| Fatam August 06 2012 18:12. Posts 931 | Profile # |
(this got heavily changed and had its name changed to Yog's Winter, the "Princess Caverns" map is no longer uploaded. Yog's has its own thread.)
Princess Caverns by Fatam version 0.5 [NA]
![[image loading]](http://i.imgur.com/pqL7o.jpg)
Aesthetics: + Show Spoiler +Last edit: 2012-10-02 08:55:22 |
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| Semmo Korea (South). August 06 2012 18:15. Posts 395 | Profile # |
One thing: if you have your nat opening as flat ground, it's generally good idea to have part of the main perturbing out so you can defend better. This map isn't like that, the main is far away from the natural entrance, and it's flat ground - Your choice, but a good idea to so defender has some advantage ( since flat ground doesn't give any advantage for defender )
Also map is way too big, imo. No need for this size. pleasant aesthetics though. Good luck with it!Last edit: 2012-08-06 18:16:50 |
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Aunvilgod August 06 2012 22:11. Posts 2031 | Profile # |
I like your approach on the aesthetics. Different. You should add diversity to the ground textures though, I recommend New Folsom Sand or Shakuras Sand. Or any other red/blue textures.
The name really sucks. |
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| Fatam August 07 2012 11:46. Posts 931 | Profile # |
Hey guys Thanks for the help.
Aunvil - I was wrestling with the ground textures - if you ctrl+shift+c and look at how it looks in the game, they look pretty solid, even good at some points, but when you view the map zoomed out they look pretty plain. I think I'll just re-do them completely so they look good both ways. Maybe big bold strokes > meticulous/subtle stuff in this case. I'll take a look at the textures you suggested. @ the name HARSH BRO lol, I'll try to think of something cooler.
Semmo - Is it really that necessary to have the main jut out if you don't have a nat ramp? On this map the concave for the defender is slightly bigger at the nat choke, that is some advantage, right? Not to mention the defender always has defender's advantage.
@ the map size - I kind of agree, and was thinking that as I was finishing the first draft of the map, but figured I'd see what people thought. Since I am redo'ing the terrain texturing I can condense the map at the same time.Last edit: 2012-08-07 11:47:34 |
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| FlaShFTW United States. August 07 2012 13:12. Posts 4957 | Profile Blog # |
daybreak imo. 
not bad of a map, its a bit boring though with just the flat land everywhere. |
| | Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget. |
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| MrF United States. August 07 2012 13:42. Posts 312 | Profile # |
i dont see daybreak really aside from the 3 bases being kinda similar but how many different ways can you set up 3 bases... seriously tho awesome looking map i feel like it has some structural flaws tho, the high ground in the middle with basses around is a little too much like what everyone hated about antiga and the natural with no high ground AND a second path to attack ( albiet from low ground ) is too hard to defend. I may be too harsh tho ill have to try it out, it actually looks really cool and has some interesting features. |
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| Veloh15 United States. August 07 2012 23:36. Posts 158 | Profile # |
| Personally I would like to see the cliffs with a more rocky feel. What I mean is that you should use a rocky texture around the edges. To make it clearer to the eye where the cliffs are. I agree it looks like Daybreak, with a slightly more Ohana-ish 3rd. Not sure how useful the xel naga watchtower. |
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| Insomni7 August 08 2012 01:37. Posts 596 | Profile # |
| There is a slight resemblance to daybreak but many of the features which really define daybreak aren't here. In truth this map will play out very differently from the looks of it. The bases close to the center are very interesting as you will not gain direct access to them just from controlling the high ground a la antiga, though you could certainly deny your opponent possession. Overall I like the map and I feel it will play fairly uniquely. |
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| EatThePath United States. August 08 2012 10:47. Posts 2440 | Profile Blog # |
| I love the name, don't change it! more to come |
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| Fatam August 09 2012 09:57. Posts 931 | Profile # |
I've been wrestling with this off and on when I've had time the last couple days, the same design is very difficult (impossible?) to pull off once you reduce the map size. This may end up being so different that I just make a new thread when it's done and delete this one but we'll see.
Apparently everyone hates the idea of a natural that isn't highground -and- has a rock ramp entrance so I may change that. I was thinking about reversing it - having the rocks on the same-level entrance and the unblocked entrance being a ramp down. But maybe I should just stop trying to make an interesting natural and instead try to innovate on some other part of the map. lol. Anyway thanks for the replies, I'll try to come up with a non-dud of a map. |
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| Semmo Korea (South). August 09 2012 15:30. Posts 395 | Profile # |
On August 09 2012 09:57 Fatam wrote: I've been wrestling with this off and on when I've had time the last couple days, the same design is very difficult (impossible?) to pull off once you reduce the map size. This may end up being so different that I just make a new thread when it's done and delete this one but we'll see.
Apparently everyone hates the idea of a natural that isn't highground -and- has a rock ramp entrance so I may change that. I was thinking about reversing it - having the rocks on the same-level entrance and the unblocked entrance being a ramp down. But maybe I should just stop trying to make an interesting natural and instead try to innovate on some other part of the map. lol. Anyway thanks for the replies, I'll try to come up with a non-dud of a map.
Thats not true, it's just that it should have something that gives a defender's advantage. |
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