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![[image loading]](http://wl.filegenie.com/~konicki/kinkimapthread.jpg) + Show Spoiler +
^^^EU Server Map List^^^ (simply search keyword "iccup") + Show Spoiler +iCCup Sanshorn Mist iCCup Orbital Divide iCCup Sungsu Heights iCCup Violet Heights iCCup River Point Special Thanks to Clément aka: TeToNN for uploading maps.
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Welcome to the iCCup Konicki map thread.
All comments, suggestions, and criticisms are appreciated. A lot of you have put time into balancing these maps so I can only hope the community benefits from them as a whole.
Remember to keep up to date with the iCCup map-team releases here:
- iCCup Mapmaking Team & Map Pool -
All releases will be searchable under keyword "iccup" in Battle.net 2.0 custom search function. iCCup maps are in collaboration with map-makers:
ProdiG – http://www.teamliquid.net/forum/viewmessage.php?topic_id=129970 Protoss4Ever – http://www.teamliquid.net/forum/viewmessage.php?topic_id=134131
Thanks again to the community and a special thanks to iCCup for their continued support.
---------------------------------------------------------------------- Also be sure to check out the maps during the iCCup Map Series!! ----------------------------------------------------------------------
iCCup 1.0 Releases (Check lists above for availability on Bnet and regions)
*featured* Endon *featured* Jungle Texture + Show Spoiler + Char Texture + Show Spoiler +
iCCup Sanshorn Mist NEW (v2.1 current) <--Included in iCCup OCT pool! + Show Spoiler +
iCCup Sanshorn Mist OLD + Show Spoiler +
iCCup Neo Orbital Divide NEW (Updated / Balanced) + Show Spoiler + iCCup Orbital Divide OLD (Updated / Balanced) + Show Spoiler +
iCCup Neo River Point NEW OLD + Show Spoiler +
iCCup River Point 2.0 OLD + Show Spoiler +
iCCup Sungsu Crossing v1.0 <--Included in iCCup OCT pool! + Show Spoiler +
iCCup Lebasse Pass V1.2 + Show Spoiler +
iCCup Sanshorn Sands <----- REMOVED FROM iCCup Map Pool + Show Spoiler +
iCCup Violet Heights 1.2 + Show Spoiler +
Current Projects
Space Rap v1.0 + Show Spoiler +
Black Omen ... and yes I played a lot of Chrono Trigger in the good 'ol days. + Show Spoiler +
Black Omen 1.1 + Show Spoiler +
*All published maps are published under the default variant of 1v1 melee*
Thanks again for all the support over the weeks and Thank You on behalf of iCCup.
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Awesome! It's so nice being able to find your maps so easily now !
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Really great maps, all of them.
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I'm not really a big fan of melee-based custom maps, but these look incredible. I'd trade many of the current map pool maps for some of these.
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On July 30 2010 03:43 aurum510 wrote: I'm not really a big fan of melee-based custom maps, but these look incredible. I'd trade many of the current map pool maps for some of these.
thanks!
It is unfortunate that we can only publish 5 maps at a time, however, all of the maps that become iCCup 1.0 releases will be published, 5+ and so on. Remember that if you get a chance to play on one of the current projects available on Bnet, im interested in your feedback!
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Sanshorn Valley > all Blizzard 1v1 ladder maps except Lost Temple, really nice maps dude 
Can't wait to see more from you, but the maps further down your list gets a bit stale (Refering to Uros Island and Liberty Isle mostly) but the rest seems fun/good looking/playable. Good job 
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On July 30 2010 05:06 KinosJourney2 wrote:Sanshorn Valley > all Blizzard 1v1 ladder maps except Lost Temple, really nice maps dude  Can't wait to see more from you, but the maps further down your list gets a bit stale (Refering to Uros Island and Liberty Isle mostly) but the rest seems fun/good looking/playable. Good job  lol Uros Island is indeed stale ;]
If something ever comes of that, itll get an overhaul! Right now my main focus are the "Sanshorn" series maps, Sanshorn Valley being worked right now and Sanshorn Sands in the background.
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will they be published on all servers?
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On July 30 2010 06:02 Madkipz wrote: will they be published on all servers?
Yes, that is on the table for discussion tonight actually. Unfortunately because of the 5 map limit and server separation, we need others to publish them in every region. iCCup fortunately has many players in many regions. I will update with the server availability information soon.
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"lol Uros Island is indeed stale ;] "
I think uros islands looks good if that's sand behind it, if its water then prolly not. all the maps look great to me expect river point (don't like the way it looks balance wise or visual), lowtown (l i think streets (or something else) instead of the empty space would look better and add uniqueness), and sandshorn sands(my mistake thought it was one of your early maps, not current project). you're also quite good at naming them.
edited: to be more constructive.
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Yea sands is pretty far from finished.
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Sanshorn Mist has been updated after commentary from the iCCup Map Series.
- gold is not scoutable from the corner towers, only the 4rth. - islands are no longer seigeable from land. - minerals in main rotated to provide more protection from units coming up the "patio" - a little more space added behind the minerals in main for turrets, zerg tech, cannons - corner towers shifter slightly more towards 4th
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Damn alot of them look good, keep up the good work and maybe we will start to see these maps used in tournaments
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Other changes:
- Violet Heights added to current projects.
- Orbital Divide updated Terrain added behind nat minerals Doodads improved
- Sanshorn Valley updated High ground expansions changed to gold 7 and 2 o'clock expansions moved forward to provide terrain for turrets/cannons/crawlers
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Frostbite has been updated and a map thread made.
changes:
- Choke in the middle widened to address accessability - Textures added\ - high ground paths leading away from the destructible rocks in the middle were widened by a 1/2 width.
Considerations:
Still trying to think of something to do with the 11 and 5 oclock cliffs behind the gold and open space above the 930 and 330 expos.
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Orbital Divide:
Was watching an iCCup stream where Queens and Roaches were able to walk around the destructible rock to gain access to the gold patch.
Otherwise, really good looking maps, any update when we will get them on the EU servers?
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On August 12 2010 22:16 coko wrote: Orbital Divide:
Was watching an iCCup stream where Queens and Roaches were able to walk around the destructible rock to gain access to the gold patch.
Otherwise, really good looking maps, any update when we will get them on the EU servers?
yea i as a little dumbfounded when i saw that... im only hapy it didnt particularly effect that specific game. A fix is now up along with a remake of the center area.
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wow mayday just made me think of N64 007 not the map but the name, sick maps cant wait to have the game or w.e want to play these so i can school some scrubs.
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the only one i didn't like was hellion ridge, the rest are made just like brood war maps, and tha's what sc2 really needs. Are any of these on B.net yet?
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konicki, Violet Heights is delicious! Visually distinctive, center is pretty interesting. Are the chokes just outside of natural unbuildable (there are little thingies in line there)?
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It's nice to see big maps on a list. It would be cool if players started to use maps with 8 or more expansions
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Blizz really needs to fix the 5 published maps limit.
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Thread updated with tomorrow IMS map. Official map pool will be decided on after tomorrows event!
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As far as I can see, these looks like high quality maps.
I especially like Sanshorn Mist and River Point. Solid yet with interesting paths.
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On August 24 2010 08:27 Dystisis wrote: As far as I can see, these looks like high quality maps.
I especially like Sanshorn Mist and River Point. Solid yet with interesting paths.
Yea a few of the others have been hit or miss. Size is an issue. SC2 has a specific size limitation to a map for proper balance. Sanshorn Sands is a quality map, but has been criticized due to its sheer size. Maps that big may come into pay later, but for the time being it seems not.
One of the main issues is that many players have let Blizzard set the standard for maps and although some of the Blizzard maps are quality, their ability to design a game has not been reflected in the map pool. The maps are all generally small except for a few 4 player maps. The problem with a big 4 player map is there are certain spawn conditions that will automatically favor a certain player. Metalopolis is a nice Zerg map, however if you get a Terran opponent and a 6 and 3 o'clock spawn, your sol.
Big 2 player maps, such as Mist, Sands, Heights, Point, etc aim to alleviate this and give a rush distance just large enough that a failed early push is not as punishable.
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Uros Island should replace Scrap Station in the map pool - less chokes, so Z will not get rolled over.
River Point is an amazing remake/version of Match Point. I like this title set more than the one Match Point is currently on.
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I checked a couple of these maps out today, and I do like them. I especially liked Sanshorn Mists.
Do you have any intention of adding elements to the maps that are additional to Blizzards standards? That's something that I'd like to see more of, or at least toyed around with, if it's possible to do in the map editor.
For example, on a map like River Point, if the river water in the middle were turned into some sort of difficult terrain that lowered ground movement speed by 10-20%. I think things like that would be neat and could potentially add to the strategy and variance of different maps.
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*Sanshorn Mist* updated:
- 3rd made slightly larger to increase pathing and make it slightly easier to defend. There is not room for static defense behind the mineral line as well. - lighting changed to static "dawn" for the time being - some doodads around ramps removed to reduce clutter
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On August 27 2010 06:01 Antares777 wrote: Uros Island should replace Scrap Station in the map pool - less chokes, so Z will not get rolled over.
River Point is an amazing remake/version of Match Point. I like this title set more than the one Match Point is currently on.
Thank you i appreciate the comment. Uros Island needs some work, however, there may be something there if i put some time into it.
As far as river point goes, i believe it to be one of the most solid maps to date that I have published. I love Match Point from SC1, however, I dont think a direct port, as well as some have been made to be, fit well with SC2 gameplay. This map is meant to be a SC2 rendition that offers the style of play Match Point presents, but in a form SC2 plays on.
One example is the gold high ground. Originally it is level ground, but because units in sc2 can shoot over and in the case of un-animated projectiles, through thin walls, the gold is raised in RP. The high ground mechanic is also something i believe we are becoming more accustomed to in SC2.
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On August 27 2010 07:53 Ketara wrote: I checked a couple of these maps out today, and I do like them. I especially liked Sanshorn Mists.
Do you have any intention of adding elements to the maps that are additional to Blizzards standards? That's something that I'd like to see more of, or at least toyed around with, if it's possible to do in the map editor.
For example, on a map like River Point, if the river water in the middle were turned into some sort of difficult terrain that lowered ground movement speed by 10-20%. I think things like that would be neat and could potentially add to the strategy and variance of different maps.
I like your idea and this has been considered, but for the time being there would need to be 2 seperate versions. Competition at hihg levels is already based on so many factors of gameplay, there are certain lines which a map-maker cannot, fortunately or unfortunately, cross. Speed reduction of units in certain zones happens to be one of those lines.
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I wouldn't be suggesting implementing something new like that and throwing it straight into a tournament, but it would be nice to give it a try and throw it out on Bnet, perhaps get a couple top rated players do a few games on it just to test the feature and see if they like it.
2 versions seems to be a good idea. I think it's completely ridiculous that you're only allowed to publish 5 maps per account.
I have no intention of publishing maps on my account, so if you need a patsy, throw me a PM.
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On August 27 2010 07:53 Ketara wrote: For example, on a map like River Point, if the river water in the middle were turned into some sort of difficult terrain that lowered ground movement speed by 10-20%. I think things like that would be neat and could potentially add to the strategy and variance of different maps. i would be so happy if this kind of thing would be possible in melee and not having to use "custom" mode to have these features.
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On August 28 2010 01:18 ProTosS4EveR wrote:Show nested quote +On August 27 2010 07:53 Ketara wrote: For example, on a map like River Point, if the river water in the middle were turned into some sort of difficult terrain that lowered ground movement speed by 10-20%. I think things like that would be neat and could potentially add to the strategy and variance of different maps. i would be so happy if this kind of thing would be possible in melee and not having to use "custom" mode to have these features.
Thats another interesting point...
Maps with any sort of triggers are automatically identified as "custom" maps in the system and organized as such. This is, of course, another thing wrong with Blizzard's custom game system.
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Couldn't you set up a "custom" game so that it would work identically to a Melee game? I guess I'm not sure what the problem there is, other than not being able to get Melee achievements on the map.
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I think this is a bit off topic.. but I don't find a better place to post this and I'm a bit desperated.... What I am supposed to do to start laddering on Iccup? I've dled latest map pool but when I click on "Ladder" it says i dont have installed any leagues?
Sorry and thanks for your time
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River point is beautiful, I hope it gets popular. I'll definitely play a few games on it with friends.
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River point is awesome. Any VODs of Match Point or Sanshorn Mists or any others? Thanks!
I love the trees you use in River point. They seem much more realistic. I also like how they are placed near the cliffs.
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You definetly have to change the lightings on sanshorn sands and river point. too many people are complaining about it.
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Hi Konicki - we've been testing more of your maps. River point looks good, but the colors make it hard to see your own units D:
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So far my favourite completely new Map I've seen (favourite Map overall would be fighting spirit) ^^'
I really like how far the bases are apart, so you can't abuse early rushes that easily, with the Map being only 2-player and all...
I have some Problems with the Map though:
- The biggest Issue I have with this Map is the destructable rock near the Natural. Those are so easily abusable by VoidRays, who can just charge up on them and then attack the Natural. There shouldn't be a Destructable rock near any expansion and certainly not near the Main or Natural. ---> I'd recommend putting Minerals there which could be mined out by the opponent to create a new path into the main, like on Destination in Broodwar.
- Another thing that's kinda imbalanced is the great distance between Main and Natural: it's gonna be pretty hard for Zerg to connect the bases with creep. This fact and the destructable rocks make this Map a paradise for Voidrays.
- I also think the Natural is a bit too wide open - maybe reduce the space above/beneath the Geysir's a bit?
But besides that, I really like this Map! Good Job!
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On September 03 2010 19:09 kickinhead wrote: So far my favourite completely new Map I've seen (favourite Map overall would be fighting spirit) ^^'
I really like how far the bases are apart, so you can't abuse early rushes that easily, with the Map being only 2-player and all...
I have some Problems with the Map though:
- The biggest Issue I have with this Map is the destructable rock near the Natural. Those are so easily abusable by VoidRays, who can just charge up on them and then attack the Natural. There shouldn't be a Destructable rock near any expansion and certainly not near the Main or Natural. ---> I'd recommend putting Minerals there which could be mined out by the opponent to create a new path into the main, like on Destination in Broodwar.
- Another thing that's kinda imbalanced is the great distance between Main and Natural: it's gonna be pretty hard for Zerg to connect the bases with creep. This fact and the destructable rocks make this Map a paradise for Voidrays.
- I also think the Natural is a bit too wide open - maybe reduce the space above/beneath the Geysir's a bit?
But besides that, I really like this Map! Good Job!
Hey, i suspect your talking about River Point?
In any case, your point about the rocks next to the nat is indeed valid. I too would like a blocker there that does not necessarily allow for void ray charging.
As far as the distance from main to nat, i have thought about moving the main up a tile set, however, the close 3rd is a significant component in favor of zerg play.
Also, i like the mineral blocking idea, in order for an enemy to break it they would need to ull workers off their lines... interesting idea.
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With the day/night cycle, will that cause lagging issues? I cannot play on Devotion because of lag even on lowest settings because of its fancy lighting effects.
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devotion is from prodig, not konicki
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On September 07 2010 03:42 Superouman wrote: devotion is from prodig, not konicki
I know, but my comp is shit and lags when playing on that map as well and was wondering if the day/night cycle would cause the same problem.
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On September 07 2010 04:30 Antares777 wrote:Show nested quote +On September 07 2010 03:42 Superouman wrote: devotion is from prodig, not konicki I know, but my comp is shit and lags when playing on that map as well and was wondering if the day/night cycle would cause the same problem. There's no day/night cycle on devotion and the lighting effects are about as minimal as I can get them on a night setting. I'm still trying to determine the reason why the map performs so badly for people with slower machines but I'm not getting very far :/
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I am getting the feeling that trees are culpable.. im still at a loss for this however as well.
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On September 07 2010 05:59 konicki wrote: I am getting the feeling that trees are culpable.. im still at a loss for this however as well. I'd agree, but there are more trees and foliage in general on Valhalla and it doesn't perform this bad. I've tried eliminating all sorts of things and I still haven't been able to isolate it :<
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Zerg favored to the extreme.
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I just played on River Point vs my bro.
LAG.
:'( I need a better computer.
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On September 07 2010 08:05 RoieTRS wrote:Zerg favored to the extreme.
Your certainly welcome to say that, but if you are going to, id ask that you at least offer some explanation as to why you think so.
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On September 07 2010 09:02 Antares777 wrote: I just played on River Point vs my bro.
LAG.
:'( I need a better computer.
Well.. it seems this is happening with a lot of custom melee maps. It seems odd, but there are certain doodads that are simply not usable at this point and though it may be unusual, blizzard seems to have been drawing from a doodad pool similiar to the pre-launch pool. Many of the added doodads on launch do not appear in blizz maps.
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Alot of these maps look cool, but honestly there is too much crap in them. My computer averages like 12-15 less FPS on these maps than normal Blizz maps.
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On September 08 2010 14:48 DannyJ wrote: Alot of these maps look cool, but honestly there is too much crap in them. My computer averages like 12-15 less FPS on these maps than normal Blizz maps.
I agree, a middle ground needs to be found.
This week, I am going through eliminating un-needed doodads that might be culpable for increased pressure peoples computers causing the slowdown.
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Konicki the new day and night cycles on river point look amazing!!!
We really got to play on that map again sometime
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On September 08 2010 23:06 konicki wrote:Show nested quote +On September 08 2010 14:48 DannyJ wrote: Alot of these maps look cool, but honestly there is too much crap in them. My computer averages like 12-15 less FPS on these maps than normal Blizz maps. I agree, a middle ground needs to be found. This week, I am going through eliminating un-needed doodads that might be culpable for increased pressure peoples computers causing the slowdown.
Thanks.
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Map Added to "Current Projects"
[m] Sungsu Crossing
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I like the idea of having the naturals on a high ground ridge that is a straight path to each other on Sungsu Crossing. I also like where the XWTs are placed and how the island expansions are not very close to the mains so that Terran cannot fe there.
Nice job!
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Anyone know how to get these maps to play in SC2ALLin1?
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These maps are fantastic :D Can we please get some of them on the SEA region!
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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.
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Wooooow, day night cycles! How long are they?
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Thats awesome konicki!!! I can't wait to play them!!!!!
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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.
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Added Lebasse Pass + Show Spoiler +
- 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)
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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.
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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.
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@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.
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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.
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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.
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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 +
New: + Show Spoiler +
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I like that a lot! A good way of shortening the distance without sacrificing the layout of the map.
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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.
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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.
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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.
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I tried getting some of these maps off custom games and not really working, there any site we can download them off of?
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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
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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
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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
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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.
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On October 18 2010 09:07 konicki wrote: Im actually glad you pointed that out. I will look into a way of either lowering the sound emitters or possibly eliminating them. Just double click the doodad and check the "Disable Sound Emitters" box.
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Any updates on Black Omen? Looks very interesting.
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