iCCup Mapmaking Team & Map Pool - Page 10
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Superouman
France2195 Posts
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dezi
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Germany1536 Posts
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prodiG
Canada2016 Posts
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. | ||
Madkipz
Norway1643 Posts
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fishball232
United States90 Posts
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Antares777
United States1971 Posts
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. | ||
Smigi
United States328 Posts
Blizzard maps are imbalanced, and they are slowing the progress of this game. | ||
dezi
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Germany1536 Posts
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Ketara
United States15065 Posts
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. | ||
BoomStevo
United States332 Posts
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 | ||
Ketara
United States15065 Posts
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Channel56k
United States413 Posts
IMS streaming new iCCup maps now! | ||
Reborn8u
United States1761 Posts
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Lexvink
Canada310 Posts
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. | ||
mikell
Australia352 Posts
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NeonFlare
Finland1307 Posts
Keep up the good work ![]() | ||
Glasse
Canada1237 Posts
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Caphe
Vietnam10817 Posts
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Channel56k
United States413 Posts
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. | ||
Channel56k
United States413 Posts
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. | ||
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