Post in this thread to feature in one repeatedly edited post, all the progressive a to z advancement of someone's current map production. Preface your post like so:
1/name /number of players/ size /features
2/why when how you are showcasing it
=---------------------------
evening napalm / 12 spawn / max size crazy ass cheese rush melee map with weird features
hi, i'm françois, i'm going to showcase advancement of this map from "a to x" in the next few weeks ... something like posting stuff on each stage every week
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next:
(i love this sharing so i am going to finish it.. but work and kids etc are tying me up a bit lately, plus screen capture software is s hit and making me unable to draw comfortably/normally (lag+delay rrr))
1/ leveling mountains part 4 : a method into madness
2/ never give up on a lost cause
(refinement for gameplay layout is a lost cause ; when you can do more you will want to do more (and never stop trying to until you break whatever good stuff you did do) so one must decide and settle on something
3/ antic textures shine in the spotlight
4/ closing in layout (adding collapsible destructible units and line of sight blockers and start deciding/applying/finishing visual layers as opposed (or in synch) to gameplay)
MAP PRogreSS REPORT
Post in this thread to feature in one repeatedly edited post, all the progressive a to z advancement of someone's current map production. Preface your post like so:
1/name /number of players/ size /features
2/why when how you are showcasing it
=
---------------------------evening napalm / 12 spawn / max size crazy ass cheese rush melee map with weird features
hi, i'm françois, i'm going to showcase advancement of this map from "a to x" in the next few weeks ... something like posting stuff on each stage every week
=
---------------------------=
---------------------------next:
(i love this sharing so i am going to finish it.. but work and kids etc are tying me up a bit lately, plus screen capture software is s hit and making me unable to draw comfortably/normally (lag+delay rrr))
1/ leveling mountains part 4 : a method into madness
2/ never give up on a lost cause
(refinement for gameplay layout is a lost cause ; when you can do more you will want to do more (and never stop trying to until you break whatever good stuff you did do) so one must decide and settle on something
3/ antic textures shine in the spotlight
4/ closing in layout (adding collapsible destructible units and line of sight blockers and start deciding/applying/finishing visual layers as opposed (or in synch) to gameplay)
5/ specific features