New mockup. Looks rather plain due to not being worked on. I rather like the style.
3 central zones, all height 1. 2 close zones at either side, height 2. 7 zones total. AI will work across the map progressively from one zone to the next. You won't be able to capture a zone unless you control an adjacent zone.
The "story" is that you're feeding that huge laser in your base vespene to power it up before the other team. I plan for some cool visuals to graphically demonstrate who controls what base, and the flowing vespene.
I don't mind the bases at all, would hate for them to be super cramped (like you see in some DotA-esque maps)
I thought about condensing all the current shops into 1 building, then having each item type on menus. Just not sure if it'd be too confusing for new players.
Yeah don't worry, I won't just surprise people with a new map layout. It won't be anything soon, and it will be meticulously planned out.
Been working on a lot of graphical updates to spice the map up. Re-worked some abilities to be more like I want them to be. Added the pilot system, your pilot can teleport around the map so you basically can choose where you spawn. I think I fixed the healing weapon graphics bug, but it still drains energy when not in use.
Indeed. I plan to sort out the issues with this current style and then re-release the map under a new name since Catalyst: Cityscape doesn't really fit what I have in mind.
I'd just update items/balance with both maps at the same time using the new mod functionality. Shall see, anyway. Reskinning a whole new terrain will take me weeks if not months with the pace I terrain at, so it's not exactly something on the tip of completion.
can you make the middle like an X not like a + please.. the pathing right now is not fit for a + xD
I'm probably going to have to remake the whole terrain at some point. The layout just doesn't seem optimal anymore. I have this nice idea of a mar'sara landscape with deep canyons and interspersed abandoned terran outposts, with 2 derelict strongholds at either side of the map. The whole map would have a refinery/disused mine feel to it, with pipes running through and around the landscape and gaping holes from past excavations.
[Blizzard] Empty inventory items have no empty face.
[Blizzard] Major graphics bug with differently sized inventories.
[Blizzard] Spider mines have no team colour.
[Blizzard] Can't remove shield icon on unit info pane.
Healing item graphic does not show on the correct unit.
Aircraft decelerate when upgrading items.
If you've found a bug or something you just dislike, please inform me and if I agree, I'll add it to this list. It gives me some clear objective list to work through rather than randomly making changes as they come into my mind.
Thank you for your continued feedback. It's been amazingly helpful!
PS: Did you spell Vespene right yet? I keep seeing Vespane ingame.
Would you mind pointing out where the typos are? I thought I caught them.
And yeah, sensors are not meant to stack if they are from your vehicle. So having 2 sensor items should always be useless. They are meant to stack with an ally's sensor though.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
This thread now makes up over 10% of this subforum's posts. Hah, taking over!
I made a suggestions forum using the sc2 mapster forum tool. Hopefully should make things neater. It's in my signature.
Edit: Though for some reason, I can't see the link in my sig in half my posts...
http://www.sc2mapster.com/teams/catalyst/forum/catalyst/
Sure, go for it.
New mockup. Looks rather plain due to not being worked on. I rather like the style.
3 central zones, all height 1. 2 close zones at either side, height 2. 7 zones total. AI will work across the map progressively from one zone to the next. You won't be able to capture a zone unless you control an adjacent zone.
The "story" is that you're feeding that huge laser in your base vespene to power it up before the other team. I plan for some cool visuals to graphically demonstrate who controls what base, and the flowing vespene.
I thought about condensing all the current shops into 1 building, then having each item type on menus. Just not sure if it'd be too confusing for new players.
I'm considering making missiles dodgeable projectile weapons with small splash damage. Thoughts?
@Ryaneko: Go
Right. I'll remove computers from the killing spree thing too. I should really get around to fixing that AI...
How? There's no real reward for killing players.
Yeah don't worry, I won't just surprise people with a new map layout. It won't be anything soon, and it will be meticulously planned out.
Been working on a lot of graphical updates to spice the map up. Re-worked some abilities to be more like I want them to be. Added the pilot system, your pilot can teleport around the map so you basically can choose where you spawn. I think I fixed the healing weapon graphics bug, but it still drains energy when not in use.
@zenasprime: Go
The base layout is one of the main reasons I want to redesign the map layout.
@zenasprime: Go
This is the current layout, minus a few minor changes.
The reason the map is so open and large is just because I like battles with lots of lateral movement.
@zenasprime: Go
Quick 30 second mockup of what I mean.
Indeed. I plan to sort out the issues with this current style and then re-release the map under a new name since Catalyst: Cityscape doesn't really fit what I have in mind.
I'd just update items/balance with both maps at the same time using the new mod functionality. Shall see, anyway. Reskinning a whole new terrain will take me weeks if not months with the pace I terrain at, so it's not exactly something on the tip of completion.
I'm probably going to have to remake the whole terrain at some point. The layout just doesn't seem optimal anymore. I have this nice idea of a mar'sara landscape with deep canyons and interspersed abandoned terran outposts, with 2 derelict strongholds at either side of the map. The whole map would have a refinery/disused mine feel to it, with pipes running through and around the landscape and gaping holes from past excavations.
Some idea I had.
Eiviyn's big bag of bugs
If you've found a bug or something you just dislike, please inform me and if I agree, I'll add it to this list. It gives me some clear objective list to work through rather than randomly making changes as they come into my mind.
Thank you for your continued feedback. It's been amazingly helpful!
Would you mind pointing out where the typos are? I thought I caught them.
And yeah, sensors are not meant to stack if they are from your vehicle. So having 2 sensor items should always be useless. They are meant to stack with an ally's sensor though.