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[M] (4) iCCup Neo Enigma by prodiG - Page 2

Forum Index > SC2 Maps & Custom Games
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anatem
Profile Joined September 2010
Romania1369 Posts
January 17 2011 19:03 GMT
#21
looks great tbh, i see no noticeable imbalances, will definitely play it . good job!
'Tis with our Judgements as our Watches, none / Go just alike, yet each believes his own.
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
January 17 2011 19:49 GMT
#22
Looks more closed up than its original =/
Both are good though
133 221 333 123 111
DomiNater
Profile Blog Joined September 2010
United States527 Posts
January 17 2011 20:28 GMT
#23
Nice map ProdiG, can't wait to play. Are the spawns cross position only or can you spawn horizontal/vertical to your opponents?
After I captured the elephant in the room, swept her under the rug for the hell of it... I welcome you to the melting through, of a planet that was selfish in its development of a healthy view.
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
January 17 2011 20:57 GMT
#24
Wow this actually looks like a real nice and balanced map, I would LOVE to see some tournaments adopt this map!
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
NullCurrent
Profile Joined November 2010
Sweden245 Posts
January 17 2011 21:52 GMT
#25
On January 18 2011 04:01 NullCurrent wrote:
Show nested quote +
On January 18 2011 03:35 prodiG wrote:
Sf
On January 18 2011 00:16 dezi wrote:
On January 17 2011 23:01 prodiG wrote:
On January 17 2011 20:41 Mereel wrote:
this map is just beautiful

need it on europe asap

It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D:

How much doodads (effects) are there? ^^

Just shy of 2500 not counting pathing. I wish this game was better optimized, deleting work because of stuff like this sucks.


How do you do pathing? I mean, I don't use doodads for it at all.

Otherwise; a really awesome map with stunning visuals!


Ok, 2500 is not so much, it must be the effects on some of the doodads making it lag (like particle spawners).
I just added over 4000 trees to the map I'm currently making and no lag!
The Planetary Workshop - TPW - Mapmaking Team
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 17 2011 22:00 GMT
#26
Weather effects and lightning produces lag. Seems like they are currently playtesting the map: http://www.teamliquid.net/video/streams/iCCup.TV2
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
MindRush
Profile Joined April 2010
Romania916 Posts
January 17 2011 22:08 GMT
#27
prodiG ...... thanks alot, can i play this on EU ?
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Antares777
Profile Joined June 2010
United States1971 Posts
January 17 2011 22:17 GMT
#28
2500 doodads?

Is there any lag?

BTW I'm on a Mac, so...
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 17 2011 22:19 GMT
#29
Maybe the lag is produced by all those tiny fires.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Archvil3
Profile Joined September 2010
Denmark989 Posts
January 17 2011 22:22 GMT
#30
A shame you have to remove effects/doddads. The map looks so alive as it is.
Let thy speech be better than silence, or be silent.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-01-17 22:48:59
January 17 2011 22:45 GMT
#31
Ha, nice to see you working in the editor live on the stream ^^
1 question - why you always place those movement blocking doodads. Isn't the movement layer itself not enough to accomplish this?

//has been answered on the stream
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 18 2011 00:12 GMT
#32
On January 18 2011 07:45 dezi wrote:
Ha, nice to see you working in the editor live on the stream ^^
1 question - why you always place those movement blocking doodads. Isn't the movement layer itself not enough to accomplish this?

//has been answered on the stream

Just to re-post here for context, the reason I don't use the movement layer is because it is straight up broken,. and I don't trust it at all. I've ran into multiple times where players have dropped units or walked up cliffs that they shouldn't have been able to, and the doodad blockers are foolproof in that regard. I also use 1x1 building blocker doodads to create a checkerboard for unbuildable terrain: This allows zerg players to still create creep tumors with ease but prevents things like pylons, turrets or proxy. I use 1x1 doodads because I can select a group and copy/paste rather than spend hours clicking the tiles with the pathing layer.


I got the map down from, 2900 doodads to 1900, 350 of which are pathing blockers. Let me know how it runs now!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 18 2011 00:19 GMT
#33
Yeah, it plays a bit smoother, still 80< fps on low for me . also i dont really like the broken edges around the map. they look slick but its hard to see where you can actually go, especially if your harassing with hellions or w/e.
Tiazi
Profile Joined February 2010
Netherlands761 Posts
January 18 2011 00:25 GMT
#34
absolutely beautiful
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 18 2011 00:40 GMT
#35
On January 18 2011 09:19 WniO wrote:
Yeah, it plays a bit smoother, still 80< fps on low for me . also i dont really like the broken edges around the map. they look slick but its hard to see where you can actually go, especially if your harassing with hellions or w/e.

interesting point, ill be sure to keep this in mind (and I may change it yet)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 18 2011 01:22 GMT
#36
Just tested the map off stream, I'm getting relatively normal framerates that i think are acceptable, so I'm wondering what you guys who don't have supercomputers think? ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Nifel
Profile Joined June 2010
706 Posts
January 18 2011 01:38 GMT
#37
Woha. That's a work of art right there. Loving the design, too.
Ownos
Profile Joined July 2010
United States2147 Posts
Last Edited: 2011-01-18 04:27:48
January 18 2011 04:26 GMT
#38
I like the center xelnaga. Watches the primary path between bases. It does however become useless when the rocks go down, then you never ever have to pass the center if it isn't cross-positions. Bad.

7 nodes on thirds and 5 on gold bases? What's with mappers liking to remove 1 node from an expansion? It's like that on shakuras for ALL expansions except mains, but that maps too awesome to discard it for that reason. I see no point at all to it. Not a fan of gimmick expansions.

This map also looks awfully small besides cross-positions and looks really cramp.

On January 17 2011 23:31 Samro225am wrote:
this game performs so bad performancewise.

concerning the map: i really like how everything is so compressed, no useless space. think it is more interesting than the original with its rather linear expansions (1-3).
looking forward to play it.


Is that why a lot of these maps are nothing but narrow funnels?
...deeper and deeper into the bowels of El Diablo
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 18 2011 05:12 GMT
#39
On January 18 2011 13:26 Ownos wrote:
I like the center xelnaga. Watches the primary path between bases. It does however become useless when the rocks go down, then you never ever have to pass the center if it isn't cross-positions. Bad.

7 nodes on thirds and 5 on gold bases? What's with mappers liking to remove 1 node from an expansion? It's like that on shakuras for ALL expansions except mains, but that maps too awesome to discard it for that reason. I see no point at all to it. Not a fan of gimmick expansions.

This map also looks awfully small besides cross-positions and looks really cramp.

Show nested quote +
On January 17 2011 23:31 Samro225am wrote:
this game performs so bad performancewise.

concerning the map: i really like how everything is so compressed, no useless space. think it is more interesting than the original with its rather linear expansions (1-3).
looking forward to play it.


Is that why a lot of these maps are nothing but narrow funnels?


*Ahem*

You described exactly how the center tower is supposed to work. It sees all of one of two major possible routes of attack.

There is a reason why the third and gold have less minerals. With 8 and 6, both expansions become more valuable than their intention is. The concept is to leave a choice between taking the gold or the highground as your third expansion depending on the orientation of the spawns. If the gold had six patches, then you'd be at a relative disadvantage when your opponent can attack into the gold easier than you can attack into his (because with 6 patches at full saturation the expansion is too valuable to accomplish what I wanted here). This is not a gimmick expansion, the choice was made with precision and thought.

The map is 128x128, rush distances horizontal and vertical distances are equal to LT Cross positions; cross positions here are about five seconds longer.

Maps that are too open give Zerg too many options to flank (See: God's Garden). Maps that are too cramped give Protoss free wins with force fields (See: Crossfire). Finding balance between the two is a challenge but you can't have a wide open map and expect it to work.

Finally, I'd like to point out that this is the kind of feedback that I have no interest in reading. I will acknowledge that it is your opinion and you have every right to post it, but there are some things that I'd like to point out. The first of which is that your post seems to be almost entirely theorycraft/speculation which is fine and is how this forum generally operates, but you move on to say things like "Bad" as if I've never done this before and I had no idea what placing a tower in the center would accomplish.

If you are willing to provide to me some evidence that your claims have some weight and are legitimate issues, I am willing to consider them. Until then, I will disregard your entire post.

Moving on!

The map appears to have little to no framerate issues. I played a 26 minute game on it about an hour ago and I didn't run into any significant frame loss. I also had to remove most of the wicked awesome fire. Damn.

iCCup Neo Enigma will be tested once again in tomorrow's iCCup Map Series and pending bug feedback will be up in EU (and as many other servers as possible) shortly after! The event starts at 8pm EST, be sure to tune in!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
monitor
Profile Blog Joined June 2010
United States2408 Posts
January 18 2011 05:31 GMT
#40
Is that why a lot of these maps are nothing but narrow funnels?


These maps are not narrow funnels in the slightest. If you compare them to standard Blizzard maps, they have more open spaces. The chokes that are existent are placed for specific balance, concept, and expo pattern reasons. If there is a specific map example that you could point out with distinct imbalance by "narrow funnels" please tell, we will take it into consideration.

7 nodes on thirds and 5 on gold bases? What's with mappers liking to remove 1 node from an expansion? It's like that on shakuras for ALL expansions except mains, but that maps too awesome to discard it for that reason. I see no point at all to it. Not a fan of gimmick expansions.


Adding on to what prodiG said (which is right too): On Neo Enigma, expansions are very compact around the main. You can very easily secure a natural, a 3rd, and a 4th following. The current expansions have less mineral patches to balance the tightness. If expansions had
main: 8
nat: 8
HY: 6
4th: 8
Then it would likely be too easy to turtle. It is standard for 3rd/5ths to have 7 minerals. The high yield is not standard, but with 6 nodes it'd be too easy to saturate in certain spawn postions. If there is any question, we will know it from top-level player feedback in tomorrow's IMS.
https://liquipedia.net/starcraft2/Monitor
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