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(2) Twi Wood
Map ID: #2091
Author: Excalibur
Map Size: 128*128
Tileset: Twilight
Last Updated: 2007, 05, 10 22:34
Comments (11)
Excalibur
Ok
I spent alot of time on detail on this map. Maybe a little too much and making it more form over function.
The map design and execution was a bit tight, i tried to open it up with as many extended ramps as possible.
Im also debating spriting some building in on the shorter base to base routes to incourage play near the top.
Speaking of spriting, using SCMDraft ive used jungle tree top sprites on top of Twilight rock doodads to create a forest effect, being the concept of the map.
All comments appreciated.
DeSade
I think it`s a nice, well executed concept (sth like rov but different) but to large for 2 players imo.You could achieve the same layout with 128*96.Maybe leave out the valley at the top (I think its rather useless).Also the nats are a bit too open and not properly sunkable maybe.
RaDiX
Lol it's not too big and the nat is fine... GOod map, deco could be a bit better! :)
NastyMarine
your execution is there and the gameplay should be solid. it is a good map just not crazy good. idk i have mix feelings cuz a part of me wants to say wow really nice and another is saying. eh.. it is good but not great.
I'd say join the middle a bit. not too much but make those highgrounds accessable at the middle.
Excalibur
All comments now be taken into consideration.
Any thoughts on spriting in some Xel Naga Temples or other shit?
Dwebs possibly? modified by Excalibur
NastyMarine
well nuetral buildings wouldnt exactly hurt.. but it wouldnt help it either :/ I'd say stick with more standard way of finishing the map
Excalibur
Updated.
flothefreak
imo, neutral buildings screw this map - it is complicated enough. as i am looking on that pic now, i'd throw this map away after 1 second. i wouldnt even make the effort of trying to understand the map...there's a limit that bursts a map. just --- too much stuff, confusing
Lancet
Well, the jungle sprites on top of the crushed rock doodads has this purple tinge that looks ugly. Also the amount you put does not create at all the effect of a forest. Finally, something very strange happened when I placed an SCV behind the sprite/doodad combinations (SD) SW and SE of the Xel-Naga temples. Every unit has a circular area around it that illuminates the fog of war darkness. The SD seemed to cast a shadow on the SCVs circle! Weird.
flothefreak
same here, delete the space between (2) and TwiWood
nice design somehow, though.
Excalibur
I really liked this map, and i have no idea why. It just seemed to have a style in it that i liked.
And im not going to re upload for the space, it isnt a big deal.
I spent alot of time on detail on this map. Maybe a little too much and making it more form over function.
The map design and execution was a bit tight, i tried to open it up with as many extended ramps as possible.
Im also debating spriting some building in on the shorter base to base routes to incourage play near the top.
Speaking of spriting, using SCMDraft ive used jungle tree top sprites on top of Twilight rock doodads to create a forest effect, being the concept of the map.
All comments appreciated.
I'd say join the middle a bit. not too much but make those highgrounds accessable at the middle.
Any thoughts on spriting in some Xel Naga Temples or other shit?
Dwebs possibly?
modified by Excalibur
nice design somehow, though.
And im not going to re upload for the space, it isnt a big deal.