Staredit Network > Forums > SC1 Terrain > Topic: Tempel Siege Terrain ( Layout B )
Tempel Siege Terrain ( Layout B )
Nov 23 2008, 9:13 pm
By: MNeox  

Dec 19 2008, 4:32 pm UnholyUrine Post #21



*knock knock*
Just a friendly reminder
when'll this be done? ><" I need it :P



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Dec 20 2008, 4:40 pm MNeox Post #22



Quote from UnholyUrine
*knock knock*
Just a friendly reminder
when'll this be done? ><" I need it :P

I'll work on it this weekend, including today. :]



None.

Dec 23 2008, 9:58 pm MNeox Post #23



Ok, I've done some updating on the map, still working on decorating the character chooses area and the level up area. Any suggestions to where I should change up paths a bit? I'll also appreciate locations to where to place the geysers, I have a few places in mind already. This is all so far.



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Dec 24 2008, 5:56 pm UnholyUrine Post #24



Show me =O
Btw.. I need it so that people aren't allowed to Build near their Warp Gates, because I have a spell coming up that'll be building stuff, and the ordering triggers near the warp gates will fux that up.

I also would like unbuildable terrain near the temple itself.. but only like.. around the temple a bit.. still allowing Some space for one to build at the base. Maybe places where there is less defense...
I wanna see tha terrain =o



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Jul 12 2009, 12:35 am MNeox Post #25





UPDATE
any suggestions for improvements are welcome. also, buildings will be moved, geysers will be placed later, for now it's about the balance in the terrain.



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Jul 12 2009, 12:52 am Decency Post #26



Ugh. I think I speak for everyone when I say that although we appreciate your mapping skill, we also appreciate the familiarity of the current terrain. It has a few balance problems, yes, but creating an almost entirely new terrain from scratch is not the solution.

Might your terrain be perfect? Yes, but I doubt it and even if it is we won't know until after months of playing it, whereas we already know the minor flaws in the current terrain and fixing those would be a much better alternative.


I feel like you're using the Temple Siege terrain as a way to show off what you can do by putting your work into one of the most popular maps of the time. With a map this competitive, that's not the right direction. I would not be opposed to seeing this in 1.5 since it's already branched so far from the original, but if you're also doing work on 1.4 please don't throw what's there to the wind.



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Jul 12 2009, 4:12 am xYoshix Post #27



I wasn't even mentioned? :( Sorry if I sound like a person in need of attention, but I spent a whole 2 months fixing the old terrain and restructuring the whole bottom outpost and the middle to top outpost. I think I should at least been given a bit recognition...

Anyways, I think you over did it with trees on the bottom outpost. There are too many. Also, I think that the ramp on the bridge near the bottom outpost is unnessicary and doesn't look natural. The only other thing to fix is maybe the ramps going from the bases to the north-east outpost. They might be too small. The bottom base's ramp is too far from the base. I could fix it up for you if you like. Otherwise, good job :D



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Jul 12 2009, 6:25 am MNeox Post #28



Quote from name:FaZ-
Ugh. I think I speak for everyone when I say that although we appreciate your mapping skill, we also appreciate the familiarity of the current terrain. It has a few balance problems, yes, but creating an almost entirely new terrain from scratch is not the solution.

Might your terrain be perfect? Yes, but I doubt it and even if it is we won't know until after months of playing it, whereas we already know the minor flaws in the current terrain and fixing those would be a much better alternative.


I feel like you're using the Temple Siege terrain as a way to show off what you can do by putting your work into one of the most popular maps of the time. With a map this competitive, that's not the right direction. I would not be opposed to seeing this in 1.5 since it's already branched so far from the original, but if you're also doing work on 1.4 please don't throw what's there to the wind.

Well I was doing this as a favor to UnholyUrine a few months back since he is a close friend on bnet, xYoshix has placed much work on this too. I started a new terrain because of public suggestions, Wheather Urine wants to use this new terrain or not is his decision, The whole point was to create a better balanced field for this map not to show off for fame. I don't know, if you feel it's better to keep the old terrain because of "familiarity" go ahead. I just thought something "different" would bring a new feel to the gameplay.

Quote from xYoshix
I wasn't even mentioned? :( Sorry if I sound like a person in need of attention, but I spent a whole 2 months fixing the old terrain and restructuring the whole bottom outpost and the middle to top outpost. I think I should at least been given a bit recognition...

Anyways, I think you over did it with trees on the bottom outpost. There are too many. Also, I think that the ramp on the bridge near the bottom outpost is unnessicary and doesn't look natural. The only other thing to fix is maybe the ramps going from the bases to the north-east outpost. They might be too small. The bottom base's ramp is too far from the base. I could fix it up for you if you like. Otherwise, good job :D

I mentioned you on the front page, and on the other temple siege thead in map showcase. oh and YOU put those trees there lol. I'd like to see more feedback on this before rushing and edeting. you've told me you have a handfull of projects at the moment so if there's any fixing to be done, I'll take care of it. Also, if you wish for me to mention you anywhere else for credit, I'll do it. Did NOT mean to disclude you from this.



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Jul 12 2009, 8:04 am Decency Post #29



Quote from MNeox
I just thought something "different" would bring a new feel to the gameplay.
That's the problem. It would, and I don't think anyone wants it to.

I think Moose was finding someone to do his terrain, so maybe it's for the better to have a place for you to showcase yourself. (1.5)



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Jul 12 2009, 1:50 pm crutex Post #30



for compare


Post has been edited 1 time(s), last time on Jul 12 2009, 1:56 pm by crutex.



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Jul 12 2009, 4:10 pm xYoshix Post #31



Quote from MNeox
Quote from xYoshix
I wasn't even mentioned? :( Sorry if I sound like a person in need of attention, but I spent a whole 2 months fixing the old terrain and restructuring the whole bottom outpost and the middle to top outpost. I think I should at least been given a bit recognition...

Anyways, I think you over did it with trees on the bottom outpost. There are too many. Also, I think that the ramp on the bridge near the bottom outpost is unnessicary and doesn't look natural. The only other thing to fix is maybe the ramps going from the bases to the north-east outpost. They might be too small. The bottom base's ramp is too far from the base. I could fix it up for you if you like. Otherwise, good job :D

I mentioned you on the front page, and on the other temple siege thead in map showcase. oh and YOU put those trees there lol. I'd like to see more feedback on this before rushing and edeting. you've told me you have a handfull of projects at the moment so if there's any fixing to be done, I'll take care of it. Also, if you wish for me to mention you anywhere else for credit, I'll do it. Did NOT mean to disclude you from this.
Lol xD I thought I only put a few trees on there.... I can add a few more things if you like. Maybe we can make the island under the bottom outpost smaller and the island outpost bigger.
Sorry for whining xD



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Jul 12 2009, 4:55 pm Norm Post #32



Put bottom left back how it was.



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Jul 12 2009, 5:52 pm ClansAreForGays Post #33



I think it looks better than the current terrain. I would really need to play a game on it though to know if it's balanced.




Jul 12 2009, 9:51 pm samsizzle Post #34



the only thing that really bothered me about the temple siege terrain is the control panel layout and all that stuff, like where you do the upgrades its all square and where your spells are its all isometrical with rectangular on the inside, you should make that all the same sort of thing.



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Jul 12 2009, 11:07 pm UnholyUrine Post #35



Actually.. The trees were placed by me :D

Don't wry xYoshix ... I will mention you when this is released.

@Faz- .. if u hadn't notice, this is a remix of the very first terrain. So it is not from complete scratch.

@Mnx. bottom base looks like it's now a BIIIT closer to the top base instead! ><
Leave it on the same island but put the warp gate as south as possible. (OH WAIT!! the units haven't changed yet.. lol i'll do it then)



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Jul 13 2009, 11:56 am ShredderIV Post #36



The only problem i have is that the middle and top seem to almost meet at the bottom base. this could mess up a lotta stuff, and only gives the bottom team too much of an advantage in that they could easily double lane farm. also, i'm not sure if the cannon placement is final, but the placement on the bottom is bad. the top lne and middle from the bottom especially. someone could easily run in and only be attacked by one cannon, which would make base raids too easy.

EDIT: nvm, you didnt move units. but just make sure, whoever does it, that cannons are able to be placed without the dumb cannon-layout problems we've had in the past. IE. top base's EZ cap.

Post has been edited 1 time(s), last time on Jul 13 2009, 12:01 pm by ShredderIV.



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Jul 13 2009, 7:40 pm payne Post #37

:payne:

The 2nd spell of the Warrior would be messy in that little jungle at the left gate, no?



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