[M] iCCup Odyssey (2) - Page 2
Forum Index > SC2 Maps & Custom Games |
dezi
![]()
Germany1536 Posts
| ||
G_Wen
Canada525 Posts
On November 27 2010 22:44 BoomStevo wrote: Adding cliffs now, sigh.... the worst part of the job...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. On December 01 2010 13:33 Gaius Baltar wrote: Thank you.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. And a question. Is that platform just north of the bottom main pathable? These areas are not pathable:+ Show Spoiler + ![]() ![]() ![]() On December 01 2010 17:17 dezi wrote: Same this is as far up as it would go:I want to see the tank that is able to park at a 1x1 square ... + Show Spoiler + ![]() Map would be uploaded except B.Net is failing and upload fails every time at 72%. Will try again later. | ||
Steezysn0brdr
United States16 Posts
| ||
-{Cake}-
United States217 Posts
| ||
Steezysn0brdr
United States16 Posts
| ||
G_Wen
Canada525 Posts
On December 02 2010 09:49 Steezysn0brdr wrote: Thanks for the feedback I'm glad you enjoy it! Did you find anything wrong with the map?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! On December 02 2010 10:01 -{Cake}- wrote: Thanks, I don't really see the similarity between Agria Valley and Odyssey. There are plenty of differences including:Seems almost like a 'fixed' agria valley, nice looking overall, might get around to trying it later 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 + ![]() ![]() 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. | ||
DomiNater
United States527 Posts
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 | ||
G_Wen
Canada525 Posts
On December 02 2010 13:12 DomiNater wrote: 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... | ||
DanceSC
United States751 Posts
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, | ||
Gaius Baltar
United States449 Posts
I stand corrected. Still, maybe a good spot for doodad decoration in the very corners. | ||
G_Wen
Canada525 Posts
On December 02 2010 13:42 Zuan19 wrote: Fuuuuuu NMJ hates Loki II....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, | ||
Nerfed
Russian Federation1132 Posts
| ||
Randomaccount#77123
United States5003 Posts
| ||
G_Wen
Canada525 Posts
On December 03 2010 10:09 Nerfed wrote: Thank You.Looks like amazing map, great work! On December 03 2010 15:09 Barrin wrote: 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. 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 ![]() 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). | ||
WniO
United States2706 Posts
| ||
Steezysn0brdr
United States16 Posts
On December 02 2010 11:56 G_Wen wrote: Thanks for the feedback I'm glad you enjoy it! Did you find anything wrong with the map? 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 + ![]() ![]() 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. | ||
G_Wen
Canada525 Posts
On December 05 2010 05:30 Steezysn0brdr wrote: 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?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. On December 05 2010 01:34 WniO wrote: 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?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. | ||
WniO
United States2706 Posts
On December 05 2010 13:53 G_Wen wrote: 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? 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
United States1971 Posts
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
United States3943 Posts
I definitely agree with your explanation of the watchtowers. Nothing more to add except lol @ agria valley. | ||
| ||