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Active: 1967 users

[M] iCCup Othello AE

Forum Index > SC2 Maps & Custom Games
Post a Reply
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2011-07-27 19:26:11
July 27 2011 19:21 GMT
#1
[image loading]

iCCup Othello AE
Remade by: Grebliv
Currently Published On: North America, Europe, Korea, China
[image loading]
(double click for a larger pic)

A SC2 version of the classic BW map with a few changes but mostly a straight forward port. Features very open and vulnerable thirds as well as a more reclusive alternative for the faint of heart :D.

More images (may need some clicking to get the full images :S):
+ Show Spoiler +

Main through "4th":
[image loading]
Middle:
[image loading]
Commentator setup:
[image loading]


Features:
+ Show Spoiler +


Natural can be cliff dropped, the cliff is blocked off by a 1000hp, 1armor destructible rock.
+ Show Spoiler +
[image loading]

Map does not include any Xel'naga watchtowers.

Main & natural have 8 mineral patches and 2 gas.
+ Show Spoiler +
[image loading][image loading]

Centered third has 7 mineral patches and 2 gas and can be cliff dropped.
+ Show Spoiler +
[image loading]

Golds have 6 rich mineral patches and 1 regular gas.
+ Show Spoiler +
[image loading]



From the anniversary map thread
Othello was the first BW map to be remade during this project. The original map's style and general layout on paper seemed to be very equipped to make an easy transition into Starcraft II.

Like Sanshorn Mists, very few things have changed from the original, but some of them are pretty significant like the changes to the cliff behind the natural. One thing that has NOT changed and makes iCCup Othello AE a first of it's kind is a total lack of a Xel'Naga Watchtower. There is very few spots where one would make sense, and we felt that adding it would be simply adding it to add it, not for any in game purpose.

Othello was a highly regarded map in BW and we think it will be a fantastic addition to SCII.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=248383

Map should, as noted, be up on EU, NA, KR & CN.
ESV Mapmaking!
Rafx
Profile Joined July 2010
Poland37 Posts
July 27 2011 19:55 GMT
#2
I love the commentator setup and you prettied up the map alot... Hope Maverck could use this version in his SC2BW mod.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
July 27 2011 20:31 GMT
#3
Looks nice (besides the green sand ofc) but I didn't play this map a lot in BW so I don't wanna judge too much^^
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
LiamTheZerg
Profile Joined March 2011
United States523 Posts
July 27 2011 21:35 GMT
#4
I feel SC2 isn't as good for a remake of this, idk. With the balling mechanics of the armies + the insane splash that colossi/tanks + hellions do, it looks like it's heavily against zerg. But hey that's just me
Jjakji | Sage | Seal | Shuttle | DongRaeGu | oGsTheSTC | Bomber | Curious | Oz
The Final Boss
Profile Joined February 2011
United States1839 Posts
July 27 2011 22:39 GMT
#5
I'm loving these BW map remakes. I never played BW that much, and it was never really competitive (my extent of it is basically limited to advisories in school where me and my friends would bring BW in on thumb drives and have LANS), but I've watched games on all these maps and really look forward to playing on them and seeing them revitalized in StarCraft 2.
Vertig0
Profile Joined March 2009
United States196 Posts
July 27 2011 23:10 GMT
#6
My favorite BW map! Looking forward to seeing some pro games on it. Maybe MLG would even adopt it, like Testbug?
#1 Fruitdealer fan!
Samro225am
Profile Joined August 2010
Germany982 Posts
July 28 2011 06:19 GMT
#7
the way you positioned your gold base you created a serious positional imbalance. Even worse when Terran puts a pf there and covers it with tanks + super short air distance to support it. Especially bad with Terran in thecounter clockwise position in relation to its opponent.

I really like the visual style. I suggest you change the gold to regular.
Daigomi
Profile Blog Joined May 2006
South Africa4316 Posts
July 28 2011 10:07 GMT
#8
That looks amazing. I loved BW Othello--fought tooth and nail to get it included in the first TSL, so I'm really happy to see it make it to SC2. I would love to see a map like Loki II or Monty Hall get remade as well :D
Moderator
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
July 28 2011 10:11 GMT
#9
On July 28 2011 19:07 Daigomi wrote:
That looks amazing. I loved BW Othello--fought tooth and nail to get it included in the first TSL, so I'm really happy to see it make it to SC2. I would love to see a map like Loki II or Monty Hall get remade as well :D

Message recieved.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 28 2011 11:52 GMT
#10
On July 28 2011 15:19 Samro225am wrote:
the way you positioned your gold base you created a serious positional imbalance. Even worse when Terran puts a pf there and covers it with tanks + super short air distance to support it. Especially bad with Terran in thecounter clockwise position in relation to its opponent.

I really like the visual style. I suggest you change the gold to regular.


Yeah I'm really curious how this gold will work out as well.

I like the map, didn't play BW but it seems it's very true to the original and the aesthetics are nice and clean

I understand that the rock to access the cliff behind the nat should be altered to have only 1k hp and 1 armor, but why is this the case for the rocks at the nat entrance as well?

Also, this is how my loading screen looked + Show Spoiler +
[image loading]
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2011-07-28 17:38:49
July 28 2011 17:37 GMT
#11
On July 28 2011 20:52 Ragoo wrote:
Show nested quote +
On July 28 2011 15:19 Samro225am wrote:
the way you positioned your gold base you created a serious positional imbalance. Even worse when Terran puts a pf there and covers it with tanks + super short air distance to support it. Especially bad with Terran in thecounter clockwise position in relation to its opponent.

I really like the visual style. I suggest you change the gold to regular.


Yeah I'm really curious how this gold will work out as well.

I like the map, didn't play BW but it seems it's very true to the original and the aesthetics are nice and clean

I understand that the rock to access the cliff behind the nat should be altered to have only 1k hp and 1 armor, but why is this the case for the rocks at the nat entrance as well?

Also, this is how my loading screen looked + Show Spoiler +
[image loading]



Fixed the loading screen, didn't notice it because this actually looks right in 4:3 while the correct one has 1/3 of the iccup logo and text cut off :/

On the rocks i don't really see why they'd really need any more health.
As is they'll probably be the strong point of most wall-ins already. This on the other hand cuts on time spent killing rocks when you just want them gone and basically have all the time in the world. That and the fact that I had already made the 1k 1armor rocks I decided to use them there as well.

On July 28 2011 15:19 Samro225am wrote:
the way you positioned your gold base you created a serious positional imbalance. Even worse when Terran puts a pf there and covers it with tanks + super short air distance to support it. Especially bad with Terran in thecounter clockwise position in relation to its opponent.

I really like the visual style. I suggest you change the gold to regular.


Taken into consideration, some testing as well as thinking required.
ESV Mapmaking!
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