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[Map] (2) iCCup Obsidian Inferno by prodiG - Page 4

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 All
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
November 24 2010 07:45 GMT
#61
So hows that Thermopylae sign going?
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 24 2010 07:53 GMT
#62
On November 24 2010 16:45 iCCup.Raelcun wrote:
So hows that Thermopylae sign going?

Oh... You know... Not at all...
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Newbistic
Profile Blog Joined August 2006
China2912 Posts
November 24 2010 10:13 GMT
#63
It looks a lot like Scrapstanoid Android
Logic is Overrated
Baby_Seal
Profile Joined August 2010
United States360 Posts
November 24 2010 11:37 GMT
#64
One aspect of this map that really interests me is that high ground platform behind the center, normal expansion. You could do things like stick tanks on that platform and shell units as they leave your opponent's natural among other things. It would be cool to see people try to exploit that.

Not trying to be nitpicky, but I did find a very small imbalance on the map related to the ridge. The distance between the natural platform and the high ground platform is slightly smaller on the left side than it is on the right side. The difference is very, very small, but it's enough to be able to warp in small units like DT's, one at a time, from the platform if you have a pylon there while the other side cannot. You can also blink stalkers between the two on the left side, but not the right (though the AI can't handle it well, and some will blink down instead of on to the ridge).

Here's a couple screenshots. I can't really imagine this making a difference in a game, but I thought I'd point it out anyway.

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]
ultrakorne
Profile Blog Joined May 2010
Italy30 Posts
November 24 2010 12:47 GMT
#65
On November 24 2010 16:15 BLinD-RawR wrote:
Show nested quote +
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.


i really cannot find it maybe its not or blizzard search is failing
2-_-n
Profile Joined March 2010
Sweden24 Posts
November 24 2010 13:43 GMT
#66
Yeah it seams not to be up on eu.
ruskig on bnet
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 24 2010 17:45 GMT
#67
On November 24 2010 20:37 Baby_Seal wrote:
One aspect of this map that really interests me is that high ground platform behind the center, normal expansion. You could do things like stick tanks on that platform and shell units as they leave your opponent's natural among other things. It would be cool to see people try to exploit that.

Not trying to be nitpicky, but I did find a very small imbalance on the map related to the ridge. The distance between the natural platform and the high ground platform is slightly smaller on the left side than it is on the right side. The difference is very, very small, but it's enough to be able to warp in small units like DT's, one at a time, from the platform if you have a pylon there while the other side cannot. You can also blink stalkers between the two on the left side, but not the right (though the AI can't handle it well, and some will blink down instead of on to the ridge).

Here's a couple screenshots. I can't really imagine this making a difference in a game, but I thought I'd point it out anyway.

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

Interesting find :O
I'll fix this soon. As for the high ground, it's intended for players to use to harass the center expansion.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
theqat
Profile Blog Joined March 2008
United States2856 Posts
November 24 2010 19:24 GMT
#68
ProdiG, just want to say that I love this map as an "improved Scrap Station" sort of concept--especially with the innovation of the small-only bridge. I almost hope that the iCCup team will tackle improving every Blizzard map--if the players are going to complain about remakes of BW maps, maybe they'll enjoy non-terrible remakes of SC2 maps.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 24 2010 20:05 GMT
#69
On November 25 2010 04:24 theqat wrote:
ProdiG, just want to say that I love this map as an "improved Scrap Station" sort of concept--especially with the innovation of the small-only bridge. I almost hope that the iCCup team will tackle improving every Blizzard map--if the players are going to complain about remakes of BW maps, maybe they'll enjoy non-terrible remakes of SC2 maps.

Haha, I sketched a less-broken Jungle Basin yesterday. Took some elements from Destination as well, we'll see if it works out. I think Jungle Basin could be a good map if there were some key changes but time well tell~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 24 2010 20:17 GMT
#70
Is there a possibilty you gonna show us a sneak peak?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 25 2010 00:19 GMT
#71
--- Nuked ---
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 25 2010 01:14 GMT
#72
On November 25 2010 09:19 Barrin wrote:
Every expansion on this map is extremely wide open! I would say that this makes it extremely zerg favored, but it seems that by defending the area outside of your third you are effectively closing off any counterattack routes to your natural/main by ground forces. This in itself would lower "spectator value", but the fact that it's so wide open somewhat makes up for that fact by simply encouraging frontal attacks.

There is also a lot of air space around main/nat/third/4th/gold, a lot like scrap station. This encourages air/drop play which gives reason to pull some forces back from your front line further alleviating the 3-base turtle factor mentioned in the first paragraph.

I'm too lazy to check in-game.. but can you fit a building behind those LoS blockers inside the bases? If not then I recommend widening it out a little more I also think that adding some LoS Blockers in front of the third base would be a nice touch (Not really blocking off the entire path, just part of it).

The bases are tiny! But this seems to be made up for by the fact that you will need a lot of buildings outside of your base to wall off properly.

I believe the bridge is actually rather trivial as far as sneak attacks go if you simply keep it in check (which isn't hard at all for any race)... The only real use I see for it other than rushes is quicker reinforcements if you're pushing into the other person's natural. Maybe it would be a kind of funny retreat path too though :D


Air units cannot fly past the giant stacks of rocks in the corners of the map, so there's less space there than it might seem. Still enough to maneuver drops but it will take a significantly smaller number of overlords to spot all of the potential paths for example.

As for the mains, they've proven to be big enough. There's no LOS blockers on the map, however.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Pepe The ProbeZzzap!
Profile Joined November 2010
Australia6 Posts
November 27 2010 12:18 GMT
#73
Hey I was wondering if you could upload this on the sea server. I absolutely love this map and I hope to see more maps from you.
th3rogue
Profile Joined February 2010
Germany683 Posts
Last Edited: 2010-12-13 14:18:40
December 13 2010 14:18 GMT
#74
Still missing on EU!
ESL Community Manager SC2, http://www.esl.eu/eu/sc2
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-12-13 16:35:10
December 13 2010 16:32 GMT
#75
On December 13 2010 23:18 th3rogue wrote:
Still missing on EU!

It'll be up before the end of today ;D! Overhauling my loading screen template.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
BuuGhost
Profile Joined December 2010
Netherlands340 Posts
December 13 2010 17:54 GMT
#76
Seems to me like ShiftRallying will pay off bigtime and putting two cannons at the bridge too

I love the idea and this should be like Scrap Station 2.0. <3
"Kinda like this thing but there’s something you should know, I just came to say hello."
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
December 14 2010 03:25 GMT
#77
Map is up on EU ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
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