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[Map] Efreet

Forum Index > BW General
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Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2010-01-29 23:37:40
January 27 2010 03:03 GMT
#1
(2)Efreet 2.2

[image loading]



Changes:
- Increase size of the mains.
- Slightly increased the size of the choke point at the 3rd gas.

For PvT I would recommend killing the temples before the Terran moves out to take his 3rd gas, so you will have more room to flank. To be honest, I think if you do this you have more than enough room for a successful attack.

Efreet 2.2 Melee Download

Efreet 2.2 OBs Download

+ Show Spoiler [Version 2.1] +
(2)Efreet 2.1

[image loading]


Changes:
- Changed mains mineral/gas formation to prevent sieging it from below to for positional issues.
- Changed low resource expo to put it on the other side of the path(by tar)
- Also fixed a couple minor things I forgot to do on earlier versions.

Efreet 2.1 Melee Download


+ Show Spoiler [Version 2.0] +
(2)Efreet 2.0

[image loading]


Changes:
- Changed width of the map from x128 to x96, so obviously lots of obvious changes along the sides.
- Changed the 5th expo location to on the cliff.
- Made mains smaller as well as distance to natural.
- A few other minor things for wallin issues and such

Efreet 2.0 Melee Download


+ Show Spoiler [Version 1.1] +
(2)Efreet 1.1

[image loading]


Changes:
- Purple circle: 2 power generators(destructible) added to help narrow the naturals choke(also extended the cliff a bit that makes up the other side of the naturals choke
- Blue circle: Narrowed the terrain some more here for help defending your 3rd gas
- Green circle: 3 Temples(destructible) added to narrow the large ramp. Helps defend the 3rd more easily as well.
- Yellow circle: Edited terrain where Julmust suggested.
- White & red circle: Expo at white circle was moved to where the red one is.
- Black circle: Shortened the ramp here like Julmust suggested.

Of course I changed the same things for the other side, it would just be pointless to point everything out twice.

Efreet 1.1 Melee download


+ Show Spoiler [Version 1.0] +
(2)Efreet 1.0

[image loading]


Efreet 1.0 Melee Download link


This is going to be my map submission for TL Arena V, so please critique and comment, so if it gets pick it will be as enjoyable as possible ^_^
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2010-01-27 03:09:35
January 27 2010 03:05 GMT
#2
shit, one of the expos is missing a gas, fixing at the moment

edit: fixed
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Monokeros
Profile Blog Joined November 2005
United States2493 Posts
January 27 2010 03:07 GMT
#3
Best summon evar imo. Hellfire ftw.

From what I see, this looks like a terran map, if all those ledges in the mains and natural, are droppable, not to mention how much high ground there is? Incredbly open natural is going to make it hard to wall for PvZ, or I'm just bad a sizing it up but those look like huge gaps there. This looks very similar to moon glaive, in how you can basically siege your opponents ramp/main base while still not being in their natural. Actually I don't think you can do that in moon glaive.
Keep the Dream Alive twitch.tv/monokerros
motoroia
Profile Joined August 2009
Canada70 Posts
January 27 2010 03:07 GMT
#4
um..-_ -...... maybe you need to consider pvz?,,, as a toss player i dunno how the hell i am gonna double nex with such a wide entrance + huge space on the expo.. its just simply impossible to neither double nex nor go 1 gate ..
laLAlA[uC]
Profile Blog Joined May 2009
Canada963 Posts
January 27 2010 03:08 GMT
#5
Very expansion heavy. Gogo Flash style.
I'm an old man now
DivinO
Profile Blog Joined July 2009
United States4796 Posts
January 27 2010 03:11 GMT
#6
Expansion heavy, which I like. Unfortunately very easy for terran to siege against natural and secondary.
LiquipediaBrain in my filth.
deconduo
Profile Blog Joined January 2008
Ireland4122 Posts
January 27 2010 03:21 GMT
#7
I think the point is to make it difficult for toss. Its a protoss player in the Arena remember. Want to make it as difficult as possible for them
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2010-01-27 08:12:38
January 27 2010 03:21 GMT
#8
Went in-game and took a couple screenshots:
[image loading]

PvZ forge FE.

Hmm. I supposed I could extend the compound to be a little closer if the nat entrance size still appears to be an issue.

[image loading]

Distance from nat entrance to cliff.

Rather large actually IMO, and this is with protoss buildings sticking out even more like a forge FE which you would never have.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Nal_rAwr
Profile Blog Joined July 2009
United States2611 Posts
Last Edited: 2010-01-27 03:31:06
January 27 2010 03:21 GMT
#9
its nice yo

yeah the natural choke should be smaller...
like standard size, so the terran can wall with rax + 2 supplies

edit: nvm just tested on single player
terran can do standard wall out natural...

the chokes always seem too big, yet when you test it out the wall always works..
Nony is Bonjwa
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
January 27 2010 03:27 GMT
#10
Because of the low resource numbers and resource count in them , then mineral only @ 12 & 6 are intended for 3rds most commonly, or you could extend yourself a little further and take the gas expansions in the corners instead.

Yes there is a lot of high ground, so I made sure there were multiple paths for flanking and that there were places Terran cannot build mass turrets/walls. I hope it sort of evens out. As you can tell from the in-game screenshots, the distance and size comparison are actually pretty big compared to the picture in the OP, so there aren't exactly small chokepoints for Terran t abuse either. I also ensured that Terran cannot tank the 3/9 expos from the mains or from the middle either, so it should only be a major thread if you someone allow him to waltz right up to your expansion.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
January 27 2010 03:28 GMT
#11
very interesting! i really like the deceptively vulnerable third gas. i could see this map being a lot of fun in tvp and tvz
Moderatormy tatsu loops r fuckin nice
seRapH
Profile Blog Joined April 2009
United States9756 Posts
January 27 2010 03:30 GMT
#12
in PvZ it looks like this map was made for hydra breaks. the open space outside the natural lets you fit a bunch more hydras than usual to break.

as for TvP, i'm trying to figure out how a terran's supposed to take a 3rd gas. the one at 11 has waaay too big of a choke to defend at the point in the game when you need to take it, and the inner 12 has high grounds to either side of it, with a moderate choke leading straight to it. it doesnt seem possible, and terrans with 2gas and a min only aren't going to be able to fight too well against 3gas +min only toss. vulture play does look quite plausible, with such huge chokes everywhere and various highgrounds to abuse mines with, but it doesnt quite make up for the fact that terrans can't play defensively, which is their biggest strength.
boomer hands
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2010-01-27 03:33:14
January 27 2010 03:32 GMT
#13
On January 27 2010 12:21 Nal_rAwr wrote:
its nice yo

yeah the natural choke should be smaller...
like standard size, so the terran can wall with rax + 2 supplies

edit: nvm just tested on single player
terran can do standard wall out natural...

the chokes always seem too big, yet when you test it out the wall always works..

Actually Terran can wall with 1 barracks 2 rax at the natural and main currently. You'd be surprised from the screenshots, but I just tested it lol

edit: oh you ninja edited me =]
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
January 27 2010 03:36 GMT
#14
On January 27 2010 12:30 majesty.k)seRapH wrote:
in PvZ it looks like this map was made for hydra breaks. the open space outside the natural lets you fit a bunch more hydras than usual to break.

as for TvP, i'm trying to figure out how a terran's supposed to take a 3rd gas. the one at 11 has waaay too big of a choke to defend at the point in the game when you need to take it, and the inner 12 has high grounds to either side of it, with a moderate choke leading straight to it. it doesnt seem possible, and terrans with 2gas and a min only aren't going to be able to fight too well against 3gas +min only toss. vulture play does look quite plausible, with such huge chokes everywhere and various highgrounds to abuse mines with, but it doesnt quite make up for the fact that terrans can't play defensively, which is their biggest strength.

Possibly add neutral temples/generators on the huge curved ramp at the 3rd gasses to make it less vulnerable?

Could help with ZvT as well, since it's helpful to have a choke at your 3rd gas as well.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
January 27 2010 10:35 GMT
#15
[image loading]


The distance CC-ramp feels kind of long. Only played vs cpu so far but seems like a fun map.
Moderator@TLPholon // "I need a third hand to facepalm right now"
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-01-27 10:44:04
January 27 2010 10:43 GMT
#16
Can't imagine how zerg will be able to take a third gas in ZvT if going 3 hatch muta. Although I like the effort for symmetry. With a few tweeks I think it has a lot of potential.
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
Last Edited: 2010-01-27 11:02:09
January 27 2010 11:01 GMT
#17
nvm lol just noticed it's 2 player map ;D.
IMBA - International Mountain Bicycling Association.
ItsBigfoot
Profile Blog Joined December 2009
United States432 Posts
January 27 2010 11:16 GMT
#18
wow that's a low of expos.

i'm not sure what to call the gas in the top left, cause the one below it is the 10 o'clock expo and 11 o'clock is a min only.

My first thought was that this is a very strong mech map, mostly because of the gas 3rd in easy push distance, and all the siege-able expos right in tank range from high ground. However, it with all the wide ramps I can see a few areas that can destroy a push pretty easily. The middle low ground (the L area) has 4 different flanks that can all be reached pretty easily. On the reverse, if they can get tanks on the high ground outside their naturals (the J area), it's pretty much over. so a mech push is either going to be very strong or very weak, depending on how easy it is to kill off the push before it gets into position.

The only gripe i have is it looks like this will be terrible for toss. pvz has an easily hydra bust-able natural, and an open area you have to go through that's murder for a push, without the benefit of having siege tanks. pvt has a bunch of expos begging to be sieged, and a nat that's easy to contain with tanks but not with goons.

had lots of fun with the map, but I can see it being absolute murder for toss. throw them a bone or two (like a high ground natural, they love those) and it'll be great
Kal Fighting!
torm3ntin
Profile Joined October 2009
Brazil2534 Posts
January 27 2010 11:17 GMT
#19
nice map although i hate terrans
Grubby and Ret fan, but a TERRAN player :D
leejas
Profile Blog Joined August 2007
United States440 Posts
January 27 2010 11:29 GMT
#20
Naturals don't seem balanced; the 12 o'clock is more Toss friendly than the 6.

I feel like a lot of 2hatch play here
ChaoSbringer
Profile Blog Joined April 2008
Australia1382 Posts
January 27 2010 11:34 GMT
#21
If it's for TL Arena, you might want to make a second version where it's a bit biased for one player. Then you can use UMS to force certain spawning points for specific people.
Julmust
Profile Blog Joined November 2008
Sweden4867 Posts
Last Edited: 2010-01-27 14:43:25
January 27 2010 14:22 GMT
#22
ok so just having the look at the map here are the changes I think should be done (two options)

Black line: remove ramp, aka. highground only
Grey circle: Make terrain unsiegable
White circle with black line: move position of base

since this is a mirror map I just changed one side of the map

Option 1:
+ Show Spoiler +
[image loading]


Option 2:
+ Show Spoiler +
[image loading]


I feel this should balance out ZvT since zerg now has a EASIER 3rd gas but still have two (rather large) chokes to defend, and with option 1 you can siege tanks and make it even harder (but still not impossible) to defend.
AdministratorI'm dancing in the moonlight
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
January 27 2010 14:33 GMT
#23
Nice map!

The lack of open area makes it hard for zerg to go hydra lurk in ZvP. Storm just rapes in all those small chokes.
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
January 27 2010 14:34 GMT
#24
I like Julmust's suggestions. I also think that the natural expo choke is a bit wide and not desirable for any Protoss matchups.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
Last Edited: 2010-01-27 14:45:16
January 27 2010 14:45 GMT
#25
On January 27 2010 12:32 Grobyc wrote:
Actually Terran can wall with 1 barracks 2 rax at the natural and main currently. You'd be surprised from the screenshots, but I just tested it lol

edit: oh you ninja edited me =]

3 barracks to wall? Sounds like a wide choke to me!
AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
Last Edited: 2010-01-27 15:01:50
January 27 2010 14:46 GMT
#26
Julmust Bo7 let's go

edit: we can't play this map. We can both play vs cpu fine but when we join it together we both drop. Tried with a 3rd person too and same problem. Get it fixed newbie
Moderator@TLPholon // "I need a third hand to facepalm right now"
yarkO
Profile Blog Joined September 2009
Canada810 Posts
January 27 2010 15:17 GMT
#27
You should narrow out the choke to the natural with a destructible building of some kind. Otherwise it looks pretty stellar.
When you are prepared, there's no such thing as pressure.
Alethios
Profile Blog Joined December 2007
New Zealand2765 Posts
January 27 2010 15:38 GMT
#28
Nice going! As so many have been saying, few tweaks and then it'll be good enough for an OSL! :D
When you arise in the morning, think of what a precious privilege it is to be alive - to breathe, to think, to enjoy, to love.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2010-01-27 17:57:02
January 27 2010 17:55 GMT
#29
Looking into some of the suggestions at the moment.
On January 27 2010 23:46 Pholon wrote:
Julmust Bo7 let's go

edit: we can't play this map. We can both play vs cpu fine but when we join it together we both drop. Tried with a 3rd person too and same problem. Get it fixed newbie

Hmm... I'm not sure why that is :S

I'll take a look.

EDIT: When I open it up with the regular SC editor it says I have one misplaced unit, so I might have accidentally added something that bugged it like that.

I'll be reuploading it shortly.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
RaGe
Profile Blog Joined July 2004
Belgium9947 Posts
January 27 2010 18:04 GMT
#30
looks like a perfect map for an 8rax into vult build

long distance from main to nat and not so easy to defend natural choke
Moderatorsometimes I get intimidated by the size of my right testicle
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
January 27 2010 18:06 GMT
#31
this seems retardedly hard for PvT,
ModeratorBlame yourself or God
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
January 27 2010 19:01 GMT
#32
Update:

Efreet 1.1
[image loading]


Changes:
- Purple circle: 2 power generators(destructible) added to help narrow the naturals choke(also extended the cliff a bit that makes up the other side of the naturals choke
- Blue circle: Narrowed the terrain some more here for help defending your 3rd gas
- Green circle: 3 Temples(destructible) added to narrow the large ramp. Helps defend the 3rd more easily as well.
- Yellow circle: Edited terrain where Julmust suggested.
- White & red circle: Expo at white circle was moved to where the red one is.
- Black circle: Shortened the ramp here like Julmust suggested.

Of course I changed the same things for the other side, it would just be pointless to point everything out twice.

Efreet 1.1 Melee download
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
seRapH
Profile Blog Joined April 2009
United States9756 Posts
January 27 2010 20:05 GMT
#33
i like most of the changes, will have to see how the new chokes to the third gas work out. distances to make a tank line work are much shorter, making PvT a lot more balanced.
boomer hands
Julmust
Profile Blog Joined November 2008
Sweden4867 Posts
Last Edited: 2010-01-27 20:35:48
January 27 2010 20:32 GMT
#34
just played the map with pholon, its hard as fuck to play but I enjoyed the hell out of it! (maybe because I won a 35 minute slugfest :D )

anyway this does feel pretty balanced ZvT, zerg has some hard choises to make but that's the challange!

edit:
really like the idea with the temples btw! that could be a big fight. zerg wants to keep them alive for the narrow choke and if terran gets it he's in a world of pain!

overall: loved it!
AdministratorI'm dancing in the moonlight
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
January 27 2010 21:12 GMT
#35
Awesome, thanks for trying it out guys

I've only played against computers so far. I'd love to try it out with others sometime today if anyone is willing
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Julmust
Profile Blog Joined November 2008
Sweden4867 Posts
January 27 2010 21:23 GMT
#36
I'm in bed right now so it's a no go from me, sorry :/ but check with pholon when he comes back... if he comes back! he was in a pretty hard ragemode after that loss
AdministratorI'm dancing in the moonlight
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
January 27 2010 21:25 GMT
#37
Hmm looks like it'd be quite favorable for terrans.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
konadora *
Profile Blog Joined February 2009
Singapore66155 Posts
Last Edited: 2010-01-27 21:55:52
January 27 2010 21:50 GMT
#38
Seems pretty good except that there is only one ground route between the two mains, which can easily be covered by a few tanks at the cliffs, making it hard for TvZ and TvP.

Also, if you want to tighten the natural's choke with the Power Generators, you should try out all the different walls (depot walls, rax walls, forge/gate walls) because sometimes, lings can pass through the gap between a building and the power generator (iirc, rax on the left and generator on the right isn't ling-proof). To fix that, you have to use unpassable doodads that will fill the gap. (Look at Katrina for one example)

Edit: Also, might wanna make the nat's cliff un-siegeable. Terrans already have it good here :p
POGGERS
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
January 27 2010 23:01 GMT
#39
Oh wow beautiful map :D

Very agreed with kona's last oppinion tho xD
Revolutionist fan
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
January 27 2010 23:14 GMT
#40
it's a 2 player map?
-____- eh. the tileset kinda turns me off

but the map looks balanced O__O
however since the distances between the mains are so long I think most games on this map are going to turn into a 3-4 base 200/200 dukefest
cw)minsean(ru
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
January 27 2010 23:41 GMT
#41
On January 28 2010 06:23 Julmust wrote:
I'm in bed right now so it's a no go from me, sorry :/ but check with pholon when he comes back... if he comes back! he was in a pretty hard ragemode after that loss


IM NOT DONE WITH YOU YET
Moderator@TLPholon // "I need a third hand to facepalm right now"
Toolshed
Profile Blog Joined July 2009
337 Posts
January 27 2010 23:54 GMT
#42
I really like how this map looks like but it seems to be very imbalanced in TvP:

[image loading]



If T decides to take high ground A (which is very likely) than he has 4 save expansions? You'll need Dropships / Recall but since the distances are somewhat close between those expansions this is not an option at all :/ -> GG

Also if Terran manages get to highground B than he cuts the map in 2 halfs with a single push an this makes it impossible for P to connect his Units or to break free because you have to fight uphill:/ -> GG


I'd really like to see an PvZ or TvZ though. Someone got a replay? =)



Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
January 28 2010 14:04 GMT
#43
http://www.teamliquid.net/staff/Pholon/Efreet.zip

4 games me vs Julmust.
Managed to win none.

Discussion:
+ Show Spoiler +

Pholon zegt:
?
I dunno what I was doing wrong
but
Jesper/Julmust zegt:
my shoulder is aching lol
Pholon zegt:
I'm not sure I'm entirely to blame
Jesper/Julmust zegt:
haha nope
that map is sooooo imba for zerg
I mean ok you cant get your 4th gas that easy
but third is sooo easy
liked my swarms did you?
Pholon zegt:
hm?
they were ok
Jesper/Julmust zegt:
the comment "OH FOR FUCKS SAKE" (think you wrote that)
Pholon zegt:
oh that
I was just pissed off at my control
I had
10 raxes going?
or something
insane
and then trying to select rines
and hotkeying them
and
I had an SCV stuck behind a sup dep
and everytime I'd go to base I'd see it
and be like
FFFFUUUUUU °A°
Jesper/Julmust zegt:
lol
but I just want to make this map more balanced... but I dont know how
cause its a fun map
Pholon zegt:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=110944&currentpage=3
those circles, red and yellow
those expos make no sense
Jesper/Julmust zegt:
how come?
Pholon zegt:
it's like the middle expo on Andor
only it has one choke
*Andro
and they'refull expansions
the templas are a nice touch
but like
when I tried to take one down you caught on immediately
Jesper/Julmust zegt:
I was just gonna say he could remove one temple
will give a much bigger choke
Pholon zegt:
2nd game you'd even put a lurk there preemptively
maybe
for top left
put the left-most temple on the left side
er
left most to the right
Jesper/Julmust zegt:
I dunno man... that sounds a bit too tricky. I mean its a third exp, its not suppose to be IMPOSSIBLE do defend
Pholon zegt:
I'm just really wondering about this "third"
"third" on desti
Jesper/Julmust zegt:
the thing about this map is taht all the fights are located at the sides of the maps, that's what I've noticed. there's hardly any fighting in the middle
Pholon zegt:
is maybe easier to defend than this one
but desti isn't imba
Jesper/Julmust zegt:
hmm yeah
Pholon zegt:
well ok
lets say I take the min only at 5
and try to push to top left
then my army will be out of position
and you can get to my third in like
4 ways or smth
hey
maybe that's it
your expos
are all on the sides of the maps
map*
so I have to walk really far to get somewhere
and there'really no fighting in the middle as you said
Pholon zegt:
hmm well the problem here for the terran is that you really cant split the map all that well... cause I mean with zerg its fine if I keep some lurkers here and there, but you need that big ball
and that's where the terran wants to fight, the middle
since if you move up to the top expo at mid left, I can flank you sooooo well
but I dunno, it might just be because we're... BAD
lol
Pholon zegt:
I think the map's too big
Jesper/Julmust zegt:
but from a zergs POV I can seal off the left off that map soooo easely and get 123456 base
Pholon zegt:
it's square
128 x 128
how big is oddeye?
Jesper/Julmust zegt:
same
Pholon zegt:
hm
but for that map
all the expansion are closer to your enemy than your main base is
Jesper/Julmust zegt:
gah I really dont know what to say
but I do feel that removing one of the temples at the third gas would make it easier
for a terran to push up
but at the same time, these games I did go VERY lurker heavy
Pholon zegt:
no
the temples in last game were just a delay
but the lurkers defended there anyway
Jesper/Julmust zegt:
well yeah cause I ran them there once I heard you coming. 5 of them and 1 already planted there. if the leftmost temple was gone I'd just devide them 3 there and 3 in the other choke
and that'd delay you even more then the temples
Pholon zegt:
yes
I need to get a third dcanner
I missed so many
Jesper/Julmust zegt:
just a question, for you third couldnt you just take the one gas right outsider your base? get two bunkers up or something?
Pholon zegt:
nah I did em
I got the one north from my nat
seriously though
don't worry about my money
I had plenty
lol
Jesper/Julmust zegt:
now when I come to think of it I think you're right. the problem is the width of the map
Pholon zegt:
yeah em
if you look at that A platform
a tank cannon shoot across that
is how big it is
I wanted to set up defenses there
but it's jsut too big
Jesper/Julmust zegt:
yeah
Pholon zegt:
I went to black circle
but nothing to do there
and onto B
but I get raped on B
flank from two natural sides
you don't even have to set it up
how about
hm
if you have square B
there'way out of your base on the left and right side
none small enough to go as a funnel
Jesper/Julmust zegt:
?
Pholon zegt:
I can't contain-pressure
cause you can still get out on all sides
Jesper/Julmust zegt:
yeah
hmm
sec
Pholon zegt:
should I upload our reppack?
Jesper/Julmust zegt:
do it if you want
but I think I might have a solution
make the A and B areas smaller, would that help you setting up a contain?
but that makes it easier for me to hold them aswell...
maybe disconnect them from the path to the third base?
like this: http://i47.tinypic.com/25hoeub.png black line = cant move over, grey line = ramp ends here
I wont submit it though, since I dont know what the hell I'm talking aout
Pholon zegt:
no em
I atually like
the grey line thing
maybe connect the platforms left and right of the middle
into one
still
map need less width
Jesper/Julmust zegt:
well yeah but you cant go in there saying "loldude start over from scratch"
Pholon zegt:
oh yes I can
ok so
Jesper/Julmust zegt:
haha
Pholon zegt:
do you want a shit map that noone will play
of do I tell you what's up
and maybe
you wont fuck up as badly next time
Jesper/Julmust zegt:
haha I like the map as it is right now but upload the reppack first and see what others have to say about it


gl!
Moderator@TLPholon // "I need a third hand to facepalm right now"
Julmust
Profile Blog Joined November 2008
Sweden4867 Posts
January 28 2010 15:09 GMT
#44
now I should add those are just ideas. I guess they can be worked around
AdministratorI'm dancing in the moonlight
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
January 28 2010 17:07 GMT
#45
Yeah it's based on bad D players playing bad TvZs - shouldn't take it too seriously lol
Moderator@TLPholon // "I need a third hand to facepalm right now"
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
January 28 2010 21:53 GMT
#46
I'm thinking of making the mains smaller. They're rather big ATM ingame
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
January 28 2010 22:53 GMT
#47
remake it for 96 imo. Lose 2 of the side expos and just make the whole thing less wide. If you want it for Arena be sure to have a version (don't care what kind lol) ready in time for a testrun.
Moderator@TLPholon // "I need a third hand to facepalm right now"
seRapH
Profile Blog Joined April 2009
United States9756 Posts
January 28 2010 22:56 GMT
#48
basing off pholon's games, it seems fighting does take place near sides, quite similar to destination. maybe TvZ with mech will be much better balanced?

i'm sure you'd rather have a bio TvZ, but sometimes it just can't be helped =P
boomer hands
NeoOmega
Profile Blog Joined September 2008
United States495 Posts
January 28 2010 23:20 GMT
#49
7 bases (6 of them with gas) seems like a shitload to me. Cool design though.
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
January 28 2010 23:26 GMT
#50
On January 29 2010 07:56 majesty.k)seRapH wrote:
basing off pholon's games, it seems fighting does take place near sides, quite similar to destination. maybe TvZ with mech will be much better balanced?

i'm sure you'd rather have a bio TvZ, but sometimes it just can't be helped =P


Yea Jul and I discussed how I should probably have done a mid-game Mech switch. It'd be better at holding off the masses of Ultras and you can spend your resources more easily but it'll become even harder to push anywhere.
Moderator@TLPholon // "I need a third hand to facepalm right now"
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
January 28 2010 23:46 GMT
#51
Hmm. I think there are way too may expos available for a two player map. I would eliminate either the red circled expo or the yellow one, and then get rid of the min only above the blue circle. It would create more confrontations in a fight for resources.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
konadora *
Profile Blog Joined February 2009
Singapore66155 Posts
January 29 2010 02:38 GMT
#52
wtf i thought i posted yesterday lol

anyway, posting from school:
Nat needs to be MORE MOOOREEEEEEEEEEEEEEEEEE closer to the main.

Also, the exansion at 3/9, I'll push them a bit further from the 4/10 expansions that are close to the center of the map. Maybe push 3 o'clock's expansion closer to 1 oclock main and the same for the 9 o'clock expansion.
POGGERS
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2010-01-29 03:21:11
January 29 2010 03:17 GMT
#53
Update:

fucking massive changes

(2)Efreet 2.0

[image loading]


Changes:
- Changed width of the map from x128 to x96, so obviously lots of obvious changes along the sides.
- Changed the 5th expo location to on the cliff.
- Made mains smaller as well as distance to natural.
- A few other minor things for wallin issues and such

Efreet 2.0 Melee Download
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
seRapH
Profile Blog Joined April 2009
United States9756 Posts
January 29 2010 03:25 GMT
#54
D:

i liked the last one better. the 3rd gas is now easy as fuck to hold. i'm shouting T imba.

also, isnt it a bit unfair that top's geyser's are nearly all optimal while only bottom's main is?

PvT terrans can secure their 3rd, wait for 3/3 200/200, then push down/up the side of their 3rd, on the low ground, securing a 4th, and get to the platform with a small ramp towards the toss base. simply matter from there to break the base, eventually cutting off the nat from other toss bases. alternatively, they can secure their center platform and have 5 gas, and just overrun the toss that way, but tosses should be able to stop them from doing at least that much.
boomer hands
konadora *
Profile Blog Joined February 2009
Singapore66155 Posts
January 29 2010 04:13 GMT
#55
Change the main's mineral/gas formation back and lower (or raise, for 1 o'clock) the starting positions.

Also, the close 2500gas geyser expo should be reverted back to the original position.

Tbh i don't really like the changes, 5 gas Mech Turtle Terran ftw?
POGGERS
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2010-01-29 04:46:26
January 29 2010 04:44 GMT
#56
Update

(2)Efreet 2.1


[image loading]


Changes:
- Changed mains mineral/gas formation to prevent sieging it from below to for positional issues.
- Changed low resource expo to put it on the other side of the path(by tar)
- Also fixed a couple minor things I forgot to do on earlier versions.

Efreet 2.1 Melee Download
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Pholon
Profile Blog Joined March 2008
Netherlands6142 Posts
January 29 2010 11:13 GMT
#57
Gas placement seems really weird at some expos
Moderator@TLPholon // "I need a third hand to facepalm right now"
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
January 29 2010 11:48 GMT
#58
played this map as P vs a t and got rolled. He pushed up the side, and i had no answer. Also the main feels a bit small tbh.
Writer
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2010-01-29 23:37:56
January 29 2010 23:26 GMT
#59
Update:

(2)Efreet 2.2

[image loading]



Changes:
- Increase size of the mains.
- Slightly increased the size of the choke point at the 3rd gas.

For PvT I would recommend killing the temples before the Terran moves out to take his 3rd gas, so you will have more room to flank. To be honest, I think if you do this you have more than enough room for a successful attack.

Efreet 2.2 Melee Download

Efreet 2.2 OBs Download
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
BlackMesa
Profile Blog Joined February 2008
Kenya338 Posts
January 30 2010 02:10 GMT
#60
Looks interesting, gonna try it.
Need a Light
yarkO
Profile Blog Joined September 2009
Canada810 Posts
Last Edited: 2010-02-01 05:11:20
February 01 2010 05:11 GMT
#61
The gas at the ~3 and ~9 expansions seems out of place.

When you are prepared, there's no such thing as pressure.
tree.hugger
Profile Blog Joined May 2009
Philadelphia, PA10406 Posts
Last Edited: 2010-02-01 05:27:10
February 01 2010 05:26 GMT
#62
Downloading it, hope to play a few games on this.

I feel like this community should really try to encourage map making more, the more practice you guys get, the better and better these are going to be, and I think it'd be amazing (not for IdrA) to see these maps used in tournaments, and maybe added to the iccup mappack. Why not?

I was excited to see this used for TL Arena!
ModeratorEffOrt, Snow, GuMiho, and Team Liquid
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
February 01 2010 05:49 GMT
#63
On February 01 2010 14:11 yarkO wrote:
The gas at the ~3 and ~9 expansions seems out of place.

Nah, I intended for it to be like that. Could be a little bit closer, but I wanted to keep it like that. With 6 gases for each player it's not a big deal anyway.
On February 01 2010 14:26 tree.hugger wrote:
Downloading it, hope to play a few games on this.

I feel like this community should really try to encourage map making more, the more practice you guys get, the better and better these are going to be, and I think it'd be amazing (not for IdrA) to see these maps used in tournaments, and maybe added to the iccup mappack. Why not?

I was excited to see this used for TL Arena!

Thanks

I was too. Another map of mine(Crystalized) was used for TL Arena(III I think), which was nice as well.

I've seen a lot of cool maps that are probably far more balanced and fun to play on than a bunch of maps in the iCCup map pack, so I agree with you there too. It would be really cool if some of our maps were used in the TSL or other tournaments of the sort =]
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
WheelOfTime
Profile Blog Joined October 2009
Canada331 Posts
February 01 2010 06:08 GMT
#64
Just looking at it for 5 seconds...

You realize that Terran mech has FOUR free expos once the high ground is under control right?

But then again, you play Terran.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2010-02-01 06:22:30
February 01 2010 06:21 GMT
#65
More like 3, since it doesn't really cover the 3/9 o clock expos, and no I don't play Terran. I play Protoss...

And there's no way Terran can just blatantly secure that high ground with Protoss knowing. That's a huge area to cover, with lots of room for flanking and spreading units, trust me.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
seRapH
Profile Blog Joined April 2009
United States9756 Posts
February 01 2010 06:35 GMT
#66
hm. will try to test, but i'm going to have to scour the earth to find someone to play with me when i can.
boomer hands
Noxide
Profile Joined July 2009
United States2870 Posts
February 01 2010 06:39 GMT
#67
Taking a third looks nearly impossible here. As terran you can position on the big ramp near the natural and essentially split off the opponent's forces there.
Flash ひなの戦争の王である || しかし、実際にはヤフーの ファンタジーサッカー、楽しいプレー私の週末を占めている
tree.hugger
Profile Blog Joined May 2009
Philadelphia, PA10406 Posts
Last Edited: 2010-02-01 21:38:55
February 01 2010 06:43 GMT
#68
Alright, so I played the map a bit, but mostly focused on the early game, which boiled down to focusing on walling-in.

I couldn't get ling tight wall-ins at either main. I could get a zealot tight wall-in at the top main, but I couldn't figure out how to make it work for the bottom expansion: Grobyc's wall in the post below is correct.
+ Show Spoiler +

1 o'clock Main - Zealot tight:
[image loading]


7 o'clock Main - See post below.


I could, however get tight wall-ins at both naturals, with only a barracks and depot.
+ Show Spoiler +
[image loading]


[image loading]


I probably made mistakes in here- but if my natural walls are correct, then this map is a mech TvZ map. Mutalisks are absurdly easy to defend against, and the natural can be very easily taken. I don't see what can stop terran from just massing goliaths, then tanks, and splitting the map, a la (T)sKyHigh v. (Z)hyvaa on Match Point in Winners League...

Here's one more pet peeve: [
+ Show Spoiler +
It'd be wonderful to be able to put that depot a space lower as well, so that you don't have to be quite as accurate with your placement. But that's irrelevant.
[image loading]


EDIT: I don't think I've seen a map yet where the response hasn't been "terran imba", but usually in a TvP context, which is just ridiculous. However, I feel as though this is possibly imbalanced in a TvZ context. Zerg doesn't have a lot of options on this map.

EDIT #2: Ahh, yes, you're right the bottom can be walled off.
ModeratorEffOrt, Snow, GuMiho, and Team Liquid
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
February 01 2010 07:12 GMT
#69
Yeah you can't get ling tight wallins at either main. There is a zealot proof wallin at the bottom as well though. You put your barracks to the left of the ramp then a depot to the right diagonally so they are barely touching, and a 2nd depot to the very right of that one.

As for TvZ mech, I'm not too sure how that would go. Could be in favour of Terran, but I haven't seen any games with similarly skilled players play it TvZ with mech. So hard to satisfy every MU :S
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
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