• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:09
CEST 00:09
KST 07:09
  • 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
Power Rank - Esports World Cup 202547RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16
Community News
BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams4Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension4
StarCraft 2
General
Power Rank - Esports World Cup 2025 Jim claims he and Firefly were involved in match-fixing RSL Revival patreon money discussion thread RSL Season 1 - Final Week The GOAT ranking of GOAT rankings
Tourneys
Esports World Cup 2025 Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava
Brood War
General
Ginuda's JaeDong Interview Series BGH Auto Balance -> http://bghmmr.eu/ ASL20 Preliminary Maps BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams BW General Discussion
Tourneys
CSL Xiamen International Invitational [Megathread] Daily Proleagues [CSLPRO] It's CSLAN Season! - Last Chance [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile CCLP - Command & Conquer League Project
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[\m/] Heavy Metal Thread Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Customize Sidebar...

Website Feedback

Closed Threads



Active: 543 users

[M] (2) Ulaan Winter

Forum Index > SC2 Maps & Custom Games
Post a Reply
GDR
Profile Joined July 2011
Canada407 Posts
Last Edited: 2012-07-09 09:36:09
July 09 2012 04:59 GMT
#1
Ulaan Winter by GDR

Published to [NA]

Version 2.0


[image loading]




[image loading]

+ Show Spoiler [Version 1.0] +
[image loading]


Angled:
+ Show Spoiler [Version 2.0] +

[image loading]


+ Show Spoiler [Version 1.0] +

[image loading]



Screenshots:
+ Show Spoiler [Version 2.0] +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

+ Show Spoiler [Version 1.0] +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]



Analyzer:
+ Show Spoiler [Version 2.0] +


[image loading]

[image loading]

[image loading]


+ Show Spoiler [Version 1.0] +


[image loading]

[image loading]

[image loading]





Details

Suffer the harsh winter of the formerly Xel'naga inhabited moon.

I think the mains are too small (again). I'm going to claim it as a intentional design, and just say I love 2 base all-ins! Rush distances are maybe short? I don't really know what an ideal distance is.

I'm also looking at possibly adding a 11th/12th base.

All of the rocks around the edges are actually retextured to have an icey/snow appearance as seen in the banner. If you want to get a good idea I'd suggest opening the map up. I really wanted to focus on asthetics this go around, and there might be still some more to come out of me in that regard.

Map: Ulaan Winter
Players: 2
Playable Size: 142x144
Bases: 12
Towers: 2
Lighting: Ulnar (not Ulaan)

Textures:
+ Show Spoiler +

[image loading]



Changes:
+ Show Spoiler +
  • Moved third mineral patches, and ramp closer to natural.
  • Added new bases.
  • New path (with rocks) from middle-expo to potential sixth.
  • Expanded 'secret' hallway.
  • Made some ramps larger.
  • Other changes.
FlaShFTW
Profile Blog Joined February 2010
United States10154 Posts
July 09 2012 05:07 GMT
#2
third seems too far and too hard to hold (yep, its me. person who fusses about thirds the most... hi nice to meet you).

feel that the map doesnt need XNT, especially where they are placed. they watch the only 2 paths to either side of the map. so either add a couple more pathways, or remove the towers.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-07-09 05:31:15
July 09 2012 05:08 GMT
#3
The options for a 3rd are a little scary, because the center third is vulnerable to high ground siege pushes, and the high ground 3rd is like Sanshorn Mist: far away and easily able to cut off. You might think that for zerg players the open center with a watch tower makes up for having to risk losing a base so easily, but when a strong push is coming in, zergs tend to retreat and regroup. This gives terran and protoss (especially) the open door to completely cut off the high ground 3rd.

If I have to give one piece of feedback, it would be to make the 3rd ramp closer to the natural. Where and how? That's up to you, but that's my only beef with this.

Also why the man-made gas geysers?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2012-07-09 05:11:56
July 09 2012 05:09 GMT
#4
I like the idea for the middle a lot, but I'm concerned that its going to have some "Daybreak syndrome" where you've got 5 bases but only 2 small attack paths. On this map it might make for some turtling games, except that the fifth (or sixth depending on how players expand) is vulnerable to air harassment. I think if you want to discourage the split-map scenarios, the best solution is to add extra side paths in the middle. It might be possibly to fit them in without changing much, but more than likely you'll have to move things around. I suggest either removing the sixth base and connecting that area to the middle expos, or you could move the mains to the opposite corners and work from there.. but that might be a lot of work. Now that I think about, would a path from the middle expo to the sixth blocked by rocks work?

[edit] I agree with Ironman's suggestion about the third. And I will also raise him (poker terms ftw) that you might want to add an extra ramp from the third so the space next to the "artosis path" isn't so useless.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-07-09 05:24:51
July 09 2012 05:15 GMT
#5
I have one more critique, and I feel it's incredibly crucial as this may help with your mapmaking mindset.

[image loading]

Look at everything in the red circles, and think about the late game. Imagine 200/200 armies in those areas.

Will Zerg be good in those areas?
How powerful will siege units be?
How powerful will forcefields be?
How powerful will fungals be on all those chokes?
Will Zerglings be able to surround in those areas?
Can Bio potentially split against ling/bling in those areas?

Perhaps widen the high ground ridges so Zerg might have a change (think Cloud Kingdom)

So basically if this was my map and I were to fix that whole area it would look something like this

[image loading]

• The red lines indicate the new structure of the high ground ridge (also ramp placement)
• The black gap is just dead, open air space
• YELLOW and Green dots are new mineral placement
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
GDR
Profile Joined July 2011
Canada407 Posts
Last Edited: 2012-07-09 05:38:09
July 09 2012 05:35 GMT
#6
Are you two competing for my heart? Who can give the most feedback?

I like the idea of the middle-expo to 6th-expo connection I'll get on that, probably last, because I want to get the bigger changes out of the way first. I'll widen the secret hallway, add an extra ramp, and move the third closer to the natural.

The only thing I have reservations about right now when talking about the hallway is I want to keep the LOS blockers. I might just remove the ones in the middle, and keep a choke with LOS into the third.

I'll revisit the watch towers once the other path(s) are added.

For now though I think I'll watch a little bit of TV, and think how to go about it all. I did this all last night and a good portion of today (I wasted most of my time trying to retexture trees ). I think I should step away for a bit, haha.

Edit: Oh, thanks for the extra image there Ironman. Would you prefer all deadspace or an extra ramp? I think another ramp could make engagments a bit more dynamic. I'd probably still kill some of the ground in exchange for deadspace.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-07-09 05:52:07
July 09 2012 05:42 GMT
#7
On July 09 2012 14:35 GDR wrote:
Edit: Oh, thanks for the extra image there Ironman. Would you prefer all deadspace or an extra ramp? I think another ramp could make engagments a bit more dynamic. I'd probably still kill some of the ground in exchange for deadspace.


Depends. You have three options.

1) Keep dead space there, all is fair in love and war.

2) Add a ramp there (consider its purpose. Would it be used for flanking?). Also consider that it's in an area where major engagements are least likely to happen, so would adding a extra ramp be necessary?

3) Add a base there (Cloud Kingdom 3rd/4th concept). Not a bad thing to add, but it's manageable.

It's your choice.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
GDR
Profile Joined July 2011
Canada407 Posts
Last Edited: 2012-07-09 06:13:19
July 09 2012 06:07 GMT
#8
On July 09 2012 14:42 IronManSC wrote:
Show nested quote +
On July 09 2012 14:35 GDR wrote:
Edit: Oh, thanks for the extra image there Ironman. Would you prefer all deadspace or an extra ramp? I think another ramp could make engagments a bit more dynamic. I'd probably still kill some of the ground in exchange for deadspace.


Depends. You have three options.

1) Keep dead space there, all is fair in love and war.

2) Add a ramp there (consider its purpose. Would it be used for flanking?). Also consider that it's in an area where major engagements are least likely to happen, so would adding a extra ramp be necessary?

3) Add a base there (Cloud Kingdom 3rd/4th concept). Not a bad thing to add, but it's manageable.

It's your choice.


Okay, okay. I'm going to fiddle around and probably try them all. I actually like the idea of an extra base. I feel like it might become a free expansion if you are able secure 4 bases (main/natural/middle-expo/third + free base) though.

However, the abillity to harass it from the highground might prove to balance it out. Making the hallway more traversed, and thus more of a point of contention.

I actually missed this part in your first respone. The man-made geysers are actually an oversight, from when I was still unsure of the maps asthetics, that I never got around to changing.
GDR
Profile Joined July 2011
Canada407 Posts
Last Edited: 2012-07-09 09:39:20
July 09 2012 09:34 GMT
#9
I updated it. I put a full list of changes at the bottom of the OP.

I'm going to try retexturing the destructible rocks some other time, and maybe do some other things. Right now I'm just debating about entering into Proam.

Not sure if I moved the third close enough. I don't really know if I can move it closer or you will be able to siege the gas on the natural though.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-07-09 17:27:38
July 09 2012 17:26 GMT
#10
looks pretty solid!

I would personally modify this on both side:
+ Show Spoiler +
[image loading]
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
July 09 2012 19:00 GMT
#11
I like it, it looks real nice.

But about those huge open spaces in front of the natural and the third base... Wouldn't it be extremely hard to secure a 4th expansion, especially for, say, protoss, since protoss usually manages to defend attacks better through chokes, or generally smaller areas? The openness is very good for surrounds and/or huge flanking movements in my opinion. So, my suggestion would be to somehow make the area slightly more narrow, and only slightly, because keeping it open in front of the 3rd, like in Ohana LE, allows Zerg to put a lot of pressure.

Also, as mentionned by IronmanSC above, you might want to widen those thin strips of land around the sides to allow for variety in micro.
GDR
Profile Joined July 2011
Canada407 Posts
July 09 2012 22:52 GMT
#12
My map doesn't get as many replies as others. D:

I'll move the middle-expo(s) mineral lines in the next version. Going to try, and get the one so it doesn't impede the new 'backdoor', and also out of siege distance of the high ground. The other one I'll just move it so you can walk easily behind.

Enlarging the high ground strip I'm not sure about. It feels pretty big to me in game, and I've already increased the size once by a reasonable amount. Also, I made the ramp larger.

What I want to do is try, and encourage the middle-expo as a potential third for a Zerg player. So right now I plan to move it a little closer to the natural, and out of siege distance of the high ground. I think the openness of the middle-expo will give Zerg players more room to maneuver, and defend. I don't really want to change that.

Simply, I would like to encourage Protoss, and Terran to expand to the high ground third. While Zerg expands to the middle-expo.
GDR
Profile Joined July 2011
Canada407 Posts
July 11 2012 00:11 GMT
#13
I wanted to try the invisible cliff trick for bridges. So I turned the 'backdoor' into a bridge of sorts. Retextured the rock archways, and various rocks to match the Ulaan cliff and voila!

Tell me if I should actually add it into the map. ^^

[image loading]
Please log in or register to reply.
Live Events Refresh
Next event in 11h 51m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .274
Nathanias 211
BRAT_OK 44
Nina 10
StarCraft: Brood War
Sexy 30
Bale 8
Dota 2
monkeys_forever376
LuMiX1
Counter-Strike
Fnx 1098
Foxcn289
taco 1
Super Smash Bros
AZ_Axe110
Liquid`Ken26
Heroes of the Storm
Liquid`Hasu407
Other Games
tarik_tv10053
summit1g7468
Grubby3233
FrodaN1584
C9.Mang0221
Sick44
Maynarde14
Organizations
Other Games
BasetradeTV32
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• davetesta80
• poizon28 49
• musti20045 38
• Hupsaiya 38
• RyuSc2 3
• Kozan
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Eskiya23 19
• Azhi_Dahaki7
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22708
League of Legends
• Doublelift3141
Other Games
• imaqtpie1260
• Shiphtur416
Upcoming Events
Esports World Cup
11h 51m
Reynor vs Zoun
Solar vs SHIN
Classic vs ShoWTimE
Cure vs Rogue
Esports World Cup
1d 12h
CranKy Ducklings
2 days
BSL20 Non-Korean Champi…
2 days
CSO Cup
2 days
BSL20 Non-Korean Champi…
2 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
3 days
BSL20 Non-Korean Champi…
3 days
BSL20 Non-Korean Champi…
3 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Sparkling Tuna Cup
5 days
[ Show More ]
Online Event
5 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

CSL Xiamen Invitational
Championship of Russia 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Esports World Cup 2025
CC Div. A S7
Underdog Cup #2
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
HCC Europe
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
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.