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[Map] (2) iCCup Obsidian Inferno by prodiG - Page 3

Forum Index > SC2 Maps & Custom Games
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monitor
Profile Blog Joined June 2010
United States2409 Posts
October 28 2010 04:53 GMT
#41
I like the basic concept. Testing will have to show if marauders are overpowered early game because of bridge crossing capabilities. One thing to note however, is that Protoss can wall it off with a single forcefield. Let alone, comming out of that bridge against an opponent with a good set-up could lead you to an instant concave of death.


As I've said in the OP, the design is very experimental. I want to see how the Paranoid-Android style bridge works in Starcraft 2. Experimentation is key~


Couldn't all units cross the first bridge on Paranoid Android? The second was just to avoid chokes I thought.

https://liquipedia.net/starcraft2/Monitor
Chronopolis
Profile Joined April 2009
Canada1484 Posts
October 28 2010 04:59 GMT
#42
I like the bridge mechanic, and the aethetic look of the map, but I seriously hope the pathing doesn't fuck over your mid to late game armies ie: you have a zealot stalker army and a-move somewhere across the map, the zealots go through the bridge and your stalkers go the other way.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 28 2010 05:18 GMT
#43
On October 28 2010 13:59 Chronopolis wrote:
I like the bridge mechanic, and the aethetic look of the map, but I seriously hope the pathing doesn't fuck over your mid to late game armies ie: you have a zealot stalker army and a-move somewhere across the map, the zealots go through the bridge and your stalkers go the other way.

This will happen if you try to attack move your opponent's natural or main from your own natural or main. It's pretty easy to play around, especially if you're paying attention or making sure you attack move the center first.


On October 28 2010 13:53 monitor wrote:
Couldn't all units cross the first bridge on Paranoid Android? The second was just to avoid chokes I thought.

Err... yeah...
Not sure where that come from
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Mainland
Profile Joined September 2010
Canada551 Posts
Last Edited: 2010-10-28 06:58:22
October 28 2010 06:54 GMT
#44
I think it's a cool map. I don't get the hate on Scrap Station though. I think Scrap Station is a really cool map, especially with the big ramp and the use of the debris at the natural, and rocks on the bridge and the close-by-air island, and the gold at the bottom with its own tower. That map is so dynamic.

Anyways, I think it'd be interesting if the high ground base in the middle were more than just standard resources. Make it something a bit more worth fighting for. There's two very natural expansions, and very few games get beyond 3-bases. Maybe make it a gold, or have like 10 mineral patches, or maybe even a 3rd geyser. It seems a bit undesirable as a 3rd base. Perhaps remove a gas from the second natural expansion? I see that it only has 6 mineral patches, that's a very cool design. But I don't think many players would try to take the middle as a 3rd unless they're already ahead.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
October 28 2010 08:19 GMT
#45
Crap station produces very poor games in general and the main reason for that is that the real contested ground between thirds is narrow. There is no variation in the expand patterns as well. I don't see this fixed, you will have unit balls clashing at the same exact spot again and again.
You want 20 good men, but you need a bad pussy.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 28 2010 09:57 GMT
#46
I liked the version with the 3 ramps at the bottom part of the map. This just offers more options and makes the map more different to Scrap Station. Maybe just don't like the Scrap Station Style of maps ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
burningDog
Profile Joined September 2010
Netherlands59 Posts
October 28 2010 15:46 GMT
#47
What was the idea behind the large destructable rocks in "beta design version 0.1"? They're also in the sketch, and they don't seem to be blocking off the ramp so there must've being an other reason for it, right?
blubbdavid
Profile Blog Joined February 2010
Switzerland2412 Posts
October 28 2010 16:19 GMT
#48
reapers fit through the bridge?

Q_Q
What do you desire? Money? Glory? Power? Revenge? Or something that surpasses all other? Whatever you desire - that is here. Tower of God ¦¦Nutella, drink of the Gods
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 28 2010 17:20 GMT
#49
On October 29 2010 00:46 burningDog wrote:
What was the idea behind the large destructable rocks in "beta design version 0.1"? They're also in the sketch, and they don't seem to be blocking off the ramp so there must've being an other reason for it, right?

The idea was to split that open area in two but I couldn't get the space to work out so I scrapped it.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
G_Wen
Profile Joined September 2009
Canada525 Posts
October 28 2010 17:44 GMT
#50
On October 29 2010 01:19 blubbdavid wrote:
reapers fit through the bridge?

Q_Q


It's not that big of a deal. Every race has the tools to effectively deal with any attack that comes through the bridge.

The problem that I see with the bridge is not with it being overpowered but instead underpowered. Once the game opens up past the early game positioning one marine or ling in the center of the bridge will nullify almost all the aggression that comes through the bridge.

Maybe the bridge can have two paths that small units can fit through instead of 1.
ESV Mapmaking Team
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 28 2010 18:01 GMT
#51
On October 29 2010 02:44 G_Wen wrote:
Show nested quote +
On October 29 2010 01:19 blubbdavid wrote:
reapers fit through the bridge?

Q_Q


It's not that big of a deal. Every race has the tools to effectively deal with any attack that comes through the bridge.

The problem that I see with the bridge is not with it being overpowered but instead underpowered. Once the game opens up past the early game positioning one marine or ling in the center of the bridge will nullify almost all the aggression that comes through the bridge.

Maybe the bridge can have two paths that small units can fit through instead of 1.

The one marine or ling would surely die This is an interesting idea, I'll keep it in mind.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
R4ptur3d
Profile Blog Joined November 2009
Canada206 Posts
October 28 2010 23:38 GMT
#52
yo josh bro, very nice map. i shall hi5 you momentarily.
PsykoMantis
Profile Joined June 2010
United States203 Posts
October 29 2010 00:28 GMT
#53
hey prodiG about the bridge in the center, do the units end up walking single file down it?
if it does work that way you could just change the pathing at the entrances so it only allows small units to leave/enter the bridge but their pathing is unhindered on the bridge itself. ofcourse this means you could drop big units on the bridge and they could only be reached by small units (i made a map that had this feature a while ago in beta, never got around to remaking it in retail)
when bnet decides to let me back on i definitely want to try this out
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 29 2010 01:19 GMT
#54
i kept it restrained to single file for that exact reason.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-11-23 00:56:55
November 22 2010 21:02 GMT
#55
Further testing has shown that Marauders having the ability to move down the center but not Roaches is just not working, Marauders now interact with buildings and doodads the same way Roaches do (same size in regards to maneuvering close to buildings, but not in a ball together) and can no longer pass through the close bridge. OP has been updated with the list of units that can pass through.

Marauder Inner Radius stat 0.375 -> 0.6785 - Same as Roach This only affects buildings and doodads, not units. The difference is almost unnoticeable in-game (as in you'll only notice it if you are specifically testing before/after) and does not influence gameplay. (Tested)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Orion-TF
Profile Joined April 2010
Sweden114 Posts
Last Edited: 2010-11-22 23:30:57
November 22 2010 23:27 GMT
#56
Really nice map, good work. I like the idea with the thin pass.
I really think this is a great map for all races... I can publish it on eu server if you want. Maybe just one thing, smooth out the edge on the ramps just for visuals.
|SC2 Mapmaker|
ultrakorne
Profile Blog Joined May 2010
Italy30 Posts
November 24 2010 00:04 GMT
#57
i love iccup maps, i m looking for this one on EU..
when is this map comming in eu!?
FILM
Profile Joined September 2010
United States663 Posts
November 24 2010 05:45 GMT
#58
This is a pretty visually stunning map.
Artosis:  "It's like Detroit in there."   Tasteless:  "Lots of shootings and damaged buildings."
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-11-24 07:07:33
November 24 2010 06:55 GMT
#59
On November 24 2010 14:45 FILM wrote:
This is a pretty visually stunning map.

I aim to please ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51623 Posts
November 24 2010 07:15 GMT
#60
On November 24 2010 09:04 ultrakorne wrote:
i love iccup maps, i m looking for this one on EU..
when is this map comming in eu!?


I'm pretty sure someone already published this on EU.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
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