• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:48
CEST 08:48
KST 15:48
  • 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 #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Chinese SC2 server to reopen; live all-star event in Hangzhou4Weekly Cups (Oct 13-19): Clem Goes for Four0BSL Team A vs Koreans - Sat-Sun 16:00 CET6Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)80
StarCraft 2
General
Chinese SC2 server to reopen; live all-star event in Hangzhou The New Patch Killed Mech! Team Liquid Map Contest #21 - Presented by Monster Energy herO joins T1 Weekly Cups (Oct 13-19): Clem Goes for Four
Tourneys
SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $1,200 WardiTV October (Oct 21st-31st)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
Is there anyway to get a private coach? OGN to release AI-upscaled StarLeague from Feb 24 BW caster Sayle BSL Season 21 BW General Discussion
Tourneys
[ASL20] Semifinal B [Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN Azhi's Colosseum - Anonymous Tournament
Strategy
[I] TvP Strategies and Build [I] TvZ Strategies and Builds Roaring Currents ASL final Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
The Chess Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Men's Fashion Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Series you have seen recently... Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The Heroism of Pepe the Fro…
Peanutsc
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1319 users

[M] (2) Braxis IX

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-06-28 03:32:23
June 05 2012 05:44 GMT
#1
I sort of put my Zerg-y project on the side, cus I decided to have some fun and hammer out a faster map.

+ Show Spoiler [old overview] +
[image loading]

[image loading]
published on NA - 1.1


Introduction:
Okay, I know what you're thinking, the name is really stupid(*cougharcticravencough*). However, there is something to it. First, the planet Braxis, in the SC2 lore, is a big ball of super-thick ice. And science fiction does that cliche with naming planets with numbers all the time, so, to continue my tirade against Niflheim I dove back in, to create another snow map. I don't hate Niflheim as a tileset, but I find myself against the idea of reworking the dependencies of the map to enable the use of Niflheim. I want to keep the aesthetics purely confined to what can be easily accessed for the average user(the lighting is heavily tweaked, but that's a slightly different story).

Oh yeah, the name is also a subtle reference to this song -


For the layout itself, I wanted to keep it simple, but with a handful of simple, cool features. The aesthetics mirror this - simple in the way it conforms to the layout, but very clean and attractive in its execution.

+ Show Spoiler [images(old)] +
Analyzer Images:
+ Show Spoiler +
[image loading]

[image loading]


Aesthetic Shots:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Tileset Information:
+ Show Spoiler +
Psych! I'm keeping this one a secret. See if you can figure it out :p


Hit me with your pick-aparterie, fellow nerds :D
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
lost_artz
Profile Joined January 2012
United States366 Posts
June 05 2012 07:00 GMT
#2
My 1st concern after having looked over this map is that it may be to easy to secure 4 bases for following reasons.
1) 4ths very close to 3rd - 3rd is farther from nat than from 4th, albeit barely
2) ramps leading into 4th are smaller than they could be

Other than that, 14 bases is a bit extreme, 12 is perfectly fine for 2 player map. The 4/10 o'clocks could use a layout rework. They look out of place almost as if they were after thoughts.

Tileset is pretty sweet, it looks much brighter in screenshots than overview though - is this accurate to in-game also? If so it could be a bit of a literal eye-sore.
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-06-05 07:25:05
June 05 2012 07:14 GMT
#3
On June 05 2012 16:00 lost_artz wrote:
My 1st concern after having looked over this map is that it may be to easy to secure 4 bases for following reasons.
1) 4ths very close to 3rd - 3rd is farther from nat than from 4th, albeit barely
2) ramps leading into 4th are smaller than they could be

Other than that, 14 bases is a bit extreme, 12 is perfectly fine for 2 player map. The 4/10 o'clocks could use a layout rework. They look out of place almost as if they were after thoughts.

Tileset is pretty sweet, it looks much brighter in screenshots than overview though - is this accurate to in-game also? If so it could be a bit of a literal eye-sore.

1) I was thinking about pushing the 4th up a little bit, so the transition from base to base is a little better, I might also open things up a little bit too in that area.

2) I don't think 14 is extreme at all. 4 player maps generally have 14-16 bases, yet are used for 1v1's. 2 of the expo's here are also half bases. I see what you're saying, that 14 is more than usual, but it's fine.

The screenshots show what it's like in-game, because the overview ignores the lighting and gives an inaccurate image, aesthetically speaking. As for being an eyesore, well, I guess I'll wait for the map's debut on the ladder before I tackle that :p
Thanks for the feedback though, it sort of goes along with what I'm thinking to improve it. I also encourage anyone who can play on NA to test the map out, if the lighting is too strong I wanna know. Also, an in-game experience can give much better knowledge than an overview, so I encourage you to experience the map for what it is. GLHF
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
lost_artz
Profile Joined January 2012
United States366 Posts
June 05 2012 07:28 GMT
#4
On June 05 2012 16:14 NewSunshine wrote:
Show nested quote +
On June 05 2012 16:00 lost_artz wrote:
My 1st concern after having looked over this map is that it may be to easy to secure 4 bases for following reasons.
1) 4ths very close to 3rd - 3rd is farther from nat than from 4th, albeit barely
2) ramps leading into 4th are smaller than they could be

Other than that, 14 bases is a bit extreme, 12 is perfectly fine for 2 player map. The 4/10 o'clocks could use a layout rework. They look out of place almost as if they were after thoughts.

Tileset is pretty sweet, it looks much brighter in screenshots than overview though - is this accurate to in-game also? If so it could be a bit of a literal eye-sore.

1) I was thinking about pushing the 4th up a little bit, so the transition from base to base is a little better, I might also open things up a little bit too in that area.

2) I don't think 14 is extreme at all. 4 player maps generally have 14-16 bases, yet are used for 1v1's. 2 of the expo's here are also half bases. I see what you're saying, that 14 is more than usual, but it's fine.

The screenshots show what it's like in-game, because the overview ignores the lighting and gives an inaccurate image, aesthetically speaking. As for being an eyesore, well, I guess I'll wait for the map's debut on the ladder before I tackle that :p
Thanks for the feedback though, it sort of goes along with what I'm thinking to improve it.


No problem On a final note I like the XNT placement a lot. They're just far enough out of the way to the point where they're not vital to winning the game but still very important to knowing whats going on around the map. Plus they're so far apart from each other that you simply can't hold both because you hold one.
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-06-05 07:36:40
June 05 2012 07:35 GMT
#5
On June 05 2012 16:28 lost_artz wrote:
No problem On a final note I like the XNT placement a lot. They're just far enough out of the way to the point where they're not vital to winning the game but still very important to knowing whats going on around the map. Plus they're so far apart from each other that you simply can't hold both because you hold one.

Thanks :D
If you can, try to play a test game some time, and lemme know if the lighting is too harsh. I know not everyone has the same gamma setting, so although I think it's fine, someone else might be having a small seizure. The original goal with the lighting was to bend the color of the textures towards the pristine white of snow, as most of the textures are sort of yellow-ish by default.

Maybe I could use the beta's sweet new copy features to make a quick and easy revision, hmmm. I might have some changes ready before long.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
lost_artz
Profile Joined January 2012
United States366 Posts
June 05 2012 07:42 GMT
#6
On June 05 2012 16:35 NewSunshine wrote:
Show nested quote +
On June 05 2012 16:28 lost_artz wrote:
No problem On a final note I like the XNT placement a lot. They're just far enough out of the way to the point where they're not vital to winning the game but still very important to knowing whats going on around the map. Plus they're so far apart from each other that you simply can't hold both because you hold one.

Thanks :D
If you can, try to play a test game some time, and lemme know if the lighting is too harsh. I know not everyone has the same gamma setting, so although I think it's fine, someone else might be having a small seizure. The original goal with the lighting was to bend the color of the textures towards the pristine white of snow, as most of the textures are sort of yellow-ish by default.

Maybe I could use the beta's sweet new copy features to make a quick and easy revision, hmmm. I might have some changes ready before long.


Perhaps tomorrow or early next week (just ordered parts for new PC so I could always test out Sc2 in general at the same time). . Last time I played I was only silver though haha. I play Sc2 very rarely these days. Mostly just watch VODs/replays/tourneys. Definitely potential for this map to see ladder/tournaments once it's refined.
Aunvilgod
Profile Joined December 2011
2653 Posts
June 05 2012 09:26 GMT
#7
ZhakulDas lightning hurts my eyes.

I like the setup of your expos. No perfect third, that is great.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Gfire
Profile Joined March 2011
United States1699 Posts
June 05 2012 14:52 GMT
#8
Please change the lighting.

Layout seems cool. Perhaps the base density is a bit too high? Outer expos should perhaps be stretched towards the map edges a bit. But it's got a cool, unique shape, and I like it.
all's fair in love and melodies
FlaShFTW
Profile Blog Joined February 2010
United States10218 Posts
June 05 2012 15:55 GMT
#9
The third seems really far away from the natural, no matter which one you take.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 05 2012 16:00 GMT
#10
On June 05 2012 18:26 Aunvilgod wrote:
ZhakulDas lightning hurts my eyes.

shhhh, nobody's supposed to know what it is! :p
ZD is the base lighting, but that's not why it's as bright as it is. I got some changes incoming, for both the lighting and the layout, that should be an improvement. thanks for the feedback so far!
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Aunvilgod
Profile Joined December 2011
2653 Posts
June 05 2012 19:30 GMT
#11
Are you sure that the ZD lighting is saved? The overview usually works fine for me.

If you modify the brightness of the lighting you should check how warping in buildings look like. There is not much space to modify until it looks weird afair.

BTW is it lighting or lightning? Either way a lot of people are writing it wrong and confusing the shit out of me. :p
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-06-05 20:52:17
June 05 2012 20:51 GMT
#12
I've already played a test game on the initial version, and the lighting is fine(as in, what you see in the screenshots). The overviews generated from my particular copy of the editor never seem to have the proper lighting, so it's something I'm sort of used to by now. Once I'm done revising I'll have some new screenshots to show what I've come up with lighting-wise, it should still work for the snow, without being too strong. Guess we'll see.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2012-06-05 23:17:12
June 05 2012 23:15 GMT
#13
Alright, I've got an overview to show the layout changes. I've made lighting changes too, so it's a bit more like how it looks in the overview. Anyway,

+ Show Spoiler [old overview] +
[image loading]

[image loading]

The main changes regard the Clockwise 4th base, which has been pushed a slight bit away from its respective 3rd base, and opened up. It now also sits next to a 4-width ramp, instead of 3.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Aunvilgod
Profile Joined December 2011
2653 Posts
June 05 2012 23:44 GMT
#14
Hmm. It actually seems easier to me to just take the three bottom bases and not the center ones. At least the outer lowground base is the best 4th to take. Just as a note, I don´t think anything needs to be changed.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
RumbleBadger
Profile Joined July 2011
322 Posts
June 05 2012 23:55 GMT
#15
I feel like there's some proportion issues with the map. Most of the high ground areas are very choky and tight, while the low ground areas are huuuuge. Widening the central path a little (doesn't have to be much) as well as bulking out some of the ramps a tad would help, and also larger obstructions on the low ground would help too.
Games before dames.
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 06 2012 00:14 GMT
#16
On June 06 2012 08:55 RumbleBadger wrote:
I feel like there's some proportion issues with the map. Most of the high ground areas are very choky and tight, while the low ground areas are huuuuge. Widening the central path a little (doesn't have to be much) as well as bulking out some of the ramps a tad would help, and also larger obstructions on the low ground would help too.

I'm not sure that's so much an issue, as it is the way the map plays. I'm all for fixing something that's a problem, but I don't want to conform to what a normal map looks like just because it's the standard. I feel this map would be very different if I were to sort of homogenize the openness, and I'm not sure it's necessary(come up with a specific problem area though, and I could crank out a reasonable fix np). Keep the thoughts and feedback coming though! I do appreciate the opinions/advice so far.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Jebediah
Profile Joined April 2012
Germany106 Posts
Last Edited: 2012-06-06 00:42:37
June 06 2012 00:41 GMT
#17
On June 06 2012 09:14 NewSunshine wrote:
Show nested quote +
On June 06 2012 08:55 RumbleBadger wrote:
I feel like there's some proportion issues with the map. Most of the high ground areas are very choky and tight, while the low ground areas are huuuuge. Widening the central path a little (doesn't have to be much) as well as bulking out some of the ramps a tad would help, and also larger obstructions on the low ground would help too.

(...) I feel this map would be very different if I were to sort of homogenize the openness (...)


I agree, if a player manages to force a fight on his terms, he actually has an advantage and that's how it should be.

Any chance of seeing the map published on EU soon? :D Would really like to try it out.
Are the analyzer pics showing the playable area or do they just cut off at the border of the ground? The airspace in the overview looks excessive, but I doubt that it shows the playable area.
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 06 2012 00:52 GMT
#18
On June 06 2012 09:41 Jebediah wrote:
Show nested quote +
On June 06 2012 09:14 NewSunshine wrote:
On June 06 2012 08:55 RumbleBadger wrote:
I feel like there's some proportion issues with the map. Most of the high ground areas are very choky and tight, while the low ground areas are huuuuge. Widening the central path a little (doesn't have to be much) as well as bulking out some of the ramps a tad would help, and also larger obstructions on the low ground would help too.

(...) I feel this map would be very different if I were to sort of homogenize the openness (...)


I agree, if a player manages to force a fight on his terms, he actually has an advantage and that's how it should be.

Any chance of seeing the map published on EU soon? :D Would really like to try it out.
Are the analyzer pics showing the playable area or do they just cut off at the border of the ground? The airspace in the overview looks excessive, but I doubt that it shows the playable area.

You are correct, the overview shows the full bounds, the playable bounds have no excess airspace.

I can get it published on EU before too long hopefully, if Raven doesn't hate the name at least.

*crosses fingers*
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
TheSwamp
Profile Joined November 2010
United States1497 Posts
June 06 2012 03:15 GMT
#19
If you click the spoiler really fast, the map dances.
MLG: How is your Protoss? Idra: I make Blink Stalkers, so really, really good.
Reptilia
Profile Joined June 2010
Chile913 Posts
June 06 2012 03:18 GMT
#20
i like it a lot but i feel that you can't choose to engage vs your opponent in a wide area.
I imagine this in a TvP where the protoss has a deathball and you must find an open area to do the engagement.
The secret to creativity is knowing how to hide your sources
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 12m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
PianO 157
sorry 153
sSak 101
soO 27
HiyA 15
Dota 2
XaKoH 364
Counter-Strike
Stewie2K621
Coldzera 328
allub58
Super Smash Bros
Mew2King130
Other Games
summit1g8996
C9.Mang0605
Tasteless216
Trikslyr30
Organizations
Other Games
gamesdonequick810
Counter-Strike
PGL434
Other Games
BasetradeTV94
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH180
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1587
• Lourlo1313
• HappyZerGling131
Upcoming Events
Wardi Open
4h 12m
Wardi Open
7h 42m
PiGosaur Monday
17h 12m
Replay Cast
1d 3h
Tenacious Turtle Tussle
1d 16h
The PondCast
2 days
OSC
2 days
WardiTV Invitational
3 days
Online Event
3 days
RSL Revival
3 days
[ Show More ]
RSL Revival
4 days
WardiTV Invitational
4 days
Afreeca Starleague
5 days
Snow vs Soma
Sparkling Tuna Cup
5 days
WardiTV Invitational
5 days
CrankTV Team League
5 days
RSL Revival
5 days
Wardi Open
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
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 © 2025 TLnet. All Rights Reserved.