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Rose of Dream
Map created by: SUPEROUMAN
Map Info: Size: 140x140 Map theme: Autumn. In Space. With Rednecks. Notable features: - Usual S shape - Long and tight bridges. - Outer highground ring giving a highway for air units and drops.
I remade a larger version of this map with longer bridges and wider areas to synergise with the tight chokes.
Map features:+ Show Spoiler +Main : Natural : Third: Forward third Middle expand Corner expand Expand next to the main Middle bridges Middle area
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With Rednecks. muh inside jokes
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Cool solid map, aesthetics are very nicely done except for the ramps which I think you should choose a diff manmade texture for. They are just really ugly here (imo). But the forest part is gorgeous
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On May 29 2015 07:10 Fatam wrote:Cool solid map, aesthetics are very nicely done except for the ramps which I think you should choose a diff manmade texture for. They are just really ugly here (imo). But the forest part is gorgeous I could use the white texture for the ramps too
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i think you should have the high ground manmade imo to match the bridges but welldone
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I'd change the bridge color as well. Maybe make them wooden bridges? Like with flat horizontal log doodads? That's pretty original and cool. Layout is nice but honestly I'm just a sucker for Starbow maps.
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Aotearoa39261 Posts
Aesthetics are somewhat jarring (the trees will butcher fps on low end machines as well). I would recommend committing to the natural theme by trying for wooden (or stone) bridges and filling in the black void with water or committing to the space/natural hybrid tileset and axing the trees and turning the border of the map into a space platform. At the moment it just seems confused interesting map though!
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Are all these brigde one forcefield wide?
Is it an attempt to make swarmosts viable again? or are you secretely dreaming of BC vs Carrier battles?
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A proper homage to based RoD good sir :D
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On May 29 2015 12:22 Plexa wrote:Aesthetics are somewhat jarring (the trees will butcher fps on low end machines as well). I would recommend committing to the natural theme by trying for wooden (or stone) bridges and filling in the black void with water or committing to the space/natural hybrid tileset and axing the trees and turning the border of the map into a space platform. At the moment it just seems confused interesting map though! The basic idea for the decoration is to make a natural landscape with a "space fissure" just like it is in Rose of Dream 1.0. I'd like to not deviate from this idea for the edges and i'll try to find a solution with the current highgrounds.
I may went overboard with trees in the edges, i'll try to remove a quarter or a third of them.
I didn't want to make highground manmade textures because the main has higher cliff on the edges. I added some rock textures in the main and forward third but it seems it's not enough. I'll try to do something more rocky like in Coda and Cactus Valley.
There are no wooden doodads in the available list. I considered make some shiny protoss bridges but i didn't do it in the end. I'll try making bridges with rock tiles.
Overall i agree that there isn't a good contrast between the different terrain levels.
I'll probably post an update in 8 hours.
On May 29 2015 14:58 Gwavajuice wrote: Are all these brigde one forcefield wide?
Is it an attempt to make swarmosts viable again? or are you secretely dreaming of BC vs Carrier battles? Yes, the bridges are one forcefield wide but the areas on each side of the bridges are wide so it's fine.
I secretly dream of games not ending after one push. It still happens too often.
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On May 29 2015 18:45 Superouman wrote:... Show nested quote +On May 29 2015 14:58 Gwavajuice wrote: Are all these brigde one forcefield wide?
Is it an attempt to make swarmosts viable again? or are you secretely dreaming of BC vs Carrier battles? Yes, the bridges are one forcefield wide but the areas on each side of the bridges are wide so it's fine. I secretly dream of games not ending after one push. It still happens too often.
Just watch some sc2 really, cheese/early all ins excepted, plenty of games are back and forth these days
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Inb4 flame but this map is just noahs ark 2.0 right?
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On May 29 2015 23:24 NasusAndDraven wrote: Inb4 flame but this map is just noahs ark 2.0 right? Uhhhh what? - Different symmetry - Very long and tight chokes (bridges) - No pocket expands - The middle is occupied by a triple choke - No tight direct path - Forward base in the middle
I could go on but i'm lazy
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Textures are fine imo - just change the bridge aesthetics and clean up the map borders.
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Bridges look like someone drew white lines in MS paint.
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Some edits
Bridge attempt. I tried different doodads and this Monlyth Column give the best results + Show Spoiler +
Different highground. I thought about adding Agria Rock texture but i didn't do it in the end and it was a mistake. It's very clear now. + Show Spoiler +
I removed around a quarter of the trees on the edges.
I'll update the OP post when i'll finish all the bridges.
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Should look better already.
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Russian Federation421 Posts
On May 30 2015 05:15 Superouman wrote:Some edits Bridge attempt. I tried different doodads and this Monlyth Column give the best results + Show Spoiler +Different highground. I thought about adding Agria Rock texture but i didn't do it in the end and it was a mistake. It's very clear now. + Show Spoiler +I removed around a quarter of the trees on the edges. I'll update the OP post when i'll finish all the bridges.
Probably update is stil necessary to get overall impression, but now the visuals seem so sick.
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On May 30 2015 01:13 Superouman wrote:Show nested quote +On May 29 2015 23:24 NasusAndDraven wrote: Inb4 flame but this map is just noahs ark 2.0 right? Uhhhh what? - Different symmetry - Very long and tight chokes (bridges) - No pocket expands - The middle is occupied by a triple choke - No tight direct path - Forward base in the middle I could go on but i'm lazy
-Very open middle area that can only be accessed trough multiple very tight chokes, surrounded by a path that is semi open.
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they're both just built on the age-old BW map concept of making the shortest path be the most inconvenient, which makes positioning interesting. same as cloud kingdom really, except more exaggerated on these newer maps.
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