Dominion, updated from thread suggestions. Ignore the OCC's.
04-23-2010, 08:33 PM
#31
Dominion, updated from thread suggestions. Ignore the OCC's.
04-23-2010, 09:25 PM
#32
That looks much better, Dsquid :].
That extra space in the middle makes it much less claustrophobic :].
04-23-2010, 09:29 PM
#33
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)
04-24-2010, 11:11 AM
#34
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.
04-24-2010, 07:17 PM
#35
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.
04-24-2010, 07:49 PM
#36
04-25-2010, 04:18 PM
#37
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.
04-25-2010, 08:52 PM
#38
version 0.2 of Shai Hulud
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04-26-2010, 11:11 AM
#39
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![]()
04-26-2010, 11:17 AM
#40