Size: 144x134
Main to main: 44 sec
Deep sea aesthetics with a central high risk/high reward base. Feedback welcome
Art stuff:
+ Show Spoiler +
Forum Index > SC2 Maps & Custom Games |
themusic246
United States201 Posts
Size: 144x134 Main to main: 44 sec Deep sea aesthetics with a central high risk/high reward base. Feedback welcome Art stuff: + Show Spoiler + | ||
ZigguratOfUr
Iraq16955 Posts
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themusic246
United States201 Posts
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Solstice245
United States145 Posts
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blunderfulguy
United States1412 Posts
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ZigguratOfUr
Iraq16955 Posts
On January 07 2019 18:13 themusic246 wrote: Yea i suppose they are intentionally in the way, trying to mix things up while still having a standard-ish early game layout. I think there is enough alternate pathing to keep things spicy though. Anything specific you would change? Possibly shrink the center bases, so that armies can go around them a bit quicker. It's a bit awkward since you need the gases out of the way, but maybe you can do that by rotating the base so that the gases are bot/top-side? It feels like the way things are currently, you could end up with a lot of "two ships passing in the night" into accidental base trade scenarios. As for the transition between the textures from the midground to the lowground, I don't think they're too bad. They could use a little more blending, but too much clarity is better than not enough imo. (Sorry Solstice, I liked the original texturing around the ramps of Kairos Junction a lot better than the ladder version) | ||
themusic246
United States201 Posts
1. Changed highground geysers to shakuras 2. Shrank highground central bases. This also allowed the middle of the map to be less chokey, very good suggestion. 3. Changed central ramp to central bases to be 3x instead of 2x. Thx solstice for the 3x ramp rock trick 4. Smoothed mid to lowground ramp texture transition slightly.. still somewhat contrasty, wanted to keep the readability | ||
PlanetNine_Sc2
9 Posts
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Antares777
United States1971 Posts
The middle here is really strong. I don't think the center bases need to be shrunk, I'm more concerned with how restrictive some of the outside paths are. I think you should add a ramp to the high grounds at the 3 and 9 o'clock positions between the two parallel ramps currently there. Then you can remove the rocks on the ramp it's currently on and replace them on the new ramp. I think this would improve the flow of the map without compromising the high-risk nature of the attack paths. | ||
themusic246
United States201 Posts
With that said, ill probably fix this map up soon as it could be better with some work. Ill make sure the current version in the OP is published, not sure why it isnt, woops! | ||
PlanetNine_Sc2
9 Posts
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ilovegroov
357 Posts
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PlanetNine_Sc2
9 Posts
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PlanetNine_Sc2
9 Posts
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themusic246
United States201 Posts
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PlanetNine_Sc2
9 Posts
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Zweck
Germany211 Posts
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kaninjeter
2 Posts
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WenHe
34 Posts
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