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 Post subject: [M] (4) Titanis
 Post Posted: Thu 26. May 2011, 19:55 
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Joined: Wed 25. May 2011, 00:41
Posts: 173
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an attempt to create a meta/lt type of 4 player map with mirror symmetry. no close positions. and i have always wanted to make a space platform map, because this is what seperates sc2 from other rts games, imho :D
still earily wip and trying to find a good mix of textures for this. i may also try to work some custom textures from philipk into this map.
http://www.philipk.net/portfolio/textures/pk01_scene.jpg
http://www.philipk.net/portfolio/textures/pk02_scene.jpg

but first i need a layout that will work ;)

original old version
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Last edited by lefix on Sun 12. Jun 2011, 00:33, edited 3 times in total.

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  Posted: Thu 26. May 2011, 19:55 
 


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 Post subject: Re: [M] (4) Titanis (WIP)
 Post Posted: Sun 29. May 2011, 10:35 
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Joined: Wed 25. May 2011, 20:06
Posts: 94
Do you allow close spawn? Because for a layout like this, close positions doesn't work IMHO.

Also, the golds seem a bit easy to protect when your opponent is on the same side (vertically).


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 Post subject: Re: [M] (4) Titanis (WIP)
 Post Posted: Sun 29. May 2011, 14:53 
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Joined: Wed 25. May 2011, 00:41
Posts: 173
no close positions ;)
in fact, i'm thinking about making it a forced cross position with shifted symmetry, void rift style :P
because i'ts kinda annoying you can't really put a base along the mirror axis unless it is a diagonal axis :(

small update on the tileset:

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 Post subject: Re: [M] (4) Titanis (WIP)
 Post Posted: Sun 29. May 2011, 15:26 
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Joined: Wed 25. May 2011, 20:06
Posts: 94
I like the tileset, really fresh I think. Just try to keep the seams logical, and for my sanity, please do not fade patterned metal into other patterned metal like on early Terminus RE ;)


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 Post subject: Re: [M] (4) Titanis (WIP)
 Post Posted: Sun 29. May 2011, 15:45 
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Joined: Wed 25. May 2011, 00:41
Posts: 173
i'm trying to keep a common grid for all textures so you can paint seams easily.
i am aiming for a little brighter, cleaner space platform theme. maybe even with some vegetation :P
kinda like a cruiser spaceship, but then i'd need a pool, too.
will probably end up with a little more than 8 textures.


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 Post subject: Re: [M] (4) Titanis (WIP)
 Post Posted: Sun 29. May 2011, 16:55 
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Joined: Wed 25. May 2011, 20:06
Posts: 94
Do you have bump- and/or specular-maps for those textures?


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 Post subject: Re: [M] (4) Titanis (WIP)
 Post Posted: Sun 29. May 2011, 23:38 
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Joined: Wed 25. May 2011, 00:24
Posts: 186
wow awesome texture <3


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 Post subject: Re: [M] (4) Titanis (WIP)
 Post Posted: Mon 30. May 2011, 01:15 
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Joined: Thu 26. May 2011, 18:19
Posts: 156
like:
getting up the high yield needs micro
layout
custom textures

not like:
counter-clockwise third (regarding NW base) is a fourth basically > not easy to expand away from opponent in close position (on NW base)

unsure:
XWT next to high yield
destructables on third/fourth (what is your reasoning? because of XWT bonus?)


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 Post subject: Re: [M] (4) Titanis (WIP)
 Post Posted: Mon 30. May 2011, 09:51 
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Joined: Wed 25. May 2011, 00:41
Posts: 173
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this is the current version with twisted symmertry ((C) by Johanaz) :P
but i'm still not all too happy with the layout. i hate 4player maps!
what i don't like the most is how close the middle bases are.
i might ditch this layout and completely rework it :)

oh and yes the textures diffuse/normal/specular


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 Post subject: Re: [M] (4) Titanis (WIP)
 Post Posted: Wed 1. Jun 2011, 22:25 
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Joined: Wed 25. May 2011, 00:24
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its so hard to come up with a *new* and working 4 player design. the main natural third is pretty standard and was used on many bw maps aswell.

the mid is the problem, how do u gonna place the expands without getting them no near to each other and keep them a bit save too.

my idea is dont make them highground...those cliffs shrink the map immensly.
i would go with the terminus design. expand on natural ground level and make it interessting with lowground ramps.


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