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[2]iCCup Pawn by monitor
After a while off from map making, I have returned with much inspiration. As many of you know, I have been giving detailed responses and guides on peoples maps to spread the knowledge over TeamLiquid. Ask me anytime if you want detailed feedback, I'm always glad to help.
+ Show Spoiler [LQ Angle] +
- Spawns: 10o'clock and 4o'clock
- Size: 128x96
- Expansions: 10
- XNT: 2
- Tileset: Avenus Space
A lot of small tedious parts of the map require pathing blockers. I have included a picture of details, bounds, and pathing. So look at the picture below if you're confused!- The backdoor 3rd''s can be dropped
- The 1gas middle expansions cannot be dropped
- Various high grounds are fillers/sight blocker
Pathing Image (shows sides of map not visible in-game) + Show Spoiler +
Main has 8 min patches. Nat has 8 min patches. 3rd has 7 min patches. HY has 6 min patches. 1gas 7 min patches.
Close Image- Main, Nat, 1gas + Show Spoiler +
Map Analyzer Pictures Rush Distances + Show Spoiler +
Bases: + Show Spoiler +
If the images do not resize themselves, you should open them in a separate window and view full screen.
Keep in mind this map is still being developed, so all feedback is appreciated. Textures and doodads are done for now, but if a demand comes for elaboration, it can happen. Now an official iCCup map.
Changelog + Show Spoiler + -----1.0 .Multiple unreleased beta versions .Central LoS Blockers removed .Doodads added on unpathable highground .Texture cleanup .Path blockers completed .Now official iCCup map -------2.0 .Textures sharpened .Texturing clarified .HY 1x ramp replaced with low ground path .3rds moved closer to center .Middle high ground removed -----2.1 .HY moved pushed into center slightly .defined Textures .fixed symmetry of all expansions .widened small path from HY to middle .widened wide path from HY to middle ramp
LiquidPedia 2 entry: http://wiki.teamliquid.net/starcraft2/ICCup_Pawn
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Wow, very nice. Excellent use of space in particular.
The natural is pretty secure despite having 2 entrances, seeing as enemies are funneled pretty well by the extended chokes.
LOS is going to be a bitch in the middle :/ Air is pretty important. And colossus can't abuse those cliffs in the center - ehh... not sure how I feel about that.
I'll have to play on it to be sure, but that super-choked area just looks really awkward
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Very nice Monitor, this is the most original map I think I've seen for SCII.
At first, I thought Match Point, but that was wrong. This map is very original and I cannot tell what inspired this magnificent work of art. It's like its own map, and I love it!
The middle works very well, acting as a funnel and clearly shows the RvR of using it. Like iGrok said, the natural is easy to defend considering it has two chokes. This is a really good feature to have, because most maps that have two chokes to a natural make the natural hard to control. Nice job doing that (this may be a problem on Industry, not sure, just thought of it)! I really like the watchtower placement as well. That and the natural + third layout make this map amazing and really original, something I haven't seen before! Is there any chance this will become an iCCup map? It should be.
Out of curiosity, why are there only 7 mineral fields at the thirds?
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Wow, very nice. Excellent use of space in particular.
The natural is pretty secure despite having 2 entrances, seeing as enemies are funneled pretty well by the extended chokes.
LOS is going to be a bitch in the middle :/ Air is pretty important. And colossus can't abuse those cliffs in the center - ehh... not sure how I feel about that.
I'll have to play on it to be sure, but that super-choked area just looks really awkward
The LoS blockers were added originally when the center was much larger, to break it up. I share opinions that they are unnecessary now, thats for reminding me to remove them! 
Very nice Monitor, this is the most original map I think I've seen for SCII.
At first, I thought Match Point, but that was wrong. This map is very original and I cannot tell what inspired this magnificent work of art. It's like its own map, and I love it!
The middle works very well, acting as a funnel and clearly shows the RvR of using it. Like iGrok said, the natural is easy to defend considering it has two chokes. This is a really good feature to have, because most maps that have two chokes to a natural make the natural hard to control. Nice job doing that (this may be a problem on Industry, not sure, just thought of it)! I really like the watchtower placement as well. That and the natural + third layout make this map amazing and really original, something I haven't seen before! Is there any chance this will become an iCCup map? It should be.
Out of curiosity, why are there only 7 mineral fields at the thirds?
Haha thanks. I think Industry could have a small problem with that, but not much. It should be fine.
The 3rds couldn't be too resource heavy because its very easy to take. The 3rd is more dangerous to hold than the center expo, but its also got another gas. Hopefully, the distances and 3rd harass balance it out.
The center expo needed to have 1 gas (but we're still testing) because map control was so easy from one choke. Otherwise, you got 4 free expos from controlling the ~medium wide choke up to the center.
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I'm pretty happy with the way the map turned out. It's gone through a few different stages in it's development but all in all I think this is the best configuration. Some of the features need some more testing to confirm but I don't see a whole lot changing. 8)
This map is a perfect example of what happens when the iCCup mapmaking team puts a few of their heads together and irons out a great design. You can all expect maps of this caliber and higher in the future. (The original design is monitor's but naturally the team's feedback plays a big role in a map's evolution. For example, look at the many different maps in the Beta test of iCCup Obsidian Inferno.)
Also, map has been added to the iCCup Map Pool and will be featured in an iCCup Map Series event in January 2011 (exact date&time still pending~)
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holy crap this is a nice map.
Im normally VERY critical of peoples maps (tbh i think 90% of the TL maps on here are complete garbage), but this one... very nice.
Im still sceptical about the ability of the community to get ANY customs used anytime soon, no matter how good they may be. I think you guys need to crank out at least 5 of this level of map... not including any of the ones you already have (unless they are tweaked to absolute perfection), and then have 1 major ass tourney use ONLY your map pool. and it has to be big enough where you can get the TOP players (at least multiple code A+) to have to practice on your maps.
Good luck tho, awesome job
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On December 26 2010 15:03 danson wrote: holy crap this is a nice map.
Im normally VERY critical of peoples maps (tbh i think 90% of the TL maps on here are complete garbage), but this one... very nice.
Im still sceptical about the ability of the community to get ANY customs used anytime soon, no matter how good they may be. I think you guys need to crank out at least 5 of this level of map... not including any of the ones you already have (unless they are tweaked to absolute perfection), and then have 1 major ass tourney use ONLY your map pool. and it has to be big enough where you can get the TOP players (at least multiple code A+) to have to practice on your maps.
Good luck tho, awesome job
Thanks! You have a good idea to get 5 or so top maps, then use them in a tournament.
While you're hear, what do you think of Starlight Breaker by neobowman? + Show Spoiler +
I personally love it, it has a perfect size (same as Pawn, 128x96), perfect distances, and great balance. Do you think its good enough, or does it need perfecting? Or do you not like the layout?
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On December 26 2010 15:09 monitor wrote:Show nested quote +On December 26 2010 15:03 danson wrote: holy crap this is a nice map.
Im normally VERY critical of peoples maps (tbh i think 90% of the TL maps on here are complete garbage), but this one... very nice.
Im still sceptical about the ability of the community to get ANY customs used anytime soon, no matter how good they may be. I think you guys need to crank out at least 5 of this level of map... not including any of the ones you already have (unless they are tweaked to absolute perfection), and then have 1 major ass tourney use ONLY your map pool. and it has to be big enough where you can get the TOP players (at least multiple code A+) to have to practice on your maps.
Good luck tho, awesome job Thanks! You have a good idea to get 5 or so top maps, then use them in a tournament. While you're hear, what do you think of Starlight Breaker by neobowman? + Show Spoiler +I personally love it, it has a perfect size (same as Pawn, 128x96), perfect distances, and great balance. Do you think its good enough, or does it need perfecting? Or do you not like the layout?
Ah, yes, Starlight Breaker is also an example of a unique map, sorry I forgot about that one. this and that map are really unique.
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On December 26 2010 15:33 Antares777 wrote:Show nested quote +On December 26 2010 15:09 monitor wrote:On December 26 2010 15:03 danson wrote: holy crap this is a nice map.
Im normally VERY critical of peoples maps (tbh i think 90% of the TL maps on here are complete garbage), but this one... very nice.
Im still sceptical about the ability of the community to get ANY customs used anytime soon, no matter how good they may be. I think you guys need to crank out at least 5 of this level of map... not including any of the ones you already have (unless they are tweaked to absolute perfection), and then have 1 major ass tourney use ONLY your map pool. and it has to be big enough where you can get the TOP players (at least multiple code A+) to have to practice on your maps.
Good luck tho, awesome job Thanks! You have a good idea to get 5 or so top maps, then use them in a tournament. While you're hear, what do you think of Starlight Breaker by neobowman? + Show Spoiler +I personally love it, it has a perfect size (same as Pawn, 128x96), perfect distances, and great balance. Do you think its good enough, or does it need perfecting? Or do you not like the layout? Ah, yes, Starlight Breaker is also an example of a unique map, sorry I forgot about that one. this and that map are really unique.
I was more wondering if "danson" thought Starlight Breaker would make it to iCCup top 5, if we had something like that.
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Ill preface this by saying im not that great. ~2kish, So take this for what its worth, but I appreciate you asking me.
I think the layout could use some major overhaul
I think the 5ths are a complete waste of space, and should be rethought. I cant picture a game in my head where they are being used so close to the obvious choice for your opps third (if a game lasted that long.
I dont like the 3rd's minerals facing in, or at least i think the whole base could be shifted to the out side (or further away if you removed/moved the 5ths)
I think this map is so open, and linear (if you think the majority of games would be 2/3 base, which is most likely), that Air play would be heavily discouraged. as would drops/warpins/nydus (lol)
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this seems harsh, but i still think its better than all but shakuras on bnet, ill toss a few not very well thought out suggestions
maybe move the LOS/drop ledge to oversee the gold instead of natural, then move the natrual, and third away from the opponents fifth. This serves 3 purposes. Makes taking a third less risky, improves the chances of the fifth being used, and it would encourage harrasment of both the gold and the main by drops.
also, maybe some more segmentation overall, but especially more division from the 5ths and thirds,
Hope these make sense to you, who knows if im right or wrong, since ive never seem games played on them, but i hope to soon!
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On December 26 2010 15:53 danson wrote: Ill preface this by saying im not that great. ~2kish, So take this for what its worth, but I appreciate you asking me.
I think the layout could use some major overhaul
I think the 5ths are a complete waste of space, and should be rethought. I cant picture a game in my head where they are being used so close to the obvious choice for your opps third (if a game lasted that long.
I dont like the 3rd's minerals facing in, or at least i think the whole base could be shifted to the out side (or further away if you removed/moved the 5ths)
I think this map is so open, and linear (if you think the majority of games would be 2/3 base, which is most likely), that Air play would be heavily discouraged. as would drops/warpins/nydus (lol)
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this seems harsh, but i still think its better than all but shakuras on bnet, ill toss a few not very well thought out suggestions
maybe move the LOS/drop ledge to oversee the gold instead of natural, then move the natrual, and third away from the opponents fifth. This serves 3 purposes. Makes taking a third less risky, improves the chances of the fifth being used, and it would encourage harrasment of both the gold and the main by drops.
also, maybe some more segmentation overall, but especially more division from the 5ths and thirds,
Hope these make sense to you, who knows if im right or wrong, since ive never seem games played on them, but i hope to soon!
Thanks for the in-depth feedback, I'll make sure neobowman sees it.
I totally agree on making the best 5 and getting top players to do it. That is sort of what were doing with the monthly map pool, but I don't have any say in what goes into that. But anything we can do to promote custom maps is going to be better than Blizz maps....
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My favorite maps out of the community so far:
Sanshorn mists Fury Europa sungsu crossing
There are about 5 other that if I could make small adjustments to then i would like them as well, but I think these four (+ pawn) are the best sc2 has put foward so far.
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On December 26 2010 16:07 monitor wrote:Show nested quote +On December 26 2010 15:53 danson wrote: Ill preface this by saying im not that great. ~2kish, So take this for what its worth, but I appreciate you asking me.
I think the layout could use some major overhaul
I think the 5ths are a complete waste of space, and should be rethought. I cant picture a game in my head where they are being used so close to the obvious choice for your opps third (if a game lasted that long.
I dont like the 3rd's minerals facing in, or at least i think the whole base could be shifted to the out side (or further away if you removed/moved the 5ths)
I think this map is so open, and linear (if you think the majority of games would be 2/3 base, which is most likely), that Air play would be heavily discouraged. as would drops/warpins/nydus (lol)
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this seems harsh, but i still think its better than all but shakuras on bnet, ill toss a few not very well thought out suggestions
maybe move the LOS/drop ledge to oversee the gold instead of natural, then move the natrual, and third away from the opponents fifth. This serves 3 purposes. Makes taking a third less risky, improves the chances of the fifth being used, and it would encourage harrasment of both the gold and the main by drops.
also, maybe some more segmentation overall, but especially more division from the 5ths and thirds,
Hope these make sense to you, who knows if im right or wrong, since ive never seem games played on them, but i hope to soon! Thanks for the in-depth feedback, I'll make sure neobowman sees it. I totally agree on making the best 5 and getting top players to do it. That is sort of what were doing with the monthly map pool, but I don't have any say in what goes into that. But anything we can do to promote custom maps is going to be better than Blizz maps....
I think you guys just lost a valuable timing window between the GSLs, where there was enough downtime from major tourneys that you could have pulled some big names (and viewers!!) to practice/play on your maps because there is just nothing else going on right now. 5K people a night are doing nothing but f5ing to watch huk and idra ladder...
It may not be cheap, or easy, to get a big (at least 5k) tourney to use your maps, but I think if you timed it right, the maps were good, and it led to an amazing/exciting tourney (luck required), then the desire by players and the community for good maps would shoot through the roof.
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On December 26 2010 16:15 danson wrote:Show nested quote +On December 26 2010 16:07 monitor wrote:On December 26 2010 15:53 danson wrote: Ill preface this by saying im not that great. ~2kish, So take this for what its worth, but I appreciate you asking me.
I think the layout could use some major overhaul
I think the 5ths are a complete waste of space, and should be rethought. I cant picture a game in my head where they are being used so close to the obvious choice for your opps third (if a game lasted that long.
I dont like the 3rd's minerals facing in, or at least i think the whole base could be shifted to the out side (or further away if you removed/moved the 5ths)
I think this map is so open, and linear (if you think the majority of games would be 2/3 base, which is most likely), that Air play would be heavily discouraged. as would drops/warpins/nydus (lol)
===============
this seems harsh, but i still think its better than all but shakuras on bnet, ill toss a few not very well thought out suggestions
maybe move the LOS/drop ledge to oversee the gold instead of natural, then move the natrual, and third away from the opponents fifth. This serves 3 purposes. Makes taking a third less risky, improves the chances of the fifth being used, and it would encourage harrasment of both the gold and the main by drops.
also, maybe some more segmentation overall, but especially more division from the 5ths and thirds,
Hope these make sense to you, who knows if im right or wrong, since ive never seem games played on them, but i hope to soon! Thanks for the in-depth feedback, I'll make sure neobowman sees it. I totally agree on making the best 5 and getting top players to do it. That is sort of what were doing with the monthly map pool, but I don't have any say in what goes into that. But anything we can do to promote custom maps is going to be better than Blizz maps.... I think you guys just lost a valuable timing window between the GSLs, where there was enough downtime from major tourneys that you could have pulled some big names (and viewers!!) to practice/play on your maps because there is just nothing else going on right now. 5K people a night are doing nothing but f5ing to watch huk and idra ladder... It may not be cheap, or easy, to get a big (at least 5k) tourney to use your maps, but I think if you timed it right, the maps were good, and it led to an amazing/exciting tourney (luck required), then the desire by players and the community for good maps would shoot through the roof.
Yeah that'd be great. iCCup.Diamond (CEO of iCCup) has some big announcement coming mid-January that has something to do with making custom maps popular. My older map iCCup Neo Avalanche:
http://wiki.teamliquid.net/starcraft2/ICCup_Neo_Avalanche
Has been used in a lot of small tournaments, I think the biggest was $50..heh. We have looked into getting them into bigger tournaments, and I'm sure we will continue to- but tourneys are just so hard right now because of ladder. If only blizzard would hand off ladder map pool to iCCup control... what would they lose from something like limiting us, but giving us certain control like:
*3 Blizzard maps at all times *5 custom maps at all times *0-2 Map changes per month, on first day of month
I'm considering writing on official Blizzard forums asking for this gift... what do you think?
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On December 26 2010 16:31 monitor wrote:Show nested quote +On December 26 2010 16:15 danson wrote:On December 26 2010 16:07 monitor wrote:On December 26 2010 15:53 danson wrote: Ill preface this by saying im not that great. ~2kish, So take this for what its worth, but I appreciate you asking me.
I think the layout could use some major overhaul
I think the 5ths are a complete waste of space, and should be rethought. I cant picture a game in my head where they are being used so close to the obvious choice for your opps third (if a game lasted that long.
I dont like the 3rd's minerals facing in, or at least i think the whole base could be shifted to the out side (or further away if you removed/moved the 5ths)
I think this map is so open, and linear (if you think the majority of games would be 2/3 base, which is most likely), that Air play would be heavily discouraged. as would drops/warpins/nydus (lol)
===============
this seems harsh, but i still think its better than all but shakuras on bnet, ill toss a few not very well thought out suggestions
maybe move the LOS/drop ledge to oversee the gold instead of natural, then move the natrual, and third away from the opponents fifth. This serves 3 purposes. Makes taking a third less risky, improves the chances of the fifth being used, and it would encourage harrasment of both the gold and the main by drops.
also, maybe some more segmentation overall, but especially more division from the 5ths and thirds,
Hope these make sense to you, who knows if im right or wrong, since ive never seem games played on them, but i hope to soon! Thanks for the in-depth feedback, I'll make sure neobowman sees it. I totally agree on making the best 5 and getting top players to do it. That is sort of what were doing with the monthly map pool, but I don't have any say in what goes into that. But anything we can do to promote custom maps is going to be better than Blizz maps.... I think you guys just lost a valuable timing window between the GSLs, where there was enough downtime from major tourneys that you could have pulled some big names (and viewers!!) to practice/play on your maps because there is just nothing else going on right now. 5K people a night are doing nothing but f5ing to watch huk and idra ladder... It may not be cheap, or easy, to get a big (at least 5k) tourney to use your maps, but I think if you timed it right, the maps were good, and it led to an amazing/exciting tourney (luck required), then the desire by players and the community for good maps would shoot through the roof. Yeah that'd be great. iCCup.Diamond (CEO of iCCup) has some big announcement coming mid-January that has something to do with making custom maps popular. My older map iCCup Neo Avalanche: http://wiki.teamliquid.net/starcraft2/ICCup_Neo_AvalancheHas been used in a lot of small tournaments, I think the biggest was $50..heh. We have looked into getting them into bigger tournaments, and I'm sure we will continue to- but tourneys are just so hard right now because of ladder. If only blizzard would hand off ladder map pool to iCCup control... what would they lose from something like limiting us, but giving us certain control like: *3 Blizzard maps at all times *5 custom maps at all times *0-2 Map changes per month, on first day of month I'm considering writing on official Blizzard forums asking for this gift... what do you think?
would be nice.. but it wont happen : /
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Good to see you're still doin the map-making thing, monitor  Hope you and iCCup has some success bringing some good maps to the scene
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On December 26 2010 17:12 danson wrote:Show nested quote +On December 26 2010 16:31 monitor wrote:On December 26 2010 16:15 danson wrote:On December 26 2010 16:07 monitor wrote:On December 26 2010 15:53 danson wrote: Ill preface this by saying im not that great. ~2kish, So take this for what its worth, but I appreciate you asking me.
I think the layout could use some major overhaul
I think the 5ths are a complete waste of space, and should be rethought. I cant picture a game in my head where they are being used so close to the obvious choice for your opps third (if a game lasted that long.
I dont like the 3rd's minerals facing in, or at least i think the whole base could be shifted to the out side (or further away if you removed/moved the 5ths)
I think this map is so open, and linear (if you think the majority of games would be 2/3 base, which is most likely), that Air play would be heavily discouraged. as would drops/warpins/nydus (lol)
===============
this seems harsh, but i still think its better than all but shakuras on bnet, ill toss a few not very well thought out suggestions
maybe move the LOS/drop ledge to oversee the gold instead of natural, then move the natrual, and third away from the opponents fifth. This serves 3 purposes. Makes taking a third less risky, improves the chances of the fifth being used, and it would encourage harrasment of both the gold and the main by drops.
also, maybe some more segmentation overall, but especially more division from the 5ths and thirds,
Hope these make sense to you, who knows if im right or wrong, since ive never seem games played on them, but i hope to soon! Thanks for the in-depth feedback, I'll make sure neobowman sees it. I totally agree on making the best 5 and getting top players to do it. That is sort of what were doing with the monthly map pool, but I don't have any say in what goes into that. But anything we can do to promote custom maps is going to be better than Blizz maps.... I think you guys just lost a valuable timing window between the GSLs, where there was enough downtime from major tourneys that you could have pulled some big names (and viewers!!) to practice/play on your maps because there is just nothing else going on right now. 5K people a night are doing nothing but f5ing to watch huk and idra ladder... It may not be cheap, or easy, to get a big (at least 5k) tourney to use your maps, but I think if you timed it right, the maps were good, and it led to an amazing/exciting tourney (luck required), then the desire by players and the community for good maps would shoot through the roof. Yeah that'd be great. iCCup.Diamond (CEO of iCCup) has some big announcement coming mid-January that has something to do with making custom maps popular. My older map iCCup Neo Avalanche: http://wiki.teamliquid.net/starcraft2/ICCup_Neo_AvalancheHas been used in a lot of small tournaments, I think the biggest was $50..heh. We have looked into getting them into bigger tournaments, and I'm sure we will continue to- but tourneys are just so hard right now because of ladder. If only blizzard would hand off ladder map pool to iCCup control... what would they lose from something like limiting us, but giving us certain control like: *3 Blizzard maps at all times *5 custom maps at all times *0-2 Map changes per month, on first day of month I'm considering writing on official Blizzard forums asking for this gift... what do you think? would be nice.. but it wont happen : /
The post on bnet that I've yet to see a blue reply to
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You guys on iccup should make all of your maps downloadable for all of us who aren't on the us server
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On December 27 2010 03:49 2-_-n wrote:You guys on iccup should make all of your maps downloadable for all of us who aren't on the us server 
Would you be willing to upload it on EU or whatever you are on? If I can get your email, I'll send it over.
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very, very nice map. i totally like the layout of the possible expansions. on the visual side I love the way you created something individual with simple cliff-"brushwork".
some spots look too tight though - I cannot play the map, i try to understand it just from looking - nat to third is quite a long and narrow choke. also the central highground could be more open with only one tower. also i am unsure about the gold being so difficult to hold once you do not have complete control over centre. it looks like only one player can have it actually, but I guess you guys tested the map well and it works
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Sure!
I don't see why not, since I'm quite sure more than me would want to get their hands on this one!
I'll pm you my email.
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On December 27 2010 04:50 Samro225am wrote:very, very nice map. i totally like the layout of the possible expansions. on the visual side I love the way you created something individual with simple cliff-"brushwork". some spots look too tight though - I cannot play the map, i try to understand it just from looking - nat to third is quite a long and narrow choke. also the central highground could be more open with only one tower. also i am unsure about the gold being so difficult to hold once you do not have complete control over centre. it looks like only one player can have it actually, but I guess you guys tested the map well and it works 
Yeah, it works just the way it is supposed to. In-game, the choke to the third is not very long. It has not proved to be a problem (even in a 200/200 battle), more of a strategic area.
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On December 27 2010 07:16 baskerville wrote: no angled pictures...?
Good point, I'll stick in an angled overview.
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i really like it. really really like it.
great work
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On December 27 2010 07:42 MavercK wrote: i really like it. really really like it.
great work
Hey thanks!
I added a Low Quality overview (sorry, hard to get a high quality) to the thread.
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I don't quite understand the 1-gas expansion. I think the 1-gas expo is somewhat equivalent to a mineral-only expo in BW, but a mineral-only expo usually represented a low-risk, low-reward base. With that said, the placement of your 1-gas expo doesn't feel low-risk to me. It is close to the center, near the main attack path, and spotted by a watchtower. I feel as if the corner base would be taken as a third and for a fourth I would most likely take the gold expansion outside of my third. The gold represents nearly the same risks but gives a higher reward while protecting the entrance to my third.
The center is tight. I'm glad you removed the extraneous LOS blockers.
Aesthetically, I think it could use some work. From the top-down view my biggest concern is the sameness of each space. The same textures are used throughout which makes it difficult to distinguish the different spaces. Upon closer inspection I think you could tighten up the 'jigsaw' effect of the textures better by making them line up more naturally. And while I'm nitpicking, you have asteroids placed around the edges which are high up. With air units in these areas they can fly through or below the asteroids.
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On December 27 2010 07:56 BoomStevo wrote: I don't quite understand the 1-gas expansion. I think the 1-gas expo is somewhat equivalent to a mineral-only expo in BW, but a mineral-only expo usually represented a low-risk, low-reward base. With that said, the placement of your 1-gas expo doesn't feel low-risk to me. It is close to the center, near the main attack path, and spotted by a watchtower. I feel as if the corner base would be taken as a third and for a fourth I would most likely take the gold expansion outside of my third. The gold represents nearly the same risks but gives a higher reward while protecting the entrance to my third.
The center is tight. I'm glad you removed the extraneous LOS blockers.
Aesthetically, I think it could use some work. From the top-down view my biggest concern is the sameness of each space. The same textures are used throughout which makes it difficult to distinguish the different spaces. Upon closer inspection I think you could tighten up the 'jigsaw' effect of the textures better by making them line up more naturally. And while I'm nitpicking, you have asteroids placed around the edges which are high up. With air units in these areas they can fly through or below the asteroids.
The 1gas expo is there for a specific reason. When containing, which is pretty easy, if it had 2gas, it'd be too powerful. I needed to keep contains balanced.
I've heard positive and negatives about the aesthetics. Somewhat I agree that from the overview it is hard to distinguish areas, but in-game its really not.
The high up asteroids are outside of the map bounds last I checked, but I can check again.
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As far as the textures go, they could be really improved by simply tightening them up. Particularly the small "grid" texture, making its bounds on the edges of the squares themselves would make them nicer. But to be honest that texture doesn't quite fit anyways.
I do like that you used the avernus plates texture well. its a hard one to do so.
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the design looks really good monitor. i think the texturing needs more contrast to make the map really shine though. too much of the same imo.
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On December 27 2010 10:29 WniO wrote: the design looks really good monitor. i think the texturing needs more contrast to make the map really shine though. too much of the same imo.
Okay, thanks!
I'll take a look at the aesthetics more, hopefully clean them up. In-game, they're looking fine, have you seen them? Let me know.
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OP updated with a new image. Seen here: + Show Spoiler +
iCCup Pawn 2.0 Changes: -HY 1x ramp replaced with low ground path -textures sharpened, exaggerated -center high ground removed -3rds moved closer to center
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The updated version is now up on eu.
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the map looks really fucking amazing im gonna play on right now.. if only blizzard would try using theese maps..
i cant find this on eu ?
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very nice, If i had to make one change it would be to spread the bases a little more out. If you look at the pathing lines, you can see there are too many bases on it, or just off the beaten path. Giving zerg really only 1 safe place for a third base. I'd at the least move the 13k bases North and South respectively, into that open space behind them.
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On December 30 2010 07:47 SpoR wrote: very nice, If i had to make one change it would be to spread the bases a little more out. If you look at the pathing lines, you can see there are too many bases on it, or just off the beaten path. Giving zerg really only 1 safe place for a third base. I'd at the least move the 13k bases North and South respectively, into that open space behind them.
I think the bases are fine from testing.
I've made a couple revisions to 2.0, and the HY is pushed into the center more. I've also opened up numerous chokes (not naturals), and cleaned textures a bit more. Seen here:
+ Show Spoiler +
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On December 30 2010 07:26 MadZ wrote: the map looks really fucking amazing im gonna play on right now.. if only blizzard would try using theese maps..
i cant find this on eu ?
Should be up, 2-_-n published it as far as I know.
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that choke into the HY looks better open.
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On December 30 2010 08:03 iGrok wrote: that choke into the HY looks better open.
The problem in testing was the choked up areas of the map. There were too many chokes, so I had to open it up. By doing this, it also made the center smaller, promoting the side expansion game play that it was originally meant to have. The HY is also harder to defend now, because its closer to the rush path to your enemy. It'll be scouted more often and harassed earlier. The openness also makes it harder to hold without the small choke point.
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On December 30 2010 07:26 MadZ wrote: the map looks really fucking amazing im gonna play on right now.. if only blizzard would try using theese maps..
i cant find this on eu ?
It should be up now, had some troubble with my connection after monitor told me that it was the wrong version of the updated version
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a seige tank on the watch tower demolishes the gold, thats not bad though, seems more like an awesome feature (i assume, havent actually played it yet)
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On December 30 2010 10:18 Cyber_Cheese wrote: a seige tank on the watch tower demolishes the gold, thats not bad though, seems more like an awesome feature (i assume, havent actually played it yet)
Lol, yeah the High Yield is supposed to be harassed and tanked from high ground+Xel'Naga. Glad you like it!
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blatant MotMT bump
User was temp banned for this post.
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On January 16 2011 08:14 baskerville wrote: blatant MotMT bump
Seriously, stop your spamming. This is the third map thread that I've seen that has been meaninglessly bumped by you.
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