(2)Thousand Lakes, Map in progress, please critique
Post #3 HCM™Aristocrat Aug 20 2010, 5:00 pm
Heh, I seem to enjoy the terraining part a hell of a lot more then the balancing, that backwards sunken ground ramp took me 30 minutes of joy and yea flagstones are there, i also found a crushed rock block that couldnt be built on but could be traversed without problem and implemented it like crevices.
Heres the edit.
Heres the file.
Thousand Lakes.scx (63.74 kb) -- 0 hits
This post was edited 1 time, last edit by Phobic: Aug 20 2010, 5:27 pm.
I recently had an idea about having a 2 geysers in the main and covering one up with a destructible non-repairable and non-creep-producing P-12 unit.
It's weird because I usually think P-12 buildings used in such a manner make a map seem sloppy.
Heres the file tell me what you think, I want to explore this idea throughly.
Post #9 HCM™DavidJCobb Aug 21 2010, 12:21 am
↑ STUDENT DRIVER ↑
Not that I know anything about melee, but the honeycomb-like lattice-like raised elevation things are to block ground units without being "tankable", yes? I wonder if there's a way to fill all those holes with tiles that are unwalkable, but don't look unwalkable... Doodads or cliff edges may offer a solution.
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