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[M] iCCup Sungsu Crossing AE

Forum Index > SC2 Maps & Custom Games
Post a Reply
iCCup Maps
Profile Joined May 2011
United States2 Posts
Last Edited: 2011-10-14 02:57:32
July 27 2011 19:09 GMT
#1
[image loading]

      ESV Sungsu Crossing AE

[image loading]

This map is a remake of the original Konicki made many months ago. Players are forced to use the sides, where all of the expansions are, because of an easily blocked off choke leading into the center. Two gold expansions are location on the sides, as fourth bases. Two Xel'Naga Towers are also near them next to the high-ground.

This map is set in an alien world, where the humans are taking over in order to mine the gas contained under the surface. It mixes textures from different tilesets, as follows:

[image loading]


+ Show Spoiler [Bottom natural] +
[image loading]


+ Show Spoiler [Top natural] +
[image loading]


+ Show Spoiler [Middle (Outdated)] +
[image loading]


Note: The natural cliff cannot be dropped. It is only for overlord scouting.

  • # of Players: 2
  • XelNaga Towers: 2, by golds
  • Gold Bases: 2, on sides
  • Playable Bounds: 116x130
  • Nat-Nat In-game: 32 seconds
  • Nat-Nat Real time: 22 seconds


Changelog V1.1:
1) Rocks added to part of the ramp leading to the highground third. This was done so that Zerg can still take an easy third and fourth, but it also allows Terran and Protos to defend their third slightly earlier in the game. However, the rocks don't prevent aggression or big-scale attacks once they're destroyed.

2) Added an extra mineral patch to the highground third. This is just an obvious change because it is standard to have 8 minerals, it originally had 7 which was a mistake.

3) Decreased the size of the central choke (small one) by 1 hex. Now it can be walled fully with two pylons, allowing more interesting plays and choke abusing.

4) Rocks added to the gold to prevent ninja expansions. This issue appears on all map with golds, in ZvP when Protoss does a forge fast expansion.

5) Choke between the lowground third and gold slightly widened to make it easier to attack into.

6) Made the choke around the XelNaga Tower slightly smaller to allow easier defense since it is so close to the opponent.

7) Various minor aesethetic changes like changing the LoS blocker model, moving border doodads, and removing Castanar Flood Lights which hinder gameplay FPS.

+ Show Spoiler [V1.0 Image] +
[image loading]

I really appreciate any feedback! Please let me know what you think.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 27 2011 22:30 GMT
#2
I'm in love with those tiny middle chokes
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
lefix
Profile Joined February 2011
Germany1082 Posts
July 28 2011 09:02 GMT
#3
this map looks pretty great
would love to see a few closeups
Map of the Month | The Planetary Workshop | SC2Melee.net
Samro225am
Profile Joined August 2010
Germany982 Posts
July 28 2011 09:14 GMT
#4
possibly best of the AE maps.

very solid base layout with nice details (LoSBs) and the small paths to the centre is great.
Good, clean texturing (from the overview).

Looking forward to play.
Meltage
Profile Joined October 2010
Germany613 Posts
July 28 2011 10:03 GMT
#5
This reminds me of TPW Odyssey, as I havnt seen the original BW map. Please post an overview of that one too for comparision.

Are those ports meant to be played competive in SC2, or are you making them for some SC"BW purpose .. event, perhaps?

http://mentalbalans.se/aggedesign
dezi
Profile Blog Joined April 2010
Germany1536 Posts
July 28 2011 10:48 GMT
#6
On July 28 2011 19:03 Meltage wrote:
This reminds me of TPW Odyssey, as I havnt seen the original BW map. Please post an overview of that one too for comparision.

Are those ports meant to be played competive in SC2, or are you making them for some SC"BW purpose .. event, perhaps?

[image loading]
Old Sungsu by konicki was done nearly one year before lefix's map.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
lefix
Profile Joined February 2011
Germany1082 Posts
July 28 2011 10:51 GMT
#7
i don't consider it similar, too. if so, then alot of 1v1 maps are.
Map of the Month | The Planetary Workshop | SC2Melee.net
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-07-28 11:59:02
July 28 2011 11:58 GMT
#8
Why is the color of the texture in the overview brown/beige when in game it's grey/white? Is that just a picture with editor lighting or what?

Either way the aesthetics are really cool, monitor really knows how to make a map look completely baller
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
eTcetRa
Profile Joined November 2010
Australia822 Posts
July 28 2011 12:08 GMT
#9
Ragoo, sometimes when you use the export map image tool in sc2 editor it botches the colour a bit by showing a different light set (or no lights at all). Had this issue with my map oZz Cold Snap, where the colours would come out yellow instead of snowy white, making it look like someone pissed all over my map

When i say different light set, it looked yellow, where no lights looked greeney blue, and with lighting looked grey/white.

Now, OT:

What is that little texture being used near the bottom gold expansion? Looks darker, and reminds me of the old cliff texture in SCBW where it would be an installation all torn up

Map layout looks great and I do like the small chokes in mid, can't give zerg all the advantages now, can we? That's what alternative attack routes & multi-pronged attacks are for!
Retired Mapmaker™
monitor
Profile Blog Joined June 2010
United States2404 Posts
July 31 2011 21:21 GMT
#10
Okay, I updated the OP with more info, screenshots, and descriptions.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 31 2011 23:13 GMT
#11
btw, any reason why you iCCup guys never post any analyzer images? I think it's pretty informative in terms of openness, watchtower range and distances (I'm not able to make use of these ingame second numbers )
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2011-08-01 04:46:52
August 01 2011 04:46 GMT
#12
On August 01 2011 08:13 Ragoo wrote:
btw, any reason why you iCCup guys never post any analyzer images? I think it's pretty informative in terms of openness, watchtower range and distances (I'm not able to make use of these ingame second numbers )


I guess we just haven't really gotten into it- I agree that its definitely helpful for most people. Once you get more experience though, it's not really necessary/helpful. However, I can download the analyzer (got a new computer, no longer have it) and post some analyzer images in the future if that helps.

[edit] Extra sentence needed extracting!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
monitor
Profile Blog Joined June 2010
United States2404 Posts
October 14 2011 03:01 GMT
#13
OP Updated with V1.1 Update.

Many of the changes to the map are in response to games played in the ESV/Twitch TV Korean Weekly. Statistics influence balance changes seen in the Sungsu Crossing TLPD as well as general gameplay.

[image loading]

Full Changelog in V1.1:
1) Rocks added to part of the ramp leading to the highground third. This was done so that Zerg can still take an easy third and fourth, but it also allows Terran and Protos to defend their third slightly earlier in the game. However, the rocks don't prevent aggression or big-scale attacks once they're destroyed.

2) Added an extra mineral patch to the highground third. This is just an obvious change because it is standard to have 8 minerals, it originally had 7 which was a mistake.

3) Decreased the size of the central choke (small one) by 1 hex. Now it can be walled fully with two pylons, allowing more interesting plays and choke abusing.

4) Rocks added to the gold to prevent ninja expansions. This issue appears on all map with golds, in ZvP when Protoss does a forge fast expansion.

5) Choke between the lowground third and gold slightly widened to make it easier to attack into.

6) Made the choke around the XelNaga Tower slightly smaller to allow easier defense since it is so close to the opponent.

7) Various minor aesethetic changes like changing the LoS blocker model, moving border doodads, and removing Castanar Flood Lights which hinder gameplay FPS.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Ruscour
Profile Blog Joined April 2011
5233 Posts
October 14 2011 04:20 GMT
#14
This map is GSL quality imo.
monitor
Profile Blog Joined June 2010
United States2404 Posts
October 14 2011 04:22 GMT
#15
On October 14 2011 13:20 Ruscour wrote:
This map is GSL quality imo.


Thank you very much! Always glad to hear.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
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