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I continue naming my maps after broodwarmaps.net map-makers, and this is Testbug's turn. You all know how Flash is good at playing right? So now you can know how Testbug is good at map-making. His major accomplishments are iCCup Yellow (with NastyMarine), iCCup Faoi (with Nightmarjoo), iCCup Odyssey (with Crackling), iCCup Voices IV (with
Crackling), the 7 players FFA map Seven Sins.
![[image loading]](http://i.imgur.com/2v8wT.jpg)
V2: - Added an expansion behind the gold to give a easy third to the player behind counter-clockwise V3: - Huge decoration changes, nothing about gameplay. Switched the Mar Sara part with Shakuras tileset. - Added rocks in front of the natural to show the Xel'Naga tower vision bounds + Show Spoiler + V4: - Only decoration changes: removed the lava and enlarged the space and shakuras ones. V5: - Added on the regular version of the map a 1x1 building blocker on the bottom of the main ramp to prevent easy bunker wall-in. + Show Spoiler + - Balanced the natural wall-in with three 3*3buildings and one 2*2 building - Added a hole in the natural mineral formation to stretch the workers + Show Spoiler + 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 + - 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 +
Distances: Main2main: 34 seconds Nat2nat: 22seconds
- Map Analyzer + Show Spoiler +
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Looks cool, I like how it uses different tilesets in one map! Will sure check it out soon
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So should this map only be played for 3 player FFA or is it balanced for 1v1 as well?
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Whoa. Looks really cool, although the changing tilesets confuse me personally.
But I just got nostalgia chills with memories of HoMM[insert Roman numerals here].
Edit: I should add that it's because of the intersection of grass, desert and lava which is common in randomly generated HoMM maps.
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On December 29 2010 08:25 DomiNater wrote: So should this map only be played for 3 player FFA or is it balanced for 1v1 as well?
oO. This is a 1v1 map.
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Beautiful concept. Water, earth, fire and um... no-air. It's really nice to see some creativity in terraining.  EDIT: Someone should make a pizza out of it.
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Cheers to Testbug. He used to hung out with us at starsite (spanish sc site).
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If its a three player map it should have three different tile sets not four, confused me untill i looked at the analyser pic
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These rocks you made have an unconventional size. Did you find a way to change them without loosing the 'Melee' tag?
Interesting use of the rocks around the WTs. Im not exactly sure what impact it will have, but I like it.
Altough the clockwise third is quite a bit away compared to the counter clockwise. So some positional imbalances inbound :/
The space texture part can use some more contrast texture I think.
One of the better maps in your pool 
cheers, madsqare
by the way, is the rushdistance gametime or realtime, and with what walking speed?
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I use a realtime and a drone to calculate the time.
Imagine desert spawn vs jungle spawn, desert guy can still take his normal third because it is really close to his base and the nat2nat distances is enough to keep the base. Also that third is really, really easily defensible thanks to the ramp and one 3*3building + one 2*2 building placement.
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How did you edit the rocks without loosing the melee tag?
cheers, madsquare
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hello, can anyone publish this map in sea server please since its on january map pool.
thanx very much!
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Oh i thought anyone possessing a SEA version could play on NA. I'll do it today.
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absolutely amazing this map reminds me of a testbug map i thought he made it when i first saw it lol 
i think the rocks outside the naturals is an amazing idea for positional and flanking play,while making a xel tower in the middle of the rocks is a nice idea in general, i think 3 towers outside the naturals is an overkill. id remove the xel towers and keep a better focus on how u position these big rocks, these rocks fits perfectly but the xel towers i dont like. the one in the middle is questionable but i guess its fine
another thing id do is encourage figuring out some nice places for some high grass walls (vision block), as a player i always thinks its great to have some of this because it adds really much in some match ups
the 3rd base could maybe need a slightly wider ramp. it seems impossible to break it once a player gets to grab it. by being so close to the natural should be enough but this tiny ramp on top of it makes me think its impossible to stop someone from taking it too quickly
one thing you could do is to open up the space abit behind the geysers on the natural bases. extend the land there so theres abit more possibility for example to proxirush or to just hide buildings in general
again, great job. i didnt know its possible to mix different tilesets o,o
is this map uploaded to any server?
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enfin! la texture est reine! le centre devrait être là où ton talent explose (et il est un peu décevant)...
At last! Texture is queen! the middle should be where your talent explodes (and it's a bit disappointing)
Great to see 3 player maps! mi piache le map per tree
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Write your messages entirely in english, you don't write only for me but as well as for other people. It's one of TL commandments, you might have problems with mods. About the middle, i think the wide areas, tight paths and chokes have a good place. And the rocks separate the wide areas in interesting ways.
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I meant textures eye candy in the center, not layout, I like the center layout (feel the overall spawning then 2nd basing layout is still too "convenient" for turtttling players for my taste) and I had no idea the occasional english is not the only language could be "mod type worthy" of consideration...
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I haven't played it, but I'm worried a little bit about the positioning of those thirds- I think it may need to be moved away from the natural a bit. As it is, if you have a player at 8 and a player at 3, the player at 3 can take the third right by their natural, but the player at 8, in order to expand away from his opponent, would have to take the third at 9, which means he has a much larger amount of ground to cover than his opponent.
EDIT- Ignore what I said about the high ground paths, I was mis-reading the map analyzer image.
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That and the easier to control gold balance it out.
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Looks like an amazing map!
As the above poster said, I'm not really feeling the Brood War-esque 3rds. Every game, one player's 3rd expands away from his opponent and the other expands towards his opponent. It might not be a big deal, but as zerg I'd pray I got the spawn "away from opponent" 3rd.
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On December 30 2010 02:03 monitor wrote: Looks like an amazing map!
As the above poster said, I'm not really feeling the Brood War-esque 3rds. Every game, one player's 3rd expands away from his opponent and the other expands towards his opponent. It might not be a big deal, but as zerg I'd pray I got the spawn "away from opponent" 3rd. you can expand in either direction really, just take the third first over that side
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How are textures from different title sets mixed like that?
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On January 04 2011 11:39 Antares777 wrote: How are textures from different title sets mixed like that?
Map -> Map textures -> modify. Scroll down until you get some texture bits side by side, right side is the maps tileset stuff, left is all the textures, you can switch them up and all sorts of fun. You basically make your own tileset palette.
then go to: Map -> Map textures again. Click the textures you switched out and replace with the new ones.
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On January 04 2011 12:10 Grebliv wrote:Show nested quote +On January 04 2011 11:39 Antares777 wrote: How are textures from different title sets mixed like that? Map -> Map textures -> modify. Scroll down until you get some texture bits side by side, right side is the maps tileset stuff, left is all the textures, you can switch them up and all sorts of fun. You basically make your own tileset palette. then go to: Map -> Map textures again. Click the textures you switched out and replace with the new ones.
O.O
That's awesome, I'm going to go make a desert and fuse it with a jungle to make some badass map.
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...I think I did something wrong. I created a custom title set, but it doesn't show up when I go to textures to swap out the textures.
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try reloading the map editor
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On January 05 2011 08:52 Antares777 wrote: ...I think I did something wrong. I created a custom title set, but it doesn't show up when I go to textures to swap out the textures.
Also, if you modified your current tileset, try clicking again at the tileset in the dropdown menu in the window with your map's current tileset and then OK. The editor regards a changed tileset as a different tileset from the current one on the map itself (I think), hence this working (it did for me).
EDIT: Sometimes this applies to lighting too, apparently.
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Wow, this map looks amazing, and best of all, it reminds me of a discussion I read on BWmaps once about mixing multiple tilesets. It's finally possible!
<3 Testbug, where is he now anyways? We need good maps, yes?
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Updated the map, added an expansion behind the gold to give an easy third to the player brhind counterclockwise.
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totally awesome map, love 3 player maps in general. Random spawn location, but same rush distance no matter what the spawns are, makes it way easier to balance.
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Definite improvement to the map- currently, I'd consider it to be one of the two best SC2 maps out there right now (the other being Aiur Garden).
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Why is there 4 different texture themes when there is only 3 spawns?
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I've been playing customs on this map and it's so good.
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Hey, I just played this one last night, and it's pretty sweet, but I noticed that, like has recently come up about lost temple, if a zerg player spawns in the top position, you can see the trees by the minerals turn brown through fog of war and learn his position without scouting.
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Very nice, I'm super excited for all the new maps!
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On December 29 2010 09:00 garbanzo wrote: Whoa. Looks really cool, although the changing tilesets confuse me personally.
But I just got nostalgia chills with memories of HoMM[insert Roman numerals here].
Edit: I should add that it's because of the intersection of grass, desert and lava which is common in randomly generated HoMM maps.
I thought HOMM too
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United States10146 Posts
:O... amazing map. i love it. i really love the different tile sets, it really caught my eye... but i think the shakuras tileset looks better than the desert... though it doesnt give much contrast.
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On January 17 2011 02:40 GroveR wrote: Hey, I just played this one last night, and it's pretty sweet, but I noticed that, like has recently come up about lost temple, if a zerg player spawns in the top position, you can see the trees by the minerals turn brown through fog of war and learn his position without scouting.
Geez, you can also see this in the fog of war?! 
Edit: No you don't see it, don't scare me like this
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even if you could, it's gotta be patched soon... right?
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On January 17 2011 04:48 Superouman wrote:Show nested quote +On January 17 2011 02:40 GroveR wrote: Hey, I just played this one last night, and it's pretty sweet, but I noticed that, like has recently come up about lost temple, if a zerg player spawns in the top position, you can see the trees by the minerals turn brown through fog of war and learn his position without scouting. Geez, you can also see this in the fog of war?!  Edit: No you don't see it, don't scare me like this 
You're right, my bad. It appeared that way in the replay due to some strange behavior. If you're on everyone's camera at the start, when they whither, it stays that way through fog when you go to a player's cam, but if you start off on that player's cam they stay green until scouted.
Sorry for the scare! I guess the issue with LT is doodads that get fully covered by the creep; doesn't seem to be an issue with ones that are just changed by it.
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I removed all the foliages around the start locations so no worries about it
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How do you make a three player map balanced? It seems really hard to do, but three player maps are so much fun to play on!
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OP post updated. Major decoration changes and added smoke emitter in front of the natural.
Antares777, i use decals to make a template from which i make the terrain. It takes a loooot more time since you have to put the decals first.
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United States10146 Posts
i love this map. but i think you should try to switch the right side tileset to desert... just so it contrasts. it's kinda hard to see the shakuras and char side by side.
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On January 22 2011 05:29 FlaShFTW wrote: i love this map. but i think you should try to switch the right side tileset to desert... just so it contrasts. it's kinda hard to see the shakuras and char side by side. It used to be desert, he just switched it to Shakuras
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awesome map ! keep improving it, i love it !
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dezi
Germany1536 Posts
Oh noes, what happened to my beloved desert area
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I have played several games on this map and its pretty fun, also nice to have something with more variety to look at.
Also the real men drill deep sign is funny as hell.
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ALLEYCAT BLUES50115 Posts
Desert Area was kinda...well the shakuras theme just feels so much better.
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Wow, you weren't kidding about the decoration changes. It looks completely different. Thanks for removing a good amount of the lava; it was kind of overwhelming if you ever had to muta harass that expansion.
I'm a bit disappointed about the switch over to the Shakuras tile set, but only because I typically find it slightly dark in my games. Outsides of my own peculiar nitpicks, it's a very well-made map. Even the backgrounds blend together quite well.
And of course, the map is a *ton* of fun to play on. Good job!!
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You change make the gamma a bit higher, it doesn't hurt eyes and you see better for all maps
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Out of pure excitement about the recent ESL news using your map I just played it to get a feel for it and I discovered an (in my opinion) unnecessary positional imbalance. In your main you can only build supply depots/turrets behind the two middle mineral patches at the starting position at 3o'clock. So you can neither block of the path behind your mineral line at the other two starting positions, nor can you place any anti-air (turrets) there.
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I do think testbug would be a lot better without the lava as an intermission between spawn locations. The green area has no intermission so the lava makes the map look a lot more messy than it should. If the rest of the map transitioned like the top right, the map would be blizzard quality graphics wise, and that is a big step to getting it in the pool.
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Any way to get these map files for the map editor? I'd like to do a map review for my viewers without fog of war, etc...
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I get the impression this map will spark interesting play. Both the destructible watch towers and expansion options are nice additions.
The one thing you need to do is make the centre POP. Personally I would probably do this by using lighter tiles to contrast the middle area and really make it stand out. The reddish platform tiles from the Avenus Space Platform or Volcanic tilesets is a good way of complementing the tilesets already used . An interesting alternative would be adding very dark but light patterned platform tiles instead.
Love the graphics and your combined tilesets! I'm looking forward to see this map being played out in the coming ESL ^^
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Watching XMG cup, Goody vs jimpo right now on Testbug that's turning out to become something epic :O
There's been some neat contains, jimpo doing sneaky things like clearing out gold rocks from the high ground expo, hellion runs, and a nice missile turret placement in Goody's third that was just perfectly placed so that jimpo's Vikings couldn't provide vision, while forcing jimpo's infantry into Goody's tank line. Beautiful use of the terrain!
It was game three in this series: http://www.esl.eu/eu/sc2/xmg_series/cup4/match/21435502/
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I liked the Mar Sara part 
Anyhow, great map!
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After quite an amount of customs, I must say, I love this map. The placement of the rocks at the gold is an awesome idea, aswell as tower blocking rocks, although those could have even more hitpoints and the ones at the gold a few less.
Only thing I fear is that it might be rather hard for Mech Builds for Terran (or huge favour of Bio, however you put it) because of the layout of the map, depending on positions. But its just because I like Mech Builds, so I guess its personal preference, and maybe not enough testing. Either way, it provides nice challenges which is great anyways
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this map is amazing ! good work only thing i dont like is the smoke to show xel naga vision. mayeb you should put small rocks or some other small things on the ground. smoke brings so much attention and doesnt look nice^^;
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ah yeah good idea, i didn't think about small rocks. I'll change it shortly
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Really amazing map! Today, finally I've played it, really enjoyed it. Good job!
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Just wanted to hop in and say that the visual style of this map is great! When I saw it listed in the "Proportions Guide" I had to go find and comment on the thread.
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Nazgul already said no other maps will be added so no point talking about maps you want added...
Awesome map pool btw!!!
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This gets a thumbs up from me. Is it published? I'd love to give it a test run.
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On February 10 2011 05:15 farseerdk wrote: This gets a thumbs up from me. Is it published? I'd love to give it a test run. published, search for iCCup.
Testbug is nothing short of amazing, I can't believe there isn't more tournament looking into this map
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Last Sunday I played go4sc2 in esl and the one of the matches was on iCCup's Testbug. I had not played the map before - just watched one replay before that. Everything felt very natural and balanced in my view point as a Zerg (vs Terran). I would love to see this map in the ladder map pool !
Good Job !
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I don't like this map coz it's not balance, I mean luck is a factor. If you spawn at 11 oclock position, you can access a gold patch but you cant in 3 oclock position. I don't know why you would create a map that is not symmetrical. Middle is way way way too open, it's 3x wider than shakura's center. I guess would be only good for a 3 way FFA?
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DarkRise, you're a fucking idiot.
I'm going to deconstruct your post for you.
On February 16 2011 04:29 DarkRise wrote: I don't like this map coz it's not balance, I mean luck is a factor. If you spawn at 11 oclock position, you can access a gold patch but you cant in 3 oclock position. I don't know why you would create a map that is not symmetrical. Middle is way way way too open, it's 3x wider than shakura's center. I guess would be only good for a 3 way FFA?
- First Sentence: You first state an opinion (fine), provide a reason, and clarify your reason. Ok for an introduction to your post.
- Second Sentence: Blatantly incorrect, likely caused by you not seeing 3 o'clock's gold base. If you had actually played this map, you would know that there is indeed a gold base there.
- Third Sentence: It has 120 degree rotational symmetry. Again, you're blatantly just wrong here. At least look at it for more than 30 seconds before commenting.
- Fourth Sentence: The middle is actually tighter than Shakuras' center, as proven by the analyzer picture in the OP. So again, blatantly stupid and incorrect comment.
- Fifth Sentence: Your guess has been proven wrong with many games by top players streamed here on Team Liquid. So again, a blatantly wrong statement.
- Back to the First Post: Your evidence is terrible, and everyone else loves this map, so yeah, your opinion is wrong as well.
Final Score: 5 incorrect statements that prove that you've never played a game on the map, or even looked at it for more than 30 seconds.
To everyone who is thinking of commenting on maps: Actually know something of what you're talking about. Play the map, or if its not hosted yet, imagine games in your head. Don't simply glance at an image and assume you're an instant fucking expert.
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Everyone who likes this map and TvT should watch the fifth replay from Goody vs Kas from yesterday's Epicup final: http://www.prototype-gaming.de/index.php?site=files&cat=23 Extremely interesting final between the master of mech Goody and Kas with his mass bio, mass expanding style with Testbug as the deciding map. (you should actually watch all replays if you like TvT, the final lasted until 2am).
On another note I'm sad how most pros seem to feel about this map right now, I've seen Goody all-in very early in his last TvZ's and Cloud saying even though this is a great tvt map, the other matchups are imbalanced :C
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On February 18 2011 05:28 Ragoo wrote:Everyone who likes this map and TvT should watch the fifth replay from Goody vs Kas from yesterday's Epicup final: http://www.prototype-gaming.de/index.php?site=files&cat=23 Extremely interesting final between the master of mech Goody and Kas with his mass bio, mass expanding style with Testbug as the deciding map. (you should actually watch all replays if you like TvT, the final lasted until 2am). On another note I'm sad how most pros seem to feel about this map right now, I've seen Goody all-in very early in his last TvZ's and Cloud saying even though this is a great tvt map, the other matchups are imbalanced :C
Which game is the one on Testbug? My German is not so hot...
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As I said the fifth, but only for you I will post the direct link http://www.prototype-gaming.de/download.php?fileID=126 
btw HasuObs vs Satiini on Testbug from Cyborg Cup final today was interesting , too. I'll post a link as soon as the replay is up if anyone is interested in seeing good replays on Testbug
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Me want replays! Me want replays!
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We had the first New England SC2 League Qualifier using the iCCup map pool and there were some pretty good replays on Testbug towards the end. You can find the full Replay Pack here. Sorry, I won't be sorting through them XD
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I played on the map and found it very nice ! I experienced some unusual lags though. Anybody else noticed it or was it my fault ? Just saying in order to contribute. Again, good job !
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So I was just watching the Sennheiser Cup and just noticed what might be a small concern. It was a ZvP and the Zerg expands to the gold. The protoss moves up to the central watchtower and can see the creep from this expansion with the vision from the xel naga, but not the hatchery itself (leaving me to believe that if that zerg was a P or T, it wouldn't have been scouted). This ultimately didn't have an effect on the game as the Zerg was very far ahead and the Protoss was on the ropes but I feel like in other more close games that information could be important. Is this feature intended?
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On February 18 2011 23:25 TchousS wrote: I played on the map and found it very nice ! I experienced some unusual lags though. Anybody else noticed it or was it my fault ? Just saying in order to contribute. Again, good job ! I never heard about any lags. you could maybe try to lower a little bit the texture quality.
On February 20 2011 04:14 OhNoItsTheMunch wrote: So I was just watching the Sennheiser Cup and just noticed what might be a small concern. It was a ZvP and the Zerg expands to the gold. The protoss moves up to the central watchtower and can see the creep from this expansion with the vision from the xel naga, but not the hatchery itself (leaving me to believe that if that zerg was a P or T, it wouldn't have been scouted). This ultimately didn't have an effect on the game as the Zerg was very far ahead and the Protoss was on the ropes but I feel like in other more close games that information could be important. Is this feature intended? It was intended at the beginning, since the terrain is very wide open and favors zerg a lot, i think it's ok for zerg to have this little disadvantage.
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yo, dunno if you had released a new version of that map, but i just played a cg vs a clanmate on it earlier the day, and we noticed that on the 3-o'clock gold the upper gas cant be taken, since its blocked by an obstacle considering that map is used in various leagues, i though i'll let you know
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Thanks a lot for pointing that, i fix this now.
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Congrats on the addition to the MLG map pool!
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After what must have been countless hours to make such a great map it must be the best feeling in the world to see it being played in more and more tournaments.
Gz on making an official MLG map Superouman, well deserved.
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dude's pretty much a beast. Congratulations man, all of us are living vicariously through you atm
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On January 31 2011 10:02 DeltruS wrote: I do think testbug would be a lot better without the lava as an intermission between spawn locations. The green area has no intermission so the lava makes the map look a lot more messy than it should. If the rest of the map transitioned like the top right, the map would be blizzard quality graphics wise, and that is a big step to getting it in the pool.
Woot you fixed the thing in my quote <3.
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Congratulations on getting this map in so many awesome tournaments!
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Putting rocks to show the XWT sight lines is a genius idea, props to whoever thought of that!
EDIT:
On February 07 2011 04:36 MorroW wrote:this map is amazing ! good work  only thing i dont like is the smoke to show xel naga vision. mayeb you should put small rocks or some other small things on the ground. smoke brings so much attention and doesnt look nice^^;
Genius^
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I miss the lava
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gratz on selection for MLG map pool... cant wait to see some high level brawls on this sucker.
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On March 01 2011 12:18 Leviance wrote:I miss the lava  Nah, it looks much better divided into even thirds instead of that random lava section thrown in that doesn't really correspond to anything.
EDIT- Although, I do think that Mar-Sara looked better than Shakuras.
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We want to make an "Testbug Obs". Does anyone know the triggers or how to make the maps into obs maps?
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MLG is quite good news. Congratulations on that.
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The mineral placements at the 6 and 10 naturals cause workers to occupy a much more condensed area than any other place on the map, making harassment--specifically the likes of banelings, hellions, and psionic storm--much more effective.
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The 2*1 squares of the mineral fields make this thing difficult to balance. I'll try to spread the 6 and 10 natural minerals a little bit.
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On March 01 2011 18:13 iCCup.Diamond wrote: We want to make an "Testbug Obs". Does anyone know the triggers or how to make the maps into obs maps? this map is fucking amazing fosho leads to very nice macro oriented games (atleast in zvt). as for obs a person named "Slime" created most used obs maps, i tried searching him on sc2 ranks, however, there is a lot of slimes... and the 2 it could have been didnt have replays uploaded via replayfu (so i couldnt check for player id on replay fu) best of luck for the obs.
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Just wanted to chime in and say that I'm a big fan of this map and congrats on getting recognized for your hard work!
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I loled really hard at the overview picture with that granny holing a cup. That overview will be legendary! xD
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Great map, congratulations Superouman!
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This map made for an interesting FFA between my silver-league friends tonight What was pretty interesting was how the fact that the map was 3-players made it easy to get map control after I managed to force one friend out of his main. Once the two of them were on the same side of the map, I had DTs patrolling the expos to make sure they couldn't move, and with XNT control I was able to contain the two of them at the same time :D
Love playing on this map just because of how it all flows and because tonight was the first time I actually played with strategy, not just executing some build order
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After finally playing some games on this map, I can honestly say that I love everything about it, it's just a fun map to play and is very nicely designed, only thing I could think to change is maybe get rid of the very center xel naga tower and slightly move the other towers in towards the middle, other than that good job on an awesome map.
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Big update on the map. V5: - Added on the regular version of the map a 1x1 building blocker on the bottom of the main ramp to prevent easy bunker wall-in. + Show Spoiler + - Balanced the natural wall-in with three 3*3buildings and one 2*2 building - Added a hole in the natural mineral formation to stretch the workers + Show Spoiler +
Also updated the analyzer picture.
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I don't know if it's just me being pedantic or something but can you please fix, what I view as, this positional imbalance please:
+ Show Spoiler [Picture to demonstrate] +
Notice how you can fit a supply depot behind the right spawn's mineral line in the middle but can't on the other two? This means you can fit a turret there, or a pylon for cannons etc. It also gives more room for units like reapers to manoeuvre and thus do more damage compared to other spawns.
Apart from that, I love the map. It's easily my favourite map in SC2 so far. Only problem is everytime I spawn on the right position I want to just quit instantly. It's only partly due to the problem posted, I just really don't like the right spawn for some reason.
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On March 15 2011 20:21 Jimmeh wrote:I don't know if it's just me being pedantic or something but can you please fix, what I view as, this positional imbalance please: + Show Spoiler [Picture to demonstrate] +Notice how you can fit a supply depot behind the right spawn's mineral line in the middle but can't on the other two? This means you can fit a turret there, or a pylon for cannons etc. It also gives more room for units like reapers to manoeuvre and thus do more damage compared to other spawns. Apart from that, I love the map. It's easily my favourite map in SC2 so far. Only problem is everytime I spawn on the right position I want to just quit instantly. It's only partly due to the problem posted, I just really don't like the right spawn for some reason.
Can you just move the supply depot closer to the edge on the top left and bottom left spawn and place it there? If not that is an issue, I'm sure it will be fixed soon.
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On March 15 2011 20:21 Jimmeh wrote:I don't know if it's just me being pedantic or something but can you please fix, what I view as, this positional imbalance please: + Show Spoiler [Picture to demonstrate] +Notice how you can fit a supply depot behind the right spawn's mineral line in the middle but can't on the other two? This means you can fit a turret there, or a pylon for cannons etc. It also gives more room for units like reapers to manoeuvre and thus do more damage compared to other spawns. Apart from that, I love the map. It's easily my favourite map in SC2 so far. Only problem is everytime I spawn on the right position I want to just quit instantly. It's only partly due to the problem posted, I just really don't like the right spawn for some reason.
In the editor, there is no issue, but in-game, there is indeed this problem. I can't believe that Blizzard made differences between editor and in-game map bounds... I'm facepalming about blizzard's work on it... It will be fixed soon.
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whoever is interested: 4 games on Iccup Testbug from the recent go4sc2 sunday cup.
ESC|GoOdy -vs- imbaFXOpen|LoWely *link*
mouz|MaNa -vs- aAa|KenZy *link*
MYM|ClouD -vs- 3D|sYz *link*
MYM|SaSe -vs- ESC|GoOdy *link*
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can we get the lava back? It looks very bad now without it.
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On March 16 2011 00:30 adso wrote:So... still no one referencing State of the game PainUser's commenting on Testbug..? 
On March 07 2011 10:00 adso wrote:<3° sotgEpisode 29 features sly PainUser talking about it  ?
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Just wondering, does anyone else have a problem with terrible lag on this map? Everytime i've played it its lagged incredibly bad, which is unfortunate because the map itself is so cool. It might just be my computer, but its weird because I don't lag on any other maps. Anyways I figured I'd bring it up and see if anyone else had similar problems.
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Looking at the overview of this map makes my brain hurt, the tileset differences (especially the space part) are hard to wrap the head around.
Once I get past that though it looks really really cool ^^
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How can you put different tileset in one map ?
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btw, on EU the map "MLG iCCup Testbug" is not the same version as "iCCup Testbug".
Or will MLG use the old Testbug version?
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On March 22 2011 07:36 Ragoo wrote: btw, on EU the map "MLG iCCup Testbug" is not the same version as "iCCup Testbug".
Or will MLG use the old Testbug version? It will be updated very soon, a day or so.
On March 18 2011 22:15 Gyro_SC2 wrote: How can you put different tileset in one map ? You should rather post that question in the Simple questions/simple answers thread but i will answer your question. Go to Map > Map Textures > modify > then you will directly see the part of the data editor where you can swap textures removing some of the existent ones in the texture set and add some from the texture library. You have 8 textures max per map.
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Any chance on getting testbug patch 1.3 ready?
Its missing the new blizzard caster UI.
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On March 24 2011 02:20 Frankon wrote: Any chance on getting testbug patch 1.3 ready?
Its missing the new blizzard caster UI. We were under the impression that the new UI would be engine-wide but I think it's just set in triggers so it'll take some time for us to figure out.
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just saw a game on it on Go4Sc2... None of the new UI's were working on it.
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On March 24 2011 02:23 prodiG wrote:Show nested quote +On March 24 2011 02:20 Frankon wrote: Any chance on getting testbug patch 1.3 ready?
Its missing the new blizzard caster UI. We were under the impression that the new UI would be engine-wide but I think it's just set in triggers so it'll take some time for us to figure out. Huh? All of my maps work fine in 1.3 (caster UI and everything) - are you sure you're not just loading replays from pre-1.3? They obviously won't work.
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well GSL maps are also missing the UI... Maybe you are trolling funcmode
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Feel free to try and prove me wrong before calling me out like that...
Load up my latest map Sanctuarium and see for yourself.
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i'm not having any issues with my melee maps either. but haven't tried loading old replays yet
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On March 24 2011 05:24 Frankon wrote: well GSL maps are also missing the UI... Maybe you are trolling funcmode He is not.
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On March 24 2011 05:31 funcmode wrote: Feel free to try and prove me wrong before calling me out like that...
Load up my latest map Sanctuarium and see for yourself. Yeah sry funcmode. Checked your map...
SO whats the hell is wrong with iccup and gsl maps? Watching games on them now and no new UI
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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 +
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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 + 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.
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dezi
Germany1536 Posts
On March 11 2011 20:36 Superouman wrote:Big update on the map. V5: - Added on the regular version of the map a 1x1 building blocker on the bottom of the main ramp to prevent easy bunker wall-in. + Show Spoiler + - Balanced the natural wall-in with three 3*3buildings and one 2*2 building - Added a hole in the natural mineral formation to stretch the workers + Show Spoiler +Also updated the analyzer picture. How do you indicate it to players that there's a build blocking doodad? I know this way it looks better but for a viewer it's hard to understand. The idea about using depots was to indicate cleary that you can't make a wall-in there and you're also able to destroy it later on - something you can't do when using a doodad. Personally i still think that adding anything to block isn't needed. It's a strat i like to see. I agree on disabling close spawns on maps like Meta but i hate this ramp blocking thingy.
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The lowered depot is indeed a better choice. I'll change it soon.
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On March 24 2011 07:30 funcmode wrote:Show nested quote +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 + 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)
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dezi
Germany1536 Posts
On March 25 2011 23:37 Superouman wrote: The lowered depot is indeed a better choice. I'll change it soon. Have you experienced many cheeses (Bunker/Pylon) wall-in that you decided to add this? I still to prevent using such thing because it just ruins the aesthetics somehow ^^
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Damn good map sir.
Kiwikaki vs. SeleCT game 2 on this map was out of hand!
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just saw your map in the Kiwikaki vs Select game, I was quite impressed by its late-game potential, good job indeed!
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On April 04 2011 09:14 iCCup.Diamond wrote: Damn good map sir.
Kiwikaki vs. SeleCT game 2 on this map was out of hand! Probably one of the best of the tourney^^ the details im not a fan of, I like how the map went from 4 texture styles to 3, but it's very one note where every "section" looks the same, sure theres only 8 slots for textures but I think there should be more contrast as it seems this is still in the beta phase. But thats not really too harsh since the map plays really really well.
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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?
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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 !
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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
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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 + 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 ?
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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 + 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 :/)
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This map is so well made. Thank you, great contribution.
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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 + - 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 +
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i already saw this version in a recent iccup cast. i really like this change, the center area suddenly looks alot more interesting
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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
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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.
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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^^
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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.
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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.
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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.
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What happened to this map, liked it very much
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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.
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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.
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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.
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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.
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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.
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I'd love to see a V2.0 of this map. There simply aren't any 3p maps in circulation which is a shame as it really forces players to think different about how they play out the game simply because the map isn't mirrored.
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I think 3p maps are difficult to do right. Making the 3 sides be symmetrical yet having no cardinal ramps is probably quite hard, and it's actually impossible to have symmetrical airspace inbetween the bases, there will always be 1 of the 3 airspaces that is different than the other 2. Neither is a huge deal, but it doesn't help. Plus the actual making of the map requires more effort than the normal copy + "/" + "/" + paste of a 2p rotational
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I was just restarted this thread because I am unable to find it. Was it removed from b.net or what? I can find it in the arcade but they are kind of unplayable because they have some bot program or something in them. I wanted to play look at, and play the 'testbug' that was used in tournaments.
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On October 24 2012 06:35 Fatam wrote: I think 3p maps are difficult to do right. Making the 3 sides be symmetrical yet having no cardinal ramps is probably quite hard, and it's actually impossible to have symmetrical airspace inbetween the bases, there will always be 1 of the 3 airspaces that is different than the other 2. Neither is a huge deal, but it doesn't help. Plus the actual making of the map requires more effort than the normal copy + "/" + "/" + paste of a 2p rotational I've realized that cardinal ramps are actually fine as long as you know what you're doing, since it's possible to use doodads and pathing/building blocked tiles to allow them to be walled properly - see this map by Superouman for an example.
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On October 24 2012 06:35 Fatam wrote: I think 3p maps are difficult to do right. Making the 3 sides be symmetrical yet having no cardinal ramps is probably quite hard, and it's actually impossible to have symmetrical airspace inbetween the bases, there will always be 1 of the 3 airspaces that is different than the other 2. Neither is a huge deal, but it doesn't help. Plus the actual making of the map requires more effort than the normal copy + "/" + "/" + paste of a 2p rotational Apart from that, there are obvious arguments against radial symmetry in general. Personally, I am not quickly a fan of more than 2 player maps for a couple of reasons:
- 3 player maps have their obvious disadvantages. - 4 player maps that aren't radially symmetric are difficult to make all spawns. - radially symmetric maps have their obvious disadvantages of course
However, the point that is often overlooked is that a more than 2 player map features unused mains, this basically invariably means that you can get access to 2 bases by walling of one choke, I'm not a fan of that kind of play in general.
The rules of which bases are good mains and which bases are good expansions are completely different, mains are mains, not expansions, by using a 4 player map you relegate some mains to dual serve as expansions which is difficult to balance since you have to balance them for both uses.
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