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Active: 534 users

[MOD] PeepMode: Ultra Spectator Maps

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
IcculusLizard
Profile Joined May 2011
265 Posts
Last Edited: 2011-10-19 03:56:20
May 15 2011 03:05 GMT
#1


PeepMode: Ultra melee spectator maps.

* 14 players
* 2v2, 1v1, and FFA
* Graphical team selection
* Declare your league (optional)
* Cinematic observer mode (up to full-screen)
* Auto Cam follows the action
* Cinematic chat, silent chat, other chat options
* Betting system
* Live stats with helpful coloring
* Detailed event log with filtering
* Sortable leaderboard
* Unlockable avatars
* Voting and personal options
* Detailed Help system

See http://www.peepmode.com for more info
CaptainHaz
Profile Joined December 2010
United States240 Posts
May 15 2011 03:20 GMT
#2
Very very impressive, I've been curious if this kind of thing was ever going to be created. Looks really nice from the video so far. Are the maps on NA under Peepmode then? Would definitely be willing to try these out.
All of us warned you of the big white face.
IcculusLizard
Profile Joined May 2011
265 Posts
May 15 2011 03:23 GMT
#3
Yes search for "PeepMode" on NA servers. Apparently some folks don't like New Antioch and Red Stone Gulch map selections, so you may want to start with Shattered Temp. I'm actively seeking suggestions for implementing on diff maps. Prefer to keep it to 3 until more features implemented though.
CanadianSCgamer
Profile Joined April 2010
Canada64 Posts
May 15 2011 03:39 GMT
#4
It looks very nice. May I suggest having a basic and advanced mode because the screen looks too busy with all that stuff around. Sometimes people just want to sit back to watch, even though the options are nice. Make it so that we can hide all the bells and whistles if we choose to.
IcculusLizard
Profile Joined May 2011
265 Posts
May 15 2011 03:58 GMT
#5
Already in there. Called Cinematic Mode. Just click the button and everything goes away. Sort of the point of the map actually
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-05-15 04:52:05
May 15 2011 04:51 GMT
#6
should implement SC2BW

very nice work however.
you are extremely talented.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Killcycle
Profile Joined January 2011
United States170 Posts
Last Edited: 2011-05-15 04:59:20
May 15 2011 04:53 GMT
#7
Absolutely fantastic. I've never been much into the observer maps simply because they always felt lacking; this, to the contrary, is beautiful. I'll have to check it out.

I think the ladder maps should be next on the list to implement; but then again, some GSL / iCCup maps would be awesome too. Playing back to back rounds on some of ProdiG's maps would be pretty sweet haha

I especially like the control over which things are shown in the event log. I was thinking how it could become a bit tedious trying to sift through unit deaths, then I saw that =D just wonderful. Can't find anything I don't like.
I fear not the shadows of glory nor the echoes of eternity; place before me a true rendition of greatness... and then we shall see.
IcculusLizard
Profile Joined May 2011
265 Posts
May 15 2011 04:58 GMT
#8
The challenge in selecting maps is finding maps that are okay for both 2v2 and 1v1. What are the best popular ladder/iccup maps that fit this criteria? Or would it be better to have a few different maps that are more specialized as just 1v1 or just 2v2?
Killcycle
Profile Joined January 2011
United States170 Posts
Last Edited: 2011-05-15 05:12:52
May 15 2011 05:09 GMT
#9
On May 15 2011 13:58 IcculusLizard wrote:
The challenge in selecting maps is finding maps that are okay for both 2v2 and 1v1. What are the best popular ladder/iccup maps that fit this criteria? Or would it be better to have a few different maps that are more specialized as just 1v1 or just 2v2?


There are a few maps that work for 1v1 and 2v2, but for the most part I think you'll have to differentiate between the two. As for the iCCup maps, I can't really say because I haven't played them enough to say off the top of my head; I'd just go through them and the GSL maps to see if there's anything you like.

From the ladder, I could see Shakuras Plateau working for 1v1 and 2v2. None of the others really strike me as 2v2-able... maybe Metalopolis, but I can't be sure if that'd work right in 2v2 haha.

From iCCup, most of their maps seem very hard to play from a 2v2 perspective because of the uniform distance between spawn positions, though they'd work great for 1v1s.

You're right, It's really hard finding maps that'll work in 1v1 as well as 2v2; if you can find enough of them to have a pool entirely composed of those, that'd be great. But I think in the end you'll have to have two groups for 1v1 and 2v2 (and a third pool for maps that work for both :D).

EDIT: I think you can convert most, if not all 2v2 maps to 1v1 maps without much problem. It's the 1v1 maps working as 2v2 maps that becomes difficult.
I fear not the shadows of glory nor the echoes of eternity; place before me a true rendition of greatness... and then we shall see.
IcculusLizard
Profile Joined May 2011
265 Posts
May 15 2011 05:13 GMT
#10
Good ideas. Do you think Shattered Temp is a good example of a map that supports both 1v1 and 2v2 reasonably well?
Killcycle
Profile Joined January 2011
United States170 Posts
Last Edited: 2011-05-15 05:14:58
May 15 2011 05:13 GMT
#11
Oops. Hehe.

Shattered Temple is a good one, yeah; I like that better than the other two that one should stay, IMO.

Gutterhulk could work too, I think.
I fear not the shadows of glory nor the echoes of eternity; place before me a true rendition of greatness... and then we shall see.
IcculusLizard
Profile Joined May 2011
265 Posts
May 15 2011 05:26 GMT
#12
Yeah I was thinkin' gutterhulk as well...I'll have to replace one of the non-Temp ones with that
Killcycle
Profile Joined January 2011
United States170 Posts
Last Edited: 2011-05-15 05:34:40
May 15 2011 05:31 GMT
#13
Shattered Temple, Shakuras Plateau and Gutterhulk would probably be a better set for the map, IMO.

EDIT: Not for Free-For-Alls, though. I'm not sure how to handle the FFAs.
I fear not the shadows of glory nor the echoes of eternity; place before me a true rendition of greatness... and then we shall see.
IcculusLizard
Profile Joined May 2011
265 Posts
May 15 2011 07:04 GMT
#14
U still like Shakuras Plateau after update? The changed paths with only single entrance and linked/linear natural bothers me.

I think 1v1 Obs Xel'Naga Caverns is popular cuz open natural makes for some early interesting games and therefore shorter matches. With spectator maps you want things to go quickly or else the observers vote to end the match.

I've thought of an "Omnimap" where a 2v2 map "contains" inside it a good 1v1 map. It would have 6 spawn points. 2 nearer to the middle for 1v1 matches, and 4 around the outside, grouped closely for 2v2 play. Is this a crazy idea?

Maybe I can get someone from iccup to think about this
FinestHour
Profile Joined August 2010
United States18466 Posts
May 15 2011 08:33 GMT
#15
This looks...amazing o.o wow nice work
thug life.                                                       MVP/ex-
Killcycle
Profile Joined January 2011
United States170 Posts
May 15 2011 09:12 GMT
#16
On May 15 2011 16:04 IcculusLizard wrote:
U still like Shakuras Plateau after update? The changed paths with only single entrance and linked/linear natural bothers me.

I think 1v1 Obs Xel'Naga Caverns is popular cuz open natural makes for some early interesting games and therefore shorter matches. With spectator maps you want things to go quickly or else the observers vote to end the match.

I've thought of an "Omnimap" where a 2v2 map "contains" inside it a good 1v1 map. It would have 6 spawn points. 2 nearer to the middle for 1v1 matches, and 4 around the outside, grouped closely for 2v2 play. Is this a crazy idea?

Maybe I can get someone from iccup to think about this


Yeah, I still like Shakuras Plateau; the change in rocks doesn't change THAT much, I mean it removes an attack path, but really going in through the back ramp was never any better unless you caught them off guard or wanted to harass (which I can do fine anyway with medivacs (I play terran)). So honestly it doesn't bug me much, and I've always liked the layout of the map.

That'd be an interesting map to see... dunno if you can make them that large, though. I doubt you'd get someone to actually make maps for you, but hey if you can get someone that'd be phenominal for the both of you. You seem to know enough about the editor to make the map we're talking about, maybe you could try your hand at your idea yourself? =D

Xel'Naga Caverns will always be popular, and it's never a bad move to throw that in a map pool. Same deal with Metalopolis, IMO.
I fear not the shadows of glory nor the echoes of eternity; place before me a true rendition of greatness... and then we shall see.
IcculusLizard
Profile Joined May 2011
265 Posts
May 15 2011 20:30 GMT
#17
Good ideas. I'm looking at some iCCup maps...Star Party V looks pretty cool as a 1v1/FFA
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
May 15 2011 22:30 GMT
#18
Very nice interface, great camera, and I like the pre-match fights xD
A few suggestions though:
1. please add a production tab, it's harder to tell what's going on using the "logs" function, although I do think it's useful to see exactly what time everything went down on.
2. Sometimes the smart cam will zoom to the bottom left of the map for no reason and recover a few seconds later, I dunno what caused this though, only happened in 1 game so it might have been the players.
3. Also, obs for some reason can't whisper out of the game, all the chat goes into "obs" ingame.
4. Along those lines, chat logs don't save, so if you go afk or tab out you'll miss what people had been saying. So yeah, add chat logs too :D
5. Switching between player views (observing only player 1 vs player 2) preserves the previous player's map vision, so you can't really see only what player 1 sees (you see all the buildings on the map).
6. If you switch from smart cam to free view, the mouse scroll speed becomes really really sluggish and the camera still wants to follow the previous action it was focusing on.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
Last Edited: 2011-05-15 22:32:40
May 15 2011 22:32 GMT
#19
also, the standard marine wireframe (next to the unit portrait) is the combat shield-marine, even if that upgrade hasn't been researched yet in the game.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
IcculusLizard
Profile Joined May 2011
265 Posts
Last Edited: 2011-05-15 23:53:25
May 15 2011 23:48 GMT
#20
Vod: Thanks for this feedback. I will try to kill those bugs ASAP and will add your suggestions to planned feature list.

Note on chat: In order to have more control over chat, I have replaced the chat system and unfortunately all whispers and chat commands are not exposed to modders. So whispers will never work in PeepMode till Blizzard let's me see them. This was a calculated tradeoff...the social bnet interface still works, but whispers do not. I can understand if this turns some players off but until Blizzard changes this, PeepMode will not be for them. For those who think it's incredibly annoying to see chat in the middle of the screen and have those chat sounds playing all the time, welcome to PeepMode I can and will add a chat history though.
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