• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:31
CEST 18:31
KST 01:31
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22: Results and Winners5Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
[BSL22] Non-Korean Championship from 13 to 28 June2Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th152Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
StarCraft II 5.0.16 PTR Patch Notes may 26th TL Poll: How do you feel about the 5.0.16 PTR balance changes? Team Liquid Map Contest #22: Results and Winners TL.net Map Contest #22 - Voting & Ladder Map Selection Oliveira Would Have Returned If EWC Continued
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) Douyu Cup 2026 Maestros of The Game 2 announcement and schedule ! GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
Data needed Quality of life changes in BW that you will like ? BGH Auto Balance -> http://bghmmr.eu/ BW fans in southern Sweden, look here! 25 Years Since Brood War Patch 1.08
Tourneys
[ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Why doesn't anyone use restoration? Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread ZeroSpace Megathread Summer Games Done Quick 2026!
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] NBA General Discussion McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How Streaming Impacts Game P…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7895 users

[M] iCCup Europa

Forum Index > SC2 Maps & Custom Games
Post a Reply
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-12-31 02:44:17
December 21 2010 23:18 GMT
#1
[image loading]


A four spawn map, mostly meant for 1v1 though, can be found searching iccup or europa on EU, US* & SEA.

Apologies for the delayed thread (busy lazy & some slightish illness)


----


Overview:
[image loading]
132x132 playable (138x138 in the new increased airspace version, 3 tiles in every direction; means cliffs behind nat and some stubs in mains can be flown over).


More pics:+ Show Spoiler +

Somewhat diagonal view of the first 3 bases:
+ Show Spoiler +
[image loading]
tile things outside the wall are unbuildable to prevent warp-in shenanigans.



Possible nat wall for perspective:
+ Show Spoiler +
[image loading]



Cubistic view of the map:
+ Show Spoiler +
[image loading]
made entirely out of the pic two images up, true story!


----


sc2mapanalyzer:+ Show Spoiler +

Overview:
+ Show Spoiler +
[image loading]

Distances:
+ Show Spoiler +
[image loading]
[image loading]

Around the same as close air & cross map metaloplolis (close air is a bit longer than the short one here)


----


IMS games on the map:+ Show Spoiler +

Game 1, spades vs telecom: http://www.ustream.tv/recorded/11048468 (not the longest game)
Game 3, lyra vs whiplash @ 33:00: http://www.ustream.tv/recorded/11049043
Game 2, azz vs sheth @ 19:00: http://www.ustream.tv/recorded/11050325
From 49hours for the kids, lzgamer vs bubba: http://www.ustream.tv/recorded/10836766


----


Possible/probable changes:
Making it a tad bit more spacious around the mains/nats to ease harass a bit, as in widening the bounds some small amount.


----


Then I guess it's time to thank the iccup map team for help/feedback & perhaps Lyra aka nightmarjoo espeically as he heavily influenced the map.

...&
last but not least: feedback appreciated.

-----

My other iccup map(s):

[M] iCCup Braxis Orbital



*(1.0 version or lowground golds)
ESV Mapmaking!
Retgery
Profile Joined August 2010
Canada1229 Posts
December 21 2010 23:25 GMT
#2
Why the little ledge outside the natural, I remember seeing something on other iccup maps.
Other than that, yet another good map from the iccup team?
Fall down 7 times, stand up 8.
BuuGhost
Profile Joined December 2010
Netherlands340 Posts
December 21 2010 23:31 GMT
#3
Is it just me or is the Top Spawns disadvantaged by the huge gap allowing banshees to sneak in and the bottom players never having to fear air from behind?
"Kinda like this thing but there’s something you should know, I just came to say hello."
Grebliv
Profile Joined May 2006
Iceland800 Posts
December 21 2010 23:35 GMT
#4
On December 22 2010 08:25 Retgery wrote:
Why the little ledge outside the natural, I remember seeing something on other iccup maps.
Other than that, yet another good map from the iccup team?


if you're talking about the ledge encircling the nat kind of it simply eases air harass and also doubles as an overlord hiding spot.

Is it just me or is the Top Spawns disadvantaged by the huge gap allowing banshees to sneak in and the bottom players never having to fear air from behind?


the map is 99.7%* positionally balanced (aside from rotational issues)
it's just how the editor spat the image out, right now the flying space is a bit less than it seems on the bottom for all locations (hence the probable widening that would probably already been in effect if it weren't such a hassle to get things republished on US ).




*the 0.3 percent is the fact that mineral fields can't be the same all around but i doubt that will ever really come into play.
ESV Mapmaking!
FlaShFTW
Profile Blog Joined February 2010
United States10470 Posts
December 22 2010 00:28 GMT
#5
the map looks amazing. it kinda reminds me of neo harmony... i think??? (map where you have a base behind a xelnaga temple. (savior vs bisu ro26 msl i think... id know because that was the first match i've ever watched...)
anyways, the biggest pet peeve for all 4 player maps with that center of mass gold expansions is just terran mass PF there and then you just have 4 golds all to yourself. heck, they could waste a couple of PFs at the base of the ramps.

but all in all, great map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
aidnai
Profile Joined January 2010
United States1159 Posts
December 22 2010 01:15 GMT
#6
^^if the terran has time and money to spam PF's everywhere, he already won.

Looks pretty good, I'm gonna try this out later tonight.
noD
Profile Blog Joined August 2010
2230 Posts
December 22 2010 01:36 GMT
#7
Those maps should be added to official map pool, tho I like the xel naga engine and I think it should be used (:
Coramoor
Profile Blog Joined November 2010
Canada455 Posts
Last Edited: 2010-12-22 01:46:11
December 22 2010 01:45 GMT
#8
i love the design aside from the fact it seems like a tank contain would be far too easy to execute despite the wide ramp as you can shell part of the main base with some tanks at the same time as holding a player to 2 bases? any tests with this type of strategy involved

what i mean is that it also looks like the ramp might be in range from a tank or two which would be brutally annoying

is that the case?
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-12-22 02:10:41
December 22 2010 02:06 GMT
#9
On December 22 2010 10:45 Coramoor wrote:
i love the design aside from the fact it seems like a tank contain would be far too easy to execute despite the wide ramp as you can shell part of the main base with some tanks at the same time as holding a player to 2 bases? any tests with this type of strategy involved

what i mean is that it also looks like the ramp might be in range from a tank or two which would be brutally annoying

is that the case?


[image loading]

Well contains can be somewhat of a bitch i guess but you'll have to expose the tanks quite a bit to get any sort of ramp coverage (you basically have to give the defender the highground like losttemple f.x.).

The alternate exit can't be tanked from the main wide one unless you start crawling down the ramp and get quite close to the nat.

Don't think you can get a total contain going too much easier than on most maps, you'll have to spread out and expose yourself quite a bit and lose a lot of the "contain enablers" such as the high ground you originally have.

We'll have to see how it goes but i've seen the contain get broken/backstabbed a time or two.

edit: second game on the list is a contain getting broken while failing a bit at trying to reposition.
ESV Mapmaking!
FlaShFTW
Profile Blog Joined February 2010
United States10470 Posts
December 22 2010 02:39 GMT
#10
On December 22 2010 10:15 aidnai wrote:
^^if the terran has time and money to spam PF's everywhere, he already won.

Looks pretty good, I'm gonna try this out later tonight.

maybe he has a couple of grand to waste??? but still, siege and static defence in the mid, gg.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Coramoor
Profile Blog Joined November 2010
Canada455 Posts
December 22 2010 02:43 GMT
#11
On December 22 2010 11:06 Grebliv wrote:
Show nested quote +
On December 22 2010 10:45 Coramoor wrote:
i love the design aside from the fact it seems like a tank contain would be far too easy to execute despite the wide ramp as you can shell part of the main base with some tanks at the same time as holding a player to 2 bases? any tests with this type of strategy involved

what i mean is that it also looks like the ramp might be in range from a tank or two which would be brutally annoying

is that the case?


[image loading]

Well contains can be somewhat of a bitch i guess but you'll have to expose the tanks quite a bit to get any sort of ramp coverage (you basically have to give the defender the highground like losttemple f.x.).

The alternate exit can't be tanked from the main wide one unless you start crawling down the ramp and get quite close to the nat.

Don't think you can get a total contain going too much easier than on most maps, you'll have to spread out and expose yourself quite a bit and lose a lot of the "contain enablers" such as the high ground you originally have.

We'll have to see how it goes but i've seen the contain get broken/backstabbed a time or two.

edit: second game on the list is a contain getting broken while failing a bit at trying to reposition.


did not realize the main was actually that huge, thought it was much smaller, that seems to remove my main concerns

thanks
Grebliv
Profile Joined May 2006
Iceland800 Posts
December 22 2010 02:52 GMT
#12
On December 22 2010 11:43 Coramoor wrote:
Show nested quote +
On December 22 2010 11:06 Grebliv wrote:
On December 22 2010 10:45 Coramoor wrote:
i love the design aside from the fact it seems like a tank contain would be far too easy to execute despite the wide ramp as you can shell part of the main base with some tanks at the same time as holding a player to 2 bases? any tests with this type of strategy involved

what i mean is that it also looks like the ramp might be in range from a tank or two which would be brutally annoying

is that the case?


[image loading]

Well contains can be somewhat of a bitch i guess but you'll have to expose the tanks quite a bit to get any sort of ramp coverage (you basically have to give the defender the highground like losttemple f.x.).

The alternate exit can't be tanked from the main wide one unless you start crawling down the ramp and get quite close to the nat.

Don't think you can get a total contain going too much easier than on most maps, you'll have to spread out and expose yourself quite a bit and lose a lot of the "contain enablers" such as the high ground you originally have.

We'll have to see how it goes but i've seen the contain get broken/backstabbed a time or two.

edit: second game on the list is a contain getting broken while failing a bit at trying to reposition.


did not realize the main was actually that huge, thought it was much smaller, that seems to remove my main concerns

thanks


Yes, everything always looks a lot smaller in the overviews, espeically regarding tank range.
And the main is a bit bigish to account for that harder to defend wall instead of being on high ground.
ESV Mapmaking!
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 22 2010 04:05 GMT
#13
ok, good textures as always, but as a whole almost all of iccup maps have the same center layout, where theres a center watchtower surrounded by 4 walls. not saying this is bad and hell it could be a motif, but it seems repetitive.
monitor
Profile Blog Joined June 2010
United States2409 Posts
December 22 2010 04:09 GMT
#14
Looks great to me, although you've probably heard that before. I love the creativeness in the map layout! I would love to see it get more attention, definitely in the top of iCCup maps.
https://liquipedia.net/starcraft2/Monitor
Grebliv
Profile Joined May 2006
Iceland800 Posts
December 22 2010 06:15 GMT
#15
On December 22 2010 13:05 WniO wrote:
ok, good textures as always, but as a whole almost all of iccup maps have the same center layout, where theres a center watchtower surrounded by 4 walls. not saying this is bad and hell it could be a motif, but it seems repetitive.


Guess standardish rotational maps kind of end up having that kind of center rather often, some clutter to get rid of overly open ground. Plus this kind of becomes the usual xel'naga layout for them as well unless you lay down 4 of them which can be kind of an overkill. Something to keep in mind none the less I guess.


On December 22 2010 13:09 monitor wrote:
Looks great to me, although you've probably heard that before. I love the creativeness in the map layout! I would love to see it get more attention, definitely in the top of iCCup maps.


ESV Mapmaking!
sicajung
Profile Joined June 2010
United Kingdom297 Posts
December 27 2010 19:36 GMT
#16
hello. sorry but can the publisher publish this map in SEA server. I would be very2 glad. thx.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
December 27 2010 19:40 GMT
#17
On December 22 2010 13:05 WniO wrote:
ok, good textures as always, but as a whole almost all of iccup maps have the same center layout, where theres a center watchtower surrounded by 4 walls. not saying this is bad and hell it could be a motif, but it seems repetitive.


Rotational symmetry doesn't allow for a whole lot to change in the center without losing symmetry. And in an area like that, a few extra 2x2 squares that you can't walk through can completely change how the center of a map works. If you are going to do it without symmetry, you need to make sure you really nail it (Fighting Spirit is a good example of this)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Node
Profile Blog Joined October 2009
United States2159 Posts
January 14 2011 18:36 GMT
#18
After seeing MorroW give a shout-out to this map in his interview with iGrok I had to take a look. I really really like this map! Things that are especially cool to me include the rotational symmetry (which IMO isn't used nearly enough), the two exits from the natural and the way that gives the defender bigger potential for surrounds, and the multiple possibilities for expansions. I'd imagine cross-positions on this map would be a blast as far as controlling expansions goes.

Overall, well done!
whole lies with a half smile
Please log in or register to reply.
Live Events Refresh
Maestros of the Game
14:00
Playoffs
Serral vs herOLIVE!
Classic vs Rogue
TBD vs Clem
RotterdaM2160
ComeBackTV 1619
IntoTheiNu 1500
TaKeTV 717
SteadfastSC301
Ryung 284
Rex238
IndyStarCraft 197
BRAT_OK 116
EnkiAlexander 111
CosmosSc2 91
3DClanTV 75
LiquipediaDiscussion
OSC
13:00
King of the Hill #252
EmpressLilyy27
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 2160
SteadfastSC 301
Ryung 284
Rex 238
IndyStarCraft 197
BRAT_OK 116
CosmosSc2 91
Livibee 51
RushiSC 24
StarCraft: Brood War
Britney 50788
Sea 2520
Shuttle 1277
Rush 171
BeSt 158
Free 138
Snow 71
Sea.KH 67
Hyun 67
ToSsGirL 34
[ Show more ]
sorry 33
Sacsri 30
Barracks 26
Rock 22
soO 17
IntoTheRainbow 17
GoRush 15
Shine 14
ajuk12(nOOB) 11
Dota 2
Gorgc10047
qojqva2308
Counter-Strike
fl0m8872
pashabiceps1062
Coldzera 909
Stewie2K305
Heroes of the Storm
Khaldor122
Other Games
gofns36974
tarik_tv10058
singsing1697
B2W.Neo791
FrodaN788
DeMusliM353
crisheroes283
KnowMe120
ArmadaUGS114
C9.Mang082
Trikslyr56
MindelVK9
Organizations
Other Games
BasetradeTV232
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• StrangeGG 34
• Migwel
• AfreecaTV YouTube
• intothetv
• sooper7s
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• 80smullet 19
• HerbMon 18
• FirePhoenix8
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis3501
• TFBlade858
Other Games
• Shiphtur175
Upcoming Events
Replay Cast
7h 29m
CranKy Ducklings
17h 29m
uThermal 2v2 Circuit
22h 29m
BSL22 NKC (BSL vs China)
1d 2h
eOnzErG vs Mihu
Messiah vs XuanXuan
Jaystar vs TerrOr
Dewalt vs Bonyth
eOnzErG vs XuanXuan
Mihu vs TerrOr
Messiah vs Bonyth
Sparkling Tuna Cup
1d 17h
uThermal 2v2 Circuit
1d 22h
BSL22 NKC (BSL vs China)
2 days
Jaystar vs Dewalt
eOnzErG vs TerrOr
XuanXuan vs Bonyth
Mihu vs Dewalt
Messiah vs Jaystar
eOnzErG vs Bonyth
TerrOr vs Dewalt
Wardi Open
2 days
OSC
3 days
Replay Cast
4 days
[ Show More ]
The PondCast
5 days
Replay Cast
6 days
OSC
6 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

BSL Season 22
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
Acropolis #4 - GSB
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
uThermal 2v2 2026 Main Event
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
Heroes Pulsing #3
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.