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lefix
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Post subject: [M] (4) Titanis 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 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.jpghttp://www.philipk.net/portfolio/textures/pk02_scene.jpgbut first i need a layout that will work  original old version 
Last edited by lefix on Sun 12. Jun 2011, 00:33, edited 3 times in total.
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Post subject: Posted: Thu 26. May 2011, 19:55 |
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NullCurrent
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Post subject: Re: [M] (4) Titanis (WIP) Posted: Sun 29. May 2011, 10:35 |
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Joined: Wed 25. May 2011, 20:06 Posts: 94
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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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lefix
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Post subject: Re: [M] (4) Titanis (WIP) Posted: Sun 29. May 2011, 14:53 |
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Joined: Wed 25. May 2011, 00:41 Posts: 173
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no close positions  in fact, i'm thinking about making it a forced cross position with shifted symmetry, void rift style  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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NullCurrent
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Post subject: Re: [M] (4) Titanis (WIP) Posted: Sun 29. May 2011, 15:26 |
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Joined: Wed 25. May 2011, 20:06 Posts: 94
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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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lefix
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Post subject: Re: [M] (4) Titanis (WIP) Posted: Sun 29. May 2011, 15:45 |
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Joined: Wed 25. May 2011, 00:41 Posts: 173
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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  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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NullCurrent
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Post subject: Re: [M] (4) Titanis (WIP) Posted: Sun 29. May 2011, 16:55 |
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Joined: Wed 25. May 2011, 20:06 Posts: 94
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Do you have bump- and/or specular-maps for those textures?
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mereel
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Post subject: Re: [M] (4) Titanis (WIP) Posted: Sun 29. May 2011, 23:38 |
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Joined: Wed 25. May 2011, 00:24 Posts: 186
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Samro
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Post subject: Re: [M] (4) Titanis (WIP) Posted: Mon 30. May 2011, 01:15 |
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Joined: Thu 26. May 2011, 18:19 Posts: 156
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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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lefix
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Post subject: Re: [M] (4) Titanis (WIP) 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)  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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mereel
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Post subject: Re: [M] (4) Titanis (WIP) Posted: Wed 1. Jun 2011, 22:25 |
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Joined: Wed 25. May 2011, 00:24 Posts: 186
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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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