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iCCup Mapmaking Team & Map Pool - Page 17

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 15 16 17 18 19 20 Next All
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
December 24 2010 20:36 GMT
#321
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
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
PredY
Profile Joined September 2009
Czech Republic1731 Posts
December 24 2010 20:50 GMT
#322
cheers i'll look them up tho i don't expect many high level players there
http://www.twitch.tv/czelpredy
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
December 25 2010 00:13 GMT
#323
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.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
monitor
Profile Blog Joined June 2010
United States2408 Posts
December 25 2010 16:53 GMT
#324
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.
https://liquipedia.net/starcraft2/Monitor
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
December 26 2010 05:15 GMT
#325
OP updated with iCCup Pawn by monitor.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
DanceSC
Profile Blog Joined March 2008
United States751 Posts
December 26 2010 07:15 GMT
#326
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?
Dance.943 || "I think he's just going to lose. There's only so many ways you can lose. And he's going to make some kind of units. And I'm going to attack him, and then all his stuff is going to die. That's about the best prediction that I can make" - NonY
weiliem
Profile Joined January 2008
2071 Posts
December 27 2010 03:35 GMT
#327
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]
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]

Compared to Grandline:
[image loading]
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
Oppa feeding style
G_Wen
Profile Joined September 2009
Canada525 Posts
December 27 2010 04:04 GMT
#328
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.
ESV Mapmaking Team
divinesage
Profile Joined April 2010
Singapore649 Posts
December 27 2010 19:16 GMT
#329
Would love it if someone uploaded Python to the SEA server.
sicajung
Profile Joined June 2010
United Kingdom297 Posts
December 27 2010 19:57 GMT
#330
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!
Kantuva
Profile Joined April 2010
Uruguay210 Posts
December 27 2010 20:35 GMT
#331
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
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
Antares777
Profile Joined June 2010
United States1971 Posts
December 27 2010 22:36 GMT
#332
On December 26 2010 14:15 prodiG wrote:
OP updated with iCCup Pawn by monitor.


'Bout time, congrats Monitor!
2-_-n
Profile Joined March 2010
Sweden24 Posts
December 27 2010 22:57 GMT
#333
I've recently published iccup pawn and iccup moletrap on the eu-server and python 2 is on the way (>,'')>
ruskig on bnet
monitor
Profile Blog Joined June 2010
United States2408 Posts
December 28 2010 06:25 GMT
#334
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?
https://liquipedia.net/starcraft2/Monitor
hazelynut
Profile Blog Joined December 2008
United States2196 Posts
December 28 2010 07:40 GMT
#335
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.
Zerg | life of lively to live to life of full life thx to shield battery | www.cstarleague.com <3
DarthXX
Profile Joined September 2010
Australia998 Posts
December 28 2010 08:57 GMT
#336
Is there somewhere I can DL these maps thats not in-game? My computer with SC2 has no internet access atm.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
December 28 2010 11:15 GMT
#337
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.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
2-_-n
Profile Joined March 2010
Sweden24 Posts
December 28 2010 21:19 GMT
#338
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 =)
ruskig on bnet
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-12-30 08:44:50
December 30 2010 08:40 GMT
#339
--- Nuked ---
DarthXX
Profile Joined September 2010
Australia998 Posts
December 30 2010 14:25 GMT
#340
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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