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 Post subject: [M] (4) Green Harvest
 Post Posted: Thu 23. Jun 2011, 20:57 
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Joined: Wed 25. May 2011, 20:58
Posts: 42
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Hey guys.

Posted this a few days ago under code name `Gas Mines´

Got some feedback from dezi saying that I should remove some holes n stuff.

Now I´m ready for beta release with this uber gimmicky map ;)
I finally figured out how to use Terrain Objects and enabling stuff from the campain without breaking melee functionality (I hope).

A feature I love is the security gates, which funtion as destructible rocks except that they are nice and slim. They have 500 hp and some armor but they´re taken down pretty easy.
I put them one the bridges next to the Watch Towers.
Another gimmick is the 2 gas only pods behind 3rd/4th base. They feature super high yield geysers but they can only be long distance mined. I put them in to fit the theme.
The pods also provide an additional path outside watchtower range once you take down the gates.
I´ll put up a huge thread on TL once I´m done.

It´s up on EU, just search ´green harvest´

any feedback is much appreciated, but please, see the map in-game first, thanks.


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  Posted: Thu 23. Jun 2011, 20:57 
 


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 Post subject: Re: [M] (4) Green Harvest
 Post Posted: Thu 23. Jun 2011, 21:05 
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Joined: Wed 25. May 2011, 02:06
Posts: 79
Location: Los Angeles, California, USA
woah, this looks sick! I love the base layout and overall design. However I think the center needs to be re-worked. The doodads in the middle look too large. I feel the paths around the middle may be too chokey and too close to the ramp, making it extremely deadly.


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 Post subject: Re: [M] (4) Green Harvest
 Post Posted: Thu 23. Jun 2011, 21:44 
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Joined: Fri 3. Jun 2011, 23:23
Posts: 85
Dunno if players are ready for features like long distance HYgas. Map itself looks pretty solid. Needs to be play tested ;)


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 Post subject: Re: [M] (4) Green Harvest
 Post Posted: Thu 23. Jun 2011, 23:53 
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Joined: Wed 25. May 2011, 20:58
Posts: 42
IronManSC wrote:
woah, this looks sick! I love the base layout and overall design. However I think the center needs to be re-worked. The doodads in the middle look too large. I feel the paths around the middle may be too chokey and too close to the ramp, making it extremely deadly.


Fortunatly that thing in the middle is not doodads. It´s a Terrain Object, meaning it´s glass floor with awesome doodads underneath. It´s fully pathable *D

You guys should try it out. When you go to File-> Dependencies and add Campaign (not Campaign/story cause that´ll break melee - like adding Firebats & Scourges n stuff)
you suddenly have a ton of new doodads plus the awesome Terrain Objects.


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 Post subject: Re: [M] (4) Green Harvest
 Post Posted: Wed 13. Jul 2011, 02:50 
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Joined: Wed 25. May 2011, 20:58
Posts: 42
Hey guys.

I have been fixing minor bugs and adding more doodads to the edges of the map, but most importantly I have done some play testing. Here are 2 replays, ZvP and ZvT.

http://dl.dropbox.com/u/12675307/TPW%20 ... .SC2Replay

http://dl.dropbox.com/u/12675307/TPW%20 ... .SC2Replay

I have re-published the map as TPW Green Harvest


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 Post subject: Re: [M] (4) Green Harvest
 Post Posted: Wed 13. Jul 2011, 03:05 
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Joined: Wed 25. May 2011, 00:24
Posts: 186
i have some questions

is it intended that there are rich geyseyrs everywhere?
and did u fix the creeptumor and archon bug? because u use campaign dependence

and we need the information for voidrift for the website....look in the general forum


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 Post subject: Re: [M] (4) Green Harvest
 Post Posted: Tue 19. Jul 2011, 19:00 
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Joined: Wed 25. May 2011, 20:58
Posts: 42
I fixed Green Harvest, yes.

I have some trouble navigating this forum, and finding out where to post what, but I´ll try to get better at it. PM me through TL.net if something is urgently needed.


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