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Thread: DemolitionSquid's First Map

  1. #31

    Default Re: DemolitionSquid's First Map



    Dominion, updated from thread suggestions. Ignore the OCC's.

  2. #32
    Member
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    Default Re: DemolitionSquid's First Map

    That looks much better, Dsquid :].

    That extra space in the middle makes it much less claustrophobic :].

  3. #33

    Default Re: DemolitionSquid's First Map

    Quote Originally Posted by DemolitionSquid View Post


    Dominion, updated from thread suggestions. Ignore the OCC's.
    I like the yellows in the center better. This way makes way less sense because going from a 3rd to a 4rth is absolutely impossible. I know you want to make getting expansions hard, but why is that. Making a transition too hard to get just means that more games will end in an abrupt anti-climatic way.

    Going for the yellows that are next to your "normal" blue third sucks because you can get cliffed directly from the other guys main. You need to gun for the yellows that are next to your own cliff, but then your 4rth is on the other side of the map and it's impossible to maintain both at the same time.


    I still like your first map's design, a great first map. The second one seems uninteresting in terms of gameplay.... I'd have to try it of course, but it isn't appealing to me. It took me a while to ffigure out where I think the starting locations are. It also seems rather insanely imbalanced. Damn I wouldn't want to be terran on this map! (talking about the second one)

  4. #34

    Default Re: DemolitionSquid's First Map

    In Dominion, ultimately where the Corn is depends on acctual testing, which I have yet to do.

    As for Shai Hulud, Terran has access to many cliffs for Reapers and Tanks to take advantage of. If testing shows I need to narrow a few areas, I'll do so.

    Edit:



    3rd map, "Kurast."

    Once a glorious Protoss city deep in the jungles of Bel'Shir, Kurast is now overgrown and forgotten, its native life slow succumbing to a darkness from beyond...
    Last edited by DemolitionSquid; 04-24-2010 at 05:18 PM.

  5. #35

    Default Re: DemolitionSquid's First Map

    How about a little more texture variety? It seems like you're making areas just all one texture. Mixing in different types can make them look much much better.

  6. #36

    Default Re: DemolitionSquid's First Map

    Quote Originally Posted by Hav0x View Post
    How about a little more texture variety? It seems like you're making areas just all one texture. Mixing in different types can make them look much much better.
    None of these are final. I'll add in more details as they are needed. Don't worry.

    For example, here is version 0.3 of Dominion.


  7. #37

    Default Re: DemolitionSquid's First Map

    Dominion v 0.4, near final I think.



    Its hard to see in the pic, but I have added texture blending, rust and the like.
    Last edited by DemolitionSquid; 04-25-2010 at 07:04 PM.

  8. #38

    Default Re: DemolitionSquid's First Map

    version 0.2 of Shai Hulud


  9. #39

    Default Re: DemolitionSquid's First Map

    Lookin' good, Demo. I like how Dominion has a patch of LoS blocked terrain at each main in order to give a back door to cliff-walkers and air drops. I'd consider adding some destructible rocks to make the third expos a bit more difficult to get.

    I also have these suggestions for Shai Hulud. Assuming the red dots are your mains, I suggest adding destructible rocks at the green dots, removing the rocks at the green Xs, and adding XenWats on raised platforms with ramps in the vicinity of the blue dots.

    They're only suggestions though. It's your map

  10. #40

    Default Re: DemolitionSquid's First Map

    Quote Originally Posted by DemolitionSquid View Post
    Oh look, more maps from me!



    This map is entitled "Shai Hulud."

    The spice must flow like the winding Nydus Worm. There are strange things done in the midnight sun by the men who moil for gold.
    Where would the starting locations be for this map?

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