• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:23
CEST 07:23
KST 14:23
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #22 - Voting & Ladder Map Selection4Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7
Community News
[BSL22] Non-Korean Championship from 13 to 28 June0Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th151Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
TL.net Map Contest #22 - Voting & Ladder Map Selection TL Poll: How do you feel about the 5.0.16 PTR balance changes? My starcraft 2 changes StarCraft II 5.0.16 PTR Patch Notes may 26th The Death of Cheese: From a Professional Cheeser
Tourneys
Maestros of The Game 2 announcement and schedule ! Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 528 Infection Detected Welcome to the External Content forum Mutation # 527 Hell Train
Brood War
General
14k games analyzed: Cross Spawn Nexus first good? Tesagi Viewer - A new era of replay watching FlaSh's ASL S21 Finals Review BGH Auto Balance -> http://bghmmr.eu/ VPN experiences
Tourneys
[ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Why doesn't anyone use restoration? Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne Path of Exile ZeroSpace Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Russo-Ukrainian War Thread How cold is too cold to be outdoors? Dating: How's your luck?
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Gauntlet SC2: A Retrospectiv…
Ctone23
Esportsmanship: How to NOT B…
TrAiDoS
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6732 users

[M] (2) Snow Spawn

Forum Index > SC2 Maps & Custom Games
Post a Reply
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 08 2013 16:36 GMT
#1
Snow Spawn v.01
Published Americas
by a176

[image loading]
Larger

Angled
+ Show Spoiler +
[image loading]


170x124 Playable
14 Base
65s Main-Main
55s Nat-Nat



Misc Shots
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


Some time ago I started this map for kicks and didn't bother to do anything with it. With the TLMC announcement, I decided to make it into a full fledged map. The map was originally heavily Daybreak inspired, but with the evolving HotS metagame, there were certain design goals I set for myself.

  • Minimize open-air areas. Nothing annoyed me more than seeing Tempests sitting in the middle of nowhere pummeling a base. Not a complaint about it being OP, but more of a complaint of it looking ridiculously boring and stupid. But for other units, it obviously gives them less chance to escape unharmed.
  • Institute wider use of low/raised terrain, to try to bring some terrain-vision based gameplay back to SC2.
  • Raise base count and counter-attack options. Daybreak suffered from limited pathing options in combination with a base layout that promoted splitmap games. I usually have winding paths in my maps, but most of you will have seen the effect of this in Neo Planet S.


Some specific features of the map.
  • Double Collapsible Rocks. Blizzard designed these rocks, by default, to act as one rock when within a certain proximity. Destroying the rocks will block both a ramp and a small counter attack path, which effects both attack and defender at the same time.
  • Large raised terrain near 11/5oclock bases. I wanted to minimize the power of air but not completely eliminate its effectiveness, so these fairly wide areas give these units some place to be safe from ground units, and to attack bases that will be taken later in the game.
  • Further, the raised terrain around the map will also provide vision-safety escape options for air units.
  • Reaper backdoor into Main
  • Corner bases connected by cliff (reaper, proxy pylon options)
  • No middle Watchtower. You must be proactive to scout attacks. There is a small overlord pod outside the nat but it has limited vision spread
  • Note, none of the raised terrain with trees can be dropped and serve strictly for overlords and air units

Enjoy!
starleague forever
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 08 2013 17:22 GMT
#2
There are things I like and dislike about it. Overall, I think the concept could have been executed on a smaller scale, and I'm not sure about so many 1 entrance bases, though the middle ones are kind neat. Not sure why they need rocks. The aesthetics are plain and readable, which is good, but too plain IMO.
SC2 Mapmaker
llIH
Profile Joined June 2011
Norway2147 Posts
May 08 2013 19:14 GMT
#3
Well I like it.
a176
Profile Blog Joined August 2009
Canada6688 Posts
June 06 2013 20:06 GMT
#4
retexture and modified bottom 3rd/4th terrain

[image loading]

[image loading]
starleague forever
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 06 2013 20:23 GMT
#5
Woah, now thats really good design, like BroodWar winter
Timetwister22
Profile Joined March 2011
United States538 Posts
June 06 2013 20:24 GMT
#6
The reflectivity of the snow really hurts my eyes. Mabye it's better in game, but if not change the lighting. It is incredibly painful to look at these images.
Former ESV Mapmaker | @Timetwister22
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2013-06-06 20:48:15
June 06 2013 20:46 GMT
#7
On June 07 2013 05:24 Timetwister22 wrote:
The reflectivity of the snow really hurts my eyes. Mabye it's better in game, but if not change the lighting. It is incredibly painful to look at these images.


its the default niflheim lighting

[image loading]
starleague forever
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 06 2013 21:19 GMT
#8
Niflheim lighting is very contrast by default. Try other lighting sets, like standard night or something like this. Standard night would be nice to see.

Stop use default lightings with texture presets, use custom ones to make map more unique and better.
sCnDiamond
Profile Joined January 2011
Germany340 Posts
June 06 2013 21:20 GMT
#9
At the moment your map features some really harsh contrasts, imo, that can distract from gameplay because the units don't set themselves apart enough from the terrain. When both players take all their expansions, their "area of interest" get very close to each other. That might cause some intense fighting or cause the players to never take those expansions. You could fix this by removing one of the expos (which leaves 6 expos for either player, which is fine, or put them in the middle, so they don't belong to a player and are neutral instead, and they have to fight over these in the late game.
[image loading]
formerly spinnaker.
a176
Profile Blog Joined August 2009
Canada6688 Posts
June 06 2013 21:39 GMT
#10
On June 07 2013 06:19 Existor wrote:
Niflheim lighting is very contrast by default. Try other lighting sets, like standard night or something like this. Standard night would be nice to see.

Stop use default lightings with texture presets, use custom ones to make map more unique and better.


believe me ive tried many combinations. the snow textures are very finicky. any slight modification in light color is enhanced 10x over by these textures, in comparison to other tilesets, and especially so with lighter colors.

so then you think to kill some specular or hdr to ease it on the eyes, but then that kills the definition of the snow textures (i use the "cracked" textures alot). so in the end i always end back with something looking similar like niflheim.

since i just added the grass, green color armies and darker units do take a visibility hit because of the contrast, so ill have to figure something out for that.
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
June 06 2013 21:44 GMT
#11
On June 07 2013 06:20 spinnaker wrote:
At the moment your map features some really harsh contrasts, imo, that can distract from gameplay because the units don't set themselves apart enough from the terrain. When both players take all their expansions, their "area of interest" get very close to each other. That might cause some intense fighting or cause the players to never take those expansions. You could fix this by removing one of the expos (which leaves 6 expos for either player, which is fine, or put them in the middle, so they don't belong to a player and are neutral instead, and they have to fight over these in the late game.
[image loading]


the idea behind this is that with people becoming more and more balanced in their matchups, i wanted an extra base so they could extend the game just a bit longer instead of mining out on six. i balance this with these two extra bases being extremely exposed. it also acts as a mineral dump for the static defense you'll need to build to help defend these bases since they are so far from your spawn.
starleague forever
Please log in or register to reply.
Live Events Refresh
PSISTORM Gaming Misc
00:00
FSL S11 TeamLeague: ASH vs ST
Liquipedia
The PiG Daily
21:30
GSL Ro8 Group B Replay Cast
Maru vs SHIN
Rogue vs Zoun
PiGStarcraft618
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Calm 1752
yabsab 22
Nal_rA 15
Icarus 11
League of Legends
JimRising 704
ProTech60
Counter-Strike
Stewie2K1223
m0e_tv500
Super Smash Bros
Mew2King86
Other Games
summit1g7363
PiGStarcraft618
C9.Mang0613
WinterStarcraft506
monkeys_forever167
RuFF_SC2106
ViBE46
Nina12
Organizations
Other Games
gamesdonequick901
BasetradeTV164
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH123
• practicex 59
• Light_VIP 31
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1164
• Lourlo1114
• Stunt452
Upcoming Events
Replay Cast
3h 37m
Solar vs Classic
uThermal 2v2 Circuit
9h 37m
Grudge Match
10h 37m
FlaShFTW vs A.Alm
OSC
15h 37m
MaxPax vs YoungYakov
Krystianer vs Shameless
GgMaChine vs Creature
LetaleX vs MiniZergUA
ReBellioN vs TBD
ArT vs HiGhDrA
Nicoract vs Azura
GSL
1d 2h
herO vs Rogue
Maru vs Cure
Patches Events
1d 7h
uThermal 2v2 Circuit
1d 9h
BSL
1d 13h
OSC
1d 18h
Monday Night Weeklies
2 days
[ Show More ]
Replay Cast
2 days
Sparkling Tuna Cup
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Maestros of the Game
4 days
Replay Cast
4 days
The PondCast
5 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

KK 2v2 League Season 1
RSL Revival: Season 5
Heroes Pulsing #1

Ongoing

BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
uThermal 2v2 2026 Main Event
2026 GSL S2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.