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[M] (2) Stale Winter

Forum Index > SC2 Maps & Custom Games
Post a Reply
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2014-08-28 17:37:21
August 13 2014 18:42 GMT
#1
Stale Winter
Created by Scorp

Published: [NA]

[image loading]
+ Show Spoiler [Alternative Overview] +
[image loading]


Bounds: 160x136
Bases: 12x 8m2g
XNT: 2
Choke-choke: 41s
Tileset: + Show Spoiler +
Korhal Dirt
Haven Dirt
Aiur Dirt
Kaldir Ice Light
Kaldir Ice Cracked
Korhal Wastes Rock Cracked


Aesthetics
+ Show Spoiler [Show Images] +
[image loading]

[image loading]

[image loading]

[image loading]


Feedback is, as always, welcome and well appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 13 2014 19:03 GMT
#2
I really like those center bases.
Otherwise, not much to say about the map. I don't like vertical thirds like those in general and the low-ground third is pretty difficult (although it would be interesting to see a terran take that low ground third and then the center base in early/mid game of mech vs swarmhosts)
Moderatorshe/her
TL+ Member
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
August 13 2014 19:24 GMT
#3
Sweet map!

I may be wrong but this map is kind of similar to an older one of yours right? Can't think of the name of it now.
~ ~ <°)))><~ ~ ~
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
August 13 2014 19:39 GMT
#4
On August 14 2014 04:24 TheFish7 wrote:
Sweet map!

I may be wrong but this map is kind of similar to an older one of yours right? Can't think of the name of it now.

I can't quite see the similarity to any of my previous maps, but the corner bases do remind me a bit of DF Deadlands.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
vult
Profile Blog Joined February 2012
United States9400 Posts
August 13 2014 20:39 GMT
#5
I like this map, though the vertical third looks really chokey and easy to take. Otherwise I like the rest of the base layouts and aesthetics.
I used to play random, but for you I play very specifically.
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 13 2014 20:53 GMT
#6
I like the center bases too, the map kinda reminds me of Ironman's Spring. I feel like the aesthetics would be awesome if only the texturing was better, but the cliffs and doodads work pretty well.

What I would like to see are some more definite choke points - paths a zerg would think twice about ever using. This map as is seems really open just about everywhere, save for the ass of that corner base..
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
IRoha
Profile Joined July 2012
Korea (South)81 Posts
August 14 2014 03:33 GMT
#7
very good map.

but i think, 7 o'clock gas, limiting movement of the unit

(my terrible englsih, but i believe you understand.)
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
August 14 2014 19:54 GMT
#8
On August 14 2014 12:33 IRoha wrote:
very good map.

but i think, 7 o'clock gas, limiting movement of the unit

(my terrible englsih, but i believe you understand.)

You don't have to apologize for your english, we do understand

The limited movement at 7 o'clock is intentional - I wanted to create an interesting dynamic around that base, where positioning is essential to both defender and attacker.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
[PkF] Wire
Profile Joined March 2013
France24237 Posts
August 15 2014 13:02 GMT
#9
On August 14 2014 04:03 The_Templar wrote:
I really like those center bases.


I'm a big fan of them too, they make the base flow quite original. Overall a pretty nice standardish map which is quite appealing to the eye to boot.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 15 2014 16:15 GMT
#10
I don't understand what the acclaim is for the center bases? (Not trying to be negative scorp, this is a nice enough map.) They seem like pretty standard / will be taken 6th 90% of the time. This map is basically just Overgrowth on its side and a little smaller. The middle bases don't have the incentive of gold and they have the disincentive of additional attack paths.

If you squint you can kind of see games taking totally unexpected expansion patterns in certain situations... but... idk
Comprehensive strategic intention: DNE
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
August 28 2014 17:41 GMT
#11
Visual update has been released!

[image loading]
Mapmaker | Author of Atlas, Rao Mesa & Paralda
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