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mereel
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Post subject: Coruscant Posted: Sun 29. May 2011, 23:51 |
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Joined: Wed 25. May 2011, 00:24 Posts: 186
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time to post my maps^^  Teamliquidthread: http://www.teamliquid.net/forum/viewmes ... _id=212397so the reason why this map is not in motm#5 is that the side bases are not separated from the possible lowground third. how should i fix that? i made a possible solution:  i removed the huge ramp and just use a small one that can be blocked with buildings or whatever. is that ok or do i have to change the hole corner?
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Post subject: Posted: Sun 29. May 2011, 23:51 |
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NullCurrent
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Post subject: Re: Coruscant Posted: Mon 30. May 2011, 13:18 |
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Joined: Wed 25. May 2011, 20:06 Posts: 94
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I would not even use a small ramp there, as I think it will be too hard to divide the map in that case. You might want to try to reshape the corner, but I don't have any ideas for that currently. btw, awesome visuals on this one 
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mereel
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Post subject: Re: Coruscant Posted: Tue 7. Jun 2011, 19:02 |
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Joined: Wed 25. May 2011, 00:24 Posts: 186
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NullCurrent
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Post subject: Re: Coruscant Posted: Tue 7. Jun 2011, 19:52 |
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Joined: Wed 25. May 2011, 20:06 Posts: 94
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Do you have skype, or MSN? Then we can chat about the layout, my info is in the Member thread.
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mereel
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Post subject: Re: Coruscant Posted: Fri 17. Jun 2011, 21:45 |
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Joined: Wed 25. May 2011, 00:24 Posts: 186
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changes some stuff:  reworked the third/fourth thing. one ramp blocked by rocks now lowground third is nearer to natural los blockers are changed. midrocks are changed to the other side retextured on some parts
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Samro
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Post subject: Re: Coruscant Posted: Mon 20. Jun 2011, 21:16 |
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Joined: Thu 26. May 2011, 18:19 Posts: 156
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i think it looks better now, easier on the eyes. guess the level of details still is okay in ingame perspective?
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mereel
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Post subject: Re: Coruscant Posted: Tue 21. Jun 2011, 11:37 |
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Joined: Wed 25. May 2011, 00:24 Posts: 186
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it is, but i could add more on some. im just to lazy^^
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