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Active: 31515 users

[M] iCCup Braxis Orbital

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2011-01-07 18:34:43
December 31 2010 02:43 GMT
#1
[image loading]

+ Show Spoiler +
[image loading]
dunno, looked nice :E


Overview:
[image loading]

dimensions are 132x108 playable

Search iCCup (and or) Braxis Orbital to find the map on EU and US

A two player melee map. Textures are inspired by the bw space platform tileset with more of a "dusty" feel to it. The concept is helped by bits from a few bw maps too I guess.

Some revisions have been made to better define paths (shorter vs. longer ones) and 3/4th bases. Middle also changed a bit and towers moved to accompany the other changes and more.

Additional pics:
+ Show Spoiler +
Changed middle:
+ Show Spoiler +
[image loading]

Changed third:
+ Show Spoiler +
[image loading]

Short path straightened a bit
+ Show Spoiler +
[image loading]
Is very uncomfy to traverse however, that is unless your goal is setting up a good conga line.

Nabbed koagels stair things for the straight ramps (from the City of the Sun map), non diagonal ramps and textures don't really mix that well



New analyzer pics:
+ Show Spoiler +
Distances:
+ Show Spoiler +
[image loading]
[image loading]
Somewhere between close air and cross map metalopolis distances~~

Openness & other stuff:
+ Show Spoiler +
[image loading]



-----

Previous version:
+ Show Spoiler +
Overview:
[image loading]
dimensions are 132x108 playable

Search iCCup (and or) Braxis Orbital to find the map on EU and US

A two player melee map. Textures are inspired by the bw space platform tileset with more of a "dusty" feel to it. The concept is helped by bits from a few bw maps too I guess.

-----

Alternate pics:
+ Show Spoiler +

main, nat & 3rd/4ths:
+ Show Spoiler +
[image loading]


3rd-5th + relation to middle:
+ Show Spoiler +
[image loading]


middle:
+ Show Spoiler +
[image loading]


stuff plopped down for scale:
+ Show Spoiler +
[image loading]

[image loading]



Sc2mapanalyzer:
+ Show Spoiler +
openness / bases / xnt:
+ Show Spoiler +
[image loading]

distances:
+ Show Spoiler +

[image loading]
[image loading]
somewhere between close air and cross map metalopolis distances~~

-----

Decals are a bit "smeared" in the overviews since I can't get the export map image thing to give me anything better than this: + Show Spoiler +
[image loading] It leaves out the terrain unless it's illuminated by something


-----

Feedback appreciated

-----

My other iccup map(s):

[M] iCCup Europa



ESV Mapmaking!
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-12-31 02:50:50
December 31 2010 02:48 GMT
#2
i like

i would normally post more feedback but i like most of it
maybe the gold expo and the 3rd are abit too close together?
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
monitor
Profile Blog Joined June 2010
United States2404 Posts
December 31 2010 02:55 GMT
#3
Great map! Another good addition to the map pool.

I think the size will need testing, the rushes could be a bit long.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 31 2010 03:04 GMT
#4
I can really feel BW in this texture set. If you'd like, I'll wrestle the editor into giving you an export file.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-12-31 03:15:00
December 31 2010 03:05 GMT
#5
On December 31 2010 11:48 MavercK wrote:
i like

i would normally post more feedback but i like most of it
maybe the gold expo and the 3rd are abit too close together?


mhm, the setup is kind of like the xel naga caverns one but different (no rocks either site and well... other differences).

gold, middle openness and distances are basically the things that come to mind as possible problems, all of them besides perhaps gold should be easy to adjust if needed though. Well the gold to really, can just make the third more harassable or something, plus it's getting awfully open out there once you venture into gold territory.

On December 31 2010 12:04 iGrok wrote:
I can really feel BW in this texture set. If you'd like, I'll wrestle the editor into giving you an export file.


Nah I think this will do for now, it's surprisingly adequate if you just double click it and zoom in (firefox at least). Thanks for the offer though X)
ESV Mapmaking!
MavercK
Profile Joined March 2010
Australia2181 Posts
December 31 2010 03:12 GMT
#6
just seems like if you can hold your third. your fine to take your 4th(gold) aswell.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-12-31 03:41:10
December 31 2010 03:27 GMT
#7
On December 31 2010 12:12 MavercK wrote:
just seems like if you can hold your third. your fine to take your 4th(gold) aswell.



yes it may be somewhat of a concern, they kind of double as the same base (3/4th) , the gold being closer to your opponent as well as more open riskier choice.

may possibly need some adjustments i guess, need to go try out a few possible scenarios, may end up easing the defence of the normal 3rd a bit (making the close ramp wider and a bit more exclusive) and/or making the gold a tad worse.

Brain a tad too fried at the moment to think too much about it right now :S
ESV Mapmaking!
LazyScout
Profile Joined February 2010
United States223 Posts
December 31 2010 03:59 GMT
#8
it's beautiful
Barbiero
Profile Blog Joined September 2010
Brazil5259 Posts
December 31 2010 04:35 GMT
#9
Add some rocks for the gold and you're set imo.

Great map. Does anybody else sees this similar to Matchpoint?
♥ The world needs more hearts! ♥
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
December 31 2010 04:52 GMT
#10
Definately could be a great macro type map.
And someone said above, when you take your 3rd, youll have an easy 4th gold. Which is macro oriented.
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
dark88
Profile Joined June 2010
United States35 Posts
Last Edited: 2010-12-31 07:12:46
December 31 2010 06:40 GMT
#11
All the expos are easy to take. If you really look at it, the shortest distance is through that small choke to your natural. I feel like this would make your 3rd and Gold expos out of the way, and less likely to be attacked as often. The gold being close to the 3rd seems fine even though it's not normal; it's unique.

Lastly the 5th base seems like it's an easy spot to proxy there and never get scouted. I'm not sure if that's a good or a bad thing, but seeing as there are little chokes for cliff-walkers right by it, means you could do a safe reaper proxy. Not only is it good for proxy reapers, sending up collosi up the cliff walking path in the map analyzer pics might be really good because it can't be scouted with the watch towers.

EDIT: I just realized that there was smoke by the 5th expo. I thought it was a cliff. I guess it actually is real easy to scout a proxy there.
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
December 31 2010 08:12 GMT
#12
I like it, what happened to those iccup showmatch things that were played on the maps? Its a good excuse to play on these maps.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
December 31 2010 08:38 GMT
#13
On December 31 2010 17:12 Whiplash wrote:
I like it, what happened to those iccup showmatch things that were played on the maps? Its a good excuse to play on these maps.

Starting up again in the new year~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
TheGiftedApe
Profile Blog Joined September 2010
United States1243 Posts
December 31 2010 09:41 GMT
#14
The only thing I would change is the Xel' naga placement, currently they really only cover the middle, Place them by the north and south expansions I think would be much more useful.
xO-Gaming.com || [xO]TheGiftedApe.364 || xO-Gaming Manager.
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-12-31 11:25:56
December 31 2010 11:19 GMT
#15
On December 31 2010 13:35 Zephirdd wrote:
Add some rocks for the gold and you're set imo.

Great map. Does anybody else sees this similar to Matchpoint?


Rocks might work. And yes it bears a few similarities (short path, expo layout somewhat, tileset and such)

On December 31 2010 15:40 dark88 wrote:
All the expos are easy to take. If you really look at it, the shortest distance is through that small choke to your natural. I feel like this would make your 3rd and Gold expos out of the way, and less likely to be attacked as often. The gold being close to the 3rd seems fine even though it's not normal; it's unique.

Lastly the 5th base seems like it's an easy spot to proxy there and never get scouted. I'm not sure if that's a good or a bad thing, but seeing as there are little chokes for cliff-walkers right by it, means you could do a safe reaper proxy. Not only is it good for proxy reapers, sending up collosi up the cliff walking path in the map analyzer pics might be really good because it can't be scouted with the watch towers.

EDIT: I just realized that there was smoke by the 5th expo. I thought it was a cliff. I guess it actually is real easy to scout a proxy there.


Pathing is indeed shortest through the small path, it does however change a fair bit during the game as once you take your nat you might as well use the wider more comfy bridge on your side, for big army movement at least. The small path may be great for rallying stuff if you get that far but moving an army through there feels iffy, that is unless you're trying to set up a good parade, then it's close to optimal.

When the game drags on half of your enemy's stuff will not be closer by the small path nor will it be easy to manuver down it since it's a bit narrow.

It's a perhaps a matter for some concern but during the limited testing to date the small path hasn't seen much use outside it's intended one. Whether it'll turn out to be too narrow or too wide may still come to light but it really feels like moving down a 6x longer normal main ramp and that never feels good if your enemy knows you're coming.

At least that is the intent and how it mostly feels in game. The small path is the shortest path but very narrow and it becomes more of a possible nuisance later on in the game, say a point of vulnerability.

On December 31 2010 18:41 TheGiftedApe wrote:
The only thing I would change is the Xel' naga placement, currently they really only cover the middle, Place them by the north and south expansions I think would be much more useful.


I've given it some thought but it was really for another, that they may be too good there in the middle (lost templeish), It's rally just a question of whether they should aid drop defence or middle control, right now they do the latter.
ESV Mapmaking!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
December 31 2010 13:34 GMT
#16
Really nice map, i like how it feels ingame. The small passage is good for early pressure but also leaves you vulnerable there later on. It really feels somewhat like a SC2 Matchpoint version (smaller like the usual SC2 maps).

2 questions:
-what kind of doodad you used for the door thingy at the 3rd (cliff behinde the HY on top left)
-what doodad did you use for the radio tower style building at the small passage beneath the left xwt
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
KissKiss
Profile Joined July 2010
United Kingdom136 Posts
December 31 2010 14:39 GMT
#17
Really like the look of this map, will definitely try it out later. Can't really think of any good feedback just looking at it, need to play.

Come on Blizzard. Pay attention to this shit.
Grebliv
Profile Joined May 2006
Iceland800 Posts
December 31 2010 15:16 GMT
#18
On December 31 2010 22:34 dezi wrote:
Really nice map, i like how it feels ingame. The small passage is good for early pressure but also leaves you vulnerable there later on. It really feels somewhat like a SC2 Matchpoint version (smaller like the usual SC2 maps).

2 questions:
-what kind of doodad you used for the door thingy at the 3rd (cliff behinde the HY on top left)
-what doodad did you use for the radio tower style building at the small passage beneath the left xwt


door is called 'store front' (korhal store front possibly) and store front windows.
the tower thing i think you're talking about is a 'korhal building' doodad (there are a bunch of them).
ESV Mapmaking!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
December 31 2010 16:07 GMT
#19
Ah, found it - just only did used the simple door - gonna try this one ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
FlaShFTW
Profile Blog Joined February 2010
United States10124 Posts
December 31 2010 16:10 GMT
#20
I agree with everyone, turn the patch near the side bases into DR.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
December 31 2010 23:45 GMT
#21
I can't find it on USA, I really wanted to test it out
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2011-01-01 01:24:14
January 01 2011 01:15 GMT
#22
On January 01 2011 08:45 Whiplash wrote:
I can't find it on USA, I really wanted to test it out


hmm weird, should be upped. will have to check to see if it couldn't be or the name got messed up or something.

will update when sorted I guess.
ESV Mapmaking!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 01 2011 03:44 GMT
#23
While it's up on EU, the preview image is bugged (black textures - ingame it looks fine).

Btw: Happig new ya(w)rrr from good ole Krautland :D
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dark88
Profile Joined June 2010
United States35 Posts
January 02 2011 08:54 GMT
#24

Pathing is indeed shortest through the small path, it does however change a fair bit during the game as once you take your nat you might as well use the wider more comfy bridge on your side, for big army movement at least. The small path may be great for rallying stuff if you get that far but moving an army through there feels iffy, that is unless you're trying to set up a good parade, then it's close to optimal.

When the game drags on half of your enemy's stuff will not be closer by the small path nor will it be easy to manuver down it since it's a bit narrow.

It's a perhaps a matter for some concern but during the limited testing to date the small path hasn't seen much use outside it's intended one. Whether it'll turn out to be too narrow or too wide may still come to light but it really feels like moving down a 6x longer normal main ramp and that never feels good if your enemy knows you're coming.

At least that is the intent and how it mostly feels in game. The small path is the shortest path but very narrow and it becomes more of a possible nuisance later on in the game, say a point of vulnerability.

I don't know if you noticed this, but the small path im talking about is directly LEFT and right of the main bases. It's low ground and brown texture. Only accessible with reapers, colossi, and stalkers. What's your take on that. Is it really cliffwalkable like the map analyzer says?
PredY
Profile Joined September 2009
Czech Republic1731 Posts
January 02 2011 09:38 GMT
#25
the map looks really good, can see it being in february pool

On December 31 2010 17:38 prodiG wrote:
Show nested quote +
On December 31 2010 17:12 Whiplash wrote:
I like it, what happened to those iccup showmatch things that were played on the maps? Its a good excuse to play on these maps.

Starting up again in the new year~


any chance coming over on EU?
http://www.twitch.tv/czelpredy
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 02 2011 10:27 GMT
#26
On January 02 2011 18:38 PredY wrote:
the map looks really good, can see it being in february pool

Show nested quote +
On December 31 2010 17:38 prodiG wrote:
On December 31 2010 17:12 Whiplash wrote:
I like it, what happened to those iccup showmatch things that were played on the maps? Its a good excuse to play on these maps.

Starting up again in the new year~


any chance coming over on EU?

If enough high level EU players want to participate we could arrange it, but the majority of iCCup.TV's player contacts are in North America so doing the event there makes it a lot easier to organize.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2011-01-02 14:07:52
January 02 2011 14:01 GMT
#27
On January 02 2011 17:54 dark88 wrote:
Show nested quote +

Pathing is indeed shortest through the small path, it does however change a fair bit during the game as once you take your nat you might as well use the wider more comfy bridge on your side, for big army movement at least. The small path may be great for rallying stuff if you get that far but moving an army through there feels iffy, that is unless you're trying to set up a good parade, then it's close to optimal.

When the game drags on half of your enemy's stuff will not be closer by the small path nor will it be easy to manuver down it since it's a bit narrow.

It's a perhaps a matter for some concern but during the limited testing to date the small path hasn't seen much use outside it's intended one. Whether it'll turn out to be too narrow or too wide may still come to light but it really feels like moving down a 6x longer normal main ramp and that never feels good if your enemy knows you're coming.

At least that is the intent and how it mostly feels in game. The small path is the shortest path but very narrow and it becomes more of a possible nuisance later on in the game, say a point of vulnerability.

I don't know if you noticed this, but the small path im talking about is directly LEFT and right of the main bases. It's low ground and brown texture. Only accessible with reapers, colossi, and stalkers. What's your take on that. Is it really cliffwalkable like the map analyzer says?


that path is "reaper/collossable" yes.

On January 01 2011 12:44 dezi wrote:
While it's up on EU, the preview image is bugged (black textures - ingame it looks fine).

Btw: Happig new ya(w)rrr from good ole Krautland :D


yes the editor just gives me black pictures now :/
ESV Mapmaking!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-01-02 16:38:27
January 02 2011 16:31 GMT
#28
@above, if anyone knows why please tell me/greb? :D (black pics)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
PredY
Profile Joined September 2009
Czech Republic1731 Posts
January 02 2011 20:27 GMT
#29
On January 02 2011 19:27 prodiG wrote:
Show nested quote +
On January 02 2011 18:38 PredY wrote:
the map looks really good, can see it being in february pool

On December 31 2010 17:38 prodiG wrote:
On December 31 2010 17:12 Whiplash wrote:
I like it, what happened to those iccup showmatch things that were played on the maps? Its a good excuse to play on these maps.

Starting up again in the new year~


any chance coming over on EU?

If enough high level EU players want to participate we could arrange it, but the majority of iCCup.TV's player contacts are in North America so doing the event there makes it a lot easier to organize.

well im sure there would be, it's up to you tho
http://www.twitch.tv/czelpredy
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 02 2011 21:45 GMT
#30
On January 03 2011 05:27 PredY wrote:
Show nested quote +
On January 02 2011 19:27 prodiG wrote:
On January 02 2011 18:38 PredY wrote:
the map looks really good, can see it being in february pool

On December 31 2010 17:38 prodiG wrote:
On December 31 2010 17:12 Whiplash wrote:
I like it, what happened to those iccup showmatch things that were played on the maps? Its a good excuse to play on these maps.

Starting up again in the new year~


any chance coming over on EU?

If enough high level EU players want to participate we could arrange it, but the majority of iCCup.TV's player contacts are in North America so doing the event there makes it a lot easier to organize.

well im sure there would be, it's up to you tho

I'm sure there is too, but the issue is getting in touch with them in a timely manner. It's much easier for us to do events like those on NA.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
pzea469
Profile Blog Joined September 2008
United States1520 Posts
January 02 2011 22:45 GMT
#31
I like the look of the map. It looks like its less saturated, which is what all maps need imo.
Kill the Deathball
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2011-01-04 05:50:02
January 04 2011 05:49 GMT
#32
Finally up on US (after a bit of new years afk'ness)

.. and a few "decently big" changes
ESV Mapmaking!
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 04 2011 06:39 GMT
#33
this is one of the better iccup maps
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-06 04:30:33
January 04 2011 08:55 GMT
#34
about galaxy graphics wormhole (black pictures)

+ Show Spoiler +
if you could detail the "process" that got you there (ie graphics original implementing I hope), I would be happy to help
I'm quite saddened by the lack of said bugs discussions on tl (some of these bugs are shrewd enough to cost you days of implementing mmmmm nice)

mini map refresh function for instance or graphics (up to complete map glitch when publishing)
I know some about.. still have not gotten that much of a hold on how to get back from some of these bugs but .. some are "treatable" through test and error simple but "boring" method, others arrrrrrrrrr I'm still pedaling in them so I hope others have neat solutions cause I'm bored (I'm up to 12 maps that have warranted "cute but just a tease" messages answers from the error dialog box from blizz while giving me the finger and denying publish ; others pass, but you get the "stocked" version over and over again when trying to play it online, I suppose one of the reasons those bugs are final is that blizz does not "recognize" any change you'd implement from then on unto said bugge map (so perhaps you just still have to find the thing to change to clear out the bug, and finnaly some bugs (minimap description when in lobby) do not hinder the play at all (you just facepalm the screen cause you'd like the map the way you decided to have it... not some bug!).

I think some bugs are "final", it's easy to avoid them in future maps though, it's just a matter of: "properly" implementing "weird changes" in galaxy.
galaxy bugs mostly when u correct something, so building your map properly from scratch (ouch)
you should avoid them... still some implementing f..ks you up for any future maps, until you reset your galaxy back on track...

height tweaking gets you f...ed locally (random bugs on map)
graphics only height drawing get you f..ked on "primary structure and workers" placement (ie if you place your start point too near to your height meddling, the galaxy might render your whole map unusable (for good)
mini map bugging coming out of texture meddling/replacing
"blizz grand theft" bug that revert your map to it's original "status and look"

usually,
do your change, immediately save and exit
relaunch the map and yea no future bug... however this needs to be done before sending it to blizz (publishing), for stock and accessibility/efficiency server hosting issues I suppose, they sometimes scratch your whole implementing, reverting the map to its "default" state in the process (good luck with that one cause from where I'm sitting that's one of the "final" ones)


on telling the tale that got u there, let me start u up:

are you on pc or mac?
is the map featured in it's description menu on bnet?
have you tried fixing it as I've described previously in this post?

Am I right that you implemented a "graphic" or other quirk? (quirk for what's been featured by blizz ("safely"/bugfree blizz guaranteed) until now)

gl and good night


spoilered for behavior modification

edit: fixin frigin f..ing typos and elaborating
http://www.teamliquid.net/mirror/smilies/random-big.gif
A1m
Profile Joined November 2010
Germany48 Posts
January 14 2011 14:53 GMT
#35
Hey Grebliv,

really really nice map, I think thats one of the best maps I ever saw.

But I want you to ask why did you do the new changes? I really think the old version is better.

The gold expo:
- it was more open and really felt "gold", now its somehow covered and easier to defend but only has 1 gas? I dont think its a good idea to build in such "fancyness" just keep it simple and normal. The older version is really getting much love from me.

The watch towers:
- Watchtowers now feel somehow randomly placed in the middle and they are now on the default attacking paths, thats not good, a player who attacks but doesnt check the towers first should be punished for it. The old placement felt really really good.

Were there any other changes?

I would really take the old version and add rocks to the goldexpo, so you cant take it as a fast 3rd, other than that, the map is a beauty.

I'm a Masters Zerg player ... what would I give to have that map in the official mappool >_>
www.youtube.com/A1mStarcraft
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
January 14 2011 15:07 GMT
#36
i really like this map though i'ld like to see the main and nat moved closer to the third as the extentended choke prevents large mass of troops of punnishing an oversellious player, also making it viable to drop at the main doing this would be cool, here a mspaint of what would be cool idea

x

[image loading]

Uploaded with ImageShack.us
Live Fast Die Young :D
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 14 2011 18:05 GMT
#37
Move gold to 12/6 oclock, add extra wide ramp there, will be a great map!
starleague forever
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