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On December 25 2010 03:17 PredY wrote: is there an irc channel where we could arrange games on iccup maps? #iccup on irc.quakenet.org exists but it's not very active and there is also #tlpickup
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cheers i'll look them up tho i don't expect many high level players there
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I know that those 2 maps are squares² but my point wasn't that that sizes are alright but that those maps are tiny. Which makes 144x144 normal valid to me.
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On December 25 2010 09:13 FlopTurnReaver wrote: I know that those 2 maps are squares² but my point wasn't that that sizes are alright but that those maps are tiny. Which makes 144x144 normal valid to me.
As I said before, its not just the size. Grand Line does not work in SC2 size because of the layout.
The problems are a combination of things, but in general they are: Gigantic middle, close expansions to main, mineral only is useless, islands are less used, rush distance is long in all spawns, no harass, and other distances that promote turtling.
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Really nice job with the maps, i especially love the smaller ones or compact. where you use the terrain to your advantage More of a request.. but will we see maps like Gaia, Loki, Chupung-Ryeong? (scbw) or another map i believe was called Katrina where you spawned 12/3/6/9 and your natural was safe behind you in the corner. and where do i start designing maps?
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On December 25 2010 01:14 G_Wen wrote:Show nested quote +On December 25 2010 00:53 FlopTurnReaver wrote: Wtf why would people say 144x144 is too big? Just for clarification, these are the sizes of the Blizzard maps:
Lost Temple: 132x134 Kulas Ravine: 140x136 Metalopolis: 140x140 Shakuras Plateau: 156x128
Do these maps feel too big to anyone? Lost Temple and Metalopolis are squares withing squares: ![[image loading]](http://www.mbatutes.com/Images/square2.jpg) Giving it an effective area of 132/sqrt(1^2 + 1^2) * 134/sqrt(1^2 + 1^2). So lost temple would be 93x94. (Just an example it's obviously much larger than 93x94.) Obviously this is just a over simplification but the area actually covered by LT is definitely closer to 128x128 than one would think. The same applies to metalopolis. Kulas Ravines and Shakuras Plateau are very large in comparison. Kulas however is interesting because it features extremely long main to main distances yet extremely short nat to nat distances. This is because the nats extend directly towards the center of the map. Shakuras plateau offers naturals that extend slightly away from the center of the map so it feels larger. When looking at the actual image of the map one can see that not every inch of free space is used: ![[image loading]](http://www.teamliquid.net/tlpd/images/maps/401_Shakuras%20Plateau.jpg) Compared to Grandline: ![[image loading]](http://i.imgur.com/AYmcX.jpg) Where nearly all the space is used. This just goes to show that map bounds don't show the whole picture. Furthermore Grand Line is extremely open in the center which makes it feel like a larger map in general (python too). I think the community as a whole is moving back towards smaller maps as they notice more and more zerg players are becoming comfortable with them and don't need the help of large maps to win. With all that being said I fully support the publication of Grand Line so people can experience it and provide feedback. But wouldn't creating smaller maps become like blizzard maps again?? less macro intensive which provides us so much short games instead of long fun macro games?? =.= perhaps u all can make the middle part more complicated and complex so that zerg army cant concave that well in those maps but please don't reduce sizes of maps.... T.T
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On December 27 2010 12:35 weiliem wrote: But wouldn't creating smaller maps become like blizzard maps again?? less macro intensive which provides us so much short games instead of long fun macro games?? We never said we were going to make tiny maps. Right now it seems high level zergs are becoming comfortable on smaller maps while Terrans are having more trouble dealing with extremely large and open maps. I'm not good enough to say with absolute certainty, I can only observe the trends, if someone with a lot of credit could confirm or deny this fact that would be great.
Our maps are being designed for how the balance is currently. Look at Enigma, that map is HUGE. That was created during the beta when zergs were struggling with 1 base pushes. But as more and more zergs learn to deal with it we're seeing them tip the balance in their favor in the late game. As a result many terrans (MarineKing and Rain ect...) have resorted to cheesing several of their matches. I cannot say if they don't feel comfortable against zerg in the lategame or if they just think cheesing is an easier way to victory. Probably a combination of the two. As a result our maps have become smaller. (One notable exception is Jinro, he holds up well in the lategame.)
On December 27 2010 12:35 weiliem wrote: =.= perhaps u all can make the middle part more complicated and complex so that zerg army cant concave that well in those maps but please don't reduce sizes of maps.... T.T We could have a smaller map with a twisted path but this increases ground distance while the air rush distance stays the same. Essentially what you are suggesting is a Scrap Station-esque map.
In conclusion we want our rush distances to be in that sweet spot where cheeses are still possible but the amount of skill required to hold them off is proportional to the amount of skill required to execute. SC2 is a relatively new game and Patch 1.2 is about to hit, but we'll still be working to create maps that produce very fun games. Pawn by Monitor (Pawp) has a lot of potential.
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Would love it if someone uploaded Python to the SEA server.
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On December 28 2010 04:16 divinesage wrote: Would love it if someone uploaded Python to the SEA server.
And Iccup Europa as well. Thanx!
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On December 28 2010 04:16 divinesage wrote: Would love it if someone uploaded Python to the SEA server. Here is the LA server are equal, many of this awesome maps aren't published, an exeption is some maps of ProdiG (thanxs) but yeah the iCCup maps are awesome i would be so glad if someone uploaded in the LA server
sorry for me crappy english, but im improving it each day that i read TL <3
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On December 26 2010 14:15 prodiG wrote:OP updated with iCCup Pawn by monitor.
'Bout time, congrats Monitor!
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I've recently published iccup pawn and iccup moletrap on the eu-server and python 2 is on the way (>,'')>
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On December 28 2010 07:57 2-_-n wrote: I've recently published iccup pawn and iccup moletrap on the eu-server and python 2 is on the way (>,'')>
Done deal, thanks! What's your name in-game so we can add you to the known publishers?
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I'd be really interested in seeing a 2v2 map. CSL currently uses ICCUP Fighting Spirit and Sanshorn Mists for one out of four 1v1s each week (there are some reaaally nice games played on Sanshorn, and overall really good feedback). I think we'd be interested in incorporating more and more ICCUP maps into the rotation, just not sure which ones. God knows 2v2 maps need a revamp, though.
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Is there somewhere I can DL these maps thats not in-game? My computer with SC2 has no internet access atm.
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On December 28 2010 17:57 DarthXX wrote: Is there somewhere I can DL these maps thats not in-game? My computer with SC2 has no internet access atm. We do not distribute the map files themselves publicly due to potential plagiarism.
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On December 28 2010 15:25 monitor wrote:Show nested quote +On December 28 2010 07:57 2-_-n wrote: I've recently published iccup pawn and iccup moletrap on the eu-server and python 2 is on the way (>,'')> Done deal, thanks! What's your name in-game so we can add you to the known publishers?
It's ruskig =)
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On December 28 2010 20:15 prodiG wrote:Show nested quote +On December 28 2010 17:57 DarthXX wrote: Is there somewhere I can DL these maps thats not in-game? My computer with SC2 has no internet access atm. We do not distribute the map files themselves publicly due to potential plagiarism.
Bummer, guess I'm stuck on shitty blizz maps for now
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