Staredit Network > Forums > SC2 Melee > Topic: (2)Skywar
(2)Skywar
Jul 26 2010, 9:37 pm
By: ImagoDeo  

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





Final version, unless anyone has something to say.

Attachments:
(2)Skywar.SC2Map
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Post has been edited 2 time(s), last time on Aug 28 2010, 9:50 pm by ImagoDeo.



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

Sleeping wolves wake hungry.

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.




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



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



See first post for updates.

Post has been edited 2 time(s), last time on Aug 28 2010, 9:38 pm by ImagoDeo.



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



Nat is too hard to take. :P



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



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



See first post for updates.

Post has been edited 2 time(s), last time on Aug 28 2010, 9:39 pm by ImagoDeo.



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

Hello

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



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

The sword and the faith

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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Aug 2 2010, 8:45 pm UnholyUrine Post #11



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



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

Praetor

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



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.



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Aug 23 2010, 5:57 am ImagoDeo Post #14



See first post for updates.

Post has been edited 1 time(s), last time on Aug 28 2010, 9:39 pm by ImagoDeo.



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Aug 27 2010, 1:47 am Amadi Post #15



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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