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:O
I don't have that kind of patience to texture with tiny dots, but seriously, the map looks beautiful! I like how the third and fourth are their own little elevated base, and the gold expansion is positioned in a good, vulnerable location. Nice job!
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This looks unlike anything I´ve ever seen. I love the soft feel to those textures. Looks like a pretty solid layout as well (assuming the high ground inside main is unpathable as well).
/edit: send me the map file - I´ll chuck them in the analyzer for you - it might be helpful to those who give balance/gameplay feedback.
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The textures, as well as the layout, look really nice!
But what I think you should do is to in some way (usually with doodads) is to mark cliffs which are unpathable.
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"any graphics suggestions to make it better?"
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LOL a Monet map. Holy shit that's awesome, impressionism ftw.
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love the texture! Feels friendly.. like a nice place to have a big bloody battle on!
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Texturing, incredible. I hope you add a lot of doodads (&foliage) to strengthen the dreamy feeling from the picture. At least it looks to me like a very exaggerated version of the world. I can imagine waterfalls and some rivers, heck maybe even a sunset/rise lightenning.
The Layout is.. not bad. As you said standard. Thats really fitting.
cheers, madsquare
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Decent map but it feels a bit plain, I'm not seeing much strategical depth in it. It should have more paths.
Nice textures though.
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I am really concerned by the cliff between the main and the natural, seems like lost temple on nightmare difficulty for Zergs, how about a ramp onto that, maybe from the gold expansion if you don't want it to be a defenders advantage?
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On January 15 2011 01:10 HaRuHi wrote: I am really concerned by the cliff between the main and the natural, seems like lost temple on nightmare difficulty for Zergs, how about a ramp onto that, maybe from the gold expansion if you don't want it to be a defenders advantage?
Or just make the whole area not walkable / convert it to water. On the subject: is every expansion high ground siegeable!?
On the art style: GREAT!!! :D Map layout: nice
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wow, very nice effect! I like the visuals, but somehow it looks still a bit repetitive, doesn't it?
maybe make one level a natural cliff, why highgrounds are all man-made cliffs. is there a reason to only use tech cliffs?
another thing: your concept seems to be perfect to have thirds painted in another texture than naturals and main or something. might add something to help orientation while.
generally great idea!
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Thanks for all the feedback guys =D. Its going to get some more doodads, but its really hard to find ones that fit the style, i was lucky to find the yellow trees.^^ will update with analyzer pictures soon. oh and also just to clarify, any high-ground on the edges of the map are not pathable, just the ones in the middle/area and the space between the Main and Nat. I'm going to thin it out a little bit so that hydras/roaches can deal with the high ground there.
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Damn, man. This is just awesome.
Gameplay doesn't even really matter, the map is just so pretty!
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"Gameplay doesn't even really matter" = heresy
"it looks still a bit repetitive" +1 + Show Spoiler +(but still: )
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Anaylzer pics are up thanks to Johanaz, would still like some gameplay feedback.
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i really like the graphics. looking at them is breath of fresh air after playing any bliz map!
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Alright, here's a gameplay tip: The middle highground? make it flat and pathable, and move natural ramps a little bit farther to the outside to help rush distance. You can then put a nice (very shallow so zerglings don't drown) pond in the middle - that would complement the aesthetics nicely as well. Use the bel'shir water piece for a more monet feel - lily pads much? :D
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Opened the middle, added a ramp to the main-nat cliff, and touched the textures a bit. Map is also up on NA. thanks yo. check out the new pics! (Main, Ramp, Overview, Middle)
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