[Map] (2) iCCup Obsidian Inferno by prodiG - Page 4
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Raelcun
United States3747 Posts
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prodiG
Canada2016 Posts
On November 24 2010 16:45 iCCup.Raelcun wrote: So hows that Thermopylae sign going? Oh... You know... Not at all... ![]() | ||
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Newbistic
China2912 Posts
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Baby_Seal
United States360 Posts
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 + + Show Spoiler + | ||
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ultrakorne
Italy30 Posts
On November 24 2010 16:15 BLinD-RawR wrote: I'm pretty sure someone already published this on EU. i really cannot find it maybe its not or blizzard search is failing | ||
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2-_-n
Sweden24 Posts
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prodiG
Canada2016 Posts
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 + + Show Spoiler + 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. | ||
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theqat
United States2856 Posts
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prodiG
Canada2016 Posts
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~ | ||
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dezi
Germany1536 Posts
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Randomaccount#77123
United States5003 Posts
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prodiG
Canada2016 Posts
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. | ||
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Pepe The ProbeZzzap!
Australia6 Posts
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th3rogue
Germany683 Posts
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prodiG
Canada2016 Posts
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. | ||
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BuuGhost
Netherlands340 Posts
![]() I love the idea and this should be like Scrap Station 2.0. <3 | ||
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prodiG
Canada2016 Posts
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![[image loading]](http://imgur.com/PFbxj.jpg)
![[image loading]](http://imgur.com/cls8c.jpg)
maybe its not or blizzard search is failing