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[M] (2) Yog's Winter

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-06 00:11:36
August 17 2012 11:05 GMT
#1
Yog's Winter
by Fatam
version 2.2 [NA, EU]
(Thanks Callynn for EU)

Overviews:

Angled:
[image loading]

Overhead w/ XNT ranges:
+ Show Spoiler +
[image loading]



Statistics:
+ Show Spoiler +

Playable area: 148x124
Mains: 34 CCs
Rush distance - nat-to-nat: 118
# of bases: 12 8m2g
# of rocks: 2
# of watchtowers: 2


Aesthetics:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Giga
Profile Blog Joined August 2011
United Kingdom114 Posts
August 17 2012 11:37 GMT
#2
Have you been touched by the browder? theres soooo many rocks T_T
은하
lefix
Profile Joined February 2011
Germany1082 Posts
August 17 2012 11:41 GMT
#3
Map concept isn't bad. Maybe a few too many destructibles.
I noticed in your screenshots that you got a cliff terrain display glitch. Try pressing ctrl+t
Map of the Month | The Planetary Workshop | SC2Melee.net
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
August 17 2012 11:44 GMT
#4
looks really good, i would remove the middle destructible rocks, the side paths which have access to xnt already stop people camping the middle with death ball.
Live Fast Die Young :D
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 17 2012 12:05 GMT
#5
perhaps put the destructibles in the middle on the other ramps there, so it blocks the earliest entrances, great design though.
Qikz
Profile Blog Joined November 2009
United Kingdom12043 Posts
Last Edited: 2012-08-17 12:09:53
August 17 2012 12:09 GMT
#6
It seems very "chokey" as in loads of places for forcefields and units to stack up. Maybe if you removed the middle high ground and had an open area so people could engage better?

I love the aesthetics though, awesome design.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Aunvilgod
Profile Joined December 2011
2653 Posts
August 17 2012 13:06 GMT
#7
I don´t like the rocks in the center. No need to choke that up.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Fatam
Profile Joined June 2012
1986 Posts
August 18 2012 02:47 GMT
#8
Thanks for the helpful replies everyone. It seems like the consensus is to do something about the middle rocks.

Here's a few different possibilities, let me know what you guys think.

option 1
(no middle rocks whatsoever)
+ Show Spoiler +
[image loading]


option 2
(partially blocked ramps on 2 of the ramps)
+ Show Spoiler +
[image loading]


option 3
(fully blocked ramps on 2 of the ramps)
+ Show Spoiler +
[image loading]


option 4
(no rocks in mid, replace rocks above path to third with longer rocks which block that whole ramp)
+ Show Spoiler +
[image loading]


I'm personally leaning towards 1 or 2, but I can see some merit in 3 and 4 also.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Insomni7
Profile Joined June 2011
667 Posts
August 18 2012 03:33 GMT
#9
I like option 2 the most, also I would make 2 ramps into the 5 and 11 o clock bases, as it is its a bit too impenetrable.
Never Forget.
Fatam
Profile Joined June 2012
1986 Posts
August 19 2012 02:38 GMT
#10
Thanks Insomni. Anyone else? 3 or 4 opinions would be nice before I commit to something.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Coppermantis
Profile Joined June 2012
United States845 Posts
August 19 2012 04:09 GMT
#11
Option 2 is my favorite of those choices.
Veloh15
Profile Joined January 2012
United States161 Posts
August 19 2012 04:25 GMT
#12
Actually I am for option 1
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
August 19 2012 06:07 GMT
#13
Looking at this map for the first time reminds me of the first time I saw Starcraft 2 maps.
Thats a cool feeling. Hope this map does well just cuz of that feeling
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-08-19 13:20:22
August 19 2012 13:14 GMT
#14
Just updated it! Went with option 1. I figured when unsure, best to go with "less is more".

With the change I don't think it will feel "browdery" anymore with the destructible rocks. For all intents and purposes there are only 2 rocks on the map now.

@ bsw thanks! I wonder what about it made you feel that way. Cool nonetheless.

@ the 5 and 11 oclock bases, I --think-- it's best to keep them that way instead of adding any additional entrances. I feel like with the map not being that big (yet you are stretched vertically a decent amount), if you add a ramp on the other side of those bases then it will just be too difficult to defend all your bases and it will be too base tradey of a map. But if other people want to weigh in on that, feel free.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Callynn
Profile Joined December 2010
Netherlands917 Posts
August 19 2012 17:10 GMT
#15
Really nice map! I love the layout and the texture set and I can see you've put a lot of time into the layout's balance. The natural seems a little bit too easy to defend (with only the destructable rocks and the ramp) however, I think Ohana and Metalopolis share this concept, so it should be okay. The fact that the destructable rocks are so close to the natural ramp however does allow the defenders to stay in one spot, whereas on Ohana they need to dart a little bit.

Although I'd like to test how it works out, I can't because I play on [EU] =(
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Fatam
Profile Joined June 2012
1986 Posts
August 20 2012 01:49 GMT
#16
Thanks! PM'd you about getting it on EU

@ the rocks being a bit closer to the nat ramp, I did that because on Ohana they are --both-- ramps, so I figured the defender should have a bit more of an advantage here since the attacker doesn't have to come up a ramp. WHether or not I made the right decision with that.. who knows :-P
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Jebediah
Profile Joined April 2012
Germany106 Posts
August 20 2012 08:56 GMT
#17
I think the natural is fine, since you'll have a harder time defending multi-pronged attacks on natural and third compared to Ohana. And as you mentioned, not having to go up a ramp as the attacker is huge, so I don't see any problems there.
Adding 1 FF size ramps on the 5 and 11 o'clock bases would be nice. If they are in an awkward spot for the attacker, only relatively small amounts of units should get in there. At least, that's what I believe :D
The rocks in the main are a little distracting for me, I can't tell if they create little nooks which are pathable.

Alltogether, I really want to test this map :> Hope it's up on EU soon(ish).
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-08-21 07:41:36
August 21 2012 07:40 GMT
#18
I just sent it to callynn so maybe it will be up soon-ish.

I went ahead and added 1 FF ramps to the 4ths (it's that way in the one I sent as well).
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
eTcetRa
Profile Joined November 2010
Australia822 Posts
August 21 2012 08:14 GMT
#19
Looking much better.

Still not a fan of the aesthetics though ^^
Retired Mapmaker™
Capped
Profile Blog Joined June 2011
United Kingdom7236 Posts
August 21 2012 08:22 GMT
#20
To be honest, the map has too many levels and no open areas.

It looks like you should raise the main and natural, along with those 2 bases on the side with platforms.

Then just have everything else a flat open area with the middle ground highered too.

Just too many choke points / Vision problems for it to work imo

Useless wet fish.
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