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Active: 15602 users

[M](2) Cold Snap v0.5

Forum Index > SC2 Maps & Custom Games
Post a Reply
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eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2011-07-04 13:21:07
June 20 2011 09:58 GMT
#1
[image loading]

Cold Snap 1.0

This is an experimental map, both aesthetically and structurally. I wanted to create a map which had the features of my favorite maps, while also being unique in layout. I will let it speak for itself so here is the overview!

+ Show Spoiler [Overview] +
[image loading]


You may notice there are a lot of expansions on this map, it was my intent to be a huge macro map with lots of alternate paths and attack routes. The map is larger than it looks.

Additional Images:

+ Show Spoiler [Main & Natural] +
[image loading]


+ Show Spoiler [Third & Fourth] +
[image loading]


+ Show Spoiler [Centre & Golds] +
[image loading]



Map Specifications:
  • Players: 2 (2 spawns).
  • Map Size: 176x159 playable.
  • Tileset: Custom. + Show Spoiler [Tileset Details] +
    Xil Sand
    Ulaan Dirt
    Ulnar Rock
    Ulaan Rough Rock
    Zhakul'Das Light Rock
    Shakuras Bricks
    Zhakul'Das Bricks
    Zhakul'Das Tiles.

  • Expansions: 8 blue 2 gold.
  • Xel'Naga Towers: 2


Analyzer Images:
+ Show Spoiler [Summary] +
[image loading]

+ Show Spoiler [Shortest Paths] +
[image loading]

+ Show Spoiler [Openness] +
[image loading]

+ Show Spoiler [Bases] +
[image loading]


Change Log:
[Spoiler=0.6-1.0]Further Lighting adjustment.
Completely new texture set.
Sixth base removed.
rocks added to natural.
Map made smaller (still a large map).
+ Show Spoiler [0.1-0.5] +
Lighting & fog adjustments (lighting contrast STILL appears too high in-game).
Open space "tightened" a bit towards middle
Third and fourth bases moved further apart.
Sixth base added.


Published on SEA under oZz Cold Snap.

Any and all criticism welcome! Don't be shy!
Retired Mapmaker™
WeedRa
Profile Joined February 2011
Germany815 Posts
June 20 2011 10:35 GMT
#2
Textures look very nice

From the overview the third look kinda hard to hold but I'm sure you tested it
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 20 2011 10:48 GMT
#3
Done a little internal testing with my practice partners but I haven't really had too much issues with it, but i can see where it could be difficult, if someone is super aggressive.
Retired Mapmaker™
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 20 2011 11:42 GMT
#4
So many protoss decals again

Nice layout, tho im not sure about the terrain in some places. Some areas feel abit... meh...
Cant really put it into words, its like the terrain has some places that dont have a use... but thats not it either. Let me think about this , ill get back to you on it Just remove some protoss decals... plz...
KCCO!
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 20 2011 11:54 GMT
#5
Yeah protoss decals just fill in ordinary bland looking brick terrain! Was using it to outline the XWT vision but I could probably acieve that bewtter with temple rubble or something like that.

Will change for 0.6
Retired Mapmaker™
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 20 2011 12:01 GMT
#6
Thank you Toss decals are just overused. Like I said in another maptopic, if a mapfeature makes it to the memetopic, somethings wrong
KCCO!
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 20 2011 12:22 GMT
#7
Perhaps I could make another map, called MeMeMap. And put any meme from the thread i can in it!

Well, on topic! What parts of the map do you think not have a use? I wasn't too worried about it because I've noticed on many pool maps there are little pockets of unused terrain where players stash units for a flank or something similar, like a proxy, etc.
Retired Mapmaker™
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 20 2011 12:37 GMT
#8
For example the far left (and ofc far right) side of the map, those 2 expansions can easily be further to the center, without giving away anything of the mapstructure. The little patch of land topcenter down the ramp can be removed, its doing nothing.
Then the small patch of land thats in the expansion hugging the main (not the natural, the other one), it seems that spot allows for blinkage. If thats intentional , keep it, otherwise its just a small patch of random land.

I dont know, its all alot to personal taste I do like the whole structure, just that far left 2 expos can be further in, thats the big one. V good map tho
KCCO!
Jumbled
Profile Joined September 2010
1543 Posts
Last Edited: 2011-06-20 12:52:07
June 20 2011 12:51 GMT
#9
You're right, having some less-travelled areas that can be used for sneaky tactics adds to a map, although it may be less necessary here since the map is quite large, so finding an out-of-the-way place should be fairly easy either way.

I agree that the protoss decals are overused. It would be nice to ditch a lot of them, and possibly replace them with some other type of map details if needed.

However, I really like the look and layout of the map overall, and I'm excited to see the finished version.
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 20 2011 13:33 GMT
#10
Removed the decals & replaced them with some temple & rock doodads, though I have kept some of the decals.

Not going to make any layout changed until I get some more feedback on it. Don't wanna put too much work in changing anything unless it is something absolutely terrible which needs changing (unless enough people agree I've done bad and it should be changed anyway).

Thanks for the feedback, much <3!
Retired Mapmaker™
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 20 2011 13:53 GMT
#11
Can you throw me a new screenshot of the middle?
KCCO!
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 20 2011 14:16 GMT
#12
Sure, also I'm not sure if anyone else can tell by the screenshots, there is actually snow falling, just something to add to the deal.



+ Show Spoiler [New Middle] +
[image loading]


It's just a bunch of little rubble & rock doodads to outline the XWT vision radius.
Retired Mapmaker™
Jumbled
Profile Joined September 2010
1543 Posts
June 20 2011 14:22 GMT
#13
On June 20 2011 23:16 Holiver wrote:
Sure, also I'm not sure if anyone else can tell by the screenshots, there is actually snow falling, just something to add to the deal.



+ Show Spoiler [New Middle] +
[image loading]


It's just a bunch of little rubble & rock doodads to outline the XWT vision radius.

Yes, I checked it out on SEA. The snow falling is a nice touch, and it's worth noting that the snow+lighting makes the overall appearance of the map a little darker than these screenshots indicate.
SmashHammer
Profile Joined January 2011
United States148 Posts
June 20 2011 16:54 GMT
#14
This is a great map overall, nice and big for macro games, and looks good as well. One thing I would consider is changing the position of the XWTs. They both are controlled from the central high ground area and are relatively close together. In addition they cover all attack routes and shut down the opponents gold base. I would also consider adding in some additional paths either around or onto the high ground to make it more vulnerable.
TPW Mapping - theplanetaryworkshop.com
Corak
Profile Joined February 2010
Germany187 Posts
June 20 2011 18:36 GMT
#15
On June 21 2011 01:54 SmashHammer wrote:
This is a great map overall, nice and big for macro games, and looks good as well. One thing I would consider is changing the position of the XWTs. They both are controlled from the central high ground area and are relatively close together. In addition they cover all attack routes and shut down the opponents gold base. I would also consider adding in some additional paths either around or onto the high ground to make it more vulnerable.


I think if you put both towers on low ground it would be a bit harder to keep control of the enemy one, so there you be no need for a path change.

Great map
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 21 2011 04:22 GMT
#16
I will move the XWT off the high- ground.

Not sure where just yet, though.

Thanks!
Retired Mapmaker™
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
June 21 2011 05:07 GMT
#17
I really like the design of the expansions. The middle looks a tad complicated compared to GSL and ladder maps.
http://grooveshark.com/#/deltrus/music
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 24 2011 00:43 GMT
#18
[image loading]

Slight watchtower movement. Only moved out of the center a little, to stop them from being used to spot the main attack path. Also off high-ground.

Hope that is a bit better, still looking for more feedback before I release 0.6.
Retired Mapmaker™
dudecrush
Profile Joined August 2010
Canada418 Posts
June 24 2011 00:56 GMT
#19
I want to play this map!

NA release please.
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 24 2011 10:46 GMT
#20
I will fix up some texture work & lighting, then I'll see what I can do about localizing my editor for NA.
Retired Mapmaker™
SpoR
Profile Blog Joined November 2010
United States1542 Posts
June 24 2011 11:13 GMT
#21
This map is huge. No offense it looks great but people always complained when I made maps with shortest distance of 160 or more.
A man is what he thinks about all day long.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 24 2011 11:20 GMT
#22
I disagree, 170~ is about what most aim for in their maps.
KCCO!
Jumbled
Profile Joined September 2010
1543 Posts
June 24 2011 11:27 GMT
#23
The size is the one thing I would consider changing about the map. I played a quick game on it against the AI, and it is quite large for a two-player map. I like that there's are nice open areas leading off the central ramps for engagements, but I'm worried there could be a bit too much open space on the left and right sides.

The natural also feels relatively far from the main. I don't necessarily think it's a problem, but some players do dislike that.
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 24 2011 13:31 GMT
#24
Tightened some areas on the edge of map, crated a couple chokes, made third slightly easier to defend (i think). But I did not constrain the bounds any further, as I do not want to make the epxansions any closer than they already are. And the natural is close enough to the main to require only one Creep Tumor for Zerg, but far enough away to make FE difficult for protoss for terran imo (no i am not a zerg player ^^).

A before and after:
[image loading]

Looking forward to some further feedback. Thanks!

And a sneakpeek of another map I'm almost ready to release!!!

+ Show Spoiler +
[image loading]

Retired Mapmaker™
NASAmoose
Profile Joined May 2011
United States231 Posts
June 28 2011 20:12 GMT
#25

I want to play this map!

NA release please.


Yup. Looks awesome, I would actually say I like the XNW's on the high ground, they are good strategic spots but not entirely necessary to have as they don't cover the middle. Whatever, testing will show what works best.
eTcetRa
Profile Joined November 2010
Australia822 Posts
July 04 2011 13:22 GMT
#26
Map has been updated to v1.0 and submitted to MOTM7. Let me know what ya'll think! Big overhaul.
Retired Mapmaker™
lefix
Profile Joined February 2011
Germany1082 Posts
July 05 2011 00:28 GMT
#27
What's oZz? o.O
:D
Map of the Month | The Planetary Workshop | SC2Melee.net
eTcetRa
Profile Joined November 2010
Australia822 Posts
July 05 2011 02:56 GMT
#28
oZz clan, mid level players I roll with ^.^
Retired Mapmaker™
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