Love it. Looks like a Blizzard map when looking at the map overview. I also like the texture work and (usually) sublte doodad work.Lightning seems nice
But I do not like the pipes. I don't think doodads should look like they interact with gameplay environment this much. If you really want them I would make them always lead towards the cliffs/outward of a base, and never inward, like in the very last screenshot.
I love how you've used the ruined walls as a template for cliffs and such. Really original usage there. There's also a good colour palette playing a role and some interesting textureplay. Don't think I've got any real comments. I am wonderin about those pipes, though. How do they play out in game? From their locations I reckon they'd make the map unplayable if they were unpathable, so I guess they are pathable. But doesn't that mean that units run straight too them, making it look ugly? Or have you find some workaround for that?
Well, yes, but... let me rephrase, I said it a bit akwardly earlier. Since the pipes normally don't have pathing, units are going to appear as if they're standing inside the pipe. As in the units don't disappear, but it simply looks a tad odd.
This is a close-up screenshot of a couple of small units. As you can see, even the zergling is clearly visible. It's only it's feet that is inside the pipes. Which is not visible at all from the normal camera. The pipes' height is equal to the height of mar sara terrain foliage.
Strange. I replied, but it looks like something went worng and my reply isn't here.
Either way; I was never worried about units not being visible, but rather about clipping feet that look ugly. It seems your pipes are located a lot lower than they seem in the aesthetic pictures though, so there doesn't seem to be any real problem there. Which means I don't really have any more comments. Just a plain good job overall.
More than that, even. I checked back to take a peek at the screenies again and I'm still loving it. Textureplay is perfect, your 'custom cliffs' and pipes give your map an edge, you've got a colour palette, not a single area seems dull and still literally not even one feature is over the top. Aesthetics-wise, this map is definitely in my top 5 or so of favourite melee maps. Off the top of my head, there are only 3-4 maps I can think of that I like better. And I don't even like the theme you've picked.
Scorp I gotta say I effing love your map designs. They only get better and better. I really hope GSL or MLG pick you up to do some professional map designing. I'm trying to get the Starbow community to pickup some of your maps as well. They're fricken brilliant bro.
Scorp I gotta say I effing love your map designs. They only get better and better. I really hope GSL or MLG pick you up to do some professional map designing. I'm trying to get the Starbow community to pickup some of your maps as well. They're fricken brilliant bro.
Thank you :)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Tainted Underworld
Created by Scorp & Timetwister
Published to: EU NA
Aesthetics
Details
Spawns: 2
Playable Bounds: 116x134
Bases: 12 (2 halfbases)
Main2Main: 140.3
Feel free to leave a comment.
Love it. Looks like a Blizzard map when looking at the map overview. I also like the texture work and (usually) sublte doodad work.Lightning seems nice
But I do not like the pipes. I don't think doodads should look like they interact with gameplay environment this much. If you really want them I would make them always lead towards the cliffs/outward of a base, and never inward, like in the very last screenshot.
Like!
I love how you've used the ruined walls as a template for cliffs and such. Really original usage there. There's also a good colour palette playing a role and some interesting textureplay. Don't think I've got any real comments. I am wonderin about those pipes, though. How do they play out in game? From their locations I reckon they'd make the map unplayable if they were unpathable, so I guess they are pathable. But doesn't that mean that units run straight too them, making it look ugly? Or have you find some workaround for that?
Is this the dark templars homeland?
lol Looks awesome, Though I dont know much a bout melee balance, you should submit it to blizzard.
Thanks for the nice words all of you :)
@Mozared: Go
There is no issues with units walking over the pipes. You can see them perfectly fine.
@ScorpSCII: Go
Well, yes, but... let me rephrase, I said it a bit akwardly earlier. Since the pipes normally don't have pathing, units are going to appear as if they're standing inside the pipe. As in the units don't disappear, but it simply looks a tad odd.
This is a close-up screenshot of a couple of small units. As you can see, even the zergling is clearly visible. It's only it's feet that is inside the pipes. Which is not visible at all from the normal camera. The pipes' height is equal to the height of mar sara terrain foliage.
Strange. I replied, but it looks like something went worng and my reply isn't here.
Either way; I was never worried about units not being visible, but rather about clipping feet that look ugly. It seems your pipes are located a lot lower than they seem in the aesthetic pictures though, so there doesn't seem to be any real problem there. Which means I don't really have any more comments. Just a plain good job overall.
@Mozared: Go
Did I just get the Mozared's Seal of Approval? Great!
More than that, even. I checked back to take a peek at the screenies again and I'm still loving it. Textureplay is perfect, your 'custom cliffs' and pipes give your map an edge, you've got a colour palette, not a single area seems dull and still literally not even one feature is over the top. Aesthetics-wise, this map is definitely in my top 5 or so of favourite melee maps. Off the top of my head, there are only 3-4 maps I can think of that I like better. And I don't even like the theme you've picked.
Scorp I gotta say I effing love your map designs. They only get better and better. I really hope GSL or MLG pick you up to do some professional map designing. I'm trying to get the Starbow community to pickup some of your maps as well. They're fricken brilliant bro.
Thank you :)