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iCCup Map Team picks up TeamSix - Page 3

Forum Index > SC2 Maps & Custom Games
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Archas
Profile Blog Joined July 2010
United States6531 Posts
October 04 2010 23:41 GMT
#41
This is great news to me. I've thoroughly enjoyed the maps that both TeamSix and Team ICCup have produced, and I'm definitely looking forward to seeing the masterpieces that your combined expertise can churn out. Good luck to you guys, and show Blizzard how to make REAL maps! =)
The room is ripe with the stench of bitches!
Antares777
Profile Joined June 2010
United States1971 Posts
October 05 2010 02:21 GMT
#42
Well, there goes the competition.

Not sure how to feel about this :S

Probably a good thing though.
Hynda
Profile Blog Joined June 2010
Sweden2226 Posts
October 05 2010 03:16 GMT
#43
Very nice, but I'm still sceptical about the whole mineral onIy expansion idea. I really don't feel they fill any function as it is, but I guess time will tell.
monitor
Profile Blog Joined June 2010
United States2409 Posts
Last Edited: 2010-10-05 03:39:07
October 05 2010 03:38 GMT
#44
On October 05 2010 12:16 Hynda wrote:
Very nice, but I'm still sceptical about the whole mineral onIy expansion idea. I really don't feel they fill any function as it is, but I guess time will tell.


Yeah, we are definitely on the same page. Because you can't mine from depleted geysers in SC2, we are also skeptical. However, since the BW ported maps had mineral-only expos, we would like to test them that way in SC2 until they are ruled out completely.
https://liquipedia.net/starcraft2/Monitor
TheDominator
Profile Blog Joined November 2009
New Zealand336 Posts
October 05 2010 05:05 GMT
#45
Python!!! Best map ever. Thnx neobowman. This team will show blizzard wat real mapmaking is.
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
October 05 2010 05:09 GMT
#46
I'm slightly disappointed that Python is the most popular of my maps but meh.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
October 05 2010 05:18 GMT
#47
It does look pretty nice though! You'll have to make a testbug quality map to blow it away and make everyone forget about it.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
tofucake
Profile Blog Joined October 2009
Hyrule19221 Posts
October 05 2010 14:52 GMT
#48
Uh...why not try adding only 1 geyser to the mineral onlies? It still follows the rule of normal expansion - 1 geyser...
Liquipediaasante sana squash banana
Dystisis
Profile Joined May 2010
Norway713 Posts
Last Edited: 2010-10-05 15:24:43
October 05 2010 15:17 GMT
#49
Sad because this means I have less of a chance getting on the team once I get my stuff together and my new compu.

Still, great that there's such an awesome mapping team in existence though. Nice looking maps. =)

Edit: Grand Line looks very interesting. Looks to be rotated along the vertical axis and mirrored along the horizontal axis? I did that with one of my 4 player maps once, took a lot of work getting the terrain right, but it didn't turn out quite as well as Grand Line, good job.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 05 2010 17:12 GMT
#50
On October 05 2010 11:21 Antares777 wrote:
Well, there goes the competition.

Not the competition. I think there are a lot very good map makers out they that can't all be in the same team. The only problem is that with such a big team there is a very small chance that iccup gonna use non iccup map maker maps.



On October 06 2010 00:17 Dystisis wrote:
Edit: Grand Line looks very interesting. Looks to be rotated along the vertical axis and mirrored along the horizontal axis? I did that with one of my 4 player maps once, took a lot of work getting the terrain right, but it didn't turn out quite as well as Grand Line, good job.

Grand Line is just a port but i don't like the reworked textures. They were fine like neo made them. The steal doesn't fit to the center area.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-10-05 18:16:19
October 05 2010 18:06 GMT
#51
dezi wrote:
Show nested quote +
Antares777 wrote:
Well, there goes the competition.

Not the competition. I think there are a lot very good map makers out they that can't all be in the same team. The only problem is that with such a big team there is a very small chance that iccup gonna use non iccup map maker maps.





like dezi I do not think that a big team means less competition concerning maps and quality. a problem I see is that bigger teams often have to take more time to test, communicate and discuss. this is a bonus as well as a malus. but this is kind of their decision, isn't it?

regarding the competition between two teams, sure this kind of "entertainment" is gone, but when there is only one quasi-monopoly all other individual mappers have better chances to stand out for themselves. there is ICCupMaps as some kind of institution and then there are independent designer.
sure ICCupMapping Team has the best opportunities regarding testing, playtime, coverage, but as an independant designer you are better of with one big team than five teams I guess.

in my opinion this development is great, because the more non-blizzard maps get good coverage, the more interest will be generated for custom melee maps . the only reason to complain is when you had hopes to get in one of the teams and now you won't be picked.

if people who organize tourneys decided only to play the team's maps it would soon the same boring stuff like it is with blizzard's maps. we need a bigger mappool!

(edit)
it was only a matter of time until a number of mappers constitute to such a factory team to deliver wel made maps for competitive play.still I would prefer a sticky thread with featured maps like "top 5 maps of october on teamliquid" or a pool of maps created by the community to help organizers find maps instead of using the ICCup factory team's map each and every time. although i consider most of them really well thought out and nice thinks will wear and lack freshness with some time.
neooffs
Profile Blog Joined January 2010
Brazil34 Posts
October 05 2010 18:25 GMT
#52
im liking neo avalanche and starlight breaker
BoomStevo
Profile Joined August 2010
United States332 Posts
October 05 2010 21:46 GMT
#53
On October 05 2010 07:24 BoomStevo wrote:
I haven't seen any maps on TL.net from half the guys on Team Six. Can someone link me to their work?

Decided to just search TL myself. Here's what I found:
(neobowman and monitor already have links to their threads on the first post)

Grebliv's Map Thread

Byzantium (SCBW Port) by G_Wen

Gold Typhoon by FiveAlarm
Twin Mesas by FiveAlarm
Temperate Tussle by FiveAlarm

Probably not all of their work, but it's what I found with a quick search on the forums.

What happened to UsedMan? Pretty sure he was in the original post.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-10-05 22:00:37
October 05 2010 22:00 GMT
#54
On October 06 2010 06:46 BoomStevo wrote:
Show nested quote +
On October 05 2010 07:24 BoomStevo wrote:
I haven't seen any maps on TL.net from half the guys on Team Six. Can someone link me to their work?

Decided to just search TL myself. Here's what I found:
(neobowman and monitor already have links to their threads on the first post)

Grebliv's Map Thread

Byzantium (SCBW Port) by G_Wen

Gold Typhoon by FiveAlarm
Twin Mesas by FiveAlarm
Temperate Tussle by FiveAlarm

Probably not all of their work, but it's what I found with a quick search on the forums.

What happened to UsedMan? Pretty sure he was in the original post.


That's most of my stuff aside from some that is in works/testing (kind of been swamped for a little bit).

Pretty sure UsedMan went on to play halo reach or something , what I heard anyways.
ESV Mapmaking!
Complete
Profile Joined October 2009
United States1864 Posts
October 05 2010 22:16 GMT
#55
Is there any way you could lower the hp on the destructable rocks for python on the top right and bottom left?

It seems unreasonable to have 2k hp destructable rock on an island expansion....
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
October 05 2010 22:56 GMT
#56
On October 06 2010 07:16 Iamsmart wrote:
Is there any way you could lower the hp on the destructable rocks for python on the top right and bottom left?

It seems unreasonable to have 2k hp destructable rock on an island expansion....

That's a good point actually. I'll try to work on that.
monitor
Profile Blog Joined June 2010
United States2409 Posts
October 05 2010 23:00 GMT
#57
On October 06 2010 07:56 neobowman wrote:
Show nested quote +
On October 06 2010 07:16 Iamsmart wrote:
Is there any way you could lower the hp on the destructable rocks for python on the top right and bottom left?

It seems unreasonable to have 2k hp destructable rock on an island expansion....

That's a good point actually. I'll try to work on that.


Neo you could put the 4x4 rocks, I believe they have 1000hp.
https://liquipedia.net/starcraft2/Monitor
monitor
Profile Blog Joined June 2010
United States2409 Posts
October 05 2010 23:28 GMT
#58
Hey guys, to avoid confusion I posted a link to my map thread:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=137363
https://liquipedia.net/starcraft2/Monitor
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
October 06 2010 00:19 GMT
#59
On October 06 2010 08:00 monitor wrote:
Show nested quote +
On October 06 2010 07:56 neobowman wrote:
On October 06 2010 07:16 Iamsmart wrote:
Is there any way you could lower the hp on the destructable rocks for python on the top right and bottom left?

It seems unreasonable to have 2k hp destructable rock on an island expansion....

That's a good point actually. I'll try to work on that.


Neo you could put the 4x4 rocks, I believe they have 1000hp.


Could use other structures keep in mind that rocks also have 3 armor as opposed to all other structures 1. So using rocks makes zerglings and other low damage units not really that great especially if they ahve a high rate of fire like marines.
monitor
Profile Blog Joined June 2010
United States2409 Posts
Last Edited: 2010-10-06 01:09:22
October 06 2010 01:06 GMT
#60
On October 06 2010 09:19 iCCup.Raelcun wrote:
Show nested quote +
On October 06 2010 08:00 monitor wrote:
On October 06 2010 07:56 neobowman wrote:
On October 06 2010 07:16 Iamsmart wrote:
Is there any way you could lower the hp on the destructable rocks for python on the top right and bottom left?

It seems unreasonable to have 2k hp destructable rock on an island expansion....

That's a good point actually. I'll try to work on that.


Neo you could put the 4x4 rocks, I believe they have 1000hp.


Could use other structures keep in mind that rocks also have 3 armor as opposed to all other structures 1. So using rocks makes zerglings and other low damage units not really that great especially if they ahve a high rate of fire like marines.


That seems like a good idea, were you thinking a garage or is there something else?

edit: prodiG, you should probably add iCCup Heartbreak Ridge to OP
https://liquipedia.net/starcraft2/Monitor
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