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New iCCup Maps! - Page 3

Forum Index > BW General
76 CommentsPost a Reply
Prev 1 2 3 4 Next All
DorF
Profile Blog Joined July 2009
Sweden961 Posts
February 11 2013 11:28 GMT
#41
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
BW for life !
4Adun
Profile Joined June 2012
Russian Federation8 Posts
February 11 2013 12:55 GMT
#42
new maps it's cooooooooool!
+ Show Spoiler +
[image loading]
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2013-02-12 10:56:52
February 12 2013 00:31 GMT
#43
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
Profile Joined October 2012
Germany1534 Posts
February 12 2013 00:37 GMT
#44
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...
Harem
Profile Joined November 2007
United States11393 Posts
February 12 2013 01:26 GMT
#45
On February 12 2013 09:37 Freakling wrote:
Show nested quote +
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...

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.
Moderator。◕‿◕。
rice_devOurer
Profile Joined July 2012
United States773 Posts
February 12 2013 03:31 GMT
#46
At the point where two power fields intersect, is the effect increaced to 75%?
IN SOVIET RUSSIA ノ┬─┬ノ ︵ ( \o°o)\ Table Flips you
traceurling
Profile Joined December 2012
United States1240 Posts
February 12 2013 04:29 GMT
#47
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.
"Appreciate the things you have before they become the things you had."
Glioburd
Profile Joined April 2008
France1911 Posts
February 12 2013 08:45 GMT
#48
There are no longer pylon fields anyway. These areas are now only visible by some dots.
+ Show Spoiler +
[image loading]
"You should hate loosing, but you should never fear defeat." NaDa.
Freakling
Profile Joined October 2012
Germany1534 Posts
February 12 2013 10:55 GMT
#49
On February 12 2013 10:26 Harem wrote:
Show nested quote +
On February 12 2013 09:37 Freakling wrote:
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...

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
Profile Blog Joined January 2012
Taiwan1280 Posts
February 12 2013 16:48 GMT
#50
Well I did 5 games on DeserTec must say fun map. I finally got a win a as well making my record 7 - 40 for this reason too pro!
Master Chief
thezanursic
Profile Blog Joined July 2011
5504 Posts
February 13 2013 06:27 GMT
#51
On February 12 2013 19:55 Freakling wrote:
Show nested quote +
On February 12 2013 10:26 Harem wrote:
On February 12 2013 09:37 Freakling wrote:
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...

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).

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.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Toasterbaked
Profile Blog Joined September 2011
United States160 Posts
February 13 2013 21:07 GMT
#52
Desertec's force fields are probably going to break tvz...
Does the force field block lurker/muta shots?
Aka lossmule.sky in east
dRaW
Profile Blog Joined January 2010
Canada5744 Posts
February 13 2013 22:08 GMT
#53
On February 13 2013 15:27 thezanursic wrote:
Show nested quote +
On February 12 2013 19:55 Freakling wrote:
On February 12 2013 10:26 Harem wrote:
On February 12 2013 09:37 Freakling wrote:
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...

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).

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
I don't need luck, luck is for noobs, good luck to you though
traceurling
Profile Joined December 2012
United States1240 Posts
February 13 2013 23:03 GMT
#54
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:
Show nested quote +
On February 13 2013 15:27 thezanursic wrote:
On February 12 2013 19:55 Freakling wrote:
On February 12 2013 10:26 Harem wrote:
On February 12 2013 09:37 Freakling wrote:
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...

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).

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


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...
"Appreciate the things you have before they become the things you had."
Freakling
Profile Joined October 2012
Germany1534 Posts
February 14 2013 01:55 GMT
#55
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.
Harem
Profile Joined November 2007
United States11393 Posts
February 26 2013 17:45 GMT
#56
http://www.teamliquid.net/forum/viewpost.php?post_id=17884563

Maps posted for download here.
Moderator。◕‿◕。
PhilipJayFry
Profile Joined August 2011
Germany30 Posts
March 03 2013 07:46 GMT
#57
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
Profile Joined December 2012
United States1240 Posts
March 03 2013 08:45 GMT
#58
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
"Appreciate the things you have before they become the things you had."
fearthequeen
Profile Joined November 2011
United States788 Posts
Last Edited: 2013-03-14 02:16:54
March 14 2013 02:16 GMT
#59
Desertec seems horrendously imbalanced from the 5-10 times ive played it. Reverse extra wide ramps? Not trying to be completely negative (thanks to those who contribute with these new maps) but the map is just too imba to last.
NAKR`flying
traceurling
Profile Joined December 2012
United States1240 Posts
Last Edited: 2013-03-14 03:33:47
March 14 2013 02:56 GMT
#60
None of te BWMN guys really expected this one to make the cut, the author made it to introduce the force field mechanics to everyone but he didn't expect too much balance from it...the ramps are annoying-ish but I wouldn't say they're super wide...they look slightly bigger than Chain Reaction's to me...
"Appreciate the things you have before they become the things you had."
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