(4)Speculos
Sep 3 2007, 1:52 pm
By: Symmetry  

Sep 3 2007, 1:52 pm Symmetry Post #1

Dungeon Master

So, yeah, I'm re-making most of this map. 128^2, badlands, take a look:



http://www.panschk.de/mappage/comments.php?mapid=2460

Post has been edited 2 time(s), last time on Sep 8 2007, 1:08 pm by Killer_Kow.



:voy: :jaff: :voy: :jaff:

Sep 3 2007, 1:58 pm Valug Post #2



Moving the naturals closer to the mains so you can actually defend from them would be nice. That would hopefully make your bases less open too, atm it would be way to easy to run in and harass. You would run out of building room by midgame I think. I don't like the middle, don't know why.



None.

Sep 3 2007, 1:59 pm Symmetry Post #3

Dungeon Master

Do you mean just the resource line, or the entire structure of the nats?



:voy: :jaff: :voy: :jaff:

Sep 3 2007, 2:04 pm Valug Post #4



I think if you moved the entire structure down a bit, it would fix both problems.



None.

Sep 3 2007, 2:07 pm Symmetry Post #5

Dungeon Master

Alright, I'll try that.

EDIT: Updated.

Post has been edited 1 time(s), last time on Sep 3 2007, 2:37 pm by Killer_Kow.



:voy: :jaff: :voy: :jaff:

Sep 3 2007, 3:26 pm Protogod Post #6



it is nice balance-wise. I'm very impressed with what I've seen. However, aesthetically, you were a tad Bloblike with your terrain. You have one big blob of grass in the mains, then one big blob of rocks around the min-only.

Although, your use of mud was done nicely.

ALSO: I dont know if the north expo has the same problem, but the very bottom expo can be shot with siege tanks. Tanks can just shoot over the wall between the outside and the minerals.

Move the minerals to the southern side to avoid this, and maybe make the cliff thicker to prevent tanks from shooting the CC.

Also, place a mineral block at 0 minerals at the south/north expos. A terran can just land a CC inside right now.



None.

Sep 3 2007, 3:33 pm Symmetry Post #7

Dungeon Master

Eh, I hate having to mirror posts over two different forums :P

Problems are being fixed. Have no fear.



:voy: :jaff: :voy: :jaff:

Sep 3 2007, 3:35 pm Protogod Post #8



Quote from Killer_Kow
Eh, I hate having to mirror posts over two different forums
Shush, I gotta show off to t3h SEN mappers.



None.

Sep 8 2007, 1:00 pm Symmetry Post #9

Dungeon Master

Update: Many changes.



:voy: :jaff: :voy: :jaff:

Sep 8 2007, 2:58 pm BeDazed Post #10



Why don't you open up a bit more space in the middle. Say, remove the cliffs so they don't get in the way. Instead, a few doodads would do a better job. The middle, unfortunently is small as it is even without the cliffs.



None.

Sep 8 2007, 7:06 pm yenku Post #11



looks good, but middle will get cramped as shit.



None.

Sep 17 2007, 6:17 pm Fisty Post #12



Looks very plain imo. Spice it up a bit with walkables and neat grass formations

EDIT: I agree with everyone else who said mid is cramped...



None.

Sep 17 2007, 6:19 pm Fisty Post #13



I also do not like how few paths there are.



None.

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