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Last update for (2)Frosty Fortress : 2008, 01, 13 20:30
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2539 (2)Frosty Fortress 128*64flothefreak0.8beta

The map has been rated 57 times and got a total of 47 points


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Comments:   GMCS (0 elements)

on this map, layout actually preceded concept.
i tried to make a fairly standard map with a basic layout (8-8-6) but placed the expansion so they're easily harassable, hopefully decreasing the macro aspect. i may even reduce the minerals.

main's gas has 2500 value.

i know there are many tankspots, but i want to keep them somehow (for style, as i have to admit), maybe they favor micro if ever used, and dropping also limits macro-whoring. note mutalisks can do heavy damage on almost all expos; there is also some gab at the minonly where lurks can easily hit workersm or HTs storm...and so on.

the 12/6 o clock gasexpos are likely to be deleted...dunno if they're necessary for zerg.
wallin is not possible by 1rax, havent tested B+S, entrance can be made lingsafe by 2 zeals.

heavy doodad usage, i will decrease them if they annoy or disturb...we'll see

p map?
Love the center, are you sure you can't fix those two tiles that look way out of position?

The mains are small, for terran specially.
IMO the main exit is too tight.

It's a fortress right, I tough I'd see more of the bunker/turret doodad on the walls, instead of the grassy ones :)
hm what two tiles?

mains are small, yeah. i dunno if too small, the map is still only x64...i will see

i will test if the main exit is too small.

there are lots of manmade doodads ;)
Change right start location's color this color is awful ingame. The color you selected for this start location will be shown instead of the standart color of the xPlayer color in SCMDraft. (x = number of the player)
nice execution and all out design. Basic layout though to be honest. Still a solid map :D
The central expos are tankable but there is enough gas around the main for the whole game. I could not find any high-ground tank-spots around the gas nats but I did not search in depth.
This map played surprisingly well. See the rep between me and tk. Don't laugh at my bad macro, I was tired and hadn't played much sc this week ._.
Nightmar, your ZvP macro is about the only thing impressive about your play XD

I like this map, but as an ob, I thought the bridge tiles thing you did in the middle was just stupid. It looks blocky and it doesn't do anything for game play.
You've never seen me play at my best ;)
Honestly, my macro is usually much better than that, when I'm both trying and not too tired :(

One thing about the map, is because of the distances, any one mistake can really hurt you. So, the map has some micro aspects of it even with all the money.
unfortunately i pwn you
pff you haven't played me since our testgames on angband 3600 ft. 1.2, I've become much better since then, and you're rusty ;)
Wow I like the decoration. Looks like a fun map to play.
modified by Allstar4
Small map, crowded expos, tiny mains- no macro room, no place for Z to run around the map for flanking and to gain map control.
Nice concept though, and wonderful execution
sorry for making it imbalanced.
what do you think about the 2500gas geyser @ mains?
Now when I played it i can say that placing minerals in the middle of mains is IMO ubergay; ever gayer than on Tau Cross. It makes only troubles.
modified by Prezes83
Post a replay of the game you played where you found this problem to back your argument.
Flo have it (if he saved it), also 3 my Vultures was trapped (dunno how, I don't have rep) behind minerals in upper mineralonly. And finally main entrance should be bigger. If P attacks main with Carriers moving 20+ Gols from nat to main will take ages, etc.
I think that in this map most games will be over before toss gets carriers.


But what u do in TvT when enemy drop to your with 4 Dropships? SCVs are not enough to kill something like 4 Tanks and 8 Gols. Same shit in PvZ when Z drops to your main with 10 Overlords of Lurkers and Hydras, sending Archons/Goons one by one means 'gg' to half of your main. Entrance must be bigger IMO...
i think that in this map most dragoon ragne will be over before toss gets carriers
hm, entrance is exactly as wide as a standard ramp.
O rly? And what if u try to make it Azaela-like? Bad idea?
LT clone.
Are you kidding?!

This is totally a PA clone.
estrella anyone?
nah i dont macro-azalea-style...
I meant Azalea-like base entrances not Azalea-like map.
well but large entrance would result in very FE-heavy gameplay, which i dont think is good for this maplayout, being quite small.
Um... Ok.
this map is very nice. the start locations should be more to the corner to make mains easier built (more far away from expand)
so they are tankable from the empty corners?

--Nightmarjoo[BA] vs Chopper]i[(1on1, 1.15)
--BWMN-LyrA vs GG-PetShopp(1on1, 1.15)
--flothefreak vs k6943(1on1, 1.15)
--flothefreak vs caryz[nsh](1on1, 1.15)
--flothefreak vs caryz[nsh](1on1, 1.15)
--flothefreak vs crayz[nsh](1on1, 1.15)
--flothefreak vs foxii-sct(1on1, 1.15)
--flothefreak vs stop_cheat(1on1, 1.15)
--flothefreak vs foxii-sct(1on1, 1.15)

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