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[M] (2) Kouen Kuro

Forum Index > StarCraft 2 Maps & Custom Games
 
 Rukis   United States. August 20 2012 08:23. Posts 92
Profile # 
[image loading]

Map Name: Kouen Kuro
Creater/Publisher: Utsukushii

Published: NA

Updated Version:
The Updated pictures speak for themselfs, but I added the supply depo for the fact that terrans can wall that off instead of there main.
Textures are still underway but I like it the way it is at the moment, that is. I still haven't tested this version and will give you up-to-date-information, after testing. On that note I wish to have high dia - high masters test the "Balance Issues" on this map. Contact info at the bottom of the thread.

Overview:
[image loading]

Main:
+ Show Spoiler +

Nat
:+ Show Spoiler +

Third/Forth/Fifth
(I realized that these can potentionally go in any order):
+ Show Spoiler +

Middle:
+ Show Spoiler +


Old Version: + Show Spoiler +

Map Discription:

-Medium:
A. Map Bounds 128x128
B. Player Bounds 127x128

Any questions I may be able to answer, Otherwise I would like contrustive critism to help make this map better!

Contact Info:

-Battle.net
A. Utsukushii.338
-Email
A. Iccuponly@gmail.com
Last edit: 2012-08-20 17:30:11
What can be with out them being What
Old Post

 
 Coppermantis   United States. August 20 2012 09:03. Posts 359
Profile # 
The main seems huge. Could just be me though.

Also, is the terrain between the natural and the fourth pathable?

Texturework needs improving, if you didn't already plan to do so.

I like the middle with the Xel'Naga though.


Last edit: 2012-08-20 09:06:51
Old Post

 
 Rukis   United States. August 20 2012 10:13. Posts 92
Profile # 

Coppermantis United States. August 20 2012 09:03. Posts 120
The main seems huge. Could just be me though.

Also, is the terrain between the natural and the fourth pathable?

Texturework needs improving, if you didn't already plan to do so.

I like the middle with the Xel'Naga though.



I am not sure what you mean by pathable? But it seems pathable.
The texture I have been just messing around lately, seeing what i like and don't like. This map is far from done, but it is still playable.
What can be with out them being What
Old Post

 
 xeqwist   August 20 2012 11:32. Posts 54
Profile # 
You should always be very weary of using cardinal ramps (ie. ramps that face straight up, straight left, straight right or straight down) since placing forcefields on ramps that are not diagonal is quite tricky and will in some cases not work out properly.

I would say that you should never ever make the ramp leading from your natural a cardinal one.

Am I right to assume that the aesthetics are not finished?
xeqwist.195 EU | ♥ BitByBit ♥ MarineKing ♥ | Marine good unit.
Old Post

 
 Rukis   United States. August 20 2012 11:35. Posts 92
Profile # 

xeqwist August 20 2012 11:32. Posts 22
You should always be very weary of using cardinal ramps (ie. ramps that face straight up, straight left, straight right or straight down) since placing forcefields on ramps that are not diagonal is quite tricky and will in some cases not work out properly.

I would say that you should never ever make the ramp leading from your natural a cardinal one.

Am I right to assume that the aesthetics are not finished?


Correct, Not sure how i really want the ramps but I like how the middle is. Not sure if you agree but the Thirds second ramp is good too.
What can be with out them being What
Old Post

 
 Coppermantis   United States. August 20 2012 12:08. Posts 359
Profile # 

On August 20 2012 10:13 Rukis wrote:

Show nested quote +



I am not sure what you mean by pathable? But it seems pathable.
The texture I have been just messing around lately, seeing what i like and don't like. This map is far from done, but it is still playable.


By Pathable I mean units able to walk on it, yeah. It just seems odd to me to have a path straight up behind the natural. It could make early reapers too powerful, but I'm not an expert.

The rest of the map seems fine to me, good to hear that the textures are being updated as well.
Old Post

 
 -NegativeZero-   United States. August 20 2012 13:36. Posts 583
Profile # 

On August 20 2012 11:35 Rukis wrote:

Show nested quote +



Correct, Not sure how i really want the ramps but I like how the middle is. Not sure if you agree but the Thirds second ramp is good too.

It seems like it would be extremely easy to just turn the natural ramps 45 degrees to face diagonally towards the corner thirds.

Also, put the geysers at the thirds on the opposite side so they aren't right in the middle of the entrances.

When you finish up the textures, try to match artificial and natural looking textures and cliffs (at least at the edges where the cliffs and textures meet). Right now a lot of yours seem to be switched around.
Last edit: 2012-08-20 13:38:35
broodwarmaps.net
Old Post

 
 FlaShFTW   United States. August 20 2012 16:04. Posts 4955
Profile Blog # 
holy crap the main is so big. 3rds seem hard to defend, the natural ramp should be also intermediate direction.
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 FlaShFTW   United States. August 20 2012 16:06. Posts 4955
Profile Blog # 
EDIT: WHY DO I KEEP POSTING IN WRONG THREAD
Last edit: 2012-08-20 16:07:13
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 Barrin   United States. August 21 2012 23:16. Posts 4196
Profile Blog # 

On August 20 2012 16:06 FlaShFTW wrote:
EDIT: WHY DO I KEEP POSTING IN WRONG THREAD

"It is dangerous to be right in matters where established men are wrong." -Voltaire
Old Post

 
 FlaShFTW   United States. August 22 2012 00:04. Posts 4955
Profile Blog # 

On August 21 2012 23:16 Barrin wrote:

Show nested quote +




go away

btw why is the depot at the top of the natural ramp and not at the base of the main ramp?
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 -NegativeZero-   United States. August 22 2012 06:47. Posts 583
Profile # 
I still think the textures look weird, since you have metal on top of natural cliffs and dirt on top of artificial cliffs. Makes sense for it to be the other way around.

Also, remove the rocks and the depot at the nat's ramp. A 2-width ramp (~6 squares) is already about the narrowest choke you'd want at a natural, it doesn't need to be any narrower. And I have no idea why the depot is even there, nobody ever tries to wall their opponent at their natural choke - and besides, the defender needs to be able to wall their own choke.
broodwarmaps.net
Old Post

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