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iCCup Map Team Update - Page 3

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GeorgeForeman
Profile Joined April 2005
United States1746 Posts
May 10 2011 06:57 GMT
#41
Heh. Starparty looks like the bastard child of LT and (8) Plains of snow (particularly the 2 and 7 expos).

Travin looks terran-favored, at least for mid-game TvZ. Easy to take your own gold and deny your opponents.

I like Guardian and Diggity a lot, although spawn locations could play a large role on Guardian. Ithaca looks really, really wide-open if you ever want to try and push through the middle. Seems like terrans will have to play super-defensive on that map with lots of drops/hellion harass.
like a school bus through a bunch of kids
monitor
Profile Blog Joined June 2010
United States2404 Posts
May 10 2011 13:57 GMT
#42
On May 10 2011 13:55 garlicface wrote:
Maps always get me so excited. Nice to see new ones like these being churned out.

Thanks for all your awesome work ProdiG.

+ Guardian's mineral lines, and I guess they shapes of the mains and nats, look tough for Zerg offensively. Muta harass and ovie scouting look very limited.


Overlord scouting is incredibly easy, there are a bunch of highground pods for it. You can park an overlord outside the natural (to scout gas), an overlord outside the main (also to scout gas), and an overlord above the third. Mutalisk harass on the main is pretty easy coming in from the left side, since its highground. The natural is harder to harass, but the third is quite easy.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
monitor
Profile Blog Joined June 2010
United States2404 Posts
May 10 2011 14:03 GMT
#43
On May 10 2011 15:57 GeorgeForeman wrote:
Heh. Starparty looks like the bastard child of LT and (8) Plains of snow (particularly the 2 and 7 expos).

Travin looks terran-favored, at least for mid-game TvZ. Easy to take your own gold and deny your opponents.

I like Guardian and Diggity a lot, although spawn locations could play a large role on Guardian. Ithaca looks really, really wide-open if you ever want to try and push through the middle. Seems like terrans will have to play super-defensive on that map with lots of drops/hellion harass.


This is theorycrafting, but I will respond. Travin has an easy third, but it leaves pathways open. Notice that the gold is also extremely vulnerable to air harass. Zerg will have just as easy of a time taking it.

Spawns do change how Guardian is played, but the map can be split in any positions quite easily. Ithaca has plenty of space for Terran to push in close positions, but cross positions is a bit harder. They can go through the 3rd, over the HY, and to the area outside your natural pretty easily though. We'll have to see in testing.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
monitor
Profile Blog Joined June 2010
United States2404 Posts
May 12 2011 03:36 GMT
#44
OP Updated with a new picture of Guardian. Some minor aesthetic updates.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Antares777
Profile Joined June 2010
United States1971 Posts
May 15 2011 13:41 GMT
#45
I really like Travin, both aesthetically and gameplay. I'd love to see this in some tournaments.

Guardian I feel is tight outside the natural, and the third is tiny. I like the map, I'd just like it more if it were larger in my honest opinion. I'm just feeling a bit forcefieldophobic. Same stuff that I talked about in game really.

Diggity has a very creative layout, and reminds me of Crevasse a little in how the rocks are placed around the center high ground. I don't know how someone would FE on this map though (other than Zerg). The chokes appear to be ~10 units wide (guess), which is still pretty large, and you have two chokes to worry about. I'd like both chokes smaller, like ~8 units.

Ithaca is pretty and unique. I like how the destructible towers were used on this map. Destiny didn't use them as well because there were only two and I felt that it didn't really work as well. Ithaca uses the towers in that manner much more efficiently. I'm concerned about how easy it is to fast expand on this map. It's because of the orientation of the natural ramp, which leads right out under your main. I feel that Siege Tanks will be able to protect the natural choke from the main. I also love all of the spots for Overlords.
ch4ppi
Profile Joined July 2010
Germany802 Posts
May 15 2011 14:08 GMT
#46
<3 prodiG
<3 ICCUP

that u go inactive
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
June 16 2011 03:37 GMT
#47
--- Nuked ---
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
June 16 2011 03:39 GMT
#48
Travin = Bringing justice where fucking Desert Oasis sucked.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
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