• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:28
CEST 13:28
KST 20:28
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
BGE Stara Zagora 2025: Info & Preview27Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3The Memories We Share - Facing the Final(?) GSL46Code S RO12 Preview: Cure, Zoun, Solar, Creator4[ASL19] Finals Preview: Daunting Task30
Community News
[BSL20] ProLeague: Bracket Stage & Dates8GSL Ro4 and Finals moved to Sunday June 15th12Weekly Cups (May 27-June 1): ByuN goes back-to-back0EWC 2025 Regional Qualifier Results26Code S RO12 Results + RO8 Groups (2025 Season 2)3
StarCraft 2
General
BGE Stara Zagora 2025: Info & Preview The SCII GOAT: A statistical Evaluation Magnus Carlsen and Fabi review Clem's chess game. Jim claims he and Firefly were involved in match-fixing GSL Ro4 and Finals moved to Sunday June 15th
Tourneys
Bellum Gens Elite: Stara Zagora 2025 Sparkling Tuna Cup - Weekly Open Tournament SOOPer7s Showmatches 2025 Master Swan Open (Global Bronze-Master 2) $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance Mutation # 473 Cold is the Void
Brood War
General
BW General Discussion Will foreigners ever be able to challenge Koreans? [BSL20] ProLeague: Bracket Stage & Dates BGH auto balance -> http://bghmmr.eu/ I made an ASL quiz
Tourneys
[ASL19] Grand Finals [Megathread] Daily Proleagues [BSL20] ProLeague Bracket Stage - Day 2 [BSL20] ProLeague Bracket Stage - Day 1
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread What do you want from future RTS games? Path of Exile Nintendo Switch Thread Mechabellum
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Heroes of the Storm 2.0 Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Vape Nation Thread European Politico-economics QA Mega-thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard
TL Community
The Automated Ban List
Blogs
Cognitive styles x game perf…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Poker
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 26049 users

[M] (2) Frozen Sanctum

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Deep_
Profile Joined January 2011
Germany19 Posts
Last Edited: 2011-03-05 19:24:27
February 08 2011 17:07 GMT
#1
[image loading]

Frozen Sanctum 1.9

Overview:

90 degree angle
[image loading]

40 degree angle
[image loading]

I tryed to create a ice map just with the textures which are allready in this game. A mixture out of white und blue Sand/ Dunes actually did the job pretty well. I also used some cloud and fog doodads to increase the cold atmosphere. It's not distracting ingame though. the map is also diagonal mirrored which seems to be not that common.

Impressions:
+ Show Spoiler +
[image loading]
The middle

+ Show Spoiler +
[image loading]
Falling debris

+ Show Spoiler +
[image loading]
Main

+ Show Spoiler +
[image loading]
3rd

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]
Gold

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]
Ingame Main

+ Show Spoiler +
[image loading]
Ingame 4th cloud drifting over the cliff



Map Specifications:


  • Map size:186x176
  • Playable:144x136
  • melee map 1v1
  • Main bases on 9 and 12 o'clock
  • standart 12000 minerals and 5000 gas at each base
  • 1 gold expansion with 9000 minerals 5000 gas
  • 2 Xel'Naga watch towers covering the middle


Map analysis:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Change log

+ Show Spoiler +
1.2:
  • added new 4th
  • removed rocks at the 5th
  • added rock at the gold

1.3:
  • incresed the space between both 3rd expansions
  • added some more details like falling snow, snow drifts and some doodads

1.4:
  • added some no flying zones in the north covert by doodads

1.5:
  • fixed the right side Natural Expansion

1.6:
  • added some more details

1.7:
  • Changed the 3rd again
  • added Niflheim Textures
  • some more details, Trees, falling debris in Cliffs, ice spikes on all minerallines
  • changed light


Download:

  • Download link
  • Download available on the EU-Server
Ragoo
Profile Joined March 2010
Germany2773 Posts
February 08 2011 17:16 GMT
#2
Visually this is really really nice, I love snow

I don't like the expansion layout tho. If Zerg wants to take a third they expand towards their opponent, and the thirds are really close together.
That the fourth has Rocks is even worse, since Zerg can't take it as a third then. And in any case those Rocks are pointless and should be removed
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 08 2011 17:25 GMT
#3
On February 09 2011 02:16 Ragoo wrote:
I don't like the expansion layout tho. If Zerg wants to take a third they expand towards their opponent, and the thirds are really close together.
That the fourth has Rocks is even worse, since Zerg can't take it as a third then. And in any case those Rocks are pointless and should be removed

This and there is so much space for air :/
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Deep_
Profile Joined January 2011
Germany19 Posts
February 08 2011 17:28 GMT
#4
On February 09 2011 02:16 Ragoo wrote:
Visually this is really really nice, I love snow

I don't like the expansion layout tho. If Zerg wants to take a third they expand towards their opponent, and the thirds are really close together.
That the fourth has Rocks is even worse, since Zerg can't take it as a third then. And in any case those Rocks are pointless and should be removed

Hmm good Point. I think i will remove the rocks at the 4th but adding one at the gold.
Moody
Profile Blog Joined August 2010
United States750 Posts
February 08 2011 17:28 GMT
#5
First off, the map looks incredible! Good job with textures and mirroring!

However, a few problems I see:
-3rd is way to way to easy for P and T to take, and there is no real good option for Z
-Xel'Naga Tower on an island? o.O
-The tight chokes and narrow attack paths don't allow for much flanking.
-Are the backs of the base, behind the mineral patch in vision of workers gathering? If so, boooo, if not, yay!

Suggestions:
Move Third to the area south of the natural, closer to the 4th.
Open up attack paths in center a bit.
A marine walks into a bar and asks, "Where's the counter?"
Iamyournoob
Profile Joined August 2010
Germany595 Posts
February 08 2011 17:29 GMT
#6
Great look. I love it.

In terms of gameplay I want to stress what Ragoo said. Zergs don't want to expand towards an opponent, so they will probably have to take the fourht as a 3rd which sadly have rocks. I'd rather put the rocks to the gold. On a side note: Since the 3rd is easy to take Zergs will have a hard time denying the 3rd of their enemies which is crucial for them. I am also concerned about the size of the map. While the map itself is okay in terms of size, there is so much empty space around which means that air harassment is hard to scout since you can avoid getting scouted by taking huge detours to your opponents base.

Overall: Nice map which could use some little rearrangement of the expansions.
Deep_
Profile Joined January 2011
Germany19 Posts
February 08 2011 18:46 GMT
#7
I added an new 4th expansions, removed the rocks from the 5th expansions and added a rock at the gold.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 08 2011 18:50 GMT
#8
Can you make a top down pic with borders on? Because MOST of the decoration won't be visible ingame anyway (useless deco tbh).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
PiLoKo
Profile Joined January 2011
Mexico144 Posts
February 08 2011 19:00 GMT
#9
Third to Third is so close, maybe if you change the ramp so the third is the other one aside the nat?, that way you can also solve the problem that XNWT would create in battles, it will give a huge advantage to whoever got it.

There is too much air space behind the mains, make it smaller, the map looks incredibly great.
I like to troll in-game :)
Deep_
Profile Joined January 2011
Germany19 Posts
February 08 2011 19:04 GMT
#10
On February 09 2011 03:50 dezi wrote:
Can you make a top down pic with borders on? Because MOST of the decoration won't be visible ingame anyway (useless deco tbh).


I've added a pic with borders on and no doodads to the map analysis pictures.
smurfbizkit
Profile Joined September 2010
United States15 Posts
February 08 2011 19:15 GMT
#11
I'm not much help with map layout/gameplay comments...but visually I do have some initial comments;

1) Readability is low. It is dark and desaturated, making it a bit less easy to tell units apart (especially in mirror matchups). This can be ok, since say...readability isn't nearly as easy on Metalopolis as it is on Lost Temple. My concern is that you just went a bit too far with it. (although it could also be needed due to needing desaturate the terrain enough to seem like its white)

2) Map feels empty. You could use more details/doodads placed, especially ones that play up the arctic/cold feel. Obviously you don't want to impede gameplay, but you could always instead of just pure drop down to the abyss have it go down just 1 level and be impassable. Fill that with doodads/detail as much as you like.

3) Is there a sort of generic wind particlefx you could toss on the map? Doesn't one of the desert tilesets use one? One of those could help play up the cold feeling more.

4) Overall, the terrain is fairly monotone, always that snow type texture on ground. Why not break it up for some of the expansions and have it be exposed rock, maybe exposed rock with minor traces of snow on it?

Anyway, good work so far!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 08 2011 19:25 GMT
#12
The broken turf or whatever that doodad is, very cool "icicles" in the cliff.

The island tower is pretty strong for tvz. Maybe give it an entrance with rocks? I don't think the expansionsare awful, but it is unfair to zerg right now. You might try tucking the close third further to the northwest, sort of underneath the mains. You might make some room by pulling the mains closer to the edges away from mid. Then that base is not directly on the path to the nat, and the distance between those bases gets a bit longer. I can draw it if you want.

I have to say, very well done on the ice theme. Coldest looking ice map yet.
Comprehensive strategic intention: DNE
NullCurrent
Profile Joined November 2010
Sweden245 Posts
February 08 2011 19:59 GMT
#13
Love the ice on the cliff-edges!
I think you made a better ice/snow map than I did, so thumbs up!

But I can agree with others here saying it is a bit too plain. That is not to say that plain is bad, you probably want it to be somewhat minimalistic as snow covers everything, but some more eye-candy won't hurt.

Also, the look of the layout is also suffering a bit with the few cliffs you have. One thing which might liven it up a bit is to add cliffs which are unpathable (ie. with doodads and pathing blockers), this will lessen the feeling that you're playing on a block of ice which has been dropped in a cave.
Just plain cliffs might also work, but consider balance with drops, reapers, collosi etc.

An additional aesthetic change you can make use of is to use the height tool (not cliff) to make hills outside of the playable area (cliff level 0).

On February 09 2011 04:15 smurfbizkit wrote:
3) Is there a sort of generic wind particlefx you could toss on the map? Doesn't one of the desert tilesets use one? One of those could help play up the cold feeling more.

I'd recommend windy ash, it will look somewhat like falling snow.
The Planetary Workshop - TPW - Mapmaking Team
Deep_
Profile Joined January 2011
Germany19 Posts
Last Edited: 2011-02-09 02:07:57
February 09 2011 02:06 GMT
#14
On February 09 2011 04:59 NullCurrent wrote:
Show nested quote +
On February 09 2011 04:15 smurfbizkit wrote:
3) Is there a sort of generic wind particlefx you could toss on the map? Doesn't one of the desert tilesets use one? One of those could help play up the cold feeling more.

I'd recommend windy ash, it will look somewhat like falling snow.

Thank you for the advices. I've added now both windy ash as falling snow and desert storm as snow drifts. Looks fantastic even though the windy ash has a light red glimmer to it.
I also changed the 3rd expansions. There should be now more space between both.
And i added some more doodads. All in all the map looks now even colder.
WniO
Profile Blog Joined April 2010
United States2706 Posts
February 09 2011 02:16 GMT
#15
i like the bleak look of it and the ground edging as well, but i think it should have more variation to it on the edges. so have some areas with and some without, or add stuff to break up the repetition. also this looks to be a nightmare for computers - you might want to shrink the bounds a little so the doodads dont lag too much.
Deep_
Profile Joined January 2011
Germany19 Posts
February 23 2011 18:17 GMT
#16
I just realized the existens of the Niflheim Textures, so i added them to the Map. I also changed the light, added some more details like falling debris to the cliffs and ice spikes to the minerallines and the 3rd is now even closer to the main.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 24 2011 06:22 GMT
#17
Good update. Can you post a picture of the old version for comparison? The weird shadows in multiple directions are kind of distracting, but I guess it's not overpowering. (Also.. bizarre lighting algorithm that gives multiple direction shadows..?)
Comprehensive strategic intention: DNE
Deep_
Profile Joined January 2011
Germany19 Posts
February 24 2011 17:57 GMT
#18
On February 24 2011 15:22 EatThePath wrote:
Good update. Can you post a picture of the old version for comparison? The weird shadows in multiple directions are kind of distracting, but I guess it's not overpowering. (Also.. bizarre lighting algorithm that gives multiple direction shadows..?)


Here are some pictures of v1.2 :
+ Show Spoiler +
[image loading]
[image loading]
[image loading]

[image loading]
[image loading]
[url=http://imgur.com/yRQIo][image loading]
[url=http://imgur.com/hx6e0][image loading]
[url=http://imgur.com/cSA04][image loading][/url]

V1.7 has nearly the Lightalgorithm of Zhakul'Das. There are no multiple directed shadows.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 24 2011 18:23 GMT
#19
Thanks for the pics. The new version is definitely an improvement for base distances.

In the "impressions", for example, the last two, you can see what I'm talking about quite clearly. Why are there dark spots all over the ground? Maybe I'm just looking at it wrong.
Comprehensive strategic intention: DNE
Deep_
Profile Joined January 2011
Germany19 Posts
February 24 2011 19:14 GMT
#20
On February 25 2011 03:23 EatThePath wrote:
Thanks for the pics. The new version is definitely an improvement for base distances.

In the "impressions", for example, the last two, you can see what I'm talking about quite clearly. Why are there dark spots all over the ground? Maybe I'm just looking at it wrong.


can it be that you talking about the little "ice spikes" i added to the Minerallines and to the main spawn points
1 2 Next All
Please log in or register to reply.
Live Events Refresh
AllThingsProtoss
11:00
Team League - Grand Finals
Gemini_1931
Liquipedia
Sparkling Tuna Cup
10:00
Weekly #93
ByuN vs NicoractLIVE!
CranKy Ducklings184
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .236
BRAT_OK 87
ProTech86
EnDerr 49
MindelVK 24
StarCraft: Brood War
Sea 14123
Horang2 4105
Calm 3845
Shuttle 2487
Rain 2076
Hyuk 1060
Bisu 628
Jaedong 578
firebathero 558
EffOrt 409
[ Show more ]
Zeus 406
actioN 312
Mini 236
Last 217
Snow 170
Hyun 165
ggaemo 151
[sc1f]eonzerg 106
Killer 93
Dewaltoss 86
TY 82
Pusan 69
Mind 59
Aegong 55
Rush 41
sSak 37
JYJ37
sorry 30
NaDa 25
Sharp 24
Sacsri 23
Free 17
Icarus 14
Mong 13
Barracks 11
JulyZerg 7
ivOry 6
Dota 2
XcaliburYe632
XaKoH 431
Fuzer 307
Counter-Strike
x6flipin589
Heroes of the Storm
Khaldor289
Other Games
singsing1752
B2W.Neo399
DeMusliM376
mouzStarbuck193
crisheroes152
SC2_NightMare2
Organizations
Dota 2
PGL Dota 2 - Main Stream8619
StarCraft: Brood War
UltimateBattle 32
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 51
• LUISG 39
• Adnapsc2 16
• MJG 1
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Jankos561
• Stunt530
Upcoming Events
Fire Grow Cup
3h 32m
BSL: ProLeague
6h 32m
HBO vs Doodle
spx vs Tech
DragOn vs Hawk
Dewalt vs TerrOr
Replay Cast
12h 32m
Replay Cast
1d 12h
Replay Cast
1d 22h
WardiTV Invitational
1d 23h
WardiTV Invitational
1d 23h
GSL Code S
2 days
Rogue vs GuMiho
Maru vs Solar
Replay Cast
3 days
GSL Code S
3 days
herO vs TBD
Classic vs TBD
[ Show More ]
The PondCast
3 days
Replay Cast
4 days
WardiTV Invitational
4 days
Korean StarCraft League
5 days
CranKy Ducklings
5 days
WardiTV Invitational
5 days
Cheesadelphia
6 days
Cheesadelphia
6 days
GSL Code S
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

CSL Season 17: Qualifier 1
BGE Stara Zagora 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL Season 17: Qualifier 2
2025 GSL S2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025

Upcoming

CSL 17: 2025 SUMMER
Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Murky Cup #2
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.