• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:57
CET 23:57
KST 07:57
  • 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
Behind the Blue - Team Liquid History Book5Clem wins HomeStory Cup 287HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info4herO wins SC2 All-Star Invitational14
Community News
Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April7Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8
StarCraft 2
General
Behind the Blue - Team Liquid History Book How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Rongyi Cup S3 - Preview & Info Clem wins HomeStory Cup 28 HomeStory Cup 28 - Info & Preview
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026 HomeStory Cup 28 RSL Season 4 announced for March-April
Strategy
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 511 Temple of Rebirth The PondCast: SC2 News & Results Mutation # 510 Safety Violation Mutation # 509 Doomsday Report
Brood War
General
Recent recommended BW games BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Can someone share very abbreviated BW cliffnotes? StarCraft player reflex TE scores
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Diablo 2 thread Battle Aces/David Kim RTS Megathread EVE Corporation Nintendo Switch Thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Safe termination pills Johannesburg+27 63 034 8600
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
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1603 users

[M] (2) Frozen Sanctum

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Deep_
Profile Joined January 2011
Germany19 Posts
Last Edited: 2011-03-05 19:24:27
February 08 2011 17:07 GMT
#1
[image loading]

Frozen Sanctum 1.9

Overview:

90 degree angle
[image loading]

40 degree angle
[image loading]

I tryed to create a ice map just with the textures which are allready in this game. A mixture out of white und blue Sand/ Dunes actually did the job pretty well. I also used some cloud and fog doodads to increase the cold atmosphere. It's not distracting ingame though. the map is also diagonal mirrored which seems to be not that common.

Impressions:
+ Show Spoiler +
[image loading]
The middle

+ Show Spoiler +
[image loading]
Falling debris

+ Show Spoiler +
[image loading]
Main

+ Show Spoiler +
[image loading]
3rd

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]
Gold

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]
Ingame Main

+ Show Spoiler +
[image loading]
Ingame 4th cloud drifting over the cliff



Map Specifications:


  • Map size:186x176
  • Playable:144x136
  • melee map 1v1
  • Main bases on 9 and 12 o'clock
  • standart 12000 minerals and 5000 gas at each base
  • 1 gold expansion with 9000 minerals 5000 gas
  • 2 Xel'Naga watch towers covering the middle


Map analysis:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Change log

+ Show Spoiler +
1.2:
  • added new 4th
  • removed rocks at the 5th
  • added rock at the gold

1.3:
  • incresed the space between both 3rd expansions
  • added some more details like falling snow, snow drifts and some doodads

1.4:
  • added some no flying zones in the north covert by doodads

1.5:
  • fixed the right side Natural Expansion

1.6:
  • added some more details

1.7:
  • Changed the 3rd again
  • added Niflheim Textures
  • some more details, Trees, falling debris in Cliffs, ice spikes on all minerallines
  • changed light


Download:

  • Download link
  • Download available on the EU-Server
Ragoo
Profile Joined March 2010
Germany2773 Posts
February 08 2011 17:16 GMT
#2
Visually this is really really nice, I love snow

I don't like the expansion layout tho. If Zerg wants to take a third they expand towards their opponent, and the thirds are really close together.
That the fourth has Rocks is even worse, since Zerg can't take it as a third then. And in any case those Rocks are pointless and should be removed
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 08 2011 17:25 GMT
#3
On February 09 2011 02:16 Ragoo wrote:
I don't like the expansion layout tho. If Zerg wants to take a third they expand towards their opponent, and the thirds are really close together.
That the fourth has Rocks is even worse, since Zerg can't take it as a third then. And in any case those Rocks are pointless and should be removed

This and there is so much space for air :/
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Deep_
Profile Joined January 2011
Germany19 Posts
February 08 2011 17:28 GMT
#4
On February 09 2011 02:16 Ragoo wrote:
Visually this is really really nice, I love snow

I don't like the expansion layout tho. If Zerg wants to take a third they expand towards their opponent, and the thirds are really close together.
That the fourth has Rocks is even worse, since Zerg can't take it as a third then. And in any case those Rocks are pointless and should be removed

Hmm good Point. I think i will remove the rocks at the 4th but adding one at the gold.
Moody
Profile Blog Joined August 2010
United States750 Posts
February 08 2011 17:28 GMT
#5
First off, the map looks incredible! Good job with textures and mirroring!

However, a few problems I see:
-3rd is way to way to easy for P and T to take, and there is no real good option for Z
-Xel'Naga Tower on an island? o.O
-The tight chokes and narrow attack paths don't allow for much flanking.
-Are the backs of the base, behind the mineral patch in vision of workers gathering? If so, boooo, if not, yay!

Suggestions:
Move Third to the area south of the natural, closer to the 4th.
Open up attack paths in center a bit.
A marine walks into a bar and asks, "Where's the counter?"
Iamyournoob
Profile Joined August 2010
Germany595 Posts
February 08 2011 17:29 GMT
#6
Great look. I love it.

In terms of gameplay I want to stress what Ragoo said. Zergs don't want to expand towards an opponent, so they will probably have to take the fourht as a 3rd which sadly have rocks. I'd rather put the rocks to the gold. On a side note: Since the 3rd is easy to take Zergs will have a hard time denying the 3rd of their enemies which is crucial for them. I am also concerned about the size of the map. While the map itself is okay in terms of size, there is so much empty space around which means that air harassment is hard to scout since you can avoid getting scouted by taking huge detours to your opponents base.

Overall: Nice map which could use some little rearrangement of the expansions.
Deep_
Profile Joined January 2011
Germany19 Posts
February 08 2011 18:46 GMT
#7
I added an new 4th expansions, removed the rocks from the 5th expansions and added a rock at the gold.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 08 2011 18:50 GMT
#8
Can you make a top down pic with borders on? Because MOST of the decoration won't be visible ingame anyway (useless deco tbh).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
PiLoKo
Profile Joined January 2011
Mexico144 Posts
February 08 2011 19:00 GMT
#9
Third to Third is so close, maybe if you change the ramp so the third is the other one aside the nat?, that way you can also solve the problem that XNWT would create in battles, it will give a huge advantage to whoever got it.

There is too much air space behind the mains, make it smaller, the map looks incredibly great.
I like to troll in-game :)
Deep_
Profile Joined January 2011
Germany19 Posts
February 08 2011 19:04 GMT
#10
On February 09 2011 03:50 dezi wrote:
Can you make a top down pic with borders on? Because MOST of the decoration won't be visible ingame anyway (useless deco tbh).


I've added a pic with borders on and no doodads to the map analysis pictures.
smurfbizkit
Profile Joined September 2010
United States15 Posts
February 08 2011 19:15 GMT
#11
I'm not much help with map layout/gameplay comments...but visually I do have some initial comments;

1) Readability is low. It is dark and desaturated, making it a bit less easy to tell units apart (especially in mirror matchups). This can be ok, since say...readability isn't nearly as easy on Metalopolis as it is on Lost Temple. My concern is that you just went a bit too far with it. (although it could also be needed due to needing desaturate the terrain enough to seem like its white)

2) Map feels empty. You could use more details/doodads placed, especially ones that play up the arctic/cold feel. Obviously you don't want to impede gameplay, but you could always instead of just pure drop down to the abyss have it go down just 1 level and be impassable. Fill that with doodads/detail as much as you like.

3) Is there a sort of generic wind particlefx you could toss on the map? Doesn't one of the desert tilesets use one? One of those could help play up the cold feeling more.

4) Overall, the terrain is fairly monotone, always that snow type texture on ground. Why not break it up for some of the expansions and have it be exposed rock, maybe exposed rock with minor traces of snow on it?

Anyway, good work so far!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 08 2011 19:25 GMT
#12
The broken turf or whatever that doodad is, very cool "icicles" in the cliff.

The island tower is pretty strong for tvz. Maybe give it an entrance with rocks? I don't think the expansionsare awful, but it is unfair to zerg right now. You might try tucking the close third further to the northwest, sort of underneath the mains. You might make some room by pulling the mains closer to the edges away from mid. Then that base is not directly on the path to the nat, and the distance between those bases gets a bit longer. I can draw it if you want.

I have to say, very well done on the ice theme. Coldest looking ice map yet.
Comprehensive strategic intention: DNE
NullCurrent
Profile Joined November 2010
Sweden245 Posts
February 08 2011 19:59 GMT
#13
Love the ice on the cliff-edges!
I think you made a better ice/snow map than I did, so thumbs up!

But I can agree with others here saying it is a bit too plain. That is not to say that plain is bad, you probably want it to be somewhat minimalistic as snow covers everything, but some more eye-candy won't hurt.

Also, the look of the layout is also suffering a bit with the few cliffs you have. One thing which might liven it up a bit is to add cliffs which are unpathable (ie. with doodads and pathing blockers), this will lessen the feeling that you're playing on a block of ice which has been dropped in a cave.
Just plain cliffs might also work, but consider balance with drops, reapers, collosi etc.

An additional aesthetic change you can make use of is to use the height tool (not cliff) to make hills outside of the playable area (cliff level 0).

On February 09 2011 04:15 smurfbizkit wrote:
3) Is there a sort of generic wind particlefx you could toss on the map? Doesn't one of the desert tilesets use one? One of those could help play up the cold feeling more.

I'd recommend windy ash, it will look somewhat like falling snow.
The Planetary Workshop - TPW - Mapmaking Team
Deep_
Profile Joined January 2011
Germany19 Posts
Last Edited: 2011-02-09 02:07:57
February 09 2011 02:06 GMT
#14
On February 09 2011 04:59 NullCurrent wrote:
Show nested quote +
On February 09 2011 04:15 smurfbizkit wrote:
3) Is there a sort of generic wind particlefx you could toss on the map? Doesn't one of the desert tilesets use one? One of those could help play up the cold feeling more.

I'd recommend windy ash, it will look somewhat like falling snow.

Thank you for the advices. I've added now both windy ash as falling snow and desert storm as snow drifts. Looks fantastic even though the windy ash has a light red glimmer to it.
I also changed the 3rd expansions. There should be now more space between both.
And i added some more doodads. All in all the map looks now even colder.
WniO
Profile Blog Joined April 2010
United States2706 Posts
February 09 2011 02:16 GMT
#15
i like the bleak look of it and the ground edging as well, but i think it should have more variation to it on the edges. so have some areas with and some without, or add stuff to break up the repetition. also this looks to be a nightmare for computers - you might want to shrink the bounds a little so the doodads dont lag too much.
Deep_
Profile Joined January 2011
Germany19 Posts
February 23 2011 18:17 GMT
#16
I just realized the existens of the Niflheim Textures, so i added them to the Map. I also changed the light, added some more details like falling debris to the cliffs and ice spikes to the minerallines and the 3rd is now even closer to the main.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 24 2011 06:22 GMT
#17
Good update. Can you post a picture of the old version for comparison? The weird shadows in multiple directions are kind of distracting, but I guess it's not overpowering. (Also.. bizarre lighting algorithm that gives multiple direction shadows..?)
Comprehensive strategic intention: DNE
Deep_
Profile Joined January 2011
Germany19 Posts
February 24 2011 17:57 GMT
#18
On February 24 2011 15:22 EatThePath wrote:
Good update. Can you post a picture of the old version for comparison? The weird shadows in multiple directions are kind of distracting, but I guess it's not overpowering. (Also.. bizarre lighting algorithm that gives multiple direction shadows..?)


Here are some pictures of v1.2 :
+ Show Spoiler +
[image loading]
[image loading]
[image loading]

[image loading]
[image loading]
[url=http://imgur.com/yRQIo][image loading]
[url=http://imgur.com/hx6e0][image loading]
[url=http://imgur.com/cSA04][image loading][/url]

V1.7 has nearly the Lightalgorithm of Zhakul'Das. There are no multiple directed shadows.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 24 2011 18:23 GMT
#19
Thanks for the pics. The new version is definitely an improvement for base distances.

In the "impressions", for example, the last two, you can see what I'm talking about quite clearly. Why are there dark spots all over the ground? Maybe I'm just looking at it wrong.
Comprehensive strategic intention: DNE
Deep_
Profile Joined January 2011
Germany19 Posts
February 24 2011 19:14 GMT
#20
On February 25 2011 03:23 EatThePath wrote:
Thanks for the pics. The new version is definitely an improvement for base distances.

In the "impressions", for example, the last two, you can see what I'm talking about quite clearly. Why are there dark spots all over the ground? Maybe I'm just looking at it wrong.


can it be that you talking about the little "ice spikes" i added to the Minerallines and to the main spawn points
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Ladder Legends
19:00
Amateur Showdown #1
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft670
Nathanias 108
ForJumy 28
StarCraft: Brood War
Shuttle 50
NaDa 12
ggaemo 12
Dota 2
LuMiX1
League of Legends
JimRising 418
Super Smash Bros
hungrybox488
Mew2King103
Heroes of the Storm
Khaldor347
Other Games
tarik_tv18877
gofns14465
summit1g6653
Grubby4544
FrodaN3993
ToD252
KnowMe190
ViBE42
Maynarde32
minikerr10
Organizations
Other Games
gamesdonequick2241
BasetradeTV323
StarCraft 2
angryscii 43
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 22 non-featured ]
StarCraft 2
• Hupsaiya 47
• HeavenSC 44
• musti20045 42
• RyuSc2 25
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• blackmanpl 46
• RayReign 25
• Azhi_Dahaki21
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV623
• masondota2136
League of Legends
• Doublelift5205
• Scarra63
Other Games
• tFFMrPink 16
Upcoming Events
Replay Cast
1h 3m
uThermal 2v2 Circuit
13h 3m
WardiTV Winter Champion…
16h 3m
OSC
1d 1h
Replay Cast
1d 10h
Wardi Open
1d 13h
Monday Night Weeklies
1d 18h
Sparkling Tuna Cup
2 days
LiuLi Cup
2 days
Reynor vs Creator
Maru vs Lambo
PiGosaur Monday
3 days
[ Show More ]
LiuLi Cup
3 days
Clem vs Rogue
SHIN vs Cyan
The PondCast
4 days
KCM Race Survival
4 days
LiuLi Cup
4 days
Scarlett vs TriGGeR
ByuN vs herO
Online Event
5 days
LiuLi Cup
5 days
Serral vs Zoun
Cure vs Classic
LiuLi Cup
6 days
Liquipedia Results

Completed

Acropolis #4 - TS4
HSC XXVIII
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
LiuLi Cup: 2025 Grand Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 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.