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(2)Skywar

Creator: ImagoDeo
Time: Jul 26 2010, 9:37 pm

Post #1     ImagoDeo Jul 26 2010, 9:37 pm

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Final version, unless anyone has something to say.
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sc2map file
(2)Skywar.SC2Map (1.27 mb)
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This post was edited 2 times, last edit by ImagoDeo: Aug 28 2010, 9:50 pm.

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Post #2     Magicide Jul 26 2010, 10:46 pm

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I wouldn't know, because I don't actually have the beta, but is that how the background looks ingame? Would be cooler if it had clouds n stuff.

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Post #3     ImagoDeo Jul 26 2010, 10:54 pm

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Quote from Magicide
I wouldn't know, because I don't actually have the beta, but is that how the background looks ingame? Would be cooler if it had clouds n stuff.

It looks similar. This is the same terrain set as Metalopolis, iirc, and so I could put down buildings to make it look more interesting. Haven't gotten around to thinking about that yet, though. Trust me, this is just the functional bare bones - the majority of decoration still has yet to be finished.

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Post #4     ImagoDeo Jul 26 2010, 11:37 pm

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See first post for updates.
This post was edited 2 times, last edit by ImagoDeo: Aug 28 2010, 9:38 pm.

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Post #5     XGenesis Jul 27 2010, 1:35 am

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Nat is too hard to take. :P

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Post #6     ImagoDeo Jul 27 2010, 1:39 am

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Quote from XGenesis
Nat is too hard to take. :P

Some destructible debris will fix that. I wondered about it, too. Thanks for confirming.

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Post #7     ImagoDeo Jul 27 2010, 4:01 am

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See first post for updates.
This post was edited 2 times, last edit by ImagoDeo: Aug 28 2010, 9:39 pm.

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Post #8     Devourer Jul 29 2010, 11:49 pm

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As for designing: make the texture at the ramps blend better (that .. err ... sponge tool under textures, the button with the cloud).
Other than that, I like it.

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Post #9     Joshgt2 Aug 2 2010, 5:58 pm

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It's maps like this that make me want to hit myself for not being able to use the map editor well... I love the way everything looks on this map.

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Post #10     Excalibur Aug 2 2010, 6:35 pm

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Mid is too tight. Put the tower on ground of the same height as the rest of the mid and then throw smoke vents (vision blockers) around it.

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To watch the things you gave your life to broken
And stoop and build them up with worn out tools
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Post #11     UnholyUrine Aug 2 2010, 8:45 pm

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How'd u do those clean cut textures... man..
Sort of agree with Ex..

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Post #12     Alzarath Aug 3 2010, 8:41 am

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Aesthetically, I think there are too many buildings in the background. Maybe remove a couple and space 'em out a little. But the map's looking good imo.

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Post #13     ImagoDeo Aug 21 2010, 11:29 pm

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Thanks for all the comments. Sorry I didn't get around to posting, I've been gone three weeks. Update in a few hours or whenever.

"We live, as we dream - alone..."
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Post #14     ImagoDeo Aug 23 2010, 5:57 am

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This post was edited 1 time, last edit by ImagoDeo: Aug 28 2010, 9:39 pm.

"We live, as we dream - alone..."
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Post #15     Amadi Aug 27 2010, 1:47 am

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This does look really good, if not perfect. Seems like a very balanced map overall. Paths to natural are narrow, but there are three of them so I figure that evens it out.

Only things I can think of is you might want to widen the ramp to main a bit, and increase teh area the main is connected to the middle a bit so reapers can use it better. Right now it seems they are losing out on this map, since it's so easy to just fill the top of that small part with zerglings early on.

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