The iCCup mapmaking team is happy to announce that it has officially merged with the TeamSix mapmaking team! The newly formed team has already began working together to create the best maps possible, and improve the ones we already have. Their addition will allow for deeper map design, and more testing than ever before. We are very pleased to have them on board!
The mapmakers
Monitor Hey I'm monitor. As many of you know, the TSI team is very excited to be merging with iCCup! I did some amatuer mapping in BW, and am working on developing my skills at SC2 map making. I've done my fair share of tournaments in SC2 as Zerg
neobowman Hi, I'm neobowman/EfHiro. Used to be a terrible Brood War mapper. Now, I'm a slightly less terrible SC2 mapper. I play a bit of SC2 on ladder, I prefer Brood War but I'm actually half/decent at SC2 so I usually play that. Big shout out to the dudes at sc2gg who are an amazingly cool bunch, tvtropes for being an equally awesome site and the iCCup map team for giving me a chance to make maps for them.
Grebliv <No intro yet >
G_Wen <No Intro yet >
FiveAlarm <No intro yet >
Also joining us will be Lyra (aka Nightmarjoo). He will be providing insight, helping test and acting as a consult during map design. We welcome any high level player to join in and help balance test the maps!
Along with the new additions to the team, we have some additions to the official iCCup Map Pool! All of the maps have been updated for the most high level competitive play.
We look forward to all future collaboration efforts and promise to bring the very best in Starcraft 2 Melee maps! Be sure to check out the Teamliquid SC2 Custom Map forum for all further maps, and tune in to iCCup.TV every single time it is online >: D
To all mapmakers: I am currently not very interested in adding any more mapmakers to the team, however feel free to contact me with some of your work and I'll keep you in mind incase that changes!
i love all the iccup maps but one thing i have to point out, atleast about the maps from a month ago is that lighting effects are a bit weird. The maps are so good but it seems like the map makers got a bit too excited about the new features in sc2 to alter lighting and visibility on the map.
On October 05 2010 01:11 Alou wrote: Not really a fan of a team picking up nearly twice it's members all of the sudden, but good luck to both parties I suppose.
Is there anything you do like besides everything Inflow? Didn't Inflow over the last couple months double in size?
I know you're not with iCCup TV anymore but you could really lay off the hate Alou. Making the team bigger will not do anything but help.
On October 05 2010 01:11 Alou wrote: Not really a fan of a team picking up nearly twice it's members all of the sudden, but good luck to both parties I suppose.
Is there anything you do like besides everything Inflow? Didn't Inflow over the last couple months double in size?
I know you're not with iCCup TV anymore but you could really lay off the hate Alou. Making the team bigger will not do anything but help.
I don't have a problem with iCCupTV or anyone in the SC2 community at all except the guy who 6 pooled me yesterday. Inflow didn't double in size over the past few months, although there are some new members (and some people no longer with Inflow). And even if it did, a couple months does not equal one day.
And making the team bigger all of the sudden could have negative effects. I've seen the maps of these new additions and hell, I used to be on Team Six itself for a brief period, and I don't think the maps they're making are up to the standard of ProdiG, SUPEROUMAN, and Konicki. Your map team though, so I hope it all works out and it ends up still being quality over quantity.
On October 05 2010 01:11 Alou wrote: Not really a fan of a team picking up nearly twice it's members all of the sudden, but good luck to both parties I suppose.
Is there anything you do like besides everything Inflow? Didn't Inflow over the last couple months double in size?
I know you're not with iCCup TV anymore but you could really lay off the hate Alou. Making the team bigger will not do anything but help.
I don't have a problem with iCCupTV or anyone in the SC2 community at all except the guy who 6 pooled me yesterday. Inflow didn't double in size over the past few months, although there are some new members (and some people no longer with Inflow). And even if it did, a couple months does not equal one day.
And making the team bigger all of the sudden could have negative effects. I've seen the maps of these new additions and hell, I used to be on Team Six itself for a brief period, and I don't think the maps they're making are up to the standard of ProdiG, SUPEROUMAN, and Konicki. Your map team though, so I hope it all works out and it ends up still being quality over quantity.
Fair enough. I understand where you are coming from now and all fair points. However that's the advantage of having a large pooled team now. prodiG, Konicki, and SUPEROUMAN can all show the TS guys their tricks they use to make their maps better. On the contrary however the same can be said for TS teaching them some stuff. I am positive there is no one out there that knows every single thing about every single option in the Galaxy Editor. It's that big. In this case the more minds the better. This is not about making 200 new maps in a month, it's about creating a strong team effort to make our maps the best possible. It's what helped make the Korean map making scene so strong, and it can only help here.
You obviously don't know where I'm coming from but iCCup basically kills 100% of the motivation I have to make maps any more.
What's the point spending hours/days/weeks on a map for it to just be forgotten about, compared to spending ~5hrs on a map and having it played by pro's and getting a lot of attention cause it has "iCCup" in the title.
It's not competition, it's a monopoly. It's easy to say shit like "keep going", "competition is good" etc, when you're in the position that you are.
On October 05 2010 03:50 funcmode wrote: You obviously don't know where I'm coming from but iCCup basically kills 100% of the motivation I have to make maps any more.
What's the point spending hours/days/weeks on a map for it to just be forgotten about, compared to spending ~5hrs on a map and having it played by pro's and getting a lot of attention cause it has "iCCup" in the title.
It's not competition, it's a monopoly. It's easy to say shit like "keep going", "competition is good" etc, when you're in the position that you are.
I'm sorry you feel that way. In our defense we spend quite a bit more then five hours on a map, even more now with the new additions to the team. Not to mention testing (which is also going to be increased with the new additions).
Tournament organizers generally have pretty open minds, if you reach out to them they may be willing to include some of your maps in their tournament. Give it a shot!
I wet my pants when I saw Python and Grandline... Make FS!!! Oh, and old-school maps like Arcadia, Zodiac, or Return of the King would be nice... AND MAKE OUTSIDER!!!
On October 05 2010 07:37 FlaShFTW wrote: I wet my pants when I saw Python and Grandline... Make FS!!! Oh, and old-school maps like Arcadia, Zodiac, or Return of the King would be nice... AND MAKE OUTSIDER!!!
On October 05 2010 07:37 FlaShFTW wrote: I wet my pants when I saw Python and Grandline... Make FS!!! Oh, and old-school maps like Arcadia, Zodiac, or Return of the King would be nice... AND MAKE OUTSIDER!!!
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! =)
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.
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.
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.
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.
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.
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.
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.
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.
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
On October 09 2010 08:39 C4MK0 wrote: Played Heartbreak ridge with a friend TvZ. Did a 7rax reaper build and got killed by the unpathable ridges, what a heartbreak.
Mabey add some doodads to the tops of the ridges or do something to make it more clear that its an unpathable area? it sure didn't look double high.
Foliage is nice too. not the iCCup quality I was used to seeing.
Other than that, great maps.
Ahh yes, we've looked into making that change. Right now, it is unpathable but only 1 high. We're currently looking into making reapers better
edit: are you saying you did or didn't like the aesthetics?