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[M] iCCup Odyssey (2) - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 Next All
dezi
Profile Blog Joined April 2010
Germany1536 Posts
December 01 2010 08:17 GMT
#21
I want to see the tank that is able to park at a 1x1 square ...
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
G_Wen
Profile Joined September 2009
Canada525 Posts
December 01 2010 23:46 GMT
#22
On November 27 2010 22:44 BoomStevo wrote:
You seem to have extended the camera bounds yet you did not extend the map bounds. This looks kind of weird when you scroll to the edges of the map and see the edge of the terrain and the water floating over the blackness.
Adding cliffs now, sigh.... the worst part of the job...

On December 01 2010 13:33 Gaius Baltar wrote:
I'm diggin it man. I particularly like the placement of your Xel'Naga Towers. They don't appear to "belong" to either player--they're just in right spots to be contested equally from both sides. And I like the double-high cliffs along the center path.
Thank you.
And a question. Is that platform just north of the bottom main pathable?
These areas are not pathable:
+ Show Spoiler +
[image loading][image loading][image loading]

On December 01 2010 17:17 dezi wrote:
I want to see the tank that is able to park at a 1x1 square ...
Same this is as far up as it would go:
+ Show Spoiler +
[image loading]


Map would be uploaded except B.Net is failing and upload fails every time at 72%. Will try again later.
ESV Mapmaking Team
Steezysn0brdr
Profile Joined November 2010
United States16 Posts
Last Edited: 2010-12-02 00:51:30
December 02 2010 00:49 GMT
#23
Given this map a few plays and it actually has a really good flow. Low ground seperation and overall design between the golds and Xel'Naga's give a nice staging ground for forward defensive strongholds early and and then later all out war occurs to secure the valley!
Despite your pseudo-bohemian appearance and vaguely leftist doctrine of beliefs...
-{Cake}-
Profile Joined October 2010
United States217 Posts
December 02 2010 01:01 GMT
#24
Seems almost like a 'fixed' agria valley, nice looking overall, might get around to trying it later
Steezysn0brdr
Profile Joined November 2010
United States16 Posts
Last Edited: 2010-12-02 01:25:44
December 02 2010 01:22 GMT
#25
Despite your pseudo-bohemian appearance and vaguely leftist doctrine of beliefs...
G_Wen
Profile Joined September 2009
Canada525 Posts
Last Edited: 2010-12-02 02:57:11
December 02 2010 02:56 GMT
#26
On December 02 2010 09:49 Steezysn0brdr wrote:
Given this map a few plays and it actually has a really good flow. Low ground seperation and overall design between the golds and Xel'Naga's give a nice staging ground for forward defensive strongholds early and and then later all out war occurs to secure the valley!
Thanks for the feedback I'm glad you enjoy it! Did you find anything wrong with the map?
On December 02 2010 10:01 -{Cake}- wrote:
Seems almost like a 'fixed' agria valley, nice looking overall, might get around to trying it later
Thanks, I don't really see the similarity between Agria Valley and Odyssey. There are plenty of differences including:
Much tighter choke at the natural and the natural protects the main.
A third base where the island is.
A central lowground path.
Different tower placements.
Central gold expansions.
+ Show Spoiler +
[image loading]
[image loading]

The textures for the lower half of the map are similar though but I find it plays differently than Agria Valley.

Edit: Wrong image used.
ESV Mapmaking Team
DomiNater
Profile Blog Joined September 2010
United States527 Posts
December 02 2010 04:12 GMT
#27
On December 02 2010 10:01 -{Cake}- wrote:
Seems almost like a 'fixed' agria valley, nice looking overall, might get around to trying it later


That's funny, I didnt' think of that at first. But I just played a game with my buddy and that is all that I could think of was that I was playing on a WAY better Agria Valley. lol
After I captured the elephant in the room, swept her under the rug for the hell of it... I welcome you to the melting through, of a planet that was selfish in its development of a healthy view.
G_Wen
Profile Joined September 2009
Canada525 Posts
December 02 2010 04:17 GMT
#28
On December 02 2010 13:12 DomiNater wrote:
Show nested quote +
On December 02 2010 10:01 -{Cake}- wrote:
Seems almost like a 'fixed' agria valley, nice looking overall, might get around to trying it later
That's funny, I didnt' think of that at first. But I just played a game with my buddy and that is all that I could think of was that I was playing on a WAY better Agria Valley. lol

You spawned on the bottom didn't you...
ESV Mapmaking Team
DanceSC
Profile Blog Joined March 2008
United States751 Posts
December 02 2010 04:42 GMT
#29
this map reminds me of Athena and Loki II.
Love the layout, and the sense that you can expand to the third, or take the high yeild. Whatever choice will result in different battle lines,
Dance.943 || "I think he's just going to lose. There's only so many ways you can lose. And he's going to make some kind of units. And I'm going to attack him, and then all his stuff is going to die. That's about the best prediction that I can make" - NonY
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
December 02 2010 05:07 GMT
#30
On December 02 2010 08:46 G_Wen wrote:
Show nested quote +
On December 01 2010 17:17 dezi wrote:
I want to see the tank that is able to park at a 1x1 square ...
Same this is as far up as it would go:
+ Show Spoiler +
[image loading]


I stand corrected. Still, maybe a good spot for doodad decoration in the very corners.
G_Wen
Profile Joined September 2009
Canada525 Posts
December 03 2010 01:03 GMT
#31
On December 02 2010 13:42 Zuan19 wrote:
this map reminds me of Athena and Loki II.
Love the layout, and the sense that you can expand to the third, or take the high yeild. Whatever choice will result in different battle lines,
Fuuuuuu NMJ hates Loki II....
ESV Mapmaking Team
Nerfed
Profile Joined May 2010
Russian Federation1132 Posts
December 03 2010 01:09 GMT
#32
Looks like amazing map, great work!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 03 2010 06:09 GMT
#33
--- Nuked ---
G_Wen
Profile Joined September 2009
Canada525 Posts
December 03 2010 18:35 GMT
#34
On December 03 2010 10:09 Nerfed wrote:
Looks like amazing map, great work!
Thank You.
On December 03 2010 15:09 Barrin wrote:
As I mentioned before I really like this map! Especially the feel of the layout in general. I just have one problem with it now though. The lowground pathway in the center of the map seems underpowered. :X I suppose with siege tanks, collosus, or air units, it can make taking the watch towers easier though. But TBH I sincerely think it would be sweet if the high yield minerals and watch towers switched places
Thanks Barrin. Originally the map did have the expos in the positions that you mentioned. (In fact the xel naga towers were on the lowground of the cliff the gold is on now). This however made the path around the map very underused so the position of the towers and expansions were reversed so the outer path can be used as a flank path.

The mid path was designed to be a very quick attack path for the early game and an extremely risky attack path for the mid/late game. The middle was originally very narrow (about half the size). This just didn't play too well in the game so the path was widened. The wider path with the old tower placement (where you couldn't see the middle with the towers) worked a little better but didn't quite have the same element of risk / tradeoff. In addition the golds could be shelled from the other side (think metalopolis).

Thus the golds and towers were switched. As a result both the towers and golds became more neutral. The towers have a more centralized position that both players can potentially hold and are more of less of equal usefulness. The golds now have a more direct attack path. (you don't need to curve around up a cliff attacking the left gold from the 6 natural).
ESV Mapmaking Team
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 04 2010 16:34 GMT
#35
The layout looks like agria valley, but with a defendable natural. the watchtower placement is great. I also really dig the use of the lighter green texture.
Steezysn0brdr
Profile Joined November 2010
United States16 Posts
Last Edited: 2010-12-04 20:35:15
December 04 2010 20:30 GMT
#36
On December 02 2010 11:56 G_Wen wrote:
Show nested quote +
On December 02 2010 09:49 Steezysn0brdr wrote:
Given this map a few plays and it actually has a really good flow. Low ground seperation and overall design between the golds and Xel'Naga's give a nice staging ground for forward defensive strongholds early and and then later all out war occurs to secure the valley!
Thanks for the feedback I'm glad you enjoy it! Did you find anything wrong with the map?
Show nested quote +
On December 02 2010 10:01 -{Cake}- wrote:
Seems almost like a 'fixed' agria valley, nice looking overall, might get around to trying it later
Thanks, I don't really see the similarity between Agria Valley and Odyssey. There are plenty of differences including:
Much tighter choke at the natural and the natural protects the main.
A third base where the island is.
A central lowground path.
Different tower placements.
Central gold expansions.
+ Show Spoiler +
[image loading]
[image loading]

The textures for the lower half of the map are similar though but I find it plays differently than Agria Valley.

Edit: Wrong image used.


The only thing that stuck out to us would be to maybe push out the bounds a tad more, add a bit more water. I know there is already alot of water behind the nats and such but the camera view feels a bit crowded when you are at your main, so the dead space overall just seems to feel a bit tight to us. Also a little bit more room behind the minerals in the main was something that a few of us felt was needed, that might be solved if the bound was a smudge larger though.

Other than that everything seemed fine and played out really smoothly.
Despite your pseudo-bohemian appearance and vaguely leftist doctrine of beliefs...
G_Wen
Profile Joined September 2009
Canada525 Posts
December 05 2010 04:53 GMT
#37
On December 05 2010 05:30 Steezysn0brdr wrote:
The only thing that stuck out to us would be to maybe push out the bounds a tad more, add a bit more water. I know there is already alot of water behind the nats and such but the camera view feels a bit crowded when you are at your main, so the dead space overall just seems to feel a bit tight to us. Also a little bit more room behind the minerals in the main was something that a few of us felt was needed, that might be solved if the bound was a smudge larger though.

Other than that everything seemed fine and played out really smoothly.
Mhmmm I've been meaning to add cliffs and decorate them so the edges don't seem so sudden but it's a big pain to do and I haven't had much time, a lot of traveling. As for not having enough space behind your mineral lines which race do you play as?

On December 05 2010 01:34 WniO wrote:
The layout looks like agria valley, but with a defendable natural. the watchtower placement is great. I also really dig the use of the lighter green texture.
Thanks, people keep mentioning it's like agria valley for some reason I don't understand. By the lighter green texture do you mean the bottom right half of the map?
ESV Mapmaking Team
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 05 2010 07:01 GMT
#38
On December 05 2010 13:53 G_Wen wrote:
Show nested quote +
On December 05 2010 05:30 Steezysn0brdr wrote:
The only thing that stuck out to us would be to maybe push out the bounds a tad more, add a bit more water. I know there is already alot of water behind the nats and such but the camera view feels a bit crowded when you are at your main, so the dead space overall just seems to feel a bit tight to us. Also a little bit more room behind the minerals in the main was something that a few of us felt was needed, that might be solved if the bound was a smudge larger though.

Other than that everything seemed fine and played out really smoothly.
Mhmmm I've been meaning to add cliffs and decorate them so the edges don't seem so sudden but it's a big pain to do and I haven't had much time, a lot of traveling. As for not having enough space behind your mineral lines which race do you play as?

Show nested quote +
On December 05 2010 01:34 WniO wrote:
The layout looks like agria valley, but with a defendable natural. the watchtower placement is great. I also really dig the use of the lighter green texture.
Thanks, people keep mentioning it's like agria valley for some reason I don't understand. By the lighter green texture do you mean the bottom right half of the map?

no, i mean like the whole map has that light green grass, but you make it work. agria valleys my favorite map, i just think it resembles it a bit, in the design.
Antares777
Profile Joined June 2010
United States1971 Posts
December 08 2010 00:53 GMT
#39
How many creep tumors does it take to connect the natural and main? Sorry if this has been answered somewhere else on this thread...

Nice map, I can see how it resembles Agria Valley, and how it is completely different. The main reason that it is like Agria Valley is because there are two high ground expansions somewhat in the middle of the map. The similarities end there, but that single similarity is the entire shape of the map. If the middle was different, the map would be different.

The high yield expansions on Agria Valley were on low ground for a reason. I think that your high yield bases improve that of Agria Valley's by how they are placed. They influence players to attempt to move through the middle (or on the other high ground side) to assault the high yield base so that they can get on the side with the wider ramp. Otherwise, no one would move through the middle past early game, especially with the XWTs looking over it.

I like this map a lot, nice job!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 08 2010 02:33 GMT
#40
I am so amused that the Agria Valley comments have continued to the chagrin of G_Wen. Antares summed it up pretty well. The other thing is that both maps have a choice of left or right high ground path, but the connection on Agria Valley is way too far for even paths, which I think are hard to pull off. The central ravine fixes this, and is a snappy feature as well--odd paths is much better in general.

I definitely agree with your explanation of the watchtowers. Nothing more to add except lol @ agria valley.
Comprehensive strategic intention: DNE
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