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Johanaz
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Post subject: Project: City Ruins Posted: Fri 26. Aug 2011, 11:53 |
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Joined: Wed 25. May 2011, 20:58 Posts: 42
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Layout by NullCurrent - texturing by Johanaz - maybe funcmode will join in on doodads. 
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Advertising
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Post subject: Posted: Fri 26. Aug 2011, 11:53 |
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NullCurrent
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Post subject: Re: Project: City Ruins Posted: Sat 27. Aug 2011, 14:58 |
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Joined: Wed 25. May 2011, 20:06 Posts: 94
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The small additions of "broken" cliffs looks really awesome! I approve  When you have done some more on it, I might be able to help with doodads/textures too.
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NullCurrent
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Post subject: Re: Project: City Ruins Posted: Sat 3. Sep 2011, 09:32 |
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Joined: Wed 25. May 2011, 20:06 Posts: 94
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Would anyone be kind and try to help me finish this map to MotM #9? Because 10 will be blizzard-style, and we have mixed blizzard-styles a bit too much for that.
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Meltage
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Post subject: Re: Project: City Ruins Posted: Sun 4. Sep 2011, 11:45 |
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Joined: Sat 28. May 2011, 19:05 Posts: 114
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How much is left? Make an estimation. I dont have time to finish Overgrown to my liking, but my vague impression is that there is less to do on this one. You know bliz style maps takes less time to do than the TPW standard map (except for lefix-maps lol)
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NullCurrent
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Post subject: Re: Project: City Ruins Posted: Tue 6. Sep 2011, 18:22 |
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Joined: Wed 25. May 2011, 20:06 Posts: 94
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Current overview image: 
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Meltage
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Post subject: Re: Project: City Ruins Posted: Thu 15. Sep 2011, 01:39 |
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Joined: Sat 28. May 2011, 19:05 Posts: 114
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Some minor issues found: http://imgur.com/a/6S8G0#mk4qFall in all, pathign seems solid.. its just some doodads that are too high or placed into playable areas. Not sure the CC placement by minerals is an issue,.. just looks non-optimal to me
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mereel
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Post subject: Re: Project: City Ruins Posted: Thu 15. Sep 2011, 03:00 |
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Joined: Wed 25. May 2011, 00:24 Posts: 186
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NullCurrent
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Post subject: Re: Project: City Ruins Posted: Fri 16. Sep 2011, 08:33 |
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Joined: Wed 25. May 2011, 20:06 Posts: 94
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The doodads outside the map seem to be easy to fix without destroying anything, but the doodads on the highground pods are a bit different (the large ruined building can be fixed, I think, without causing problems aesthetically). Also filling in gaps next to ramps will be quite easily done. Not sure what to do with the cars and so on, because the only thing I can think of is to add pathing for them (hand drawn) and to move them so it is balanced. What do you think? This one is a bit problematic though: http://imgur.com/a/6S8G0#exZHYBecause it is the cliff which is obscuring the units, and not doodads. Any suggestions? And what is meant to be illustrated with this image? How nice it looks? http://imgur.com/a/6S8G0#QvROG
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NullCurrent
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Post subject: Re: Project: City Ruins Posted: Fri 16. Sep 2011, 09:17 |
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Joined: Wed 25. May 2011, 20:06 Posts: 94
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Found another issue; Everything except Tanks and Thors can reach the central XWT, an issue with them being a bit too wide  Have to find a way to widen the pathing there just for the tanks. Ultras, queens, immortals, archons, collosi and so on can walk through without problems, lol.
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NullCurrent
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Post subject: Re: Project: City Ruins Posted: Sun 18. Sep 2011, 15:19 |
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Joined: Wed 25. May 2011, 20:06 Posts: 94
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Version 1.2 is done: Changes: - Fixed mineral placement on top right and bottom left natural
- Reshaped holes around XWT to do away with the small chokes which prevented Siege Tanks and Thors from reaching the tower
- Made the little corner on the lowground next to the third ramp and highground pod unpathable
- Added no-fly-zones to a high building in top right corner and to cranes in the port to prevent players from hiding air units inside them
- Moved some doodads and resized them to make it impossible to hide units inside them
- Moved the cars and trashcan in the middle of the map and added unpathable square beneath them to prevent hiding marines and zerglings inside them
- Increased exposure for the lighting, to make it easier to see units
- Removed large garage doodad from the cliff edge on the bottom left main and replaced with other doodads, this to fix a building placement issue (doodads with a building footprint still keep it even though "Don't Use Doodad Footprint" is checked)
- Lowered a building made out of cliffs in the lower left corner from level 3 cliff to level 2 cliff, this to prevent air units from hiding from units placed in the natural (which is on level 2)
- Filled the little hole next to the rocks leading to the third (the crevice in the highground pod extending from the main), this to prevent units from hiding there
- Lowered parts of the highground pods next to the natural -> third ramp to prevent units from hiding behind that 2 step cliff drop
It is in the dropbox, and ready for upload to US too.
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