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ESV Frigid Pass
Published on NA, EU, and SEA By TImetwister22 V 0.1
Accomplishments DreamHack EIZO Open Stockholm ESV Korean Weekly Season 3 Peepmode
Concept Initially I was looking to just make a simple and balanced four player map with mirror symmetry. However, I decided to experiment a bit. Thus, this map is more of an experiment for myself rather than an attempt at a seriously interesting map. I'm looking to see just how far you can push the rush distances and the ease of taking bases. This map may prove to be interesting, but I've decided to test just how macro friendly is too friendly.
Analyzer + Show Spoiler +
Playable: 154x154
Aesthetics + Show Spoiler +Niefheim winter textures with Zhaku'lDas bricks and Shakuras Stone
Aesthetic Pictures + Show Spoiler +
Features -All positions enabled -Currently, four bases isn't too difficult to hold. -Xel'naga tower sees entire middle, but not the bridges currently blocked by rocks. -Long rush distance cross positions, similar to Taldarim.
Change Log + Show Spoiler +
As always, feedback is more than welcome 
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wow....looks really unique and new...snow maps are awesome!
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I definitely think that having those 4 bases so incredibly easy to take is going to be way too strong. What's stopping a Zerg from going pool hatch hatch hatch against a FFE? I definitely like that there are two choices of third which varies gameplay but seeming as there's no mechanic where once you pick a base the other one explodes (now that would be cool), it just seems too strong.
And then lategame Protoss can sit back on 4 bases and feel invincible. I dunno. Maybe it could work, it's definitely not like most maps, but it seems like the concept doesn't fit how the game plays at the moment.
I'd suggest lowering the third (the natural third, not the one snuggled into the main). It's now more exposed and harder to take and there are now two ramps to run up into the other third with.
I dunno, it's just an idea. Love everything else about the map though, especially the aesthetics. I don't really like what Bel'shir Beach Winter did with their snow aesthetics.
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United States10026 Posts
4 base play. 2 chokes to 4 bases. recommend getting rid of one of the thirds.
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You seriously cant imagine that its possible for this map to be balanced in both cross, and close positions.
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I understand four bases is easy to hold at the moment, but like I said this map somewhat of an experiment for me. Starting it off with the safest possible setup, and as suggestions and play testing continues rocks will be removed or added, ramps will be widened or narrowed, bases will be lowered or pushed further away, etc. However, with that said I strongly encourage suggesting your thoughts. Could be anything, just make it constructive!
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I think that maybe if the expansions hugging the mains were on low ground it would make it more difficult to defend four bases.
Other than that, the map is very unique and interesting.
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I apologize for stealing views for so long.
JUst wanna say, the doodad work here is absolutely incredible.
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I think that a snow map needs some heavily used textures besides snow textures. Everything is too white, I think it looks boring.
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The limiting factor here is the vertical positions. The "away" 3rd and then 4th past the rocks (current setup) are the same push distance which is not that far, shortened by the fact that T or P will be at the top of the ramp of his own "away" 3rd. So you need to change that base anyway. Low ground for example wouldn't help that problem except it would probably make it easier to defend ZvT just due to more space without a ramp. And no matter what you do the map width is absurd with vertical spawns, although your paths + tower help this immensely. However, this emphasis on the middle cuts zerg in half and turns it into an Antiga sort of situation.
Speaking of that area, the four little nibs that stick out towards middle constricting that east-west equator alley... those should be unpathable or removed, they remove so much uncertainty from the middle / flank route, one tank there is a huge power shift. But I think those 4 ramps and 4 bases should change anyway.
I think one of the 4 bases could be a 6m1g to mitigate the 4 base 2 ramps syndrome.
I don't know why the rocks are there other than to force tower path in horizontal spawns. But you don't have tower for vertical so... eh? Perhaps there can be a single base nestled between horizontal positions, to be used as the "away" 3rd in vertical spawns. It might be a little abusable as a forward base in horizontal spawns but removing some space from the main overlooking the top should fix that, either blank space or more doodads.
In that department, Winner all time best overlord hangouts. =)
The air distance is really close compared to map length and map width in horizontal spawns. However, 3 easy bases with the 3rd away from opponent really helps cushion this.
Worthwhile experiment, lots of good features that make a dent in the usual problems. I would do something like this:
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Despite just finishing my most recent map, Avalon, I haven't yet give up on this one. After a few weeks of some play testing and receiving some recommendations, here is a version I have come up with. Haven't exactly got to play test this version just yet, but if it proves to fix most issues then I'll update OP.
Here it is as of now:+ Show Spoiler +
Also, I just noticed that I think I forgot to open the lighting tab while taking this picture, so the lighting looks off. It's still the same lighting it was before in game.
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I actually really like the new version. I am really impressed at how you broke away from Shakuras Plateau styled maps with the same symmetry. This looks like it would be really fun to play on.
The aesthetics are really awesome!
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boring map. take 4 easy bases. make map layouts, 3rd + 4th bases more interesting
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This map is way too bright. I was under the impression snow maps were abandoned in BW for this reason. It was kind of hard to play on and put a lot of strain on my eyes, and my monitor is running on lowest brightness with F.Lux. Sick map though, really great for nice macro games. Could you make it so that in 2v2's you will only spawn vertical to your teammate?
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If you would flip the mains and naturals, it would make for a brilliant 2v2 map, of which regular 2v2 ladderers could only dream of playing.
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What about merging the "thirds" on the side into a single base?
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On March 25 2012 04:19 Asolmanx wrote: What about merging the "thirds" on the side into a single base?
This is how I originally had the map when I first made the layout. The reason I made it the way it is now is to further push my experiment. However, after playing quite a few games and getting input from low to high master players it seems having four bases that close together is too problematic. I have made versions where it's possible to keep the current layout, but that also break either horizontal spawns or vertical spawns. With that said, I'm in the works of making a version that would remove the bases along the natural, and adding a single base between vertical naturals. Whether this will be the final version of the map, I'm not entirely sure. Still experimenting
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