| Rukis United States. August 20 2012 08:23. Posts 92 | Profile # | |
| | What can be with out them being What |
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| 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 |
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| 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 |
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| 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. |
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| 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 |
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| Coppermantis United States. August 20 2012 12:08. Posts 359 | Profile # |
On August 20 2012 10:13 Rukis wrote: Show nested quote +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.
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. |
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| -NegativeZero- United States. August 20 2012 13:36. Posts 583 | Profile # |
On August 20 2012 11:35 Rukis wrote: Show nested quote +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.
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 |
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| 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. |
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| 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. |
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| 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
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| | "It is dangerous to be right in matters where established men are wrong." -Voltaire |
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| FlaShFTW United States. August 22 2012 00:04. Posts 4955 | Profile Blog # |
On August 21 2012 23:16 Barrin wrote: Show nested quote +On August 20 2012 16:06 FlaShFTW wrote: EDIT: WHY DO I KEEP POSTING IN WRONG THREAD

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. |
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| -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. |
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