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Terrain Preview

07-25-2006, 03:40 AM#1
Karawasa
Keep in mind some doodads don't show up this high up so it looks better then it does here:
07-25-2006, 03:57 AM#2
myst-ewe
I LOVE THE MAP
07-25-2006, 05:58 AM#3
Karawasa
http://www.wc3campaigns.net/showpost...73&postcount=1

(Scroll Down)
07-25-2006, 06:30 AM#4
Tiki
Thats some sexy terrain you got there!
07-27-2006, 01:01 AM#5
goldenbender
Objection!
http://objection.4camp.net/go.php?n=390040
07-27-2006, 01:46 AM#6
Karawasa
Rofl...
07-27-2006, 05:13 AM#7
Tiki
Lol omg whered you find/make that... haha, and it says pheonix, thats sexy.
07-27-2006, 08:06 AM#8
Pheonix-IV
http://objection.4camp.net/ is a site that allows you to make a little customised flash thing, simple code, kinda cute.

Blame Karawasa for the water count, i was all for reducing it to less than 30% of the map and using strategic placement of water rather than masses of it everywhere to make the WE useful, but Kara was adamant.

HAH.
07-27-2006, 09:42 AM#9
tannish2
ok,,,,, the new terrain makes it so that people who build bases (and the base-based fish) and non-revealing naga r fucked

any fish besides wizard, murloc, WE, EE, should tape/glue/weld their ass closed before playing, beleive me you will be thanking me later
the same goes for any non-revealing naga

more flat open areas and more squareish base areas (old top mid was great, old top left was fun, so was old top right, old bottom right was mehish unless u had blink or turtle), and either more escape routes or more entrances like old entrance to top mid, old bottom mid was shiny to... not everyplace on the map has to have something on it, in fact places without shit on it are (please dont kill me for saying this) great places for fish to build bases, and EVERY area is covered in collision blocking doodads/peices of wall, there are no good base spots so the best way to play is pick someone fast and just build up on sents (again, non-revealers will be ass fucked if they did not follow my earlier advice)

and WHY THE FUCK DID U CHANGE MAP SIZE!?!?!?!?


ok i decided to open that picture with paint and just look at shit, im nto great at explanations so... ya.... i circled and numbered the areas and....

1. this used to be a base where early game u could hold naga back for a while with 4 corals and keep em back for a while with not much more than that while u escaped, or just delay em and watch the timer, or late make make a nice towery base, it also only had one annoying spot that fucked up base building with collision, and only one (wide) entrance, it also had a high ground thing and 2 raised parts

2. noone has ever used this area for a base, partially because its so dam close to mid and will ALWAYS have a competent nagas ward near/in it and partially because its just crappy, it is however nice for a runner to circle a tree and lose a naga,,,, otherwise its kinda,....

3. totally useless, looks nice tho, flatten this bitch

4. useless for everything,... and another entrance to 1? wtf? its obvious that whoever did the new terraining was nto fond of fish with any type of skillz

5. ok it used to have one small entrance but be defendable with only a couple blocks until you could tele out, great late game tower base 2, not its.... well whoever redid this one mustve been high at the time, and never have played tag, from what ive heard both r possible

6. love this area, always loved this area as fish, great for escapes, but as naga wards arent horribly effective here

7. not too bad, but pheonixes maze just with tunnels wide enough to build 1 building in and walk by (or if sentrys could c thru walls) again, i think MPs brother has never played tag and.... it was also a nice open area for a plain old grid base or better-than-MH sentry base

8. ok um ya... this area to close to mid to base and the collision here isnt enuf for running or sight blocking but still kinda.... ya... this sucks and has always sucked

9. ok this used to be a great block base mid-late game for everyone and early game for peeps with invis or VS one or 2 naga... now it just plain sucks...

10. used to be a nice block area or running area between 2 good bases or for a sentry base... sucks now

11. used to be a great place to run around especially with sentry nets and hide banks

12. used to be a decent turtle base or late game base, again, S U C K S now

13. better than it was before cuz higher ground but still not escapey or blocked in enough...

14. this area used to be a good open space for runners... but kinda sucked... still does... was also a good place for banks at the right side

15. unchanged but still..... kinda sucked b4.... couldve de-collisioned it

16. ok to wallish and the passages are to close to entrances it should be possible to run around in base and escape shit within base... and to collisiony, to many shitty raised areas that are too vulnetable to hooking

17. ok wtf? that big collisiony area makes this base totally fucking useless... it used to be good as a place where u could hide around a corner and escape a naga that didnt go that way, or just hide a gold bank or 2

18. this base wasnt too good before, then kar added the ramp.... now it just sucks, too collisiony

19. meh

20. this is like old 13 was except too collisiony

21. ok this used to be a good place to put a few blocks up and have a decent runner base or put a shitload up and have a nice block, the collisiony part makes it suck

22. has always sucked, but w/e some people can use it, and its a good obstacle for a runner to escape around
Attached Images
File type: jpgTropicalTerrain.jpg (362.6 KB)
07-27-2006, 11:36 AM#10
Pheonix-IV
Actually, 3 is quite useful.

3 is a small fortressy area with 2 entrances on the east and west side. For building a base, you're right, its quite useless. What it is extremely good for is, after you have a high gold income, build a bunch of blockers and towers here. I guarantee you'll be able to hold off 1 or 2 Naga with relative ease, if you're sucessful in building this you additionally get the bonus of having a stronghold close to the center, helping greatly with saves.

1 looks like it hasn't changed much except cosmetically.

2 i agree with you for the most part, not good base building, but useful for delaying naga.

4 i agree again, though hiding behind that line of tree's could prove handy for hiding banks, probably not the best base building area however.

Flat is not nessisarily good. Sheep Tag is an excellent example of this, it (the original) has a gigantic open area in the middle with base building spots on the far outside, as a result, nobody ever builds in the middle, as a couple of sentries basically give vision of the entire area, makes rescuing damn near impossible too.

There are quite a number of good areas to construct bases, a pair of fish who establish themselves in the maze can build some quite powerful overlapping defences. There are also enough open spaces to give the non-revealing naga a relatively decent line of sight (i checked.)


-EDIT-
I take all of this back, i just noticed that the maze was raped. It was supposed to be a tightish area which, if well established by 2 or 3 players working as a team, could be relatively strong, though definitely vulnerable to hooks and spears. The maze has quite ovbiously been basically stomped on and is now totally useless.

The Jungle also appears to have been anally violated (though it's possible the groundcover isn't showing from this high up) in which case it too is totally useless.

-FURTHER EDIT-

After carefully considering the map, i've come to the conclusion that whoever did the terraining needs to be smacked with the smart stick a few times. He's gone completely overboard with cliffs all over the place that really don't belong and has quite possibly destroyed a number of areas which were perfectly fine and good locations for base building. I'll actually agree with Tannish on this one, the original i sent was relatively balanced, though possibly it would be more favorable to the new fish than the old ones, but this map looks like it's been chainsawed to death, base building has been utterly raped and non-revealing naga will definitely have an extremely hard, if not impossible time against a mobile fish.

I'm surprised you let this happen Kara, even from this distance i can see a number of major introduced issues with area's that were "Green" and perfectly fine as they were.

The only good thing i can find to say is that at least he left the bloody temple alone. Bottom left looks mostly unharmed as well.

At the moment, this gets a rather surprised 1 out of 5.
07-27-2006, 06:07 PM#11
Karawasa
Some rather harsh reviews. The jungle and maze were simply too crowded and impossible to build in, they did look nice though.

Anyway, going off of that picture:

1. This area hasn't changed except for the top part. In fact, I removed obstacles in the lower area to make it easier to build. The top area, what is wrong with it?

2. Untouched

3. Meh, I can see a use for this area.

4. This area is for the Naga's shop, your not really supposed to build here anyway.

5. I assume the complaint is about the ramps? Those can always be removed?

6. Again, unchanged.

7. I like this area. What is wrong with it?

8. Again, unchanged.

9. The trees could get in the way of base building. I do like the added cliffs in though as it provides an escape route. However, this area can change with suggestions.

10. ???? Whats the problem here?

11. This area used to be just a clump of trees now at least you can build something there. How can I improve it though?

12. This area relativly unchanged. More cosmetic and I made sure minimal obstacles. The additionall cliff is great for escape actually, unless you disagree.

13. Ya the old version of this area was even more useless. What is wrong with this area now?

14. Whats wrong here?

15. Whats wrong here?

16/17 I like the Ruins

18. This area expanded so you can build more of a base there, whats the problem?

19. Again, unchanged.

20. This area is more focused on eluding the Naga. You can build but its not supposed to be a base area. You shoulda seen the old jungle, while it looked nice it made it IMPOSSIBLE to build.

21. The probem?

22. Again, unchanged.

Well, that goes over it. Now, if you want to help please analyze each area; identifying problems and ideally their solutions. 2.8b can always see fixed up terrain.
07-27-2006, 11:18 PM#12
Karawasa
I have gone through and updated some areas. The green circles represent areas that have been purged of trees, hindering doodads and all that other crap. The only area really "Reformed" is that one island below the jail. I cleaned up ALOT of stuff so circled areas are basically hindering doodad free.
Attached Images
File type: jpgTropicalTerrainUpdated.jpg (341.0 KB)
07-28-2006, 12:33 AM#13
Timmay
I kind of like the way the map is for this version. I hope there are still plenty of groups of trees because those were my favorite spots.
Attached Images
File type: jpgtthiding.jpg (171.2 KB)
07-28-2006, 02:41 AM#14
Karawasa
Yes there will be. I simply removed some trees in the upper left and upper right corners of the map. Jungle (your picture) was unchanged.
07-28-2006, 06:14 AM#15
Pheonix-IV
It's RoST all over again.