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[M] (4) TPW Damage Inc.

Forum Index > SC2 Maps & Custom Games
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Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-20 22:49:31
September 03 2011 17:07 GMT
#1
[image loading]

-Banner by funcmode-


Hi guys,
finally finished my latest project. was quite some work to get everything done. specially the texture gave me some headache at the beginning.

Description:
The Map is split into 2 1v1 Maps. u only can spawn topleft/bottomright or topright/bottomleft. i used a new technique to block ramps. it was used before in BW but never in sc2. i blocked 2 ramps with minerals and each of them have something around 20 minerals value.
it enables a new map design. in this case u can, for example forge fe at the top left base and be safe from rushes while having a backdoor to your third. because nobody will bring 3-5 workers to mine the way open.

General:
+ Show Spoiler +
Texture: Tarsonis/Costum
Playable: 131x126
Expands: 12
Xel'Naga: 2

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/q7BOr.jpg

AnalyzerOverview:
+ Show Spoiler +
[image loading]

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

Old:
+ Show Spoiler +
Design Influence:
+ Show Spoiler +
[image loading]

General:
+ Show Spoiler +
Texture: Costum
+ Show Spoiler +
[image loading]

Playable: 162x145
Expands: 12
Xel'Naga: 2
Uploaded on EU

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/qmn7l.jpg

Analyzer Overview:
+ Show Spoiler +
[[image loading]

Analyzer TopLeft/BottomRight:
+ Show Spoiler +
[image loading]
[image loading]

Analyzer TopRight/BottomLeft:
+ Show Spoiler +
[image loading]
[image loading]

Pictures:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
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[image loading]


TPW Mapmaking Team
Gl!tch
Profile Joined December 2010
United States573 Posts
September 03 2011 17:21 GMT
#2
Super cool, i've heard of and am looking for the niflhiem tileset, where is it? :O
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
September 03 2011 17:41 GMT
#3
woah this is sick, cant wait to see some games played on it
Fearlezz
Profile Joined April 2010
Croatia176 Posts
September 03 2011 17:50 GMT
#4
Looks so, so good!, I only worry about naturals @ 11, 5 being easily siegeable from behind the mineral block.

Also, I'd add a ramp to the high ground @ 1, 7 above the choke and make it pathable (like Bel'Shir Beach) to help with defending in PVP. But even if it stayed like this it wouldn't make the map any less awesome.
Mereel
Profile Joined February 2010
Germany895 Posts
September 03 2011 18:02 GMT
#5
On September 04 2011 02:50 Fearlezz wrote:
Looks so, so good!, I only worry about naturals @ 11, 5 being easily siegeable from behind the mineral block.

Also, I'd add a ramp to the high ground @ 1, 7 above the choke and make it pathable (like Bel'Shir Beach) to help with defending in PVP. But even if it stayed like this it wouldn't make the map any less awesome.


hm the siegetank problem is actually true^^
i think i did that because Sanctuarium has the same setup and it works there.
+ Show Spoiler +
[image loading]

if its a major problem then i have to rework the whole side...i dont wanna do that :D
TPW Mapmaking Team
Fearlezz
Profile Joined April 2010
Croatia176 Posts
September 03 2011 18:06 GMT
#6
The only difference between defending against siege tanks on these two maps is that you either have to mine all mineral block patches very, very early or go way, way around to even be able to engage the tanks. I don't really want for you to having to rework the whole side, but I do see it as a concern in my eyes.

Who knows, maybe it ends up not being a big deal after all, fingers crossed for that ^^
Mereel
Profile Joined February 2010
Germany895 Posts
September 03 2011 18:06 GMT
#7
On September 04 2011 02:21 Gl!tch wrote:
Super cool, i've heard of and am looking for the niflhiem tileset, where is it? :O


u can change the texture the 'original' texture uses. its in the data editor and then in the texturelist.
search for nilfheim or nilf.
TPW Mapmaking Team
dezi
Profile Blog Joined April 2010
Germany1536 Posts
September 03 2011 18:17 GMT
#8
I would change the mineral values on the ones blocking the passages to a amount where a single MULE isn't enough to deplete them
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
September 03 2011 18:22 GMT
#9
On September 04 2011 03:17 dezi wrote:
I would change the mineral values on the ones blocking the passages to a amount where a single MULE isn't enough to deplete them



this is true, it would be really easy to do a marine/marauder stim attack, and then just drop a single mule to give you a back way in
Ragoo
Profile Joined March 2010
Germany2773 Posts
September 03 2011 18:24 GMT
#10
Just played on it, cross spawn didn't work ;( Aesthetics are amazing and the middle platform is really cool !

I think the sieging of the nat is more like on Shakuras, but better since as defender you can easily mine those mineral patches. It's fine I'd say. (btw, interesting that we both chose to give our mineral blockers 15 minerals, guess it's officially the perfect number then ).

As I said in the MotM thread, if you don't know how you make the minerals that block not mineable by MULEs and MULEs become a problem, I know a solution.

Problem I see is that you can easily cover a lot of bases.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 03 2011 18:25 GMT
#11
--- Nuked ---
Mereel
Profile Joined February 2010
Germany895 Posts
September 03 2011 18:31 GMT
#12
On September 04 2011 03:25 Barrin wrote:
This is fucking beautiful!

I spotted a dot of terrain that isn't symmetrical - look closely at the big ramp right outside nat choke on top left and bottom right.


i dont see anything^^
TPW Mapmaking Team
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 03 2011 19:08 GMT
#13
On September 04 2011 03:31 Mereel wrote:
Show nested quote +
On September 04 2011 03:25 Barrin wrote:
This is fucking beautiful!

I spotted a dot of terrain that isn't symmetrical - look closely at the big ramp right outside nat choke on top left and bottom right.


i dont see anything^^

It's super minor.
On a more positive note, this map is AMAZING! Are there forced opposite spawns? Because I love positional imbalance
Moderatorshe/her
TL+ Member
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-09-03 20:08:48
September 03 2011 19:56 GMT
#14
This map is insane. In a bad way.

1 vs 7
Wide chocke no ramp to main. PvP thrown out of the window right there. TvT early aggression will be strong as hell, and that will lead to very luck based games.
Now natural is easy to defend. That will mean pretty much force terran and protoss to FE, which zerg countters by trying to take fast third. On those positions that will be no problem. Zerg over powered.
TvP would be the most resonable match up here I think, but still I think it will be terran favored because of the general openness of the map and because taking 3rd/4th/5th/6th is kinda easy.

4 vs 10
Zerg is a bit underpowered. Main base extend to very easy ramp defense + natural choke defense. 3rd is hard to take before you have opened a pathway but easy after that. Also terran/protoss only needs to hold 3 chokes that are near to each other to secure 6 bases out of 14. Overall, pretty nice macro favored play.


Suggestions:
You cannot leave the 1vs7 main chocke how it is. I am pretty sure. Also I would like if you did this (or something equivalent):
[image loading]
It would make the redic easy 3rd in 1vs7 spawns a bit harder, make use of the one useless base you have on your map atm with 4vs10 and the base you can secure after mining the wall out harder.
monitor
Profile Blog Joined June 2010
United States2408 Posts
September 03 2011 20:10 GMT
#15
Nice map! I have to say I like the suggestion that Sea_Food gives of adjusting the 3rds so that there is only one. Right now the map seems very saturated (expos are very very close), and it wouldn't hurt to remove one. There are a couple other suggestions I have:

[image loading]

Firstly, I would adjust the top left and bottom right naturals so they can be walled at a single choke, highlighted in red. This way you can remove the mineral walls, which are really annoying when you try to take a third, and can be abused by tanks very easily. They're also not necessary in this situation imo.

Next I would make the bottom left and top right natural's on highground. To me, either the main or natural needs a highground advantage. This way static defense is more viable for defending, and PvP isn't a nightmare.

Lastly I would remove the thirds and put one expo between them. Right now it's pretty turtley because of the short distance to that expansion and is a bit too easy to hold. My picture is not exactly perfect, but you could probably do something similar.

#1 is a good option for an aggressive 3rd, likely for Terran or Protoss in the top left/bottom right.
#2 is a good option for a defensive 3rd, likely for Zerg in any positions.
https://liquipedia.net/starcraft2/Monitor
Mereel
Profile Joined February 2010
Germany895 Posts
September 03 2011 20:11 GMT
#16
the thing is that u misinterprate the expand patterns. if u start at 10 i take my natural and then the base below it as third, not the one the analyzer shows as third.

i know the choke ala taldarim altar is not that popular, but we still play taldarim right?
it is a problem in pvp no doubt, but i dont change it for one matchup.....i knew that as i designed the map.
if the other matchups evolve how u say it then i have to ofc.
TPW Mapmaking Team
MuteZephyr
Profile Joined August 2010
Lithuania448 Posts
September 03 2011 20:18 GMT
#17
Wow, so pretty, I love the design and the bringing back of the blocking minerals. I don't really have design suggestions since I haven't played on it yet, but I love the aesthetic. I really miss snow maps. I want to see one in the ladder pool so bad...
I don't Micro, I FEMTO. That's 9 orders of magnitude more extreme.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
September 03 2011 20:23 GMT
#18
On September 04 2011 05:11 Mereel wrote:
the thing is that u misinterprate the expand patterns. if u start at 10 i take my natural and then the base below it as third, not the one the analyzer shows as third.

i know the choke ala taldarim altar is not that popular, but we still play taldarim right?
it is a problem in pvp no doubt, but i dont change it for one matchup.....i knew that as i designed the map.
if the other matchups evolve how u say it then i have to ofc.


I do not misinteprate it. I know it is like you say, but the thing is, it would be better if it werent so.

Also we would not play tal darim if the main chocke there was as wide as it is in your map.
monitor
Profile Blog Joined June 2010
United States2408 Posts
September 03 2011 20:27 GMT
#19
On September 04 2011 05:11 Mereel wrote:
the thing is that u misinterprate the expand patterns. if u start at 10 i take my natural and then the base below it as third, not the one the analyzer shows as third.

i know the choke ala taldarim altar is not that popular, but we still play taldarim right?
it is a problem in pvp no doubt, but i dont change it for one matchup.....i knew that as i designed the map.
if the other matchups evolve how u say it then i have to ofc.


I didn't misinterpret the expo pattern, I think that third base is definitely a bit too close. Right now the reinforce distance is really short, it's pretty choked, and there's an extremely easy fourth, fifth, and sixth base connected to it. It'll probably result in a lot of turtling imo, and adjusting the third so that there's only 5 bases per side (and one aggressive expo) would reduce the turtling and improve gameplay I think.

TalDarim has a mostly-highground natural. There is another entrance, but you can abuse the highground very easily since the long path is considerably longer to use in a normal situation. On this map, the third's ramp is a bit too far away and wide open to be able to use. PvP will be a slightly wonky (bit worse than taldarim), and also TvZ and TvP because you can't use the highground for bunkers, tanks, forcefields, cannons, banelings, or spine crawlers which are used in most FEs. It'll also make defending hellions TvZ very hard since you can't block any ramps with queens or roaches. I think making the natural highground would be an easy change to improve these potential flaws/imbalances.
https://liquipedia.net/starcraft2/Monitor
Mereel
Profile Joined February 2010
Germany895 Posts
September 04 2011 16:14 GMT
#20
Different attemps to solve the issue:

Open version (not finished, no idea what to do):
[image loading]

Weird version (dont like it):
[image loading]

Different Ramps (the bases are the same but the ramps are bigger):
[image loading]
[image loading]

i like the last one the most. filling up the open space if i would use one base looks just 'madeup' to solve something. or someone shows me a good design.

there is just too much space

TPW Mapmaking Team
WniO
Profile Blog Joined April 2010
United States2706 Posts
September 04 2011 16:19 GMT
#21
great job blending the snow into the grass, i also really like the overall layout. motm winner incoming.
Ragoo
Profile Joined March 2010
Germany2773 Posts
September 04 2011 16:31 GMT
#22
I like the open version the most, will definitely reduce the turtling
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Mereel
Profile Joined February 2010
Germany895 Posts
September 04 2011 16:46 GMT
#23
On September 05 2011 01:31 Ragoo wrote:
I like the open version the most, will definitely reduce the turtling

not funny ~.~
TPW Mapmaking Team
Ragoo
Profile Joined March 2010
Germany2773 Posts
September 04 2011 17:07 GMT
#24
On September 05 2011 01:46 Mereel wrote:
Show nested quote +
On September 05 2011 01:31 Ragoo wrote:
I like the open version the most, will definitely reduce the turtling

not funny ~.~



?? That wasn't a joke^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-09-04 17:16:38
September 04 2011 17:16 GMT
#25
I like the open one by far the best but imo you should
[image loading]
add some doodaas/highground/stuff on the brown are to make it, you know, less open
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-09-04 17:23:03
September 04 2011 17:22 GMT
#26
[image loading]

i changed the ramps now...lets see how it works out.
your idea is quite good seafood....i will play around with that
TPW Mapmaking Team
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 04 2011 18:16 GMT
#27
On September 04 2011 03:17 dezi wrote:
I would change the mineral values on the ones blocking the passages to a amount where a single MULE isn't enough to deplete them


I tried to find the comments in the motm thread as well so I'm sorry if this was already mentioned, but you can just stack up mineral patches on top of each other to prevent MULE mining from opening the wall so easily. This is even closer to the BW version too. ;D
Comprehensive strategic intention: DNE
Ragoo
Profile Joined March 2010
Germany2773 Posts
September 04 2011 18:24 GMT
#28
On September 05 2011 03:16 EatThePath wrote:
Show nested quote +
On September 04 2011 03:17 dezi wrote:
I would change the mineral values on the ones blocking the passages to a amount where a single MULE isn't enough to deplete them


I tried to find the comments in the motm thread as well so I'm sorry if this was already mentioned, but you can just stack up mineral patches on top of each other to prevent MULE mining from opening the wall so easily. This is even closer to the BW version too. ;D


Wow, I needed hours to figure out how to prevent MULEs from mining certain mineral patches that I used to block and now I see this solution which is so much easier...
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
MarcH
Profile Joined January 2011
United Kingdom362 Posts
September 04 2011 20:32 GMT
#29
This map looks so awesome really good job pal

robih
Profile Joined September 2010
Austria1086 Posts
September 04 2011 20:58 GMT
#30
i love the mineral roadblock
0neder
Profile Joined July 2009
United States3733 Posts
October 04 2011 19:12 GMT
#31
This map is beautiful. Props. I'm in America and a professional industrial designer. Do you have any english speakers I could chat with sometime?
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
October 04 2011 19:24 GMT
#32
On October 05 2011 04:12 0neder wrote:
This map is beautiful. Props. I'm in America and a professional industrial designer. Do you have any english speakers I could chat with sometime?


I'm the NA player on TPW.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SquidFist
Profile Joined April 2011
United States16 Posts
October 04 2011 20:34 GMT
#33
Damn i haddent seen the two 1v1 style maps in one done yet (maby it has im still new just haven't seen it yet) and was about to release my map that had the same feature =(, lol looks amazing tho cant comment on how it plays yet but will get back to you on it
"Moar Steam" - Salokcin Snewo
Samro225am
Profile Joined August 2010
Germany982 Posts
October 04 2011 22:14 GMT
#34
On October 05 2011 04:24 IronManSC wrote:
Show nested quote +
On October 05 2011 04:12 0neder wrote:
This map is beautiful. Props. I'm in America and a professional industrial designer. Do you have any english speakers I could chat with sometime?


I'm the NA player on TPW.


the swedish and german guys are capable of communicating in english quite well, too
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
October 05 2011 05:02 GMT
#35
On October 05 2011 07:14 Samro225am wrote:
Show nested quote +
On October 05 2011 04:24 IronManSC wrote:
On October 05 2011 04:12 0neder wrote:
This map is beautiful. Props. I'm in America and a professional industrial designer. Do you have any english speakers I could chat with sometime?


I'm the NA player on TPW.


the swedish and german guys are capable of communicating in english quite well, too


but he asked for a english speaker (i.e. native speaker) that's me
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 05 2011 10:37 GMT
#36
We want func :p
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Samro225am
Profile Joined August 2010
Germany982 Posts
October 05 2011 16:51 GMT
#37
since he is a native english speaker - he is the one asked for! :D
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-10-12 22:30:52
October 12 2011 22:26 GMT
#38
TPW Damage Inc.
(version 1.2 uploaded on NA by IronMan)

[image loading]
http://mentalbalans.se/aggedesign
Mereel
Profile Joined February 2010
Germany895 Posts
October 16 2011 21:48 GMT
#39
just wanted to say what i changed.

removed 2 bases, each from one side just as the majority said. third is now a little farther away for both spawn positions. also there are only 4 mineralblocks on each ramp with 25minerals each.

also the metall bases are reshaped a little. i added a doodad at the main/nat choke so u can block the entrance with 2 3x3 buildings.
i also painted a little bit of snow all over the map so the metall bases now look frozen. its hard to see but the overall look is better now.
TPW Mapmaking Team
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 16 2011 22:28 GMT
#40
I approve! Usually I'd be leery about the distance to the 3rd but the cross distances makes it okay. The interwoven-ness of the two axes is much more direct now, which I really like.

The snow glaze on the metal bases is a nice touch.
Comprehensive strategic intention: DNE
Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
October 17 2011 10:59 GMT
#41
Played through some games on this map with a few friends. General thoughts:

Fourth base is always very very far to the side, rather than along an attack path, for better or for worse.

In the 1:30/7:30 spawn setup, it seems like PvP could be fear-inspiring, with the lack of ramp into the natural-- you'll have Tal'Darim-like qualities here, with most PvP being 4gate vs 4gate. Not so much a problem as a "this is how it is with unramped mains"

There's a lot of airspace which is sweet for dropping :D

If you spawn in 4:30/10:30, the third seems generally hard to take, whether you're going for the watchtower third or the "through the minerals" third.

TvP Trinity (Diamond) vs Uniden (Diamond)
http://drop.sc/45158
Nothing too strategically interesting here.

TvP Blazinghand (Master) vs Uniden (Diamond)
http://drop.sc/45159
Is the airspace too abusable? Are fourth bases too hard to take?

VoD (won't have that much more than the replays):
http://www.twitch.tv/blazinghand/b/297681811

Player Comments:
Uniden: I liked this map. No balance comments
Trinity: I wouldn't mind if this was a ladder map. Thirds look hard to take if we spawn the other way.

When you stare into the iCCup, the iCCup stares back.
TL+ Member
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
October 17 2011 11:01 GMT
#42
About that snow glaze, i have my brightness turned up a bit, and it was pretty jarring to see everything be so white at the start of the game. You should consider readjusting the brightness of that snow if you can.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Callynn
Profile Joined December 2010
Netherlands917 Posts
October 18 2011 10:24 GMT
#43
Great map, very easy to abuse against insane AI since they don't know how to open mineral patch backdoors XD

In all seriousness, looks great, just played a match and the aesthetics are awesome. That said, I feel there is not enough openness of the natural, making it too easy for Protoss and Terran to early expand without risking punishment.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Dark.Carnival
Profile Blog Joined November 2006
United States5095 Posts
October 20 2011 02:13 GMT
#44
you need to reduce the brightness on this map, its actually painful to play on
@QxGDarkCell ._.
Meltage
Profile Joined October 2010
Germany613 Posts
November 17 2011 19:53 GMT
#45
Looking at Thorzain vs Nonge on Damage Inc atm, which made me remember I've seen the tileset recently.

Look who got inspired by Damage Inc:

[image loading]

Joke aside, the concept is prob from original RA, looking similar (just can't find a screen shot)
http://mentalbalans.se/aggedesign
SidianTheBard
Profile Joined October 2010
United States2474 Posts
November 17 2011 20:31 GMT
#46
On October 20 2011 11:13 Dark.Carnival wrote:
you need to reduce the brightness on this map, its actually painful to play on


Quoting this because it's sooo true. Even watching some of the games yesterday on NASL it was awful due to how damn bright that snow is.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Mereel
Profile Joined February 2010
Germany895 Posts
December 09 2011 22:51 GMT
#47
Updated OP.

Made Metal Mains on Highground. Removed 2 Bases.
TPW Mapmaking Team
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 09 2011 23:11 GMT
#48
top right/bottom left mains are too big
Moderatorshe/her
TL+ Member
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
Last Edited: 2011-12-09 23:31:14
December 09 2011 23:30 GMT
#49
On December 10 2011 08:11 TehTemplar wrote:
top right/bottom left mains are too big

How are they too big? 27 CCs is small, and the Top Left/Bottom Right are much larger.

If you are referring to the TL/BR set, then I'd say its not so bad in this situation because the tips provide some very useful vision anyway.

Either way, love this map to bits, glad you're still working on it.

EDIT: Actually yeah, as much as I love snow glaze, considering people play on high gamma to help see cloaked units, it's probably more trouble than it's worth.
Mereel
Profile Joined February 2010
Germany895 Posts
December 09 2011 23:34 GMT
#50
yeah i might gonna rework the snow theme. not sure which tile im gonna choose
TPW Mapmaking Team
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
December 10 2011 01:47 GMT
#51
Perhaps just ash-mixed snow, you know, edit the texture by dimming the white down to grey a bit and adding some more ashy spots of dark, and then put some smoke stacks on the machinery of the map to account for the ash? Or make it look more like the result of a battle?

I know at least PvP will be happy for the updates. I like where it's going as well. I think the aesthetics are fantastic, and I don't want you to change them much unless some great inspiration smacks you -- except the whiteness of the snow.
Mereel
Profile Joined February 2010
Germany895 Posts
December 16 2011 18:38 GMT
#52
Huge update. Basically everything is way smaller and reshaped. Also new Tileset.

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/q7BOr.jpg

AnalyzerOverview:
+ Show Spoiler +
[image loading]

Analyzer:
+ Show Spoiler +
[image loading]
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TPW Mapmaking Team
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
December 16 2011 18:59 GMT
#53
Imo it lacks a certain resemblance with beaches.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
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