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[M] (2) Icarus

Forum Index > SC2 Maps & Custom Games
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1 2 3 4 5 6 7 Next All
ATTx
Profile Joined February 2012
Korea (South)171 Posts
January 21 2013 04:27 GMT
#1
[image loading]

[image loading]

[image loading]

Hello ! I'm ATTx

playable : 128 x 152

Thx to Eastwindy
sneui0418@gmail.com/blog:attx.egloos.com
lorestarcraft
Profile Joined April 2011
United States1028 Posts
January 21 2013 06:26 GMT
#2
I predict this will last 1 season in GSL
SC2 Mapmaker
Arceus
Profile Blog Joined February 2008
Vietnam8293 Posts
January 21 2013 06:46 GMT
#3
finally a map image with good contrast. I cant see shit in GSL news
lost_artz
Profile Joined January 2012
United States366 Posts
January 21 2013 09:44 GMT
#4
On January 21 2013 15:26 lorestarcraft wrote:
I predict this will last 1 season in GSL


Two at most, it just seems like such a weird map how everything's laid out.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 21 2013 09:58 GMT
#5
You can blink into the backyard as well as warpin, not sure if bad or brilliant, we will see.

Apart from that, really cool map in terms of layout, finally something different.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Ragoo
Profile Joined March 2010
Germany2423 Posts
January 21 2013 10:37 GMT
#6
I like this map a lot for how different it is, yet I don't think it does anything stupid or over the top.

How long it can remain in GSL or if there is imbalances remains to be seen, but for the time being I have high hopes for unique games
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Fatam
Profile Joined June 2012
1986 Posts
January 21 2013 11:27 GMT
#7
I'm just glad there's a GSL map for the first time in a long time that is taking a few chances. It may not be perfect - we'll see on that - but at least it is trying.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Unsane
Profile Joined September 2010
Canada170 Posts
January 21 2013 12:50 GMT
#8
I wish more maps would make use of varying mineral layouts.
"What is the plural of y'all? All y'all." -Day9
algue
Profile Joined July 2011
France1428 Posts
January 21 2013 12:58 GMT
#9
I really think this map needs one more base below the third but I still like it
rly ?
Dujek
Profile Blog Joined September 2011
United Kingdom276 Posts
January 21 2013 14:15 GMT
#10
I honestly have no idea what to make of this map, but watching tasteless and artosis talk about it should be a lot of fun.
Sumadin
Profile Joined August 2011
Denmark586 Posts
January 21 2013 14:39 GMT
#11
On January 21 2013 21:58 algue wrote:
I really think this map needs one more base below the third but I still like it


How did i miss that?

Yea 4.5 bases per player is... a questionable decision. And even then 1 of the bases for each player is centered thus practically impossible to secure.

Even on Ohana with 5 bases per player the low number of bases have been a frequent problem, even without centered bases.

What are they thinking exactly? Suddenly i am not too sure about this map.
The basic key to beating a priest is playing a deck that is terrible.
Barrin
Profile Blog Joined May 2010
United States4998 Posts
Last Edited: 2013-01-21 14:46:28
January 21 2013 14:43 GMT
#12
+ Show Spoiler +
[image loading]


The main/nat vulnerabilities are nowhere near the metagame. If they were, I would love starting with complementing the overall flow of the map.. its sexy.

The lowered bunker thing on top of a 2-wide ramp @ the main entrance is a little silly at certain timings against Z. T/P could hold on reliably after learning to watch out for it, I expect. But not easily, don't forget the back door...

The good news is that the natural is "tucked away" and can help block the back door temporarily, again with clever building placements. Gold minerals are a nice touch, why not.

I expect a Z to generally be ahead at this point... but the 3rd base is pretty vulnerable for Z I think, and the small entrance of the 4th is great for T and P. Middle bases fit nicely.

This is almost(main entrance weird^^) at least a 4/5 'aggressive' map IMO. Barring much testing it could be excellent; the problem is that it's just so incredibly different from other excellent, already accepted maps, which makes it unsuitable for ladder/competition. Could change in time / different main entrance?

No corner of this map is lost on me man, I love it really +1
Grandfather of LotV's resource model. "Fewer Resources per Base"
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 21 2013 15:36 GMT
#13
On January 21 2013 23:39 Sumadin wrote:
Show nested quote +
On January 21 2013 21:58 algue wrote:
I really think this map needs one more base below the third but I still like it


How did i miss that?

Yea 4.5 bases per player is... a questionable decision. And even then 1 of the bases for each player is centered thus practically impossible to secure.

Even on Ohana with 5 bases per player the low number of bases have been a frequent problem, even without centered bases.

What are they thinking exactly? Suddenly i am not too sure about this map.
I think this is the purpose of this map, it's meant to force people to do 2base pushes and potentially expand behind it. This has been the overall flow of the GSL this season by also basically putting rocks on all the thirds on older maps.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
FlaShFTW
Profile Blog Joined February 2010
United States9276 Posts
January 21 2013 16:15 GMT
#14
the 3rd is very difficult to take, but if thats how the map will play out and the creator intended to, then im ok with that.

Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Qikz
Profile Blog Joined November 2009
United Kingdom11815 Posts
January 21 2013 16:35 GMT
#15
I love this map and I'm so glad GSL are finally moving away from every map being basically the same.

It's all well and good having maps that support really early 3 base play, but when every map in the pool does it it makes the game almost unbearable to watch as every game plays out the same.

I love the design, the base positioning and the cool backyard nat (unseen for ages, crevasse was the last one right?). Hope to see more maps like this and more experimental ones in the future with HoTS around the corner! :D
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
TL+ Member
lorestarcraft
Profile Joined April 2011
United States1028 Posts
January 21 2013 16:45 GMT
#16
This gets map gets worse the more I look at it. So awful. It's not creative, it's just bad. Even on maps where the third is harder, it still has to be possible to take it. Ripping half of the strats out of the playbook doesn't improve play. Why doesn't someone from GOM look at the awesome and creative community maps and pick one? They are 10 times better and balanced. Seriously, I am so mad at this.
SC2 Mapmaker
NewSunshine
Profile Joined July 2011
United States4747 Posts
January 21 2013 16:52 GMT
#17
Don't see the point of the 2 gold minerals, but this type of map is long overdue. I like the way the lowground runs across the entire map stylistically, but I also like the general layout of the expansions. The overview's slightly headache-inducing, but overall I approve.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
docvoc
Profile Blog Joined July 2011
United States5327 Posts
January 21 2013 17:28 GMT
#18
On January 22 2013 01:52 NewSunshine wrote:
Don't see the point of the 2 gold minerals, but this type of map is long overdue. I like the way the lowground runs across the entire map stylistically, but I also like the general layout of the expansions. The overview's slightly headache-inducing, but overall I approve.

I like the map overall, but I feel like the reintroduction of gold bases is a bad idea, that said, I'm not a map maker. Maybe he has an intended purpose for them.
User was warned for too many mimes.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 21 2013 17:39 GMT
#19
On January 22 2013 01:45 lorestarcraft wrote:
This gets map gets worse the more I look at it. So awful. It's not creative, it's just bad. Even on maps where the third is harder, it still has to be possible to take it. Ripping half of the strats out of the playbook doesn't improve play. Why doesn't someone from GOM look at the awesome and creative community maps and pick one? They are 10 times better and balanced. Seriously, I am so mad at this.
Because there are apparently people that really like it? Look at this thread for instance?

Why do people always think that everyone shares their opinion. So this is a map that you don't like? Great, it's a free internet, your opinion is your prerogative. I think the map is original, I don't know yet if it will be good but it seeks to achieve a certain specific thing and it seems to do that well. That's my opinion.

This is honestly a plague infesting that mapmaking commuity, so many people are like 'Oh man, this map pool of this tournament sucks because it has at least 3 maps I don't like'. Well, there will always be at least 3 you don 't like because everyone likes different maps.


On January 22 2013 02:28 docvoc wrote:
Show nested quote +
On January 22 2013 01:52 NewSunshine wrote:
Don't see the point of the 2 gold minerals, but this type of map is long overdue. I like the way the lowground runs across the entire map stylistically, but I also like the general layout of the expansions. The overview's slightly headache-inducing, but overall I approve.

I like the map overall, but I feel like the reintroduction of gold bases is a bad idea, that said, I'm not a map maker. Maybe he has an intended purpose for them.
The purpose is clear, he wants it to yield less income than a normal gold base but more than a normal blue base?
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Sumadin
Profile Joined August 2011
Denmark586 Posts
Last Edited: 2013-01-21 18:02:07
January 21 2013 17:49 GMT
#20
On January 22 2013 01:52 NewSunshine wrote:
Don't see the point of the 2 gold minerals, but this type of map is long overdue. I like the way the lowground runs across the entire map stylistically, but I also like the general layout of the expansions. The overview's slightly headache-inducing, but overall I approve.


Probably to even it out for terran. The gas itself is a rich vespene so by adding two 2 gold patches it is ofset slightly compared to zergs who go hatch first and then take the rich gas first.

Additional Comment:

On January 22 2013 00:36 SiskosGoatee wrote:
Show nested quote +
On January 21 2013 23:39 Sumadin wrote:
On January 21 2013 21:58 algue wrote:
I really think this map needs one more base below the third but I still like it


How did i miss that?

Yea 4.5 bases per player is... a questionable decision. And even then 1 of the bases for each player is centered thus practically impossible to secure.

Even on Ohana with 5 bases per player the low number of bases have been a frequent problem, even without centered bases.

What are they thinking exactly? Suddenly i am not too sure about this map.
I think this is the purpose of this map, it's meant to force people to do 2base pushes and potentially expand behind it. This has been the overall flow of the GSL this season by also basically putting rocks on all the thirds on older maps.


Well he is not exactly basing his intentions on established map science then... do you know how long we have to go back to find 2 player maps with just 4.5 bases on ladder? Season ONE!! You rememper the map pool of utter garbage that everyone critized? And they were all trashed even by Blizzard of yester-yesteryear after just one season baring Xelnaga caverns.
The basic key to beating a priest is playing a deck that is terrible.
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