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iCCup Konicki Map Thread - Page 4

Forum Index > SC2 Maps & Custom Games
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Channel56k
Profile Joined June 2010
United States413 Posts
September 11 2010 18:36 GMT
#61
On September 11 2010 05:22 WarChimp wrote:
These maps are fantastic :D Can we please get some of them on the SEA region!


Warchimp, im happy to say that 5 maps are currently being sent to both EU and SEA servers. Ill update later this afternoon as to which ones they are.
"Do yourself a favor, and don't listen to me."
bobbingmatt
Profile Joined June 2010
Australia224 Posts
September 11 2010 19:21 GMT
#62
Wooooow, day night cycles! How long are they?
no
WarChimp
Profile Blog Joined March 2010
Australia943 Posts
September 11 2010 20:22 GMT
#63
Thats awesome konicki!!! I can't wait to play them!!!!!
Channel56k
Profile Joined June 2010
United States413 Posts
Last Edited: 2010-09-16 12:51:05
September 16 2010 12:50 GMT
#64
Five maps were recently uploaded to the European Server!!
(see server map list on first page for details)

Special Thanks to Clément aka: TeToNN for uploading maps.
"Do yourself a favor, and don't listen to me."
Channel56k
Profile Joined June 2010
United States413 Posts
Last Edited: 2010-09-22 19:48:01
September 22 2010 19:47 GMT
#65
Added Lebasse Pass
+ Show Spoiler +
[image loading]


- Rocks removed from gold, added to 3rd ramp
- through low-ground path removed because of units ability to hide behind high ground xel'naga tower
- pathing completed
-islands moved closer to mainland

This map will be featured in next weeks IMS (iCCup Map Series)
"Do yourself a favor, and don't listen to me."
Bairemuth
Profile Joined June 2010
United States404 Posts
Last Edited: 2010-09-22 21:15:59
September 22 2010 21:10 GMT
#66
I played most of these maps last night and all of them were quite enjoyable, except for Sanshorn Sands. I thought the map design was great, but for some reason the map itself really hurt my eyes. Somehow the texturing / lighting makes it very difficult to see units and this caused a lot of eye strain. My opponent had similar complaints. Not sure if anyone else has experienced this or if this is a known issue.
Obscura.304
Profile Blog Joined September 2010
150 Posts
September 23 2010 00:17 GMT
#67
I've had the same issue with Sanshorn Sands. The layout is fine, but the lighting makes it impossible to see units when it's dark, and makes the circles around a selected unit impossible to see when it's light.

I haven't played any of the OP's other maps, but I'd recommend doing away with the goofy day/night cycle stuff. It seriously is annoying.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
September 27 2010 21:06 GMT
#68
@Orbital divide: The distane between main and nat is way too big. This will make it hard for Zergs to connect the bases and defend against any sort of early(ish) drops or air-units.
https://soundcloud.com/thesamplethief
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2010-09-27 21:28:47
September 27 2010 21:28 GMT
#69
I'm not good at saying things, but here goes talking about Space Rap
  • The center won't work in Starcraft 2 imo. This is because pathing has improved greatly since BW, so the only reason to avoid the center is if the opponent is turtling on his 2/3 bases. In this case, going around only puts you at the same choke point, and you've lost time moving around.

  • The HY expansion has no room to build turrets, making air harass unstoppable.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Channel56k
Profile Joined June 2010
United States413 Posts
September 28 2010 14:34 GMT
#70
On September 28 2010 06:28 monitor wrote:
I'm not good at saying things, but here goes talking about Space Rap
  • The center won't work in Starcraft 2 imo. This is because pathing has improved greatly since BW, so the only reason to avoid the center is if the opponent is turtling on his 2/3 bases. In this case, going around only puts you at the same choke point, and you've lost time moving around.

  • The HY expansion has no room to build turrets, making air harass unstoppable.



Hey man, thanks for the comments,

In response I would say the middle during late game may be the least traveled path. They not only are the only access point to the opponents 4th, but the safest attack path to the 3rd and the only way to flank the middle.

As for the gold, air harrass for taking the gold is simply something one needs to put up with. If i put room for turrets there, its likely the only thing a Terran needs to do is put a PF there and call it a night. This is certainly worth looking into and ill ave to put some thought into it.

"Do yourself a favor, and don't listen to me."
Channel56k
Profile Joined June 2010
United States413 Posts
September 28 2010 17:48 GMT
#71
The map Orbital Divide was recently added to the iCCup October map pool.

In light of that i looked back and considered a lot of balance suggestions i had received, especially those concerning the nat distance from the main and the amount of small chokes.

For testing sake the new version will be played tonight in the IMS.
*note the increased space directly outside the nat choke, the widened top ramps/increased space, and the different main->nat structure.

Here are two images old/new (these images are also in the OP:

Old:
+ Show Spoiler +
[image loading]


New:
+ Show Spoiler +
[image loading]


"Do yourself a favor, and don't listen to me."
monitor
Profile Blog Joined June 2010
United States2404 Posts
September 28 2010 17:50 GMT
#72
I like that a lot! A good way of shortening the distance without sacrificing the layout of the map.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
kariido
Profile Joined December 2007
Saudi Arabia179 Posts
September 30 2010 05:22 GMT
#73
After the most recent patch I cannot find any iCCup maps when I search for "iCCup" . The only way that I can play any iCCup maps is by switching the drop down box right beside the search box from "Blizzard" to "Recently Played" and load the maps from there. I play on the EU server.


Thanks.
http://campaignforliberty.org/
Irae
Profile Joined September 2010
Italy4 Posts
October 03 2010 22:18 GMT
#74
First things first: amazing work on these maps, from my newbie point of view.

One minor "rough edge" on River Point's graphics: the water around the two Xel'Naga towers is cut in a straight line along the edges of the pools, not sure if it was intended or not.

Thanks for the attention and keep up the good work.
Complex problems have simple, easy to understand, wrong answers.
Channel56k
Profile Joined June 2010
United States413 Posts
October 04 2010 13:41 GMT
#75
On October 04 2010 07:18 Irae wrote:
First things first: amazing work on these maps, from my newbie point of view.

One minor "rough edge" on River Point's graphics: the water around the two Xel'Naga towers is cut in a straight line along the edges of the pools, not sure if it was intended or not.

Thanks for the attention and keep up the good work.


Yes, the water was cut like that intentionally. Though overlap is seen when in perspective from the game. The overlap helps make it look more natural.
"Do yourself a favor, and don't listen to me."
fattydakid
Profile Blog Joined August 2010
United States8 Posts
October 05 2010 15:29 GMT
#76
I tried getting some of these maps off custom games and not really working, there any site we can download them off of?
Live and learn
Channel56k
Profile Joined June 2010
United States413 Posts
October 07 2010 16:19 GMT
#77
Map thread updated:

New images for Endon, Lava and Bal'shir textures (the community will need to decide on that one).

- Sanshorn Sands removed from iCCup pool
- Sanshorn Mists added to iCCup OCT pool and updated
- Sungsu Crossing added to iCCup OCT map pool
"Do yourself a favor, and don't listen to me."
Channel56k
Profile Joined June 2010
United States413 Posts
October 12 2010 23:29 GMT
#78
Updates

- Black Omen Revised (img added)

- Neo River Point image added
*changes*
- main closer to nat
- No longer rocks on nat back door (to prevent Void charging) / replaced by 3 mineral patches of 25 minerals each
- removed trees for performance and cliff pathing
"Do yourself a favor, and don't listen to me."
Nesphit
Profile Joined August 2010
United States62 Posts
October 17 2010 17:15 GMT
#79
I just had a small request, and was wondering if others felt the same way.

On many of your maps, there are waterfalls, and those waterfalls have sound effects (though sometimes only if you zoom in). This struck me as a little distracting and annoying, particularly because the sounds were so loud.

I know I could probably just turn down my ambient sound settings, but the effects seemed a little out of place.

Just a small gripe. Your maps are amazing! :3
Channel56k
Profile Joined June 2010
United States413 Posts
October 18 2010 00:07 GMT
#80
On October 18 2010 02:15 Nesphit wrote:
I just had a small request, and was wondering if others felt the same way.

On many of your maps, there are waterfalls, and those waterfalls have sound effects (though sometimes only if you zoom in). This struck me as a little distracting and annoying, particularly because the sounds were so loud.

I know I could probably just turn down my ambient sound settings, but the effects seemed a little out of place.

Just a small gripe. Your maps are amazing! :3


Im actually glad you pointed that out. I will look into a way of either lowering the sound emitters or possibly eliminating them.
"Do yourself a favor, and don't listen to me."
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