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Haha, yah. I haven't had a chance to get my friends to test it out yet. I definitely agree with waiting on changing the gas/gold mineral totals in the middle. Mostly it was just theorycrafting right after playing the map vs AI. I've had more time to think it over and it's harassabilty, especially the ease of harassing gas, makes it manageable. Hopefully real world results are in line with that expectation!
It's definitely nice to see you willing to allow aggressive strategies to prosper! I was worried that you wouldn't like people being able to proxy rush, so I didn't say anything about which way I believed it should work.
This is such a great map, yo.
=3
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I really like this map, the addition of the super-gold expo is a great touch. I agree with the comment that it might make planetary fortresses a bit too awesome though.
Is there a way to give the rocks at that location more HP as well, or have multiple sets of rocks there to really deter taking it earlier on? Should be bigger effort to clear the rocks if it's bigger reward.
I was thinking about your guys map threads today, you and Konicki and isn't there a third guy? His name is hard to remember! Anyway, I was thinking that you guys are making wonderful map after wonderful map, but I never see any games played on them, and if I do a search for melee maps on Bnet and don't specifically search for iccup, even the most popular one is way way way down on the list, and is Fighting Spirit anyway which has a reputation.
I wish you guys would spend a little bit more time working on getting the completed maps circulated through the community, and a little bit less time making dozens of maps. Like, one of the most popular user-made melee maps is Infernal Arena, which is a gimmicky yet fun 3v3, and the reason why it's so popular is probably purely because Husky did a video on it. Something like that could really get a lot of people behind these quality maps you guys have been working so hard on.
Just my two cents. Hope it doesn't sound too mean!
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I'll put my replies in bold again here:
On September 12 2010 09:50 Ketara wrote:I really like this map, the addition of the super-gold expo is a great touch. I agree with the comment that it might make planetary fortresses a bit too awesome though. Is there a way to give the rocks at that location more HP as well, or have multiple sets of rocks there to really deter taking it earlier on? Should be bigger effort to clear the rocks if it's bigger reward. I have also considered putting stacked rocks but decided against it because Terran is the only race with access to cost-effective splash. (Archons don't quite make the cut here, and Zerg is completely screwed in this regard. Adding a second rock was also a consideration but I need more testing before that change might happen.I was thinking about your guys map threads today, you and Konicki and isn't there a third guy? His name is hard to remember! Anyway, I was thinking that you guys are making wonderful map after wonderful map, but I never see any games played on them, and if I do a search for melee maps on Bnet and don't specifically search for iccup, even the most popular one is way way way down on the list, and is Fighting Spirit anyway which has a reputation. The popularity system isn't very good. Even if I create the best Melee map in all of SC2 forever and ever, if only TL knows about it then it won't see more than a dozen games an hour and stay on the very bottom of the list. (Think: 4800 people active on TL atm, 750,000 people active on bnet atm) And the final member of the iCCup Mapmaking Team is SUPEROUMAN. He lives in France, so his maps are uploaded on US via proxy accounts so you won't see him as the author in bnet.I wish you guys would spend a little bit more time working on getting the completed maps circulated through the community, and a little bit less time making dozens of maps. Like, one of the most popular user-made melee maps is Infernal Arena, which is a gimmicky yet fun 3v3, and the reason why it's so popular is probably purely because Husky did a video on it. Something like that could really get a lot of people behind these quality maps you guys have been working so hard on. iCCup and some of it's affiliates have something in the works for this. I don't think I'm in the position to disclose anything but stay tuned In the meantime, (almost) every tuesday we run the iCCup Map Series, where we get High-Level players to compete in a series of showmatches on all of our latest works. You can help us out as well! Spread the word, If you know anyone organizing an event (whether it be a King of the Hill, Tournament or just a few showmatches) kindly suggest that they introduce a few iCCup maps into their map pool! The more word gets spread the quicker everything will grow Just my two cents. Hope it doesn't sound too mean! <3
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I totally 100% agree that the popularity system is dumb, or at the very least should be more options-friendly. It's a bit difficult to find maps even if you know specifically what you're looking for.
But it is the system in place, and I think it'd be worth it to try to get even just one map pushed up in popularity by whatever means possible. If you guys could get HD & Husky to agree to cast one of the iccup showmatches and put the games on their youtube channel, I bet it'd help out a lot. They do have 200,000 subscribers each, which is a ton of people, even if the vast majority are probably not high level players and just watch for funsies.
Personally, it is not that I think the Blizzard maps are bad (not perfect, but not bad), but that I really want there to be just more maps in general in the ladder pool, and a larger variance between different types of map. I love seeing things like the super-gold-expo on this map, because just having that one feature makes it totally different from any other map in any given pool, and creates different dynamics that are map specific.
I really do think (possibly naively) that if a custom melee map got really popular, that Blizzard may add it to the ladder pool. But I doubt that can happen if people aren't actively playing it on Bnet, regardless of how good the TL experts think it is.
I will stay tuned for your something in the works though, for I am interested and would like to subscribe to your newsletter. If I had people to play I'd post replays on these threads too, but my circle of friends is like, me (crappy diamond) and a dozen people who are scared to ladder and just play Nexus Wars.
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Hyrule18941 Posts
On September 12 2010 11:02 Lunit wrote: The middle is to cramped, the best solution would be to remove the walls and have the high grass curl around half of the tower so you could not see middle. Also widen out the gold mineral patches and remove gas. There so close together that if a battle develops in the middle for the gold you would have to fight around the outside. Go play the map before you make dumb suggestions.
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Since konicki added Sungsu Crossing (Sick map, check it out) I went ahead and added Enigma to the iCCup map pool as well!
Search "iCCup" to find Enigma now!
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Im having a really hard time playing on this map, and no it has nothing to do with its layout. There is a reddish glow that really irritates my eyes. I dont know if this is just me but i honestly have to look away every so often.
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On September 15 2010 09:10 Of The Room wrote: Im having a really hard time playing on this map, and no it has nothing to do with its layout. There is a reddish glow that really irritates my eyes. I dont know if this is just me but i honestly have to look away every so often. I have never seen any red on this map, but what I think is happening is that some of the textures are getting mixed up - it's an SC2 bug. I have the same issue from time to time on metalopolis, the cement texture will turn a bright yellow :/
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Pretty easy enigma, this one
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the mid is way too imba for T... get a tankcontain or sth in front of the opponents base, take mid andbuild a PF - pretty much unbeatable.
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On September 15 2010 10:32 kickinhead wrote: the mid is way too imba for T... get a tankcontain or sth in front of the opponents base, take mid andbuild a PF - pretty much unbeatable.
Version 1.1 is up!
Changes: -Moved the Xel'Naga towers so they don't watch the exit from the third, but rather the lane units walk down around the center. -Made the center unbuildable except for the area where you place the town hall, and four 2x2 spaces around the town hall for defensive buildings -Dropped the Gold mineral fields down to 500 per patch from the original 750 -Dropped the center geysers down to 1500 per geyser from the original 2500
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dezi
Germany1536 Posts
This change to the mid favors terran. PF + Rockettowers. Zerg can make Spine/Spore but Toss can only plac Pylons. I still would prefer a version with a clean mid. Would be nice to know how that one would be played.
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On September 15 2010 17:12 dezi wrote: This change to the mid favors terran. PF + Rockettowers. Zerg can make Spine/Spore but Toss can only plac Pylons. I still would prefer a version with a clean mid. Would be nice to know how that one would be played. Any area that can be held with static defense will favor terran, defense is one of the things that Terran excels at. This version favors it much less than the previous as T could blanket the area in as many turrets as he needed.
To be fair, any change I make will have something that favors Terran about it
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dezi
Germany1536 Posts
That's true, but as i said before, i still would like to see a version where you completly scrapped this expansion and at least one version at EU :p
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Still not getting the groove of having a middle super-base. Maybe if it only had 2 geysers? The gas income from 4x geyser lasts longer (even at 1/2 or 1/3 normal amount of gas) than the minerals, and means you get to build a crapton of very high tech units, if you get the chance. Also the 2x2 spaces... so terran can build extra defense but protoss can't?
I would have liked to see high yield geysers in action too...
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On September 15 2010 17:36 dezi wrote: That's true, but as i said before, i still would like to see a version where you completly scrapped this expansion and at least one version at EU :p Map is up on EU now thanks to Myrathi :D
On September 24 2010 00:34 sylverfyre wrote: Still not getting the groove of having a middle super-base. Maybe if it only had 2 geysers? The gas income from 4x geyser lasts longer (even at 1/2 or 1/3 normal amount of gas) than the minerals, and means you get to build a crapton of very high tech units, if you get the chance. Also the 2x2 spaces... so terran can build extra defense but protoss can't?
I would have liked to see high yield geysers in action too... All of the races can use the middle, Protoss just needs to place a pylon. If Protoss is Really keen on turtling it up he can power the cannons with Warp Prisms
If the middle proves to be such a powerful thing then players will learn to not get stuck in their corner of the map because of it. If at that point the middle still proves to be a bad thing then I'll change it
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Hyrule18941 Posts
IMO 2x3 not 2x2 spots, which allows for Bunkers as well as Creep Tumors. Or maybe just add a few 1x1 patches for Creep Tumors?
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On September 24 2010 06:53 tofucake wrote: IMO 2x3 not 2x2 spots, which allows for Bunkers as well as Creep Tumors. Or maybe just add a few 1x1 patches for Creep Tumors? The whole middle area is checkerboarded for creep tumors, I checkerboard everything I make unbuildable
You should see God's Garden, the minimap in the editor has this big black hole in the middle because I've covered it in 1x1 pathing blocker doodads (something I've only just started doing because clicking out 1x1 holes to make a checkerboard by hand on something like 1000 squares can go straight to hell, I'll take my copypaste any day)
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