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this looks very nice, but I think it's too easy to secure 4 bases
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On June 12 2016 21:40 Ej_ wrote: this looks very nice, but I think it's too easy to secure 4 bases
I don't think so, look how vulnerable the 3rd AND the 4th are.
But I would suggest removing the highground around the towers, it makes the center of the map too choked. Just have it open. But other than that I really like the map!
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I find the colors you are using very odd and cool at the same time. I like it.
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This layout is really cool, as are the teal gradients.
Can't say I like the Snow Refinery8 texture on the ground floor, it looks really out of place with the snow rock. Perhaps using that Slayn dark grey desert dunes would look good, or the dirt?
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I think that is one of those things that as a mapmaker if you know where that texture is from (the snow refinery set in this case) then it will seem more out of place than to a player who isn't associating it with anything in particular.
Still I agree it's probably not the best texture, because it's vaguely terran-y. I tried a few others and they were worse but it wasn't an exhaustive search. I'll try the slayn suggestion you made.
@ the layout, I think the trickiest thing here is having a 3rd(s) that both zerg and protoss can live with. Because of how the nat is, you're unavoidably going to be expanding towards your opponent when you take your third, which is something zerg generally doesn't like. So logic would be to have a fairly open third to compensate. But then protoss doesn't like open thirds. So you have to try to compromise somewhere. I think these thirds are probably a little easier for zerg than protoss, but not sure.
On June 12 2016 23:52 Aunvilgodess wrote:Show nested quote +On June 12 2016 21:40 Ej_ wrote: this looks very nice, but I think it's too easy to secure 4 bases I don't think so, look how vulnerable the 3rd AND the 4th are. But I would suggest removing the highground around the towers, it makes the center of the map too choked. Just have it open. But other than that I really like the map!
Thanks, I might try that. Would bring back memories of the middle of Entombed, which for all its simplicity brought some really cool/epic fights.
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On June 13 2016 13:52 Fatam wrote:
Still I agree it's probably not the best texture, because it's vaguely terran-y. I tried a few others and they were worse but it wasn't an exhaustive search. I'll try the slayn suggestion you made. .
Keep in mind you can always recolor textures as you did with the teal gradient.
Also I know where it's from because it's the most recent DLC, and it's only there once. I also know stuff like Tarsonis Interior 5 is the yellow grass, etc.
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Playing around a bit with the dunes and natural cliffs on the lowgrounds, and some other touches. Here's what the nat looks like
I tried the XNT with nothing around it and it was too good for zerg I'm pretty sure, but thinking about something like this:
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Sand looks much better, maybe brighten it a tad and add some blue hue ontop of it and it'd be perfect.
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Yeah, try to brighten it up. Even if its not your personal taste the community definitely prefers lighter maps I think. Also add some slight variation into the areas that have all the same texture.
And don't try only blue! try some complimentary color too: http://www.tigercolor.com/Images/Complementary.gif
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Overhead view (exact bounds): + Show Spoiler +
Went ahead and finished (tm) and published this, as it was sitting at almost done for quite a while. OP updated with aesthetic shots, etc.
May try some more aesthetic changes like the contrast thing aunvil was mentioning or the blue tint to the sand that avex said.
But for now this is where it's at.
I changed the lighting and water color a bit, so it shouldn't be as dark now. The only other major changes were just behind the scenes stuff (pathing mainly). Let me know if I made the lighting too bright or weird, I'm stuck on a really bad monitor atm so it's hard for me to tell exactly what looks reasonable.
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Very beautiful map. Like the high ground usage in it. I will say I don't see the 9/4 or 11/5 o'clock bases being used a whole lot, but I guess it provides something for the really long games.
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1.2 visual update, improved lighting/textures and added doodads. Still only 414 doodads so we're in good shape. All OP pics updated.
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