
New iCCup Maps! - Page 3
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DorF
Sweden961 Posts
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4Adun
Russian Federation8 Posts
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Freakling
Germany1529 Posts
On February 11 2013 07:22 L3gendary wrote: I'm very happy to see some BWMN maps make it in there! Although I am quite suprised desertec was one of the choices. I think Melting Pot or Cross Game would have been better picks. Resonance II was my favorite so that was a great choice. ps. Im assuming these 1.0 version are actually the latest ones just renamed? I guess they wanted something new and different, especially after taking out such maps as Troy and Triathlon. I checked, they used the newest version, only the thread OP on ICCup uses old pictures, for some reason... Only change is, that they removed the Pylon Field sprites on DeserTec for the official version.. EDIT: Actually it's obvious: They just hate ash maps ;P | ||
Freakling
Germany1529 Posts
On February 11 2013 20:28 DorF wrote: I liked the Wind and Cloud map when I first looked at it, but you can't wall the bottom left main position beacuse for some reason they've put one single invisible patch of something there to make it impossible ... that sort of makes me not like it anymore ![]() Wow, you're right, you actually need rax and 3 depots to make that position zealot tight... Natural gas positions also are... rather unusual at least. I will test them... | ||
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Harem
United States11390 Posts
On February 12 2013 09:37 Freakling wrote: Wow, you're right, you actually need rax and 3 depots to make that position zealot tight... Natural gas positions also are... rather unusual at least. I will test them... I'd assume that issue would have been fixed in the later release of Wind & Cloud. However, the version used in last SSL was never released publicly to my knowledge. | ||
rice_devOurer
United States773 Posts
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traceurling
United States1240 Posts
On February 12 2013 12:31 rice_devOurer wrote: At the point where two power fields intersect, is the effect increaced to 75%? No, the pylon fields themselves are just decoration, it's the tile editing done that creates the miss effect. | ||
Glioburd
France1911 Posts
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Freakling
Germany1529 Posts
On February 12 2013 10:26 Harem wrote: I'd assume that issue would have been fixed in the later release of Wind & Cloud. However, the version used in last SSL was never released publicly to my knowledge. So this is basically an untested beta-version? Hmmm... Shouldn't be too hard to recreate any changes, as long as there is any material on the final map (some good vods with decent picture quality, though not optimal and annoying to use, would suffice). | ||
Pucca
Taiwan1280 Posts
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thezanursic
5478 Posts
On February 12 2013 19:55 Freakling wrote: So this is basically an untested beta-version? Hmmm... Shouldn't be too hard to recreate any changes, as long as there is any material on the final map (some good vods with decent picture quality, though not optimal and annoying to use, would suffice). Or we could just ask Sonic to release the full map. I mean as far as I know Snipealot for instance to my knowledge has already contacted him about sponsoring his tournament with the stream revenue. | ||
Toasterbaked
United States160 Posts
Does the force field block lurker/muta shots? | ||
dRaW
Canada5744 Posts
On February 13 2013 15:27 thezanursic wrote: Or we could just ask Sonic to release the full map. I mean as far as I know Snipealot for instance to my knowledge has already contacted him about sponsoring his tournament with the stream revenue. yeah someone should update the changes or ask sonic / some kor players for the new version before implementing them to ICC, even if it's still better than troy | ||
traceurling
United States1240 Posts
On February 14 2013 06:07 Toasterbaked wrote: Desertec's force fields are probably going to break tvz... Does the force field block lurker/muta shots? I believe it affects mutas but not lurkers; think this "does dark swarm affect it? If yes, than the "force field mechanic" probably does" On February 14 2013 07:08 dRaW wrote: yeah someone should update the changes or ask sonic / some kor players for the new version before implementing them to ICC, even if it's still better than troy If people want, and have an unprotected version of the map and have screen shots of areas changed or a high quality picture, the BWMN Community would be willing to recreate any changes/help make changes for balance... | ||
Freakling
Germany1529 Posts
On February 14 2013 07:08 dRaW wrote:[...] yeah someone should update the changes or ask sonic / some kor players for the new version before implementing them to ICC, even if it's still better than troy I just wonder why they wouldn't have already done that? On February 14 2013 06:07 Toasterbaked wrote: Desertec's force fields are probably going to break tvz... Does the force field block lurker/muta shots? They are just like any cover effect (dark swarm, high ground advantage, trees): they displace the point of impact for projectiles towards the firing unit. Area splash damage (Tanks, Archons) is still applied, but at the actual impact point, not the targeted unit (Spider Mines, Iinfested Terrans and Scarabs [and thereby Reavers] are unaffected), because they are essentially splash-melee units... Line splash damage (Firebats, Lurkers) is also unaffected, just like melee damage. And you're right, TvZ is the strongest balance concern here, which ICCup admins must have known, they added it nonetheless... If you want to play TvZ here, you can either BBS, hope that he opts for mutalisks, so you can abuse the force fields yourself wit M&Ms, or use the same tactics that terran would use against late game defilers - a lot of splash damage: Firebats, Tanks, Irradiates, Spider Mines. There's a lot of easily taken gas for terran to go mech/vessel heavy. | ||
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Harem
United States11390 Posts
Maps posted for download here. | ||
PhilipJayFry
Germany30 Posts
On February 27 2013 02:45 Harem wrote: http://www.teamliquid.net/forum/viewpost.php?post_id=17884563 Maps posted for download here. Great! thanks for posting. maybe we can add this new Wind and Cloud version to a new mappack soon. Now few words from ''the iccup administration'' :D i've read through all of this and few questions came up recently. i'll try to answer them: Why the BWMN maps have all 1.0 version? I didn't saw any version number when i downloaded them from broodwarmaps.net, so i simply added a 1.0 version number, so i will not lose the overview for coming updates. if for example desertec was now in the 1.2 version and i named it 1.0 and the next release will be the 1.3 version, i can of course name it 1.3 for the next mappack release. i just need the information from somewhere^^ What's up with the force fields? I don't know if somebody tested that in a real ladder game already or not. I didn't^^ Problem here was that i had to make this mappack on one day. It was sunday, we finally agreed on which maps we take out and which we will add, and we wanted to have it done before the MOTW would change on that sunday evening. I can't remember what Desertec (obs or melee) version i took to make the mappack version. I simply removed the pylonfields and all unnecessary triggers. I don't know if it's coded on some fancy way that i don't know, so if you see this effect working please contact me. we did not want this effect in the map, since it will not work for the ladder anyways (playing in one on one mode for the ladder blocks all triggers, and this is some sort of trigger). so if i messed that up, i think the obs version could still have these field modification, while the melee version doesn't shows this effect in ladder games. If you know anything about this case, please help me by contacting me via tl.net or iccup (id: iccup.fry). Why remove maps? and why Triathlon? T_T As Gecko already explained in an earlier post, we have a max of 50 ladder maps. triathlon is still in the mappack though. you can't play it on ladder, thats why it is in the 'non-ladder' folder of the mappack. we decided to remove these maps because they almost never got played in ladder. I know there is always somebody to cry about the maps that we remove, but thats how it works. no matter what map we remove, always somebody cries and says ''Oh no why XY map, i love XY map.'' i think we made the most fair thing here to remove the less played maps in ladder. there were few more maps that almost never get played, which will be removed for the next new maps. but this time the decision felt for these 4, so please accept that. Final words: If you didn't recognized it yet, i better mention it: i messed up the obs-version for wind and cloud in the mappack, so if you want the fixed obs version you have to visit iccup.com and click on the 'files' tab. there you will find it ![]() If the mapmakers or any of their friends read that, please tell me the best way to contact you / the mapmakers! i personally prefer skype. so if you want to discuss or help with new maps or new updates and you don't want to take the complicated way over such threads for example, please write me a PM here with your skype id or preferred way to communicate. it would also be enough to write PMs here i think, which is a bit slow though. thanks and have fun with the new maps! | ||
traceurling
United States1240 Posts
On March 03 2013 16:46 PhilipJayFry wrote: What's up with the force fields? I don't know if somebody tested that in a real ladder game already or not. I didn't^^ Problem here was that i had to make this mappack on one day. It was sunday, we finally agreed on which maps we take out and which we will add, and we wanted to have it done before the MOTW would change on that sunday evening. I can't remember what Desertec (obs or melee) version i took to make the mappack version. I simply removed the pylonfields and all unnecessary triggers. I don't know if it's coded on some fancy way that i don't know, so if you see this effect working please contact me. we did not want this effect in the map, since it will not work for the ladder anyways (playing in one on one mode for the ladder blocks all triggers, and this is some sort of trigger). so if i messed that up, i think the obs version could still have these field modification, while the melee version doesn't shows this effect in ladder games. If you know anything about this case, please help me by contacting me via tl.net or iccup (id: iccup.fry). The force field mechanic still works, the reason there is a certain miss chance is because of the tile editting done, not because of doodads or triggers... Everything is explained in this article: http://www.panschk.de/mappage/newsscript/viewarticle.php?newsid=31 | ||
fearthequeen
United States786 Posts
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traceurling
United States1240 Posts
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