| lefix Germany. May 09 2011 07:30. Posts 950 | Profile # | |
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Mereel Germany. May 09 2011 07:34. Posts 891 | Profile # |
| yeah lefix :D make me more awesome maps |
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| lefix Germany. May 09 2011 07:56. Posts 950 | Profile # |
i am, i am :D here's another map layout i started today. about 1hr in so far. i actually tried out streaming on my old livestream account if anyone is interested you can see it here
+ Show Spoiler +
Last edit: 2011-05-09 08:39:57 |
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| lefix Germany. May 09 2011 08:16. Posts 950 | Profile # |
here's another old concept with a backdoor idea i liked. + Show Spoiler +Last edit: 2011-05-09 08:18:32 |
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| Archivian United Kingdom. May 09 2011 11:07. Posts 325 | Profile # |
Finally, been waiting for this.
Love your map designs. Do more!!! |
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| Yoshi Kirishima United States. May 09 2011 13:01. Posts 9003 | Profile Blog # |
Wow, pretty good set of maps.
Snowblind looks... blindingly white (beautiful!) but haha it is strange how it doesn't have symmetry. Have you put much thought into creating decently balanced positions? |
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| lefix Germany. May 09 2011 16:11. Posts 950 | Profile # |
i think i have spent far more time on snowblind than on any other map, because of the balancing. but it never got enough testgames played and people were very skeptical about the lack of symmetry from the start. i guess the world isn't ready for non symmetrical maps yet!  i originally wanted to submit it for the 3player motm, but i ended up labeling it fun map and submitted another map.
edit: some of my thoughts on asymmetric maps can also be found here.  Last edit: 2011-05-09 16:17:51 |
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| lefix Germany. May 16 2011 06:05. Posts 950 | Profile # |
here's another map idea i am working on. the map has forced cross positions, but you have 2 different possible spawn positions. also there are ruins that atm only small units can pass through, but will block off larger units. i may make those non-pathable, tho. + Show Spoiler + |
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| The_Templar United States. May 16 2011 06:12. Posts 4228 | Profile Blog # |
Awesome!!! I've been thinking about the forced cross positions recently. I MUST TRY IT. |
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| Antares777 United States. May 16 2011 06:25. Posts 1656 | Profile # |
Forced cross positions is essentially two 1v1 maps in one. It's a great idea, and I first saw it from Starparty V, where only the middle was different. This map has a lot of differences, which is a step in the right direction! I might make those ruins unpathable so that early Marines don't piss me off.
Another minor thing I'd change is make the middle ramp between the high grounds smaller and the outside ramps larger. Well, mainly just make the outside ramps larger. Right now a contain could harm the defender without a flanking option, so pushing is the way to go, but against a ramp that is 2x could be bad depending on the type of contain. |
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| lefix Germany. July 02 2011 08:13. Posts 950 | Profile # |
just a little update what i am currently working on.
my newest project "Odyssey": + Show Spoiler +
and anther yet untitled 4p map, will probably ditch this one because if it's size rough concept: + Show Spoiler +
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| Superouman France. July 02 2011 08:17. Posts 1500 | Profile Blog # |
I am impressed by the way you improved from the beginning. When you look at Moonwell and Rattlecage, you can't say at first glance that it's the same author.
On May 16 2011 06:25 Antares777 wrote: Forced cross positions is essentially two 1v1 maps in one. It's a great idea, and I first saw it from Starparty V, where only the middle was different. This map has a lot of differences, which is a step in the right direction! I might make those ruins unpathable so that early Marines don't piss me off.
Another minor thing I'd change is make the middle ramp between the high grounds smaller and the outside ramps larger. Well, mainly just make the outside ramps larger. Right now a contain could harm the defender without a flanking option, so pushing is the way to go, but against a ramp that is 2x could be bad depending on the type of contain.
That typhon map is a lot better than Starparty V, the difference of gameplay is too limited in my map. Your map has more potential.Last edit: 2011-07-02 08:19:52 |
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dezi Germany. July 02 2011 08:18. Posts 1418 | Profile Blog # |
| Whats the size of the second one? |
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| lefix Germany. July 02 2011 08:35. Posts 950 | Profile # |
currently 150x150, but the map borders are a bit too close ^^ so itll be more like 154 or 156 in the end |
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| Equity213 Canada. July 03 2011 19:04. Posts 871 | Profile # |
Last edit: 2011-07-03 19:04:24 |
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| lefix Germany. July 05 2011 04:43. Posts 950 | Profile # | |
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| iGrok United States. July 12 2011 21:31. Posts 4298 | Profile Blog # |
Molten Grounds.
Also, looks cool - but no custom textures? QQ |
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| Ragoo Germany. July 12 2011 21:43. Posts 2224 | Profile # |
this new map has very nice expansion choices, a unique layout and stunning and innovative aesthetics, I like 
Overall I'm very impressed by your clear yet beautiful texture work. Especially little things like the custom brick texture on Rattlesnake I love |
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| lefix Germany. July 12 2011 22:16. Posts 950 | Profile # |
a custom texture is planned for the mains  |
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