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[M] iCCup Braxis Orbital - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
December 31 2010 23:45 GMT
#21
I can't find it on USA, I really wanted to test it out
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2011-01-01 01:24:14
January 01 2011 01:15 GMT
#22
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.
ESV Mapmaking!
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 01 2011 03:44 GMT
#23
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
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dark88
Profile Joined June 2010
United States35 Posts
January 02 2011 08:54 GMT
#24

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
Profile Joined September 2009
Czech Republic1731 Posts
January 02 2011 09:38 GMT
#25
the map looks really good, can see it being in february pool

On December 31 2010 17:38 prodiG wrote:
Show nested quote +
On December 31 2010 17:12 Whiplash wrote:
I like it, what happened to those iccup showmatch things that were played on the maps? Its a good excuse to play on these maps.

Starting up again in the new year~


any chance coming over on EU?
http://www.twitch.tv/czelpredy
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 02 2011 10:27 GMT
#26
On January 02 2011 18:38 PredY wrote:
the map looks really good, can see it being in february pool

Show nested quote +
On December 31 2010 17:38 prodiG wrote:
On December 31 2010 17:12 Whiplash wrote:
I like it, what happened to those iccup showmatch things that were played on the maps? Its a good excuse to play on these maps.

Starting up again in the new year~


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.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2011-01-02 14:07:52
January 02 2011 14:01 GMT
#27
On January 02 2011 17:54 dark88 wrote:
Show nested quote +

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?


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 :/
ESV Mapmaking!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-01-02 16:38:27
January 02 2011 16:31 GMT
#28
@above, if anyone knows why please tell me/greb? :D (black pics)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
PredY
Profile Joined September 2009
Czech Republic1731 Posts
January 02 2011 20:27 GMT
#29
On January 02 2011 19:27 prodiG wrote:
Show nested quote +
On January 02 2011 18:38 PredY wrote:
the map looks really good, can see it being in february pool

On December 31 2010 17:38 prodiG wrote:
On December 31 2010 17:12 Whiplash wrote:
I like it, what happened to those iccup showmatch things that were played on the maps? Its a good excuse to play on these maps.

Starting up again in the new year~


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.

well im sure there would be, it's up to you tho
http://www.twitch.tv/czelpredy
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 02 2011 21:45 GMT
#30
On January 03 2011 05:27 PredY wrote:
Show nested quote +
On January 02 2011 19:27 prodiG wrote:
On January 02 2011 18:38 PredY wrote:
the map looks really good, can see it being in february pool

On December 31 2010 17:38 prodiG wrote:
On December 31 2010 17:12 Whiplash wrote:
I like it, what happened to those iccup showmatch things that were played on the maps? Its a good excuse to play on these maps.

Starting up again in the new year~


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.

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.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
pzea469
Profile Blog Joined September 2008
United States1520 Posts
January 02 2011 22:45 GMT
#31
I like the look of the map. It looks like its less saturated, which is what all maps need imo.
Kill the Deathball
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2011-01-04 05:50:02
January 04 2011 05:49 GMT
#32
Finally up on US (after a bit of new years afk'ness)

.. and a few "decently big" changes
ESV Mapmaking!
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 04 2011 06:39 GMT
#33
this is one of the better iccup maps
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-06 04:30:33
January 04 2011 08:55 GMT
#34
about galaxy graphics wormhole (black pictures)

+ 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
http://www.teamliquid.net/mirror/smilies/random-big.gif
A1m
Profile Joined November 2010
Germany48 Posts
January 14 2011 14:53 GMT
#35
Hey Grebliv,

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 >_>
www.youtube.com/A1mStarcraft
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
January 14 2011 15:07 GMT
#36
i really like this map though i'ld like to see the main and nat moved closer to the third as the extentended choke prevents large mass of troops of punnishing an oversellious player, also making it viable to drop at the main doing this would be cool, here a mspaint of what would be cool idea

x

[image loading]

Uploaded with ImageShack.us
Live Fast Die Young :D
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 14 2011 18:05 GMT
#37
Move gold to 12/6 oclock, add extra wide ramp there, will be a great map!
starleague forever
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