Can't really explain well why but if you want terrans to lift the gold has to be a bit like this.
Work In Progress Melee Maps - Page 197
Forum Index > SC2 Maps & Custom Games |
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin | ||
Meavis
Netherlands1298 Posts
Can't really explain well why but if you want terrans to lift the gold has to be a bit like this. | ||
Fatam
1986 Posts
On July 24 2016 23:30 IMTB wrote: Endion Space Station (US) published on US and KR/TW + Show Spoiler + please give me some suggestion : D That looks pretty good. I am not the greatest at giving map advice for other people's maps (unless it's obvious glaring things) but I just wanted to say something. The only thing I could mention is that the middle gold bases probably won't ever get used so you might replace them with some other feature. | ||
IMTB
Taiwan37 Posts
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IIEclipseII
Germany155 Posts
a problem might be the close air distance which is a problem against drop plays | ||
Hellpoo
7 Posts
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Hellpoo
7 Posts
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Fatam
1986 Posts
Seems to me like not all the rocks are 100% necessary, but just my opinion. | ||
Hellpoo
7 Posts
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Syphon8
Canada298 Posts
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Fatam
1986 Posts
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Syphon8
Canada298 Posts
On August 06 2016 19:28 Fatam wrote: those colors are pretty sick. The overlord spot arrows (if you intended it that way?) are pretty striking as well. Yup. It looks a bit better in-game, the low ground is a blue fog. Still have to flesh out the decor. | ||
Avexyli
United States688 Posts
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Syphon8
Canada298 Posts
On August 09 2016 05:18 Avexyli wrote: If you want the fog to appear in the editor/screenshot, make the Fog Falloff no higher than .23 I actually do see it in the editor, but not once I'm zoomed out to 1/2 the map or more. IIRC there's pretty high falloff because I was tinting the lowground blue, but it might also just be my shitty graphics settings. | ||
NewSunshine
United States5791 Posts
On August 09 2016 12:34 Syphon8 wrote: I actually do see it in the editor, but not once I'm zoomed out to 1/2 the map or more. IIRC there's pretty high falloff because I was tinting the lowground blue, but it might also just be my shitty graphics settings. The level of falloff incrementally affects where you stop seeing it. .22/.23 is generally the highest you can go and still have fog show up in an overview, whereas much higher levels will still show up in game, but disappear once you zoom a little bit. | ||
IIEclipseII
Germany155 Posts
124x124 | ||
EatThePath
United States3943 Posts
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Erotesn
27 Posts
Check out Blood temple, a map by me, tell me what you think | ||
ZigguratOfUr
Iraq16955 Posts
On August 25 2016 10:25 Erotesn wrote: Check out Blood temple, a map by me, tell me what you think Hi. Bluntly, Blood temple is way too small of a map. A normal map has between 12-16 bases on it, while yours only has 8 and they are all very close together. I can't really comment about the layout since the small size influences everything else. Along with being very small, your map has incredible amounts of empty air space around the edges, which is undesirable. | ||
Koektrommel
Netherlands47 Posts
Entirely forgot I made this long ago, I want to finish it. Main has two entrances, but the left side is purposely very awkward. The two bases in the middle-right have rocks positioned in such a way, that only after destroying them, you can "steal" a third geyser from the other base. All the dark red highground is unpathable. Gimme some constructive criticism, you lovely peepz. | ||
Syphon8
Canada298 Posts
I've been staring at http://wiki.teamliquid.net/starcraft/Gladiator wish we could abuse ramps like that in SC2 140x140, spawns are bottom left and top right (1 vs 7). Wanted there to always feel like an equal option for either expansion. The forward third options are equidistant from the highground natural. Top of the 2x ramp into the main can be walled with 2x Depot and a Barracks, or equivalent. Yadda yadda. | ||
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