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[map] Ice Wastes -madsquare

Forum Index > SC2 Maps & Custom Games
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Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2011-03-21 14:50:29
August 26 2010 17:45 GMT
#1
Ice Wastes has been removed from the collection of active maps. The Idea will be remade under the name 'Karisma'.
--------------------------------------------------------------------------------------------------------------------------------------------------

Updated 30th November 2010

Welcome to the eternal ice wastes of the dead planet Xernus. Forever lost in this desolate place, there is only one thing left to prevent total desperation. Fight until death. Though, it is uncertain if the participants prefer life or death.
Not like it would matter to anyone.

--------------------------------------------------------------------------------------------------------------------------------------------------

[image loading]


+ Show Spoiler [early beta] +
[image loading]


+ Show Spoiler [Analyzer] +

[image loading]

[image loading]

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[image loading]

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[image loading]




Specifications:

4 Spawnlocations

12 mineral bases
-main has 8 patches
-natural has 8 patches
-expansions have 8 patches

00 gold bases

04 Xel'naga Towers

Size: 128x128 playable


Notes:
The cliff between natural and third are unpathable by ground.

Tanks can shoot over this cliff and reach the geysers, but not the minerals or expo building.

Reapers cant jump directly from very high ground to normal ground.


Feedback is always highly appreciated.

If you would like to talk to me about something concerning starcraft2 mapping, you can catch me on irc in most of the weekly cup channels.

greetings, madsquare.

other maps:
Exe9
BBQ
Amnesia
Beta Station
Sapphire
Emerald Plateau
Dreamscape
I do not obey any norms. I redefine standard with every thought I make.
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
August 26 2010 18:28 GMT
#2
Nice map.

is the ice tileset a modified lava tileset?
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
Madsquare
Profile Joined April 2010
Germany157 Posts
August 26 2010 19:04 GMT
#3
I think so. I found it in the official files, put it together and used the Xil cliffs. Then changed some lightning and the result is pretty nice i think.
I do not obey any norms. I redefine standard with every thought I make.
Antares777
Profile Joined June 2010
United States1971 Posts
August 26 2010 21:06 GMT
#4
Cool.

For 1v1 (I'm assuming that's what this map was made for), do you think 16 expansions is too much? LT has 12 and most other 4-spawn maps have 14.
Disarray
Profile Blog Joined December 2007
United States1164 Posts
August 26 2010 22:47 GMT
#5
Seems like the xelnaga towers are overlaping eachother. maybe reduce towers to just 2 ?
Input limit reached. Please wait to perform more actions.
Arco
Profile Joined September 2009
United States2090 Posts
August 26 2010 23:07 GMT
#6
Beautiful tileset. nice work here.

liking the map layout as well. ^^
Aldair
Profile Joined May 2010
United States78 Posts
August 26 2010 23:10 GMT
#7
I agree with the overlapping of the Xel'Naga towers. This can be fixed by repositioning them. I believe that moving them to the outer edge of each of the plateaus they are on so they cover more of the middle portions of the map instead of the corner bases.

I believe the best mode for this map is an FFA.

It has too many bases for a 1v1.

It has the improper structure for a 2v2.
Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2010-08-26 23:59:37
August 26 2010 23:57 GMT
#8

This map is made for highlevel esports. since theres so many expansions, its easy to get many bases. however, since its rather small, players will be in each others face pretty easily too.
Its made for what spectators want to see - macro heavy games with high aggression, tense battles and a close outcome.


As for the Xel nagas, of course you cant see it from the screenshot, but ill explain. They have been placed relative to the entire map.
-They exactly touch the cliff of the nearest natural, and the exit of the natural, without granting vision of anything in the natural itself.
-You can see the entire cliff the tower is on, as well as the cliffs nearby with the exeption of their respective towers and ramps.
-They touch the ramps of the thirds but dont reveal anything at the top.

If you control all towers, you can see the entire centre, but nothing of the bases around.
I cant move them without remaking the entire map. I think them overlapping isnt an issue, since theres that certain area of interest at the natural exits that only one xelnaga can reveal.


greetings,
madsquare.
I do not obey any norms. I redefine standard with every thought I make.
lolswedes
Profile Joined August 2010
12 Posts
August 27 2010 00:34 GMT
#9
1- your map isn't on US
2- can you please upload a template unlocked map (doesn't need to be this one) that has this tileset with the Xil cliffs added? I can't seem to get it to work myself, cliffs seem to be stuck on that one dark green clashing texture
3- the lack of cross-region is really getting old already isnt it?

Other than that looks good, although maybe not quite natural looking enough terrain for my taste. Too many "blobs" around the edges etc. The ultimate challenge being a competitive play oriented balanced map that also looks like natural terrain. Of course only super awesome mapmakers pull that off and only once in a while
petelectro
Profile Joined August 2010
Germany69 Posts
Last Edited: 2010-08-27 01:02:54
August 27 2010 01:01 GMT
#10
I really like the idea of the cliff in the back of the main that has a ramp and is on highest ground! Never thought of that myself (:

The thing is: The map is completely build of chokes. Zerg players would hate playing the map and Terrans would have a feast controlling the whole middle area. Maybe the square in the middle should be highground (removing the second ramps to the middle, though they look kickass) as well to make it more battleground-ish? That would imply changing the watchtowers as well I think but that's just what I thought after my first look on your map. We could test it sometime if you're interested.

Edit: The same issue is with the little highground rocks between the spawn locations. Z's will have a hard time to get a suround of in this places.
The_Pacifist
Profile Blog Joined May 2010
United States540 Posts
August 27 2010 01:10 GMT
#11
It seems to favor the player spawning directly counterclockwise from the other player in my opinion. The high ground along the edges of the map (the closest 3rd base) is much closer and more accessible to the player attacking from a counterclockwise position, and the way that the natural expansion opens up to the clockwise direction makes it very easy to go clockwise and attack while forcing a player going counterclockwise to go the long way around the wall surrounding the natural.

A terran could also possibly siege up right along the outside of that wall and use scan or an air unit to destroy it. It's also thin enough to blink through or for high templar to use psi storm from the other side of the wall with an observer or air unit. Essentially, it's like the cliffs on Lost Temple except you don't need a medivac to get there. A similar map structure exists on Steppes of War outside the natural, but since the large ramp is nearby, it's not as hard to respond and defend on that map than it is on this one (you have to travel a long route to go counterclockwise on this map).

The last issue I have is how small the open spaces are. The four sets of 3 pillars make it very difficult for surrounds to occur and force players to fight in very narrow, cramped spaces. The same goes for the center of the map which is broken up by cliffs and funneled through ramps, making surrounds very difficult.

Other than that, it's a pretty map. I just wouldn't play on it as Zerg and would cross my fingers that I'd spawn counterclockwise to my opponent.
bumatlarge
Profile Blog Joined October 2007
United States4567 Posts
August 27 2010 01:13 GMT
#12
Love the ice, seems like containing will be problematic.
Together but separate, like oatmeal
sob3k
Profile Blog Joined August 2009
United States7572 Posts
August 27 2010 01:29 GMT
#13
very nice

I would consider reducing the amount of minerals in expansions to a more traditional 7, but I like the number of expansions
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Madsquare
Profile Joined April 2010
Germany157 Posts
September 09 2010 16:39 GMT
#14
updated

removed cliff pillars.
I do not obey any norms. I redefine standard with every thought I make.
CagedMind
Profile Joined February 2010
United States506 Posts
September 09 2010 17:44 GMT
#15
Being able to abuse nat cliff so bad needs to be fixed.
your micro has been depleted
dezi
Profile Blog Joined April 2010
Germany1536 Posts
September 09 2010 17:49 GMT
#16
You should get rid of that center square in all of your maps :D
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Antares777
Profile Joined June 2010
United States1971 Posts
September 09 2010 21:39 GMT
#17
On September 10 2010 02:49 dezi wrote:
You should get rid of that center square in all of your maps :D


I like it.

It's like an emblem of his work (correct me if I'm wrong) and it's a pretty cool idea.
dimfish
Profile Blog Joined February 2010
United States663 Posts
September 10 2010 00:13 GMT
#18
Yeah man, his signature (madsquare)
Madsquare
Profile Joined April 2010
Germany157 Posts
November 30 2010 17:23 GMT
#19
Updated

- Changed Layout (compare Screenshots above)
- Improved lightening
- New Texture work

Feel free to leave some Feedback!
I do not obey any norms. I redefine standard with every thought I make.
dimfish
Profile Blog Joined February 2010
United States663 Posts
November 30 2010 18:48 GMT
#20
the natural cliff accessible in main is awesome. It's droppable, but not for long, you can hide your own tech or extra production facilities up there, very cool.

I appreciate a map that has a few good ideas and is expressed simply and cleanly, well done, excellent evolution of this map

Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-11-30 20:35:24
November 30 2010 20:32 GMT
#21
--- Nuked ---
G_Wen
Profile Joined September 2009
Canada525 Posts
November 30 2010 21:08 GMT
#22
Decent map, a bit normal but that's fine. I really like the overall cold feeling, you captured the Ice tileset very well. Crystals on the natural cliff can use a bit of work though.
ESV Mapmaking Team
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 30 2010 23:06 GMT
#23
Can tanks shoot over the cliff outside the natural and hit the command center?
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
bakedace
Profile Blog Joined March 2010
United States672 Posts
November 30 2010 23:08 GMT
#24
this is just like return of the king but with elevated ground above the natural and no minerals in base.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 30 2010 23:40 GMT
#25
Analyzer pics? Rush distance seems quite short when i just can judge by the picture with the 128x128 size in mind ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
BoomStevo
Profile Joined August 2010
United States332 Posts
December 01 2010 00:04 GMT
#26
On December 01 2010 08:06 prodiG wrote:
Can tanks shoot over the cliff outside the natural and hit the command center?

Just from the images I can tell that it won't be able to hit a CC placed at the natural but it looks like they will hit the geysers.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Retgery
Profile Joined August 2010
Canada1229 Posts
December 01 2010 00:06 GMT
#27
I think those towers cover to much of the map, maybe getting rid of 2 of them and, merging two of those centre platforms together
Fall down 7 times, stand up 8.
Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2010-12-01 15:15:13
December 01 2010 15:13 GMT
#28
Added analayzer screens as requested (see OP). Summary:
Avg Openess: 4.30
Cross positions rush distance: 139.4 main main -- 120.0 nat-nat
Noncross positions rush distance: 115.9 main main -- 89.4 nat-nat

On December 01 2010 08:06 prodiG wrote:
Can tanks shoot over the cliff outside the natural and hit the command center?

They can reach both geysers, but not the minerals (actually they can, but not the miners) and neither the CC/Hatch/Nexus.
I wanted to keep that danger area outside the natural cliff, but a light version of it. I think that went pretty well.

On December 01 2010 06:08 G_Wen wrote:
Crystals on the natural cliff can use a bit of work though.

Can you be more exact? Maybe even a suggestion?



Thanks for the responses! Dont let go

madsquare
I do not obey any norms. I redefine standard with every thought I make.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
December 01 2010 16:33 GMT
#29
I can't really measure it very well just from that picture, but it seems hard to get into the natural vs a Terran with tanks on the high ground. If that's the case you should definitly do something there. I like the high ground in the main. I agree about the towers that they're covering too much of the map. Maybe change it to one tower in the middle with slightly extended range. Oh and maybe use some other doodads besides those crystals. Looks kinda boring that way.

Good work overall.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
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