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New iCCup Maps!

Forum Index > BW General
76 CommentsPost a Reply
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traceurling
Profile Joined December 2012
United States1240 Posts
Last Edited: 2013-03-14 03:30:42
February 10 2013 19:06 GMT
#1
[image loading]
graphics by iCCup


A huge question that has been asked so many times, it should be added to the FAQ, has been "When will new maps be added to the iCCup Map Pack? And what maps will they be?". For too long, we have only seen the download link to MapPack v2.4. Every time a map was posted, the discussion would inevitably turn to whether or not the iCCup map pack will be updated. Well, your answer is here as four new maps are being added to the ladder, one of them by the famous Rose.of.Dream, a Korean mapper who created the equally famous Fighting Spirit. But, with the discontinuation of the Proleague, we can no longer depend on the Korean scene for everything related to Starcraft: and a larger part of the responsibility to keep Starcraft: Brood War as strong as ever has fallen to the foreign scene. With the large, choking canopy of KeSpa withering away from Brood War, the sapling BroodWarMaps.Net has been allowed to blossom in the open air; contributing three of the four new maps through their dedication and hardwork to forge these maps and push them through an entire tournament. Before, they have gotten maps added to the iCCup Map Pack, such as (Wiki)Faoi, but hopefully these maps will have a longer staying time and impact with the community.

Maps make up a huge part of Starcraft, and the maps must evolve to keep up with the times. Maps of old, from an era where Blizzard maps were used in professional play, would no longer be able to be played with the metagame. And so, the a few anachronistic relics have been taken out in order to give a chance for these new maps to flourish.

Now, iCCup is proud to present; MapPack v2.5
Please note that there are some issues being reported with the new maps, and that the iCCup team is working on fixing all bugs in all maps to make one giant update.


Here's a look at the four new maps;

(Wiki)DeserTec1.0 by Freakling from the BWMN community
+ Show Spoiler [Image] +
[image loading]
Map Size: 128x128

+ Show Spoiler [Features] +

*Force Fields -- Under the "force fields" (designated by pylon power matrices) ranged attacks have a 50% chance to miss
*Low Ground Main, High Ground Natural
*Low 3rd Gas -- Geysers at 1, 5, 7, and 11 o' clock expansions only have 2500g
*Central Valley - - A Valley runs vertically down the center of the map, dividing the East and West

+ Show Spoiler [Map Stats and Match List] +
DeserTec Map Stats
TvZ 1 - 1 (50%)
ZvP 0 - 3 (0%)
PvT 0 - 1 (0%)
TvT 1
ZvZ 7
PvP 0
These map stats and matches are from the (Wiki)BWMN Open

+ Show Spoiler [Analysis] +
DeserTec has a really plain expansion layout, but is made very interesting by the "forcefield" mechanic, which holds many implications for all matchups. In ZvZ, lings may be able to run a bit more freely through the center as not all muta shots will hit, in PvP the essential Dragoon will now be weakened against the then-laughable zealot. TvT may become a bit more luck based, as whether your tank shots hit or not become so much more crucial. In ZvT, Zerg is barely affected as muta harass in the main is has no forcefield to deal with, and lurkers, lings, and ultras are melee units. Terran will certainly have to be more careful as M+M forces will only be half as effective, perhaps introducing greater firebat play. For a mech TvZ, tanks will only be effective in siege mode, necessitating more tanks and more mines to protect them. ZvP is hard on both sides, as the crucial dragoons and hydras both are affected, leaving a more zealot and ling heavy composition. This may be in Protoss' favor as Psi Storm is still effective as ever, and muta snipes are twice as hard. Now, in the most debated matchup on this map; TvP. While many claim Terran is now underpowered as they claim Tanks and Vultures don't stand a chance against speedlots, remember the spider mines which now will slow down dragoon pushes as they take twice as long to clear them. Will my analysis hold true? Only testing can tell, so go play some games and report how they go. GL HF.


(Wiki)Gemlong1.0 by JungleTerrain from the BWMN Community
+ Show Spoiler [Image] +
[image loading]
Map Size: 128x128

+ Show Spoiler [Features] +

*Circular Ridge -- A circular ridge is in the center, cliffing the mineral-onlies
*Reduced Mineral Onlies -- The outermost mineral patches of each mineral-only has only 749 minerals

+ Show Spoiler [Map Stats and Match List] +
Gemlong Map Stats
TvZ 4 - 5 (44.44%)
ZvP 3 - 3 (50%)
PvT 5 - 2 (71.43%)
TvT 1
ZvZ 12
PvP 0
These map stats and matches are from the (Wiki)BWMN Open


(Wiki)Resonance II1.0 by JungleTerrain from the BWMN Community
+ Show Spoiler [Image] +
[image loading]
Map Size: 128x96

+ Show Spoiler [Features] +

*Neutral Command Center -- Neutral CC that Zergs may infest
*Easily Wallable Main -- The main can be walled off with one barracks
*3rd Choice -- There are many choices for which 3rd gas to take
*Poxy Spots -- Mostly buidable center offers many good proxy spots

+ Show Spoiler [Map Stats and Match List] +
Resonance II Map Stats
TvZ 3 - 2 (60%)
ZvP 2 - 2 (50%)
PvT 0 - 2 (0%)
TvT 2
ZvZ 6
PvP 1
These map stats and matches are from the (Wiki)BWMN Open


(Wiki)Wind and Cloud0.99 by Rose.of.Dream
+ Show Spoiler [Image] +
[image loading]

+ Show Spoiler [Features] +

*Surrounding Plateaus -- A series of plateaus around the center of the map move the fight from the center of the map to the area around it for control of the high ground
*will be updated later

+ Show Spoiler [Map Stats and Match List] +

*to be recorded and updated
These map stats and matches will be from the (Wiki)7th SonicTV Starleague



In order to make room for these new maps, a few maps had to be taken out
+ Show Spoiler [Removed Maps] +

A huge theme throughout this has been the new replacing the old, and with the addition of these four new maps, the dust must be swept out and four maps have been removed to make room for more modern maps.

(Wiki)Central Districts1.2 by 김진태 ([Ragnarok]Valkyrie)
+ Show Spoiler [Protoss Plains] +

+ Show Spoiler [Image] +
[image loading]

Era: 2010 - 2011
Also known as Central Plains this (3) player map was used in the 2010-2011 season of the Shinhan Bank Proleague. The original version(as a candidate for Round 4 of the '09 Proleague) featured a gas expo in main, an island expo, and a gas expo backed by a cliff + Show Spoiler [Initial Version] +
[image loading]
. The modern(if it can be called modern) version has a bit more conventional layout, although it is still quite "unique" and macro-heavy, having, in addition to a natural; a gas expansion back door, which leads to another gas expansion on the high ground which is a semi-island as the ramps leading to that expo are blocked off by eggs. The natural has a small cliff where units can be dropped to harass the mineral line. While in Beta-testing, the sponsor of the Proleague was uncertain so a 'P' for Proleague was drawn in the center of the map, instead of the current Shinhan logo. After Round 1, this map was replaced by (Wiki)Bloody Ridge due to the high Protoss favor of this map: of the 35 games played on this map, 33 had Protoss players and there were 27 PvPs. This map has had its run, but with its lack of play as well as racial imbalance, it's time to retire.


(Wiki)Troy 1.0 by 김응서 (Earthattack)
+ Show Spoiler [The Gates of Troy] +

+ Show Spoiler [Image] +
[image loading]

Era: 2008
Troy was one of the maps where the discovers something new, and wows everyone with his creation. The idea of a semi-island map was familiar at the time, the players would start off on an island and slowly the map would evolve into a land-based map, whether the mains were the only islands or portions of the map could be opened up by destroying neutral units or buildings. Troy, took this idea, and reversed it. Due to a difference between the sizes of Vespene Geysers and Assimilators, the proper placement of two Geysers with Assimilators on top created a passageway where any unit could pass through, including (surprisingly) Ultralisks. When one Assimilator was destroyed, the passageway would narrow,allowing only small units to pass through. When both Assimilators were destroyed, not even a Zergling could pass through(although somehow, the anorexic Ghost could slip through). So, slowly as the poor neutral buildings were razed, the map bases would disconnect from the center and the map morphed into an island map. This threw off many players at first, and players would have to change their play styles to adapt for this. Slowly, the players learned how to play on this map, and towards the end of this map's Proleague life, a Protoss imbalance appeared. While the the overall map stats seem passably balanced, once one takes out the initial time when everyone was adapting to a new mechanic, Protoss just seems too strong.


(Wiki)Triathlon by 송기범 (CyGnus), i_terran
+ Show Spoiler [Invisible Eggs] +

+ Show Spoiler [Image] +
[image loading]

Era: 2010 - 2011
Zerg OP. Proven even more so by eggs everywhere showing the Zerg presence already there. Idk I'll write more about this later, I'll have to research it a bit. Shit happens when you mix Protoss and Zerg together to get Eggs under Arbiter cloaking fields...


(Wiki)Roadrunner by 우상희 (Str18-02)
+ Show Spoiler +

+ Show Spoiler [Image] +
[image loading]

Era: 2009 - 2010
A funny thing about this map is that, during initial testing, many players stated that they disliked this map. Initially, it wasn't selected but then it was put into the map pool for Winners League . Let's see how that goes, not listening to your players.. Good games Protoss, maybe they let Central Plains in to make up for how many warriors of the void died here.







Thanks to iCCup.Fry for preparing the new map pack.

iCCup Article by iCCup.s0Ldi3R

(4)[BWMN]DeserTec
(4)[BWMN]Gemlong1.0
(4)[BWMN]Resonance II


The OP is still a work in progress...trying to make it prettier and prettier. Also, if there's info you think that's incorrect here, or there's any information/trivia/misc. I should add, please PM me.
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"Appreciate the things you have before they become the things you had."
fazek42
Profile Blog Joined April 2011
Hungary438 Posts
February 10 2013 19:30 GMT
#2
Just a question - why do they need to make room for the new maps? Why can't we just have every map that was ever made in the map pool?
nbaker
Profile Joined July 2009
United States1341 Posts
February 10 2013 19:33 GMT
#3
Cool. Hope people will actually play them!
AleXoundOS
Profile Joined January 2011
Georgia457 Posts
February 10 2013 19:37 GMT
#4
On February 11 2013 04:30 fazek42 wrote:
Just a question - why do they need to make room for the new maps? Why can't we just have every map that was ever made in the map pool?

maybe it has something to do with motw, like every map from map pool should be in motw at least once for some period of time
https://bwapi.github.io - An API for interacting with Starcraft: Broodwar (1.16.1)
TurboDreams
Profile Joined April 2009
United States427 Posts
Last Edited: 2013-02-10 19:45:16
February 10 2013 19:42 GMT
#5
These maps look great, its a shame that 99% of iCCup players wont play them because they are not Proleague maps...
iCCup should make these maps worth more then 130 points to encourage people to play them.
Music is the medicine of the mind || Kill a Zergling and a hundred more will take its place.
KristofferAG
Profile Blog Joined April 2011
Norway25712 Posts
February 10 2013 19:52 GMT
#6
Yeah, would love to see some sort of encouragement to play on other maps than the classic FS and EC and such.

Also YEAH Wind and Cloud!
@KristofferAG | http://vestkyststoy.bandcamp.com | last.fm/user/KristofferAG
traceurling
Profile Joined December 2012
United States1240 Posts
February 10 2013 19:55 GMT
#7
On February 11 2013 04:30 fazek42 wrote:
Just a question - why do they need to make room for the new maps? Why can't we just have every map that was ever made in the map pool?


Well no one wants to have to know like 100+ maps, also would you really want maps like Into The Dragon or Paradoxx with the current metagame? There's simply no point in keeping outdated maps, map packs should only contain either relevant or innovative maps...For example Troy gates were new and innovative at the time, but the execution of their usage wasn't that stellar, what set it apart were merely the Troy gates...another example is Fortress which used a cool new mechanic, but overall the map itself wasn't that great. A final example (with some speculation on my part) would be DeserTec. The new "forcefield" mechanic where there is a 50% miss rate for projectiles against units in those areas has never been used like this before in competitive play (trees and Demon's Forest don't count) and it certainly gives new play styles to this map, but the map itself has a pretty boring expo layout and such with only the (over usage?) of miss-chance files to set it apart, perhaps in the future a better executed map that smoothly incorporates this effect will be created to replace DeserTec...
"Appreciate the things you have before they become the things you had."
Pseudo_Utopia
Profile Blog Joined December 2002
Canada827 Posts
Last Edited: 2013-02-10 19:57:03
February 10 2013 19:55 GMT
#8
What are those circles on desertec? pylon radiuses?

edit: traceurling answered my question.
Retired SchiSm[LighT]
Herro_Korea
Profile Blog Joined June 2009
310 Posts
Last Edited: 2013-02-10 20:04:11
February 10 2013 19:58 GMT
#9
I dont know most new maps from 2011-12 becasue all I can see on ladder is FS and python... sometimes some1 hosts MP or Heartbreak Ridge to proxy gates or smth.

+ Show Spoiler +
edit: remove old maps from tours/ladder, force ppl to play new maps. Boohoo several dinosaurs gona cry because they wanna stage a comeback on some old shit like longinus or blue storms or too lazy to learn new maps w/e it's not 2006-07
(-_(-_(-_-)_-)_-)
traceurling
Profile Joined December 2012
United States1240 Posts
Last Edited: 2013-02-10 20:13:27
February 10 2013 20:07 GMT
#10
On February 11 2013 04:33 nbaker wrote:
Cool. Hope people will actually play them!


There seems to be a lot of people who want to play new maps...it all starts with the community, perhaps set up a Skype chat or a channel dedicated to finding people willing to play new maps? Like maybe start an "op motw" for people who only want to play MOTWs?
"Appreciate the things you have before they become the things you had."
Glioburd
Profile Joined April 2008
France1911 Posts
Last Edited: 2013-02-10 20:21:59
February 10 2013 20:21 GMT
#11
Aaaaw yeah ! Finally ! Thanks Fry !
"You should hate loosing, but you should never fear defeat." NaDa.
GeckoVOD
Profile Blog Joined August 2006
Germany814 Posts
February 10 2013 20:51 GMT
#12
On February 11 2013 04:30 fazek42 wrote:
Just a question - why do they need to make room for the new maps? Why can't we just have every map that was ever made in the map pool?


Apparently the PVPGN System only allows 50 maps to bet set as ladder maps, more won't work. Technical issue.

On February 11 2013 04:42 Musiq wrote:
These maps look great, its a shame that 99% of iCCup players wont play them because they are not Proleague maps...
iCCup should make these maps worth more then 130 points to encourage people to play them.


We can't do more than set up different MOTWs, the picks are made by users. It'd be worse on a server like FISH though that doesn't use any kind of MOTW system. One of the few advantages of not having an Elo based ranking.
@DonGeckone on Twitterstuff // JOIN THE YODA FANCLUB OR YOU'RE REALLY REALLY UNCOOL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=398220
CakeOrI)eath
Profile Blog Joined September 2009
United States327 Posts
February 10 2013 21:34 GMT
#13
Inverse ramp main and half the map with a 50% miss chance for ranged units... Someone really hates Terrans.
Opportunities multiply as they are seized.
Wohmfg
Profile Blog Joined January 2009
United Kingdom1292 Posts
February 10 2013 21:35 GMT
#14
On February 11 2013 04:55 traceurling wrote:
Show nested quote +
On February 11 2013 04:30 fazek42 wrote:
Just a question - why do they need to make room for the new maps? Why can't we just have every map that was ever made in the map pool?


Well no one wants to have to know like 100+ maps, also would you really want maps like Into The Dragon or Paradoxx with the current metagame? There's simply no point in keeping outdated maps, map packs should only contain either relevant or innovative maps...For example Troy gates were new and innovative at the time, but the execution of their usage wasn't that stellar, what set it apart were merely the Troy gates...another example is Fortress which used a cool new mechanic, but overall the map itself wasn't that great. A final example (with some speculation on my part) would be DeserTec. The new "forcefield" mechanic where there is a 50% miss rate for projectiles against units in those areas has never been used like this before in competitive play (trees and Demon's Forest don't count) and it certainly gives new play styles to this map, but the map itself has a pretty boring expo layout and such with only the (over usage?) of miss-chance files to set it apart, perhaps in the future a better executed map that smoothly incorporates this effect will be created to replace DeserTec...


What do you mean trees and Demon's Forest don't count?

Is that a different miss percentage than 50%?
BW4Life!
traceurling
Profile Joined December 2012
United States1240 Posts
Last Edited: 2013-02-10 21:45:11
February 10 2013 21:44 GMT
#15
On February 11 2013 06:34 CakeOrI)eath wrote:
Inverse ramp main and half the map with a 50% miss chance for ranged units... Someone really hates Terrans.

Once upon a time there was a dragoon. After serving for a long time as a zealot, he lost his body and was transported back to Aiur. There he decided, like many of his brethren, to become a dragoon. As a dragoon, he was the veteran of many conflicts, often leading the charge into Terran minefields clearing out mines all while under siege tank fire in order to clear the way. Then, this dragoon was deployed to DeserTec. There he met his end clearing minefields as he and his brothers took twice as long to clear the way to the tank line and sustained heavy splash damage. The end
I hope that didn't sound sarcastic...I just wanted to point out that some Protosses have mentioned clearing mines is a bitch. Also for TvZ, this could lead to more firebats? Idk I dont play Terran...

On February 11 2013 06:35 Wohmfg wrote:
Show nested quote +
On February 11 2013 04:55 traceurling wrote:
On February 11 2013 04:30 fazek42 wrote:
Just a question - why do they need to make room for the new maps? Why can't we just have every map that was ever made in the map pool?


Well no one wants to have to know like 100+ maps, also would you really want maps like Into The Dragon or Paradoxx with the current metagame? There's simply no point in keeping outdated maps, map packs should only contain either relevant or innovative maps...For example Troy gates were new and innovative at the time, but the execution of their usage wasn't that stellar, what set it apart were merely the Troy gates...another example is Fortress which used a cool new mechanic, but overall the map itself wasn't that great. A final example (with some speculation on my part) would be DeserTec. The new "forcefield" mechanic where there is a 50% miss rate for projectiles against units in those areas has never been used like this before in competitive play (trees and Demon's Forest don't count) and it certainly gives new play styles to this map, but the map itself has a pretty boring expo layout and such with only the (over usage?) of miss-chance files to set it apart, perhaps in the future a better executed map that smoothly incorporates this effect will be created to replace DeserTec...


What do you mean trees and Demon's Forest don't count?

Is that a different miss percentage than 50%?


I meant that trees give 50% miss rate an Demon's Forest was most notable for its use of trees to create a 50% miss rate zone(and vision blocking) but that no map before has used tile editing to create a misszone...Sorry if I wasn't clear
"Appreciate the things you have before they become the things you had."
rice_devOurer
Profile Joined July 2012
United States773 Posts
February 10 2013 21:54 GMT
#16
Does the "force-field" act like a dark swarm? or dies it apply only to the units firing inside?
IN SOVIET RUSSIA ノ┬─┬ノ ︵ ( \o°o)\ Table Flips you
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2013-02-10 22:03:00
February 10 2013 22:01 GMT
#17
That was an awesome story right there. Awesome news and an awesome story?! :D

edit: Can you put the BWMN links to the maps too?
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Epoxide
Profile Blog Joined March 2011
Magic Woods9326 Posts
February 10 2013 22:13 GMT
#18
On February 11 2013 06:54 rice_devOurer wrote:
Does the "force-field" act like a dark swarm? or dies it apply only to the units firing inside?

I would think only misschance is applied to units firing from inside to outside and inside to inside. It would make sense to give defenders advantage outside of your natural.
LiquipediaSouma: EU MM is just Russian Roulette. Literally.
nbaker
Profile Joined July 2009
United States1341 Posts
February 10 2013 22:15 GMT
#19
Yeah, that forcefield thing sounds horrible. Idk about balance, but why have it in?
L3gendary
Profile Joined October 2010
Canada1470 Posts
Last Edited: 2013-02-10 22:24:32
February 10 2013 22:22 GMT
#20
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?
Watching Jaedong play purifies my eyes. -Coach Ju Hoon
haitike
Profile Joined June 2009
Spain2719 Posts
February 10 2013 22:22 GMT
#21
Oh, Rose of Dream, the maker of Fighting Spirit, that is awesome

In my spanish website we make small broodwar tournamente often, I will include one or two of this maps in the next for testing.
marcelluspye
Profile Joined August 2011
United States155 Posts
February 10 2013 22:32 GMT
#22
Really excited to see wind & cloud in the map pool, but I'm sad to See Troy go. That was quite the fun map to screw with people on :D
FlaShFTW
Profile Blog Joined February 2010
United States10230 Posts
February 10 2013 22:39 GMT
#23
why was tri removed i loved tri
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
traceurling
Profile Joined December 2012
United States1240 Posts
Last Edited: 2013-02-10 22:49:11
February 10 2013 22:47 GMT
#24
On February 11 2013 06:54 rice_devOurer wrote:
Does the "force-field" act like a dark swarm? or dies it apply only to the units firing inside?

The force field does act like dark swarm, except 50% instead of 100% miss chance...so if there's a tank in the force field and a dragoon is shooting at it(doesn't matter where the dragoon is) the dragoon will only hit half the time, so make sure to not get contained...

On February 11 2013 07:01 3FFA wrote:
That was an awesome story right there. Awesome news and an awesome story?! :D

edit: Can you put the BWMN links to the maps too?

I'll add in BWMN links soon still formatting the OP...

On February 11 2013 07:15 nbaker wrote:
Yeah, that forcefield thing sounds horrible. Idk about balance, but why have it in?

Only time can tell about balance...I assume this is to expose players to the force field mechanic so if later maps introduce them it won't be too weird

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?

Me too, I would've preferred Cross Game to DeserTec, but at least foreign maps are getting exposure
I'm not 100% sure, but I think it's just renamed to 1.0, so if there are version changes later it'll be easy to keep track of...an iCCup admin would have to confirm tho...

Certainly nice to see new maps being added in, it shows that BW is still alive as ever, Wind and Cloud would never have made it in without Sonic commissioning and using it, and the same for the three BWMN Maps, without L3gendary's sponsorship and tournament they would have had a much harder time getting tested and added...
"Appreciate the things you have before they become the things you had."
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
February 10 2013 22:50 GMT
#25
Shiny shiny shiny!
playing iCCup just makes me sad, but I'll use them lan :3
11/5/14 CATACLYSM | The South West's worst Falco main
dRaW
Profile Blog Joined January 2010
Canada5744 Posts
February 10 2013 23:03 GMT
#26
GET
RID
OF
ROV!
I don't need luck, luck is for noobs, good luck to you though
Laneir
Profile Joined September 2010
United States1160 Posts
February 10 2013 23:24 GMT
#27
Nice love the new maps
Follow me on Instagram @Chef_Betto
Mindcrime
Profile Joined July 2004
United States6899 Posts
February 10 2013 23:35 GMT
#28
On February 11 2013 04:55 traceurling wrote:
Show nested quote +
On February 11 2013 04:30 fazek42 wrote:
Just a question - why do they need to make room for the new maps? Why can't we just have every map that was ever made in the map pool?


Well no one wants to have to know like 100+ maps, also would you really want maps like Into The Dragon or Paradoxx with the current metagame?


What do you mean "with the current metagame"? Enter the Dragon and Paradoxxx were never any good.
That wasn't any act of God. That was an act of pure human fuckery.
xAriA
Profile Blog Joined August 2010
United States58 Posts
February 10 2013 23:39 GMT
#29
Sick maps, can't wait to see the games played on them.
mjuuy
Profile Joined May 2012
Norway506 Posts
February 11 2013 00:07 GMT
#30
Nice ;D
영원히 엠비씨게임 히어로 팬. 우정호 1988 - 2012
HaFnium
Profile Blog Joined December 2006
United Kingdom1074 Posts
February 11 2013 00:29 GMT
#31
I hope there will be ways to encourage people to play the map......
Or else i doubt we'd see them very much...
BW forever!
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
February 11 2013 02:32 GMT
#32
That is exactly what iccup needed ! I really like Gemlong.
ॐ
konadora *
Profile Blog Joined February 2009
Singapore66357 Posts
February 11 2013 02:36 GMT
#33
TRIATHLON REMOVED, WHYYYYYYYYYYY

but great to see new blood in the mappack <3
POGGERS
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
February 11 2013 03:07 GMT
#34
It's nice to see some fresh new maps in the map pack and some of these look pretty decent at a first glance. It's too bad that no one will play them after the first ~1-2 weeks and will continue to host almost exclusively on FS and Python with the occasional (1/10 times) motw thrown in.
You mean I just write stuff here and other people can see it?
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
February 11 2013 07:04 GMT
#35
DeserTec's Force Field gimmick is so bizarre. I'm interested in seeing how it works (and what kind of shitty force field lets half the bullets through). Half Swarms everywhere are obviously good for Zerg, but there are also awkward thirds, so....hm.
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
February 11 2013 08:40 GMT
#36
First thought: NEW MAPS FUCK YEAH

SEcond thought: RIP Triathlon T_T
In the woods, there lurks..
TelecoM
Profile Blog Joined January 2010
United States10682 Posts
Last Edited: 2013-02-11 09:03:15
February 11 2013 08:57 GMT
#37
Mark my words, I will be the first to cheese on these maps.

edit : wow wind and cloud looks really good
AKA: TelecoM[WHITE] Protoss fighting
ne4aJIb
Profile Blog Joined July 2011
Russian Federation3209 Posts
February 11 2013 09:19 GMT
#38
why remove maps? O_O
Bisu,Best,Stork,Jangbi and Flash, Fantasy, Leta, Light and Jaedong, Hydra, Zero, Soulkey assemble in ACE now!
llIH
Profile Joined June 2011
Norway2143 Posts
February 11 2013 09:41 GMT
#39
Very nice
rainei
Profile Joined November 2009
Canada1316 Posts
February 11 2013 09:46 GMT
#40
Triathlon is actually one of my favourite maps T_T
All aboard the HSY fanboat/train/ whatever form of transportation you desire!! Everyday is Sojin day
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
Germany1529 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
Germany1529 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
Germany1529 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
5497 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
Germany1529 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."
thezanursic
Profile Blog Joined July 2011
5497 Posts
March 14 2013 21:59 GMT
#61
On March 14 2013 11:56 traceurling wrote:
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...

The map feature is really interesting and I hope that map makers use it more...

Are the mapmakers actually capable of making their own terrain?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Sinedd
Profile Joined July 2008
Poland7052 Posts
Last Edited: 2013-03-14 22:21:57
March 14 2013 22:21 GMT
#62
On March 15 2013 06:59 thezanursic wrote:
Show nested quote +
On March 14 2013 11:56 traceurling wrote:
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...

The map feature is really interesting and I hope that map makers use it more...

Are the mapmakers actually capable of making their own terrain?

what do you exactly mean by "own terrain" ?
T H C makes ppl happy
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2013-03-14 22:34:06
March 14 2013 22:31 GMT
#63
Some doodad tiles have properties such as blocking vision (for ground units) or providing cover (also for ground units).
And some of them are completely passable (i.e. units can walk all over them), so you can use those to get some neat effects...

But for details I'd prefer to refer you to a complete guide I wrote about this on BWMN, so I do not need to type it all up again [and it has even been linked before by traceurling, so read it if you really want to know]
thezanursic
Profile Blog Joined July 2011
5497 Posts
March 14 2013 22:41 GMT
#64
On March 15 2013 07:31 Freakling wrote:
Some doodad tiles have properties such as blocking vision (for ground units) or providing cover (also for ground units).
And some of them are completely passable (i.e. units can walk all over them), so you can use those to get some neat effects...

But for details I'd prefer to refer you to a complete guide I wrote about this on BWMN, so I do not need to type it all up again [and it has even been linked before by traceurling, so read it if you really want to know]

I read it and I started asking myself, Why don't the mapmakers make terrain that suits their purpose.

I mean I've seen a lot of custom unit models (basically all SC2 remade and a couple hero units etc etc). If making custom models is possible wouldn't making terrain be possible to?

Or are you just unable to launch maps with new "custom" terrain without changing the game version somehow?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Freakling
Profile Joined October 2012
Germany1529 Posts
March 14 2013 22:48 GMT
#65
You could certainly change tile properties in the StarCraft data files, or change the bitmaps to make terrain look differently, or whatever. But a map using that would require a mod to launch to work properly and hence not be a proper melee map any more.
thezanursic
Profile Blog Joined July 2011
5497 Posts
March 14 2013 22:54 GMT
#66
On March 15 2013 07:48 Freakling wrote:
You could certainly change tile properties in the StarCraft data files, or change the bitmaps to make terrain look differently, or whatever. But a map using that would require a mod to launch to work properly and hence not be a proper melee map any more.

I am kind of angry at Blizzard, right now for not patching that over the course of the 10 years that they were bug fixing the game.

I mean doing the above could have possibly taken mapmaking to a whole new level.

One more question: Can you use more than a single tile set on a single map?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Freakling
Profile Joined October 2012
Germany1529 Posts
March 14 2013 23:02 GMT
#67
No. The tileset is just a variable specified somewhere in the map header.
SCMDraft has an option to change the tileset of a map, which basically does only changes that setting and keeps the tile indices for the map terrain. However, since not all tileset palettes match up, you can end up with a mess. Jungle, Desert, Twilight and Ice convert into each other though (having basically the same terrain structure... Although sunken/raised ground is water on ice maps, for example...)

If you really want to be angry at blizzard, be angry about them never fixing bugged terrain levels for many ramps, which effectively prevents the use of terrain types such as High Outpost, high sunken ground or high high Compound....
thezanursic
Profile Blog Joined July 2011
5497 Posts
March 15 2013 15:57 GMT
#68
On March 15 2013 08:02 Freakling wrote:
No. The tileset is just a variable specified somewhere in the map header.
SCMDraft has an option to change the tileset of a map, which basically does only changes that setting and keeps the tile indices for the map terrain. However, since not all tileset palettes match up, you can end up with a mess. Jungle, Desert, Twilight and Ice convert into each other though (having basically the same terrain structure... Although sunken/raised ground is water on ice maps, for example...)


If you really want to be angry at blizzard, be angry about them never fixing bugged terrain levels for many ramps, which effectively prevents the use of terrain types such as High Outpost, high sunken ground or high high Compound....

Any chance you could explain why these terrain types are bugged? You seem to be really knowledgable about the editor and its pretty interesting. Or is there a resource where I can read these things?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
traceurling
Profile Joined December 2012
United States1240 Posts
Last Edited: 2013-03-15 16:09:19
March 15 2013 16:07 GMT
#69
On March 16 2013 00:57 thezanursic wrote:
Show nested quote +
On March 15 2013 08:02 Freakling wrote:
No. The tileset is just a variable specified somewhere in the map header.
SCMDraft has an option to change the tileset of a map, which basically does only changes that setting and keeps the tile indices for the map terrain. However, since not all tileset palettes match up, you can end up with a mess. Jungle, Desert, Twilight and Ice convert into each other though (having basically the same terrain structure... Although sunken/raised ground is water on ice maps, for example...)


If you really want to be angry at blizzard, be angry about them never fixing bugged terrain levels for many ramps, which effectively prevents the use of terrain types such as High Outpost, high sunken ground or high high Compound....

Any chance you could explain why these terrain types are bugged? You seem to be really knowledgable about the editor and its pretty interesting. Or is there a resource where I can read these things?


Freakling is your resource... I'm confident when I say his knowledge of BW Mapping is unmatched in the world, even by Korean mappers...

Also my guess is because of the absence of reversed ramps provided by blizzard forces mappers to make their own ramps, but for those terrain types it's impossible for some reason to make nonbugged ramps? Just my guess though, Freakling will prolly know...
"Appreciate the things you have before they become the things you had."
thezanursic
Profile Blog Joined July 2011
5497 Posts
March 15 2013 16:16 GMT
#70
On March 16 2013 01:07 traceurling wrote:
Show nested quote +
On March 16 2013 00:57 thezanursic wrote:
On March 15 2013 08:02 Freakling wrote:
No. The tileset is just a variable specified somewhere in the map header.
SCMDraft has an option to change the tileset of a map, which basically does only changes that setting and keeps the tile indices for the map terrain. However, since not all tileset palettes match up, you can end up with a mess. Jungle, Desert, Twilight and Ice convert into each other though (having basically the same terrain structure... Although sunken/raised ground is water on ice maps, for example...)


If you really want to be angry at blizzard, be angry about them never fixing bugged terrain levels for many ramps, which effectively prevents the use of terrain types such as High Outpost, high sunken ground or high high Compound....

Any chance you could explain why these terrain types are bugged? You seem to be really knowledgable about the editor and its pretty interesting. Or is there a resource where I can read these things?


Freakling is your resource... I'm confident when I say his knowledge of BW Mapping is unmatched in the world, even by Korean mappers...

Also my guess is because of the absence of reversed ramps provided by blizzard forces mappers to make their own ramps, but for those terrain types it's impossible for some reason to make nonbugged ramps? Just my guess though, Freakling will prolly know...


By bugged ramps do you mean the 2 small unit size ramps?

because even with that issue you could still make fairly balanced maps with flatground and wider ramps used for other purposes AND has KESPA ever tried making maps on those tilesets?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
traceurling
Profile Joined December 2012
United States1240 Posts
March 15 2013 16:30 GMT
#71
I believe he means ramps where the high ground low ground thing is messed up with weird vision and miss chances...and unit pathing...idk well wait for Freakling to explain everything
"Appreciate the things you have before they become the things you had."
Freakling
Profile Joined October 2012
Germany1529 Posts
March 15 2013 20:36 GMT
#72
Those ramps consist of low ground tiles, though they connect medium to high ground. More or less blind units (they can see the ramp, but not the surroundings), that miss half their shots, ensue...
arb
Profile Blog Joined April 2008
Noobville17921 Posts
March 15 2013 22:17 GMT
#73
On March 16 2013 01:30 traceurling wrote:
I believe he means ramps where the high ground low ground thing is messed up with weird vision and miss chances...and unit pathing...idk well wait for Freakling to explain everything

I know non standard blizzard ramps are usually like that cause they're actually a buncha different terrains combined together to make the ramp go a way that wasnti n the actual blizzard thing..

i remember reading that somewhere
Artillery spawned from the forges of Hell
Falling
Profile Blog Joined June 2009
Canada11369 Posts
March 16 2013 06:39 GMT
#74
I finally downloaded 2.5 and was trying out and was playing some of these maps... how do you FFE PvZ on Luna the Final in the top left position o_O The ramp is so far forward compared to the natural nexus that it takes 3 gateways and a forge to wall it off vertically and diagonally can't protect the expansion and the ramp at the same time without about an equal number of buildings or leaving a massive attack path for runbys.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
traceurling
Profile Joined December 2012
United States1240 Posts
March 16 2013 06:48 GMT
#75
On March 16 2013 15:39 Falling wrote:
I finally downloaded 2.5 and was trying out and was playing some of these maps... how do you FFE PvZ on Luna the Final in the top left position o_O The ramp is so far forward compared to the natural nexus that it takes 3 gateways and a forge to wall it off vertically and diagonally can't protect the expansion and the ramp at the same time without about an equal number of buildings or leaving a massive attack path for runbys.


Luna was before FFE was invented right? Or was popular so it wasn't part of metagame...iCCup prolly keeps Luna because it's a classical map in SC history...just 1 base play or 2 gate opening
"Appreciate the things you have before they become the things you had."
Falling
Profile Blog Joined June 2009
Canada11369 Posts
March 16 2013 06:55 GMT
#76
Ok, I assumed that 2.5 would only have modern maps seems as they were getting rid of Triathalon and Troy. It really did seem like an old school map.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
arb
Profile Blog Joined April 2008
Noobville17921 Posts
March 16 2013 10:47 GMT
#77
On March 16 2013 15:55 Falling wrote:
Ok, I assumed that 2.5 would only have modern maps seems as they were getting rid of Triathalon and Troy. It really did seem like an old school map.

Ya just go like 2gate or 1gate tech in that base prolly. you can FFE at the other bases pretty safely i think, bottom right is esp nice for it.
Artillery spawned from the forges of Hell
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