Download
http://www.panschk.de/mappage/maps/(2)ZunV- Spirit 1.8 (n).scx
Forum Index > BW General |
SBL-Keias
32 Posts
Download http://www.panschk.de/mappage/maps/(2)ZunV- Spirit 1.8 (n).scx | ||
Freakling
Germany1525 Posts
| ||
TelecoM
United States10583 Posts
| ||
wishbonesaka
Canada117 Posts
| ||
Qikz
United Kingdom12010 Posts
On January 03 2018 09:41 Freakling wrote: Complete disregard for terrain levels should be avoided in melee maps. If you want to do this layout properly, you need to do it as a Space Platform map, where you have three terrain levels to use. Why does it need 3 levels? | ||
lemmata
465 Posts
On January 03 2018 11:12 Qikz wrote: Show nested quote + On January 03 2018 09:41 Freakling wrote: Complete disregard for terrain levels should be avoided in melee maps. If you want to do this layout properly, you need to do it as a Space Platform map, where you have three terrain levels to use. Why does it need 3 levels? Look at the top left corner. There is ramp down out of the main. That's two levels: main and nat. Now cross the bridge and there is another ramp down into the center. That's another level below the natural's level. Three levels: Mains, naturals, center. Of course, not really, because this tile set doesn't have three levels, so he's making the map look like it has three levels when it will behave like it has two in strange ways. Hence, it would be much better to remake the map with a tile set that has three levels. Btw, it looks like the area across the bridge but before the ramp to the center is the same as the main base terrain. So is the bridge low ground and the across the bridge somehow high ground? PS: Is it possible to make maps with nydus-like wormholes that anyone can use? If anyone knows of such a melee map, please pm me. PPS: Cool looking map tho. | ||
SBL-Keias
32 Posts
On January 03 2018 10:37 GGzerG wrote: Looks pretty interesting! Thanks for sharing, wouldn't mind playing it on a Play / Observe map, great way to test the maps ! Ty | ||
SBL-Keias
32 Posts
On January 03 2018 11:00 wishbonesaka wrote: So Kool. I like the idea. Looks hard all the details. My head hurts. Haha. You're definitely not lazy. Hahaha thanks :D | ||
FOXin
China15 Posts
| ||
KameZerg
Sweden1736 Posts
| ||
Freakling
Germany1525 Posts
On January 03 2018 11:17 lemmata wrote: ^^Show nested quote + On January 03 2018 11:12 Qikz wrote: On January 03 2018 09:41 Freakling wrote: Complete disregard for terrain levels should be avoided in melee maps. If you want to do this layout properly, you need to do it as a Space Platform map, where you have three terrain levels to use. Why does it need 3 levels? Look at the top left corner. There is ramp down out of the main. That's two levels: main and nat. Now cross the bridge and there is another ramp down into the center. That's another level below the natural's level. Three levels: Mains, naturals, center. Of course, not really, because this tile set doesn't have three levels, so he's making the map look like it has three levels when it will behave like it has two in strange ways. Hence, it would be much better to remake the map with a tile set that has three levels. gameplay-wise this means vision and hit chance will be all screwed up in ways confusing to the player. Btw, it looks like the area across the bridge but before the ramp to the center is the same as the main base terrain. So is the bridge low ground and the across the bridge somehow high ground? Not exactly sure what you mean. High Jungle and Jungle look exactly the same, and that is what is used here to hide the transition, albeit only for the picture.PS: Is it possible to make maps with nydus-like wormholes that anyone can use? If anyone knows of such a melee map, please pm me. Not without modding, and certainly not in standard melee mode. You can, of course, ask on the Blizzard forums to have them implement a feature like this, although I doubt it would ever be done. | ||
_Animus_
Bulgaria1064 Posts
On January 03 2018 19:25 Freakling wrote: gameplay-wise this means vision and hit chance will be all screwed up in ways confusing to the player. Which means Blizzard need to patch that, so we can have beautiful maps like this working. | ||
SBL-Keias
32 Posts
| ||
JungleTerrain
Chile799 Posts
The main-nat-third is pretty uninspired I think, ripped straight from FS except for the Xel'Naga temple block. Should play solidly besides that. | ||
XenOsky
Chile2111 Posts
| ||
Empyrean
16925 Posts
On January 04 2018 14:11 XenOsky- wrote: its fighting spirit, for 2 players with a really weird middle. Agreed :/ PvZ looks to be horrible to play on this map...easily taken and defended 4th/5th gases by Zerg coupled with a long rush distance. PvT might also be awful with the whole terrain strangeness (shooting at tanks uphill at weird angles is going to be terrible). That being said, I like the thought of the three-tier map concept. Not sure why people haven't done it before (well...I guess installation isn't a popular tileset), but if Blizzard adds support, I could see some maps exploring this further. | ||
| ||
StarCraft 2 StarCraft: Brood War Dota 2 League of Legends Counter-Strike Super Smash Bros Other Games Grubby2536 gofns2279 Liquid`RaSZi1612 ceh9555 Hui .477 ArmadaUGS455 Liquid`VortiX217 Mew2King198 NuckleDu92 RuFF_SC213 Organizations Counter-Strike StarCraft 2 StarCraft: Brood War StarCraft 2 StarCraft: Brood War
StarCraft 2 • MindelVK 30 StarCraft: Brood War• Gussbus • Kozan • Poblha • Migwel • Laughngamez YouTube • LaughNgamez Trovo • aXEnki • IndyKCrew • intothetv Dota 2 League of Legends |
StarsWar
Maru vs Stats
Cure vs Classic
Solar vs GuMiho
ByuN vs herO
BSL
TerrOr vs XuanXuan
Dark vs JDConan
Korean StarCraft League
StarsWar
WardiTV Invitational
CSO Cup
ForJumy Cup
BSL
Zhanhun vs WolFix
Dienmax vs Cross
Sparkling Tuna Cup
StarsWar
[ Show More ] WardiTV Invitational
ESL Open Cup
Afreeca Starleague
StarsWar
ESL Open Cup
ESL Open Cup
Afreeca Starleague
StarsWar
Club NV x Duckling Show…
GSL Code S
Stats vs SHIN
Cure vs GuMiho
|
|