
[M] iCCup Braxis Orbital - Page 2
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Whiplash
United States2928 Posts
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Grebliv
Iceland800 Posts
On January 01 2011 08:45 Whiplash wrote: I can't find it on USA, I really wanted to test it out ![]() hmm weird, should be upped. will have to check to see if it couldn't be or the name got messed up or something. will update when sorted I guess. | ||
dezi
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Germany1536 Posts
Btw: Happig new ya(w)rrr from good ole Krautland :D | ||
dark88
United States35 Posts
Pathing is indeed shortest through the small path, it does however change a fair bit during the game as once you take your nat you might as well use the wider more comfy bridge on your side, for big army movement at least. The small path may be great for rallying stuff if you get that far but moving an army through there feels iffy, that is unless you're trying to set up a good parade, then it's close to optimal. When the game drags on half of your enemy's stuff will not be closer by the small path nor will it be easy to manuver down it since it's a bit narrow. It's a perhaps a matter for some concern but during the limited testing to date the small path hasn't seen much use outside it's intended one. Whether it'll turn out to be too narrow or too wide may still come to light but it really feels like moving down a 6x longer normal main ramp and that never feels good if your enemy knows you're coming. At least that is the intent and how it mostly feels in game. The small path is the shortest path but very narrow and it becomes more of a possible nuisance later on in the game, say a point of vulnerability. I don't know if you noticed this, but the small path im talking about is directly LEFT and right of the main bases. It's low ground and brown texture. Only accessible with reapers, colossi, and stalkers. What's your take on that. Is it really cliffwalkable like the map analyzer says? | ||
PredY
Czech Republic1731 Posts
any chance coming over on EU? | ||
prodiG
Canada2016 Posts
On January 02 2011 18:38 PredY wrote: the map looks really good, can see it being in february pool any chance coming over on EU? If enough high level EU players want to participate we could arrange it, but the majority of iCCup.TV's player contacts are in North America so doing the event there makes it a lot easier to organize. | ||
Grebliv
Iceland800 Posts
On January 02 2011 17:54 dark88 wrote: I don't know if you noticed this, but the small path im talking about is directly LEFT and right of the main bases. It's low ground and brown texture. Only accessible with reapers, colossi, and stalkers. What's your take on that. Is it really cliffwalkable like the map analyzer says? that path is "reaper/collossable" yes. On January 01 2011 12:44 dezi wrote: While it's up on EU, the preview image is bugged (black textures - ingame it looks fine). Btw: Happig new ya(w)rrr from good ole Krautland :D yes the editor just gives me black pictures now :/ | ||
prodiG
Canada2016 Posts
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PredY
Czech Republic1731 Posts
On January 02 2011 19:27 prodiG wrote: If enough high level EU players want to participate we could arrange it, but the majority of iCCup.TV's player contacts are in North America so doing the event there makes it a lot easier to organize. well im sure there would be, it's up to you tho ![]() | ||
prodiG
Canada2016 Posts
On January 03 2011 05:27 PredY wrote: well im sure there would be, it's up to you tho ![]() I'm sure there is too, but the issue is getting in touch with them in a timely manner. It's much easier for us to do events like those on NA. | ||
pzea469
United States1520 Posts
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Grebliv
Iceland800 Posts
.. and a few "decently big" changes | ||
WniO
United States2706 Posts
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baskerville
541 Posts
+ Show Spoiler + if you could detail the "process" that got you there (ie graphics original implementing I hope), I would be happy to help I'm quite saddened by the lack of said bugs discussions on tl (some of these bugs are shrewd enough to cost you days of implementing mmmmm nice) mini map refresh function for instance or graphics (up to complete map glitch when publishing) I know some about.. still have not gotten that much of a hold on how to get back from some of these bugs but .. some are "treatable" through test and error simple but "boring" method, others arrrrrrrrrr I'm still pedaling in them so I hope others have neat solutions cause I'm bored (I'm up to 12 maps that have warranted "cute but just a tease" messages answers from the error dialog box from blizz while giving me the finger and denying publish ; others pass, but you get the "stocked" version over and over again when trying to play it online, I suppose one of the reasons those bugs are final is that blizz does not "recognize" any change you'd implement from then on unto said bugge map (so perhaps you just still have to find the thing to change to clear out the bug, and finnaly some bugs (minimap description when in lobby) do not hinder the play at all (you just facepalm the screen cause you'd like the map the way you decided to have it... not some bug!). I think some bugs are "final", it's easy to avoid them in future maps though, it's just a matter of: "properly" implementing "weird changes" in galaxy. galaxy bugs mostly when u correct something, so building your map properly from scratch (ouch) you should avoid them... still some implementing f..ks you up for any future maps, until you reset your galaxy back on track... height tweaking gets you f...ed locally (random bugs on map) graphics only height drawing get you f..ked on "primary structure and workers" placement (ie if you place your start point too near to your height meddling, the galaxy might render your whole map unusable (for good) mini map bugging coming out of texture meddling/replacing "blizz grand theft" bug that revert your map to it's original "status and look" usually, do your change, immediately save and exit relaunch the map and yea no future bug... however this needs to be done before sending it to blizz (publishing), for stock and accessibility/efficiency server hosting issues I suppose, they sometimes scratch your whole implementing, reverting the map to its "default" state in the process (good luck with that one cause from where I'm sitting that's one of the "final" ones) on telling the tale that got u there, let me start u up: are you on pc or mac? is the map featured in it's description menu on bnet? have you tried fixing it as I've described previously in this post? Am I right that you implemented a "graphic" or other quirk? (quirk for what's been featured by blizz ("safely"/bugfree blizz guaranteed) until now) gl and good night spoilered for behavior modification edit: fixin frigin f..ing typos and elaborating | ||
A1m
Germany48 Posts
really really nice map, I think thats one of the best maps I ever saw. But I want you to ask why did you do the new changes? I really think the old version is better. The gold expo: - it was more open and really felt "gold", now its somehow covered and easier to defend but only has 1 gas? I dont think its a good idea to build in such "fancyness" just keep it simple and normal. The older version is really getting much love from me. The watch towers: - Watchtowers now feel somehow randomly placed in the middle and they are now on the default attacking paths, thats not good, a player who attacks but doesnt check the towers first should be punished for it. The old placement felt really really good. Were there any other changes? I would really take the old version and add rocks to the goldexpo, so you cant take it as a fast 3rd, other than that, the map is a beauty. I'm a Masters Zerg player ... what would I give to have that map in the official mappool >_> | ||
TibblesEvilCat
United Kingdom766 Posts
x ![]() Uploaded with ImageShack.us | ||
a176
Canada6688 Posts
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