I've been having an issue with texture play on this tile set.
I'm on Xil, and I quite like it, but I'm unsure how I could use the textures I have. It's easy for the dirt, but difficult for the rock. Here's some pics to show you.
I'll do the practical stuff and aesthetics later today. (Textures, doodads, mineral fields, geysers, spawn locations, base sizes [amount of space in each base is a little off, you might notice in the picture that the bases on the top are larger than the ones on the bottom because I was in gameplay mode perspective])
Picture below.
Thanks for the help ScorpSCII, I can tell the map designs I'm making are now a little better.
Did a brand new design taking Scorp's advice again filling up as much of the map as I could. This time there are more ramps and slightly wider chokes and at the same time, less empty unused space. Hope this is better than the last one.
Edit: I took another pic and this time with some references.
All that extra outside the map bounds is still visible. It's just that your camera's center can't leave the general area. I don't like things to look messy, so I filled the entire map.
Sorry for double posting, but just so you don't miss this part, I just finished my basic design of the "better" map. It's going to be tweaked a little bit to fit the water theme, but it's going to take place in a city. The "boxes" will also be changes, no worries.
You give good feedback...too good...almost ready to give up, too good... ;)
Neither of them were pre-designed. Both were thrown together with the idea that a map can have water covering the lowest level of terrain. That explains why it doesn't feel right. The flooded temple is actually one that I designed partially beforehand. I made it into boxes because I always get the feeling that man-made structures are generally...boxes. I make my natural cliffs more random.
I still have a hard time figuring out what size to make my maps. So, once I got to building on shallow temple I realized there wasn't enough room, but did not edit it.
That's interesting...well I don't plan on submitting this to the map pool. But that stinks. Wc3 has it, why can't Sc2? Blizzard...
I was starting to work on a 3v3 version, but I canceled it, realizing that would require a much bigger map and 6 players and therefore create a ton of lag. I'll stick to 1v1.
I still like the idea and I played against the computer on shallow temple on ultra and was fine. But, I do know some people are either lazy or can't afford to get better computers.
I'll try 1 last time with a 160 x 160 map and see how it goes. This time I'll design it with the purpose of water last.
Good idea. A flooded jungle would be pretty interesting. (Wouldn't that be a swamp?) I've never heard of the other 2 things, but those are some good ideas. I'll come up with something!
A couple days ago, I got inspired because I realized that I haven't seen any maps that actually had water covering a specific cliff level and allow players to build on it. I am sure there are some you can point me to, but here's what I came up with.
The first map, I call...Shallow Temple. Shallow temple is a lot about fast rushing. That's basically the point, so zerg players will usually have an easier time doing their thing. The map is 120 x 120 which is fairly small even for 1v1, but I went with it. In the middle, there's a small temple (hence the name) which has some high cliff level areas. These can be used to defend the middle and basically defend half of the entrances to your base. There's also 2 watch towers there that can see if another player is capturing the other tower and can also spot enemies coming down 1 of the lanes. Capturing both can give you a huge advantage. You also might notice there's the "side entrances" that have their own bases. These are your third bases. You'll also have to watch out because your starting building (cc hatch nexus) is right next to the entrance. There's a lot going on here and I can't talk about all of it.
The second map is called...Flooded Temple. This map is basically a much much larger version of shallow temple. This is a 1v1, 2v2, and FFA map. Each player starts in one of the 4 corners. These bases are fairly small and don't have much room for you to build. However, you have a chance to control your natural, which gives you a lot of room to build, but is difficult to defend. There's a small little area of high ground that you cannot reach without cliff jumping or air. This is extremely useful for long ranged artillery or defense. There's also a third base in-between all of the players. These have very little room to build and are hard to defend, but are on the outskirts, away from the battle. I was thinking about blocking them with rocks, but I decided against it. Lastly, there's the middle. This area has 2 high yield bases and a tower in-between. This can be used to a great advantage, however, that one tower, can see everything on that high ground and in the high yield bases, so if the enemy captures it, they will have the advantage instead.
The first map was a mediocre success, while the second map was a big success. I think these maps have potential to be very interesting, but I have not made any "prettying" of any of them. I can get to that later, but for now, here's the map files and 2 pictures...
Work in progress...
I found what map Blizzard had this tileset on. It's the drakken laser drill mission...
It looks very different from this map...
I finally finished 1 base. Whew...
This took 4 textures and 4 hours to complete. Check out the 3 screenshots...
By the way...I'd call this texture mix a "mess" because there's so much different stuff going on...
Wait...wait...
I think I've got something.
Feedback.
I've been having an issue with texture play on this tile set.
I'm on Xil, and I quite like it, but I'm unsure how I could use the textures I have. It's easy for the dirt, but difficult for the rock. Here's some pics to show you.
I'm not sure which 1 or 2 I should use with this.
Updated once again.
I've tried the copy paste thing, but it doesn't work very well for me. It takes a lot of patching up.
Picture and map.
:Updated:
I'll do the practical stuff and aesthetics later today. (Textures, doodads, mineral fields, geysers, spawn locations, base sizes [amount of space in each base is a little off, you might notice in the picture that the bases on the top are larger than the ones on the bottom because I was in gameplay mode perspective])
Picture below.
Thanks for the help ScorpSCII, I can tell the map designs I'm making are now a little better.
Did a brand new design taking Scorp's advice again filling up as much of the map as I could. This time there are more ramps and slightly wider chokes and at the same time, less empty unused space. Hope this is better than the last one.
Edit: I took another pic and this time with some references.
Edit: Another reference...
All that extra outside the map bounds is still visible. It's just that your camera's center can't leave the general area. I don't like things to look messy, so I filled the entire map.
Here's the basic map setup. I haven't prettied this up either. I would like to know if it's a good or bad idea first.
Sorry for double posting, but just so you don't miss this part, I just finished my basic design of the "better" map. It's going to be tweaked a little bit to fit the water theme, but it's going to take place in a city. The "boxes" will also be changes, no worries.
Here's the drawing I made.
You give good feedback...too good...almost ready to give up, too good... ;)
Neither of them were pre-designed. Both were thrown together with the idea that a map can have water covering the lowest level of terrain. That explains why it doesn't feel right. The flooded temple is actually one that I designed partially beforehand. I made it into boxes because I always get the feeling that man-made structures are generally...boxes. I make my natural cliffs more random.
I still have a hard time figuring out what size to make my maps. So, once I got to building on shallow temple I realized there wasn't enough room, but did not edit it.
That's interesting...well I don't plan on submitting this to the map pool. But that stinks. Wc3 has it, why can't Sc2? Blizzard...
I was starting to work on a 3v3 version, but I canceled it, realizing that would require a much bigger map and 6 players and therefore create a ton of lag. I'll stick to 1v1.
I still like the idea and I played against the computer on shallow temple on ultra and was fine. But, I do know some people are either lazy or can't afford to get better computers.
I'll try 1 last time with a 160 x 160 map and see how it goes. This time I'll design it with the purpose of water last.
Good idea. A flooded jungle would be pretty interesting. (Wouldn't that be a swamp?) I've never heard of the other 2 things, but those are some good ideas. I'll come up with something!
As I said "I didn't pretty up the map yet"
This is mostly a concept version of the map.
Hey, guys!
A couple days ago, I got inspired because I realized that I haven't seen any maps that actually had water covering a specific cliff level and allow players to build on it. I am sure there are some you can point me to, but here's what I came up with.
The first map, I call...Shallow Temple. Shallow temple is a lot about fast rushing. That's basically the point, so zerg players will usually have an easier time doing their thing. The map is 120 x 120 which is fairly small even for 1v1, but I went with it. In the middle, there's a small temple (hence the name) which has some high cliff level areas. These can be used to defend the middle and basically defend half of the entrances to your base. There's also 2 watch towers there that can see if another player is capturing the other tower and can also spot enemies coming down 1 of the lanes. Capturing both can give you a huge advantage. You also might notice there's the "side entrances" that have their own bases. These are your third bases. You'll also have to watch out because your starting building (cc hatch nexus) is right next to the entrance. There's a lot going on here and I can't talk about all of it.
The second map is called...Flooded Temple. This map is basically a much much larger version of shallow temple. This is a 1v1, 2v2, and FFA map. Each player starts in one of the 4 corners. These bases are fairly small and don't have much room for you to build. However, you have a chance to control your natural, which gives you a lot of room to build, but is difficult to defend. There's a small little area of high ground that you cannot reach without cliff jumping or air. This is extremely useful for long ranged artillery or defense. There's also a third base in-between all of the players. These have very little room to build and are hard to defend, but are on the outskirts, away from the battle. I was thinking about blocking them with rocks, but I decided against it. Lastly, there's the middle. This area has 2 high yield bases and a tower in-between. This can be used to a great advantage, however, that one tower, can see everything on that high ground and in the high yield bases, so if the enemy captures it, they will have the advantage instead.
The first map was a mediocre success, while the second map was a big success. I think these maps have potential to be very interesting, but I have not made any "prettying" of any of them. I can get to that later, but for now, here's the map files and 2 pictures...
I'd also like some feedback.