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Active: 4817 users

[M] (4) ESV Frigid Pass

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-04-24 04:53:43
February 10 2012 18:59 GMT
#1
[image loading]

[image loading]

ESV.TV The home of the Korean Weekly!


ESV Frigid Pass


Published on NA, EU, and SEA
By TImetwister22
V 0.1

[image loading]


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 +
[image loading]

[image loading]

[image loading]

[image loading]


Playable: 154x154

Aesthetics
+ Show Spoiler +
Niefheim winter textures with Zhaku'lDas bricks and Shakuras Stone


Aesthetic Pictures
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]


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 +
None Yet


As always, feedback is more than welcome
[image loading]
Former ESV Mapmaker | @Timetwister22
Pyloss
Profile Joined August 2011
Germany1515 Posts
February 10 2012 20:29 GMT
#2
wow....looks really unique and new...snow maps are awesome!
<3 sOs, Parting, Mana, Honor, TaKe, Mcanning<3
UnOv3rRaT3d
Profile Joined November 2011
United States6 Posts
February 10 2012 21:26 GMT
#3
Looks baller as shittttt
Ruscour
Profile Blog Joined April 2011
5233 Posts
February 10 2012 21:33 GMT
#4
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.
FlaShFTW
Profile Blog Joined February 2010
United States10546 Posts
February 10 2012 21:45 GMT
#5
4 base play. 2 chokes to 4 bases. recommend getting rid of one of the thirds.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
February 10 2012 21:59 GMT
#6
You seriously cant imagine that its possible for this map to be balanced in both cross, and close positions.
WniO
Profile Blog Joined April 2010
United States2706 Posts
February 10 2012 22:13 GMT
#7
too many bases
Timetwister22
Profile Joined March 2011
United States538 Posts
February 10 2012 23:10 GMT
#8
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!
Former ESV Mapmaker | @Timetwister22
Antares777
Profile Joined June 2010
United States1971 Posts
February 12 2012 17:37 GMT
#9
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.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
February 12 2012 18:42 GMT
#10
I apologize for stealing views for so long.

JUst wanna say, the doodad work here is absolutely incredible.
Koagel
Profile Joined October 2010
Austria167 Posts
February 12 2012 19:06 GMT
#11
I think that a snow map needs some heavily used textures besides snow textures. Everything is too white, I think it looks boring.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-02-12 20:46:17
February 12 2012 20:45 GMT
#12
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:

[image loading]
Comprehensive strategic intention: DNE
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-02-28 01:20:12
February 28 2012 01:19 GMT
#13
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 +
[image loading]


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.
Former ESV Mapmaker | @Timetwister22
Antares777
Profile Joined June 2010
United States1971 Posts
February 28 2012 01:45 GMT
#14
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!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-23 19:27:40
March 23 2012 19:27 GMT
#15
--- Nuked ---
SpecFire
Profile Joined December 2010
United States1681 Posts
March 23 2012 20:05 GMT
#16
boring map. take 4 easy bases. make map layouts, 3rd + 4th bases more interesting
•|SlayerS_MMA| • Ryung • Fin • Puzzle •
[Zvory]
Profile Joined November 2010
Canada20 Posts
March 24 2012 15:00 GMT
#17
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?
He is one of those people who would be enormously improved by death. - Saki (1870 - 1916)
Minimi][
Profile Joined September 2010
Germany43 Posts
March 24 2012 16:15 GMT
#18
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.
Asolmanx
Profile Joined April 2011
Italy141 Posts
March 24 2012 19:19 GMT
#19
What about merging the "thirds" on the side into a single base?
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-03-25 00:03:50
March 25 2012 00:02 GMT
#20
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
Former ESV Mapmaker | @Timetwister22
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