This is the basic layout I have made so far. Water will be added, as well as many little random islands that serve no distinctive purpose (but just for show, or to land a scout on or something).
Before I continue to progress with this map I need feedback on what you like and dislike, what you suggest, and what your ideas are of it.
It would be helpful, if you could say us, what kind of map it will be at the end.
Will it be a normal melee map? What I don't expect, or is it some kind of Pirate Hero battle?
If its not a melee map, I don't know why you choose to build it synchronous, it just takes the realistic in it.
Another thing I always do when I create Island terrains:
I don't create them on platforms, that just looks so unreal, instead I create the Island by raising the ground. After that I add movement-blocker (red color) to block units from walking into the water.
Its hard to give any more tips, since you did not talk that much about it, especially when you don't give much details about the maptype.
I hope I could help you a bit.
now that looks a lot more realistic! make sure you are careful with the height cliffs you design cause some units may sitll be able to path them, you may need to make these unpathable terrain also
Yes I'm aware of the pathing. I still have to work on it I haven't done it yet though. With pathing i'm going to take into the realism of actual life and implement it in the map (units not being able to run up and down the cliffs or too far into the water etc)
This is a melee map, yes.
There won't be as much room to continue to macro up with the more bases you take, so I guess building room is going to be tricky. Any early harassment simply can't be done. You have to tier up and invest in air units and drops. This at least gives players time to relax in the early game and not have to deal with 8rine/2tank pushes, toss or 6pool.
I would mark out the locations and all, but any wording I do on the map turns upside down.
I would also use the lower tool, to lower the ground under the water.
It will be darker and look really cool since you cant see the groundtexture under it.
I did it on the attached testmap, you could take a look at it.
This is nice to see, a more original idea. Are you going to make the water impassable, or have areas where the water is shallow enough for units to cross?
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This is the basic layout I have made so far. Water will be added, as well as many little random islands that serve no distinctive purpose (but just for show, or to land a scout on or something).
Before I continue to progress with this map I need feedback on what you like and dislike, what you suggest, and what your ideas are of it.
Thanks!
It would be helpful, if you could say us, what kind of map it will be at the end.
Will it be a normal melee map? What I don't expect, or is it some kind of Pirate Hero battle?
If its not a melee map, I don't know why you choose to build it synchronous, it just takes the realistic in it.
Another thing I always do when I create Island terrains:
I don't create them on platforms, that just looks so unreal, instead I create the Island by raising the ground. After that I add movement-blocker (red color) to block units from walking into the water.
Its hard to give any more tips, since you did not talk that much about it, especially when you don't give much details about the maptype.
I hope I could help you a bit.
-h34dl4g
I took your advice, this is what I quickly put together:
now that looks a lot more realistic! make sure you are careful with the height cliffs you design cause some units may sitll be able to path them, you may need to make these unpathable terrain also
I take it you are designing a melee map?
@nevjmac
Yes I'm aware of the pathing. I still have to work on it I haven't done it yet though. With pathing i'm going to take into the realism of actual life and implement it in the map (units not being able to run up and down the cliffs or too far into the water etc)
This is a melee map, yes.
There won't be as much room to continue to macro up with the more bases you take, so I guess building room is going to be tricky. Any early harassment simply can't be done. You have to tier up and invest in air units and drops. This at least gives players time to relax in the early game and not have to deal with 8rine/2tank pushes, toss or 6pool.
I would mark out the locations and all, but any wording I do on the map turns upside down.
I would also use the lower tool, to lower the ground under the water.
It will be darker and look really cool since you cant see the groundtexture under it.
I did it on the attached testmap, you could take a look at it.
-h34dl4g
This is nice to see, a more original idea. Are you going to make the water impassable, or have areas where the water is shallow enough for units to cross?