Saturday, April 5, 2014

Frozen Oasis Coolest 1v1 starcraft 2 map

So I named this map after my new favorite Disney movie Frozen.....

not

I just want to say I disliked most of that movie, it was to much singing they sang the same song like 7 times. It was pretty much no dialog just singing. Also the twist felt way to forced for example compare the twist in Frozen to the twist in Wrecking Ralph huge difference! In Wrecking Ralph it made total sense and it happened in a very nice timing of the movie. In Frozen it just so....we need an Evil guy.
 The thing I actually disliked the most with Frozen is that I liked some parts a lot, I like both Anna,Elsa and Christoph characters and for example when they are Anna and Christoph is chased by the wolfs was a great scene. The issue was that it was to few of those scenes the movie could been 30 min shorter easily.


No this map is made in inspiration to my favorite map in Starcraft 2 made by Blizzard, Desert Oasis.
 I had huge issues creating this map because the hills would constantly turn into void elements...yes.  But they would keep the stuff on them floating in mid air and so on. So I actually had drawn out the whole map like a month  ago(I always first draw each map with paper and pen) Then I made the maps foundation pretty fast but it would bug each time. So to be honest I actually toke like 2 weeks break because it was so frustrating. It toke me a long time to debug it, I could probably write a little guide on fixing the galaxy editor.  Anyway now it works.



Frozen Oasis is a 1v1 map. Featuring very close main bases.

And anyone who has ever played the game will think, "oh another mass air battle" well maybe but. On this map they air units cant fly in the shiny ice storm ravaging the middle of map.
 All the snow water in the middle(which is super white on this image) is a no fly zone.

SO even do it looks like the map will just be air cheese all day long air units are actually pretty bad on this map. They can of course fly around and strike more bases after the natural. But they pretty much cant attack the main base, they can attack the natural but only from a much smaller entrance close to the naturals ramp.

Furthermore, I want to make it interesting so



In the middle of the map its a half submerged bridge that only ground units can walk on.
 This is an import part of the map, not only can Air units not move here. Ground units can. I want to create a map were the players decision in units further is explored then what it is on a standard map.





The main base is located in the middle, the map is a circle shaped attack paths to it one going anti clockwise and the other one going clockwise.
 The main base has a small cliff open were Reapers and Colossi can move in. There is also a Xel'naga tower close to this entrance which gives a good vision over the pathways.



The main base location is close to one of the attack paths, by stationing range defenses the player can defend the path. But this attack path can be opened up by destroying the ice creating a ramp path next to it. This will also open a higher ground attack point towards the players third/fourth base.




The natural is not 100% covered from air like the main but as mentioned it is mostly covered so attacking it by air is not so easy.
 There is a destructible ice into the natural. This path will mainly let the attacker go straight into the main pass the defense at the natural.
 Its possible to cover one of the anti clockwise path ways from the natural but there exist another tinier path the attacker can take to avoid being in range of the natural defenses.(But losing time one of those risk/reward paths) 

The player can also destroy the ice to easier defend their possible third.



Another possible third is the corner expansion which is located straight from the naturals ramp.
This expansions is easy to defend from ground units and a player can defend both this base and their natural with the same force(given the ice has not been destroyed) However, there is a legde surrounding the corner were an enemy can drop units.

This is something I very intentionally made, a place that favors air units. 




 In the other corner is another base, this is possible the fourth. Normally if the player expands to the base closer to their main/natural this base easier to take later on.
 It has two entrances one blocked with ice and the other ramp is towards the mentioned third of the player.
 There is a Xel'Naga Tower on the edge which gives some vision. But its more that that point is a good place for stopping attack forces. The player can also limit of the paths by building for example supply depose between this edge and the water edge(barely seen in this image)






 Lastly there is a gold expansion in the middle of the map(in the 2 "middles of the circle sides north/south)
 And this gold is very close to the natural/main so by proximity it might look easy to take. But its very, very hard to defend this gold. Most of the maps myriad attack paths are on this location, the place has from behind it, 2 sides and from the middle bridge. Everything pretty much move towards this place.