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Version: 0.1+ Show Spoiler ++ Show Spoiler [Detailed Overview] ++ Show Spoiler [Map Information] + + Show Spoiler [Details] +Published on: North AmericasPlayers: 2 (1v1) Size: 148x120 ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/AF-MainNat.jpg) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/AF-Corner.jpg) ![[image loading]](http://i1057.photobucket.com/albums/t388/Broodie/AF-DRpath.jpg) Description: Winter has long passed but this planets eliptical orbit has been set adrift by a large mass of titanium floating through the Koprulu. There are enough Resources here to sustain a continuous journey to collect the materials. Theme: Flash Frozen Mountain Inspiration: After a decent break from mapping I wanted to come back with a clean style of map, while still adding something a little my own. For this map I took a ton of feedback early on and had some great players give me criticism such as Hangene & FUZZY to name a few. This map has already gone through around seven large changes and I would love to hear more feedback from anyone!
I will Update my OP and below with comments regarding anything past page 1 to keep the thread less cluttered ^.^
Edit: Forgot to add analyzer images to the thread, I'm at work now for another 3 hours so expect the images then^
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Wow, this looks great. I love the layout, and the aesthetics while not mind-blowing are pleasing. I see in your description that you wanted to make a clean map, and I'd say you definitely achieved that. It's very easy to read, but also has some really nice technicalities that make the map more interesting. Nice job!
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I think this looks awesome! The Aesthetics are really interesting, the combination of ice and stone isn't something I've seen too much and I think you've pulled it off really well. It certainly looks desolate, bleak and unforgiving.
As for the layout, I can tell you've spent a while on it and honestly, I think it's payed off. The middle especially I think is really interesting. High ground middles are definitely the way forward. The orientation of the 6ths (?) and the LoS blockers make for an interesting dynamic. Overall, GJ!
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I think this map is absolutely brilliant. Not that I anyone relevant, but still. :p
I would just make sure there is a little bit more airspace behind the mains/naturals.
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I think it's really awesome, I love the design of the center of the map. That being said, I think the single watch tower leaves a few too many routes uncovered. I would like to see dual watch towers, leaving the center of the map and the far edges uncovered, something like cloud kingdom's watch towers. I haven't played the map yet though, and I could be completely wrong
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Did a game on it! Gl with the MotM! Your map deserves the best!
Very well designed and layout is awesome!!! 10/10
EDIT: I found third was a bit hard to take against T. I had to did a macro hatch before. Bases progression is great though. Ice spirit is funny but a bit distracting. I always think it's a pylon rush warp.
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only comment is i think the ccw 4th is a bit too far and detached from the rest of the map. otherwise good stuff.
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Wow thanks! Didnt think this map would get such nice feedback 
@PandaZerg I'm glad to hear you actually playtested it ^.^ if you have any replays to send me just PM the link!
@a176 thank you and how would you redesign it, just so I can get a broad sense of what makes players uncomfortable from another map makers perspective.
@Adrian I will make a highlights video soon, a TvT I played on it had heavy banshee uses that in the end amounted to over 150 SCVs killed lol. I will take that into account through more playtesting though.
@Chaos I am still on/off aboot the double towers, I would like to have more testing done before I come to a conclusion on what would be best. I have also thought about it from the beginning, the original had 2, but was a much larger map ^.^
@Rumble/Oxy thank you very much! all that's left to do now is test and wait for MotM lol
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actually now that i look at it, ive mistaken the size of the map. it looks alot larger than it is. the proportions and base spacing is kind of reminiscent of daybreak. i would call it as a flatter, and more wide open daybreak, and thats a good thing. :D
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On June 16 2012 06:14 Broodie wrote: @Rumble/Oxy thank you very much! all that's left to do now is test and wait for MotM lol What if this incoming MotM has a topic that makes all of our WIP's completely unusable? D:
I'm slightly worried.
Oh, and stop beating me on this map. No reason, just stop it.
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Wow that's nice to hear a176, yeah it's not really that big of a map and I kindof see what you mean about daybreak in relation to pathing, can't believe I didn't pick up on that haha
@Sunshine - A few more games tonight, I'll let you beat me once, after that it's game on though lol
and if MotM hosts were going to do that they should have maybe told everyone first so they could prepare, I don't think they would do that though... lol
If it's an FRB MotM I won't be competing. Either way, keep working on Via and we'll have some golden material to work with.
I would like some continual feedback on this map to perfect it to the fullest mano-a-mano, I'll get some playtests on Via too
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Is this published on NA? If not, I would be glad to publish it for you. If so, I can't find it :l and I really want to play my friends on it
edit: just kidding, found it! looking forward to some pretty awesome games
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Thank you Chaos and please send me the replays or tell me how it went for you^
Keep in mind I am still going to be adding some aesthetics to this map soon, just wanted to grind out balance first.
Also for those playing on EU, I can have the map uploaded for you to play aswell if it is requested xD
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United States10148 Posts
feel liek the 3rd/4th area is too small. usually when you take another base, there will be more chokes to defend. by taking the 4th, you keep the same amount of chokes to defend.
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Let me be yet another person in this thread to call this a fantastic map. Seriously, the texturing looks amazing and it's definitely something that's unique. The layout is really solid as well, I definitely think this has potential to be a tournament-playable map. Made a note to go and check this out later, will tell you what I think if I ever get around to it. Awesome job and good luck!
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Great map man! About the Xel'naga tower, my 6th sense tells me it would probably be better to have two towers, placing them to overlap each other just north and south of where the single one is standing now on the same height platform. Not sure if it will be to OP.. but i think where the naga tower is standing now alone, makes it too useless in my opinion.
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Ty^^^vm
I'm currently working on a small revision that may heavily affect the way this map plays past mid game.
I was also considering the moving of the tower but with this new revision I think it's okay with one tower, it will just need more extensive testing^
I also have a new map design that I think has potential, using a style I haven't really tried before^
Keep any eye open before the deadline of MotM
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Oh yeah, I forgot. Textures are terrible too. Get better at not sucking, and this map might have a chance.
So in summary, layout = fantastic, aesthetic = death in a crowded tar-pit.
edit: this is not a bump Broodie. srs.
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Wow you really have gotten a lot better since you began. I'm liking most of the layout. The part I don't like is that some of the expos get close to the opponent once the rocks are broken. It should be alright though.
Great work and I'm impressed at your progress. I don't think the aesthetics are as bad as NewSunshine claims, but the ice tileset is just hard to make look good.
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On July 01 2012 01:55 monitor wrote: I don't think the aesthetics are as bad as NewSunshine claims, but the ice tileset is just hard to make look good. Nonono, you don't understand. We have this thing where he beats me at SC2, but then I insult everything he makes.
And I don't agree about Niflheim, but then you'll see
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hah Thanks Monitor and F**k you Sunshine lets go Imma roll you! (when my internet gets fixed)
There's has been some pretty sweet matches on this map with the only complaint being of the forward third's openness, in the latest version I have the area leading to the third altered quite heavily. I guess since the thread was bumped I'll get some images up tonight of the new revision.
I may also post my new map, tonight, before I go haywire with doodads --_--
Thanks!.
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On July 01 2012 09:27 Broodie wrote: hah Thanks Monitor and F**k you Sunshine lets go Imma roll you! (when my internet gets fixed)
There's has been some pretty sweet matches on this map with the only complaint being of the forward third's openness, in the latest version I have the area leading to the third altered quite heavily. I guess since the thread was bumped I'll get some images up tonight of the new revision.
I may also post my new map, tonight, before I go haywire with doodads --_--
Thanks!.
To be fair, those "sweet" matches were all against me.
And your new map is terrible too :D
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so my computer crashed X_x
I also have a raid set up so lets just hope my backup worked properly and that I get my pc back within the week!
sorry for delays on updates  Returning to DF soon with hope
Edit* despair of my crashed/drive failure Pc has led me to drink the drunk drink
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I'm not sure if you have updated it, but we had tested this map for the mapper's monthly, and we found that you had neglected to make the island outside of the 3rd unpathable. That, sadly, was why we decided not to include it :C!
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You probably hosted the wrong version. SCA - (2) Aurora Frost is the version you see in this thread, and it doesn't have pathable islands by the third.
Edit: I found two versions on Battle.net, and the one without a description is the newest one.
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