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On December 01 2010 08:15 Mr_Kzimir wrote: BTW (Last question I promise) I know that some feature like "raise lava" / "lower lava" do exist.
What are you thoughts on those feature do you think they could be viable in a "competitive" map.
Sorry if this question is off topic I don't think features like that belong in competitive play. They're very gimmicky and wouldn't add much to the game as far as competition is concerned.
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On December 01 2010 07:28 iCCup.Diamond wrote:Show nested quote +On December 01 2010 07:24 jamesr12 wrote: Edit: still waitng for that big annoucmeant you said you had regarding maps I think in last months map pool thead It's coming, hopefully soon. It will be worth the wait however. oh now you really got my hopes up... you better deliver!! no j/k you do great work will definately try the maps out when i have time (and don't have any events i need to practise the horrible blizzard maps for )
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On December 01 2010 08:19 prodiG wrote:Show nested quote +On December 01 2010 08:15 Mr_Kzimir wrote: BTW (Last question I promise) I know that some feature like "raise lava" / "lower lava" do exist.
What are you thoughts on those feature do you think they could be viable in a "competitive" map.
Sorry if this question is off topic I don't think features like that belong in competitive play. They're very gimmicky and wouldn't add much to the game as far as competition is concerned.
I got to second this. I think adding features like this would only cheapen the overall experience.
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On December 01 2010 08:54 iCCup.Diamond wrote:Show nested quote +On December 01 2010 08:19 prodiG wrote:On December 01 2010 08:15 Mr_Kzimir wrote: BTW (Last question I promise) I know that some feature like "raise lava" / "lower lava" do exist.
What are you thoughts on those feature do you think they could be viable in a "competitive" map.
Sorry if this question is off topic I don't think features like that belong in competitive play. They're very gimmicky and wouldn't add much to the game as far as competition is concerned. I got to second this. I think adding features like this would only cheapen the overall experience. To be honest I can see them taking away more than they add. When I think of things like that, I think of gimmicks like that in shooters. For example, there's a TF2 map where saws come out of the ground. That just pisses me off 
At any rate, don't expect to see anything like that in the iCCup map pool any time soon. However, you can expect us to push the limits of what we/the community seem to think is acceptable.
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-Only small units may pass through the center bridge (Workers, Marine, Reaper, Ghost, Hellion, Zergling, Hydralisk, Broodling, Changeling, Zealot, Sentry, High Templar, Dark Templar).
The problem with that is 6 pools could have devastating results with such a short rush distance. Would there be any way to change the map so just workers could get through? Other than that love all those maps
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On December 01 2010 08:59 Retgery wrote: For Obsidian inferno is that little a narrow path that connects the naturals? Or is it just scenery? If it's the first one are there gonna be any destructable rocks on the path? Other than that love all those maps Again, I'll quote from my website Here is the page for Obsidian Inferno
Description
Obsidian Inferno is a 2 player map named after the song “The Obsidian Conspiracy” by Nevermore. It’s design is original, however when I finished the sketch I looked at it and realized immediately how much it looked like Scrap Station. I wanted to attempt to create a map designed on 45 degrees and I have not made many two player maps in the past. The design has some very experimental features and has gone through many iterations during in-house testing with the iCCup mapmaking team before its 1.0 release.
Features
-Only small units may pass through the center bridge (Workers, Marine, Reaper, Ghost, Hellion, Zergling, Hydralisk, Broodling, Changeling, Zealot, Sentry, High Templar, Dark Templar). -Close air positions -Xel’Naga towers provide vision of the key high ground -Center high ground can be harassed by the cliff above -The giant rocks on the corners are flyer blockers
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wow, sexy maps. I wish these would be used in the ladder/gsl
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Europa looks like an amazing map i really cantr wait to play on it
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I like this map pool much more than the November one. Obsidian Inferno adds a lot of variety, and Enigma's center expansion is still one of my favorite non-Blizzard thought up features.
Great stuff, as always.
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Great work guys =)
A few weeks ago we had a tourney in NYC using iCCup maps, and it went really really well.
Bumped the thread on bnet!
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On December 01 2010 08:54 iCCup.Diamond wrote:Show nested quote +On December 01 2010 08:19 prodiG wrote:On December 01 2010 08:15 Mr_Kzimir wrote: BTW (Last question I promise) I know that some feature like "raise lava" / "lower lava" do exist.
What are you thoughts on those feature do you think they could be viable in a "competitive" map.
Sorry if this question is off topic I don't think features like that belong in competitive play. They're very gimmicky and wouldn't add much to the game as far as competition is concerned. I got to second this. I think adding features like this would only cheapen the overall experience. It's not that bad if it's done properly.
Just look at Scrap Station, it has a short route blocked by rocks. Instead of that one could use lava/water to block it for the first 5/10 minutes of the game and then open it up for a faster/more interesting late game.
Or you could use it to narrow the choke at the natural for easy wall-in/better defendable fe, but again after 10-15 minutes the lava retreats and now your natural is wide open like on xelnaga/DO. It would maybe even develop some cute timing push that will only work on that map if a player walls-in.
Or a map where the late game distances shift. In regular games the main is usually the most safe/most far away and the 3rd most exposed. After 30-40 minutes they could just shift the pathing, make the mains close and 3rds far away. Which might cause the match to finish more quickly or more exciting, because most players keep all their tech in the main..
It doesn't even need to be that crazy. Compare jungle basin to blistering sands. On JB the backdoor has a huge defenders advantage, while BS favors the attacker. What if the advantage would shift at the 20-30 minute mark. "attack now, get things done!". The defender just can't turtle up forever if he wants a good defendable position he needs to establish map control or at least move somewhere to the center..
Sure might seem gimmicky, but rocks were gimmicky too and they got accepted and have their place. Raising/lowering lava has the same purpose, but you're much more flexible/dynamic. With rocks you can only restrict movement if a choke has the size of the rocks and you'll never be able to respawn them somewhere. (we'll you probably could, but it would be weird *poof* *rocks* xD)
Or think about backdoor expansions on some maps. They're safe, they're great, but with lava you could easily open them up later in the game without making them abusable early.
Or gold expos that have a pathing that changes every few minutes in favor of one player, seems great for 3 minutes and then he makes a big push and breaks it with ease, because your reinforce path is now 2-3 times longer..
Probably not all of these ideas are suited for pro gaming, but stuff like choke size at the nat or blocked paths to make early rushes/all-ins a bit harder..why not? Beautiful elegant solution and not as clunky as rocks, that someone has to kill..if he has time for it.
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On December 01 2010 08:19 prodiG wrote:Show nested quote +On December 01 2010 08:15 Mr_Kzimir wrote: BTW (Last question I promise) I know that some feature like "raise lava" / "lower lava" do exist.
What are you thoughts on those feature do you think they could be viable in a "competitive" map.
Sorry if this question is off topic I don't think features like that belong in competitive play. They're very gimmicky and wouldn't add much to the game as far as competition is concerned.
I think you could use the lava feature if it was done very sparingly. For example if part of the entrance to the natural filled up with lava, but only for part of the time, so that the natural entrance was wider one out of every three minutes.
I think it could add to it. You'd just have to be very careful with the implementation.
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okay Obsidian Inferno looks so awesome
and i think lava features would be a great addition as someone said. nothing too game breaking, just certain places being blocked or changed a bit. it would probably cause people to differ simply from 1-2 builds per map
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On December 01 2010 09:40 1Eris1 wrote: okay Obsidian Inferno looks so awesome
and i think lava features would be a great addition as someone said. nothing too game breaking, just certain places being blocked or changed a bit. it would probably cause people to differ simply from 1-2 builds per map
Either way that would have to be something that would have to be HIGHLY tested and right now we just don't have the player support to test something that extreme.
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I wish I played on these maps instead of the ladder maps...
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On December 01 2010 08:19 prodiG wrote: I don't think features like that belong in competitive play. They're very gimmicky and wouldn't add much to the game as far as competition is concerned. I agree; the bridge on Obsidian Inferno is very gimmicky.
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On December 01 2010 09:57 BoomStevo wrote:Show nested quote +On December 01 2010 08:19 prodiG wrote: I don't think features like that belong in competitive play. They're very gimmicky and wouldn't add much to the game as far as competition is concerned. I agree; the bridge on Obsidian Inferno is very gimmicky. Well played. Let me point you to this:
On December 01 2010 08:19 prodiG wrote:
At any rate, don't expect to see anything like that in the iCCup map pool any time soon. However, you can expect us to push the limits of what we/the community seem to think is acceptable.
Obsidian Inferno is a good example of us pushing what we think is acceptable. Who knows? Maybe somewhere down the line we will implement areas of the map that cut themselves off periodically. As much as I'd like to believe I can see the future, I actually can't.
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I think the bridge on Obsidian Inferno is cool, and I'd love to see how it plays out in games.
I just spent a minute testing it though and I'm frowny facing at the lack of reaper-accessible cliff area into the mains.
That is one thing I don't like about most of the iCCup maps. You guys are still making most cliffs unpathable to reapers even though you started doing that when 5 rax reaper was OP, but now reapers aren't used so much.
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New maps in the pool look interesting, ICCup has outdone itself again!
Really wish my video card hadn't died, I want to play some games on these!! Will have to wait until Christmas though.....
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