|
Ice Wastes has been removed from the collection of active maps. The Idea will be remade under the name 'Karisma'. --------------------------------------------------------------------------------------------------------------------------------------------------
Updated 30th November 2010
Welcome to the eternal ice wastes of the dead planet Xernus. Forever lost in this desolate place, there is only one thing left to prevent total desperation. Fight until death. Though, it is uncertain if the participants prefer life or death. Not like it would matter to anyone.
--------------------------------------------------------------------------------------------------------------------------------------------------
+ Show Spoiler [early beta] +
+ Show Spoiler [Analyzer] +
Specifications:
4 Spawnlocations
12 mineral bases -main has 8 patches -natural has 8 patches -expansions have 8 patches
00 gold bases
04 Xel'naga Towers
Size: 128x128 playable
Notes: The cliff between natural and third are unpathable by ground.
Tanks can shoot over this cliff and reach the geysers, but not the minerals or expo building.
Reapers cant jump directly from very high ground to normal ground.
Feedback is always highly appreciated.
If you would like to talk to me about something concerning starcraft2 mapping, you can catch me on irc in most of the weekly cup channels.
greetings, madsquare.
other maps: Exe9 BBQ Amnesia Beta Station Sapphire Emerald Plateau Dreamscape
|
Nice map.
is the ice tileset a modified lava tileset?
|
I think so. I found it in the official files, put it together and used the Xil cliffs. Then changed some lightning and the result is pretty nice i think.
|
Cool.
For 1v1 (I'm assuming that's what this map was made for), do you think 16 expansions is too much? LT has 12 and most other 4-spawn maps have 14.
|
Seems like the xelnaga towers are overlaping eachother. maybe reduce towers to just 2 ?
|
Beautiful tileset. nice work here.
liking the map layout as well. ^^
|
I agree with the overlapping of the Xel'Naga towers. This can be fixed by repositioning them. I believe that moving them to the outer edge of each of the plateaus they are on so they cover more of the middle portions of the map instead of the corner bases.
I believe the best mode for this map is an FFA.
It has too many bases for a 1v1.
It has the improper structure for a 2v2.
|
This map is made for highlevel esports. since theres so many expansions, its easy to get many bases. however, since its rather small, players will be in each others face pretty easily too. Its made for what spectators want to see - macro heavy games with high aggression, tense battles and a close outcome.
As for the Xel nagas, of course you cant see it from the screenshot, but ill explain. They have been placed relative to the entire map. -They exactly touch the cliff of the nearest natural, and the exit of the natural, without granting vision of anything in the natural itself. -You can see the entire cliff the tower is on, as well as the cliffs nearby with the exeption of their respective towers and ramps. -They touch the ramps of the thirds but dont reveal anything at the top.
If you control all towers, you can see the entire centre, but nothing of the bases around. I cant move them without remaking the entire map. I think them overlapping isnt an issue, since theres that certain area of interest at the natural exits that only one xelnaga can reveal.
greetings, madsquare.
|
1- your map isn't on US 2- can you please upload a template unlocked map (doesn't need to be this one) that has this tileset with the Xil cliffs added? I can't seem to get it to work myself, cliffs seem to be stuck on that one dark green clashing texture 3- the lack of cross-region is really getting old already isnt it?
Other than that looks good, although maybe not quite natural looking enough terrain for my taste. Too many "blobs" around the edges etc. The ultimate challenge being a competitive play oriented balanced map that also looks like natural terrain. Of course only super awesome mapmakers pull that off and only once in a while
|
I really like the idea of the cliff in the back of the main that has a ramp and is on highest ground! Never thought of that myself (:
The thing is: The map is completely build of chokes. Zerg players would hate playing the map and Terrans would have a feast controlling the whole middle area. Maybe the square in the middle should be highground (removing the second ramps to the middle, though they look kickass) as well to make it more battleground-ish? That would imply changing the watchtowers as well I think but that's just what I thought after my first look on your map. We could test it sometime if you're interested.
Edit: The same issue is with the little highground rocks between the spawn locations. Z's will have a hard time to get a suround of in this places.
|
It seems to favor the player spawning directly counterclockwise from the other player in my opinion. The high ground along the edges of the map (the closest 3rd base) is much closer and more accessible to the player attacking from a counterclockwise position, and the way that the natural expansion opens up to the clockwise direction makes it very easy to go clockwise and attack while forcing a player going counterclockwise to go the long way around the wall surrounding the natural.
A terran could also possibly siege up right along the outside of that wall and use scan or an air unit to destroy it. It's also thin enough to blink through or for high templar to use psi storm from the other side of the wall with an observer or air unit. Essentially, it's like the cliffs on Lost Temple except you don't need a medivac to get there. A similar map structure exists on Steppes of War outside the natural, but since the large ramp is nearby, it's not as hard to respond and defend on that map than it is on this one (you have to travel a long route to go counterclockwise on this map).
The last issue I have is how small the open spaces are. The four sets of 3 pillars make it very difficult for surrounds to occur and force players to fight in very narrow, cramped spaces. The same goes for the center of the map which is broken up by cliffs and funneled through ramps, making surrounds very difficult.
Other than that, it's a pretty map. I just wouldn't play on it as Zerg and would cross my fingers that I'd spawn counterclockwise to my opponent.
|
Love the ice, seems like containing will be problematic.
|
very nice
I would consider reducing the amount of minerals in expansions to a more traditional 7, but I like the number of expansions
|
updated
removed cliff pillars.
|
Being able to abuse nat cliff so bad needs to be fixed.
|
dezi
Germany1536 Posts
You should get rid of that center square in all of your maps :D
|
On September 10 2010 02:49 dezi wrote: You should get rid of that center square in all of your maps :D
I like it.
It's like an emblem of his work (correct me if I'm wrong) and it's a pretty cool idea.
|
Yeah man, his signature (madsquare)
|
Updated
- Changed Layout (compare Screenshots above) - Improved lightening - New Texture work
Feel free to leave some Feedback!
|
the natural cliff accessible in main is awesome. It's droppable, but not for long, you can hide your own tech or extra production facilities up there, very cool.
I appreciate a map that has a few good ideas and is expressed simply and cleanly, well done, excellent evolution of this map
|
|
|
|