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[M] (4) Titanis
Posted: Thu 26. May 2011, 19:55
by lefix

an attempt to create a meta/lt type of 4 player map with mirror symmetry. no close positions. and i have always wanted to make a space platform map, because this is what seperates sc2 from other rts games, imho
still earily wip and trying to find a good mix of textures for this. i may also try to work some custom textures from philipk into this map.
http://www.philipk.net/portfolio/textures/pk01_scene.jpghttp://www.philipk.net/portfolio/textures/pk02_scene.jpgbut first i need a layout that will work

original old version

Posted: Thu 26. May 2011, 19:55
by Advertising
Re: [M] (4) Titanis (WIP)
Posted: Sun 29. May 2011, 10:35
by NullCurrent
Do you allow close spawn? Because for a layout like this, close positions doesn't work IMHO.
Also, the golds seem a bit easy to protect when your opponent is on the same side (vertically).
Re: [M] (4) Titanis (WIP)
Posted: Sun 29. May 2011, 14:53
by lefix
no close positions

in fact, i'm thinking about making it a forced cross position with shifted symmetry, void rift style

because i'ts kinda annoying you can't really put a base along the mirror axis unless it is a diagonal axis

small update on the tileset:

Re: [M] (4) Titanis (WIP)
Posted: Sun 29. May 2011, 15:26
by NullCurrent
I like the tileset, really fresh I think. Just try to keep the seams logical, and for my sanity, please do not fade patterned metal into other patterned metal like on early Terminus RE

Re: [M] (4) Titanis (WIP)
Posted: Sun 29. May 2011, 15:45
by lefix
i'm trying to keep a common grid for all textures so you can paint seams easily.
i am aiming for a little brighter, cleaner space platform theme. maybe even with some vegetation

kinda like a cruiser spaceship, but then i'd need a pool, too.
will probably end up with a little more than 8 textures.
Re: [M] (4) Titanis (WIP)
Posted: Sun 29. May 2011, 16:55
by NullCurrent
Do you have bump- and/or specular-maps for those textures?
Re: [M] (4) Titanis (WIP)
Posted: Sun 29. May 2011, 23:38
by mereel
wow awesome texture <3
Re: [M] (4) Titanis (WIP)
Posted: Mon 30. May 2011, 01:15
by Samro
like:
getting up the high yield needs micro
layout
custom textures
not like:
counter-clockwise third (regarding NW base) is a fourth basically > not easy to expand away from opponent in close position (on NW base)
unsure:
XWT next to high yield
destructables on third/fourth (what is your reasoning? because of XWT bonus?)
Re: [M] (4) Titanis (WIP)
Posted: Mon 30. May 2011, 09:51
by lefix

this is the current version with twisted symmertry ((C) by Johanaz)

but i'm still not all too happy with the layout. i hate 4player maps!
what i don't like the most is how close the middle bases are.
i might ditch this layout and completely rework it

oh and yes the textures diffuse/normal/specular
Re: [M] (4) Titanis (WIP)
Posted: Wed 1. Jun 2011, 22:25
by mereel
its so hard to come up with a *new* and working 4 player design. the main natural third is pretty standard and was used on many bw maps aswell.
the mid is the problem, how do u gonna place the expands without getting them no near to each other and keep them a bit save too.
my idea is dont make them highground...those cliffs shrink the map immensly.
i would go with the terminus design. expand on natural ground level and make it interessting with lowground ramps.