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lefix
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Post subject: [M] (4) Rattlesnake Posted: Fri 17. Jun 2011, 02:15 |
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Joined: Wed 25. May 2011, 00:41 Posts: 173
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Advertising
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Post subject: Posted: Fri 17. Jun 2011, 02:15 |
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lefix
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Post subject: Re: (4) New Map Posted: Fri 17. Jun 2011, 02:58 |
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Joined: Wed 25. May 2011, 00:41 Posts: 173
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latest sketch 
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lefix
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Post subject: Re: (4) New Map Posted: Fri 17. Jun 2011, 03:32 |
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Joined: Wed 25. May 2011, 00:41 Posts: 173
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last update before i go to bed   cross distances are ~170/140 close distances ~140/116
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lefix
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Post subject: Re: (4) Rattlesnake Posted: Fri 17. Jun 2011, 14:20 |
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Joined: Wed 25. May 2011, 00:41 Posts: 173
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update: 
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dezi
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Post subject: Re: (4) Rattlesnake Posted: Fri 17. Jun 2011, 14:34 |
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Joined: Fri 3. Jun 2011, 23:23 Posts: 85
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Looks good - needs to be playtested ^^
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lefix
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Post subject: Re: [M] (4) Rattlesnake Posted: Sat 18. Jun 2011, 17:24 |
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Joined: Wed 25. May 2011, 00:41 Posts: 173
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update: rocks are gone, replaced by chokes. some texturing and detailing 
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Samro
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Post subject: Re: [M] (4) Rattlesnake Posted: Mon 20. Jun 2011, 21:23 |
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Joined: Thu 26. May 2011, 18:19 Posts: 156
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i like the changes.
overall it looks straight forward and well designed.
when you do not spawn cross position there are some problems though: in base nat towards or away from oponent respectivly and also close and rather far away fourth.
probably you should disallow cliffwalks into the inbase nats, but put some step there to it somewhere else and move the fourth a bit counterclockwise.
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mereel
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Post subject: Re: [M] (4) Rattlesnake Posted: Tue 21. Jun 2011, 11:54 |
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Joined: Wed 25. May 2011, 00:24 Posts: 186
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i would move the 12,3,6and9 a little bit more beetween the bases and move the natural minerals closer to the ramp
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lefix
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Post subject: Re: [M] (4) Rattlesnake Posted: Tue 21. Jun 2011, 12:14 |
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Joined: Wed 25. May 2011, 00:41 Posts: 173
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i actually have moved the natural inwards slightly and also shrinked down the main bases a little. haven't made a new overview pic yet tho 
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