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[M] (3) ESV Testbug - Page 8

Forum Index > SC2 Maps & Custom Games
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Prev 1 6 7 8 9 Next All
adso
Profile Joined March 2011
718 Posts
April 07 2011 18:34 GMT
#141
iNcontroL vs TLO
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 07 2011 18:45 GMT
#142
On April 05 2011 12:41 iCCup.Diamond wrote:
Show nested quote +
On April 05 2011 11:28 coolcor wrote:
The commentators talked about how this map is bad for Protoss vs Zerg at Dallas. What do you think of that any chance of complete matchup statistics from the event?


We should be getting all game info soon-ish (unless TLPD beats MLG to the punch) then we will have a better picture.

Oddly enough, I seem to remember Zerg's struggling on that map, but it's all speculation until we have final totals !

I talked to the TLPD guys and they said they'd have the results from the event added in 1-2 weeks after the event, so they should be up soon.

And considering the state of PvZ i'd say "bad for protoss in pvz" means they're winning less than 80% of their games on it, lol
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
adso
Profile Joined March 2011
718 Posts
April 07 2011 21:31 GMT
#143
On March 25 2011 23:45 prodiG wrote:
Show nested quote +
On March 24 2011 07:30 funcmode wrote:
On March 24 2011 07:08 Ragoo wrote:
lol strange, casters really don't have the new UI on Testbug or Terminus Re, I just tried Starparty V and Starlight Breaker and watched the replays, no new UI either. But in the Sanctuarium replay it works...

Apparently Blizzard just hates competition and doesn't want the new UI on GSL/iCCup maps : P

@funcmode: on a sidenote, this doesnt look right

+ Show Spoiler +

[image loading]

Yeah I fixed that in the latest update (check the map thread for details) - however the MotM version hasn't been updated yet (on EU at least, not sure about US).

Anyway, the observer UI thing is obviously a common problem, but I have no idea what might be causing it. Superouman PM'd me quoting a post which said it had something to do with "how the map was published" - but there are so few options when publishing a map that doesn't really make sense. The fact that both the original and MotM versions of Sanctuarium (which were published by different people) both allow the observer UI leads me to believe it might be some other setting which is affecting this - but again I have no idea what might be causing such a problem, there's really very little differentiation between the actual settings in melee maps I'm drawing a blank.

this is a known issue with 1.3 and blizzard is looking into it, all we can do is wait. None of our fixes have worked consistently so I'm not sure what to say, although they're aware of it at this point. (GSTL finals didn't have the new UI)

Is it not the copy to all locals bugbug ?
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 07 2011 21:38 GMT
#144
On April 08 2011 06:31 adso wrote:
Show nested quote +
On March 25 2011 23:45 prodiG wrote:
On March 24 2011 07:30 funcmode wrote:
On March 24 2011 07:08 Ragoo wrote:
lol strange, casters really don't have the new UI on Testbug or Terminus Re, I just tried Starparty V and Starlight Breaker and watched the replays, no new UI either. But in the Sanctuarium replay it works...

Apparently Blizzard just hates competition and doesn't want the new UI on GSL/iCCup maps : P

@funcmode: on a sidenote, this doesnt look right

+ Show Spoiler +

[image loading]

Yeah I fixed that in the latest update (check the map thread for details) - however the MotM version hasn't been updated yet (on EU at least, not sure about US).

Anyway, the observer UI thing is obviously a common problem, but I have no idea what might be causing it. Superouman PM'd me quoting a post which said it had something to do with "how the map was published" - but there are so few options when publishing a map that doesn't really make sense. The fact that both the original and MotM versions of Sanctuarium (which were published by different people) both allow the observer UI leads me to believe it might be some other setting which is affecting this - but again I have no idea what might be causing such a problem, there's really very little differentiation between the actual settings in melee maps I'm drawing a blank.

this is a known issue with 1.3 and blizzard is looking into it, all we can do is wait. None of our fixes have worked consistently so I'm not sure what to say, although they're aware of it at this point. (GSTL finals didn't have the new UI)

Is it not the copy to all locals bugbug ?
No idea, the issue got fixed in the last patch (mostly... can use all of the new UI improvements but can't hit ctrl+w to hide the bottom UI on some maps :/)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
ReaperX
Profile Blog Joined January 2011
Hong Kong1758 Posts
April 17 2011 18:54 GMT
#145
This map is so well made. Thank you, great contribution.
Artosis : Clide. idrA : Shut up.
Superouman
Profile Blog Joined August 2007
France2195 Posts
April 30 2011 10:28 GMT
#146
Big update:

V6:
- Enlarged the mains to 34CC
- Added a supply depot at the bottom of main ramp instead of a 1*1 building doodad.
- Added doodads on the path between the natural and the third and inside the rocks to give a better defensive position, this is mostly to help protoss against zerg. Terrans deal well with the open terrain.
+ Show Spoiler +
[image loading]

- Switched the gaps in the middle into highground to block vision, the chokes near the central Xel'Naga tower are a bit smaller.
+ Show Spoiler +
[image loading]
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
lefix
Profile Joined February 2011
Germany1082 Posts
April 30 2011 11:43 GMT
#147
i already saw this version in a recent iccup cast. i really like this change, the center area suddenly looks alot more interesting
Map of the Month | The Planetary Workshop | SC2Melee.net
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 30 2011 12:21 GMT
#148
These changes are very nice. I heard so much Protoss (and sometimes Terran) whine about this map being way too open against Zerg (and in PvT). This will make the map more balanced, I'm sure
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Superouman
Profile Blog Joined August 2007
France2195 Posts
April 30 2011 13:15 GMT
#149
TLPD stats shows that the map is T=Z, T=P but Z>P. The changes with the doodad walls are done to balance ZvP.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 30 2011 13:32 GMT
#150
On April 30 2011 22:15 Superouman wrote:
TLPD stats shows that the map is T=Z, T=P but Z>P. The changes with the doodad walls are done to balance ZvP.


You can also see that this map is mostly played in TvZ and TvT. Protoss nearly always veto it, against Zerg and Terran. I think Protoss really only play this map when they have to.

In the latest games in the German EPS with a map pool consisting of:

Tal'Darim Altar
Terminus SE
Shakuras Plateau (new version)
Xel'Naga Caverns
Metalopolis (no close)
Shattered Temple (no close)

in TvZ Terran vetoed Metalopolis (and then Shattered Temple) and Zerg veto'ed Xel'Naga Caverns (and then Shakuras).
IN PvX Protoss always vetoes Testbug.

In TvT players like to play Testbug and ZvZ/PvP players don't care and rather play a map they know better I guess^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
dimfish
Profile Blog Joined February 2010
United States663 Posts
May 16 2011 22:47 GMT
#151
Superouman, congrats on more Testbug getting played in competition!

I'm very curious to see if the center changes you made bring the PvZ stats closer to even. If so I will probably start sending map makers to look at the size of chokes in the center of Testbug as a reference.
Superouman
Profile Blog Joined August 2007
France2195 Posts
November 07 2011 22:10 GMT
#152
Important note: The map name has been changed to ESV Testbug on NA and EU servers.
The map has been updated on NA and EU. I made some changes, they were done before i know MLG decided to not use the map in their map pool.
So i moved the 3rd closer to the natural and i made the area between these two expands more choked.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Balosaar
Profile Joined August 2012
United States35 Posts
October 23 2012 02:09 GMT
#153
I am unable to find this map in Starcraft 2 WOL. I went to the 'Starcraft' tab, and then to the 'custom games' tab and then searched for "testbug" and I am unable to find the map. I have searched the 'Arcade' and I have found some unplayable versions of the map. Was 'Testbug' removed from the game or am I searching for the wrong thing? I have searched around and have been unable to ascertain its where abouts. I hope this is a good reason to 'bump' this thread.
2014 WCS Champion StarTale Life ... Best Zerg of Heart of the Swarm
AssyrianKing
Profile Blog Joined August 2011
Australia2115 Posts
October 23 2012 05:34 GMT
#154
What happened to this map, liked it very much
John 15:13
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-10-23 05:52:32
October 23 2012 05:46 GMT
#155
Never played it cuz it's so ancient and was already out of circulation when I came onto the scene, but from looking it has a rather hard to FFE nat, there are 2 cardinal ramps, and it's now been figured out that gold bases are only appropriate if they are in some out-of-the-way corner of the map, NOT in the middle. Middle gold bases are always bad.

That said, I think with a few minor changes (slightly change the nat choke, fix the cardinal ramps, change gold bases) it could still be a solid map in today's meta.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 23 2012 05:50 GMT
#156
On October 23 2012 14:46 Fatam wrote:
Never played it cuz it's so ancient and was already out of circulation when I came onto the scene, but from looking it has a rather hard to FFE nat, the NW third's ramp is a cardinal ramp, and it's now been figured out that the only time gold bases are appropriate is if they are in an out of the way corner of the map, NOT in the middle. Middle gold bases are always bad.

That said, I think with a few minor changes (slightly change the nat choke, fix that cardinal ramp, change gold bases) it could still be a solid map in today's meta.

Also the clockwise 3rds would need to be brought closer to the nats. Right now they're both further away and they have 2 entrances instead of 1, creating some positional imbalance - plus they're just slightly far 3rds for the current metagame.
vibeo gane,
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-10-23 05:57:59
October 23 2012 05:55 GMT
#157
Also worth noting, from what I've read/heard this map was one of the first maps made (edit: ok i checked the first post date - not the first but still sorta early), before anyone had much of a clue about how the game would actually work, so it's understandable that it wouldn't be perfect. Super didn't have the benefit of the do's and don'ts that we do now.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
DontNerfInfestors
Profile Joined August 2012
Spain280 Posts
October 23 2012 16:39 GMT
#158
I like it.
Please dont nerf them.Infestors are fine.
WniO
Profile Blog Joined April 2010
United States2706 Posts
October 23 2012 16:51 GMT
#159
On October 23 2012 14:55 Fatam wrote:
Also worth noting, from what I've read/heard this map was one of the first maps made (edit: ok i checked the first post date - not the first but still sorta early), before anyone had much of a clue about how the game would actually work, so it's understandable that it wouldn't be perfect. Super didn't have the benefit of the do's and don'ts that we do now.

not even close.
Fatam
Profile Joined June 2012
1986 Posts
October 23 2012 17:43 GMT
#160
On October 24 2012 01:51 WniO wrote:
Show nested quote +
On October 23 2012 14:55 Fatam wrote:
Also worth noting, from what I've read/heard this map was one of the first maps made (edit: ok i checked the first post date - not the first but still sorta early), before anyone had much of a clue about how the game would actually work, so it's understandable that it wouldn't be perfect. Super didn't have the benefit of the do's and don'ts that we do now.

not even close.


hence the edit because I realized I was off on my history.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
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