Destiny is a 4-player reflection symmetry map named after the song Destiny by Galneryus. Destiny's concept seeks to use both familiar designs and new gameplay elements to create what has culminated to a truly unique map.
(4) iCCup Destiny - Click to view high res image (2500x2500) Search "iCCup" to play!
Features -Two Destructible Xel'Naga Towers with 1000 life, 2 armor and 500 shield. (Shield added to force players to commit to taking down the tower rather than damaging it, leaving and then coming back later. These Xel'Naga Towers provide vision of the key terrain between either corner of the map, as well as provide vision of the cliffs that can be used to harass the third bases. Destroying these will mean that you forfeit the vision for the economic advantage of the gold base.Destructible Xel'Naga Towers have a different minimap icon and are rotated 45 degrees from their normal variants. (See below for picture) + Show Spoiler [Destructible Xel'Naga Tower] +
Dark voice portrait is awesome! Note the red Xel'Naga Tower icon on the other side of the minimap. Armor level is 0 in this picture, this has been fixed in the latest version and appear as level 2 armor.
-Destructible Debris block the close-by third base, which only has one Vespene Geyser. Mineral patches have 750 minerals and Vespene Geyser has 1250 gas (this is to further encourage expanding elsewhere rather than turtling three bases).Destructible Debris have 1500HP and 1 armor. (See below for picture) + Show Spoiler [Destructible Debris] +
Note: They are armor level 0 in the picture, this has been fixed in the latest version and appear as level 1 armor
-Main bases have a section of LOS Blockers inside them for drops and/or hidden tech. Each section is wide enough for at least a building and addon. (See below for picture) + Show Spoiler [LOS Blockers] +
-All main ramps have a neutral Lowered Supply Depot to prevent bunkering or cannoning the ramp and walling it in. (See below for picture) + Show Spoiler [Lowered Supply Depots] +
-Cannot spawn in close ground positions (12v3, 6v9). In testing I found the rush distances to be too short and enlarging these positions would have ruined too many aspects of the rest of the map, combined with the fact that the close ground positions didn't use the map features to their full potential.
-Outer walls are flyer blockers. The extra void space that is generated when a 45 degree angle map is put into a square template can cause problems with drops and other air play, so I compressed them to meet the map's actual size. (See below for pic) + Show Spoiler [Outer walls] +
Specs Map Size:150x150 - Note that this is inaccurate due to the 45 degree rotation. Expansions: 10 blue with 2 geysers, 4 blue with 1 geyser, 2 gold with 2 geysers. XNT: Two, can be destroyed Tileset: Ulnar (no changes)
Ultralisks were definitely harmed in the making of this map.
Center of the map
Captured Hybrid and Brutalisk
Captured Hybrid
Here's a link to Lizzuma (T) vs NrGdde (P) from yesterday's IMS! Pretty sick game. Some small mistakes from both players (brand new map, one of the players offracing... it happens), but showcases the map's features well and is pretty intense throughout.
I started this map back in November, believe it or not. I abandoned it for awhile because I wasn't happy with the dynamics and the expansion layout of it's Original version (click to view). After some brainstorming I decided to come back to it a few months later with a fresh idea and complete it, although I put it off for even longer because what I wanted to do with the texturing was very complex and time-consuming and I was avoiding the workload. Some 60 hours of designing, redesigning, fighting with the many bugs of the editor, texturing, doodading and testing I am finally ready for a full release. I hope you all enjoy it! If you want to keep up with what I'm doing, check me out on twitter at http://twitter.com/prodiGsc or check my website http://www.prodiGsc.com! And as usual, stay on the lookout for more excellent things coming from the iCCup Mapmaking Team this year! We've got some big plans!
Shoutouts to the iCCup Mapmaking Team and to NullCurrent and Dimfish for helping me figure out how to get the red Xel'Naga Tower Icon working! Also shoutouts to Ever Clan and Requiem Esports for helping me beta test the map in it's earlier (and uglier - both gameplay-wise and aesthetically) stages!
Nice piece. The only thing i don't like are the destructible rocks blocking the third which I find kind of silly and Blizzard-ish. Their really aren't any valid reasons to have that their. Blocking islands like in BW is cool, but Thirds are so essential and putting rocks slows down the pace of the game and is a simple nusence without actually adding anything to the dynamics of the game.
As for the Destructible Xelnagas to get gold. Sweet idea, though personally I am against the implementation of Xelnagas. Vision should be given to those who actively move about the map and obtain it Imo. But sweet map none the less.
On March 08 2011 06:56 GinDo wrote: Nice piece. The only thing i don't like are the destructible rocks blocking the third which I find kind of silly and Blizzard-ish. Their really aren't any valid reasons to have that their. Blocking islands like in BW is cool, but Thirds are so essential and putting rocks slows down the pace of the game and is a simple nusence without actually adding anything to the dynamics of the game.
As for the Destructible Xelnagas to get gold. Sweet idea, though personally I am against the implementation of Xelnagas. Vision should be given to those who actively move about the map and obtain it Imo. But sweet map none the less.
The rocks were added to deter Terrans from lifting to the gold. I wanted the player to have to commit more than just a CC to take the expansion, however still have the base be easy to take for other races which is why they have 1 armor and 1500 life rather than the blizzard standard 2000 life and 3 armor.
On March 08 2011 07:03 dezi wrote: Easily the best map using this tileset and a very good usage of the campaign doodads. Looking forward to see this map on EU and to get reps
Will be playing this map in tomorrow's IMS and uploading it on EU afterward pending any changes!
Not sure if you want this but the destructible rocks can easily be hit by ranged units while in the main, makes me wonder if you should even include them? (yes the marine & marauder both can hit the rocks)
Textures look amazing, doodads look amazing, I'm almost thinking it might be better to have 9 & 12, then 3 & 6 not able to spawn in instead of how you have it now.
Also wondering the reason behind the 3rd with 7 minerals and 1 gas. You take away 1/2 the gas from the expo but only 1/8 of the minerals? Doing so makes it favor terran so much more. Why not do 2 gas & 6 minerals or 1 gas with 5 or 6 minerals to even it out a little more.
looks great but a bit small also looks like ZvT on 3v6 will be kinda tough when T sets up a contain at xelnaga and denying zerg's 3rd base. maybe add a backdoor path since 3v12 can't happen anyway?
this map looks really good! congrats. i don't really like the destructible rocks at the 3rd but maybe thats just me because i hate expanding to another main/nat and not my third (gogo terran turtle)
Not sure if you want this but the destructible rocks can easily be hit by ranged units while in the main, makes me wonder if you should even include them? (yes the marine & marauder both can hit the rocks)
Textures look amazing, doodads look amazing, I'm almost thinking it might be better to have 9 & 12, then 3 & 6 not able to spawn in instead of how you have it now.
Also wondering the reason behind the 3rd with 7 minerals and 1 gas. You take away 1/2 the gas from the expo but only 1/8 of the minerals? Doing so makes it favor terran so much more. Why not do 2 gas & 6 minerals or 1 gas with 5 or 6 minerals to even it out a little more.
Thanks for the feeback, Sidian! I hadn't actually tested the tanks in-game, only via the editor and it looked like they just barely missed it. As for the rocks, I had intended for them to be able to be hit by tanks but not Marines and Marauders. I think what may have happened is I moved the rocks a bit too close after I had moved the rocks away to texture the terrain underneath. I'll be sure to fix the tanks hitting the CC issue and fix the rocks as I intended them to work, however the rest of the main getting sieged is something players I think should have to look out for since that is terrain that if you lose control of you're pretty screwed as it is.
On March 08 2011 07:33 PredY wrote: looks great but a bit small also looks like ZvT on 3v6 will be kinda tough when T sets up a contain at xelnaga and denying zerg's 3rd base. maybe add a backdoor path since 3v12 can't happen anyway?
Zerg players who are worried about this possibility can take down the tower in the early stages in the game. Beyond that, a contain in that area is no different than any other map.
I was already impressed with the beta version I saw on your stream. This is quite the addition to the pantheon. Was there a specific problem in testing that made you put that small hole in front of the gold watchtowers? I thought the amount of space before was good.
Your considerations on differentiating the destructible towers is very sharp and forward-looking, I applaud you for that. I imagine we could see a lot more of that in the future. So... is there going to be a tutorial? =D
Firstly, this title set is disgusting, but this map is beautiful!
Secondly, destructible XWTs are the coolest idea ever!
I'm not so sure about the lowered Supply Depots at the bottom of the ramp. Didn't Blizzard make it so that three buildings were needed to wall it off now anyway? I'm assuming it's destructible. I don't see the logic in blocking a half-expansion with destructible rocks, it's only a half-expansion imho.
Also, the high res image is 2250x2250 not 3000x3000. Imgur doesn't upload anything in higher quality than that I'm pretty sure. Also it says "g937D.jpg 2250x2250 pixels".
I always have to endorse a map that does something creative. Destructible XNTs are a great idea, and I'm intrigued to see how they play out. The map also just looks awesome.
On March 08 2011 07:46 EatThePath wrote: I was already impressed with the beta version I saw on your stream. This is quite the addition to the pantheon. Was there a specific problem in testing that made you put that small hole in front of the gold watchtowers? I thought the amount of space before was good.
Your considerations on differentiating the destructible towers is very sharp and forward-looking, I applaud you for that. I imagine we could see a lot more of that in the future. So... is there going to be a tutorial? =D
I felt that the terrain there was a little bit too open once the towers were broken down so I decided that I'd try adding a tiny hole. That aspect of the map is very much up for debate and could be removed pending further testing.
I had actually tried to play with the animations on the Xel'Naga Tower so they looked a little bit different as well, but I couldn't figure it out and decided to stick with what I had working before I broke anything else. I may post a tutorial in the future ;d
On March 08 2011 07:48 Antares777 wrote: Firstly, this title set is disgusting, but this map is beautiful!
Secondly, destructible XWTs are the coolest idea ever!
I'm not so sure about the lowered Supply Depots at the bottom of the ramp. Didn't Blizzard make it so that three buildings were needed to wall it off now anyway? I'm assuming it's destructible. I don't see the logic in blocking a half-expansion with destructible rocks, it's only a half-expansion imho.
Also, the high res image is 2250x2250 not 3000x3000. Imgur doesn't upload anything in higher quality than that I'm pretty sure. Also it says "g937D.jpg 2250x2250 pixels".
This tileset definitely demands a TON of time invested into it to make it look good, which was part of the reason why I wanted to use it originally. This tileset and making a 45 degree map are a bit of a challenge in their own right and ultimately it turned into me putting it off forever, but it's done now! ;D
Even though blizzard made the change, the ramps can be blocked by a pair of bunkers or three pylons rather than the two like it used to be. With the depots added, they have to be shot down to make a full wall around the ramp (They are destructible).
And I had no idea imgur didn't go that high. That explains a lot
Destiny v1.1 is up -Changed destructible debris to a smaller model & footprint so short range units cannot hit them from main -Main CC can no longer be hit by Siege Tanks from lowground -Fixed some pathing errors -Thirds reduced to 6 minerals and 1 gas Thanks to SidianTheBard for spotting some of these!