Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Help with making map

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
1/30/2017 10:24:16 PMUSrank[GBC]1v0ry_k1ng before revert after revert
1/30/2017 8:58:46 PMUSrank[GBC]1v0ry_k1ng before revert after revert
Before After
1 [quote]what you defined as good map sound like standard starcraft map. 1 [quote]what you defined as good map sound like standard starcraft map.
2 \n 2 \n
3 I do think that your reasoning is valid and that my map should have more flatness to it. But to downright dismiss granular bump [and other feature] is ill advise I think. [/quote] 3 I do think that your reasoning is valid and that my map should have more flatness to it. But to downright dismiss granular bump [and other feature] is ill advise I think. [/quote]
4 \n 4 \n
5 Interesting because I loathe Starcraft and all its conventions, but all the maps I enjoy are designed around defined open flat spaces and terrain features that dictate accessibility or different tiers of height - all the 'natural terrain' maps like Brazilian Battlefield, smoth & behes ambitious maps etc are largely shunned as players don't find it easy to parse them. Comet is one of the most popular maps and has almost no terrain at all - whilst most hilly maps are less played. 5 Interesting because I loathe Starcraft and all its conventions, but all the maps I enjoy are designed around defined open flat spaces and terrain features that dictate accessibility or different tiers of height - all the 'natural terrain' maps like Brazilian Battlefield, smoth & behes ambitious maps etc are largely shunned as players don't find it easy to parse them. Comet is one of the most popular maps and has almost no terrain at all - whilst most hilly maps are less played.
6