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Active: 2014 users

iCCup Monthly Map Pool - October - Page 10

Forum Index > SC2 General
Post a Reply
Prev 1 8 9 10 11 12 21 Next All
0neder
Profile Joined July 2009
United States3733 Posts
September 28 2010 01:22 GMT
#181
On September 28 2010 08:24 iCCup.Diamond wrote:
Show nested quote +
On September 28 2010 08:21 kaisr wrote:
Can I recommend ICCUP Python? That and destination are pretty much the only maps I played lmao


iCCup Python is a fake, but not a bad map.

We tried Destination a bit in the beta but it didn't work so well. Ended up being 1 base all ins like 99.9% of the time.

Do you ascribe most of that to the map, or to the metagame favoring all-in stuff and players not willing to spend too much time on non-ladder maps?
DaCruise
Profile Joined July 2010
Denmark2457 Posts
September 28 2010 01:28 GMT
#182
Where is the island map?
Misanthrope
Profile Blog Joined May 2010
United States924 Posts
September 28 2010 01:33 GMT
#183
These maps are spectacular. PLEASE BLIZZARD PLEASE LISTEN TO US AND KNOW THAT ICCUP KNOWS WTF IS UP WITH MAPS!!!
Resolve to perform what you ought. Perform without fail what you resolve. - Benjamin Franklin
monitor
Profile Blog Joined June 2010
United States2408 Posts
September 28 2010 01:33 GMT
#184
I've noticed a couple minor things that could be revised:

Behind mineral lines, there needs to be sufficient space for building turrets and dropping mules. The following maps/bases are missing space:
+ Show Spoiler +
Enigma MidLeft/MidRight 3rd's
Sanshorn Mist's 3rds
Sanshorn Mist's Island expos
Sanshorn Mist's mineral only expos
Sungsu Crossing's Bottom 3rd
Valhalla's Mineral only expansion
Valhalla's TopMid/BottomMid 4ths


The other comments are just general, and could easily be revised.
Orbital Divide:
+ Show Spoiler +
Distance from main to natural is too far, making defending too hard in FE builds

Valhalla:
+ Show Spoiler +
The natural seems too hard to defend, its got too wide open chokes

https://liquipedia.net/starcraft2/Monitor
epicopter
Profile Joined May 2010
Canada177 Posts
September 28 2010 01:43 GMT
#185
when will blizzard start incorporating custom maps to ladder?
phfantunes
Profile Joined April 2010
Brazil170 Posts
September 28 2010 01:54 GMT
#186
Any hope of these maps being published in other regions? Namely LA in my case, but having them in the KR server seems mandatory to me.
Pyrthas
Profile Joined March 2007
United States3196 Posts
September 28 2010 02:10 GMT
#187
On September 28 2010 10:43 epicopter wrote:
when will blizzard start incorporating custom maps to ladder?

Don't hold your breath.
Django
Profile Joined October 2008
Canada10 Posts
September 28 2010 02:29 GMT
#188
On September 28 2010 10:33 monitor wrote:
I've noticed a couple minor things that could be revised:

Behind mineral lines, there needs to be sufficient space for building turrets and dropping mules. The following maps/bases are missing space:
+ Show Spoiler +
Enigma MidLeft/MidRight 3rd's
Sanshorn Mist's 3rds
Sanshorn Mist's Island expos
Sanshorn Mist's mineral only expos
Sungsu Crossing's Bottom 3rd
Valhalla's Mineral only expansion
Valhalla's TopMid/BottomMid 4ths


The other comments are just general, and could easily be revised.
Orbital Divide:
+ Show Spoiler +
Distance from main to natural is too far, making defending too hard in FE builds

Valhalla:
+ Show Spoiler +
The natural seems too hard to defend, its got too wide open chokes



no.
R4ptur3d
Profile Blog Joined November 2009
Canada206 Posts
September 28 2010 02:31 GMT
#189
On September 28 2010 11:29 Django wrote:
Show nested quote +
On September 28 2010 10:33 monitor wrote:
I've noticed a couple minor things that could be revised:

Behind mineral lines, there needs to be sufficient space for building turrets and dropping mules. The following maps/bases are missing space:
+ Show Spoiler +
Enigma MidLeft/MidRight 3rd's
Sanshorn Mist's 3rds
Sanshorn Mist's Island expos
Sanshorn Mist's mineral only expos
Sungsu Crossing's Bottom 3rd
Valhalla's Mineral only expansion
Valhalla's TopMid/BottomMid 4ths


The other comments are just general, and could easily be revised.
Orbital Divide:
+ Show Spoiler +
Distance from main to natural is too far, making defending too hard in FE builds

Valhalla:
+ Show Spoiler +
The natural seems too hard to defend, its got too wide open chokes



no.



That is summed up very nicely.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
September 28 2010 02:48 GMT
#190
On September 28 2010 10:22 0neder wrote:
Show nested quote +
On September 28 2010 08:24 iCCup.Diamond wrote:
On September 28 2010 08:21 kaisr wrote:
Can I recommend ICCUP Python? That and destination are pretty much the only maps I played lmao


iCCup Python is a fake, but not a bad map.

We tried Destination a bit in the beta but it didn't work so well. Ended up being 1 base all ins like 99.9% of the time.

Do you ascribe most of that to the map, or to the metagame favoring all-in stuff and players not willing to spend too much time on non-ladder maps?


Just in general. I can't remember a single game we played on it that ever went to 3 bases, and any game that reached 2 was pretty much over.

Luckily no one ever figured out how insanely powerful a proxy reaper in the 3rd base (the quasi-island expansion) could be with there being like 12 miles between the mineral line and the back of the base and the easy access. Good luck catching them with Zerg....
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Pyrthas
Profile Joined March 2007
United States3196 Posts
September 28 2010 03:35 GMT
#191
On September 28 2010 10:28 DaCruise wrote:
Where is the island map?

I hope someone does Neo Arkanoid or something just to see how it plays.
JustPlay
Profile Joined September 2010
United States211 Posts
Last Edited: 2010-09-28 05:19:29
September 28 2010 05:16 GMT
#192
If you pylon near the natural rocks on river point you can warp in a single unit above them and then mass warp in tons of units. It works for the NE base didn't test with the SW. Not too big of an issue because you should generally have vision of the area, but it's an issue anyway.

The glowy green stuff on triforce needs to go or be severely toned down. It it hurts my eyes a bit when I am not doing anything. Kick it up to gameplay apm and every time I am at my main or natural screen for a split second I want to die.

I realize neither of these are official october maps. They were just the maps I was most interested in playing.
Bad_Attitude
Profile Joined January 2010
Italy51 Posts
September 28 2010 05:34 GMT
#193
Only me can't find god's garden on eu?Also sanshorn mist is listed twice one version 0.1 and one 1.1, logic would say 1.1 is what I should get, but since they have different publishers...Anyway good thing that some better maps are coming, I was hoping for python but good nonetheless :D
Spaceball
Profile Joined November 2007
United States213 Posts
Last Edited: 2010-09-28 05:48:01
September 28 2010 05:46 GMT
#194
I hope more tournaments start using these maps, as it will make the games much more interesting to watch. I do wish the rotation would stay away from BW ports though. Those maps had their day.. and since most of them are direct ports with no real changes I don't really see the point of having them in the pool. The original maps look good for sc2 though. I really like sanshorn mists, valhalla, and OD. Also looking forward to seeing hades, fury, and river point in the pool in the future. Enigma has a lot of potential too, although I hate the center of the map at the moment. I haven't played on or seen games on Sungsu Crossing yet so I will reserve judgment on it.

Anyway, I'm glad to see the effort iccup is putting into this so far, and I hope tournament organizers will follow suit.
MonkeyKungFu
Profile Joined June 2010
Norway154 Posts
September 28 2010 05:52 GMT
#195
When will you upload these maps to EU?
..
Sept
Profile Joined September 2010
New Zealand2 Posts
September 28 2010 05:57 GMT
#196
Could you upload them to the SEA servers please?
Thanks.
tertle
Profile Joined February 2010
Australia328 Posts
September 28 2010 06:00 GMT
#197
Good to hear, but disappointed at a few of the maps that were left out (ie. the river one whatever it's called) but I'm sure lot's of thought + balance reasons went into the maps picked.

Look forward to watching events with them.
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
September 28 2010 06:04 GMT
#198
so Metalopolis and Xel naga caverns. These are blizzard, maps, what did you change? And why XNC btw? It's an awful map
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
September 28 2010 06:07 GMT
#199
Neigh impossible to find someone to actually play these iccup maps with T_T
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
September 28 2010 06:08 GMT
#200
Make people play these maps and they'll find imbalances within them as well. People hate on Blizzard maps far too much.
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