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[M](4)iCCup Amazon by monitor - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 Next All
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
March 08 2011 23:14 GMT
#21
On March 09 2011 08:05 monitor wrote:
Show nested quote +
On March 09 2011 07:47 Antares777 wrote:
On March 08 2011 12:00 prodiG wrote:
Be sure to check this map out in tomorrow's [today's] IMS KOTH starting at 7pm EST!


/writes down on hand/

Would I be allowed to spectate if I am online? I'd like to if that is allowed and if there are enough spaces open.


Sorry no spectators, but will be streamed with commentary by prodiG and Raelcun in HD here: http://www.ustream.tv/iccuptv

monitor's right, we don't allow spectators in our matches as every extra specator who could be watching the stream is an unnecessary liability for lag that could potentially really screw up the game.

Hype it up! :D
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 States2404 Posts
March 08 2011 23:40 GMT
#22
The OP has been updated with a new picture.

The mains have been adjusted to allow build space between CC and ramp. Also some doodad aesthetic work has been done, but only really noticable in-game. Check it out on stream in 15 minutes!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
SWiPht
Profile Joined October 2010
United States83 Posts
March 09 2011 01:02 GMT
#23
looks good, one thing i dont really like about it is it seems like the xel naga tower would reveal a Zerg third because of the creep but not any other races third. (correct me if im wrong, haven't tested it)
Currently the top player on NA server with Rory Swann portrait.
Antares777
Profile Joined June 2010
United States1971 Posts
March 09 2011 01:08 GMT
#24
On March 09 2011 10:02 SWiPht wrote:
looks good, one thing i dont really like about it is it seems like the xel naga tower would reveal a Zerg third because of the creep but not any other races third. (correct me if im wrong, haven't tested it)


That's a great point, Monitor, you should make it so that either the XWT doesn't reveal creep or reveal CCs and Nexuses as well.
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2011-03-09 01:33:23
March 09 2011 01:32 GMT
#25
On March 09 2011 10:08 Antares777 wrote:
Show nested quote +
On March 09 2011 10:02 SWiPht wrote:
looks good, one thing i dont really like about it is it seems like the xel naga tower would reveal a Zerg third because of the creep but not any other races third. (correct me if im wrong, haven't tested it)


That's a great point, Monitor, you should make it so that either the XWT doesn't reveal creep or reveal CCs and Nexuses as well.


Honestly what it takes to change that is a bigger deal than the issue itself. If somebody expands to a 3rd, its going to be extremely obviously to both players, regardless of who has the tower. Creep doesn't show up until a bit after you finish the hatchery anyway.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
zivac
Profile Joined October 2010
Croatia389 Posts
March 10 2011 08:57 GMT
#26
amazing map, good job!
MavercK
Profile Joined March 2010
Australia2181 Posts
March 10 2011 11:28 GMT
#27
really really great.

traditional style which i love
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
TheRealPaciFist
Profile Blog Joined August 2010
United States1049 Posts
March 10 2011 19:55 GMT
#28
Aesthetically very pretty and it looks like a neat map. However, spawn close positions looks imbalanced to me (damn that rotational symmetry). Spawning clockwise of your opponent will give you the advantage if you prefer building a base towards your opponent, and spawning counter clockwise will give you the advantage if you prefer building a base further from your opponent. Though... it'd be fun to see counter clockwise try to steal clockwise's third and then get harassed from the cliff, lol... but I dunno, I'm just a silver leaguer. The different attack paths look interesting as well
Second favorite strategy game of all time: Starcraft. First: Go (aka Wei Qi, Paduk, or Igo)
monitor
Profile Blog Joined June 2010
United States2404 Posts
March 12 2011 20:45 GMT
#29
On March 11 2011 04:55 TheRealPaciFist wrote:
Aesthetically very pretty and it looks like a neat map. However, spawn close positions looks imbalanced to me (damn that rotational symmetry). Spawning clockwise of your opponent will give you the advantage if you prefer building a base towards your opponent, and spawning counter clockwise will give you the advantage if you prefer building a base further from your opponent. Though... it'd be fun to see counter clockwise try to steal clockwise's third and then get harassed from the cliff, lol... but I dunno, I'm just a silver leaguer. The different attack paths look interesting as well


From the games I've seen, taking a third is equal for players. The forward expansion path is the same for each player, and taking a 4th is also the same (natural and mains).

That being said, I updated the OP with a new image, where I moved the thirds inward and reduced the main size. It should fix any issue regarding hard to hold thirds. Amazon Overview 2
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
WniO
Profile Blog Joined April 2010
United States2706 Posts
March 12 2011 22:13 GMT
#30
mains look way to big
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2011-03-12 22:29:59
March 12 2011 22:27 GMT
#31
On March 13 2011 07:13 WniO wrote:
mains look way to big


Its about 30.2. Thats exactly what it should be? edit: They look big because I moved the gas right next to each other. They're actually on the smaller side when it comes to mains.

Anyway, I actually did update the map again. I added a HY expansion inbetween the nat and 3rd to balance PvT and ZvT. Zerg needed the expansion in ZvT, and protoss needed the extra minrals in PvT.
Amazon 2 overview
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 12 2011 22:32 GMT
#32
On March 13 2011 07:27 monitor wrote:
Show nested quote +
On March 13 2011 07:13 WniO wrote:
mains look way to big


Its about 30.2. Thats exactly what it should be? edit: They look big because I moved the gas right next to each other. They're actually on the smaller side when it comes to mains.

Anyway, I actually did update the map again. I added a HY expansion inbetween the nat and 3rd to balance PvT and ZvT. Zerg needed the expansion in ZvT, and protoss needed the extra minrals in PvT.
Amazon 2 overview


That's interesting, can you explain why exactly? I always thought those mineral only bases were good for Terran in TvP cause they could build tons more marines.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2011-03-13 00:43:00
March 13 2011 00:41 GMT
#33
On March 13 2011 07:32 Ragoo wrote:
Show nested quote +
On March 13 2011 07:27 monitor wrote:
On March 13 2011 07:13 WniO wrote:
mains look way to big


Its about 30.2. Thats exactly what it should be? edit: They look big because I moved the gas right next to each other. They're actually on the smaller side when it comes to mains.

Anyway, I actually did update the map again. I added a HY expansion inbetween the nat and 3rd to balance PvT and ZvT. Zerg needed the expansion in ZvT, and protoss needed the extra minrals in PvT.
Amazon 2 overview


That's interesting, can you explain why exactly? I always thought those mineral only bases were good for Terran in TvP cause they could build tons more marines.


ZvT - Terran could expand to the 3rd very easily (since its towards the opponent), but Zerg could not. The HY allows Zerg an easy source of early and fast income.

PvT - Terran was having an easy time tanking and defending the 3rd, while Protoss was struggling to keep up. To help the protoss income (and deathball), I added the HY. It is not as easy for Terran to defend because tanks cannot reach it, and it also leaves a space open for run-bys. It does help Terran, but it is easer for Protoss to defend because of their static defense and warp in.

[edit]Note: The HY minerals are messed up in the overview, but they are fixed ingame. Also, I added an extra mineral patch to the third, making it 7 total now.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
WniO
Profile Blog Joined April 2010
United States2706 Posts
March 13 2011 00:43 GMT
#34
On March 13 2011 07:27 monitor wrote:
Show nested quote +
On March 13 2011 07:13 WniO wrote:
mains look way to big


Its about 30.2. Thats exactly what it should be? edit: They look big because I moved the gas right next to each other. They're actually on the smaller side when it comes to mains.

Anyway, I actually did update the map again. I added a HY expansion inbetween the nat and 3rd to balance PvT and ZvT. Zerg needed the expansion in ZvT, and protoss needed the extra minrals in PvT.
Amazon 2 overview

heh you're right, and the base is right in the middle which makes it seem a lot bigger.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
March 13 2011 01:01 GMT
#35
On March 13 2011 09:41 monitor wrote:

PvT - Terran was having an easy time tanking and defending the 3rd, while Protoss was struggling to keep up. To help the protoss income (and deathball), I added the HY. It is not as easy for Terran to defend because tanks cannot reach it, and it also leaves a space open for run-bys. It does help Terran, but it is easer for Protoss to defend because of their static defense and warp in.


The main reason why it's tough for protoss to get a deathball is due to gas, not minerals. I really think you should include at least 1, if not 2 geysers at the HY.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
monitor
Profile Blog Joined June 2010
United States2404 Posts
March 13 2011 01:04 GMT
#36
On March 13 2011 10:01 SidianTheBard wrote:
Show nested quote +
On March 13 2011 09:41 monitor wrote:

PvT - Terran was having an easy time tanking and defending the 3rd, while Protoss was struggling to keep up. To help the protoss income (and deathball), I added the HY. It is not as easy for Terran to defend because tanks cannot reach it, and it also leaves a space open for run-bys. It does help Terran, but it is easer for Protoss to defend because of their static defense and warp in.


The main reason why it's tough for protoss to get a deathball is due to gas, not minerals. I really think you should include at least 1, if not 2 geysers at the HY.


Adding gas will turn the map into a turtle fest I think. The expansion is mostly to help Zerg anyway...
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
monitor
Profile Blog Joined June 2010
United States2404 Posts
March 13 2011 23:00 GMT
#37
The OP has been updated with a new image. Changes:
-HY Expo now has 6 minerals
-3rd Expansion now has 8 minerals
-Aesthetic work by prodiG

Overview (aesthetic work by prodiG)
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
March 13 2011 23:29 GMT
#38
My only criticism of this map is that the xel naga tower seems sort of pointless except in cross positions, and even then the side paths are an option if you want to go unseen.

Otherwise it seems pretty darn cool ^^
"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
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
March 13 2011 23:31 GMT
#39
On March 14 2011 08:29 MonsieurGrimm wrote:
My only criticism of this map is that the xel naga tower seems sort of pointless except in cross positions, and even then the side paths are an option if you want to go unseen.

Otherwise it seems pretty darn cool ^^

The tower and LOS blockers give your army a place to sit in the middle of the map while you pressure the third base. It is far from pointless in any spawn position ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 13 2011 23:38 GMT
#40
You know what i miss? A green globe below the 12 o'clock 3rd - then the thingy in the mid will look like a kid that performs a flik flak :D
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
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