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Ithaca is a 4-spawn reflection symmetry map named after the Greek legend "The Odyssey by Homer, and the song The Odyssey by Symphony X (based on the same story). I had been wanting to return to the "overused" Jungle tileset for quite some time to shwo the community one of the many ways to take advantage of it and I finally found a map that I could fit onto it. Ithaca's concept spawns from a conversation iGrok and I were having about a Brood War map, (2) Odd-Eye. From there, I drew up a sketch and the map evolved to the point you see today. Ithaca is my first submission to the Map of the Month competition and my last 1v1 map I will be making for the forseeable future (more details on this to come).I'm back
Features -Small bridge leading to close-by third expansion -Xel'Naga Tower in open area outside of natural expansion providing vision of the ramps leading to the center and gold -Gold expansion blocked by destructible rocks -Middle is relatively open with choked areas, choose battles wisely -Spacious, safe, easy to wall natural expansion (two ramps wide, like Shakuras Plateau) -Reaper/Colossus cliffwalk patio leading into main -Waterfalls and beaches! :D!!!
+ Show Spoiler [Features for Ithaca v1] +-Wide bridge leading to third expansion -Gold expansion blocked by destructible Xel’Naga Tower behind LOS Blockers (see below for images) -Middle is open with choke points throughout -Spacious, safe, easy to wall natural expansion (two ramps wide, like Shakuras Plateau) -Waterfalls and beaches! :D!!! Destructible Xel'Naga Towers+ Show Spoiler [Destructible Xel'Naga Towers] +
Changelog
Ithaca v2 Why: The Korean Weekly tournament showed a skewed result in PvZ (81.8% in favor of Zerg after ~15 games) and rather than waiting for a larger sample size I decided to take the initiative and make some changes which are as follows: -Third expansion closer to main and natural -Ramp to middle split into two 2x ramps -Xel'Naga Towers moved to open area outside of natural expansion -Middle slightly more choked -Bridge and ramp to third shrunk to two forcefields wide
For an in-depth analysis as to why these changes were made, tune into MapCraft: State of the Terrain Episode 4 on Sunday, Oct 23 6:30pm GMT (GMT+00:00) on ESV.TV!
Specs Map Size: 136x136 Expansions: 12 blue, 4 gold XNT: Four, outside of natural expansion Tileset: Custom - Uses elements from Aiur, Bel'Shir and Meinhoff
Closeup images You'll want to see these. + Show Spoiler [Closeup Images] +New and improved third expansionXel'Naga Tower outside natural expansionWaterfall on eastern side of the map
Top-left main base
A broken wall, a crashed ship and a beach
Waterfall and expansion on north end of the map
The remainder of an old temple overlooking a beach below
Bottom-left main base & natural
Bottom-right main base & natural
Crumbling wall
Gold expansion & custom structure
Center garden
Lightning guardian
Map is published as "iCCup Ithaca"
Note from the author
This thread may raise some questions. First off, I am retiring from mapmaking, or at least going on "indefinite hiatus." I will explain my reasons at a later date and I make no reservations that I will not return in the future (HotS?). I have a few commitments that I need to tend to before I officially "retire" so this won't be the last you'll see of me by any means. Secondly, this map is not tagged "iCCup" because the mapmaking team is currently reviewing its procedures and protocols and making changes throughout. This map may be an iCCup map pending testing. Again, more information on this later. Finally, to talk about the map itself - this map probably siphoned 40-50 hours of my life over the course of the last 6 weeks and I'm glad to finally be able to present it just in time for MotM. Along with my retirement from mapmaking, I will be stepping down from judging so this map is my "go out with a bang." I wanted to show the community that any less than stellar aesthetics simply won't cut it anymore for Jungle tileset maps and I set out to put the bar reasonably high. I hope you all enjoy it!
I'm making maps again. I can't escape~
Shoutouts to iGrok for helping me spark this idea. GLHF in MotM, everyone! ;D
Follow me on Twitter!
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I like this map. I feel that it has some new and interesting visuals... I like how you made some of the ramps look like stairs.
I think the overall structure and flow of the map is pretty good... The only concern would be that the rush distances might be a bit short.
The distructible towers seem a bit odd to me.
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ALLEYCAT BLUES49479 Posts
kinda chokey don't you think.
Tank Imba :p
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This map is pure gold, such an awesome map, very nice job prodiG!!
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On May 08 2011 11:57 BLinD-RawR wrote: kinda chokey don't you think.
Tank Imba :p There's at least two different ways to get around just about anywhere but your nat. If you're having problems with tanks, adapt. That's what they do.
On May 08 2011 11:49 Gfire wrote: I like this map. I feel that it has some new and interesting visuals... I like how you made some of the ramps look like stairs.
I think the overall structure and flow of the map is pretty good... The only concern would be that the rush distances might be a bit short.
The distructible towers seem a bit odd to me. The rush distance is comparable to Shattered Temple Cross positions (~27sec main ramp to ramp)
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i dont like the straight tiles against the desert, but everything else looks great.
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On May 08 2011 12:07 WniO wrote: i dont like the straight tiles against the desert, but everything else looks great. I'm not a fan of tiles and generally manmade stuff that fades into nothing, it doesn't really make sense to me. I wanted the tiles on the beach to look like they were over top of the rest of the terrain but there was still some sand and dirt blown overtop.
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im sad to see u go.....u where like the leader of sc2 mapmaking (at least for me).
and for this time i dont know i like this map...i think the layout is good, a little bit cornered infront of the natural. besides that i dont like the texture at all, looks kinda ugly at the overview, dont know how it looks ingame.
anyways good luck in motm#5 and i would be glad to hear some information about the iccup mapmakingteam. (do u gonna continue without the leader?^^)
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On May 08 2011 12:49 Mereel wrote: im sad to see u go.....u where like the leader of sc2 mapmaking (at least for me).
and for this time i dont know i like this map...i think the layout is good, a little bit cornered infront of the natural. besides that i dont like the texture at all, looks kinda ugly at the overview, dont know how it looks ingame.
anyways good luck in motm#5 and i would be glad to hear some information about the iccup mapmakingteam. (do u gonna continue without the leader?^^) I'll admit, the overview picture looks pretty nasty. It washes out a lot of the colors and sacrifices a ton of detail. I suggest you check out the closeup images
The iCCup Mapmaking Team will continue to create maps and I will continue to be a involved in it at least in a limited regard.
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On May 08 2011 12:55 prodiG wrote:Show nested quote +On May 08 2011 12:49 Mereel wrote: im sad to see u go.....u where like the leader of sc2 mapmaking (at least for me).
and for this time i dont know i like this map...i think the layout is good, a little bit cornered infront of the natural. besides that i dont like the texture at all, looks kinda ugly at the overview, dont know how it looks ingame.
anyways good luck in motm#5 and i would be glad to hear some information about the iccup mapmakingteam. (do u gonna continue without the leader?^^) I'll admit, the overview picture looks pretty nasty. It washes out a lot of the colors and sacrifices a ton of detail. I suggest you check out the closeup images The iCCup Mapmaking Team will continue to create maps and I will continue to be a involved in it at least in a limited regard. yeah overviews tend to do that ):
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I'm sad to hear you're not going to be making maps for the foreseeable future. Your maps were some of my favorites. Good luck with everything!
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how do u add steps to ramps???
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On May 08 2011 13:48 TheREALRaRas wrote: how do u add steps to ramps???
Ground props doodad
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Great map, a nice mix of title sets, I think. Getting a third on this map is going to be awkward on close spawns. You'd either have to expand really far away, right next to your enemy, or destroy your own tower. I'd much rather play a cross position game, otherwise contains at the golds in between your bases will be a pain in the ass. If you move out around it, they'll just destroy your natural, and if you push, well, at least you can move some of your army to the center and get a good flank. But then again, the tower overlooks past the LoSBs, so flanking will not go unnoticed.
These are just based on the overview image, I'm going to need some time to digest this map before giving a lot of feedback. I'm kind of unsure of how I feel about it right now.
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On May 08 2011 11:37 prodiG wrote: Tileset: Custom - Uses elements from Aiur, Bel'Shir and Meinhoff How do you add multiple tilesets on a map?
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On May 08 2011 15:09 iHexic wrote:Show nested quote +On May 08 2011 11:37 prodiG wrote: Tileset: Custom - Uses elements from Aiur, Bel'Shir and Meinhoff How do you add multiple tilesets on a map? Data Editor
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EPIC map! Was looking forward to this, and you guys don't disappoint
This looks like it can be a very "standard" map; it's not too extreme in any aspect.
Thanks for making!
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I THINK THE OPPS CAPS LOCKS i think the top left nat is alittle imbalalcne cuz banshees can hide in the high ground or air units can and the other nats they cat.
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Very detailed map both aesthetically and strategically... I like it. Only thing I don't like is the overlapping beach-tileset at the third, but that can maybe be fixed.... Mech looks strong on this map, but that's not a bad thing.. (since I'm terran )
Too bad to see you leave, all my favourite custom maps were made by you...
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On May 08 2011 15:42 TheREALRaRas wrote: I THINK THE OPPS CAPS LOCKS i think the top left nat is alittle imbalalcne cuz banshees can hide in the high ground or air units can and the other nats they cat. That high ground is out of bounds. Nothing can fly up there.
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