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[M] (2) Frigid Storage

Forum Index > SC2 Maps & Custom Games
Post a Reply
Caviar
Profile Joined April 2011
70 Posts
Last Edited: 2013-04-11 16:42:43
April 06 2013 22:51 GMT
#1
Frigid Storage
[image loading]

Published to NA
Players: 2
Size: (178x115)(Playable)

UPDATE: 4-8-2013
Shrank the size of the map on the whole
Shifted the third back and down
- Added a pathway blocked by destructible ice towards the 3rd from natural
Shifted the Center Bases towards the outsides of map opening up ramps

Visual Updates



As always feedback is critical and the map is always subject to change. Visuals are far from done but you can get an Idea of where I am going with it. I hate snow...and cliff doodads.
I also stream now when im working on maps. Ill try to stream a few times a week @ twitch.tv/Caviiar

Textures:
[image loading]


Other Maps by Caviar
Night Shade
Initiation


Callynn
Profile Joined December 2010
Netherlands917 Posts
Last Edited: 2013-04-06 22:54:43
April 06 2013 22:54 GMT
#2
Wow I really like this fresh layout. The 'safe' natural is very unsafe against siege units and air in midgame and there is no obvious middle line between the map with all those expansions in the middle. This looks extremely nice, I will play a few matches on it tomorrow and post a sc2drop.

One question: Where did you upload it? I don't like to play with lag and I'm on EU
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.
Caviar
Profile Joined April 2011
70 Posts
April 06 2013 23:09 GMT
#3
On April 07 2013 07:54 Callynn wrote:
Wow I really like this fresh layout. The 'safe' natural is very unsafe against siege units and air in midgame and there is no obvious middle line between the map with all those expansions in the middle. This looks extremely nice, I will play a few matches on it tomorrow and post a sc2drop.

One question: Where did you upload it? I don't like to play with lag and I'm on EU


Thanks.
That was ultimately the plan, a safe yet unsafe expansion that would eventually lead to a more natural flow to the fourth
Its currently published on NA. :/
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 06 2013 23:18 GMT
#4
I would get rid of the 'angle' you have on the map to eliminate the pretty large dead airspace around the map.

its true that a map like ohana has a shift to it as well, though ohana is not as large as your map. 192 across is pretty huge, actually. you could shrink the size around the expos and the various paths to help reduce the map size.
starleague forever
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 07 2013 00:33 GMT
#5
I think there are some things wrong with this map honestly:

- It is very chocked up in a straight line from other base, meaning that it's pretty hard for Z to flank T/P armies and for P to flank mech pushes
- the inbase natural cannot be watched over by an overlord without the overlord being en prise by queens, marines stalkers etc. This counts as much for Z to check gas timings as well as my favourite bone to pick. It's impossible to check for drone saturation in ZvZ.
- the forward natural can also not be looked at with an overlord because it is again en prise by units standing behind the mineral line, as in, there is too much space behind the mineral line. In order for the overlord to check guesses and mineral saturation it has to sacrifice itself
- it looks like you can easily warp into the backyard with a pylon
- it looks like to take 4 creep tumours to spread creep from the main to the forward natural, though this is effectively a third so it might not be that bad.
- both naturals look like being very hard for Z to defend and very easy for T/P to defend

Possible solutions:

- rotate the backyard mineral line so an overlord can sit atop the ledge to watch stuff
- apply building blockers or widen the gaps to stop warpins into the back base
- push the mineral line on the forward base backwards and open up the natural more
- make the direct path to the enemy a little bit less choky.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
April 07 2013 00:35 GMT
#6
On April 07 2013 08:18 a176 wrote:
I would get rid of the 'angle' you have on the map to eliminate the pretty large dead airspace around the map.

its true that a map like ohana has a shift to it as well, though ohana is not as large as your map. 192 across is pretty huge, actually. you could shrink the size around the expos and the various paths to help reduce the map size.


Please don't get rid of the 'angle', since it helps fight the square map syndrome. Instead, to reduce the dead airspace, prevent units and building from going into the further outer regions of the airspace, and make sure there are clear lines showing what airspace is passable, and what is impassable.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
April 07 2013 00:38 GMT
#7
I have no idea why people consider airspace 'wasted space' anyway, it's a Terran type like any other. It's just a Terrain type where only flying units can pass through, which is sort of the reason why they are added to the game. In fact, I'm going to make a map now I think which has a big huge no fly zone in the centre indicated by a doodat but ground units can still pass through, seems like fun.

Apart from that, airspace around mains helps to split up this vaunted deathball people like to complain about. People will park drops, oracles, mutas, prisms, banshees in dead space and the enemy has to have units in anticipation in their main because they know they are there, et voilla, your deathball is split a little more.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Bionicrm
Profile Joined June 2012
United States116 Posts
Last Edited: 2013-04-07 02:16:27
April 07 2013 01:41 GMT
#8
I do like the aesthetics. I don't mean this in a smart way, but it's called a "natural" for a reason. If you take the "natural" closest to the start position, I feel as though it'd be impossible to do any sort of harass, since you'll have your defense structures located at the far end of the main. In my opinion, I think there should always be a ramp connecting the "outside" with a base, except if you can access it quickly and easily like in The Boneyard, where the base in the back of the main is directly across from the main's ramp.

I'd suggest making a "natural" natural, if you know what I mean.

As for the rest of the map, I'd add more doodads relating to the theme/name of the map. To me, "Frigid Storage", judging the map by it's name, I'd expect it to be some sort of base made to hold toxic materials and the like. I'm not sure if the ice on the cliffs are part of the cliff or if they're separate doodads, but if they're part of the cliff, the map definitely needs a theme.

About the "dead airspace", I don't think it's that bad, but there should surely be some doodads, like ice that breaks the surface or something very subtle.

Edit: I tried this once: if you put water in the dead airspace and mess with the settings, you can get it to look like it's frozen, and it looks really cool and realistic, but still needed doodads to break the surface or be visible through the ice.

Still, it's very clean and easy to look at. Keep up the good work, and good luck.

Edit: I just played the map. Here are some screenshots of glitches and other things I wasn't sure about...
+ Show Spoiler +

[image loading]

You should never see the black border on a map. The only way to fix this is to extend the map borders. Doing so would just add more dead airspace, but still, you should never see the black border.

+ Show Spoiler +

[image loading]

[image loading]

Here, you can see that the dead airspace is very boring.

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

These areas (if you look at the minimap, you can see where I am) are a little glitchy. I think adding pathing fillers would fix this, but I'm not sure.

I found that the main's "tail", if you will, is "odd". I think that if a main has two entrances, one should be blocked off with rocks, even if there are rocks elsewhere. On 1v1, 2 spawn maps, you should know where your opponent is, and I think it's awkward to look for two different naturals.

Keep working!
Caviar
Profile Joined April 2011
70 Posts
Last Edited: 2013-04-07 02:56:42
April 07 2013 02:52 GMT
#9
On April 07 2013 10:41 Bionicrm wrote:
I do like the aesthetics. I don't mean this in a smart way, but it's called a "natural" for a reason. If you take the "natural" closest to the start position, I feel as though it'd be impossible to do any sort of harass, since you'll have your defense structures located at the far end of the main. In my opinion, I think there should always be a ramp connecting the "outside" with a base, except if you can access it quickly and easily like in The Boneyard, where the base in the back of the main is directly across from the main's ramp.

I'd suggest making a "natural" natural, if you know what I mean.

As for the rest of the map, I'd add more doodads relating to the theme/name of the map. To me, "Frigid Storage", judging the map by it's name, I'd expect it to be some sort of base made to hold toxic materials and the like. I'm not sure if the ice on the cliffs are part of the cliff or if they're separate doodads, but if they're part of the cliff, the map definitely needs a theme.

About the "dead airspace", I don't think it's that bad, but there should surely be some doodads, like ice that breaks the surface or something very subtle.

Edit: I tried this once: if you put water in the dead airspace and mess with the settings, you can get it to look like it's frozen, and it looks really cool and realistic, but still needed doodads to break the surface or be visible through the ice.

Still, it's very clean and easy to look at. Keep up the good work, and good luck.

Edit: I just played the map. Here are some screenshots of glitches and other things I wasn't sure about...
+ Show Spoiler +

[image loading]

You should never see the black border on a map. The only way to fix this is to extend the map borders. Doing so would just add more dead airspace, but still, you should never see the black border.

+ Show Spoiler +

[image loading]

[image loading]

Here, you can see that the dead airspace is very boring.

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

These areas (if you look at the minimap, you can see where I am) are a little glitchy. I think adding pathing fillers would fix this, but I'm not sure.

I found that the main's "tail", if you will, is "odd". I think that if a main has two entrances, one should be blocked off with rocks, even if there are rocks elsewhere. On 1v1, 2 spawn maps, you should know where your opponent is, and I think it's awkward to look for two different naturals.

Keep working!


Thanks for all the help. Im working on the fixes now
edit; Ill stream for an hour or so working on it twitch.tv/caviiar
Caviar
Profile Joined April 2011
70 Posts
April 07 2013 19:44 GMT
#10
Quite a major update to the previous public version. Thanks everyone who gave me feedback and play tests. Happy Mapping
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 07 2013 23:30 GMT
#11
Is that a backdoor in the new configuration of natural/3rd? If so, you have created the classic nono with a far shorter distance for attacker than defender to the backdoor. Here there's such a disparity that it almost works -- the defender just has to chase the attacker. The problem though is early timings can abuse this way too easily. For example, roach ling aggression vs FFE protoss can just go around and into the main, and protoss can't really do anything about it. They can only defend one spot.

The other comment I have is that now your map is kind of boring. Normal enough natural with an easy 3rd (assuming no early aggression through the rocks), defended at one choke, or if the rocks are down then at one central location near both ground entrances. Before your map had a very unique feature. Now it's just a macro map. The rest of the bases don't really recommend themselves by anything in particular, just a decent basic map layout.

I would consider trying to rework the old setup instead of completing departing from it.
Comprehensive strategic intention: DNE
gronnelg
Profile Joined December 2010
Norway354 Posts
April 08 2013 06:15 GMT
#12
I'm loving the aesthetics.
Is the ridge next to the natural elevated, so that it's possible to hige and overlord there?
Very interesting layout, though I'm a bit concerned about the map being chokey...
Lulzez || My stream: http://www.twitch.tv/gronnelg
Oukka
Profile Blog Joined September 2012
Finland1683 Posts
April 08 2013 08:07 GMT
#13
Are the ramps to the inbase naturals different sizes? For the 9 o'clock main it seems like it is 2 ff's wide and for the 3 o'clock base it is 1 ff wide. Correct me if I am wrong.
I play children's card games and watch a lot of dota, CS and HS
KingCorwin
Profile Joined February 2013
United States134 Posts
April 08 2013 08:27 GMT
#14
On April 08 2013 17:07 Oukka wrote:
Are the ramps to the inbase naturals different sizes? For the 9 o'clock main it seems like it is 2 ff's wide and for the 3 o'clock base it is 1 ff wide. Correct me if I am wrong.

It looks this way to me also.
Map is looking better each update though! I love the no fly zone cliffs around the outskirts of the map
Corwin#12780
Caviar
Profile Joined April 2011
70 Posts
April 08 2013 15:06 GMT
#15
On April 08 2013 17:07 Oukka wrote:
Are the ramps to the inbase naturals different sizes? For the 9 o'clock main it seems like it is 2 ff's wide and for the 3 o'clock base it is 1 ff wide. Correct me if I am wrong.


yes they are :/
My next update to the map will be the biggest.
I have made it a little thinner and took out some space around middle without shrinking it. I also changed the safe natural to be a little more accessible to the third as well as moving the third back a bit but actually decreasing the rush distance to the third
The maps turning out pretty interesting
Caviar
Profile Joined April 2011
70 Posts
April 08 2013 20:01 GMT
#16
Newest layout updated to battlenet
Updates information above as always feedback is needed
KingCorwin
Profile Joined February 2013
United States134 Posts
April 09 2013 04:53 GMT
#17
I like this version much better than the previous version. Just looking at it makes me feel like the rocks are better placed now at the second instead of the third. The only thing that is kind of strange is how far the third's choke is from the base itself but that may just be because i havent played this yet.

So you made two double wide ramps off of the main? As a protoss that makes me have quite a sad day lol
Corwin#12780
Ketch
Profile Joined October 2010
Netherlands7285 Posts
Last Edited: 2013-04-09 11:06:46
April 09 2013 11:06 GMT
#18
The top has a little bit more airspace, while the bottom has not. Is this intentional, or is this only visual (eg. no fly-zones?)
KingCorwin
Profile Joined February 2013
United States134 Posts
April 09 2013 11:37 GMT
#19
On April 09 2013 20:06 Ketch wrote:
The top has a little bit more airspace, while the bottom has not. Is this intentional, or is this only visual (eg. no fly-zones?)

I think this is just visual due to the way the camera works in starcraft (there is more visible, non playable space to the north than their is any other direction in any map
Corwin#12780
Mistakes
Profile Joined February 2011
United States1102 Posts
April 09 2013 20:53 GMT
#20
I love the side bases/paths. A big reason I don't like Daybreak is that there is only a couple attack lanes.
StarCraft | www.psistorm.com | www.twitter.com/MistakesSC | www.twitch.tv/MistakesSC | Seattle
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