Morax wrote:
Also, on topic, I think Mozart shouldn't be constrained to absolute realism as his world is "make-believe." Terrain that works well with the game engine verse reality are two different things.
As I said, I am talking about authenticity, not realism. The cliffs on his map are visual features only anyway, so why not make them look as good as possible?
Morax wrote:I love lionhardt's passion but his obsession with perfection oft overrides what works well with the game. It's worked out well for Regor VI and Badlands, but I've yet to see his other maps played much, if at all.
Goodlands didn't catch on much either. Basically only Regor and Crimson Feud did. That has two primary reasons: 1.) I do a lot of experimental map design (Daring Pursuit, Heil's Demise (not released) and Hexa especially) 2.) Regor and Crimson are the only two maps I actually promoted. 1v1 maps do not catch on if they are not promoted in some way, because they need to be put in the ladder pool to actually get played. I did not promote any of my other 1v1 maps because they all are not 100% finished yet. That so why I keep asking for playtesters. For Regor I got sufficient playtest feedback while building it and Crimson has such a simple layout that it did not require any playtesting. So the reason my other maps are played very little is not necessarily because of authentic looking terrain, but probably because I did not promote them and also because I try to push the envelope through experimental map layouts, which sometimes do not turn out as working. But the only design of which I actually know that it did not work is Daring Pursuit... for the others I did not get enough feedback to tell.