Mon 25. Jul 2011, 02:24






Mon 25. Jul 2011, 02:24
Mon 25. Jul 2011, 10:56
Wed 27. Jul 2011, 14:13
Wed 27. Jul 2011, 14:31

Fri 29. Jul 2011, 13:13
what is the overall size?
why is cross position so incredible long?
"verdict":
all in al i think the map looks cramped. possibly too small (i don't think so though). maybe you want to put to many good ideas into one map?
here is enough interesting stuff for two different maps at least.
1. take away the backdoor idea
2. make the pod easier to use and decide how yu wnat it to be used (atackable or not? maybe you could use LoSBs to allow taking the tower and then attack the pod. so the highround should not see the tower to make it work.
3. the structure close to the pod could be longer, so that it extends out into the fog a bit, then you cut a pathway into this and texture it accordngly. that way it is like a gate, looks nice but does not hinder gameplay to much.
please check the time an overlords needs to spot cross position.
i also think you could actually make the middle pathable, so you have a path that doesn't lead through a gold base that will possibly secured by a pf and siege tanks. it would also shorten the cross positions a bit which seem a bit long right now

Fri 29. Jul 2011, 16:02
On July 29 2011 21:41 Meltage wrote:
I've given some thought into how the map middle (the goldhole) is used.
I'm also debating if I should move the golds further from the centre to make them a bit more safe and make use of more map space. The downsides might be that it means more playable space and golds closer to main and nats. I can't change the path through the colds or add a path behind them, as that affects the close short nat2nat distance.
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