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[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 States10530 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 States10530 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
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