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iCCup November Monthly Map Pool

Forum Index > SC2 General
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Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2010-11-30 22:19:26
October 28 2010 04:55 GMT
#1
Hello everyone!

This is the iCCup Monthly Map Pool. It will consist of the maps designed and created for the sole purpose of competitive tournament 1v1 play. Any and all tournaments are welcome and encouraged to use these maps!

The map pool will consist of 7 maps this month. We will continue to monitor the effect of the new pool size and adjust in following months if needed.

PLEASE SUPPORT iCCup MAPS HERE! IT MIGHT HELP!

Some maps will be rotated out of the map pool per month, to promote growth and to prevent stagnation of the current map pool, a hallmark of what helped Brood War grow to the gigantic E-Sport is was in it's hay day. However if a major bug or serious imbalance to a race the map may be either suspended from the map pool temporary until the problem is fixed, or be rotated out completely if the problem is considered un-fixable. If this happens the empty slot will normally not be filled until the following month to allow players proper time to be prepared for the new map.

List of events that support the map pool (message me to have yours added):
ITL
ITC


Please stay tuned to this thread as map rotation dates, replacing map, map suspensions, map removals, and all matter will be updated daily in this thread.

We always encourage feedback on the maps and will seek to make the strongest and most solid map pool to date.

To find iCCup maps: Create a custom game within the SCII client, find the search box above where it says "author" and search "iCCup". That's it !

To find iCCup maps on EU: Create a custom game within the SCII client, find the search box above where it says "author" and search "iCCup". It will probably not work the first time, you have to search a couple times until it shows up.

Without further wait I present you with our iCCup Monthly Map Pool - November in alphabetical order (iCCup tag excluded for the order).

Changes from October Pool:
-Removed iCCup Fighting Spirit
-Removed Metalopolis
-Removed Xel'Naga Caverns
-Removed iCCup Neo Orbital Divide
-Added iCCup Starlight Breaker


iCCup Enigma
Map addition date: 10/1/2010
Map rotation date: TBD
Replacing Map: TBD
Map status: In good standing
[image loading]

iCCup God's Garden
Map addition date: 10/1/2010
Map rotation date: 12/1/2010
Replacing Map: iCCup Europa
Map status: In good standing
[image loading]

iCCup Match Point
Map addition date: 10/1/2010
Map rotation date: TBD
Replacing Map: TBD
Map status: In good standing
[image loading]

iCCup Sanshorn Mists
Map addition date: 10/1/2010
Map rotation date: 12/1/2010
Replacing Map: iCCup Obsidian Inferno
Map status: In good standing
[image loading]

iCCup Starlight Breaker
Map addition date: 11/1/2010
Map rotation date: TBA
Replacing Map: TBA
Map status: In good standing
[image loading]

iCCup Sungsu Crossing
Map addition date: 10/1/2010
Map rotation date: TBD
Replacing Map: TBD
Map status: In good standing
[image loading]

iCCup Vahalla
Map addition date: 10/1/2010
Map rotation date: TBD
Replacing Map: TBD
Map status: In good standing
[image loading]
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Antoine
Profile Blog Joined May 2010
United States7481 Posts
October 28 2010 05:01 GMT
#2
mains on Starlight look a little small
ModeratorFlash Sea Action Snow Midas | TheStC Ret Tyler MC | RIP 우정호
Speight
Profile Joined August 2010
Australia152 Posts
Last Edited: 2010-10-28 05:06:46
October 28 2010 05:06 GMT
#3
Cool, thanks Diamond. Will check them out.

A side note, might want to edit the October to November. Slight copy paste error. ^^
Diamond
Profile Blog Joined May 2009
United States10796 Posts
Last Edited: 2010-10-28 05:15:39
October 28 2010 05:14 GMT
#4
On October 28 2010 14:01 Antoine wrote:
mains on Starlight look a little small


In a very unofficial test I fit the entire Protoss tech tree, 16 warpgates, 2 robo's, and 2 stargates in there with 200/200 of pylons and still had some decent space left over. They look small but if you use common sense with your placement it will be fine !

On October 28 2010 14:06 Speight wrote:
Cool, thanks Diamond. Will check them out.

A side note, might want to edit the October to November. Slight copy paste error. ^^


Thanks and fixed!
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Shakes
Profile Joined April 2010
Australia557 Posts
Last Edited: 2010-10-28 05:21:02
October 28 2010 05:20 GMT
#5
Might be worth listing the changes from last month in the first post, I'm sure that's the first thing a lot of people are going to look for, and as it stands there's no way to tell without searching for last month's post and comparing.
Slago
Profile Joined August 2010
Canada726 Posts
October 28 2010 05:27 GMT
#6
oh man I really wanna see these in the ladder, as my practice partners only wanna practice on ladder maps and the it's sooo hard to get a game on these maps let alone with the same skilled player , the only time I played these was in a KOTH and oh god I fell in love, loved ICCUP inBW and still love em now, is there anyway you could get a high profile guy such as day 9 to speak to someone at blizz directly because I read your post on Bnet and i was so awesome, but alot of bronze pllayers were saying things like oh no blizz is good let them do it, you can't take random maps off the street noooooo QQ, I really think blizz will go oh well people are opposed to it move on, as it seems they are catering to the casual way to much, like who in their right mind would create a map to discourage expanding?

the one problem with some of the ICCUP maps is the effects and doodads are to abundant and significantly reduce frame rate
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
Donger
Profile Joined October 2009
United States147 Posts
October 28 2010 05:29 GMT
#7
Thanks for keeping up good work! I hope the map pool takes off.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 28 2010 05:29 GMT
#8
On October 28 2010 14:20 Shakes wrote:
Might be worth listing the changes from last month in the first post, I'm sure that's the first thing a lot of people are going to look for, and as it stands there's no way to tell without searching for last month's post and comparing.

Changes:
-Removed Fighting Spirit
-Removed Metalopolis
-Removed Xel'Naga Caverns
-Removed Orbital Divide
-Added Starlight Breaker

The reasoning for this was based off of feedback from players we found that a 10-map pool was simply too much for players to handle, so we have reduced it to seven this month - four 2player and three 4player.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Diamond
Profile Blog Joined May 2009
United States10796 Posts
October 28 2010 05:35 GMT
#9
On October 28 2010 14:20 Shakes wrote:
Might be worth listing the changes from last month in the first post, I'm sure that's the first thing a lot of people are going to look for, and as it stands there's no way to tell without searching for last month's post and comparing.


Added to OP. Thanks for the idea!
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Tyler918273
Profile Joined September 2010
115 Posts
October 28 2010 05:37 GMT
#10
This is great. I love the experimentation with bases. Why should every base have 8 patches and 2 geysers? More variety is only going to open up new possibilities and spawn invention. Keep it up. Just wish there was a more ordered way to compete on these maps.
Mainland
Profile Joined September 2010
Canada551 Posts
October 28 2010 06:43 GMT
#11
I really like Sungsu Crossing. Starlight Breakers looks like it will be fun as well.

As for negative feedback, God's Garden is a bit too big IMO. I think that that kind of rush distance is OK on a two-player map, but it's just too much for a 4 player map. I don't know. I guess it's kind of good for really, really long games with lots of air-play. I haven't watched anything on it, but I definitely don't like playing it.
ahwala
Profile Joined April 2010
Germany401 Posts
Last Edited: 2010-10-28 06:47:55
October 28 2010 06:47 GMT
#12
Great work. I wish these maps would be used in more events and gain greater popularity because they are as fun to watch as they are fun to play on.
TimeOut
Profile Joined August 2010
Germany1277 Posts
October 28 2010 07:29 GMT
#13
Just as a heads-up: The Starlight Breaker image is cut off and you call the map "Starlight Breakers" in the title.

Thanks for the great maps, I hope that tournaments will adopt them soon.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
October 28 2010 07:31 GMT
#14
On October 28 2010 16:29 TimeOut wrote:
Just as a heads-up: The Starlight Breaker image is cut off and you call the map "Starlight Breakers" in the title.

Thanks for the great maps, I hope that tournaments will adopt them soon.


You have to choose the option to "Resize pics" or something in your profile I think. Cause it's on imugur.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
drksl
Profile Joined September 2010
Romania15 Posts
October 28 2010 09:43 GMT
#15
Too bad these maps are not in the ladder, I'd love to play them and I'm too lazy to search for them in custom games and wait for other people to join.
Smigi
Profile Joined April 2010
United States328 Posts
October 28 2010 10:47 GMT
#16
ICcup Maps > Blizzard Maps

I cannot wait for the day that Blizzard maps are outed from the ladder map pool, and good maps are put in its place.

but I guess it will be a large amount of time before that occurs.

good map pool imo btw.
Drone then Own
Zavior
Profile Joined August 2009
Finland753 Posts
October 28 2010 10:52 GMT
#17
These maps look really good!
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-10-28 11:04:12
October 28 2010 10:59 GMT
#18
valhalla and matchpoint i dislike, matchpoint being a long desert oasis type map, and valhalla ive played on it and it was wayy to small. but still very nice other maps perfect imo.

because side by side, or top vs bottom spawns are too close, i suggest making valhalla a diagonal spawns, and change the other expos into something else. that would be much better. Just from the 1 game i played in a tournament once, creep for zerg was way to easy and we both spawned on the bottom, other than that chasing down his expos felt just right in timing sense, so i mean put it through testing with removed 3rd and 4th start locations making it a 2 player map, see how it goes.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
G_Wen
Profile Joined September 2009
Canada525 Posts
October 28 2010 19:46 GMT
#19
On October 28 2010 19:59 wishbones wrote:
valhalla and matchpoint i dislike, matchpoint being a long desert oasis type map, and valhalla ive played on it and it was wayy to small. but still very nice other maps perfect imo.

because side by side, or top vs bottom spawns are too close, i suggest making valhalla a diagonal spawns, and change the other expos into something else. that would be much better. Just from the 1 game i played in a tournament once, creep for zerg was way to easy and we both spawned on the bottom, other than that chasing down his expos felt just right in timing sense, so i mean put it through testing with removed 3rd and 4th start locations making it a 2 player map, see how it goes.


That's pretty interesting, you should definitely post on the specific thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=138815

We'll be sure it out.

As for match point we'll run it through the map analyzer but I'm sure it will be in line with the other maps on the list. Blizzard maps tend to be small and don't have much room to maneuver on. Steppes of War has extremely short distances, while Scrap Station feels like you never leave a chokepoint. If you have time grab a friend and play a few more games on Valhalla, it might grow on you.
ESV Mapmaking Team
-Frog-
Profile Joined February 2009
United States514 Posts
October 28 2010 21:27 GMT
#20
On October 28 2010 19:59 wishbones wrote:
valhalla and matchpoint i dislike, matchpoint being a long desert oasis type map, and valhalla ive played on it and it was wayy to small. but still very nice other maps perfect imo.

because side by side, or top vs bottom spawns are too close, i suggest making valhalla a diagonal spawns, and change the other expos into something else. that would be much better. Just from the 1 game i played in a tournament once, creep for zerg was way to easy and we both spawned on the bottom, other than that chasing down his expos felt just right in timing sense, so i mean put it through testing with removed 3rd and 4th start locations making it a 2 player map, see how it goes.


I think a fundamental characteristic of DO was that it was short air distance long ground distance. That certainly isn't present in Match Point and on top of that there are many small attack paths instead of two large attack paths on opposite sides of the map with a narrow land bridge joining them. On top of all that there aren't any island expos on Match Point. I don't really see the basis for your comparison other than it being "long."
powered by coffee, driven by hate.
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