|
Preface
iCCup is proud to announce the iCCup mapmaking team. The mapmaking team started as a collaboration of Protoss4Ever aka Superouman, prodiG, and Konicki (aka Kinki) and later added Grebliv, Monitor, G_wen and neobowman, all mapmakers who have shown talent, dedication and intelligence in all steps of SCII Melee map creation. We have also added Koagel to our roster! The iCCup mapmaking team will be releasing maps intended for all aspects of competitive play, to be used in any event (no need to ask permission!)
This thread will contain information about every map in the iCCup map pool, as well as information about the mapmakers themselves. Note that the images may not always be up-to-date
Fake iCCup Maps It has come to our attention that people have taken it upon themselves to publish maps under the iCCup name without our consent. This is a list of all known publishers, anyone not on this list is considered to be a fake and their maps are NOT part of the official iCCup Map Pool. We do not support nor endorse these maps in any way, shape, or form. If you are one of the people on this list, we kindly ask that you remove or rename your maps as you are damaging the integrity that the iCCup Mapmaking Team strives to create. Thank you. + Show Spoiler [Fake Maps] + Fake maps on US -iCCup Astropop by Don -iCCup Attack Canyon by Don -iCCup Fresh's Demise by CoinDrop -iCCup Python by Yoshi
Fake maps on EU -iCCup Tau Cross by Seaking -iCCup Proxy by Oos
Known publishers -prodiG -Anthony Wilborn (aka kinki on bnet or konicki on TL) -Cirno -Raptured -Lyra -Efhiro (aka neobowman on TL) -monitor -Myrathi -rATeToNN -Lonyo -tRuMR
Known FAKE publishers US Server -aikepah (published the fake iCCup Heartbreak Ridge) -Adriel Leung (published the fake iCCup Python) -Don (several maps) -CoinDrop -Yoshi
Europe -Oos -Seaking
Who are the mapmakers? + Show Spoiler [The Mapmakers] +prodiG - http://www.prodiGsc.comMy name is Josh "prodiG" Folland, and I have been making Melee maps since the editor first became available in beta patch 15. My first and most popular map is Fighting Spirit, a port of the most popular and highest played Brood War professional map. Since then, I've been creating both original maps and Brood War ports. I am a low-mid level diamond Terran, coming from a Quake and Call of Duty background. I am very excited to be part of the iCCup mapmaking team, as I believe it will introduce a new era of competetive Starcraft II play. I am also getting into casting, you can catch me casting with the guys at Ragequit.tv. Konicki (aka kinki) - Kinki's map threadMy name is Anthony “konicki” Wilborn. I am 25 and am from Wisconsin, US. Throwing together quality melee maps is something I’ve really been trying to put a lot of time into recently… after playing so many of the unique maps the community created in SC1 I really want to think we can do the same for SC2. I played a lot of BW, got caught up in CS: Source like a chump for a while, and was brought back by SC2. In game I go by “kinki”. SUPEROUMAN (aka Protoss4Ever) Protoss4Ever's map threadHello~ I am Philippe "SUPEROUMAN" Cwik, yeah call me SUPEROUMAN not ProToss4EveR. I am 18 and i live near Paris. I am from a long time a map maker in SC:BW. I already worked with iCCup somes years ago, they selected two of my maps into their mappool: (4)Shine and (4)Texcoco. I am honored to be in the iCCup mapping team and i will do my best to make maps better than the koreans'. Thanks to Nightmarjoo who posted my mapping thread, konicki was able to contact me. I owe my mapping skills to the broodwarmaps.net website guys who really helped me with their advice year after another. MonitorHey I'm monitor. As many of you know, the TSI team is very excited to be merging with iCCup! I did some amateur mapping in BW, and am working on developing my skills at SC2 map making. I've done my fair share of tournaments in SC2 as Zerg neobowmanHi, I'm neobowman/EfHiro. Used to be a terrible Brood War mapper. Now, I'm a slightly less terrible SC2 mapper. I play a bit of SC2 on ladder, I prefer Brood War but I'm actually half/decent at SC2 so I usually play that. Big shout out to the dudes at sc2gg who are an amazingly cool bunch, tvtropes for being an equally awesome site and the iCCup map team for giving me a chance to make maps for them. Grebliv<No intro yet > G_WenHello, I'm GWen (FireBearHero on EU servers). I'm 19 from Toronto, Ontario and a Mid level Random player on the US server. Before making SC2 maps I played a lot of BW but mostly focused on playing SSB:M. Naturally I'm honored to be part of the iCCup Map Making team. I make maps slowly but I hope you will enjoy playing on them. I'd like to thank the amazing community at reddit for getting me hooked on Starcraft 2 and organizing their weekly tournaments. When I'm not playing Starcraft I'm usually playing Achron, Tetris or HoMM. KoagelMy name is Oliver "Koagel" Gam, as of now I'm a 23 year old 4th year medical student from Vienna, Austria. I've drawn for pretty much all my life, and started texturing some years ago while being in some Doom3 mod team that, like most mods, died a slow death. Got luckier a bit later with "The Ball", originally a mod for UT3, that eventually went retail. Visit the site, http://www.theballthegame.com/, download the demo, buy the game if you like it . I did concept art, textures and the german translation for it. In SC2, I'm still rather one of the behind the scenes mapmaking guys than a player, and as such, better at (and more interested in) the aesthetics than at doing the layouts. I care most about my own development as an artist, and want to create the most beautiful/creative maps I can. In my opinion, if you stopped getting better, you started to suck. GomJabbar GomJabbar Hi, I am Kevin "GomJabbar" Racine. I am 22 and living in Massachusetts, US. Although I don't have the skills to help make maps or play professionally, I love this community and want to do all I can to help it grow and improve. I'm a high-platinum Protoss player who dabbles in streaming and casting for smaller casual tournaments. I didn't play Brood War very much but enjoyed watching the pro scene for some time before SC2 released. With SC2 I see the map pool as the only thing holding this great game back, and the iCCup map team are helping to remedy that with every map they release. I am helping the mapmaking team by collecting win/loss data and feedback from tournaments and the community. I encourage anyone with feedback about the iCCup maps to message me here on teamliquid, and that feedback will be relayed to the team.
The iCCup Map Series
Originally posted by: Alou iCCup TV has contacted some of the best map makers out there and is looking to host their creations in a series of show matches featuring top players. Biweekly we will take three new maps and have high ITC and ITL level players be the first to spill blood on the shiny new terrain. Each week will have four BO3 series featuring new and exciting maps.
For more information about the iCCup Map Series, see the thread by clicking here.
The team as a whole has been examining and testing each map individually to ensure that only the best of the best stay in the iCCup Map Pool and as such we have decided to implement a new system that is very similar to what we use in the iCCup Monthly Map Pool. A map can have one of the following statuses: In good standing - The map has no outstanding flaws that have been brought to our immediate attention and is considered ready for high-level play. Investigating - The map has some issues that we have been made aware of and are looking into. The map is still ready for high-level play but it's issues should be taken into consideration. Suspended - The map has issues that we have been made aware of and we do not believe the map is ready for competitive play until the issue is fixed. Removed - The map is not the of the quality we seek for our maps and is removed from our map pool. We will no longer support maps that have been removed unless its creator drastically overhauls the map.
Below you will find the refined iCCup Map Pool. Please note the status of each map! Removed maps can still be found on battle.net by searching for the name of the map.
Suspended maps
+ Show Spoiler [Suspended maps] +
Removed maps These maps can be found by searching for them by name. Please keep in mind that we no longer provide support for these maps.
+ Show Spoiler [Removed Maps] +
|
Sanshorn Mist is a 2 player map. Other than that - very very nice! Excited for all the awesome maps this team makes.
|
On July 29 2010 16:22 Alou wrote: Sanshorn Mist is a 2 player map. Other than that - very very nice! Excited for all the awesome maps this team makes. Thanks, fixed. We're always going to have new work coming out
|
Awesome! I already played on Fighting Spirit in Phase2, and it was great! Ty for this!
|
All these maps look more balanced/fun/less gimmicky than the official ones. Make sure blizzard sees them somehow!
|
As an aside, when will Blizzard be putting new maps in the map pool? Half of them are from the beta...
|
On July 29 2010 19:57 craz3d wrote: As an aside, when will Blizzard be putting new maps in the map pool? Half of them are from the beta...
most likely, 6 months from now, or atleast thats the vibe im getting from blizzard. Could be terribly terribly wrong though.
|
my friends and i really love your fighting spirit/match point. we played it a lot p1 and p2 beta
|
awesome!!! so happy you guys decided to do something like this the maps looks great. cant wait to see more....
|
looks great. i'm sure some iccup maps will eventually make it into the ladder pool
|
I sure hope they do, cool maps!
|
Woo, shoutout to Ragequit.tv in the OP. :D
|
Is FS and MP in b.net again yet? I love BW ports, currently been playing mostly on destination
|
Sweet, can't wait until I get to play fighting spirit! Thanks alot for your hard work.
|
On July 30 2010 01:47 Belegorm wrote: Is FS and MP in b.net again yet? I love BW ports, currently been playing mostly on destination All the maps in the OP are on US except for maybe Aztec.
|
I fully endorse p4ver! Guy is a gosu mapper. His (2)maps in bw were silly sometimes though. Better keep him working on (4)maps just to be sure~
Maybe he'll make his own introduction, but the one I posted in his mapping thread was: "P4ver was an awesome broodwar mapper at broodwarmaps.net (bwm). He won Map of the Month at the website several times [this was not an easy feat, bwm has always had very strong bw mappers], and had many 2nd and 3rd place finishings as well. Probably his most notable achievement was getting his maps (4)Shine and (4)Texcoco3.1 into the iCCup mappool for a few seasons [Shine was fairly popular too, though mostly as a 2v2 map]".
|
On July 30 2010 03:38 Nightmarjoo wrote: I fully endorse p4ver! Guy is a gosu mapper. His (2)maps in bw were silly sometimes though. Better keep him working on (4)maps just to be sure~
Maybe he'll make his own introduction, but the one I posted in his mapping thread was: "P4ver was an awesome broodwar mapper at broodwarmaps.net (bwm). He won Map of the Month at the website several times [this was not an easy feat, bwm has always had very strong bw mappers], and had many 2nd and 3rd place finishings as well. Probably his most notable achievement was getting his maps (4)Shine and (4)Texcoco3.1 into the iCCup mappool for a few seasons [Shine was fairly popular too, though mostly as a 2v2 map]".
Thanks, we'll use that until he write one up!
|
It might be just me but the map Valhalla and Argutaris look kinda similer to each other when I look at them next to each other side by side they are different though just similer Argutaris
|
On July 30 2010 03:36 prodiG wrote:Show nested quote +On July 30 2010 01:47 Belegorm wrote: Is FS and MP in b.net again yet? I love BW ports, currently been playing mostly on destination All the maps in the OP are on US except for maybe Aztec.
Hmm I must be retarded because they aren't popping up on search =(
EDIT: NVM, had to search it with the iccup tag D:
|
On July 30 2010 10:02 SONE wrote:Show nested quote +On July 30 2010 03:36 prodiG wrote:On July 30 2010 01:47 Belegorm wrote: Is FS and MP in b.net again yet? I love BW ports, currently been playing mostly on destination All the maps in the OP are on US except for maybe Aztec. Hmm I must be retarded because they aren't popping up on search =( EDIT: NVM, had to search it with the iccup tag D:
yup thats one of the nice parts. All of the maps will be together when you simply search "iccup".
|
On July 30 2010 10:51 konicki wrote:Show nested quote +On July 30 2010 10:02 SONE wrote:On July 30 2010 03:36 prodiG wrote:On July 30 2010 01:47 Belegorm wrote: Is FS and MP in b.net again yet? I love BW ports, currently been playing mostly on destination All the maps in the OP are on US except for maybe Aztec. Hmm I must be retarded because they aren't popping up on search =( EDIT: NVM, had to search it with the iccup tag D: yup thats one of the nice parts. All of the maps will be together when you simply search "iccup".
This is actually a very good idea -That way maybe tournaments will start using good maps.. *cough cough.. pretty much every tourny to date*
|
On July 29 2010 19:57 craz3d wrote: As an aside, when will Blizzard be putting new maps in the map pool? Half of them are from the beta...
A lot of people didn't play the beta.
On July 30 2010 11:45 NuKedUFirst wrote:Show nested quote +On July 30 2010 10:51 konicki wrote:On July 30 2010 10:02 SONE wrote:On July 30 2010 03:36 prodiG wrote:On July 30 2010 01:47 Belegorm wrote: Is FS and MP in b.net again yet? I love BW ports, currently been playing mostly on destination All the maps in the OP are on US except for maybe Aztec. Hmm I must be retarded because they aren't popping up on search =( EDIT: NVM, had to search it with the iccup tag D: yup thats one of the nice parts. All of the maps will be together when you simply search "iccup". This is actually a very good idea -That way maybe tournaments will start using good maps.. *cough cough.. pretty much every tourny to date*
Oh, come now. The tournaments so far have shown us some great play, and the maps aren't bad at all. Personally, I enjoyed seeing top players forced into situations that require more than taking 4 bases and macroing up. Personally, I hope tournaments don't just default to the Broodwar-style maps out of familiarity...
|
No. The maps are, at least the most of them, horrible.
|
wrote my introduction. My tl.net nickname should change during the month into "SUPEROUMAN"
|
On July 30 2010 20:13 ProTosS4EveR wrote: wrote my introduction. My tl.net nickname should change during the month into "SUPEROUMAN" Introduction updated in OP~
|
|
Can't wait for the day that Blizard adds some maps to the ladder that are bigger, more open to encourage flanking aswell as more macro oriented.
|
i would love it if these were ladder maps
|
Will this come to EU also?
|
i will upload some of my maps on EU since i live in Europe. i don't know for prodig and konicki. Maybe some iCCup guys who play on Europe will upload the maps
|
Glad to see this coming together. And stoked to see Match Point up there Keep up the good work!
|
these maps have almost exactly the same layout...
|
Can't wait to play Fighting Spirit!!
|
On July 31 2010 03:00 OneFierceZealot wrote: these maps have almost exactly the same layout... There are some pretty significant differences with Aztec and Valhalla, but I can see why you would think that. This was not intended as I had never seen Aztec until Valhalla was complete
|
Great looking maps- really want to play on them!
I must admit that Valhalla, Argutaris, Aztec, and Fighting Spirit have similar layouts. But clearly they are different- such as mains on high ground/lowground, middle areas, and 3rd and 4th bases- so game-play would be much different.
|
On July 31 2010 04:19 monitor wrote: Great looking maps- really want to play on them!
I must admit that Valhalla, Argutaris, Aztec, and Fighting Spirit have similar layouts. But clearly they are different- such as mains on high ground/lowground, middle areas, and 3rd and 4th bases- so game-play would be much different. Rotational designs don't allow for much differentiation in the positioning of bases and everything, especially if you want to keep the center relatively open.
|
wtf is superouman, you're p4ver forever!
|
i made protoss4ever in bwmn cause i couldn't remember my previous acocunt password xd
|
On July 30 2010 15:06 Vokasak wrote:Show nested quote +On July 29 2010 19:57 craz3d wrote: As an aside, when will Blizzard be putting new maps in the map pool? Half of them are from the beta... A lot of people didn't play the beta. Show nested quote +On July 30 2010 11:45 NuKedUFirst wrote:On July 30 2010 10:51 konicki wrote:On July 30 2010 10:02 SONE wrote:On July 30 2010 03:36 prodiG wrote:On July 30 2010 01:47 Belegorm wrote: Is FS and MP in b.net again yet? I love BW ports, currently been playing mostly on destination All the maps in the OP are on US except for maybe Aztec. Hmm I must be retarded because they aren't popping up on search =( EDIT: NVM, had to search it with the iccup tag D: yup thats one of the nice parts. All of the maps will be together when you simply search "iccup". This is actually a very good idea -That way maybe tournaments will start using good maps.. *cough cough.. pretty much every tourny to date* Oh, come now. The tournaments so far have shown us some great play, and the maps aren't bad at all. Personally, I enjoyed seeing top players forced into situations that require more than taking 4 bases and macroing up. Personally, I hope tournaments don't just default to the Broodwar-style maps out of familiarity...
couldn't agree less... blizzard has said ladder maps are not intended to be tournament quality and they certainly aren't.
|
|
Yay Fighting Spirit and Match Point (both look gorgeous). But too many forest palette maps, add Ride of Valkyries and Outsider
|
Give me a map with snow <3.
Looking good so far! :D
|
On July 31 2010 14:44 Alou wrote: Give me a map with snow <3.
Looking good so far! :D That's actually what I had in mind for my next map... :>
|
are snow tileset in the game? i cant find it x(
|
I hope so. One would assume that there is snow in space. Zerg celebrates Christmas right?
|
The Meinhoff tileset has some textures that look a lot like snow. Good enough for me :}
|
Yeah i was hoping for a snow tileset but then i discovered Meinhoff
|
i just played a game against my friend on FS (my favorite map in bw) and it was like the best game i've ever played. thanks guys for making these awesome maps
|
On July 31 2010 14:13 bjornkavist wrote:Yay Fighting Spirit and Match Point (both look gorgeous). But too many forest palette maps, add Ride of Valkyries and Outsider This. We want variety, not just green forest. Or at least, mix up the green-ness a la chupung having palm trees/jungle-ey stuff.
|
Any VODs of games on these maps (besides FS)? Like Match Point?
|
Remember the event on the 3rd, we will be having more 1.0 releases this coming week!
|
we need these maps on EU imo.
|
On August 03 2010 10:39 gerundium wrote: we need these maps on EU imo.
Yea we are working on that currently! we need to find at least 2 eu players each to publish maps, but the real thing is the maps need to be well tweaked before getting released to the eu as its harder to do so. In any case we need to get the maps published there.
|
On August 03 2010 10:39 gerundium wrote: we need these maps on EU imo.
Right now, you can found iCCup (4)Aztec on Europe with searching "iccup"
|
So, ProdiG my good friend, where is that jaedong map I can imagine the commentary now...
"And he expanded to jaedong's hair at the 12 o clock position, this will allow him to launch a sneaky attack to Jaedong's right eye and take the terran by surprise."
|
On August 03 2010 23:45 konicki wrote:Yea we are working on that currently! we need to find at least 2 eu players each to publish maps, but the real thing is the maps need to be well tweaked before getting released to the eu as its harder to do so. In any case we need to get the maps published there.
If you need help publishing in europe i could help you to publish with my account. More melee maps in Europe is always good.
|
Outsider is such a great map - please put it on your 'to port' list :D
|
On August 04 2010 02:58 myopia wrote: Outsider is such a great map - please put it on your 'to port' list :D I believe Morrow and someone else already ported it, and I am not interested in porting any more BW maps. I can't speak for the rest of the map team though
|
Great idea and initiative. Hope you get a lot of testing done so the maps are included in major tournaments, as blizzards maps are all mediocre.
|
On August 04 2010 02:58 myopia wrote: Outsider is such a great map - please put it on your 'to port' list :D
I'm not doing bw ports too, all your hopes are on konicki ^^
|
When launching the map iccup aztec sc2 crashes:
e_errorIdTooMany "Core: too many objects for the operation". on EU
Any suggestions?
|
ok, i will check it
Oh my god, my sc2 just bug totally, i can't connect anymore. It looks like a realmdown for me or something <_<
still didn't found the bug...
edit: forgot to mention that when i start the map via the editor, everything works well. The problem comes probably from the servers. Other that, i don't know what's going on
|
Now I can host the map without error.
|
|
Sorry if you answered this already, but is there a reason why theres no xel'naga watch towers?
|
nope i didn't. I just didn't find any interesting place where xel naga towers would be strategical
|
Hyrule18775 Posts
ICCup Map Team and the maps listed in the first post have been added to Liquipedia 2 (except dyren, since I don't have any details on him yet). I'll be adding more of your maps later on, when I have some more time.
|
Need Destination on liquipedia 2
|
On August 05 2010 05:57 tofucake wrote: ICCup Map Team and the maps listed in the first post have been added to Liquipedia 2 (except dyren, since I don't have any details on him yet). I'll be adding more of your maps later on, when I have some more time. TY!
|
This is prob a newb question, but how do I search "iccup" in-game in order to find the maps? Sorry, I just got sc2 yesterday :'(
|
On August 05 2010 09:18 Digityl wrote: This is prob a newb question, but how do I search "iccup" in-game in order to find the maps? Sorry, I just got sc2 yesterday :'(
Click on multiplayer, then choose"create custom game" at the lower right hand corner, and somewhere towards the middle you will find a search bar. Search "iccup" and youll get a list of the maps
|
Actually i dont see all the map on the Eu server.. only SUPEROUMAN's one ( Azte"c/crop circle )
|
Because i'm the only one who has a European client. Other maps will come soon.
|
can't wait for playing those maps on EU server, gj guys :D
|
if you want any help for pushinging maps on eu , i can lent you my account
|
On August 05 2010 13:18 konicki wrote:Show nested quote +On August 05 2010 09:18 Digityl wrote: This is prob a newb question, but how do I search "iccup" in-game in order to find the maps? Sorry, I just got sc2 yesterday :'( Click on multiplayer, then choose"create custom game" at the lower right hand corner, and somewhere towards the middle you will find a search bar. Search "iccup" and youll get a list of the maps
Awesome, thanks!
|
New maps for next Tuesday are EPIC!! Three awesome maps
|
|
Map pool has been updated!
|
Just played a couple games on Starchild, found some serious imbalances. Take this situation for example:
You are playing Protoss. You spawn in the 10 o'clock position, and forge FE into your natural (normal so far). You hold out for long enough until you need a third base. You expand to the 6 o'clock position (to the left of the opponent's natural). Now here are the unbalances with this situation:
1. You get two more free bases (1 HY, 1 normal) because they are easily protected 2. You get infinite harass on their natural (break destro. rocks OR warp in units by placing a pylon on one side and warping in to the other) 3. You can defend the main path by easily moving your army to the middle (very short)
If you need a replay as proof, I will gladly send it to you via email. I think there are a couple ways to fix this:
1. Move the expansion set of three to be a bit more spread out 2. Move destro. rocks towards to the 1) right on top 2) left on bottom
I have some speculation of unbalance on some other maps too, but I need to confirm by testing in-game. Hopefully this can help make them better!
|
On August 08 2010 12:43 monitor wrote: Just played a couple games on Starchild, found some serious imbalances. Take this situation for example:
You are playing Protoss. You spawn in the 10 o'clock position, and forge FE into your natural (normal so far). You hold out for long enough until you need a third base. You expand to the 6 o'clock position (to the left of the opponent's natural). Now here are the unbalances with this situation:
1. You get two more free bases (1 HY, 1 normal) because they are easily protected 2. You get infinite harass on their natural (break destro. rocks or warp across using a pylon) 3. You can defend the main path by easily moving your army to the middle (very short)
If you need a replay as proof, I will gladly send it to you via email. I think there are a couple ways to fix this:
1. Move the expansion set of three to be a bit more spread out 2. Move destro. rocks towards to the 1) right on top 2) left on bottom
I have some speculation of unbalance on some other maps too, but I need to confirm by testing in-game. Hopefully this can help make them better!
I don't think that is imbalance. Because your opponent can do the same. I've gone and put cannons on the cliff above my opponents natural. It's not imbalance. It's me using the map. Obviously if you have map control defending bases and harass become easier. I'm not saying the map is perfect, but its got some differences that are worth trying out.
|
On August 08 2010 12:47 Alou wrote:Show nested quote +On August 08 2010 12:43 monitor wrote: Just played a couple games on Starchild, found some serious imbalances. Take this situation for example:
You are playing Protoss. You spawn in the 10 o'clock position, and forge FE into your natural (normal so far). You hold out for long enough until you need a third base. You expand to the 6 o'clock position (to the left of the opponent's natural). Now here are the unbalances with this situation:
1. You get two more free bases (1 HY, 1 normal) because they are easily protected 2. You get infinite harass on their natural (break destro. rocks or warp across using a pylon) 3. You can defend the main path by easily moving your army to the middle (very short)
If you need a replay as proof, I will gladly send it to you via email. I think there are a couple ways to fix this:
1. Move the expansion set of three to be a bit more spread out 2. Move destro. rocks towards to the 1) right on top 2) left on bottom
I have some speculation of unbalance on some other maps too, but I need to confirm by testing in-game. Hopefully this can help make them better! I don't think that is imbalance. Because your opponent can do the same. I've gone and put cannons on the cliff above my opponents natural. It's not imbalance. It's me using the map. Obviously if you have map control defending bases and harass become easier. I'm not saying the map is perfect, but its got some differences that are worth trying out.
I would say you are abusing map imbalances. But putting cannons on the natural's cliff is not the issue to me...
The main problem is getting three free bases once you expand there and being able to harass their natural so easily. Changing the location of the 3rd/4th/HY would fix the problem- maybe consider moving one to the way the original drawing showed, and give the HY multiple entrances?
Also, how realistic is it for both players to do that?
EDIT: added picture of warp-in: is this intentional? + Show Spoiler +
|
I have to side with Monitor on this one. Ill give you a GIMP diagram.
The red is the protoss The Blue is the Terran Green is the protoss pylon and its AOE Light green are the potential bases for protoss Black lines with arrows are travel paths Large circles are bases small Dots are Observers semicircles are the players army
|
The pylon thing with warping without the rocks needs to be changed. I wasn't aware of that, but the thing about expanding is rubbish.
|
What about that is rubbish?
|
On August 08 2010 13:33 used man wrote: What about that is rubbish?
Your problem is that taking one expo means taking another is safer. LT - I spawn at 6 and take 3's natural. Now 3 becomes safe to take. That's not imbalance that's a person playing the map. I don't see how that's bad at all.
|
On Lost Temple, if you expand as you say, it is impossible to defend all four of those to flanks/ drops. As opposed to Starchild where you get that + a high-yield, and still be almost immune to flanks/ drops.
|
|
The map balance suggestions above will need to be considered.
Also, please continue with balance input. We cannot promise all the suggestions translate to changes as (as i have always believed) map IM-balances actually balance a map, but I can say all maps need continuous revision and your comments help work towards that revision.
Keep them coming.
|
Thanks konicki I have a few speculations about Aztec, but I have to play a few games before confirming.
|
On August 08 2010 12:47 Alou wrote:Show nested quote +On August 08 2010 12:43 monitor wrote: Just played a couple games on Starchild, found some serious imbalances. Take this situation for example:
You are playing Protoss. You spawn in the 10 o'clock position, and forge FE into your natural (normal so far). You hold out for long enough until you need a third base. You expand to the 6 o'clock position (to the left of the opponent's natural). Now here are the unbalances with this situation:
1. You get two more free bases (1 HY, 1 normal) because they are easily protected 2. You get infinite harass on their natural (break destro. rocks or warp across using a pylon) 3. You can defend the main path by easily moving your army to the middle (very short)
If you need a replay as proof, I will gladly send it to you via email. I think there are a couple ways to fix this:
1. Move the expansion set of three to be a bit more spread out 2. Move destro. rocks towards to the 1) right on top 2) left on bottom
I have some speculation of unbalance on some other maps too, but I need to confirm by testing in-game. Hopefully this can help make them better! I don't think that is imbalance. Because your opponent can do the same. I've gone and put cannons on the cliff above my opponents natural. It's not imbalance. It's me using the map. Obviously if you have map control defending bases and harass become easier. I'm not saying the map is perfect, but its got some differences that are worth trying out.
The things monitor described other than the pylon are all intended. Players will be punished for being passive as its so easy to expand, which was EXACTLY the idea. The pylon across I think ill fix, but the bases aren't moving.
|
On August 09 2010 04:36 prodiG wrote:Show nested quote +On August 08 2010 12:47 Alou wrote:On August 08 2010 12:43 monitor wrote: Just played a couple games on Starchild, found some serious imbalances. Take this situation for example:
You are playing Protoss. You spawn in the 10 o'clock position, and forge FE into your natural (normal so far). You hold out for long enough until you need a third base. You expand to the 6 o'clock position (to the left of the opponent's natural). Now here are the unbalances with this situation:
1. You get two more free bases (1 HY, 1 normal) because they are easily protected 2. You get infinite harass on their natural (break destro. rocks or warp across using a pylon) 3. You can defend the main path by easily moving your army to the middle (very short)
If you need a replay as proof, I will gladly send it to you via email. I think there are a couple ways to fix this:
1. Move the expansion set of three to be a bit more spread out 2. Move destro. rocks towards to the 1) right on top 2) left on bottom
I have some speculation of unbalance on some other maps too, but I need to confirm by testing in-game. Hopefully this can help make them better! I don't think that is imbalance. Because your opponent can do the same. I've gone and put cannons on the cliff above my opponents natural. It's not imbalance. It's me using the map. Obviously if you have map control defending bases and harass become easier. I'm not saying the map is perfect, but its got some differences that are worth trying out. The things monitor described other than the pylon are all intended. Players will be punished for being passive as its so easy to expand, which was EXACTLY the idea. The pylon across I think ill fix, but the bases aren't moving.
Being passive is not the problem as I see it. Basically, you cannot let your opponent expand above your natural, or you lose. This also nullifies a lot of defensive builds, because if you get contained you have almost no way to win.
If it is an even match, expanding there as a third has no drawbacks. You can easily defend it and your main, get off a lot of harass, and take two more bases with no trouble. This is not an early game problem, because it only happens once mid-late game kicks in. I do like how battles take place in the center of the map instead of in front of bases (Blizzard maps = fail).
|
so is it just me. I think turtlers adapt and simply wall off their front choke break down the rocks and start expanding in that direction before pushing out?
as said by monitor but expanding there do have drawbacks for any build that is not purely gateway units. as their reinforcements will take longer to get there.,
|
Expanding to the right gives you a free high-yield, but you cannot easily defend the bases.
|
On August 09 2010 12:50 monitor wrote: Being passive is not the problem as I see it. Basically, you cannot let your opponent expand above your natural, or you lose. This also nullifies a lot of defensive builds, because if you get contained you have almost no way to win.
If it is an even match, expanding there as a third has no drawbacks. You can easily defend it and your main, get off a lot of harass, and take two more bases with no trouble. This is not an early game problem, because it only happens once mid-late game kicks in. I do like how battles take place in the center of the map instead of in front of bases (Blizzard maps = fail).
If you let your opponent set up outside of your base, since when are you supposed to be able to win?
When mid-late game kicks in, you should be aware of what's going around the map. An opponent trying to expand right beside you should be pretty easy to punish him for. I honestly don't agree with pretty much anything other than the pylon comment, but we'll see what testing shows
On August 09 2010 13:41 monitor wrote: Expanding to the right gives you a free high-yield, but you cannot easily defend the bases. A free high yield that when saturated is worth less than any other base on the map.
On August 09 2010 13:36 Madkipz wrote: so is it just me. I think turtlers adapt and simply wall off their front choke break down the rocks and start expanding in that direction before pushing out?
as said by monitor but expanding there do have drawbacks for any build that is not purely gateway units. as their reinforcements will take longer to get there., Why is walling the choke and breaking the rocks not a viable strategy? It's done on blistering sands all the time...
|
Here are some simple thoughts (based off Nightmarejoo's BW post):
+ Show Spoiler + On Python, there are many complex aspects of why it is a good map. An open middle favors a maneuverable army for flanking and map control. The natural, island, and 3rd bases have no where to easily harass, favoring the non-mobile race. Harass is used to hurt the turtlers because their army can't defend all of their bases. Since the expos are so spread out, the turtler can't just sit there- he has to be aggressive. The mobile race also can't defend their expansions all at once, so they have to sit back a bit more than they are comfortable with. Essentially, both races are equally mobile and immobile.
As Nightmarjoo says, "The most important things to consider when executing map concepts are expo distance, pathing, harassability, and moving-room."
Anyway, I do really like the iCCup maps, looking forward to the future ones too!
|
On August 09 2010 14:10 prodiG wrote:
A free high yield that when saturated is worth less than any other base on the map.
Im not going to take issue with the rest of your post, but this is just false. A fully saturated 6 mineral high yield provides 5% more income. It also requires less workers.
|
United States47024 Posts
Wow, some great maps were chosen here!
If anyone's interested, I'll probably be testing some zerg wall-ins vs. Hellions on these maps later, and possibly make a post about where you can and can't wall (my gut instinct is that both the BW ports are wallable--make sense seeing as similar wall-ins are used in SC1). May or may not be relevant in the future, but perhaps it's something to keep in mind with regard to map design and balance.
EDIT: From some initial walling attempts on Match Point, top and bottom positions aren't symmetrical--there's a little extra space that top position has to deal with that's a little more troublesome:
+ Show Spoiler +Note in the first picture I need the spine crawler to close the gap between the hatchery and the ledge, when I don't need it in the 2nd picture.
EDIT 2: A similar positional imbalance exists on FS. Both left positions don't require spine crawlers to form hellion-tight wall-ins, while both right positions do:
+ Show Spoiler +
|
On August 09 2010 17:49 used man wrote:Show nested quote +On August 09 2010 14:10 prodiG wrote:
A free high yield that when saturated is worth less than any other base on the map.
Im not going to take issue with the rest of your post, but this is just false. A fully saturated 6 mineral high yield provides 5% more income. It also requires less workers. There's only five patches, I changed this in the latest version I was talking specifically for this map, I dropped it down to five to make it less appealing in the mid and late game (when you can transfer enough workers to saturate almost instantly)
On August 09 2010 18:55 TheYango wrote:Wow, some great maps were chosen here! If anyone's interested, I'll probably be testing some zerg wall-ins vs. Hellions on these maps later, and possibly make a post about where you can and can't wall (my gut instinct is that both the BW ports are wallable--make sense seeing as similar wall-ins are used in SC1). May or may not be relevant in the future, but perhaps it's something to keep in mind with regard to map design and balance. EDIT: From some initial walling attempts on Match Point, top and bottom positions aren't symmetrical--there's a little extra space that top position has to deal with that's a little more troublesome: + Show Spoiler +Note in the first picture I need the spine crawler to close the gap between the hatchery and the ledge, when I don't need it in the 2nd picture. EDIT 2: A similar positional imbalance exists on FS. Both left positions don't require spine crawlers to form hellion-tight wall-ins, while both right positions do: + Show Spoiler +
Thanks for this, i'll definitely look into it some more
|
Just updated Starchild:
Changelog Version 1.2 -Added rocks and building blockers to prevent protoss from warping units in behind the rock @ natural -Added destructible rock to 2 and 6 o'clock expansions to make mass expanding take longer Version 1.1 -Changed the gold to only have 5 mineral patches instead of six
|
Great work, these are the only maps other then ladder maps that I play with friends.Also match point looks so epic in starcraft 2.
|
I forgot to announce it, but for everyone, we really do think a lot about the balance suggestions that we receive.
All of these maps, though well made and thought out need tweaks and changes so that over time they will become superb versions. I for one, for all the testing I did always destroyed the rocks going to the gold in Orbital Divide and never thought to test pathing around them... to my suprise you could sneak right past them !!! It was a "lul wtf" moment for me personally.
So, the point is we will be having a pro balance thread put up shortly where the players involved in the matchups express their opinions on the maps they played relative to their race, the race of their opponent, or things in general. Then we will show the map-teams response to these suggetions. It is not to say that all suggestions translate to changes as some im-balances are designed to balance maps, however, it is to show that consideration is indeed going into the balance of these maps.
They are already products of many hours work, but that does not make them immune to imbalances or fail rocks in my case for example.
In this thread you can not only observe changes taking place to the iCCup maps, but leave opinions yourselves.
Thanks to everyone who joined us and to the players who participated. We hit 2000 viewers and were really quite pleased with the games and performances.
|
United States47024 Posts
Example wall-ins on Valhalla and Starchild: + Show Spoiler +
The wall-ins are roughly similar for each position. It's a bit difficult to wall on both maps as Zerg, but seeing as Zerg wall-ins aren't currently seeing a lot of play, I don't think it will be hugely relevant. Still, something to keep in mind for racial/positional balance if a good player suddenly starts using wall-ins to deflect Hellions.
|
|
On August 12 2010 04:29 maybenexttime wrote: In the removed post SUPEROUMAN complained that you guys edited his map without permission and that the name is Crop Circle and and Crop Circles.
I appreciate your efforts, but that was kind of disrespecful. He removed it because the issue was respectfully sorted out. Let's just drop it now, shall we?
|
Oh, ok, thought it was mod-edited since he was pretty angry in his post and I thought you might've not seen it.
|
Only epic games on Orbital divide so far so that map is going to turn out great with some slight buf fixes.
|
Anyone (probably Europe mostly) have problems when loading this maps ? error message appears for me:
e_errorIdTooMany "Core: too many objects for the operation"
|
On August 12 2010 08:45 Jsanko wrote: Anyone (probably Europe mostly) have problems when loading this maps ? error message appears for me:
e_errorIdTooMany "Core: too many objects for the operation"
I beleive superouman ran into this issue...
|
Yes, i told Blizzard about this problem. I sent them many requested files from sc2 folder, they are working on it.
|
Konicki and I are working to get the maps on EU!
|
Great news for european guys! Firstly, i understood why my maps were crashing and they now work perfectly. Secondly, ProdiG and konicki's maps are now up on europe server.
Enjoy~!
|
On August 13 2010 10:16 ProTosS4EveR wrote: Great news for european guys! Firstly, i understood why my maps were crashing and they now work perfectly. Secondly, ProdiG and konicki's maps are now up on europe server.
Enjoy~!
This is great news!
New balance images are coming as well for maps already presented.
|
On August 13 2010 10:16 ProTosS4EveR wrote: Great news for european guys! Firstly, i understood why my maps were crashing and they now work perfectly. Secondly, ProdiG and konicki's maps are now up on europe server.
Enjoy~!
Great stuff! Maps not crashing any more and other maps are on EU too. But Starchild and Orbital Divide seem not to be up.
|
Where can I DL replays of the ICCup map series?
|
|
I think you guys have added to many maps to quickly. If there would have been 3 maps out right now, people could learn them and practise and they would have a great chance at being standard maps in tournaments and maybe even the ladder.
Right now there is simply to many and I think some people might now know where to start. Learning a map takes a long time and games on new maps are often very random because players arent familiar with the expansion patters, how to wall the expo off, how the terrain is laid out.
Make it 3 published official iCCup maps, or maybe stop where you are atm and let people catch up and these and try and get fighting spirit and orbital devide played in some tournies before adding more maps in the future.
This is my feedback on the maps currently in the pool:
Crop circle This map is lost temple without the nat cliff. Its better balanced but needs some tweaking. I suggest moving the gold expo closer to the middle. It feels like a semi island all the way back there and its risky moving your army into the choke whilst making it long to reach if it gets dropped or air harrased
Valhalla
Mineral only expansions are a waste of money in sc2. The unit costs are all balanced enouch to make the risk of putting 400(300) up for a town hall and then workers to get more minerals isnt going to work. Remove them and add high yield in the middle to fight over or something to make map control worth while.
Aztec
not even gonna bother.. Terrible map. work on your Paranoid Android instead that map actually has potential. Make the mains further apart and add gas to the third .)
Fighting Spirit This map should be added to the ladder. Its great. Nothing to complain about.
Starchild Have little experience on the map but I belive this might be the best map after fighting spirit in the iccup pool
Orbital Devide great map. balanced, looks good.
Sanshorn Mists Excellent map. Balanced and a great texture/doodad effort from the creator. I hope the mineral grid placement has been worked out since I commented on them in the official map thread.
Match Point Match Pointless. Dont like it, texture is terribad. Unbalanced and should just be removed or replaced.
I would love the map pool to be
Fighting Spirit Starchild Orbital Devide Sanshorn Mists
Make these four as accepted in tournaments as the ladder maps and slowly add maps from there is my suggestion. Other that that this is a great idea. Its brilliant actually, bringing all the best custom maps to one place to make sure that we keep it simple for the future.
You should also consider asking morrow to add his best map to this if he wants to but only if you remove some map or wait a while so these get played first
|
Well Aztec was really an experiment. I also think that this map is bad, this map will probably be forgotten next months ^^
Also how can you say that Orbital Divide is balanced. Did you see the PvZ? The zerg was just nomatched, the paths are just too tight. The two paths near the top xel'naga tower need to be redone as one. There are 3 small paths, it's better to make 1 small path at bottom and one large at top.
|
This is what we need at high level play! Hell yeah!
|
On August 14 2010 00:47 ProTosS4EveR wrote: Well Aztec was really an experiment. I also think that this map is bad, this map will probably be forgotten next months ^^
Also how can you say that Orbital Divide is balanced. Did you see the PvZ? The zerg was just nomatched, the paths are just too tight. The two paths near the top xel'naga tower need to be redone as one. There are 3 small paths, it's better to make 1 small path at bottom and one large at top.
Yes you are probably right. Theres always things to improve with maps. Even the ladder maps keeps getting tweaked by blizzard.
|
Valhalla
Mineral only expansions are a waste of money in sc2. The unit costs are all balanced enouch to make the risk of putting 400(300) up for a town hall and then workers to get more minerals isnt going to work. Remove them and add high yield in the middle to fight over or something to make map control worth while.
I disagree. With the close mineral only expansion, a player of any race can supplement his two-base (4 geyser) army with more marines, zerglings or zealots if they choose. Protoss and zerg can use the extra minerals to spam cannons or spine crawlers up to their 4th, or use the extra minerals for more nexuses (nexii?) and hatcheries. Terrans can place a Planetary Fortress here and add like 6 more Barracks. When (if) Valhalla gets more popular, players have the ability to modify their strategy or create a new one based on this, which is exactly what I intended for.
Match Pointless. Dont like it, texture is terribad. Unbalanced and should just be removed or replaced.
This bit of feedback seems pointless. How is it imbalanced? How can I improve the textures? (keeping in mind the metal textures don't lend themselves to anything particularly pretty.)
Right now there is simply to many and I think some people might now know where to start. Learning a map takes a long time and games on new maps are often very random because players arent familiar with the expansion patters, how to wall the expo off, how the terrain is laid out. This is EXACTLY what the "features" box on the loadscreen (featured on every iCCup map) is for - to make the learning curve of a brand new map easier. I suggest everybody read over them at least once
Fighting Spirit This map should be added to the ladder. Its great. Nothing to complain about.
Starchild Have little experience on the map but I belive this might be the best map after fighting spirit in the iccup pool
Thanks <3
Constructive feedback is always appreciated guys :D
|
On August 13 2010 23:43 Illva wrote:I think you guys have added to many maps to quickly. If there would have been 3 maps out right now, people could learn them and practise and they would have a great chance at being standard maps in tournaments and maybe even the ladder. Right now there is simply to many and I think some people might now know where to start. Learning a map takes a long time and games on new maps are often very random because players arent familiar with the expansion patters, how to wall the expo off, how the terrain is laid out. Make it 3 published official iCCup maps, or maybe stop where you are atm and let people catch up and these and try and get fighting spirit and orbital devide played in some tournies before adding more maps in the future. This is my feedback on the maps currently in the pool: Crop circleThis map is lost temple without the nat cliff. Its better balanced but needs some tweaking. I suggest moving the gold expo closer to the middle. It feels like a semi island all the way back there and its risky moving your army into the choke whilst making it long to reach if it gets dropped or air harrased ValhallaMineral only expansions are a waste of money in sc2. The unit costs are all balanced enouch to make the risk of putting 400(300) up for a town hall and then workers to get more minerals isnt going to work. Remove them and add high yield in the middle to fight over or something to make map control worth while. Aztecnot even gonna bother.. Terrible map. work on your Paranoid Android instead that map actually has potential. Make the mains further apart and add gas to the third .) Fighting SpiritThis map should be added to the ladder. Its great. Nothing to complain about. StarchildHave little experience on the map but I belive this might be the best map after fighting spirit in the iccup pool Orbital Devidegreat map. balanced, looks good. Sanshorn MistsExcellent map. Balanced and a great texture/doodad effort from the creator. I hope the mineral grid placement has been worked out since I commented on them in the official map thread. Match PointMatch Pointless. Dont like it, texture is terribad. Unbalanced and should just be removed or replaced. I would love the map pool to be Fighting SpiritStarchildOrbital DevideSanshorn MistsMake these four as accepted in tournaments as the ladder maps and slowly add maps from there is my suggestion. Other that that this is a great idea. Its brilliant actually, bringing all the best custom maps to one place to make sure that we keep it simple for the future. You should also consider asking morrow to add his best map to this if he wants to but only if you remove some map or wait a while so these get played first
We appreciate your input. I have to say that for one, Aztec is not a terrible map. In fact, I wouldn't say that about any map the creator put a lot of time into. Is it a map suited for SC2, ready for publish, better than what is available, that is certainly something that can be debated here.
As far as compiling a map pool, I hear you and our minds are there as well.
The IMS was designed to release 3 maps a week and conduct high level testing live. The IMS is the presentation of work. At the end of a 4 week period, the most highly voted maps will be gathered to compile a map pool of 6 - 8 maps (maybe less), a good number for a pool that can be promoted to tournament organizers.
Morrow is not associated with iCCup and regretfully that was his decision, not ours.
|
|
These maps are phenomenal, playing just a few custom games on them makes you remember why you loved starcraft so much. With larger maps in general there is fair time to adapt your build to what you scout and time for them to change their plan if they get detected. I had a lot of fun playing on these maps and highly recommend taking a break from grinding on the tiny blizzard maps. just search "iccup" when creating a custom game and they will all show up :D.
|
im really looking forward to play the old bw maps keep up your good work!
|
Love the look of the maps - Are they available on SEA server yet?
If not, I'm happy to help make them available if I can (no Idea what the procedure is for adding custom maps)
|
konadora
Singapore66060 Posts
when will asia get these maps? :<
|
On August 17 2010 13:11 konadora wrote: when will asia get these maps? :<
I actually have a player interested in publishing 5 there. I just found him today so its funny you ask. In any case there should be maps shortly and an announcement of the maps available on each server.
|
I couldn't find them all on the EU servers, especially the one I wanted to try (Orbital Divide). But, in general most maps look a bit like any "generic star" kinda map. Maybe it's hard to get a more natural feel?
|
Three more maps will be put in the pool during the IMS tonight in 2 hours 07:00 KST time (TL clock top right).
The maps are here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=139536
And they are AMAZING. I was worried that after a while the map makers would get worn out, but these guys get better each week. Be sure to check it out on the iCCup Stream and see some of the newer maps in action
|
On August 18 2010 05:14 Alou wrote:Three more maps will be put in the pool during the IMS tonight in 2 hours 07:00 KST time (TL clock top right). The maps are here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=139536And they are AMAZING. I was worried that after a while the map makers would get worn out, but these guys get better each week. Be sure to check it out on the iCCup Stream and see some of the newer maps in action Worn out? *ahem*
I definitely outdid myself this time, there's 4000 doodads on the map. Valhalla only had 2100 and Starchild only had 1900.
:D WE WILL NEVER STOP (at least i'm not stopping any time soon <: D)
|
if i put too many doodads, the map has a brutal fps drop during ~200/200 vs ~200/200 battles
|
these maps look great cant wait to try them out
|
Come join us! IMS cast is live now!!
|
I don't like how on Fighting Spirit there are all these new SC2 features on the maps - the LOS blockers, the watchtowers, destructible rocks... it seems unnecessary. Seriously, must each map have these gimmicks?
Other than that, great job! Hoping someday Medusa will pop up too, loved that map, and SC2 could sure use some more open center maps.
|
On August 18 2010 07:54 exeprime wrote: I don't like how on Fighting Spirit there are all these new SC2 features on the maps - the LOS blockers, the watchtowers, destructible rocks... it seems unnecessary. Seriously, must each map have these gimmicks?
Other than that, great job! Hoping someday Medusa will pop up too, loved that map, and SC2 could sure use some more open center maps. uhh... there are no LOS blockers, towers, or rocks on Fighting Spirit... :/
|
i dont like that the players kill each others so quickly, whats the point of showing off a map when the game lasts 10minutes. Not that it didnt show off the map but id love some more longer games. ;/
|
On August 18 2010 07:58 prodiG wrote:Show nested quote +On August 18 2010 07:54 exeprime wrote: I don't like how on Fighting Spirit there are all these new SC2 features on the maps - the LOS blockers, the watchtowers, destructible rocks... it seems unnecessary. Seriously, must each map have these gimmicks?
Other than that, great job! Hoping someday Medusa will pop up too, loved that map, and SC2 could sure use some more open center maps. uhh... there are no LOS blockers, towers, or rocks on Fighting Spirit... :/ On FS there are 4? LOS blockers in the middle of the map, the EU version. And rocks at the gold in the middle. Will orbital command & starchild be uploaded on EU in the next time? They look pretty awesome. Great work.
|
On August 18 2010 10:22 skatman1744 wrote:Show nested quote +On August 18 2010 07:58 prodiG wrote:On August 18 2010 07:54 exeprime wrote: I don't like how on Fighting Spirit there are all these new SC2 features on the maps - the LOS blockers, the watchtowers, destructible rocks... it seems unnecessary. Seriously, must each map have these gimmicks?
Other than that, great job! Hoping someday Medusa will pop up too, loved that map, and SC2 could sure use some more open center maps. uhh... there are no LOS blockers, towers, or rocks on Fighting Spirit... :/ On FS there are 4? LOS blockers in the middle of the map, the EU version. And rocks at the gold in the middle. Will orbital command & starchild be uploaded on EU in the next time? They look pretty awesome. Great work. Oh yeah! I made them like half the size they were before I totally forgot about the LOS blockers, and I have never ever seen anyone take the center base. hahaha, my bad.
Orbital, Starchild and this week's maps will be up pending feedback from the players and changes afterward.
|
Cannot wait till I can come over to NA I will be definitely using these maps :D they look absolutely outstanding.
|
|
I hope some league starts using your maps (the esl weds. cups would be great because they're just for fun) and gets the ball rolling with these maps in competitive play
they cant be worse than DQ, DO, etc
|
I also hope some of the tournaments being using your maps. I think a safe bet is Fighting Spirit for now.
|
I really really hate this custom map system that blizzard has made. It's like nearly impossible to find someone outside of Teamliquid who will be willing to play a 1v1 on Fighting Spirit or any other old school maps.
1. It took me 10 minutes of scrolling (clicking show more) to find Fighting Spirit from the custom map list.
2. Right now I'm afking in the game lobby for the chance of some guy stumbling upon the and playing an awesome 1v1 with me.
3. still waiting....
I really want to play on fighting spirit... it's so friggin cool watch all the BW games played on it, I downloaded all the SC2 iccup maps so far to see if anyone would play.
|
there is a search option when you create a game: write "iccup" there, and all the iccup maps will appear.
|
Just a note to mapmakers in general having a lot of issues with Devotion players who don't have the best computers have serious lag issues so try not to go too crazy with animations on the maps. There's a lot of animated features on that map in particular on the watch towers the water and the areas in between the two close mains and it's causing some serious slowdown issues. I like the map but that issue in particular is making players not really want to play on it.
|
On August 24 2010 20:50 iCCup.Raelcun wrote: Just a note to mapmakers in general having a lot of issues with Devotion players who don't have the best computers have serious lag issues so try not to go too crazy with animations on the maps. There's a lot of animated features on that map in particular on the watch towers the water and the areas in between the two close mains and it's causing some serious slowdown issues. I like the map but that issue in particular is making players not really want to play on it. This is still causing issues? I stripped most of the effects out...
I'll add this to tonight's to-do list, i suppose
|
The "night" lightings cause a lot of problem. 200/200 battles are too heavy even on my i7, 6gb computer
|
Yeah, I've been having some lag issues playing these too.
|
On August 24 2010 22:44 prodiG wrote:Show nested quote +On August 24 2010 20:50 iCCup.Raelcun wrote: Just a note to mapmakers in general having a lot of issues with Devotion players who don't have the best computers have serious lag issues so try not to go too crazy with animations on the maps. There's a lot of animated features on that map in particular on the watch towers the water and the areas in between the two close mains and it's causing some serious slowdown issues. I like the map but that issue in particular is making players not really want to play on it. This is still causing issues? I stripped most of the effects out... I'll add this to tonight's to-do list, i suppose
It's mostly an issue with players who have terrible computers and have to play on low settings (coughdrewbiecough) as the animations dont get scaled back all the way for some reason
|
On August 25 2010 15:38 iCCup.Raelcun wrote:Show nested quote +On August 24 2010 22:44 prodiG wrote:On August 24 2010 20:50 iCCup.Raelcun wrote: Just a note to mapmakers in general having a lot of issues with Devotion players who don't have the best computers have serious lag issues so try not to go too crazy with animations on the maps. There's a lot of animated features on that map in particular on the watch towers the water and the areas in between the two close mains and it's causing some serious slowdown issues. I like the map but that issue in particular is making players not really want to play on it. This is still causing issues? I stripped most of the effects out... I'll add this to tonight's to-do list, i suppose It's mostly an issue with players who have terrible computers and have to play on low settings (coughdrewbiecough) as the animations dont get scaled back all the way for some reason i know what the issue is, i left the fog in the area between the mains because i didn't think a lot would take place there. The fog effects are insanely demanding, idk why :/
On August 25 2010 00:21 ProTosS4EveR wrote: The "night" lightings cause a lot of problem. 200/200 battles are too heavy even on my i7, 6gb computer that's because the night settings crank up the specular to make everything important stand out a bit more, you can edit that down a little but but anyone without a fairly modern video card will still get killed pretty much no matter what i do t.t
|
i played match point against my zerg friend and while looking at the map i realized it would be very good to do a cannon contain at the small choke. it proved EXTREMELY difficult for him to break, and he just decided to 1 base muta me because of it =P
i don't know if balance is an issue you guys are willing to fix with these, or if they're just for nostalgia, but that choke is a little imba to abuse haha. not sure if you want balance posts on here or not either, just thought i would point it out =) oh and i would like to say i could be completely wrong, i'm not that good of a player (~650 diamond) so feel free to dismiss me
|
I finally got around to testing those areas inbetween the bases as I mentioned a few times on the cast the bottom portion between the two bases is solid no place to drop units anywhere but the top one has some problems was able to get some tanks down there in relatively close position to the top right base close enough to siege any supply depots/tech behind the minerals plus I was able to drop a small unit very close to top left and do this.
|
On August 25 2010 18:22 iCCup.Raelcun wrote:I finally got around to testing those areas inbetween the bases as I mentioned a few times on the cast the bottom portion between the two bases is solid no place to drop units anywhere but the top one has some problems was able to get some tanks down there in relatively close position to the top right base close enough to siege any supply depots/tech behind the minerals plus I was able to drop a small unit very close to top left and do this. This is very weird, I have that area pathing painted to prevent stuff like this
looks like i missed a spot? :/
EDIT: I fixed the pathing thing. It looks like the pathing block paint doesn't like to fill random areas? :/ That area was always intended to be purely aesthetic, I'll have to make it look more like it later. I'll also remove all the fog and it should be good.
On August 25 2010 16:29 Disciple7 wrote: i played match point against my zerg friend and while looking at the map i realized it would be very good to do a cannon contain at the small choke. it proved EXTREMELY difficult for him to break, and he just decided to 1 base muta me because of it =P
i don't know if balance is an issue you guys are willing to fix with these, or if they're just for nostalgia, but that choke is a little imba to abuse haha. not sure if you want balance posts on here or not either, just thought i would point it out =) oh and i would like to say i could be completely wrong, i'm not that good of a player (~650 diamond) so feel free to dismiss me if your zerg opponent can't break it down with early lings then he kind of has it coming, this is the same thing as tester's cannon ramp block
|
Finally updated the map pool. Expect changes and a finalized pool soon =)
|
Great maps but all look terran favored...mayb make the ramps to the main so u can put a 4x4 destructible rock that covers 2/3 of the ramp so the ramp is still regular size but the protoss and zerg can destroy the rocks to make the ramp bigger in terms make the terran make more buildings to block just in case they do get destroyed. Just a thought...
|
|
Very awesome job guys, I love these maps! Keep up the amazing work.
|
I've been practicing on these maps some lol. They're a lot of fun and great deviation from the ladder pool.
|
I enjoyed reading this interview and would love to see more like it.
And to continue an important discussion brought up in the interview: I think MF is hotter, but would rather be with NP.
|
Hey guys, I've got some feedback on the iCCup maps! They are fun to play
Princess Fortress:+ Show Spoiler +This map is too choked. I play Zerg, and just a couple siege tanks can watch every flank route. In addition, when my army is over 100/100 supply I don't have anywhere to put it except near a choke.
Xel'Naga's are in weird places. When controlling the Xel'Naga's, you can see over every route. Essentially, you control entire map control form just one or two towers. River Point: + Show Spoiler +This map is really fun!!! The only thing I question is walling off your natural, because it seems a bit awkward when the ramp and choke are walled separately, but too far to connect.
Also, the choke to the natural is too far away from the main.
Orbital Divide:+ Show Spoiler +Only one used route. Maps with a small path above and wide path beneath don't work in Starcraft II because of improved pathing. Early game and late game, I have absolutely no reason to go down towards the 3rd expansion because the middle is just as good and much faster. The Xel'Naga at the bottom path makes it even less viable.
Choke to the natural is too far away from the main too.
Other than that, keep up the good work! I'm really excited to see Starcraft II develop as an E-Sport by maps.
|
United States203 Posts
I want to play some of these maps, but no one ever wants to play with me on them or they are 8 pages down in the custom game list, t.t. aikilu.159 on north america bnet if anyone wants to play some of these awesome looking maps with me
|
two friends of mine just tested out sanshorn mists -- i think the vespene might be broken on the expo near the north xel naga tower? not sure if we have the most up to date version.
|
On September 02 2010 13:03 hazelynut wrote: two friends of mine just tested out sanshorn mists -- i think the vespene might be broken on the expo near the north xel naga tower? not sure if we have the most up to date version.
You are indeed correct, the north gyser was not allowing construction.
Thank you for brining it to my attention, a revised version is now out.
|
SCII maps are severely lacking. Please publish these maps on the European server There are tons of people with no need for their map slots and will probably never be used.
I'd gladly publish what I can (with proper credit ofc). Anything to get these maps out ASAP.
|
You guys have my full support and thanks for this endeavor!
=3
|
I can't see the map on Bnet, but fyi--the mineral patches on Princess Fortress at the island expos don't stop T from floating over a CC. They can load an SCV in the CC and mine out the mineral patch.
edit: I note that I don't see the mineral in the picture anyway ... I'm commenting after watching the ICCUP map series games on the map.
|
Can we please get these on the SEA server! The normal Blizzard maps are getting incredibly boring.
EDIT
I see there are some on there, is there any chance we can get more maps?
|
my maps are available on SEA server ^^
|
On September 04 2010 17:46 Superouman wrote: my maps are available on SEA server ^^
What do we search for?
|
search "iCCup", like in all other servers
|
On September 04 2010 18:42 Superouman wrote: search "iCCup", like in all other servers
Yes, they are the 4 I mentioned before, I haven't had a chance to play on them. Thanks for uploading them
|
|
Played some of these earlier, and I have to say, as a Zerg... It was a breath of fresh air. Nicely done!
|
i hope blizzard makes these maps ladder maps , no jokes XD
|
need more iCCup maps on SEA Server!! PLEASE ^^
|
On September 08 2010 19:08 SuperDry wrote: need more iCCup maps on SEA Server!! PLEASE ^^
By the end of the week... this is what i plan to do this afternoon.
|
Anyone know a place to dl these not straight from sc2 so i can use them in sc2allin1?
thx
|
On September 11 2010 02:51 mrd33ds wrote: Anyone know a place to dl these not straight from sc2 so i can use them in sc2allin1?
thx
They are currently only on battle.net.
Also so everyone knows, iCCup Heartbreak Ridge is NOT an iCCup map. The map is incomplete and not made by a member of our mapmaking team. It was made by some guy who is already perma banned here on TL. Just so everyone has the heads up.
|
dezi
Germany1536 Posts
One should be able to search maps by author name.
|
Bad idea because the author name displayed is the one who uploads the map. As an example, my maps doesn't have me as author on NA and SEA servers
|
dezi
Germany1536 Posts
It shouldn't be the only option to search that way. Just another option.
|
Map pool has been updated with Hades, Sungsu Crossing and Enigma.
And to repeat what Raelcun said, Heartbreak Ridge is *not* an official iCCup map. The map was published without our consent and we have no affiliation with it's creator.
|
Would it be possible for iccup team to publish sandshorn sands on the europe server? its a very interesting map.
|
where can i play these maps
|
On September 13 2010 07:55 fishball232 wrote: where can i play these maps
Create a game then search "iCCup" and it lists all of the iCCup maps.
|
These maps should be played across multiple tournies.
Blizzard maps are imbalanced, and they are slowing the progress of this game.
|
dezi
Germany1536 Posts
I want Enigma at EU, please :D
|
I had an idea for a map the other day that I haven't seen any of you guys do yet. I just spent 10 minutes in the editor testing this to see if it works in melee settings and it does.
A lot of people have been saying that the centers of these maps need to be really wide open to encourage flank attacks and etc. I've seen a lot of maps with open centers recently, and obviously some maps with choke points.
But what I haven't seen yet, and this is my idea, is the use of neutral destructible stuff in the center, that gives a map where at the start the center feels very cramped, but a player with early map control can destroy the buildings and clear it out if they want.
Basically what I did in the editor was put down a couple of really basic mains, and in the center I made a big Terran town chalk full of buildings set to neutral, with a watchtower in the middle of it.
My thought process is that a player who wants wide open spaces (like Zerg) would want to secure early map control so they could destroy the buildings (like with Zerglings), whereas a player who wants bottlenecks (like Terran) may feel the need to play aggressively in order to protect the neutral buildings in order to make sure they're still there in the mid-game.
I'm not advocating stuff like this on every map, but I think it'd be a neat thing to try, and having one map like that would add some diversity to the pool.
|
On September 15 2010 07:38 Ketara wrote: I had an idea for a map the other day that I haven't seen any of you guys do yet. I just spent 10 minutes in the editor testing this to see if it works in melee settings and it does.
A lot of people have been saying that the centers of these maps need to be really wide open to encourage flank attacks and etc. I've seen a lot of maps with open centers recently, and obviously some maps with choke points.
But what I haven't seen yet, and this is my idea, is the use of neutral destructible stuff in the center, that gives a map where at the start the center feels very cramped, but a player with early map control can destroy the buildings and clear it out if they want.
Basically what I did in the editor was put down a couple of really basic mains, and in the center I made a big Terran town chalk full of buildings set to neutral, with a watchtower in the middle of it.
My thought process is that a player who wants wide open spaces (like Zerg) would want to secure early map control so they could destroy the buildings (like with Zerglings), whereas a player who wants bottlenecks (like Terran) may feel the need to play aggressively in order to protect the neutral buildings in order to make sure they're still there in the mid-game.
I'm not advocating stuff like this on every map, but I think it'd be a neat thing to try, and having one map like that would add some diversity to the pool. My map Orbital Decay uses this idea with destructible rocks in the center: Orbital Decay Thread
|
Yeah, that's exactly what I'm talking about.
|
|
just got a hard on. Very nice, maybe blizzard will get their collective heads out of their asses and go with the time tested 2 bases under 1 choke formula. Which allows for economy oriented 2 base builds and play. Creating the build order freedom for imbalances to be worked out with the evolution of strategy. So all this 1 base nonsense can finally be retired as better players will be able to hold expansions and shut down cheesy 1 base BS which is actually standard these days. OMG the possibility of taking a defensible 3rd, when you don't already have such a huge advantage that it doesn't even matter, who would of thought?
|
My comments about Hades are as follows... The entrance to the natural is very long and is surrounded by cliff, I believe this might make it quite difficult a ground army to break a Terran with Siege Tanks along the edges of the cliff as it looks as they are able to hit from the cliff from the main to the cliff on the opposite side making defending the area super Siege Tank friendly as they are able to hit a very very high amount of times. Also, siege tanks up the cliff behind the mineral line of the 3rd(the one with 1 gas and 4 patches) would make destroying a Planetary Fortress even more difficult with Zerg as it is pratically impossible to take out those Siege Tanks without the use of air units or getting into the main.
|
upload more maps on SEA. please, there's only like 4 and i really want to play them instead of ladder maps vs mates.
|
I really like to play these maps, especially with my friends, but there's only a fraction of them on EU and most are old versions... any chance to get more maps and recent versions uploaded at some point of time?
Keep up the good work
|
I like most of the maps, my fav is Sanshorn Mists :D
|
Did these get upload to SEA server?
|
On September 18 2010 17:16 Caphe wrote: Did these get upload to SEA server?
Caphe we are actively looking for people we can trust to upload them as none of us are located there.
|
On September 13 2010 07:29 Madkipz wrote: Would it be possible for iccup team to publish sandshorn sands on the europe server? its a very interesting map.
Yes the map was published on EU servers just last week, sorry for taking so long to do that. Thanks to TeToNN for uploading maps to EU.
|
Aside from most prodig's maps and sanshorn sands everything seems to be up at EU right now.
Thanks for the effort!
|
I think match point that mineral only should be GOLD just a friendly suggestion
|
I like all the maps with the exception of the ProdiG maps that have gold expos with multiple ranks of crystals.
|
I hope I'm not the only one who notice this, but how come there are only a few maps that can be FE by toss? I'm pretty sure this wasn't the case in BW iccup maps.
|
On September 24 2010 02:56 Solarii wrote: I hope I'm not the only one who notice this, but how come there are only a few maps that can be FE by toss? I'm pretty sure this wasn't the case in BW iccup maps.
BW is different than SC2. And the map making team isn't trying to make BW styled maps. They're trying to make different and appealing maps and figure out what makes a good SC2 maps. Doing a good job of it too
|
On September 24 2010 02:27 Cade)Flayer wrote: I like all the maps with the exception of the ProdiG maps that have gold expos with multiple ranks of crystals. What do you mean "multiple ranks of crystals?"
|
Hyrule18775 Posts
On September 24 2010 06:17 prodiG wrote:Show nested quote +On September 24 2010 02:27 Cade)Flayer wrote: I like all the maps with the exception of the ProdiG maps that have gold expos with multiple ranks of crystals. What do you mean "multiple ranks of crystals?" Amounts maybe?
|
Like Fighting Spirit or Ground Zero where the gold expansion has 12 yellow crystals. Like, why make 1 expo be so powerful? It introduces something of a luck factor where you can be in a situation where one player has more expos than another but much lower income, which isn't fair.
|
On September 24 2010 10:04 Cade)Flayer wrote: Like Fighting Spirit or Ground Zero where the gold expansion has 12 yellow crystals. Like, why make 1 expo be so powerful? It introduces something of a luck factor where you can be in a situation where one player has more expos than another but much lower income, which isn't fair. Center expos are extremely hard to defend. He probably wanted the payoff to be worth it. Even so, I don't think rushing to take the center expo would be a viable strategy on either of those maps.
|
How come I can't find these maps on the EU server? When I create a custom game and type "iccup" in the search field, I get nothing. Are they on EU yet?
|
if you look for fighting spirit the newest version should be available on EU
|
On September 25 2010 18:30 TRAP[yoo] wrote: if you look for fighting spirit the newest version should be available on EU
I just tried to search for it by name, but no results at all.
Why do NA players get all the fun?
|
I LOVE your works guys, it feels like a totally different game when playing on decent maps.
|
On September 25 2010 19:00 kXn wrote:Show nested quote +On September 25 2010 18:30 TRAP[yoo] wrote: if you look for fighting spirit the newest version should be available on EU I just tried to search for it by name, but no results at all. Why do NA players get all the fun? It's published on EU, search iCCup. I've heard some people are having problems with finding custom maps but I know it's up, just have to wait for bnet to stop dying
|
sanshorn mists appears to have been published twice on EU, what's up with that?
|
On September 26 2010 03:20 Owen523 wrote: sanshorn mists appears to have been published twice on EU, what's up with that?
Yea that was brought to my attention.
I think one of them is one i personally passed to someone to have publish on the EU servers, and I believe the other version to be the version I submitted to the SC2Legacy map contest.
Thank you for mentioning it anyhow.
|
I have an issue with map images all wierd and cropped, can someone enr1ch me on the subject?
|
great idea, keep those maps coming
|
Hey everyone,
Be sure to check out the coverage on GameReplays.org!! GR.org Article Here
They continue to support the maps and are thinking of putting together a tournament so stay tuned.
|
On September 26 2010 04:08 MelnaisKrauklis wrote: I have an issue with map images all wierd and cropped, can someone enr1ch me on the subject?
Be a little more specific. This could have to do with the map bounds you have and or some of the options you have when you export the map image
|
I really love playing on fighting spirit, (its my favorite map in the game,) but i agree that 12 gold mineral patches is too much. The middle expo is the only thing that needs fixing. I understand that it is a huge risk taking it, but still.
great maps, i mostly always use these over blizz maps with my friends
|
I love theese maps so much! God, I just found theese maps, and it feels so good playing on iccup maps again! Thanks a lot to the map makers and iCCup! thanks once again!
|
The map Orbital Divide was recently added to the iCCup October map pool.
In light of that i looked back and considered a lot of balance suggestions i had received, especially those concerning the nat distance from the main and the amount of small chokes.
For testing sake the new version will be played tonight in the IMS. *note the increased space directly outside the nat choke, the widened top ramps/increased space, and the different main->nat structure.
Here are two images old/new (these images are also in the OP:
Old: + Show Spoiler +
New: + Show Spoiler +
|
OP has been updated with Trcc and new version of Orbital Divide
|
|
yo how do I join your iccup map making team?
|
I'm assuming that by now, the team should've had some feedback on features that were absent from Blizzard maps, such as mineral-only expansions, disallowed cliffwalking, absence of xel'naga watchtowers and/or LoS blockers, or wide-open center areas that do not allow allow for construction. IIRC, you said that these features were implemented for testing purposes, to "see what worked and didn't work in SC2". So, what's the current position of the different mapmakers on these features ? Should they be kept ? Improved ? Removed ? Should we except to see more of them in the future ?
BTW, keep up the good work guys, I watch the IMS whenever I can and most of those look really well done.
|
I can't believe this hasn't been mentioned before, but... Aztec's bottom left base has poorly placed minerals, at least in the EU version. One of the patches is unreachable from the front so workers go all the way around to mine it which is quite a serious glitch.
|
I think we really need to start an ICcup map movement on TL, Blizzard maps are terrible.
Just to throw in a map that we all loved in SC1, that we would love recreated to sc2:
Polaris Rhapsody
Really was a great map, and looks like it would fit in with SC2 perfectly.
Thanks ICcup team for producing great maps.
|
On October 08 2010 09:35 Smigi wrote: I think we really need to start an ICcup map movement on TL, Blizzard maps are terrible.
Just to throw in a map that we all loved in SC1, that we would love recreated to sc2:
Polaris Rhapsody
Really was a great map, and looks like it would fit in with SC2 perfectly.
Thanks ICcup team for producing great maps. I've been contemplating doing this or something inspired by it, ill consider it. ^^
As for aztec, it is likely being removed from the iccup map pool along with some other failed experiments.
|
On October 08 2010 09:54 prodiG wrote:Show nested quote +On October 08 2010 09:35 Smigi wrote: I think we really need to start an ICcup map movement on TL, Blizzard maps are terrible.
Just to throw in a map that we all loved in SC1, that we would love recreated to sc2:
Polaris Rhapsody
Really was a great map, and looks like it would fit in with SC2 perfectly.
Thanks ICcup team for producing great maps. I've been contemplating doing this or something inspired by it, ill consider it. ^^ As for aztec, it is likely being removed from the iccup map pool along with some other failed experiments.
asfjkhsadfhdsbdfkhbfsadklfashdfilhjsdfhsdaf
if you make Polaris Rhapsody, it would make my day!
Regardless, keep making awsome maps for the community, hopefully someday blizzard maps will be gone.
|
Kind of funny that you guys would like PR and hate Blizz maps, considering how PR is widely regarded to be massively imba.
|
On October 10 2010 12:24 Smigi wrote:Show nested quote +On October 08 2010 09:54 prodiG wrote:On October 08 2010 09:35 Smigi wrote: I think we really need to start an ICcup map movement on TL, Blizzard maps are terrible.
Just to throw in a map that we all loved in SC1, that we would love recreated to sc2:
Polaris Rhapsody
Really was a great map, and looks like it would fit in with SC2 perfectly.
Thanks ICcup team for producing great maps. I've been contemplating doing this or something inspired by it, ill consider it. ^^ As for aztec, it is likely being removed from the iccup map pool along with some other failed experiments. asfjkhsadfhdsbdfkhbfsadklfashdfilhjsdfhsdaf if you make Polaris Rhapsody, it would make my day! Regardless, keep making awsome maps for the community, hopefully someday blizzard maps will be gone.
I think the iccup team is trying to move away from remakes.
|
I've been thinking of pairing my mod Spleen of the Swarm with custom maps, what is ICcup's stance on having its maps used in this way? My mod consists purely of data changes to units/structures and can be easily applied to any Map (or so Blizzard claims, the process actually consists of me using MPQ editor to copy files into a normally empty Data directory). I can of course credit the map creator and ICcup on the loading screen and make clear the mod itself is not the work of or endorsed by ICcup to avoid any possible confusion or harm to ICcup.
|
On October 10 2010 17:47 Impaler wrote: I've been thinking of pairing my mod Spleen of the Swarm with custom maps, what is ICcup's stance on having its maps used in this way? My mod consists purely of data changes to units/structures and can be easily applied to any Map (or so Blizzard claims, the process actually consists of me using MPQ editor to copy files into a normally empty Data directory). I can of course credit the map creator and ICcup on the loading screen and make clear the mod itself is not the work of or endorsed by ICcup to avoid any possible confusion or harm to ICcup.
Good question, its hard to say whether or not its a problem, but i assume the important part is identifying that it is a modded version. We will run it by Diamond and get back to you, but good idea!
|
On October 10 2010 17:47 Impaler wrote: I've been thinking of pairing my mod Spleen of the Swarm with custom maps, what is ICcup's stance on having its maps used in this way? My mod consists purely of data changes to units/structures and can be easily applied to any Map (or so Blizzard claims, the process actually consists of me using MPQ editor to copy files into a normally empty Data directory). I can of course credit the map creator and ICcup on the loading screen and make clear the mod itself is not the work of or endorsed by ICcup to avoid any possible confusion or harm to ICcup.
We cannot and will not try to stop you. We just ask you keep iCCup out of the name however. When people search iCCup maps they expect they can just grab a friend and play a 1v1 on a solid map. We want people to know that our maps are just that, ours. We already have a fake Python .
|
Someone suggested an idea for obs games on the BNet forums, and I thought it might be an interesting idea to apply it to iCCup maps.
Basically, I was thinking that perhaps identical copies of the maps in the map pool could be published, but under names such as, for example, "iCCup Enigma 1v1 Obs". The inability to name games has frustrated a lot of players that simply enjoy watching games since they don't know which games are obs or not. However, a form like the one I suggested pretty much bypasses that problem. Getting the obs community into iCCup maps certainly couldn't hurt either.
On the other hand, that might spread the pool of players playing iCCup maps thinner, preventing a rise in popularity. I can't really say for sure what would happen. Maybe testing it with one or two maps wouldn't be a bad idea.
|
On October 11 2010 15:19 Baby_Seal wrote: Someone suggested an idea for obs games on the BNet forums, and I thought it might be an interesting idea to apply it to iCCup maps.
Basically, I was thinking that perhaps identical copies of the maps in the map pool could be published, but under names such as, for example, "iCCup Enigma 1v1 Obs". The inability to name games has frustrated a lot of players that simply enjoy watching games since they don't know which games are obs or not. However, a form like the one I suggested pretty much bypasses that problem. Getting the obs community into iCCup maps certainly couldn't hurt either.
On the other hand, that might spread the pool of players playing iCCup maps thinner, preventing a rise in popularity. I can't really say for sure what would happen. Maybe testing it with one or two maps wouldn't be a bad idea. Obs maps don't exist in SC2 because you can simply right click > make spectator
|
On October 11 2010 15:19 Baby_Seal wrote: Someone suggested an idea for obs games on the BNet forums, and I thought it might be an interesting idea to apply it to iCCup maps.
Basically, I was thinking that perhaps identical copies of the maps in the map pool could be published, but under names such as, for example, "iCCup Enigma 1v1 Obs". The inability to name games has frustrated a lot of players that simply enjoy watching games since they don't know which games are obs or not. However, a form like the one I suggested pretty much bypasses that problem. Getting the obs community into iCCup maps certainly couldn't hurt either.
On the other hand, that might spread the pool of players playing iCCup maps thinner, preventing a rise in popularity. I can't really say for sure what would happen. Maybe testing it with one or two maps wouldn't be a bad idea.
Edit: I see what your saying. Doing that would just cause confusion, waste map slots, and spread the map usage to thin preventing a rise in the amazing popularity system.
I get what you're saying but it's not really a good idea for SCII.
|
On October 11 2010 14:45 iCCup.Diamond wrote:We cannot and will not try to stop you. We just ask you keep iCCup out of the name however. When people search iCCup maps they expect they can just grab a friend and play a 1v1 on a solid map. We want people to know that our maps are just that, ours. We already have a fake Python .
That sounds like a rather grudging legalese response, if your not really giving your blessing then I do not want to go against your wishes. I'd of course keep iCCup out of the mod name (frankly theirs no room to add it), I would simply have a line on loading screen crediting the maps creator and ideally something like 'map used with permission of iCCup' so it's clear I'm not ripping off anyone's work.
|
Could we get Map Analyzer images for all the ICCup maps? I'd really like to have them to compare when I'm making my own maps.
|
On October 12 2010 18:36 Impaler wrote:Show nested quote +On October 11 2010 14:45 iCCup.Diamond wrote:We cannot and will not try to stop you. We just ask you keep iCCup out of the name however. When people search iCCup maps they expect they can just grab a friend and play a 1v1 on a solid map. We want people to know that our maps are just that, ours. We already have a fake Python . That sounds like a rather grudging legalese response, if your not really giving your blessing then I do not want to go against your wishes. I'd of course keep iCCup out of the mod name (frankly theirs no room to add it), I would simply have a line on loading screen crediting the maps creator and ideally something like 'map used with permission of iCCup' so it's clear I'm not ripping off anyone's work.
Cool, then we have no problems . Just trying to keep the naming scheme consistent with official iCCup maps.
|
On October 13 2010 10:54 BoomStevo wrote: Could we get Map Analyzer images for all the ICCup maps? I'd really like to have them to compare when I'm making my own maps.
Good idea, we'll look into that.
|
I was wondering if someone could point me towards information on getting involved in any SC2 ICCUP league. I'm a lower tier player (for now) and have a few friends to play with but they all prefer to play the ladder maps so I don't get to spend much time on these beautiful maps (when I go custom it's usually a diamond who joins and I get steamrolled).
I've looked around on iccup.com but can't really find much information on what you're doing in SC2 and how to get involved in it. I know that ICCup can't setup their own ladder like in SCBW but are you just doing tournaments and self-arranged pickup games or is there an active community that I can get plugged into and matched up with players of roughly my skill level on these awesome maps?
Please help a noob out...
|
I think chat channels will resolve your problem when they will be on. Right now, i can't see any solution for you.
|
The best bet I can come up with is just #tlpickup on irc.quakenet.org and ask for someone to have a few games on some iCCup maps o_o
|
Hyrule18775 Posts
He wants in on ITL. Sorry, Bolange, but you'll have to wait for the ITC to start up again. We don't currently run any open events.
|
On October 15 2010 06:47 tofucake wrote: He wants in on ITL. Sorry, Bolange, but you'll have to wait for the ITC to start up again. We don't currently run any open events. I see. Keep your eyes open 8)
OP is currently being updated
|
Nice update!
Chat channels will allow players to find practice partners for iCCup maps... we'll have to wait until then
|
My experience to date on these maps can be summed up as 'Religious'.
|
Ahh! I'm on the fake publisher list!
Sorry about that iCCup Team, hope I didn't cause too much trouble! I didn't mean to steal the name or "fake" the map ^^; I'll change the name ASAP.
And actually, is it possible to join the mapmaking team? I'm very interested and highly enjoy mapmaking and just thinking about balance in general. I'm not sure if you guys would need to require, for example, every member to produce a minimum number of maps or contribute some steady amount every month or so though, or whether you accept people in general that are able to make good melee maps.
Thanks in advance!
|
Both Orbital Divide and River Point have been updated with *neo* versions. The new River Point in particular offers closer nats and no destructible rocks for void charge north/south of the nat. Images will be up soon enough.
Correction: Neo Orbital Divide image is already posted
|
On October 15 2010 12:32 Yoshi Kirishima wrote: Ahh! I'm on the fake publisher list!
Sorry about that iCCup Team, hope I didn't cause too much trouble! I didn't mean to steal the name or "fake" the map ^^; I'll change the name ASAP.
And actually, is it possible to join the mapmaking team? I'm very interested and highly enjoy mapmaking and just thinking about balance in general. I'm not sure if you guys would need to require, for example, every member to produce a minimum number of maps or contribute some steady amount every month or so though, or whether you accept people in general that are able to make good melee maps.
Thanks in advance!
Ya I don't think most people did it on purpose they are just used to the names from ICCUP and redid the map for Sc2 while giving credit to Iccup for the map.
|
I'm not seeing Violet Heights on this thread, yet it is on Bnet US, published by Anthony WIlborn.
|
On October 17 2010 11:18 Nesphit wrote: I'm not seeing Violet Heights on this thread, yet it is on Bnet US, published by Anthony WIlborn.
Yea, I pulled the map a few weeks ago to make room for some Neo versions of Orbital and River Point. I later received notice that someone was using it in a small tournament so i re-uploaded it. It is still an iCCup map though not part of the official pool and probably will not be as it is a pretty massive sized map.
|
I just wish blizzard would hire these mapmakers :/ really awesome maps!
|
Is there ever going to be an iccup server or league in starcraft 2 like there was in starcraft 1?
|
On October 18 2010 01:13 Newguy wrote: Is there ever going to be an iccup server or league in starcraft 2 like there was in starcraft 1?
No there will never be an iCCup server in SC2 like BW.
|
Could someone tell me, if these maps are public or where I can download them from? They are just awesome, so I want to try/test them with friends
Is there any chance they get official ladder maps at some stage/patch?
|
On October 18 2010 03:05 pontiff wrote:Could someone tell me, if these maps are public or where I can download them from? They are just awesome, so I want to try/test them with friends Is there any chance they get official ladder maps at some stage/patch?
As far as I know, the best way to play the maps is by searching "iCCup" in Create-A Game.
In the beta, Blizzard stated they were planning to put the best community maps in the ladder. Now they are going back on their word, because maps are "too complicated". So, I don't think an community maps will be put into ladder anytime soon. We'll keep our hopes up though!
|
These are some really nice maps! I'd be interested to hear some opinions (or perhaps see some indication in the OP), about how tournament-viable each of these maps are. No worries, though. I think we've picked some good maps for our tournament:
Cybernetic Punks is planning a tournament including these maps in its map pool:
Neo Avalanche Fighting Spirit Valhalla Sungsu Crossing Metalopolis
The first 4 are iCCup maps. Metalopolis is a "comfort zone" for those players that are timid at sneaking out of their blizzard bubble.
We're going to figure out the proper format in the coming days and will make an announcement very soon (probably 128-man bo3)!
Also, great post on the Bnet forums about the need for more custom maps: http://us.battle.net/sc2/en/forum/topic/801781456
|
On October 18 2010 14:40 Nesphit wrote:These are some really nice maps! I'd be interested to hear some opinions (or perhaps see some indication in the OP), about how tournament-viable each of these maps are. No worries, though. I think we've picked some good maps for our tournament: Cybernetic Punks is planning a tournament including these maps in its map pool: Neo Avalanche Fighting Spirit Valhalla Sungsu Crossing Metalopolis The first 4 are iCCup maps. Metalopolis is a "comfort zone" for those players that are timid at sneaking out of their blizzard bubble. We're going to figure out the proper format in the coming days and will make an announcement very soon (probably 128-man bo3)! Also, great post on the Bnet forums about the need for more custom maps: http://us.battle.net/sc2/en/forum/topic/801781456 Glad to hear it! I'll keep an eye out for it and be sure to watch or maybe even enter! 8)
Should be good times~
|
Hello there. Is someone going to publish the rest of the maps on the SEA server? There are several maps missing out in SEA like Python.
|
ICC maps are much less anti zerg then all the blizz maps TY keep up the good work
|
|
can Iccup remake bloodbath! unless u already have
|
On October 20 2010 08:56 Snake_Doc wrote: can Iccup remake bloodbath! unless u already have At least 4 people have already remade Blood Bath.
|
On October 20 2010 09:05 BoomStevo wrote:Show nested quote +On October 20 2010 08:56 Snake_Doc wrote: can Iccup remake bloodbath! unless u already have At least 4 people have already remade Blood Bath.
hey man, Yeah i know but i have tried to find a balanced one. some of them are imba and are really bad. i do have one from a TL post. however could find it within Bnet. :/
|
Balanced Blood Bath is kind of an oxymoron.
|
thats some pretty good work, thx!~
|
On October 20 2010 10:31 SiGurD wrote: thats some pretty good work, thx!~
Thanks
Hello there. Is someone going to publish the rest of the maps on the SEA server? There are several maps missing out in SEA like Python.
Is there anybody willing to dedicate a couple SEA slots to upload the iCCup maps missing? PM me if you're interested.
|
|
On November 02 2010 18:24 Barrin wrote: I bet I love you guys more than you love me :D
No one is arguing with you there :p Now post some more feedback about our maps!
|
Thread updated/being updated with new fake maps and their publishers as well as approved publishers. Map images will be updated soon as well.
|
Damn! You ICCup guys better do some hardcore lobbying on Blizzard to get those implemented into ladder/tournaments map pools.
All look great.
|
One quick question.
Are there any plans to add Xel'naga towers to some of these maps? A lot of them are absent any towers at all.
I wonder what the teams opinion is on watch towers? I think they're a good addition to any map if placed properly. They add a dynamic and make otherwise dead portions of the map valuable territory.
|
It's a matter of preference depending on the mapper. I for one, like the watch towers since it provides a strategic point of interest to hold and can be played around with to favour different races. Some may not like it for other reasons.
|
On November 05 2010 06:58 Begtse wrote: Damn! You ICCup guys better do some hardcore lobbying on Blizzard to get those implemented into ladder/tournaments map pools.
All look great. That's where you and the rest of TL have to step in.
|
|
On November 05 2010 13:01 G_Wen wrote: That's where you and the rest of TL have to step in.
Well i posted quite a few times on offi forums to bump ask for more ladder maps, including ICC of course
Besides that i don't really know what i can do.
|
On November 06 2010 06:01 Begtse wrote:Well i posted quite a few times on offi forums to bump ask for more ladder maps, including ICC of course Besides that i don't really know what i can do. Keep up the good work
|
Now if you could only make Luna for us that would be <3
Great job on the remakes.
|
Thanks for uploading Starlight Breaker onto EU! Just played a PvZ on it and it feels quite zerg favoured with massive flanking arc when you move out :|, nice map though.
|
|
On November 09 2010 11:26 BoomStevo wrote:The images in this thread for Starlight Breaker and Enigma are different than the ones in the iCCup November Monthly Map Pool. Which ones are current? The November map pool contains the most updated versions.
I think Starlight breaker is outdated in the November map pool as well since the natural was moved down 2 tiles to allow more room between the main and the ramp.
|
Thread updated with new fake maps on US, as well as some formatting issues. Double checking all of the images soon.
|
I just noticed Europa and I'm sad there hasn't been any mention of it. It looks like a pretty cool map and the first from Grebliv.
|
On November 14 2010 21:03 BoomStevo wrote: I just noticed Europa and I'm sad there hasn't been any mention of it. It looks like a pretty cool map and the first from Grebliv. I'm not sure why he hasn't made a thread. I'll have to bug him about it 8)
Thread updated with fake maps on EU.
|
|
Nevermind, nice work guys
|
Why are there so many maps without Xel naga towers?
I mean, it's nice from you to appreciate BW style play, but I feel the watchtowers are just an integral part of SC2 gameplay...
|
On November 25 2010 16:04 DNB wrote: Why are there so many maps without Xel naga towers?
I mean, it's nice from you to appreciate BW style play, but I feel the watchtowers are just an integral part of SC2 gameplay...
Some maps do not lend themself to it. The Xel'Naga Tower should be positioned in a place where it provides vision of key terrain. On some maps, that dynamic simply does not work out properly and rather than becoming an important part of the map, instead simply becomes a crutch for bad scouting. This is not the kind of gameplay the maps without towers are designed to have.
Also, all my my Brood War ports do not feature Xel'Naga Towers as I wanted to keep them as faithful to their BW counterpart as possible. However, I don't speak for other team members.
|
Map thread now updated to include Odyssey. Check it out and post some feedback!
|
|
So no December pool I'm assuming?
Btw, I love these maps. I much prefer them to the map pool.
|
On December 14 2010 14:33 jdsarge wrote: So no December pool I'm assuming?
Btw, I love these maps. I much prefer them to the map pool.
iCCup December Map Pool thread
|
|
When do we see Grand line? That looks great! Except I would have gas on the mineral third also, because the gold is way too far away IMO.
|
|
Missed it. =\
Are you featured? I don't always check all the streamers. Definitely post again if you're streaming!
|
On December 15 2010 16:37 EatThePath wrote:Missed it. =\ Are you featured? I don't always check all the streamers. Definitely post again if you're streaming! I think I'm actually going to go live in about 15 minutes! I'm not featured and I definitely don't have a schedule for this sort of thing. I'd like to be featured but from what I understand that's a weird process and I haven't spent enough time on the air to qualify yet.
|
|
Stream is up now prodiG
I'll be streaming until the end of the Wintersun album, working on (4) Dark Sun. Eating atm so that's why stream says "Starting soon!"
EDIT: Not live.
|
Hey gonna do another map article soon, would love to show off the new maps, there seems to be about 5 new ones right now since the last article but I'm gonna do a big one when Blizzard releases they're scenario maps whenever that may be, also seems like Blizzard is getting ready to have some kind of map service soon but what that entails idk. If you want to give it a read it's @ http://www.gamereplays.org/starcraft2/portals.php?show=news&news_id=718026&home
Anyway the maps look great by the time another article rolls around I'm sure they'll be alot to show off, seems like some of the previous maps are getting tweaked too, looking foreward to maybe having some community maps in the offical pool that would be awsome.
|
I can't retain myself for enabling caps lock: WHEN IS GRAND LINE COMING OUT??? It looks awesome... Only thing I'm a bit suspicious about is the accessibility of any third gas expansions... But it's probably fine in 1v1.
|
okay okay okay, WHERES BLOODBATH !
|
On December 23 2010 01:51 Brewed Tea wrote:okay okay okay, WHERES BLOODBATH ! http://www.teamliquid.net/forum/viewmessage.php?topic_id=156922 *iCCup does not endorse posts made by CM.
|
On December 22 2010 17:24 DNB wrote: I can't retain myself for enabling caps lock: WHEN IS GRAND LINE COMING OUT??? It looks awesome... Only thing I'm a bit suspicious about is the accessibility of any third gas expansions... But it's probably fine in 1v1.
Grand Line is too big. If there's a big demand, I could remake it into a smaller size.
|
On December 23 2010 03:21 neobowman wrote:Show nested quote +On December 22 2010 17:24 DNB wrote: I can't retain myself for enabling caps lock: WHEN IS GRAND LINE COMING OUT??? It looks awesome... Only thing I'm a bit suspicious about is the accessibility of any third gas expansions... But it's probably fine in 1v1. Grand Line is too big. If there's a big demand, I could remake it into a smaller size. What sort of big. Like exeeding the 10MB cap? Or like you have 5MB in use and it is like 9MB. Or like 500x500 for a one player map? And grand line really needs to be published :<
|
On December 23 2010 03:42 BuuGhost wrote:Show nested quote +On December 23 2010 03:21 neobowman wrote:On December 22 2010 17:24 DNB wrote: I can't retain myself for enabling caps lock: WHEN IS GRAND LINE COMING OUT??? It looks awesome... Only thing I'm a bit suspicious about is the accessibility of any third gas expansions... But it's probably fine in 1v1. Grand Line is too big. If there's a big demand, I could remake it into a smaller size. What sort of big. Like exeeding the 10MB cap? Or like you have 5MB in use and it is like 9MB. Or like 500x500 for a one player map? And grand line really needs to be published :<
I'm pretty sure it's already on NA. But it's 144x144 size so I don't like it that much.
|
On December 23 2010 03:21 neobowman wrote:Show nested quote +On December 22 2010 17:24 DNB wrote: I can't retain myself for enabling caps lock: WHEN IS GRAND LINE COMING OUT??? It looks awesome... Only thing I'm a bit suspicious about is the accessibility of any third gas expansions... But it's probably fine in 1v1. Grand Line is too big. If there's a big demand, I could remake it into a smaller size.
I think when we compare the unit movement clumsiness in BW to SC2, the 144x144 in SC2 translates roughly to 128x128 in BW... I still don't see why it's too big when people have been asking for bigger maps all the time...
|
On December 24 2010 16:41 DNB wrote:Show nested quote +On December 23 2010 03:21 neobowman wrote:On December 22 2010 17:24 DNB wrote: I can't retain myself for enabling caps lock: WHEN IS GRAND LINE COMING OUT??? It looks awesome... Only thing I'm a bit suspicious about is the accessibility of any third gas expansions... But it's probably fine in 1v1. Grand Line is too big. If there's a big demand, I could remake it into a smaller size. I think when we compare the unit movement clumsiness in BW to SC2, the 144x144 in SC2 translates roughly to 128x128 in BW... I still don't see why it's too big when people have been asking for bigger maps all the time...
sadly Blizzard balance around their retarded 4x4 maps but i love grand line
|
On December 24 2010 16:41 DNB wrote:Show nested quote +On December 23 2010 03:21 neobowman wrote:On December 22 2010 17:24 DNB wrote: I can't retain myself for enabling caps lock: WHEN IS GRAND LINE COMING OUT??? It looks awesome... Only thing I'm a bit suspicious about is the accessibility of any third gas expansions... But it's probably fine in 1v1. Grand Line is too big. If there's a big demand, I could remake it into a smaller size. I think when we compare the unit movement clumsiness in BW to SC2, the 144x144 in SC2 translates roughly to 128x128 in BW... I still don't see why it's too big when people have been asking for bigger maps all the time...
blizzard is balancing the game for steppes.
144x144 can make cross metal look shortish.
|
|
i had this thought of "pimp my map" where you revise budding mapper's maps. thought i would share it.
|
Wtf why would people say 144x144 is too big? Just for clarification, these are the sizes of the Blizzard maps:
Lost Temple: 132x134 Kulas Ravine: 140x136 Metalopolis: 140x140 Shakuras Plateau: 156x128
Do these maps feel too big to anyone?
|
On December 25 2010 00:53 FlopTurnReaver wrote: Wtf why would people say 144x144 is too big? Just for clarification, these are the sizes of the Blizzard maps:
Lost Temple: 132x134 Kulas Ravine: 140x136 Metalopolis: 140x140 Shakuras Plateau: 156x128
Do these maps feel too big to anyone?
Keep in mind that Metal and Lost Temple are diagonally shaped. They're basically squares but turned 45 degrees to fit in another square. Kulas sucks balls so its size doesn't matter (actually, it's just because it's natural leads straight into the centre) and shakuras has a huge amount of space behind the mains and naturals.
|
On December 25 2010 00:58 neobowman wrote:Show nested quote +On December 25 2010 00:53 FlopTurnReaver wrote: Wtf why would people say 144x144 is too big? Just for clarification, these are the sizes of the Blizzard maps:
Lost Temple: 132x134 Kulas Ravine: 140x136 Metalopolis: 140x140 Shakuras Plateau: 156x128
Do these maps feel too big to anyone? Keep in mind that Metal and Lost Temple are diagonally shaped. They're basically squares but turned 45 degrees to fit in another square. Kulas sucks balls so its size doesn't matter (actually, it's just because it's natural leads straight into the centre) and shakuras has a huge amount of space behind the mains and naturals.
Size isn't everything on its own. The problem with Grand Line was distances. It became a turtle fest because of the long rush distance, and closeness of expansions to the main. The map just doesn't work as it did in BW because of pathing and distances. It'd have to be reworked smaller, and had some adjusting with the center HY and 3rd mineral only.
|
|
is there an irc channel where we could arrange games on iccup maps?
|
On December 25 2010 03:17 PredY wrote: is there an irc channel where we could arrange games on iccup maps? #iccup on irc.quakenet.org exists but it's not very active and there is also #tlpickup
|
cheers i'll look them up tho i don't expect many high level players there
|
I know that those 2 maps are squares² but my point wasn't that that sizes are alright but that those maps are tiny. Which makes 144x144 normal valid to me.
|
On December 25 2010 09:13 FlopTurnReaver wrote: I know that those 2 maps are squares² but my point wasn't that that sizes are alright but that those maps are tiny. Which makes 144x144 normal valid to me.
As I said before, its not just the size. Grand Line does not work in SC2 size because of the layout.
The problems are a combination of things, but in general they are: Gigantic middle, close expansions to main, mineral only is useless, islands are less used, rush distance is long in all spawns, no harass, and other distances that promote turtling.
|
|
Really nice job with the maps, i especially love the smaller ones or compact. where you use the terrain to your advantage More of a request.. but will we see maps like Gaia, Loki, Chupung-Ryeong? (scbw) or another map i believe was called Katrina where you spawned 12/3/6/9 and your natural was safe behind you in the corner. and where do i start designing maps?
|
On December 25 2010 01:14 G_Wen wrote:Show nested quote +On December 25 2010 00:53 FlopTurnReaver wrote: Wtf why would people say 144x144 is too big? Just for clarification, these are the sizes of the Blizzard maps:
Lost Temple: 132x134 Kulas Ravine: 140x136 Metalopolis: 140x140 Shakuras Plateau: 156x128
Do these maps feel too big to anyone? Lost Temple and Metalopolis are squares withing squares: Giving it an effective area of 132/sqrt(1^2 + 1^2) * 134/sqrt(1^2 + 1^2). So lost temple would be 93x94. (Just an example it's obviously much larger than 93x94.) Obviously this is just a over simplification but the area actually covered by LT is definitely closer to 128x128 than one would think. The same applies to metalopolis. Kulas Ravines and Shakuras Plateau are very large in comparison. Kulas however is interesting because it features extremely long main to main distances yet extremely short nat to nat distances. This is because the nats extend directly towards the center of the map. Shakuras plateau offers naturals that extend slightly away from the center of the map so it feels larger. When looking at the actual image of the map one can see that not every inch of free space is used: Compared to Grandline: Where nearly all the space is used. This just goes to show that map bounds don't show the whole picture. Furthermore Grand Line is extremely open in the center which makes it feel like a larger map in general (python too). I think the community as a whole is moving back towards smaller maps as they notice more and more zerg players are becoming comfortable with them and don't need the help of large maps to win. With all that being said I fully support the publication of Grand Line so people can experience it and provide feedback. But wouldn't creating smaller maps become like blizzard maps again?? less macro intensive which provides us so much short games instead of long fun macro games?? =.= perhaps u all can make the middle part more complicated and complex so that zerg army cant concave that well in those maps but please don't reduce sizes of maps.... T.T
|
On December 27 2010 12:35 weiliem wrote: But wouldn't creating smaller maps become like blizzard maps again?? less macro intensive which provides us so much short games instead of long fun macro games?? We never said we were going to make tiny maps. Right now it seems high level zergs are becoming comfortable on smaller maps while Terrans are having more trouble dealing with extremely large and open maps. I'm not good enough to say with absolute certainty, I can only observe the trends, if someone with a lot of credit could confirm or deny this fact that would be great.
Our maps are being designed for how the balance is currently. Look at Enigma, that map is HUGE. That was created during the beta when zergs were struggling with 1 base pushes. But as more and more zergs learn to deal with it we're seeing them tip the balance in their favor in the late game. As a result many terrans (MarineKing and Rain ect...) have resorted to cheesing several of their matches. I cannot say if they don't feel comfortable against zerg in the lategame or if they just think cheesing is an easier way to victory. Probably a combination of the two. As a result our maps have become smaller. (One notable exception is Jinro, he holds up well in the lategame.)
On December 27 2010 12:35 weiliem wrote: =.= perhaps u all can make the middle part more complicated and complex so that zerg army cant concave that well in those maps but please don't reduce sizes of maps.... T.T We could have a smaller map with a twisted path but this increases ground distance while the air rush distance stays the same. Essentially what you are suggesting is a Scrap Station-esque map.
In conclusion we want our rush distances to be in that sweet spot where cheeses are still possible but the amount of skill required to hold them off is proportional to the amount of skill required to execute. SC2 is a relatively new game and Patch 1.2 is about to hit, but we'll still be working to create maps that produce very fun games. Pawn by Monitor (Pawp) has a lot of potential.
|
Would love it if someone uploaded Python to the SEA server.
|
On December 28 2010 04:16 divinesage wrote: Would love it if someone uploaded Python to the SEA server.
And Iccup Europa as well. Thanx!
|
On December 28 2010 04:16 divinesage wrote: Would love it if someone uploaded Python to the SEA server. Here is the LA server are equal, many of this awesome maps aren't published, an exeption is some maps of ProdiG (thanxs) but yeah the iCCup maps are awesome i would be so glad if someone uploaded in the LA server
sorry for me crappy english, but im improving it each day that i read TL <3
|
On December 26 2010 14:15 prodiG wrote:OP updated with iCCup Pawn by monitor.
'Bout time, congrats Monitor!
|
I've recently published iccup pawn and iccup moletrap on the eu-server and python 2 is on the way (>,'')>
|
On December 28 2010 07:57 2-_-n wrote: I've recently published iccup pawn and iccup moletrap on the eu-server and python 2 is on the way (>,'')>
Done deal, thanks! What's your name in-game so we can add you to the known publishers?
|
I'd be really interested in seeing a 2v2 map. CSL currently uses ICCUP Fighting Spirit and Sanshorn Mists for one out of four 1v1s each week (there are some reaaally nice games played on Sanshorn, and overall really good feedback). I think we'd be interested in incorporating more and more ICCUP maps into the rotation, just not sure which ones. God knows 2v2 maps need a revamp, though.
|
Is there somewhere I can DL these maps thats not in-game? My computer with SC2 has no internet access atm.
|
On December 28 2010 17:57 DarthXX wrote: Is there somewhere I can DL these maps thats not in-game? My computer with SC2 has no internet access atm. We do not distribute the map files themselves publicly due to potential plagiarism.
|
On December 28 2010 15:25 monitor wrote:Show nested quote +On December 28 2010 07:57 2-_-n wrote: I've recently published iccup pawn and iccup moletrap on the eu-server and python 2 is on the way (>,'')> Done deal, thanks! What's your name in-game so we can add you to the known publishers?
It's ruskig =)
|
|
On December 28 2010 20:15 prodiG wrote:Show nested quote +On December 28 2010 17:57 DarthXX wrote: Is there somewhere I can DL these maps thats not in-game? My computer with SC2 has no internet access atm. We do not distribute the map files themselves publicly due to potential plagiarism.
Bummer, guess I'm stuck on shitty blizz maps for now
|
On December 30 2010 17:40 Barrin wrote:Oh yeah.. So I was thinking about the real seconds vs map analyzer for measuring distances and I came up with something that's actually pretty fucking obvious in hindsight. It's clear that all you really need to convert the two is just a ratio... so what is that ratio? Well... you could do some tests (I didn't actually... because I noticed the following) - The number that the map analyzer gives you is essentially the number of 1x1 tiles away the distance is.
- Workers move at 2.25 tiles per second
So basically to get from real worker seconds -> analyzer unit you just need to multiply the real worker seconds by 2.25. To get from analyzer units -> real worker seconds you just divide analyzer units by 2.25. You can do the same thing with any unit if you substitute the 2.25 for the unit in question's movement speed. Quick scanning of an early google doc containing rush distance info seems to confirm this. Well that was easy ^^ lol Neat but where does the unit speed factor in to all this? Workers move at 2.8125 in game speed. Assuming that there is a map that is 100 units wide it would take 35.555 in game seconds to travel that distance. (d = v*t, t = d/v) This however translates into 25.765 real time seconds when played on faster.
http://wiki.teamliquid.net/starcraft2/Drone Is this to say the speed of a unit is equal to how many tiles it can travel in one second (i'm not sure if your math is in game of real time) multiplied by 1.25? If so the map analyzer might want to give out size interpretations that are 5/4 of what they currently are since that would easily allow us to calculate how long it would take different units to travel across the map. (Or we can do it ourselves it's honestly not that bad). I remember a post about this a while ago but the search function is failing me.
|
Worker speed is not 2.25, that is the speed of infantry and other units. Worker speed is 2.813 (or 2.8125 if you want to be exact). Just wanted to clarify.
EDIT: I was reading the quote in the post above me, but the poster put in the correct value, sorry.
|
so is there still an IMS? noticed the link in the OP was too a thread that was closed... any info?
|
On December 31 2010 13:08 SirDuke wrote: so is there still an IMS? noticed the link in the OP was too a thread that was closed... any info? It will be resuming in the new year.
|
Israel2209 Posts
Testbug looks great, mixing terrain types is funky in a good way :D
|
OP updated with The Starparty V, Braxis Orbital and latest version of Pawn. Some really nice maps to start off the new year!
|
|
On January 03 2011 12:48 Barrin wrote:Oh prodiG I figured out how to open up the edit screen on things that are hard to double click on - Select Unit
- Press Enter
Not sure if you ever figured it out but it will definitely help me anyway ^_^ I think the problem was when you have several groups together, like the lighting surrounded by the pillars). This method will select the object you want to edit but it'll also grab whatever else is around it since they all belong to the doodad section. Still neat trick for picking out that one doodad in a forest of units.
|
|
Tournaments should seriously start making a switch into these maps.
Blizzard Maps like steppes of war are just a joke at this point.
|
dezi
Germany1536 Posts
On January 03 2011 12:48 Barrin wrote:Oh prodiG I figured out how to open up the edit screen on things that are hard to double click on - Select Unit
- Press Enter
Not sure if you ever figured it out but it will definitely help me anyway ^_^ Do you mean this serious?
|
I didnt know about the double click thing. That brings me to the idea of hotkey/ editor trick collection thread.
Maybe somebody whos good at making threads should start one? There is one from 9th aug, but its only basic stuff. Im more thinking of a collection where people contribute their knowledge and its updated.
|
Thanks ive been meaning to download these
|
Hey! I would like to use the map Europa for a custom map that I am making, how can I contact grebliv?
|
On January 06 2011 03:37 Booom3 wrote: Hey! I would like to use the map Europa for a custom map that I am making, how can I contact grebliv? PM Him here: http://www.teamliquid.net/forum/profile.php?user=Grebliv Usually iCCup maps aren't given as a download since other people can upload with modifications, take credit for them, ect...
|
The iCCup Mapmaking Team is proud to introduce it's latest addition to the roster: Oliver "Koagel" Gam!
|
On January 08 2011 03:50 prodiG wrote:The iCCup Mapmaking Team is proud to introduce it's latest addition to the roster: Oliver "Koagel" Gam! 2 days without internet and they replace me already.
|
Hyrule18775 Posts
On January 08 2011 04:29 G_Wen wrote:2 days without internet and they replace me already. We still love you, but not enough to keep you :D
|
so whats the channel for iccup custom games?
|
|
On January 12 2011 23:54 PredY wrote:so whats the channel for iccup custom games?
Simply "iCCup". We chat and play games all the time. Another great channel for finding lots of people to play and observe is "obs". They've been running tests non-stop.
|
On January 13 2011 00:12 monitor wrote:Show nested quote +On January 12 2011 23:54 PredY wrote:so whats the channel for iccup custom games? Simply "iCCup". We chat and play games all the time. Another great channel for finding lots of people to play and observe is "obs". They've been running tests non-stop. cheers, on euro its quite empty tho
|
Neo Avalanche deserve its own thread, doesnt it? ;-)
Really nice map, I'd love to play it. Well thought out, nice paths, nice naturals, no complains. =) one of the top top ICCup Maps in my opinion.
|
hey I was just curious aboot something:
A few months ago I opened a map thread of my own.
all maps were in the beta stage and in need of testing from the community but nobody was willing to participate and a minimal amount of people responded...
but with the inclusion of chat channels I have received support from various ransoms by hosting private matches involving users from the strategy channels.
my question was:
are you open for donations?
once I finalize each map I would like to donate them to the ICCUP pool. (I dont even care if the team only accepts one, it would be nice to have a featured map ^.^)
the maps are abstract and will cause a few different styles of play. but then again that is what i designed them for.
I have begun testing lastnight with great supportive criticism.
you can find the alpha images in my thread (link in signature)
thanks
|
Are you going to make a channel for ICCup? The MotM Channel everytime is empty or almost empty. : /
|
|
Wow, thank your for the thread.
|
|
Xeph has been in contact with Gisado about the GSTL map pool. Actually, Gisado searched for iCCup maps on the Star Challenge but didn't play on them. You guys should PM Xeph and see what you can do, long-term at least.
|
Well, Diamond got a job working for blizzard so now the announcement status has been updated to "soon".
|
its nice that iCCup keeps making maps for sc2 as they did i sc:bw. hope blizzard will add them to the ladder ( but i dont think so ) that would be uber baller!
|
On February 01 2011 03:35 G_Wen wrote:Well, Diamond got a job working for blizzard so now the announcement status has been updated to "soon".
It stalled out over the holidays but is in full swing again. So like GWen said, "soon"
|
On February 01 2011 03:29 rift wrote: Xeph has been in contact with Gisado about the GSTL map pool. Actually, Gisado searched for iCCup maps on the Star Challenge but didn't play on them. You guys should PM Xeph and see what you can do, long-term at least.
Wow this would be so cool. Go on ICCup guys, your chance to make your maps very popular (and even have the chance for mappool invites). : )
|
dear iCCup.Diamond, I really hope you contact non-ESL weekly tournaments like Competo or Zotac and tell them that they should use ESL's map pool with Pawn Re and Testbug, and tell them that they are a success so far and blabla, cause I really fear that other tournaments will start to change to a different map pool with GSL maps or other stuff in it, which imo would really hurt the scene. Right now it seems that at least GOMTV and ESL will use different map pools in the future, but this seems only logical, considering they have their Korean mapmakers and we have you as the foreigner mapmakers. It'd be really bad if we had different map pools in the foreign scene now (and I see a lot of people demand GSL maps, when we still don't know if they are balanced).
|
Please update the iCCup maps in SEA server T_T
On February 08 2011 09:45 Ragoo wrote: dear iCCup.Diamond, I really hope you contact non-ESL weekly tournaments like Competo or Zotac and tell them that they should use ESL's map pool with Pawn Re and Testbug, and tell them that they are a success so far and blabla, cause I really fear that other tournaments will start to change to a different map pool with GSL maps or other stuff in it, which imo would really hurt the scene. Right now it seems that at least GOMTV and ESL will use different map pools in the future, but this seems only logical, considering they have their Korean mapmakers and we have you as the foreigner mapmakers. It'd be really bad if we had different map pools in the foreign scene now (and I see a lot of people demand GSL maps, when we still don't know if they are balanced).
Proleague, MSL and OSL had different map pools and yet the scene is alive and kicking.
|
On March 01 2011 23:48 lolaloc wrote:Proleague, MSL and OSL had different map pools and yet the scene is alive and kicking.
At this point it doesn't matter anymore. Was just scared all kinds of different map pools would pop up^^
|
iCCup Amazon updated with latest pic
|
Starparty V is listed under two player maps.
|
On March 14 2011 09:19 Antares777 wrote: Starparty V is listed under two player maps.
It is technically a 4 player map because you know where your opponent spawns, and can thus do proxy strategies.
|
How goes the fight to implement iCCup maps on to ladder?
|
Starparty V is my favorite iCCup map ever.
|
On March 14 2011 10:15 Vehemus wrote: Starparty V is my favorite iCCup map ever.
Yeah, now that this map is basically a better Python version for SC2 they should kick Python 2 out off the map pool completely. The middle is way way too open anyway.
Btw, I'm just watching some replays from the Justin.tv Invitational and Fighting Spirit really doesn't have the best aesthetics as you say in the OP. Any plans to fix this? I mean I like it as a map^^
|
just checked OP, Amazon isn't resizing correctly, fyi
edit: also, isn't Starparty V is 4 player map? it's listed as a 2 player map edit2: nvm, monitor explained why
|
On March 20 2011 07:32 VarpuliS wrote: just checked OP, Amazon isn't resizing correctly, fyi
edit: also, isn't Starparty V is 4 player map? it's listed as a 2 player map
Its technically a 2player map since you know where your opponent spawns, and can thus do proxy strategies without scouting. It has 4 spawns, but players like two 2player maps combined into one (with cross position only spawns).
|
On March 20 2011 07:16 Ragoo wrote:Show nested quote +On March 14 2011 10:15 Vehemus wrote: Starparty V is my favorite iCCup map ever. Yeah, now that this map is basically a better Python version for SC2 they should kick Python 2 out off the map pool completely. The middle is way way too open anyway. Btw, I'm just watching some replays from the Justin.tv Invitational and Fighting Spirit really doesn't have the best aesthetics as you say in the OP. Any plans to fix this? I mean I like it as a map^^ Python 2 is likely to be removed soon for exactly the reason you described. Fighting Spirit is due for an aesthetic update (I've been playing with it a little already) and will be done soon(tm).
|
|
thank you for link prodiG
|
No plans to release any more monthly map pools?^^
|
is it possible to take iCCMaps for own Cups? Or ar they just for your own cups?
|
you can play any map on bnet if it is open to public. besides, i think all mappers generally want to see their maps become popular :D
|
Sure the maps on bnet are free for everyone to use but using any custom melee map in a tournament without asking the creator is just a d*ck move.
|
On April 19 2011 22:14 FlopTurnReaver wrote: Sure the maps on bnet are free for everyone to use but using any custom melee map in a tournament without asking the creator is just a d*ck move.
Heh, I find it to be a pleasant suprise. Go ahead as far as I'm concerned, I think we're all okay with that.
|
I cant find these Maps anywhere... why did they get erased from Battle net?!
|
Old melee maps are in the Arcade.
|
No, these are actually probably all taken down. If desired I can contact Diamond and get all the old iCCup and ESV maps uploaded onto battle.net once more.
|
Wow, talk about necro! Off topic: Some of my old maps SUCK! Bias truly is a scary thing (I can see it so clearly now after 4 years).
A lot of these maps have been remade or rehosted under ESV, so you might want to try searching that to see if anything comes up.
|
|
|
|