On February 03 2016 22:27 deymos wrote:
First of all, hello everyone!
Map work name: Cold Point
Players: 2
Size: 96/96
Link: battlenet://starcraft/map/2/189605
Published: EU
![[image loading]](http://i.imgur.com/BcsFsiE.jpg)
+ Show Spoiler +
Mapis almost finished. Idea was to make map different of most popular one. Lot of them (also maps created by community) are max-symetrical, clear, clinic... Idea was to create "primal" map - with all natural enviroment, a little bit chaotic. Just few thoughts:
1. There are very few small maps in map pool (and current haven't got any) and by small I think about Steps Of War or even Blood Bath (that was fun!) - in my opinion, LotV gameplay is created for such type of maps by small amount of resources and very high speed of the game. This is also reason why it's so few space for buildings besides main.
2. There were very few maps with such main bases placement and I think this is most important feature of Cold Point - they are placed at center of the map, backwards to each other with very small air distance. Standard map architecture: safe, main base at corners and expands in front of that - any danger comes from sides, and from sides you can access to your enemy mineral lines (even Ulrena, which I adore, besides small air distance has such architecture). But what if revert that concept, and make main base available from each side? Also, please notice the mineral patches placement. They are not at standard place - near wall or map end - but in center of main, near future base structures. First - this is unique and will force new "sim city" strategies, Second - it provides some balance to main base placement (it's easier to protect mineral line). Third - vespene placement at edge of main makes it easy to harass. And in mid-late game it's key resource, so the idea is "force" some low-eco games, when each unt count and this may be very interesting. Area between main bases also can be used if You have high ground vision - but not for reapers, colossus etc.
Main (please note very narrow entrance):
![[image loading]](http://imgur.com/wsQAxM3.jpg)
3. Third expansion is gold base, which may encourage to take it as second - but it's cool thing which PT from current map pool proves. It's also hard to defend becouse of wide ramp
4. Second expansion is safe, and "pocket" but it has narrow valley behind main base with destructable rocks. It's also a way to attack main base from each angle, which I mentioned in 2. Reaper harassement can be high effective.
Valley:
![[image loading]](http://i.imgur.com/pp4sefw.jpg)
5. There is island gold base if players want to play longer game or... maybe terran will risk to fly there with CC?
also fact of having island makes game little bit deeper according to fact that there are only 10 bases at this map and lot of airspace - so this is one of safest expand places.
Island (please note you can also fly overlord there, or blink, or go with reaper):
![[image loading]](http://i.imgur.com/vmWcR0g.jpg)
6. Last but not least - there are only few ice based maps and I think that we need some variety in map pool - f.e. at current lot of 1v1 maps has some protoss-releated structures/colours/themes (Ulrena, Central Protocol, Prior Terraces, Dusk Towers)... Even GSL maps.
Please, fell free to test, look and judge
First of all, hello everyone!
Map work name: Cold Point
Players: 2
Size: 96/96
Link: battlenet://starcraft/map/2/189605
Published: EU
![[image loading]](http://i.imgur.com/BcsFsiE.jpg)
+ Show Spoiler +
Mapis almost finished. Idea was to make map different of most popular one. Lot of them (also maps created by community) are max-symetrical, clear, clinic... Idea was to create "primal" map - with all natural enviroment, a little bit chaotic. Just few thoughts:
1. There are very few small maps in map pool (and current haven't got any) and by small I think about Steps Of War or even Blood Bath (that was fun!) - in my opinion, LotV gameplay is created for such type of maps by small amount of resources and very high speed of the game. This is also reason why it's so few space for buildings besides main.
2. There were very few maps with such main bases placement and I think this is most important feature of Cold Point - they are placed at center of the map, backwards to each other with very small air distance. Standard map architecture: safe, main base at corners and expands in front of that - any danger comes from sides, and from sides you can access to your enemy mineral lines (even Ulrena, which I adore, besides small air distance has such architecture). But what if revert that concept, and make main base available from each side? Also, please notice the mineral patches placement. They are not at standard place - near wall or map end - but in center of main, near future base structures. First - this is unique and will force new "sim city" strategies, Second - it provides some balance to main base placement (it's easier to protect mineral line). Third - vespene placement at edge of main makes it easy to harass. And in mid-late game it's key resource, so the idea is "force" some low-eco games, when each unt count and this may be very interesting. Area between main bases also can be used if You have high ground vision - but not for reapers, colossus etc.
Main (please note very narrow entrance):
![[image loading]](http://imgur.com/wsQAxM3.jpg)
3. Third expansion is gold base, which may encourage to take it as second - but it's cool thing which PT from current map pool proves. It's also hard to defend becouse of wide ramp
4. Second expansion is safe, and "pocket" but it has narrow valley behind main base with destructable rocks. It's also a way to attack main base from each angle, which I mentioned in 2. Reaper harassement can be high effective.
Valley:
![[image loading]](http://i.imgur.com/pp4sefw.jpg)
5. There is island gold base if players want to play longer game or... maybe terran will risk to fly there with CC?

Island (please note you can also fly overlord there, or blink, or go with reaper):
![[image loading]](http://i.imgur.com/vmWcR0g.jpg)
6. Last but not least - there are only few ice based maps and I think that we need some variety in map pool - f.e. at current lot of 1v1 maps has some protoss-releated structures/colours/themes (Ulrena, Central Protocol, Prior Terraces, Dusk Towers)... Even GSL maps.
Please, fell free to test, look and judge

Okay, map analysis.
Cons
-Main can be sieged by tanks and even most other long range ground units.
-Drops will be very hard to deter, due to exposed bases. Drops will make tanks even more effective.
-Gold island makes Terran to strong.
-gold corner bases don't need to be gold, again favoring Terran.
-There is only one straight path by ground between starting positions. Between everything actually.
-Rush distance is really, really short.
-Map is to small. Small maps have a special place in my heart, but this map is to small. This is a small map for Brood War standards.
-Cardinal ramps. Always use diagonal ramps as a default, if you can. They look better, and people are more used to dealing with them.
Pros
-The pathway behind the main is kind of interesting, although not the best execution(?).
-I like the snow.
-Has Island bases. Even though they don't work balance wise, I still like the idea of Gold Islands.
Recommendations
Make the map bigger. Fix the main, it's way too exposed. Having a wide ramp doesn't make a base harder to defend, sometimes it makes a base easier to defend. "Defenders Advantage", the ability for the defending army to always out-move and ready itself to the attacker, is what makes bases easy/hard to hold. The Defenders Advantage on this map is basically maxed out, since there is only one attack path that can be defended at one ramp. Thats nearly half the bases on the map controlled by one choke. Luckily, that wont be an issue, since the map is so small and games will never make it past the early stages. Not a pro, but something to consider when fixing the map. Although micro maps are cool, games should always have the possibility of going longer, even if its not much of a chance. Again, 98x98 is to small for a sc2 map, at least when the rush paths are so short.
If it seems like I'm providing to much negative feedback, sorry. I really do like some of the concepts of the map. But it definitely needs major fixing.