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    posted a message on 1v1 Map, evaluation of layout level

    @yukaboy: Go

    You just made a full melee map, and I can't decide are the cliffs all right on mine : D You are the man : D Maybe you have analyzer pictures? You could make your map castle-like, I just think it fits after seeing silver islands there : )

    Posted in: Melee Development
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    posted a message on 1v1 Map, evaluation of layout level

    @yukaboy: Go

    Community will hate you for this many rocks : D But it can turn out to be interesting. I like it, it smiles to me all over the picture :>

    Posted in: Melee Development
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    posted a message on 1v1 Map, evaluation of layout level

    @yukaboy: Go

    One time i tried to make a 2v2 Map making guidance file where I was going to create rules for balancing 2v2 maps based on map terrain and including every tactic that may come into play. I stopped at writing down some points and throwing in the basics : D Nonetheless, I wish you good luck and i'm looking forward for your map : )

    I'm gonna open up the mid and think about expansion deleting now.

    Another question: Is the center gold needed, or should I delete it?

    Yet another question: I just got idea, to use destructibles instead of cliffs to alter the rush distance. (screenie) How do you see that?

    Posted in: Melee Development
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    posted a message on 1v1 Map, evaluation of layout level

    @yukaboy: Go

    Thanks for fast answer : ) Of course terrain will be better : D It's only layout evaluation right now, because I decided that I will texture and dood around the terrain when I will know that the layout is okay. The rocks idea is taken from the GSL Crevasse.

    What do you think about the low ground limiting the space around mid tower? It's taken from the Nerazim Crypt (blizz' one), isn't it imba for Terran?(I think about early game situation,so marines vs zerglings/zealots)

    You said that bases are to close, so do you think I should just delete the most side expansions, or leave them and delete the middlish/side ones?

    Thanks again for feedback : )

    EDIT @grenegg: Go

    Thanks for the feedback : ) It's always good thing to try and propose something new : D I can open up the mid here. (attachment) The orange circles are optional places to open. If community will agree that it's no use having specialized exps, I will remove them, or change them to half expansions maybe.

    Posted in: Melee Development
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    posted a message on 1v1 Map, evaluation of layout level

    While watching some Day9's SC1 dailys I thought about incorporating SC2 maps with various resource amounts. I ended up with something like this one (attachments). There's many expansions, I know, mainly to let player decide which resource he want more. Each of them have one side more gas heavy, second more mineral heavy. I know it's very big map for 1v1, so is the exp count allowable or should I remove the far side ones thus reduce play area? Every feedback is appreciated : D

    Asking short: will this make for a good map?

    Specialized thirds and forths are not balanced, they are there to give you the idea. Also, the Main choke can be blocked with 2 gateways completely. Not attaching analyzer pics because it's trolling me right now, but the distance from Main to Main is about 46 seconds, and from natural to natural 37 seconds. (Mains at 1'30 and 7'30)


    Sides are yet to balance(counting on feedback : D), but as of now:

    Gas heavy side: third - 6 standard mineral patches and 2 rich geysers || forth - 5 standard mineral patches and 3 rich geysers

    Mineral heavy side: third - 3 rich mineral patches, 6 standard mineral patches, 1 standard geyser || forth - 7 rich mineral patches, 3 standard mineral patches, 1 standard geyser

    I know I megaedited this post, sorry

    Posted in: Melee Development
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    posted a message on A trench! ...and possibly some other cool stuff.

    @Mozared: Go

    Sometimes I just wish Mapster had reputation button xD

    Posted in: Terrain
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    posted a message on Terraining Exercises: Global Information/Idea Thread

    Emotional WTE, or one-word WTE. Moz gives us a word (like 'sadness' or 'epic') and we do our interpretation of it.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #52: Optimus Prime

    Hi there all :D Here's my take at this WTE, I know that my creation is unfinished(weapons parts are not existant :]) but i'm in fear of falling short and not submitting from lack of time. At first I was planning to make something like round AT-TE walker from clone wars, but it has underwent evolution and i ended up with this space ship thingy, Enjoy :D

    Posted in: Terrain
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    posted a message on Hi, I'm Kaine

    @kainestolkyn: Go

    Welcome, have fun here and learn something as well :D

    Posted in: General Chat
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    posted a message on New HotS Protoss unit revealed (Finally)

    @BasicGear: Go

    I think they won't do that, coz shields regenerate rather quickly now. Also, imagine Void Ray rush with This. I'm not saying it won't be cool to have one of this thingies tho. ;)

    Edit: Sry for double :( I'm used to post merging from another site.

    Posted in: General Chat
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    posted a message on New HotS Protoss unit revealed (Finally)

    It's an Arbiter/Shuttle/Reaver crossover! :D Hence, I shall call it Arshure! It can cloak itself, shots ground with electrical charges around and it can engage in Planet cracker beam mode. When in it, Arshure heats up for 5 seconds and shoot from the center of the circle thingy directly to the ground, Air is not affected. While loading up it and can't move, when beam fires Arshure have 0.5 speed. Cracker lasts 5 seconds and deals 40 damage per sec (200 overall), have 20 second cooldown (Arshure starts without cooldown). Usage of cloaking device deactivates cracker, after decloaking cracker is cooldown'd.

    Or something like that. :D

    Posted in: General Chat
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    posted a message on Bleach Hueco Mundo Remake

    @Mozared: Go

    First of all, thanks for reply and sorry for late one, after September I didn't thought someone will post here. :) I'm gonna try to add more rocks and maybe I will find a way to make the angled red pillars, will keep in mind the bright colors :) Theres' not much pictures with that area, the best I could find now I attached.

    Posted in: Terrain
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    posted a message on Collection of all doodads

    @Scbroodsc2: Go

    Some doodads change skin in relation to the tileset they are on. Just try to place rock on Bel'shir tileset and Char tileset. Or protoss statues, like Lonami said. :)

    Edit: I added screenshots with Protoss banner and Rock Giant doodads.

    Posted in: Miscellaneous Development
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    posted a message on New HoTS Zerg unit revealed

    Obvious memes are obvious.

    Posted in: General Chat
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    posted a message on Problem:/

    @user_25618: Go

    Well, I don't know what to do either, but I must say that this is a nice texture you did there :D It looks like a little frozen lake or meteorite hole filled with sand ;) Some sand around it and some smaller holes and you've got a nice moon :D Or maybe it's deliberetley filled with some special sand?:D Anyway, I like it.

    Posted in: Terrain
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