#Eclipsed - Feedback and Critique Thread

1 messages · Page 1 of 1 (latest)

violet hound
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Version 0.8.1 has been certified and released. Please leave your feedback and critique here so that they can be actioned upon.

Current to-do / known issues list:
Water ramps currently not working as intended. They are traversable only by amphib (terribly) and bot units, and are not traversable by hovercraft. This will most likely warrant a slight redesign of game space around those areas.

Mexes slightly off center compared to map texture. I am currently working on an improved method to generate the metal map from World Machine.

Low ground texture overtuned in some areas. This will be tuned down when I next re-render the map.

Geo vent textures missing. I gotta find a good one to use.

Fern model issues that could result in aiming problems for some units, I need to replace these with the up-to-date version.

violet hound
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FFA spawns are missing. I forgor to add those. I wasn't expecting so many people to want to play the maps as an ffa!

sullen coral
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The square edges on the ponds look very unnatural. Any chance they could be smoothed out to make them look more natural? Now it looks like minecraft terrain

fast saffron
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haven't played a match on it yet but it looks super interesting and unique. Love the texturing and blockyness around the hills. Looks a little weird on the ponds although I don't hate that

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could benefit from geo vent texture too but that's a minor thing 🙂

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if you're using World Machine, you can create the texture using geometry to make it consistent with the rest of the map, then just flatten it later. That's how I did the one on Angels Crossing

violet hound
fast saffron
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been a couple years but basically I created a big ol' crack in the ground on the terrain shaping layer, copy and pasted it to the other geo spots. Let all the following processing nodes do their thing and apply a nice texture, then flattened out the terrain for the final result

undone cove
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Easy way to add geo texture is just by adding some detail texture there in springboard

compact parrot
violet hound
violet hound
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I've already fixed it, the changes just need to be pulled in

slim ivy
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Hello,

Im here to type my thoughts about this map - first, i think this map feels heavily inspired by starcraft 2 - not a bad thing, but the way the resources line up, everyone having a 'geyser', the main spawns being on a cliff with a natural expansion - very sc2

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2nd, i think this map should be considered 2v2-4v4 at most, not 5v5. you cannot split the map evenly for 5 players (not really for 4v4 either, but i can forgive it for spawn stand point)
the bottom half of the map doesn't have a safe 5th spawn - you only have that upper left side for the 5th spawn, which exposes them more than the flip side

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where as in the 2nd screen shot, the top team has a safer spawn via the natural of the 1v1 spawn - this is also ignoring that the top left is a double geyser spawn

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if you decide to flip it left and right instead, you end up with 6 spawns on the left half of the map - 5 of them being safe, and the double geyser top left

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where as you have the same mirrored problem now on the right side, that the 5th spawn is more exposed and less safe to capture

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anyways, im not here to make specific statements on the balance of the map, just that i don't think you can comfortably 5v5 this map with how spawns work, so players should consider this 1v1 - 4v4 at most

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that being said, i do think there's so much metal that you could even consider removing the rocks from spawns. it feels weird to talk about the macro when you have such a comfortable amount of metal spawns and 2.6's a plenty before you'd even bump into another player - and you can extremely easily reach 20.2 metal in a safe situation with double geyser

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feels like when the metal is that high the macro matters less but i'm also probably bad at the game

slim ivy
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in addition to 1200 metal in just rocks in your main + natural

near sky
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Another person saying it seems inspired by sc2 when it's literally a brood war map remake emocoffee

slim ivy
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well, functionally the same idea. main base on a cliff, easy access to second, geysers on all

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doesn't really matter if its sc1 or sc2 lol

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but! played the game in a 3v3 setting. very nice map for it.

violet hound
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with the preset spawn boxes, the intent for 5v5 is to have 3 players take the bases, and the other 2 to take forward mexes. the map is made such that games are fought SW vs NE

violet hound
slim ivy
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I play the map 3v3 and it's fantastic btw

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Oh I said that already. I just woke up and still thinking about how fun it was

mossy sierra
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I'm happy to see your map is being recieved well. You had far more than your fair share of trouble.

sullen coral
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I know your map was listed as 4v4. However, when I picked this map in 4v4 people were not happy with spawns and they decided to stop (after the game loaded).

weak notch
sullen coral
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Thats not the default spawn

sturdy tinsel
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This map feels like fighting spirit from broodwar, middle is really awkward and the water feels a little out of place, just makes it hard to maneuvre.
I think this map would benefit from either making the water shallow or just making it land, currently there's alot of awkward walking distance that feels shitty

violet hound
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I also wanted to have a few areas where amphib and hover units can utilize their strengths

near sky
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As a big fan of the map, I feel it might become my duty to defend its current iteration against attempts to steer it towards normal gameplay

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That said, I don't think anyone is ever going to build hover on it

undone cove
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Realistically you won't get hovers here

near sky
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While I'm already commenting on it, I love the gameplay, but the visual part of it is very meh. I don't know if it's supposed to be final, but it just looks very bland. Having the halves be different like the original could help, but even re-texturing it with more detail I think could go a long way

undone cove
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I feel it's a bit too big, rush distance is so long there isn't really an opportunity to use any slower units

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14x14 with similar geometry would allow for faster scouting and more reactivity between playera

near sky
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Slower units like what? Thugs? Welders?

undone cove
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Plasma/rocket bots, janus, etc

near sky
quick cedar
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Yeah i really like this map

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it a lot of fun and plays quite differently from other maps, which is pretty nice

slim ivy