[M] (2) Western Odyssey (Bluestorm Re-Make) - Page 2
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jrkirby
United States1510 Posts
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SigmaFiE
United States333 Posts
On February 26 2012 03:37 jrkirby wrote: This map looks awesome. Not from an artistic standpoint (although it is well textured) but from a strategy standpoint. I really wish i could watch some pros play on this map. Thanks | ||
SigmaFiE
United States333 Posts
- Stalkers can blink onto highground next to the 3rd on the east side (but not on the west side) - Siege tanks can get within range of natural from the unnatural 3rd, and vice versa - Single Unit path does not work solely on zealots, marines, and zerglings. It works With units in the medium size and large size range (tested with stalkers, immortals, and archons - massive CANNOT cross). This needs to be addressed ASAP. - Aesthetics on the northern border need to be expanded due to camera "overshooting" the map If anyone discovers any other errors, please post them here. | ||
Broodie
Canada832 Posts
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SigmaFiE
United States333 Posts
Issues that I addressed: - Stalkers blinking (see above). - Single Unit Path -----> This was particularly troublesome. Due to the pathing and the unit sizes in SC2 -- I did not succeed in making the path accessible to only zerglings, marines, and zealots. Because of this, and because of the short distance due to the existence of those paths, I decided to simply block them with destructible rocks. I want to lower the health of the rocks so that it is accessible in the early game, but I need an appropriate rock health. So play it and test it and PM me your thoughts. I don't know how I feel about this yet as it might ruin the purpose of the map entirely. But I just don't know how else to address it. This increased the rush distance by a very large amount. - Siege tanks ------> I partially addressed this and partially did not. Prior to the change, it was accessible to siege tanks so long as a flying unit had vision of the natural, and the siege tank could hit ALL of the resource line and even the natural town hall. Currently -- it is accesible only with a flying unit, and the tanks can only hit 2/3 of the resource line, with the mineral patches and assimilator nearest the mains being protected. I think this is reasonable. - Aesthetics -------> Aesthetics expanded on the northern border. Texturing needs testing on low resolutions to make sure the map is not all screwy at that setting. Removal of unnecessary protoss decals on ramps (the ones from the middle) as well as the decals that were on the small 1 unit paths (Since the rocks would cover that up, and while performance wise they may not add much, but they do add). Tell me what you think now please. Once again, this version is released under the name Eastern Odyssey by Oddyseus | ||
SigmaFiE
United States333 Posts
I also need to clean up that original post. I'll be lazy at the moment and save that for tomorrow afternoon. | ||
Duvon
Sweden2360 Posts
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SigmaFiE
United States333 Posts
On March 09 2012 00:14 Duvon wrote: Go Desert!!! You can play desert! It's called Western Odyssey and has all the updates just like Eastern. | ||
Kabel
Sweden1735 Posts
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SigmaFiE
United States333 Posts
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SigmaFiE
United States333 Posts
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SigmaFiE
United States333 Posts
So after consideration for around 24-48 hours. I feel a mistake may have been made on the most recent editing of this map. And that was the addition of the rocks blocking the 1 unit path. I feel like this not only drastically reduces strategic options for either player, but it also inhibits the intention of this map as a tasteful remake. Let me quickly briefly explain why I added the rocks to block the quick 1 unit paths: all units could move through it (not just zerglings, zealots, and marines) so long as those units were not massive (i.e. ultralisk, archons, siegetanks/thors). I am beginning to think I have poisoned the water well + Show Spoiler + (name that reference = 2 internet points!) | ||
SigmaFiE
United States333 Posts
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