iCCup Mapmaking Team & Map Pool - Page 8
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Randomaccount#77123
United States5003 Posts
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andeh
United States904 Posts
they cant be worse than DQ, DO, etc | ||
alexpnd
Canada1857 Posts
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Snuggles
United States1865 Posts
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
France2195 Posts
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Raelcun
United States3747 Posts
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prodiG
Canada2016 Posts
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 | ||
Superouman
France2195 Posts
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monitor
United States2403 Posts
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Raelcun
United States3747 Posts
On August 24 2010 22:44 prodiG wrote: 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
Canada2016 Posts
On August 25 2010 15:38 iCCup.Raelcun wrote: 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 | ||
Disciple7
United States198 Posts
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 | ||
Raelcun
United States3747 Posts
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prodiG
Canada2016 Posts
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. ![]() ![]() 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 | ||
prodiG
Canada2016 Posts
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SARgeant47
United States24 Posts
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United_Strafes
United States10 Posts
http://www.gamereplays.org/portals.php?show=news&news_id=660721&home Looking foreward to seeing all the new stuff! | ||
Kenny
United States678 Posts
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Alou
United States3748 Posts
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BoomStevo
United States332 Posts
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. ![]() | ||
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