(2-4) Face off (WIP)
Posts: 10
Category: 1vs1, 2vs2
I'm going to add some more info in the future.
Steam Workshop Link: (coming soon)
The map is still WIP, so feedback is welcome.
Posts: 357
Do you have a territory map?
Good work so far.
Posts: 341
That is some really nice detailing on those bottom screenshots. Is the over head an older screen? I don't see where the locations of the bottom screenshots are on it...
Do you have a territory map?
Good work so far.
Out of curiosity I wonder how big have you made your inactivity area? 32m is pretty much the standard distance used to give a map a sense of belonging to a larger area of terrain. It also adds a little depth to the actual location chosen.
Looking forward to seeing some more work on it.
Posts: 10
Is the over head an older screen? I don't see where the locations of the bottom screenshots are on it...
Do you have a territory map?
Yeah, the overview is a couple of hours older.
Here is a new overview.
Do you have a territory map?
Not yet, but I have plan. To make it more interesting i want t seperate each teams bases, so they can be cut off. Don't know if this is a great idea, but i will test it in the future.
Seems to be coming along quite nicely, as Srinidhalaya mentioned, you have a good eye for detail.
Thanks I'm not new to the Worldbuilder and I always try to learn new stuff.
Out of curiosity I wonder how big have you made your inactivity area? 32m is pretty much the standard distance used to give a map a sense of belonging to a larger area of terrain. It also adds a little depth to the actual location chosen.
I had problems with the inactivity area before (too small). I don't know if this is enough terrain between playable area and the and of the map.
Looking forward to seeing some more work on it.
Thank you for your feedback. I hope I can keep you interested and "reach new heights" with your help.
Posts: 4301 | Subs: 2
Posts: 10
Posts: 160
its always the same shit and every team got his piece of land.
Maybe just delete the river.
Posts: 357
Posts: 10
Keep the feedback coming
Posts: 4301 | Subs: 2
but...., most ppl who try maps in workshops probably don't care anyway. many want chokepoint meat grinder, build up your army to the max etc etc styles of gameplay.
(i remember playing SC a long time ago against a computer and all i did was go terran, build aa defenses and siege tanks across the middle of the map and just build a shit ton of unit and just cock charge the cpu.)
so it is really about what style of plays you want to cater to.
Posts: 357
While competitive play style and balance always appears to be the most demand, the fact is, most of the competitive players don't play custom games to begin with. That being said, the majority of custom game's, are usually playing something that somebody they know, made. The point? Make lots of friends.
Posts: 10
Posts: 357
Posts: 10
it's been some time since my last update. Today I want to share some screenshots with you.
As you can see I've changed the lake a little bit. Units should be able to cross most parts of the water now (might change). I'm currently working on the left side of the map, where most part of the forest will be. The right side will be fields.
Each teams starting point will be divided, so you can actually cut off both players of the enemy team. The problem is: I don't know if its actually going to affect the gameplay like i want it to (more teamplay). I might change the small sea in bottom left corner. so much stuff that is going to change. I think the final version will be totally different than the actual idea.
Opinions? Feedback?
Posts: 4301 | Subs: 2
I personally do not like separated base between teammates because you can't share medics(bunkers/trucks). But that's anout it. It's not like the bases are miles apart unlike in some relic's maps.
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