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(2/4) TPW Yuma

Posted: Mon 19. Sep 2011, 02:11
by Meltage
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TL map thread:
http://www.teamliquid.net/forum/viewmes ... _id=274434











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Another 2in1.

Should I turn it into a 2p map instead, or is the 2in1 concept good like this? Are both positions valid?

Tileset is all New Folsom except for Tarsonis Mud as low ground highlight. Also fog changed to red color to make lava almong map borders look ok.

Aesthtetics Suggestion (Char):
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Old:
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Posted: Mon 19. Sep 2011, 02:11
by Advertising

Re: (4/2)Char [WIP]

Posted: Tue 20. Sep 2011, 12:47
by Meltage
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Issues:
- still 4 safe bases
- XNTs can be controlled by one player
- rush distances are 127/165 ... and 165 is beacuse of the gold base position, basically. A huge issue.

Possible fixes:
- I should prob keep all the actual locations of the bases, except the 12 and 6 expos which I turn into low ground nats instead, and move them well out of XNT vision.
- The low gorund third should be middel gorudn and have a huge ramp towards the centre.
- The gold needs to take up less space
- The middle gaps/walls need to be horizontal, so that rush distance between 6 and 12 is longer and XNTs are farther from one another by ground.

Re: (4/2)Char [WIP]

Posted: Wed 21. Sep 2011, 03:25
by Meltage

Re: (4/2)Char [WIP]

Posted: Tue 11. Oct 2011, 22:26
by Meltage
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Progress

Johannaz bliz-it-up suggestion:

http://i.imgur.com/ec3El.jpg

(rocks on gold? move thrid into better position - closer to middle and both nats)

* simplfy beacuse its what bliz wants - but make sure the map isnt ruined beacuse of it.

Re: (2/4) TPW Yuma

Posted: Sat 15. Oct 2011, 19:23
by Meltage
* Mains smaller (see analyer images)
* texturing
- Use the two unused textures concistantly. Highlight mains?
* doodads
- tech pods
ramps
lights orange/yellow
searchlights

- trees
- rocks (at bottom ground and on organic high grounds)
- prision-ish stuff
searchlights
execution wall
blood