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    posted a message on Color Correction and Bloom?

    Where do you set CC and bloom? I noticed incineration zone has sort of a red glow to it, then there's the toxic waste-level where everything is green-ish.

    Posted in: Miscellaneous Development
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    posted a message on 1v1 Melee Map - map design

    One last attempt at garnering some criticism before I go any further. bump!

    I'm fairly sure I'm settling at draft #1. I'd love to hear some other thoughts, though.

    Posted in: Project Workplace
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    posted a message on 1v1 Melee Map - map design

    I've more or less dropped the original design and done something else with it. I've got two drafts here. Mind that it's more of a sketch, not metrically symmetric. It's meant to get a sense of the flow and rough balance.

    • Draft #1: I liked the idea of having a rift/crack going through the map. (It would be wide enough to disallow siege-cheesing to the other side. ) I feel it's a bit too open north/south of the gold expansions, I might rotate the rift slightly and make it bigger to help that.
    • Draft #2: Moved the gold expansions to the sides. I prefer the other draft.

    Same as last time. Grayscale is heightmap. T = towers, B = Barricade, Green box = LOS-blocking foilage

    Any ideas? Hopefully the last time I'll have to hassle anyone here. Your feedback is very appreciated. :)

    Posted in: Project Workplace
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    posted a message on 1v1 Melee Map - map design
    Quote from Atl0s: Go

    I don't like the connection of the bases via gold minerals either.

    Could you elaborate a bit on why you dislike that? Is it something specific about the terrain or is it just the nature of the connection you don't like?

    Posted in: Project Workplace
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    posted a message on 1v1 Melee Map - map design

    I think the similarity you see (Incineration zone) is the shared blocked path between the mains. My plan was to encourage aggressive play and create a more risky natural expansion. I agree that the map size the picture represents is too small, I'll definitely have to increase the size. I think that will increase the travel time between the two main exits, hopefully remedying that siege tank-problem a bit.

    2. It's intended to be open and vulnerable. I hoped the short travel distance would accommodate that disadvantage slightly.

    3. I'll increase the total size and increase the gap to make sure you can't do that.

    4. I'm going to see if I can do something about that high ground. Maybe change it all together.

    5. It felt a bit awkward for me too. I think I've seen another map have something similar (though, that might have been a team map). Still, I prefer your solution. The only problem is that there's now only 3 extra expansions (not including main and nat). As far as I know, 4 seems to usually be the minimum (?). I'll see if I can create some new areas when increasing the size.

    There was originally a tower where you have placed it in the edited picture, I didn't like the idea of the entire main being visible by towers so I removed it. I'm going to see if I can change both the high ground in the middle and the lower one. I'll update this post when I do. I haven't placed any "sight-blocking foilage" yet, I thought I could put that in once I've found what areas are too powerful/weak.

    Thanks for the feedback, much appreciated!

    Posted in: Project Workplace
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    posted a message on 1v1 Melee Map - map design

    I'm trying to create a 1v1 melee map and I've come up with this design. I'm trying to slightly encourage aggressive play and discourage turtling. As you can see the natural expansions are fairly difficult to defend. I've tried to give the different races different advantages, but I'm not adept enough at the game to correctly assess any imbalanced features. So I'm asking here in hope that some people could help me find them.

    Some info:

    • I'm using the char/volcanic asset set
    • H = starting location, T = tower, B = barricade, striped lines = lava
    • The position of the minerals are not completely correctly positioned (it's mostly meant to show the location of a mineral field). Their scale is also exaggerated. I'll try to update the picture to give a more correct scale.
    • The grayscale is a heightmap. Dark = height.

    I'm a bit concerned the map is too tight. I've tried to have several paths to encourage creative gameplay at the middle. I think I'd like to make more hiding spots. In that case I'll have to increase the map size I think.

    fds

    Posted in: Project Workplace
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    posted a message on Map design feedback

    @vjeux: Go

    great, thanks

    Posted in: General Chat
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    posted a message on Map design feedback

    Where would I post a map design to receive feedback? I'm looking at the map development forum, but I can't find a single thread where anyone ask for feedback on a melee map design. Why is that? Did I miss a forum section? Or is it just that melee maps are not very popular here?

    Posted in: General Chat
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    posted a message on Forum Features

    Smaller icons please. It's confusing and annoying to see people post 1 line of text and the post taking up 500px of height because of their enormous avatar. It's made worse when people create banners. It's just very difficult to look at now, there's too many intruding elements. I'm not sure about the background either (background of this post). I have decent eyesight, but I know people who don't that would have difficulty reading this because of the background. The distortion of the background also makes it difficult for people with dyslexia to read (or, more difficult than it has to be). The background is already a texture, the white stripes overlay just makes it worse. I don't really need to know people's join date, post count, maps or assets. That info should be at the profile, not taking up space in topics. The actual functionality of the forum seems great to me.

    If you don't want to use a free forum package like phpBB, then please do better efforts to make it simple and comfortable to read (which is the main function of forums). It's a shame to have a valuable source like this be "ruined" by an unaesthetic design.

    Please don't take this as me being pretentious or condescending, it's just that frustrating to read at this forum.

    Posted in: General Chat
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    posted a message on Tutorial Request

    Something I would like to see, which I never see other request; Mapping theory. What makes a good map, how do you encourage different playstyles through map design and other thoughts you must put into creating balanced and interesting maps. This would be for melee, but I would really like to see anything.

    I haven't seen a single RTS tutorial on this. It's a bit difficult for those of us that haven't mapped for RTS before.

    Posted in: Tutorials
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