | ||
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