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mereel
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Post subject: Judicator Caste Posted: Mon 30. May 2011, 00:05 |
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Joined: Wed 25. May 2011, 00:24 Posts: 186
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thats my new one, give me ur advice without the fluff^^  the main, natural into third is a copy from Circuit Breaker. i like it so much so i used it in a 1v1 map.
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Post subject: Posted: Mon 30. May 2011, 00:05 |
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Samro
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Post subject: Re: Judicator Caste (WIP) Posted: Mon 30. May 2011, 00:31 |
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Joined: Thu 26. May 2011, 18:19 Posts: 156
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to me the map looks a bit too big and there are some small scale details in the layout that i think are not really needed. if you simplify it a bit it will allow the 'same' layout in smaller overall size. anyway i think the clockwise third(?) should be closer to the nat just out of reach of siegetanks or even closer but then with a walkable cliff + ramp. otherwise cliff shouldn't be walkable. I love the area over the high yield, but the path there looks a bit narrow. here is an image: 
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mereel
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Post subject: Re: Judicator Caste (WIP) Posted: Wed 1. Jun 2011, 22:06 |
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Joined: Wed 25. May 2011, 00:24 Posts: 186
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thx for the suggestions. gonna see what i can get. i allready designed a bit and it looks just awesome <3....be ready for the pictures 
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mereel
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Post subject: Re: Judicator Caste (WIP) Posted: Thu 2. Jun 2011, 17:49 |
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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: Judicator Caste (WIP) Posted: Thu 2. Jun 2011, 20:15 |
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Joined: Thu 26. May 2011, 18:19 Posts: 156
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changelog?
or is it only the visuals?
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mereel
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Post subject: Re: Judicator Caste (WIP) Posted: Thu 2. Jun 2011, 20:49 |
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Joined: Wed 25. May 2011, 00:24 Posts: 186
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oh hm i changed some minor stuff. basically what u showed me in ur pic.  u should play a game on the map to see how it feels
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mereel
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Post subject: Re: Judicator Caste (WIP) Posted: Fri 3. Jun 2011, 01:02 |
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Joined: Wed 25. May 2011, 00:24 Posts: 186
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lefix
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Post subject: Re: Judicator Caste (WIP) Posted: Fri 3. Jun 2011, 01:33 |
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Joined: Wed 25. May 2011, 00:41 Posts: 173
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just took a look at it ingame and the map is beautiful as usual  i was originally worried about having so many parallel paths in the middle area, but it doesn't bother me as much ingame. one thing i noticed was that the upper gold expansions is probably covered by the double highground + doodads too much. you could probably build a turret behind the mineral without it being easily seen/targeted. so i'd suggest to add some extra space inbetween to move the expansion away from the cliffs a little. 
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Samro
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Post subject: Re: Judicator Caste (WIP) Posted: Fri 3. Jun 2011, 13:54 |
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Joined: Thu 26. May 2011, 18:19 Posts: 156
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I will give it a try later today when I am back from work!
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mereel
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Post subject: Re: Judicator Caste Posted: Tue 21. Jun 2011, 11:40 |
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Joined: Wed 25. May 2011, 00:24 Posts: 186
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i had some kind of a problem. there is no good fourth to take as zerg. maybe redesign the lowground with the gold again and add a fourth there in some way? i could also swap the gold with the normal minerals at the edge. that might be good, but then its pretty vulnerable
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