Hey guys! I am using a new account because my old one was reported, i worked on some texturing and bade the cybros bases look abandoned... Your judgement...
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I think the map looks good... perhaps we can add some line of sight blockers that devides the map into 4? This will make global attacks with ground units unexpectable and more ambush-like without using the xelnaga towers... It will also make the xelnaga towers a key strategical point...
What scares me currently is the mass blink stalker or reaper, or even simple drops or drop sieged tank. The low ground all around the base is very interesting but must be somewhat tweaked to not be too hard to defend such strategies.
Here is what I got. Added alot of LOS blocker which allow sneaking behind without beeing seen. All the path around is unbuildable but units can pass so you cannot hide buildings around there or lift off and abuse lowground or get op cannon rushed. I added a Xel'naga tower blocked by rocks in the natural to cover all the low ground around your own base, this way if something is sneaking around your base you might see it, or you can keep track of a drop moving on the dead zone. I also did minor changes to the middle to make the path bigger and put the ramp in diagonal. All ramps must be diagonal in order to be viable for Ladder.
I did not know what to do with the low ground so I just hid it behind a black fog.
Edit: I play tested it after uploading and the Xel'naga tower is still accessible with the rock, so the rocks need to be bigger and the next to the bridge there is a gap between the hole and the cliff that needs filling to prevent bypassing the bridge.
I smudged and made the dirt path wider that runs from the main bases, I created smaller dirt paths that divert from the main circle dirt path that run into the center... I also made the lower levels of the map more "Green" and replaced the temple ramps and xelnaga structure ramps with doodad stairs which you can delete if you don't like...
That is too tricky for everyone to try something. Making an arcade game is alot of work and requires other skills than terraining. I'd rather keep it simple with some themed wte like it's been for years. I want to point out though, that we did have wte to make terrain for an arcade map in the past and it made some great results, but this is particularly rare. It would need someone with a map somewhat advanced in the developpement to get a new terrain that fits gameplay and etc for that map.
well, i am creating an arcade game that is fairly simple but fun in concept... The mod is is practicly done... All that is left to do is to edit the triggers to a mellee-like start up and apply some custom assets into the game...
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Hey guys! I am using a new account because my old one was reported, i worked on some texturing and bade the cybros bases look abandoned... Your judgement...
There was a bug with Mapster's account database that should now be resolved. Maybe that was your issue?
Here's what the newest version looks like.
I think the map looks good... perhaps we can add some line of sight blockers that devides the map into 4? This will make global attacks with ground units unexpectable and more ambush-like without using the xelnaga towers... It will also make the xelnaga towers a key strategical point...
@AlexanderNova: Go
What scares me currently is the mass blink stalker or reaper, or even simple drops or drop sieged tank. The low ground all around the base is very interesting but must be somewhat tweaked to not be too hard to defend such strategies.
Here is what I got. Added alot of LOS blocker which allow sneaking behind without beeing seen. All the path around is unbuildable but units can pass so you cannot hide buildings around there or lift off and abuse lowground or get op cannon rushed. I added a Xel'naga tower blocked by rocks in the natural to cover all the low ground around your own base, this way if something is sneaking around your base you might see it, or you can keep track of a drop moving on the dead zone. I also did minor changes to the middle to make the path bigger and put the ramp in diagonal. All ramps must be diagonal in order to be viable for Ladder.
I did not know what to do with the low ground so I just hid it behind a black fog.
Edit: I play tested it after uploading and the Xel'naga tower is still accessible with the rock, so the rocks need to be bigger and the next to the bridge there is a gap between the hole and the cliff that needs filling to prevent bypassing the bridge.
Working on projects:
I will work on some of the middle's and expansion's texturing later today...
I smudged and made the dirt path wider that runs from the main bases, I created smaller dirt paths that divert from the main circle dirt path that run into the center... I also made the lower levels of the map more "Green" and replaced the temple ramps and xelnaga structure ramps with doodad stairs which you can delete if you don't like...
I think it's time for something new the next week...
Working on projects:
perhaps we can submit our own arcade games and have a different people create the terrain for each other?
@AlexTheComie: Go
That is too tricky for everyone to try something. Making an arcade game is alot of work and requires other skills than terraining. I'd rather keep it simple with some themed wte like it's been for years. I want to point out though, that we did have wte to make terrain for an arcade map in the past and it made some great results, but this is particularly rare. It would need someone with a map somewhat advanced in the developpement to get a new terrain that fits gameplay and etc for that map.
Working on projects:
well, i am creating an arcade game that is fairly simple but fun in concept... The mod is is practicly done... All that is left to do is to edit the triggers to a mellee-like start up and apply some custom assets into the game...