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[M][4] Ice cauldron

Forum Index > SC2 Maps & Custom Games
Post a Reply
fenX
Profile Joined February 2011
France127 Posts
Last Edited: 2012-04-13 21:53:58
March 28 2012 22:26 GMT
#1
[image loading]

Version 0.6 - Testing version
I'll wait for some feedback before I spend more time on this, only 1/3 of the map is textured and only a few spots have doodads.

The idea behind this one is a "2 maps in one", you can only spawn cross positions but the layout is very different if you spawn SW vs NE or NW vs SE.

SW vs NE : Very long ground distances, easy natural, easy third and even easy 4th, shorter air distance from main to main and the natural doesnt protect the main from drops, probably leading to long macro games with drop play. XNT are not very important and easy to avoid.
NW vs SE : Shorter ground distance but longer air distance, hard to take a third but you can choose to expand toward your opponent. XNT are very important and watch over all fast attack paths.

+ Show Spoiler [Analyzer] +

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+ Show Spoiler [Aesthetics] +

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Older versions :
+ Show Spoiler [Version 0.5] +

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+ Show Spoiler [Analyzer] +

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+ Show Spoiler [Version 0.4] +

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+ Show Spoiler [Analyzer] +

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+ Show Spoiler [Version 0.2] +

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+ Show Spoiler [Analyzer] +

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Published on EU as "Ice Cauldron"
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
Superouman
Profile Blog Joined August 2007
France2195 Posts
March 28 2012 22:36 GMT
#2
Mother of god, how did you get those epic trees
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
March 28 2012 22:37 GMT
#3
chokes and ramps everywhere
ez to defend 4 bases

The map where zergs go to die
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
Brosy
Profile Blog Joined August 2011
United States254 Posts
March 28 2012 22:46 GMT
#4
Just curious, but why not have all nats the same? As a toss the top right and bottom left seem much more FFE friendly than the other too.
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 28 2012 23:02 GMT
#5
Seems you didn't have the lighting window open when you exported the map overview image and thus the colors are a bit different on the overview (snow not rly white)?!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Areon
Profile Joined November 2010
United States273 Posts
March 29 2012 01:11 GMT
#6
This... this is kind of brilliant. I don't know if this has been done before but just the concept of spawn locations influencing how players will choose build orders and play out the match is pretty damn interesting. Although Zerg and Protoss sound like they have a couple critcisms, looks like potential for a solid map.
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
March 29 2012 01:22 GMT
#7
I like the concept of 2-in-1, but two problems jump out at me:

1- The bottom right expo (and top left) is really hard to take with a FFE, I would fix this so that both spawn possiblities are viable for FFE.

2- The centre is very claustrophobic, which would make zergs very sad indeed (especially at bottom right/top left spawn points)
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 29 2012 05:15 GMT
#8
Hahaha yes! cool aesthetics for sure.
I am afraid though that the zerg voice in me is saying "nooooo! chokey middle, ramps to get anywhere! we will die! blllarrrrghhhh" (overlord noises)
~ ~ <°)))><~ ~ ~
PeZuY
Profile Blog Joined February 2011
935 Posts
March 29 2012 05:28 GMT
#9
Love the aesthetics, but also I see way too many chokes. Is it possible to small the middle?
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
March 29 2012 09:30 GMT
#10
The SW vs NE spawns look really good to me, but the natural layout in the other spawns is done wrong. For players to gain a good defenders advantage, you need to have a choke very near the 2nd Hatch/CC/Nexus, and right after a more open area. Naturals done this way work good for all races like in your SW vs NE spawns. But as it is the opposite in the SE vs NW spawns it is bad for all races.
fenX
Profile Joined February 2011
France127 Posts
March 29 2012 18:22 GMT
#11
Updated with some changes :
- Small changes here and there to make paths wider
- Changed the entrance for natural on NW/SW spawns
- Added some LoSB

On March 29 2012 07:36 Superouman wrote:
Mother of god, how did you get those epic trees

Edited the texture files
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
moskonia
Profile Joined January 2011
Israel1448 Posts
March 29 2012 19:06 GMT
#12
seems really cool, hope some tournament catch this map.
TheV
Profile Joined August 2010
Brazil107 Posts
March 30 2012 20:21 GMT
#13
I support this idea SO MUCH. Brilliant.
Storm is coming that cannot be avoided.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 31 2012 00:54 GMT
#14
It seems to me that if you make the center hole slightly smaller and add a wide ramp to the highground expansions to make them less turtley, this map would be tournament worthy.
fenX is back <3
Moderatorshe/her
TL+ Member
Mashmed
Profile Joined September 2010
Sweden198 Posts
March 31 2012 01:31 GMT
#15
Something you could do to open up the map abit more and to battle the fact that there are more or less 2 spots you need to guard to have 6 generally safe bases is make the parts i marked in green, lowground.
+ Show Spoiler +
[image loading]
Gosh Digglydarnit
fenX
Profile Joined February 2011
France127 Posts
April 03 2012 22:24 GMT
#16
On March 31 2012 09:54 TehTemplar wrote:
fenX is back <3

Not really, I had that map halfway done for 3 or 4 months, but my analyzer was broken and I only found out recently there was a corrected version available. I'll probably disapear once again when this one is finished.

On March 31 2012 10:31 Mashmed wrote:
Something you could do to open up the map abit more and to battle the fact that there are more or less 2 spots you need to guard to have 6 generally safe bases is make the parts i marked in green, lowground.
+ Show Spoiler +
[image loading]

Brilliant idea, I love it, except that I think it works better on the NW/SE sides and keep the NE/SW 3rd on highground to keep the original idea of different game styles depending on the spawns, one case it will be 3-4 bases macro games and the other will be more 2 bases play with easier agression.

I made some changes on the map accordingly :
- lowground from the 4rth to the Xelnaga tower
- again changed the entrance of the NW/SE natural
- moved the LoSB

(updated the OP, updated the map on EU)
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
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