|HOW DID YOU DO THAT?!|
|WHAT THE FUCK???|
simple execution, tho u need lots patience.
|umm, nice try but you didnt executed the concept very well.|
|I mean how he make the 7 high ground levels?! WTF?|
|Lol that's pretty cool. I'm sure it took awhile, good job.|
|LGI its really easy to visualize this concept with my 'walls' approach that i explain when i first showed lux aeterna.|
the technical execution of this is transitioning from the respective high and low dirts through the crushed dirt. its essentially the same thing as you see in the crushed rock ramps from like shangri-la and xuuls map that first had those ramps.
map's horrible btw.
|if execuated correctly though...these multiple layers....are a great opening door for us that koreans havent thought of yet...|
|Yes, Inept that were just my toughs in first place when i saw this map :) . And yes its horrible, but it should took a lot of time to make those layers in the way that AiurZ explain.|
modified by GriG
|it looks cool, but it's not so playable :(|
|it's unfair that the ramp's are only in bottom, if they were in four sides, it would be cool... :)|
|Completely irrelevant where the ramps are, because the whole concept is just for the pic. There is no way of making this playable oO|
|spines it was an oldmap from grig, just radix push up random maps now :)|
|those multiple levels arent new actually. and gameplaywise, you're on the same level, and thus you always have vision to the upper parts|
|it's no fun shooting down and getting a 50% chance of hitting|
|no, if you're on the VERY TOP of this map, you're still on the same level as on, let's say, the 3rd ring.|
|I know that this is an old map. Not to forget the big pyramid Oo|
Well, since the space between the single cliffs is so limited, and you will have more than one unit usually, you will see everything, indeed. But actually the bottom of each cliff is lowground, while the top of it is highground (70%, btw). The crushed rock forms a "ramp" that leads from the top of the outer ring to the bottom of the inner ring.
So usually your army would be 50% on highground and 50% on lowground Oo
Long ranged units firing from top to top will have 100% hit quote while medium ranged units firing from below the cliff upwards will have 70% because the bottom of the cliff is lowground.
Well, nonsense ;)
|wut if instead of cliffs everything was ramp?|
|dont mind me im just gonna mumble some ideas.... hmmm maybe straight ramps between green and brown/////peach and yellow gradating smaller and smaller as they go up.... put expos on left/right.... hmmmm|
any comments? i dont want to abandon this style... maybe cuz of my fondness to pyramids ><
|o wait, crap, i dont mean all of that area to be ramp|
maybe just those parts
|save the pyramid O,.,o i really like pyramids >< and i think theres a way to still make this playable...and also i dont like it wen people say "theres not way to...." maybe the remps will fix the pathing? but still the expos and such are still gona make it play funny|
|hmm but then that would be one BiG choke... maybe make the cliff between main/first-level-up to be just 1-2 ramps|
|i realized how easy it is with cut and paste|
|wow takes about 10 minutes to make pyramid with cut/paste|
|Just let this drop. This is an absolute no-no in melee mapping. The transitions between high and low are invisble, unpredictable, and some more stuff.|
In one word: Trash.
|lol I personally would still be interested in seeing your version Crimson, but would agree with spines that this map is trash as a melee map^^|
|k but its not my fault IF koreans start using pyramids in proleagues and take all the credit|
|its a shame... i really love pyramids T-T|
|You would need inverted ramps on the north to give those players a chance. A little to big and tedious to play I think. But if there were a category called "Starcraft map art" I would vote for it!|
|I wonder when Koreans will start using my backwards ramps for ice/twilight :P But I suppose that they will just keep on doing jungle/space maps all over^^|