Is it just me, or are there more critiques the more that I fix the critiques?
Here is the
26th version of this map in 6 days.
Did what Vexer / psymon asked of the colors, brown more brown, green darker to match, orange still somewhat strong but darker and more balanced. I know, green is strong now (not on purpose, just happened when darkening with texture overlay unchanged)! Well the whole map has a 'pretty' color scheme to it. It looks good, just not the meaner D12 kinda look - over saturated compared to other maps, aka bright. Anyway, I think on it's own, in a tropical Pirate hideout way, the colors work. Maybe I'm just nuts. Going to throw the keyboard any second.
Fixed the spelling for Psymon, the death peak idea was awesome, but had to change to black mountain for the sake of space.
Also normalized border width, yellow, blue AND green seemed thinner, not just yellow. All were fixed. Not so obvious on the jpg, but on the .psd file in high res, it was pretty obvious, nice catch.
@Beta, tracks go into the tunnel to show perspective, attack line loosely follows for logical connection. It's gameplay first, graphics second, and then making the line match perfectly third. I don't want to bend it anymore
Is it just me, or are there more critiques the more that I fix the critiques? :) Here is the [url=http://www.bluemelon.com/cbt711/maps]26th[/url] version of this map in 6 days.
[spoiler][img]http://www.bluemelon.com/photo/5152890.jpg[/img][/spoiler]
Did what Vexer / psymon asked of the colors, brown more brown, green darker to match, orange still somewhat strong but darker and more balanced. I know, green is strong now (not on purpose, just happened when darkening with texture overlay unchanged)! Well the whole map has a 'pretty' color scheme to it. It looks good, just not the meaner D12 kinda look - over saturated compared to other maps, aka bright. Anyway, I think on it's own, in a tropical Pirate hideout way, the colors work. Maybe I'm just nuts. Going to throw the keyboard any second.
Fixed the spelling for Psymon, the death peak idea was awesome, but had to change to black mountain for the sake of space.
Also normalized border width, yellow, blue AND green seemed thinner, not just yellow. All were fixed. Not so obvious on the jpg, but on the .psd file in high res, it was pretty obvious, nice catch.
@Beta, tracks go into the tunnel to show perspective, attack line loosely follows for logical connection. It's gameplay first, graphics second, and then making the line match perfectly third. I don't want to bend it anymore :)