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[M](2)iCCup Pawn Re - Page 3

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 Next All
Grebliv
Profile Joined May 2006
Iceland800 Posts
February 07 2011 16:42 GMT
#41
On February 08 2011 01:10 PredY wrote:
Show nested quote +
On February 07 2011 13:00 monitor wrote:
On February 07 2011 04:37 MorroW wrote:
so far from playing the map in go4sc2 i love it i wonder if there is place for overlord behind main geysers where stalkers cant reach it? you should add enough space for that


Thanks :p

Right now an overlord can be killed by a stalker in that space. I'm considering adding a highground pod in there to allow overlords safety. Like this:

[image loading]

What do you think?

make it small enough so terran can't drop tanks on it


you can make that sort of stuff unpathable easily so that's no issue
ESV Mapmaking!
MorroW
Profile Joined August 2008
Sweden3522 Posts
February 07 2011 17:56 GMT
#42
On February 08 2011 00:13 monitor wrote:
Show nested quote +
On February 07 2011 19:59 MorroW wrote:
On February 07 2011 13:00 monitor wrote:
On February 07 2011 04:37 MorroW wrote:
so far from playing the map in go4sc2 i love it i wonder if there is place for overlord behind main geysers where stalkers cant reach it? you should add enough space for that


Thanks :p

Right now an overlord can be killed by a stalker in that space. I'm considering adding a highground pod in there to allow overlords safety. Like this:

[image loading]

What do you think?

basically the reason i want it is because the only way zerg can scout a 4warpgate with 1 gas ( which is almost impossible to stop unless u know its coming) is by scouting it with the overlord.
there are techniques to stop make drones on like 22 and stockpile 600 minerals to wait for an attack but its pretty disgusting

i think it would be most fair to just make the water larger so the protoss and terran knows an overlord is watching him else it might favor z abit


The only way to make the water bigger is to make the entire map bounds bigger, which would mess up the rest of the map's balance. Or I could make the main a bit smaller? I'm not a big fan of either of these though;

Have you tried putting an overlord on the unpathable cliff behind the 1gas expo in the middle? That is what its there for, so it should work to scout from there.

ye but its like xel naga caverns. u can see 1 geyser maybe by poking in but if u want to see second geyser u must sacrifice the overlord and then ur pretty fucked vs a 4warpgate with 1 gas regardless
Progamerpls no copy pasterino
monitor
Profile Blog Joined June 2010
United States2409 Posts
February 07 2011 23:23 GMT
#43
On February 08 2011 02:56 MorroW wrote:
Show nested quote +
On February 08 2011 00:13 monitor wrote:
On February 07 2011 19:59 MorroW wrote:
On February 07 2011 13:00 monitor wrote:
On February 07 2011 04:37 MorroW wrote:
so far from playing the map in go4sc2 i love it i wonder if there is place for overlord behind main geysers where stalkers cant reach it? you should add enough space for that


Thanks :p

Right now an overlord can be killed by a stalker in that space. I'm considering adding a highground pod in there to allow overlords safety. Like this:

[image loading]

What do you think?

basically the reason i want it is because the only way zerg can scout a 4warpgate with 1 gas ( which is almost impossible to stop unless u know its coming) is by scouting it with the overlord.
there are techniques to stop make drones on like 22 and stockpile 600 minerals to wait for an attack but its pretty disgusting

i think it would be most fair to just make the water larger so the protoss and terran knows an overlord is watching him else it might favor z abit


The only way to make the water bigger is to make the entire map bounds bigger, which would mess up the rest of the map's balance. Or I could make the main a bit smaller? I'm not a big fan of either of these though;

Have you tried putting an overlord on the unpathable cliff behind the 1gas expo in the middle? That is what its there for, so it should work to scout from there.

ye but its like xel naga caverns. u can see 1 geyser maybe by poking in but if u want to see second geyser u must sacrifice the overlord and then ur pretty fucked vs a 4warpgate with 1 gas regardless


Hmm.. good point. I'm reluctant to make the map bigger beacuse air harass (banshee, muta) will be very strong on the outskirts of the map, so taking a 3rd/HY will be harder than it already is...

Do you think I should decrease the main size a bit to allow overlord space? Or should I add that high ground pod?
https://liquipedia.net/starcraft2/Monitor
Ragoo
Profile Joined March 2010
Germany2773 Posts
February 07 2011 23:28 GMT
#44
You could make no fly zone where the HY and 3rds are, I don't know if you could make that visually logical tho.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
monitor
Profile Blog Joined June 2010
United States2409 Posts
Last Edited: 2011-02-08 01:57:29
February 08 2011 01:54 GMT
#45
On February 08 2011 08:28 Ragoo wrote:
You could make no fly zone where the HY and 3rds are, I don't know if you could make that visually logical tho.


I'm skeptical to do that just because its never been done, and this is being used in multiple tournaments (including ESL).

OP has been updated with a new overview image;
--Main changed to natural cliffs
--Natural changed to natural cliffs
--border added (by prodiG)
--underwater details added (by prodiG)
--loading screen added

The map is up on NA | EU | Korea
https://liquipedia.net/starcraft2/Monitor
Ragoo
Profile Joined March 2010
Germany2773 Posts
February 08 2011 14:29 GMT
#46
Btw, just wanted to point out that the Competo Cup has a poll at the moment, which map to add to their map pool: http://www.competo-sports.org/umfrage,51.html

Maybe you want to tell everyone to vote for Pawn Re (and Testbug)
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
green.at
Profile Blog Joined January 2010
Austria1459 Posts
February 08 2011 14:54 GMT
#47
the cliff at the 3rd base is troubling and the distance form nat to nat is very short. if you get more people saying that you could remove one of the middle ramps on each side ( may be too drastic) or do something else about it.
Inputting special characters into chat should no longer cause the game to crash.
monitor
Profile Blog Joined June 2010
United States2409 Posts
February 08 2011 16:06 GMT
#48
On February 08 2011 23:54 green.at wrote:
the cliff at the 3rd base is troubling and the distance form nat to nat is very short. if you get more people saying that you could remove one of the middle ramps on each side ( may be too drastic) or do something else about it.


The cliff at the third is necessary to allow air harass and drops on the third, otherwise it would be quite easy to hold. Right now the rush distance is set up so you can 1-base rush/all-in, but early expanding is an equally viable option too (especially with ability to spine crawler the choke).
https://liquipedia.net/starcraft2/Monitor
monitor
Profile Blog Joined June 2010
United States2409 Posts
February 13 2011 02:55 GMT
#49
Analyzer image added to the OP. Sorry for such delay, just figured out how to use the analyzer.

Analyzer Image
https://liquipedia.net/starcraft2/Monitor
Obscura.304
Profile Blog Joined September 2010
150 Posts
Last Edited: 2011-02-13 03:42:38
February 13 2011 03:12 GMT
#50
I'm with those who say the map is too small.

Seriously, it's actually smaller than most of the Blizz maps. Of the 2-player Blizz maps, I'm fairly sure only Steppes has a smaller rush distance... and not even by much. And even Steppes' overall dimensions are significantly larger.

EDIT- Just tested it, Nat2nat distance with a drone is only very slightly longer than Steppes, and far shorter than Xel'Naga.

Given that Xel'Naga Caverns is by far the most popular of the Blizz maps, I don't see why you'd create a map with a smaller rush distance.
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
February 13 2011 04:03 GMT
#51
For some reason, this reminds me of that one Total Annihilation map I can't remember the name of...

Looks pretty cool though !! :D
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
monitor
Profile Blog Joined June 2010
United States2409 Posts
February 13 2011 04:31 GMT
#52
On February 13 2011 12:12 Obscura.304 wrote:
I'm with those who say the map is too small.

Seriously, it's actually smaller than most of the Blizz maps. Of the 2-player Blizz maps, I'm fairly sure only Steppes has a smaller rush distance... and not even by much. And even Steppes' overall dimensions are significantly larger.

EDIT- Just tested it, Nat2nat distance with a drone is only very slightly longer than Steppes, and far shorter than Xel'Naga.

Given that Xel'Naga Caverns is by far the most popular of the Blizz maps, I don't see why you'd create a map with a smaller rush distance.


If the map was bigger it would mess everything up. The distances are precise right now; I'll try to explain as concisely as I can, it can be a bit complex.

The rush distance allows for rushes, but also FE with the small choke and easy spine crawlers in between hatchery and ramp. If they were longer, it would make expanding too easy and necessary, which would go against the concept. It is meant to be a dynamic map with battles taking places in different locations, not just one (like Steppes of War). The following explains why longer distances would also mess that up:

The third be positioned awkwardly. Right now, the distance from natural to 3rd is short, and that is how it needs to be to expand there. The small choke to the 3rd would be too drawn out and become unfair for T or P to exploit as an early game back door to avoid static defense. If I made the choke shorter to counterbalance this, it would throw off the proportions and thus skew battle locations.

The opponent would also have a too difficult time attacking the Third. Right now, it is already a pain for the opponent to attack your third because it is notably farther away than the natural. If the map were bigger, it would only amplify this slight issue. Additionally, the cliff would never be used for the same reason.

The middle would also be too big if I expanded the map. It would make it a wasteland of useless space since it currently provides a divide for the two sides, and often an area to use mobility armies.

https://liquipedia.net/starcraft2/Monitor
Ragoo
Profile Joined March 2010
Germany2773 Posts
February 27 2011 13:00 GMT
#53
This is not intended, right?!

+ Show Spoiler +
[image loading]
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
monitor
Profile Blog Joined June 2010
United States2409 Posts
February 27 2011 16:26 GMT
#54
On February 27 2011 22:00 Ragoo wrote:
This is not intended, right?!

+ Show Spoiler +
[image loading]


Woah, this is EU server? Uhg... Blizzard's paint pathing is fail. Will be fixed immediately.
https://liquipedia.net/starcraft2/Monitor
kazansky
Profile Blog Joined February 2010
Germany931 Posts
March 12 2011 18:13 GMT
#55
A question that occured in our practice session, do you use some very RAM heavy textures?
Two of our player have massive apm issues on the map, which they don't have on other maps.
FPS drop to the amount where you cannot place forcefields correctly anymore.
Is this common or a problem with them?
"Mathematicians don't understand mathematics, they get used to it." - Prof. Kredler || "That was more one-sided that a mobius strip." - Tasteless
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-03-12 18:43:33
March 12 2011 18:38 GMT
#56
On March 13 2011 03:13 kazansky wrote:
A question that occured in our practice session, do you use some very RAM heavy textures?
Two of our player have massive apm issues on the map, which they don't have on other maps.
FPS drop to the amount where you cannot place forcefields correctly anymore.
Is this common or a problem with them?

Textures rarely cause FPS drops at all. The only reason I can think of for this to happen is if your players are using graphics cards that are 3-4 years old and below SC2's minimum spec.

EDIT: I should point out that this is only in regards to the textures of the map, not other aesthetic features or graphic settings of the player's machines.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
kazansky
Profile Blog Joined February 2010
Germany931 Posts
March 13 2011 18:15 GMT
#57
We reinvestigated a bit, the FPS drops extreme at the ramp between second and third.
I don't know what could cause it, the machine in general is sufficient for starcraft2, and they don't have issues on other maps.
"Mathematicians don't understand mathematics, they get used to it." - Prof. Kredler || "That was more one-sided that a mobius strip." - Tasteless
monitor
Profile Blog Joined June 2010
United States2409 Posts
March 13 2011 18:41 GMT
#58
On March 14 2011 03:15 kazansky wrote:
We reinvestigated a bit, the FPS drops extreme at the ramp between second and third.
I don't know what could cause it, the machine in general is sufficient for starcraft2, and they don't have issues on other maps.


Hmm.. I will look into it. My computer is unbelievably bad, I can barely play 2v2 at all (and I'm on absolute lowest). I'll see what I can remove in that area. Thanks for pointing it out!
https://liquipedia.net/starcraft2/Monitor
Neverplay
Profile Joined May 2010
Austria532 Posts
March 13 2011 20:24 GMT
#59
i wish all these great community made maps would be in the ladder :/
Better light a candle than curse the darkness
Johanaz
Profile Joined September 2010
Denmark363 Posts
March 14 2011 00:06 GMT
#60
Try removing the steps on the ramp. I´ve heard about issues with protoss stuff causing framerate drops near steps.
TPW Map Maker - theplanetaryworkshop.com
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