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Meltage
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Post subject: Project: Korhal Overgrown Posted: Thu 25. Aug 2011, 14:04 |
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Joined: Sat 28. May 2011, 19:05 Posts: 114
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 No close air position spawn. Published on EU as TPW Overgrown. Issues: - Map still too much like Shakuras, and the new Shakuras
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Post subject: Posted: Thu 25. Aug 2011, 14:04 |
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mereel
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Post subject: Re: Project: Overgrown Posted: Thu 25. Aug 2011, 14:57 |
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Joined: Wed 25. May 2011, 00:24 Posts: 186
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Meltage
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Post subject: Re: Project: Overgrown Posted: Fri 26. Aug 2011, 01:45 |
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Joined: Sat 28. May 2011, 19:05 Posts: 114
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Thanks Mereel, glad you like  Heres a variant: - moved towers ... makes all the difference in the world. Thirds too unsafe? - changed the middle a little  ------------- I couldn't resist toying around with textures. One thing lead to another as the concept has been brewing within me for some time now. Hows this?  Please suggest good doodads that suits the theme.
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Samro
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Post subject: Re: Project: Overgrown Posted: Fri 26. Aug 2011, 10:25 |
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Joined: Thu 26. May 2011, 18:19 Posts: 156
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i love your textures!
awesome style (also in the overview).
i think one tower in the middle might work better really.
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Samro
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Post subject: Re: Project: Overgrown Posted: Fri 26. Aug 2011, 12:54 |
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Joined: Thu 26. May 2011, 18:19 Posts: 156
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may i join in? 
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Samro
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Post subject: Re: Project: Overgrown Posted: Fri 26. Aug 2011, 13:14 |
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Joined: Thu 26. May 2011, 18:19 Posts: 156
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Meltage
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Post subject: Re: Project: Overgrown Posted: Fri 26. Aug 2011, 13:38 |
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Joined: Sat 28. May 2011, 19:05 Posts: 114
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We need more input here. How about sam's suggestions, everyone? I like the new ramp into the third, makes it less easy to contain the third and the third is a bit closer to nat. I think I want to do this:  Just to not loose focus: Is the similarities to Shakuras still a concern? I'm afraid the map wouldn't be NASL material just beacuse of that. Once the layout is done, I'm intending to shift (twist?) the map some.
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Meltage
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Post subject: Re: Project: Overgrown Posted: Sun 28. Aug 2011, 14:07 |
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Joined: Sat 28. May 2011, 19:05 Posts: 114
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So after some discussion with Martin, this is what we came up with (bottom left area is the latest):  I'm still a bit unsure about the extra path into the third.
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Samro
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Post subject: Re: Project: Overgrown Posted: Mon 29. Aug 2011, 09:32 |
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Joined: Thu 26. May 2011, 18:19 Posts: 156
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the extra path cannot be used by bigger armies and does not required different positioning. but you can be caught off guard and allows run-bys or sneek action which is fun.
visuals: I had made a nice natural los circle with he statue and you reshaped it to a perfect circle... :/ meh
i think the layout is fine. do some testing and do visuals. ruins, some tech stuff and trees+vines will look so good!
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Meltage
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Post subject: Re: Project: Overgrown Posted: Mon 29. Aug 2011, 20:42 |
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Joined: Sat 28. May 2011, 19:05 Posts: 114
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Sam: A Natural LoDB circle like that isnt balanced! But When the map is shifted, a less symetric LoSB circle can be made ^^  So this is the shifted version:  The tecture is aonly accurate in the upper right 1/4 slice of the map. Mereel had concerns about how the middle woudl play out and thought it might create similar imba to Z as Shakuras does. So he suggested this:  Felic pointed out that it might look even more like Shakuras like that. I think that on this sketch the middle looks too open (which can be fixed). EDIT: updated again... 
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