Its been a while but lets get back at it .
Looking at Autumn - an implementation of the design from @Blodir . We've had two sessions and the last one will probably emerge somewhere this weekend when the map will become available in the vault.
The layout is quite similar to the original design. It still requires a bit of tweaking where the extractors will be located exactly. I hope to finish that up this weekend. At the moment the big quest is 'filling the gaps'. There are some open area's in the map that I don't want to fill with trees, but there isn't much else to fill it with. Therefore I'm experimenting with how Blizzard designed the Starcraft II maps - small patches of detail in larger area's of nothing.
The focus since last iteration:
- The roads are now nicely marked with a combination of a stratum layer and decals
- The cliffs are properly color-tuned
- Color cue's are more correct
- Props / marker placement
Things that still need to be done:
- Further prop placement
- The center
- The rocky areas
And last but not least - after talking to @Valki he wasn't able to contact the original author. Therefore he made his own design and I'll soon be implementing that. Its a design based on Starcraft II meta / balance. More about that map later .