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iCCup Mapmaking Team & Map Pool - Page 8

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 6 7 8 9 10 20 Next All
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-08-23 05:29:08
August 23 2010 05:23 GMT
#141
--- Nuked ---
andeh
Profile Blog Joined August 2009
United States904 Posts
August 23 2010 06:21 GMT
#142
I hope some league starts using your maps (the esl weds. cups would be great because they're just for fun) and gets the ball rolling with these maps in competitive play

they cant be worse than DQ, DO, etc
alexpnd
Profile Blog Joined March 2009
Canada1857 Posts
August 23 2010 15:58 GMT
#143
I also hope some of the tournaments being using your maps. I think a safe bet is Fighting Spirit for now.
www.brainyweb.ca //web stuff!
Snuggles
Profile Blog Joined May 2010
United States1865 Posts
August 24 2010 01:47 GMT
#144
I really really hate this custom map system that blizzard has made. It's like nearly impossible to find someone outside of Teamliquid who will be willing to play a 1v1 on Fighting Spirit or any other old school maps.

1. It took me 10 minutes of scrolling (clicking show more) to find Fighting Spirit from the custom map list.

2. Right now I'm afking in the game lobby for the chance of some guy stumbling upon the and playing an awesome 1v1 with me.

3. still waiting....

I really want to play on fighting spirit... it's so friggin cool watch all the BW games played on it, I downloaded all the SC2 iccup maps so far to see if anyone would play.
Superouman
Profile Blog Joined August 2007
France2195 Posts
August 24 2010 09:59 GMT
#145
there is a search option when you create a game: write "iccup" there, and all the iccup maps will appear.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
August 24 2010 11:50 GMT
#146
Just a note to mapmakers in general having a lot of issues with Devotion players who don't have the best computers have serious lag issues so try not to go too crazy with animations on the maps. There's a lot of animated features on that map in particular on the watch towers the water and the areas in between the two close mains and it's causing some serious slowdown issues. I like the map but that issue in particular is making players not really want to play on it.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 24 2010 13:44 GMT
#147
On August 24 2010 20:50 iCCup.Raelcun wrote:
Just a note to mapmakers in general having a lot of issues with Devotion players who don't have the best computers have serious lag issues so try not to go too crazy with animations on the maps. There's a lot of animated features on that map in particular on the watch towers the water and the areas in between the two close mains and it's causing some serious slowdown issues. I like the map but that issue in particular is making players not really want to play on it.

This is still causing issues? I stripped most of the effects out...

I'll add this to tonight's to-do list, i suppose
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Superouman
Profile Blog Joined August 2007
France2195 Posts
August 24 2010 15:21 GMT
#148
The "night" lightings cause a lot of problem. 200/200 battles are too heavy even on my i7, 6gb computer
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 24 2010 15:52 GMT
#149
Yeah, I've been having some lag issues playing these too.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
August 25 2010 06:38 GMT
#150
On August 24 2010 22:44 prodiG wrote:
Show nested quote +
On August 24 2010 20:50 iCCup.Raelcun wrote:
Just a note to mapmakers in general having a lot of issues with Devotion players who don't have the best computers have serious lag issues so try not to go too crazy with animations on the maps. There's a lot of animated features on that map in particular on the watch towers the water and the areas in between the two close mains and it's causing some serious slowdown issues. I like the map but that issue in particular is making players not really want to play on it.

This is still causing issues? I stripped most of the effects out...

I'll add this to tonight's to-do list, i suppose


It's mostly an issue with players who have terrible computers and have to play on low settings (coughdrewbiecough) as the animations dont get scaled back all the way for some reason
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 25 2010 06:44 GMT
#151
On August 25 2010 15:38 iCCup.Raelcun wrote:
Show nested quote +
On August 24 2010 22:44 prodiG wrote:
On August 24 2010 20:50 iCCup.Raelcun wrote:
Just a note to mapmakers in general having a lot of issues with Devotion players who don't have the best computers have serious lag issues so try not to go too crazy with animations on the maps. There's a lot of animated features on that map in particular on the watch towers the water and the areas in between the two close mains and it's causing some serious slowdown issues. I like the map but that issue in particular is making players not really want to play on it.

This is still causing issues? I stripped most of the effects out...

I'll add this to tonight's to-do list, i suppose


It's mostly an issue with players who have terrible computers and have to play on low settings (coughdrewbiecough) as the animations dont get scaled back all the way for some reason

i know what the issue is, i left the fog in the area between the mains because i didn't think a lot would take place there. The fog effects are insanely demanding, idk why :/

On August 25 2010 00:21 ProTosS4EveR wrote:
The "night" lightings cause a lot of problem. 200/200 battles are too heavy even on my i7, 6gb computer

that's because the night settings crank up the specular to make everything important stand out a bit more, you can edit that down a little but but anyone without a fairly modern video card will still get killed pretty much no matter what i do t.t
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Disciple7
Profile Joined August 2010
United States198 Posts
August 25 2010 07:29 GMT
#152
i played match point against my zerg friend and while looking at the map i realized it would be very good to do a cannon contain at the small choke. it proved EXTREMELY difficult for him to break, and he just decided to 1 base muta me because of it =P

i don't know if balance is an issue you guys are willing to fix with these, or if they're just for nostalgia, but that choke is a little imba to abuse haha. not sure if you want balance posts on here or not either, just thought i would point it out =) oh and i would like to say i could be completely wrong, i'm not that good of a player (~650 diamond) so feel free to dismiss me
A fanatic is one who can't change his mind and won't change the subject. -Winston Churchill
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
August 25 2010 09:22 GMT
#153
I finally got around to testing those areas inbetween the bases as I mentioned a few times on the cast the bottom portion between the two bases is solid no place to drop units anywhere but the top one has some problems was able to get some tanks down there in relatively close position to the top right base close enough to siege any supply depots/tech behind the minerals plus I was able to drop a small unit very close to top left and do this.

[image loading]

[image loading]
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-08-25 14:06:56
August 25 2010 14:01 GMT
#154
On August 25 2010 18:22 iCCup.Raelcun wrote:
I finally got around to testing those areas inbetween the bases as I mentioned a few times on the cast the bottom portion between the two bases is solid no place to drop units anywhere but the top one has some problems was able to get some tanks down there in relatively close position to the top right base close enough to siege any supply depots/tech behind the minerals plus I was able to drop a small unit very close to top left and do this.

[image loading]

[image loading]

This is very weird, I have that area pathing painted to prevent stuff like this

looks like i missed a spot? :/

EDIT: I fixed the pathing thing. It looks like the pathing block paint doesn't like to fill random areas? :/
That area was always intended to be purely aesthetic, I'll have to make it look more like it later. I'll also remove all the fog and it should be good.

On August 25 2010 16:29 Disciple7 wrote:
i played match point against my zerg friend and while looking at the map i realized it would be very good to do a cannon contain at the small choke. it proved EXTREMELY difficult for him to break, and he just decided to 1 base muta me because of it =P

i don't know if balance is an issue you guys are willing to fix with these, or if they're just for nostalgia, but that choke is a little imba to abuse haha. not sure if you want balance posts on here or not either, just thought i would point it out =) oh and i would like to say i could be completely wrong, i'm not that good of a player (~650 diamond) so feel free to dismiss me

if your zerg opponent can't break it down with early lings then he kind of has it coming, this is the same thing as tester's cannon ramp block
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 26 2010 19:31 GMT
#155
Finally updated the map pool. Expect changes and a finalized pool soon =)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
SARgeant47
Profile Joined August 2009
United States24 Posts
August 26 2010 19:42 GMT
#156
Great maps but all look terran favored...mayb make the ramps to the main so u can put a 4x4 destructible rock that covers 2/3 of the ramp so the ramp is still regular size but the protoss and zerg can destroy the rocks to make the ramp bigger in terms make the terran make more buildings to block just in case they do get destroyed. Just a thought...
1ec2a3a4a5g6r7s
United_Strafes
Profile Joined August 2010
United States10 Posts
August 30 2010 15:05 GMT
#157
iCCup maps featured in my article on GR.org.

http://www.gamereplays.org/portals.php?show=news&news_id=660721&home

Looking foreward to seeing all the new stuff!
Kenny
Profile Blog Joined October 2004
United States678 Posts
August 30 2010 17:31 GMT
#158
Very awesome job guys, I love these maps! Keep up the amazing work.
Alou
Profile Blog Joined March 2010
United States3748 Posts
August 30 2010 22:28 GMT
#159
I've been practicing on these maps some lol. They're a lot of fun and great deviation from the ladder pool.
Life is Good.
BoomStevo
Profile Joined August 2010
United States332 Posts
August 30 2010 22:36 GMT
#160
On August 31 2010 00:05 United_Strafes wrote:
iCCup maps featured in my article on GR.org.

http://www.gamereplays.org/portals.php?show=news&news_id=660721&home

Looking foreward to seeing all the new stuff!

I enjoyed reading this interview and would love to see more like it.

And to continue an important discussion brought up in the interview:
I think MF is hotter, but would rather be with NP.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
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