(2) Missing
▶ Summary
* Type : -
* Players : 2 ( 11" 5" )
* 타일셋 : Daelaam Ark
* 크기 : 152x134
* 제작자 : MiZ
▶ Resource
* Main : 8M+2G (2)
* Second : 8M+2G (2)
* ETC. : 8M+2G (6), 6RM+1RG (2)
Battle.net KR server '이별'
:D
Forum Index > SC2 Maps & Custom Games |
NSYoonGLove
Korea (South)12 Posts
(2) Missing ▶ Summary * Type : - * Players : 2 ( 11" 5" ) * 타일셋 : Daelaam Ark * 크기 : 152x134 * 제작자 : MiZ ▶ Resource * Main : 8M+2G (2) * Second : 8M+2G (2) * ETC. : 8M+2G (6), 6RM+1RG (2) Battle.net KR server '이별' :D | ||
moskonia
Israel1448 Posts
Looks like a solid map overall. I like the 3rd near the main, seems really strong for Protoss as it makes defending drops much easier, and actually easier to defend attacks by ground too. | ||
-NegativeZero-
United States2136 Posts
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TheFish7
United States2824 Posts
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NSYoonGLove
Korea (South)12 Posts
On July 23 2014 06:01 TheFish7 wrote: Would love to know the rational behind having so much open space behind the natural and 4th mineral lines sorry, My English is not well. This map main base is small. terran barrack, factory, starport, ETC. build this behind the mineral and for CAN'T USE CANNON RUSH. Thanks your comment. :D | ||
ChopTheHassan
35 Posts
On July 23 2014 06:01 TheFish7 wrote: Would love to know the rational behind having so much open space behind the natural and 4th mineral lines Perhaps he wants to bring back the siege tank drops from BW? | ||
neptunusfisk
2286 Posts
On July 23 2014 09:26 ChopTheHassan wrote: Show nested quote + On July 23 2014 06:01 TheFish7 wrote: Would love to know the rational behind having so much open space behind the natural and 4th mineral lines Perhaps he wants to bring back the siege tank drops from BW? If Blizz wont buff tanks, let the maps do it I think this looks nice! Can't say whether it'll be balanced though. I'm not good at that. | ||
Existor
Russian Federation4295 Posts
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sTYleZerG-eX
Mexico473 Posts
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[PkF] Wire
France24184 Posts
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L3monsta
New Zealand149 Posts
On July 24 2014 00:40 Existor wrote: Please remove all these WarCraft decals. They look out of place and so reasonless I agree, if it were me I'd change it so that there's only one horde symbol and both the symbols are a light blue... | ||
-NegativeZero-
United States2136 Posts
On July 24 2014 04:36 sTYleZerG-eX wrote: Nice map, how do u use different title sets in one same map? (mixing regions) Open the data editor (F7) and select the tileset you're using, or alternatively select menu options Map -> Map Textures -> Modify. From there you can edit all the values on the right, including which combination of 8 textures belong to that particular tileset, as well as cliff types, fog, lighting, etc. (Changes only apply to the individual map file you're working on, so you never have to worry about resetting everything.) | ||
NewSunshine
United States5651 Posts
On July 24 2014 07:48 [PkF] Wire wrote: The layout has some potential, but the texturing needs some rework. I'm not sure why the main is so freakin small. ? The main looks fine. And I agree about the decals, they look weird. That aside, I'm interested in seeing your next map, clearly you're getting better at this. | ||
sTYleZerG-eX
Mexico473 Posts
On July 24 2014 14:37 -NegativeZero- wrote: Show nested quote + On July 24 2014 04:36 sTYleZerG-eX wrote: Nice map, how do u use different title sets in one same map? (mixing regions) Open the data editor (F7) and select the tileset you're using, or alternatively select menu options Map -> Map Textures -> Modify. From there you can edit all the values on the right, including which combination of 8 textures belong to that particular tileset, as well as cliff types, fog, lighting, etc. (Changes only apply to the individual map file you're working on, so you never have to worry about resetting everything.) Thnx man! | ||
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