EDT 20:41 CEST 02:41 KST 09:41

Streams: 114 live
26029 total viewers

Active: 7020
[WCS AM] Challenger Round …
StarLadder Season Six Prev…
[SPL] Round 5 Week 3 Previ…
Presenting Store 2.0
[WCS EU] Ro16 - Group D Pr…
Liquid wins the Curse Invi…
mousesports defeats DD.Dot…
Dragon joins Clarity Gaming
Code S Group of Death, Par…
Axiom.Miya Retires
This Week in Starcraft 2: …
TargA joins Team Dignitas
tradimo - $36,000 stock pi…
TL Advertising Features
[game]Boobs, butt or sho…
Should people be allowed…
UN's Insect Eating Report
Korean Music Discussion
Daft Punk: Random Access…
The Automated Ban List
Cybercraft NYC HoTS Tourna…
Barcraft Idaho - MLG Sprin…
WCS American Finals Barcra…
DC LAN #12
The Snute Fanclub
The SEn Fanclub!
[Stream] HuK
[Stream] PsyonicReaver
[H] CPU temp extremely hot…
[G] Streaming with OBS (Op…
Mechanical Keyboard Guide
Steam will not launch Valv…
Any fix for Twitch tv lag?
LaG Gaming Official Stat…
Code S Group of Death, P…
SC2 Interviews/Translati…
[Acer] WCS EU Ro16 cover…
[Series/Song] Unit Rap B…
Twitch.tv needs to impro…
[HSL] Season 2 Playoffs
[SPL] SKT Telecom T1 vs. W…
150$ LaG Gaming Weekly Tou…
[SPL] CJ Entus vs. STX Sou…
Discover Your Energy StarL…
H PvZ midgame
[D] TvT forGGeddon strateg…
Practice Partners Thread S…
The HotS Protoss Help Me T…
The HotS Terran Help Me Th…
Simple Questions/Answers
TeamLiquid Mapping Contest…
Map Jam & Challenge #5
[M] (2) Lycan Hills
[A] Starbow
mousesports defeats DD.D…
General Discussion
Inhouse Dota
Dota 2 QQ thread
TL's Item Trading Thread.
DotA 2 Team Recruitment …
[The International] Easter…
Curse DOTA2 Invitational
[The International] Wester…
Liquid Pasture Community L…
Starladder Season 6
Newly ported Hero discussi…
Solo Mid - Who? What? How?
Simple Questions, Simple A…
[Guide] Storm Spirit by Bl…
Drum of endurance, why?
Fomos Cartoon on MSL
StarCraft Brood War Wind…
BW Liquibet Season 25
SC2 Player looking to le…
[Update] itemBay SSL Gra…
Few Mirrors when Both Pl…
[TLS2] Qualifier #4
[GC S3] Gambit's Cup Semif…
Gambit's Cup Season 3 Roun…
D Ranks Teamleague Season 4
[TLS2] Qualifier #3
Simple Questions, Simple A…
Tips and tricks: Defilers …
Practice Partner Thread
Challenger map on Starcraf…
EVE Corporation
FINALLY! - The 2013 NHL …
Professional Wrestling d…
RollPlay -- D&D Campaign…
The "What Game Was That?…
[Patch 3.07: Nerf Everythi…
[LoL] [SFW] Random Pics & …
The LoCicero Memorial for …
[OGN] Olympus The Champion…
[D] Pro Scene Evolution
[LPL] Tencent LoL ProLeagu…
[Champion] Swain
[Champion] Udyr
[TL R&D] T.R.O.L.L.S.
Diablo III General Discuss…
5-7-2013 Diablo's 1929
Witch Doctor Discussion
[M][N] Les Mafia
Doctor Who Mafia
Carnival Cruise Mafia
Running Thread
The 2013 Weightlifting Pro…
TL Health and Fitness Init…
Leta - Movie
Michael - skyline
Anytime - Beast
By.Hero - Shuttle
Anytime - Pusan

Website Feedback

Closed Threads

IRC Chat
irc.quakenet.org #teamliquid

IRC Web Client

TeamSpeak 3 (88 users)

[M][4] Ice cauldron

Forum Index > StarCraft 2 Maps & Custom Games
 
 fenX   France. March 29 2012 07:26. Posts 124
Profile # 
[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] +

+ Show Spoiler [Aesthetics] +

Older versions :
+ Show Spoiler [Version 0.5] +

+ Show Spoiler [Version 0.4] +

+ Show Spoiler [Version 0.2] +

Published on EU as "Ice Cauldron"
Last edit: 2012-04-14 06:53:58
My map thread : http://www.teamliquid.net/forum/viewmessage.php?topic_id=195518
Old Post

 
 Superouman   France. March 29 2012 07:36. Posts 1492
Profile Blog # 
Mother of god, how did you get those epic trees
Check out for the Next-Gen RTS game with battles on planetary scales: Planetary Annihilation! http://www.planetaryannihilation.com/
Old Post

 
 BreakfastBurrito   United States. March 29 2012 07:37. Posts 667
Profile # 
chokes and ramps everywhere
ez to defend 4 bases

The map where zergs go to die
Yapper891 if you are reading this, PM me. its Twisty.
Old Post

 
 Brosy   United States. March 29 2012 07:46. Posts 253
Profile Blog # 
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.
Old Post

 
 Ragoo   Germany. March 29 2012 08:02. Posts 2205
Profile # 
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
Old Post

 
 Areon   United States. March 29 2012 10:11. Posts 270
Profile # 
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.
Old Post

 
 DYEAlabaster   Canada. March 29 2012 10:22. Posts 992
Profile Blog # 
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)
 
Old Post

 
 TheFish7   United States. March 29 2012 14:15. Posts 1205
Profile # 
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)
 
Old Post

 
 PeZuY   March 29 2012 14:28. Posts 911
Profile Blog # 
Love the aesthetics, but also I see way too many chokes. Is it possible to small the middle?
Old Post

  Sea_Food   Finland. March 29 2012 18:30. Posts 1612Profile Blog # 
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.
Old Post

 
 fenX   France. March 30 2012 03:22. Posts 124
Profile # 
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
Old Post

 
 moskonia   Israel. March 30 2012 04:06. Posts 930
Profile # 
seems really cool, hope some tournament catch this map.
"He who learns to walk, should never crawl again"
Old Post

 
 TheV   Brazil. March 31 2012 05:21. Posts 99
Profile # 
I support this idea SO MUCH. Brilliant.
Storm is coming that cannot be avoided.
Old Post

 
 The_Templar   United States. March 31 2012 09:54. Posts 4026
Profile Blog # 
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
I am the 4% http://www.teamliquid.net/forum/viewpost.php?post_id=17208214 ||| Improvement of posts underway.
Old Post

 
 Mashmed   Sweden. March 31 2012 10:31. Posts 198
Profile # 
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 +
Gosh Digglydarnit
Old Post

 
 fenX   France. April 04 2012 07:24. Posts 124
Profile # 

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 +

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
Old Post

Please log in or register to reply.
 
Refresh
StarCraft: Brood War
StarCraft 2
Dota 2
[ Show 101 non-featured ]

» Recent SC2 Results
» Premier SC2 Tournaments
Sidebar Settings...

The Little App Factory



The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.

Advertising | Jobs | Privacy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren. Ad tag: TF_US.
The contents of this webpage are copyright © 2002-2013 Teamliquid.net. All Rights Reserved