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 Post subject: Samro's WIP Thread
 Post Posted: Sat 4. Jun 2011, 23:39 
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Joined: Thu 26. May 2011, 18:19
Posts: 156
(2) new map

128x112
n2n: 119.5



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  Posted: Sat 4. Jun 2011, 23:39 
 


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 Post subject: Re: Samro's WIP Thread
 Post Posted: Wed 8. Jun 2011, 10:57 
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Joined: Thu 26. May 2011, 18:19
Posts: 156
I discussed a few points with lefix and NullCurrent, but I need more feedback.
The question is if this map is too small, cramped, balanced, it the HY works, etc.

I have the feeling the map is simple but effective in layout. What do you think?


Changes to come:



    1. smaller changes in cliffwork
    2. high yield will be moved a bit back, more embedded in cliffs (thx lefix)
    3. LoSBs at the main's 'nose' next to fourth
    4. new mineral lines (hi, NullCurrent)


Visuals will be worked over later. I am unsure where to go, if it should reall be a XelNaga platform or if i razher go for an outpost in some mountains.


Last edited by Samro on Wed 8. Jun 2011, 11:21, edited 1 time in total.

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 Post subject: Re: Samro's WIP Thread
 Post Posted: Wed 8. Jun 2011, 11:08 
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Joined: Wed 25. May 2011, 20:06
Posts: 94
As I said before (it was me you discussed it with), it has promise. We have to test it a bit, and see if you need to change anything.

The LoSblockers will be a welcome addition there and I also like the fact that you will embed the high yield base more into the cliff. But think about terran when doing that, terran can easily build the cc in the base and then float it to the gold and make a planetary, and that is not something you want, unless you make it harder for terran in some other way (ie. easier gold than your opponent should punish you in some other way).

Also, please take some inspiration from IronManSC's Couruscant map when it comes to tileset and doodads? This layout almost screams for that kind of thing becuase of its almost-noob-like blockyness.

For the mineral lines, you can just send me the file and I will fix them for you (might have to make minor changes to cliffs, depending on their placement).

I hereby extend that mineral line offer to all other members of this team :)


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 Post subject: Re: Samro's WIP Thread
 Post Posted: Wed 8. Jun 2011, 11:24 
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Joined: Thu 26. May 2011, 18:19
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coruscant has even more noob blockiness. i like simplicity but am kind of fed up with blue, grey black to be honest and do not like the random colored light and city-like scenery tbh.

and give me a chance to find a good mineral placement by myself ;)


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 Post subject: Re: Samro's WIP Thread
 Post Posted: Fri 10. Jun 2011, 01:12 
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Joined: Thu 26. May 2011, 18:19
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online (EU) : "(2) Bait by Samro225am"


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 Post subject: Re: Samro's WIP Thread
 Post Posted: Fri 10. Jun 2011, 21:20 
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Joined: Wed 25. May 2011, 00:24
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i like it really much. gonna play some games later


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 Post subject: Re: Samro's WIP Thread
 Post Posted: Mon 13. Jun 2011, 10:33 
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I need more feedback before working on visuals...


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 Post subject: Re: Samro's WIP Thread
 Post Posted: Mon 13. Jun 2011, 12:15 
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Joined: Wed 25. May 2011, 00:41
Posts: 173
i'm liking the expansion layout, but i think could probably reshape the whole thing a bit to make it look less boxy and give it more flow


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 Post subject: Re: Samro's WIP Thread
 Post Posted: Thu 16. Jun 2011, 21:53 
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Joined: Thu 26. May 2011, 18:19
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Image

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 Post subject: Re: Samro's WIP Thread
 Post Posted: Mon 20. Jun 2011, 22:41 
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Joined: Wed 25. May 2011, 00:24
Posts: 186
1. i think ushould work on the old concept.
2. on the metalopolis map i dont like the bases right above and under the mains. they are kinda in the way. if u remove them and keep the terrain i like the double path.
for a 2 player map 14 bases are enough anways

pls fix the size of the first picture...it destroys the forum^^


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