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Last update for (4)Odyssey : 2009, 02, 04 17:30
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2759 (4)Odyssey 128*128Testbug (Original idea: Crackling)2.5leagueground

The map has been rated 22 times and got a total of 55 points
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Comments:   GMCS (0 elements)


PsychoTemplar
"(Original idea: Crackling)"
Suuuure. lol

Pretty ingenious idea, regardless ;P
modified by PsychoTemplar
Testbug
2 vs 2 map, repeat, two versus two map:
players are supose to take nat if teampate is anti-clockwise or to take the backdoor is teammate is in the clockwise position.

because in Master Starparty's (4)Megalomania evey post was about to say zerg creep will fuck teams with zergs on it. where protoss and terra will be affected by creep, or if zergs builds a sunken colony or sometin, bla bla bla :)

here you can share an expo with the zerg!!! :D
and there is no path issue @mineral formations because it's an unwakable terrain (that's why creep doesn't expands through the minerals)

you'll feeel you are near your teamae in any possible combination, top vs bottom will share 12 and 6, east vs west will share 9 and 3.

in oposite positions:
12
21
game will be more micro oriented, because no1 can take both nat or backdoor :D you are still familiar with your teamates because it'll be blue twilightts players vs dark flagstone players:D)

maybe terran will be able to take both nat and backdoor, with it's siege tanks but it is 2 vs 2 and let's see if it have enought time in this 96 x 96 map.

maybe Crackling or Nightmarjoo can explain the map better, i feel too stupid trying to write english.
PsychoTemplar
On closer examination, that high balliska (sp?) to buildable terrain is a really bad blend ;P You can see the squares on the edges of lighter terrain cutting into darker terrain. IMO you shouldn't do that.
Testbug
it's because of my pour photoshop abilityes, but it'll be okay with Crackling's darker picture ;)
PsychoTemplar
It'll still look shitty in game.
FateD
:O i love this map :O

i like how u worked out that buildable thing, and btw, psy, it doesnt look as bad as u think it does :P

anyway, really nice idea for the nats/expos but 1 question... when u mine a nat/expo up, can u just cross over or is there some kinda barrier under the mins that seperates the 2 sides?
Lancet
Amazing testbug! I wanted to download the map to check it out in detail but the download does not work. I tried other maps and it works fine, please check, thanks.
LGI
Can workers pass the minerals with the "worker bug".
flothefreak
terran always gets 1 expo for free, maybe even two if he manages to hop over the gap and use the double-ramps as perfect choke.
Crackling
you cant hop threw the minerals, they are placed on the edge of the highground/lowground barrier :D

more deco coming soon :)

@flo turtling in a 2v2 results in your ally getting killed, so no real problem there :P
modified by Crackling
uC.MorroW
indeed very interesting, still BLUE>RED
blue closer to safe expand instead of the one between
Crackling
blue>red, who cares its a 2v2 map -.-
PsychoTemplar
Yeah, why don't you fix the DL link so I can show fated how bad shit like that really looks in game? Stuff like this only looks good in jpegs, and only at first glance.
LostTampon
woah nice concept :)

but i think that a double terran team dominates the map because of the layout
Crackling
DOUBLE TERRAN IS THE FUCKING WORST COMBINATION IN A 2v2 >.<
LostTampon
DEPENDS ON THE MAP
Crackling
NO FUCK NO
Crackling
:-)
Lancet
The download link does not work, please fix.
Crackling
looooooooooooooooooooook

deco coming soon
SiaBBo
Terran gonna win this game.. Terran can attack and defend with tanks really easy.
modified by SiaBBo
MorroW
2 terran is bad :P

add some doodads in middle?^^
Crackling
THIS IS A 2v2 MAP AND 2 TERRAN WONT DO SHIT ~___~


NOOBS!
SiaBBo
Maybe add some replays then? ^_^
FateD
this is plain sexy O_o
FateD
this is plain sexy O_o
Testbug
some decos done.
map already playable :)

maybe crackie can start testing??
okay i want crackling or nightmarjoo or some1 to explain the map ^^
Crimson)S(hadow
This post is not displayed due to its content
MorroW
hahhahha :DD
FateD
crimmy, where can i dl that map XD

(btw im just 2 lazy to redo it lol)
ludamad
This map is brilliant ;D Good job testbug. I wanna try some games on it, too bad I can't host on Bnet =/
PsychoTemplar
"some decos done.
map already playable :)

maybe crackie can start testing??
okay i want crackling or nightmarjoo or some1 to explain the map ^^"

I can be a tester if you guys are missing a fourth ;P Would like to know why you removed to coolest feature of this map though (shared min lines).
Testbug
cuz 2 players waiting for the same mineral fields will reduce minning to 50%
Crackling
workers got confused, you had to manually select some of them and tell them to mine some of the minerals >.<
Crackling
<3
Testbug
and some workers stoped minning and the Stop buttom was on white
maybe they tried to gather from an unreachable mineral fields. so they just stoped and stayed stand up.
Beater
Still a brilliant map, but why are the dark mains so much better than the light ones? Unfair IMO
Crackling
why unfair?
those small variitys arent that big, the size is _nearly_ equall
Starparty
sex
spinesheath
The design is brilliant, that's for sure.
Crackling
sex sex fucky fuck
Excalibur
This map is like the sexiest woman you can imagine:
You see her and the only thought in your mind is:
FUCK FUCK FUCK FUCK O_O
Nightmarjoo
Visually it's disgustingly good. Beater is right about the mains, even if the size is pretty close (which I doubt), the light mains look a bit more tight/awkward. The rotational symmetry look off =/

As for the gameplay, it looks interesting but hard. The distances from main2main by ground seem long, and if you have say red/teal vs blue/purple basically no one can safely take any of the nats or backdoors for the whole game.

Teal's gas is in his way. Poor planning on the map makes it impossible to fix without causing another problem.
Crackling
lol poor planing? are you crazy? -_-

"As for the gameplay, it looks interesting but hard. The distances from main2main by ground seem long, and if you have say red/teal vs blue/purple basically no one can safely take any of the nats or backdoors for the whole game."
- this is what we planed and how it should be.

"Teal's gas is in his way."

i know you arent dumb so take a look once again and think about it :o
Nightmarjoo
his gas is still in the way (btw I am dumb)

maybe not poor planning, but poor execution sure
modified by Nightmarjoo
ludamad
I think the mains should balance out fine.
Testbug
it's the optical effect, remember there is a basilica edge, then some flagstones, then crushed rock, and trnaistion to high dirt :$

yes, teal is in the way, but it looks okay for me :$
Beater
I tried out the map and there was one thing that really struck me. The distance from the minerals to the ramp is MONSTROUS. Seriously, a terran can't wall without sending an extra scv in advance, because if you begin construction of a wall and a probe starts hitting on your scv the scv will be dead by the time the extra scv arrives at the scene. It makes it quite awkward that you have to send your workers so far away from your "base" in order to make production buildings that are close to the choke, which is really damn important in 2v2s because you want to be able to protect the choke easily, have short rushing distances and be able to help out your ally quickly should he get himself into trouble. But making the buildings so far from your mineral line makes them a lot more vulnerable early on. Zerg rushing distances are as a result also a lot longer than those of terran and protoss, which isn't necessarily bad, it's just weird.

I sugest that you move the minerals a bit closer to the ramps, which would make the make play out a lot smoother IMO.
Testbug
and then gass every gass will be in the way (like teal current gass)
Starparty
teals gas isnt very much in the way.
Testbug
tell nightmarjoo :P
Nightmarjoo
I didn't realize the map was 128x128, I thought it was smaller, and then thought ergo that the mains were smaller. The mains are huge lol. Atleast as long as katrina's, not counting the nat, and wider.

The wall-in is kind of bad. bottom pos depot/rax is zlot tight when rax on bottom. Top right rax on bottom depot depot on top. Top left, depot/rax/fact is only thing that works lol. Watch the rep I uploaded, it shows the wall-in testing process ._.

The mains are just too big, the sl is too far from the nat. It's just horrible lol.
SiaBBo
And ofc everyone likes it cuz teetbug made it and it's eyecandy. -_-
testbug
wall-ins fixed
Target
Teetbug... sounds frightening

And Siabbo.. Everyone usually likes Testbug maps like this because he is one of the best (if not THE best as far as I'm concerned) at implementing rotational concepts. Sure, his maps are eye candy, but he puts a lot of work into customized tile placement and decoration to make that happen. There's no use being spiteful just because he's good at what he does.
Grief_Stricken
This post is not displayed due to its content
siabbo
Yeah. And even if testbug make reeeaally baaad and imba map you would like it cuz it's eyecandy and TESTBUG made it.
Nightmarjoo
iccup map, they'll be posting about it soon
Target
Siabbo...

Go play Python.
SiaBBo
Nah, python is boring. AND it's not a 2vs2 map.

Many guys say they don't like macromaps but this is megamacromap, that's for sure. I'm not jealous about testbug. Ofcourse I think too he is a good mapmaker but I think it's too much say: "testbug is the best mapmaker ever, i wanna make good maps too!"


Well: now I will comment the map.

-Main to natural distance is too long.

-Mains are way too big.

About balance:

Terran loves this map. Easy 3 gasses and natural's area is tight. You can tank enemy's natural from that cliff. Think about this: Terran take his natural, then go backdoor. Okay, now he will pump 200/200 and mass factors. When he pushes he will buy another cc to natural and lift of and land it to sunken ground. He can defend that expo only with tanks from his own natural. This thing is imba. Ofc he can push with his units to middle and take minonly and island. If the game is like red vs purple terran will win. Because all the easy expos and red can't take his natural or then purple can't take his backdoor cuz siege tanks. If we think game is purple/teal vs red/yellow(?lol?) byebye red.

If we think about protoss.
Protoss own lategames vs zerg. And again terran will own protoss.

Zerg can't do anything if the mains are right.



Map is difficult to play cuz natural/backdoor structure.

modified by SiaBBo
modified by SiaBBo
Nightmarjoo
no
Testbug
lol SiaBBo if you play odyssey in 1v1 you won't ern points xD

this is a 2vs2 only! it's like saying "vampire or hannibal double gass is imba"

of course terran is unbeatable on 1v1, but i did't made this map's concept. the idea wan't mine! i just made the scx file!

look, if you have a good idea, i'll implement it and decorate it to be protty.
SiaBBo
Yes, i noticed that when i was writing that but was too lazy to edit. Still i said some things that is imba even in 2vs2.
testbug
do you play 2v2?
no matter how balanced the map is, you can get 2v1'ed. plase tell me what is not balanced at 2v2 and i'll fix it!

maybe you just ignore that a double terran team is the weakest combination?
SiaBBo
Mains are too big, and shouldn't be in 2vs2 map/long way to natural.

You can't fix this but natural/backdoor thing is imba cuz ranged units.
ProTosS4EveR
i think its a feature of the map
SiaBBo
Big mains?
testbug
have you every played hannibal or seongangil??
everything is tankable there, even the mains, nat, left hand nat, terran isn't as strong as at 1v1!!! plase!!! stop claiming about 1v1 imbalances :P

and yes, this map is about laaarge (and tight) mains with looong start lotacion - to - nat distances! the map is about that xD

there are a lot of expos (doesn't mean you'll colonize all the xpos and have a lot of resources and make 200/200 fights) the different expos allow you different options! but not at the same time u.u it's a 2v2 map!

not like Radiohead's Idioteque
"i'm alowed everything all the time"
Crackling
i think we have to remake this map testbug :)
Testbug
sure, let's do this!
tlos)frontliner
Testbug.. i wanna be like you!!!!!!!!!!!
LoA)RushStyx
WHOOAAA ICCUP MAP NOW ITS AN ICCUP MAP GRATS TESTBUG!!!!!!!!!!!!!!!!!!!!!!!!!
neobowman
Wow, 3 iccup maps from BWM. Nice.
LoA)RushStyx
actualy neobowman voices IV, and spinal Vally 3 are iccup maps too!
neobowman
I actually meant 3 new maps so yeah I knew about those.
SiaBBo
I ask myself why? Didn't yellowant say he didn't like voices or spinel valley?
testbug
i don't know, but he didn't like Lobotomy and Dread core
neobowman
I was playing the iccup version of this and it seems that ultralisks can't get through the bottem left base's backdoor basillica ramp. Not sure about dragoons tanks etc.

Yeah, there's a patch of unwalkable ground on one of the staircase tiles. You should fix it before players start complaining.
modified by neobowman
testbug
yeah, also the southeast main had the SAMe ramp! so that main won't work ;)

it's too late for any changes at iccup (like gaia, python, etc)

ok, fixed both melee map and obs map!
modified by testbug


edit: i tested iccup's version and yes, are a little dumb but they can pass ;)
modified by Testbug


  
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