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![[image loading]](http://i.imgur.com/VCuoA.jpg)
As many of you know, I released a map "Pawn" about a three months ago. Since then, it has gone through huge changes. Expansions have been changed to balance particularly ZvP, with issues regarding the 4th (HY) bases. Most notably though, iCCup's newest map team addition, Oliver "Koagel", has professionally re-textured the map.
- Spawns: Top Left, Bottom Right
- Size: 128x96
- Expansions: 10
- XNT: 2
- Tileset: Custom Space
- XNT: Two in center
What contributed to Pawn Re: Chat Channels- Since the release of chat channels, "iCCup" and "obs" have been running test games all day. We have gotten huge amounts of feedback from professionals and lower league players. All of this taken into account helped contribute!
MotM- As many of you may know, the original Pawn made it into Map of the Month Top 5. Because of this, the map has gotten feedback from high level testing, including input from MorroW himself. His feedback supported the general public's only complaint; The 4th is too hard to take.
IMS- This map was used in the iCCup Map series. Top players such as TelecoM, Bad, Antimage, and Sin gave feedback. Thanks! IMS 10: http://wiki.teamliquid.net/starcraft2/ICCup_Map_Series_10
TL Feedback- Many people of TeamLiquid have given great insight into all of the iCCup maps. We thank you! Our maps could not be where they are today without a healthy dose of community feedback.
Internal Testing- The iCCup map team has been extensively debating and testing iCCup Pawn Re. Special thanks to Koagel, neobowman, GWen, prodiG, and Nightmarjoo!
+ Show Spoiler [Pawn Re] +
+ Show Spoiler [Pawn 2.0] +
+ Show Spoiler [Pawn Re BETA Test] +
Changelog: + Show Spoiler +-----1.0 .Multiple unreleased beta versions .Central LoS Blockers removed .Doodads added on unpathable highground .Texture cleanup .Path blockers completed .Now official iCCup map -------1.1 .Textures sharpened .Texturing clarified .HY 1x ramp replaced with low ground path .3rds moved closer to center .Middle high ground removed -----1.2 .HY moved pushed into center slightly .defined Textures .fixed symmetry of all expansions .widened small path from HY to middle .widened wide path from HY to middle ramp -----Pawn 2 .Textures redone by Koagel .Slight proportion changes -----Pawn Re .High Yield expansion moved .center ramp added ----Pawn Re 1.1 .Redid textures .Natural minerals moved 1hex towards ramp ----Pawn Re 1.2 .Border textures added .Main switched to natural cliffs .Natural switched to natural cliffs .Loading screen added back
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hmmmm.... this is a very interesting change. The gold is now possible to take and hold .
Obviously this comes before having tested it, but this looks good!
P.S. I can see my tweaks in there :p
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Nice change!
What exactly does the "Re" stand for? Remake?
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I'm not going hide my despair--I liked the crazy textures of the previous version! (except the ramps) Pawn is an awesome map, I can't wait to see the MotM tourney games on it
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i really like the look of this map from first glance, nice and big, wanna test it out asap
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Looks great.
Mains are a bit square but I don't really care.
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Thanks everyone! EU version is being updated right now 1/14/11.
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United States10230 Posts
this looks AWESOME!!! if i'd choose, the HY would be where the other base is thats closer to the center (a little more down the road) it would be more hard to defend.
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On January 14 2011 15:38 dimfish wrote: I'm not going hide my despair--I liked the crazy textures of the previous version! (except the ramps) Pawn is an awesome map, I can't wait to see the MotM tourney games on it
I completely agree. I haven't played this version yet but I really like the texturing and rusty feel of the first version.
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For the record I fucking love playing and observing on this map. I really like the new skin and modified layout... I'll be sure to play it!
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I played a game on this a while ago, and won against a Terran, which usually doesn't happen for me. *YAY*
Therefore this map rocks.
I like the textures in Pawn better than Pawn Re. I think it was just the ramps that I liked though, idk.
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Textures have been changed.
The OP has been updated with a new image. Polls added, please vote for which you like more! The map will be used in the ESL EU, this is important.
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i just wanted to mention that the map is to dark but there is allready a new one lol
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dezi
Germany1536 Posts
At least it's brighter but still it's hard to see the different cliff levels.
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I like the lightening up although the darkness didnt bother me that much, some of us in the team actually liked it the dark way.
In general its an awesome map now, great work, looking forward to ESL cups.
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Thanks for doing this so quickly. Really shows that using iCCup maps is the right way to do it for the foreigner scene, cause you accept feedback and change very fast and accordingly (unlike Blizzard or maybe Korean mapmakers could). Although the dark version is aesthetically better, the new one is more practical and will receive less criticism by players and stream viewers, so I'm all for it
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The lighter version is now up on eu -
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the darker one was really ugly, i like the new one
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hm , I thought in the overview the dark one looked really ugly (compared to the old Pawn). But ingame it was really really beautiful. New brighter version doesn't look that good in the overview, but I still have to play it  Anyway, very nice update. Definetely improved playability
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I do enjoy the brighter version a bit better than the old darker version. I usually got turned off whenever a tournament was streaming this map since it's old darkness made everything so darn hard to see. I think the adjusted lighting should really help it's watchability.
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Damn this is impressive, keep up the good work guys - looking forward to a few practice games on this one when it makes it over to SEA.
New one is much better, N1
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On February 03 2011 05:21 2-_-n wrote: The lighter version is now up on eu -
How do I find this then? I only see Pawn Re v1.0 on EU..
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I just wanted to say 'thanks' for making all these maps. Me and my friends love playing on the iCCup maps. They are fun.
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On February 03 2011 23:02 Tiazi wrote:How do I find this then? I only see Pawn Re v1.0 on EU..
yeah, pretty sure it's not the lighter version up on EU.
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I made final textures finishes to the newer version, it is up on NA. Will be up on EU shortly.
Unfortunately thats just how Blizzard made the game. Two gas can be walled with an evo chamber, and workers can glitch and get stuck.
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I am very much of fan of the texturing now that it has koagel's redesign but also some of that cool blocky-step style you had in your original version, look's great!
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This map is shit for 1 main reason, controlling the xel naga towers gives you maphack, no way to sneak a drop or anything of the sort, the race with map control sees all and its a huge advantage. That aside the geometry of the map isn't bad, but the map is a bit small.
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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
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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]](http://i.imgur.com/908GX.jpg)
What do you think?
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Cool map, so much better than whats in the map pool.
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On February 07 2011 13:00 monitor wrote:Show nested quote +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]](http://i.imgur.com/908GX.jpg) 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
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On February 07 2011 19:59 MorroW 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]](http://i.imgur.com/908GX.jpg) 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.
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Played the map yesterday against a friend and really enjoyed it. Good work!
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On February 07 2011 13:00 monitor wrote:Show nested quote +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]](http://i.imgur.com/908GX.jpg) What do you think? make it small enough so terran can't drop tanks on it
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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]](http://i.imgur.com/908GX.jpg) 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
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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]](http://i.imgur.com/908GX.jpg) 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
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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]](http://i.imgur.com/908GX.jpg) 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?
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You could make no fly zone where the HY and 3rds are, I don't know if you could make that visually logical tho.
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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
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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. 
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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).
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Analyzer image added to the OP. Sorry for such delay, just figured out how to use the analyzer.
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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.
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For some reason, this reminds me of that one Total Annihilation map I can't remember the name of...
Looks pretty cool though !! :D
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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.
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On February 27 2011 22:00 Ragoo wrote:This is not intended, right?! + Show Spoiler +
Woah, this is EU server? Uhg... Blizzard's paint pathing is fail. Will be fixed immediately.
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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?
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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.
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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.
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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!
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i wish all these great community made maps would be in the ladder :/
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Try removing the steps on the ramp. I´ve heard about issues with protoss stuff causing framerate drops near steps.
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where did the map go, i cant play it anymore or find it?
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On May 04 2011 11:07 Mr.Sandman wrote: where did the map go, i cant play it anymore or find it?
I've removed it. I decided (since its not being used in any tourneys that I know of) that it's not up to expectations in terms of balance, layout, and aesthetics. Sorry! I'm probably going to upload some of my maps without the iCCup tag, I'll let you know how to find them when I do.
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Ugh... I'll re-upload it. Sorry! We'll be announcing some info on the map pool soon.
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