• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:57
CEST 16:57
KST 23:57
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash6[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy11ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Team Liquid Map Contest #22 - Presented by Monster Energy herO wins SC2 All-Star Invitational Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Potential Updates Coming to the SC2 CN Server
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
[ASL21] Ro24 Preview Pt2: News Flash Pros React To: SoulKey vs Ample ASL21 General Discussion RepMastered™: replay sharing and analyzer site KK Platform will provide 1 million CNY
Tourneys
[ASL21] Ro24 Group D [Megathread] Daily Proleagues [ASL21] Ro24 Group C [ASL21] Ro24 Group B
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Starcraft Tabletop Miniature Game General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1945 users

Map (4)Kyanite Prospect 1v1 - Page 2

Forum Index > BW General
Post a Reply
Prev 1 2 All
DarkNetHunter
Profile Joined October 2012
1224 Posts
May 16 2013 17:16 GMT
#21
Personally don't think there is great enough variation between Frontline and this, but maybe that's just biased because I've only been playing frontline and haven't played this yet.

I personally dislike the new ramp at 3rd rather than the drop one that was in Frontline, this way it feels like it will just play out similarly to Jade, but maybe I'm getting that wrong, guess I'll have to try a few games next week!



Learn from the mistakes of others. You can't live long enough to make them all yourself.
Jukado
Profile Blog Joined May 2011
805 Posts
May 17 2013 14:52 GMT
#22
Yea its a bit like Jade but there are big differences:
High ground main/Low ground Nat
Muta harassable nats
Wider nat choke
More space infront of nats
High ground plateau extends towards the centre
Double width ramps into the 3rd (but can still pylon wall with only 2 pylons vs vults)
Easier to take 4th
Slightly smaller mains, slightly bigger nats
Better walling at nats
5 big zones

These things all greatly affect gameplay and balance. If you look at Neo Jades stats
http://www.teamliquid.net/tlpd/korean/maps/545_Neo_Jade
you can see there were 8 tvts and 15 pvps but 0 zvzs.
Now lets not read too much into these statistics because that is a dangerous activity, but it is a clue that Zerg might be weak on Jade.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
May 17 2013 16:22 GMT
#23
the only thing i have to say is that i really like it!
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Jukado
Profile Blog Joined May 2011
805 Posts
May 17 2013 19:32 GMT
#24
For people who are interested in map stats though, currently;
The map has 5 upvotes on reddit
http://www.reddit.com/r/starcraft/comments/1egxcp/map_4kyanite_prospect_1v1/

But the map has 53 likes so far on Sonics facebook page including a 'like' by the man himself.
https://www.facebook.com/sogoodtt

So I think its safe to say that the map is definately Korean imbalanced.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
arb
Profile Blog Joined April 2008
Noobville17922 Posts
May 17 2013 21:31 GMT
#25
On May 17 2013 01:57 thezanursic wrote:
Show nested quote +
On May 17 2013 01:40 CardinalAllin wrote:
@sheaRZerg Nope Im not a rock collector, but I like reading about various stuff :D
@bITt.mAN Im glad you like it. I think I can give myself a bit more credit for the design. Before I made frontline, I shared these images on broodwarmaps.net:
[image loading]

[image loading]

I also posted this excerpt "I was going to start making a 4 player rotational version of Switchblade on the Jungle tileset.
Then I thought about this template you have made and thought I would play around first."
The template refers to the second picture above which is NegativeZeros WIP map plus 4 hills thrown on by me. Its a just a sketch. I then went ahead and made Frontline, and on purpose made it different. But I always wanted to make this map that you now have. I just knew my skills werent good enough to do it justice. Frontline was my first rotational map.

Just so you guys know, you cant just rejiggle things and release a new map. Kyanite Prospect represents 75 hours of work and was made from scratch. The decoration polish takes 20 hours on its own. I know it seems a bit selfish and attention whoring, but this map took a really long time to make. A lot of love and experience is poured into it and so I want to make sure eryone in the broodwar community has atleast seen it once!

But more than that, I actually just really like it. Even if I hadnt made it, I would love to see it used in SSL9 or whatever. Obviously there is always bias but, I imagine that Im looking at the map for the first time, and it had been made by CyGnus or the next man, and I still think to myself that it would cool to see Killer fight Hiya on this map!

Following on, I will be posting this map on Sonics facebook page in a short while. Its all I can think of to let those guys know about it. If any Korean speakers and people with contacts to Sonic want to help this map get seen by them then that would be good in my opinion. Im just a fan of Broodwar at the end of the day.

+ Show Spoiler +

But anyway, regarding the neutral CC, its 3 for and 3 against so my vote will count and its a negatron. Soz.
@arb which maps do you like out of curiousity?
@ All you lurkers out there;
Do take the time to post. If you like it, if you dont like it, I dont mind, its the silence that I dont like cus how can I know what to do next if I dont get feedback.



I think posting him the iccup competition thread would be a lot more useful and it would give him a lot of maps to draw form for future seasons


I'm personally a big fan of Longinus/Othello/RoV/RH3 stuff like that. I like your map it just seems kinda blandish to me personally. Others may like it alot more tho.
Artillery spawned from the forges of Hell
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
May 18 2013 01:16 GMT
#26
I'm not too crazy about the name, but I really like this map. I don't think Terrans will have much of a problem playing against Protoss on this map if they just do a safe 4-fact push. I like the little mineral patch in the corner of each main, but it *might* make Zerg players go ling speed + drone drill every game, which might get obnoxious. It might become one of those fun map quirks, like in Colosseum where you have to kill the neutral sunken colony at your entrance.

I think you did a very good job on this map.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
May 18 2013 02:54 GMT
#27
A lot better than your last map. Thirds look a bit difficult to take. Most of the issues are decorative. The middle ramps look silly. Rather than having random splotches of ruins around the mid hill, maybe have it flow more smoothly. IE, connect some jungle around the place. Horizontal ramps look silly in general. Mineral patches in random places are pretty silly, I'd get rid of them. I'd have to take a closer look at the wide diagonal ramps to be sure but they look pretty good. Nice editting.

Biggest issue, watch for positional balance. The 9 and 3 thirds are much further from their mains than the 6 and 12 thirds. They also look much closer to the opponent's base. I'd adjust the top left and bottom right mains and shift them vertically closer to the middle while still maintaining the general shape of the map.
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
May 18 2013 09:38 GMT
#28
A couple people already are complaining that the third is too far. My only issue is that the space behind the naturals looks bigger at the 3 and 9 positions than at the 12 or 6. For example, if you made Guardians and placed them at the 3 & 9, they'd have a safe spot where ground units could not reach them, but at 12 & 6, it looks like units could go around and hit them.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
May 18 2013 22:23 GMT
#29
Well; I don't have a whole lot to say about it because it's a pretty basic map. I realize you put a lot of time/effort into the symmetry and building the plateaus with custom ramps, etc, but I just feel like the end result-- the actual layout and gameplay of the map-- isn't all that different from say, fighting spirit. I'm not quite sure what you view the concept of the map as being. I'm not sure how impactful the fact that the plateaus are of higher altitude than the lowground actually is as far as gameplay goes.

The lack of a 4th gas per player is probably fine, but I'm a little worried about positional balance. Try to ensure that the distance from any nat to any 3rd and any 4th (the opposing nat adjacent to each respective 3rd) is equal. So for example, make sure that the distance from teal's nat to 9 and 6 are equal, and the distance from teal's nat to red's nat and purple's nat are equal. I'm not sure how the different shapes/angles of the 3rds change gameplay dependant on which the player must take, but I suspect it's significant.

How does the map feel in-game? It looks like it might be a little tight to me. There isn't much room around the main or nat mineral formations for building turrets and such, and recall that the bottom bases have less room than the top bases because of the selection HUD. The doodads in the 3rds look like they may tighten them up too much as well. Just make sure there's room for everything-- buildings and pathing etc, and that it feels comfortable in-game.

The most open parts of the map are the least important, so I'm concerned about how efficiently the space has been used. The ramps and spaces between plateaus really choke up the pathing of the map. I'm concerned this will lead to turtley gameplay, because it will be very hard for some races in each matchup to actually attack. For example, look at protoss teal vs terran blue blue: Teal really can't actually attack the terran at any point in the game because of how strong the plateaus are, and blue can't attack because any move out by him would be flanked to hell. Thus I suspect the end result is teal expanding towards purple and blue expanding towards red, resulting in a long, passive game. Relative to fighting spirit, your map is less linear but also tighter-- a combination which I think adversely effects gameplay.

I could be wrong, and the gameplay could be perfectly fine, but I suspect it'll pretty much be either standard or passive. Thus I don't see that the map stands out at all relative to any other map. If after testing the map you find yourself agreeing with the things I've said, consider maybe making a 2 or 3 player map instead, using the plateaus and ramps. I think you may have limited yourself by implementing these features in a 4 player map. Alternatively, consider the possibility of making an asymmetrical 4 player map on these lines. Just try to focus on how what you're doing is going to impact the gameplay.

Also try to make sure you know what the concept or point of the map is. All features should complement each other and result in achieving this concept, without contradicting each other at all. It's perfectly acceptable if you don't have one when you start making a map, but as you complete it or edit it later you should try to find/make the concept so your edits/choices have purpose. If you can never find such a concept, the map just boils down to being map-editor-practice. There's nothing wrong with that of course, but it can be frustrating. Remember the point of making maps is for the maps to be played, and for a map to be played it must in addition to being comfortable to play on, must also be interesting.

I dunno if anything I've said has been helpful in the least bit, but feel free to ask for clarification on anything.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
May 18 2013 23:51 GMT
#30
^ This man is correct.
Jaevlaterran
Profile Joined April 2012
Sweden578 Posts
May 19 2013 00:13 GMT
#31
how are terran walls on the third small ramps?
Need a light?
Peeano
Profile Blog Joined March 2009
Netherlands5294 Posts
Last Edited: 2013-05-22 23:38:01
May 22 2013 23:31 GMT
#32
+ Show Spoiler [image] +
[image loading]

- The ridge at the top black line is longer than the bottom one, plus the tree creates an additional bump?
- Positional imbalance. (orange rectangle marks how much further the AI-pathing from the natural to the optional 3rd is)
In addition the bump in the pathing at the tree probably fucks goons/goliath AI. Think of sending reinforcements.
- Personally I don't like that units siege tanks can be put at the blue circles
FBH #1!
Jukado
Profile Blog Joined May 2011
805 Posts
May 25 2013 15:44 GMT
#33
Hi guys. Thankyou very much for taking the time to share feedback.

Well I PMed a few people that I hoped would give some thoughts but most didnt. Its funny cus I fully expected Idra, Day[9] and Artosis to get back to me :D

[Being serious though, thankyou to those that did.]

I am going to be hosting this map for an hour starting now on ICCup so come and play/obs if you want!



Regarding gameplay balance:
the third is too far.

The thirds are definately not too hard to take. They are 13 seconds away by ground (exaclty the same as FS). There are 2 doodads outside each natural that block movement, and break up the choke which is not too wide (though yes it is wider than the bridge on FS, as is every modern map that is balanced), there is enough buildable space, the choke into the 3rd is thin (2 depots will wall, or indeed 2 pylons vs vults), the high ground can be exploited in a defensive manner.
Also, the flow of the game in the period before moving out to take your third is such that you can safely take your third if done at the correct timing and with the correct execution.

Protoss can't attack the terran at any point in the game because of how strong the plateaus are

[A seemingly contradictory opinion to the above point; posters appear to disagree on this subject.]
The ramps into the 3rds are bigger here than on FS. And the bridge choke on FS is far smaller than the choke on this map so Protoss is able to attack if wanting to use aggressive styles. Also, the high ground plateau can be utilised by both attackers and defenders much more so than Jade for example. It is also safe for Protoss to use aggressive styles because he is able to defend his own 3rd from vult back stabs relatively easily.
+ Show Spoiler +

I could be wrong, and the gameplay could be perfectly fine, but I suspect it'll pretty much be either standard or passive. Thus I don't see that the map stands out at all relative to any other map. If after testing the map you find yourself agreeing with the things I've said, consider maybe making a 2 or 3 player map instead, using the plateaus and ramps. I think you may have limited yourself by implementing these features in a 4 player map. Alternatively, consider the possibility of making an asymmetrical 4 player map on these lines. Just try to focus on how what you're doing is going to impact the gameplay.

Also try to make sure you know what the concept or point of the map is. All features should complement each other and result in achieving this concept, without contradicting each other at all. It's perfectly acceptable if you don't have one when you start making a map, but as you complete it or edit it later you should try to find/make the concept so your edits/choices have purpose. If you can never find such a concept, the map just boils down to being map-editor-practice. There's nothing wrong with that of course, but it can be frustrating. Remember the point of making maps is for the maps to be played, and for a map to be played it must in addition to being comfortable to play on, must also be interesting.

In response to those two paragraphs, Im finding it really hard to write an equally in depth reply. Even after over a week of trying to formulate a reply, I cant seem to write something that seems to do it justice. I wonder, maybe it would be helpful if you expanded on some of it a little?

Regarding positional balance:
Guardians hiding behind the naturals are safe from goons in all positions. Range upgraded goliaths are able to kill guardians at 12 and 6 but with some difficulty and dedication. However, to address this would upset more important things in the map. Im afraid you will just have to get irradiate, wraiths or valks to fully flush the guardians out. Its worth noting that the timings when guardians are most effective is before goliaths are out anyway, so you would need to be getting irad, wraith or valk regardless of your spawn position. Also its worth saying that guards and gols both have range 8, but gols totally eat guardians so if you opened with mech, and have enough goliaths to deal with guardians harassing your natural then you will be safe to leave a minimal amount at home to defend if you are incapable of making wraith.


Biggest issue, watch for positional balance. The 9 and 3 thirds are much further from their mains than the 6 and 12 thirds.

Incorrect. The unwalkable gaps are exactly 18 tiles in all 4 positions.
And infact, if you make a CC in you main and float to the 3rd it will have to travel 29 tiles vertically but 30 horizontally. So actually you got it the wrong way round.

Try to ensure that the distance from any nat to any 3rd and any 4th (the opposing nat adjacent to each respective 3rd) is equal.

The time it takes to travel from any nat to its 3rd is 13 seconds, exactly the same as Fighting Spirit.
The time it takes to travel from a natural to its 'far 3rd' is either 14 seconds or 16 seconds respectively. On Fighting Spirit it is always 15 seconds.
The time between naturals on this map is 23 seconds, exactly the same as FS.

make sure there's room for everything-- buildings and pathing etc, and that it feels comfortable in-game.

This is one of the main priorities ofcourse, and one that was met in a very satisfactory way.

@s.Q.uelched We spoke online yesterday but ill reply while im here anyway. The two black lines are the same length and the tree doesnt create a bump. Ive tested moving large armies around and have been hosting lots of games, no problems so far.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
#80
WardiTV1206
OGKoka 376
Rex114
IntoTheiNu 25
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 376
Hui .296
ProTech126
Rex 114
Trikslyr21
StarCraft: Brood War
Horang2 3817
actioN 1888
Bisu 1710
EffOrt 1191
Mini 790
ggaemo 618
firebathero 590
Hyuk 409
Sharp 215
Soulkey 146
[ Show more ]
Snow 137
Zeus 124
ToSsGirL 89
[sc1f]eonzerg 77
Backho 67
Hyun 62
Hm[arnc] 45
Shine 24
Bale 20
soO 16
yabsab 15
GoRush 13
Terrorterran 9
Noble 9
SilentControl 6
eros_byul 1
Dota 2
qojqva4098
syndereN695
Counter-Strike
oskar64
Other Games
singsing2487
B2W.Neo1530
hiko741
Lowko369
Livibee340
crisheroes329
Fuzer 180
Happy177
ArmadaUGS112
Sick72
ceh932
Mew2King26
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis4417
• Jankos2728
• TFBlade945
Other Games
• WagamamaTV332
Upcoming Events
Monday Night Weeklies
1h 3m
Replay Cast
9h 3m
Sparkling Tuna Cup
19h 3m
Afreeca Starleague
19h 3m
Rush vs PianO
Flash vs Speed
PiGosaur Cup
1d 9h
Replay Cast
1d 18h
Afreeca Starleague
1d 19h
BeSt vs Leta
Queen vs Jaedong
Replay Cast
2 days
The PondCast
2 days
OSC
3 days
[ Show More ]
RSL Revival
3 days
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
4 days
RSL Revival
4 days
Maru vs MaxPax
BSL
5 days
RSL Revival
5 days
uThermal 2v2 Circuit
5 days
BSL
6 days
Liquipedia Results

Completed

2026 Changsha Offline CUP
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.