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Active: 3739 users

[M] (2) Frozen Rivers

Forum Index > SC2 Maps & Custom Games
Post a Reply
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-06-13 15:40:35
June 13 2014 01:13 GMT
#1
Frozen Rivers
By The_Templar


Published on: | NA | EU | SEA | KR |
PM a request if you want it published on SEA or KR.



+ Show Spoiler [Full Overview (144x144 playable)] +
[image loading]

+ Show Spoiler [Bases] +
[image loading][image loading][image loading][image loading][image loading][image loading]


[image loading]
[image loading]
[image loading]
[image loading]


Textures: Kaldir
Details:
  • 2 Spawnpoints
  • 14 normal bases
  • 52 doodads
  • 57 seconds nat-to-nat
  • 0 watchtowers
  • 8 destructible rocks
  • 4 sideways rocks™

If you have a better idea for a name please let me know
Moderatorshe/her
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
June 13 2014 05:27 GMT
#2
I can't really comment on the layout or balance or anything, but I think that the split ramp feature is kinda cool (in the northeast and southwest parts of the map).
This is it... the alpaca lips.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
June 13 2014 23:38 GMT
#3
I like the dynamic with the choices of 3rd/4th/5th bases. Seems like it gives each race a good choice without given one or another too good of a choice.
~ ~ <°)))><~ ~ ~
SidianTheBard
Profile Joined October 2010
United States2474 Posts
June 13 2014 23:56 GMT
#4
This is probably my favorite map you've ever made Templar. Just a few of my suggestions from me.

+ Show Spoiler +

[image loading]


I'd like the 1 & 7 bases moved closer to the 3rds so it feels a little more normal to expand vertically if needed. Seems right now if that's your goal once you take your 3rd, the other 4th is so far away and shoved in the corner that is seems rather difficult to take and would be more of a "hidden" base imo. I'd rather see it moved a bit closer to the 3rd to make it at least feel easier and thus would flow just as well, if not better with the 5th high ground base.

The Pink = LoSB, think it'd be nice to throw some LoSB on the low ground paths to make them a little more difficult to move through.

The middle, is just a suggestions I thought of while opening your map up in photoshop. really dislike the super wide 4x/5x (w/e it is) on that potential high ground 3rd, it seems kind of boring and I think if you played around with some terrain you could make that base a lot more interesting. Doing what I drew up you could then get rid of the hole in the middle of the map and that would be a choked off path, could even put a XWT in the middle there to fight over? Just food for thought.

Overall, awesome map bud, definitely one of my favorites from you. Although dammit Templar, work harder on your aesthetics imo!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
June 14 2014 01:31 GMT
#5
Overall, awesome map bud, definitely one of my favorites from you. Although dammit Templar, work harder on your aesthetics imo!

This is basically something that has to be said every time I open a map thread
Moderatorshe/her
TL+ Member
Shkudde
Profile Joined February 2011
Netherlands709 Posts
June 25 2014 09:22 GMT
#6
The different possible thirds are really cool, haven't seen it done like this ever I think.
And who cares about texturing anyway
You definitely have my vote for MotM!
$O$ | herO[jOin] | Zest hwaiting!
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-06-25 12:31:26
June 25 2014 12:30 GMT
#7
On June 25 2014 18:22 Shkudde wrote:
The different possible thirds are really cool, haven't seen it done like this ever I think.
And who cares about texturing anyway
You definitely have my vote for MotM!

Everybody
Moderatorshe/her
TL+ Member
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