• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:12
CEST 09:12
KST 16:12
  • 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
Maestros of the Game: Week 1/Play-in Preview4[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy9
Community News
Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris34Weekly Cups (Aug 11-17): MaxPax triples again!13Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195
StarCraft 2
General
#1: Maru - Greatest Players of All Time Maestros of the Game: Week 1/Play-in Preview Greatest Players of All Time: 2025 Update BoxeR's Wings Episode 2 - Fan Translation A Eulogy for the Six Pool
Tourneys
LiuLi Cup - August 2025 Tournaments $5,000 WardiTV Summer Championship 2025 Maestros of The Game—$20k event w/ live finals in Paris $5,100+ SEL Season 2 Championship (SC: Evo) Esports World Cup 2025
Strategy
Custom Maps
External Content
Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below
Brood War
General
Easiest luckies way to get out of Asl groups BW General Discussion Post ASL20 Ro24 discussion. BGH Auto Balance -> http://bghmmr.eu/ No Rain in ASL20?
Tourneys
[ASL20] Ro24 Group F [IPSL] CSLAN Review and CSLPRO Reimagined! [ASL20] Ro24 Group E [ASL20] Ro24 Group D
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Mechabellum Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
YouTube Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s) Gtx660 graphics card replacement
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Lemme tell you a thing o…
JoinTheRain
How Culture and Conflict Imp…
TrAiDoS
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3685 users

Map: C.A.S development thread - Page 2

Forum Index > BW General
Post a Reply
Prev 1 2 3 4 5 Next All
Jukado
Profile Blog Joined May 2011
805 Posts
September 27 2016 22:18 GMT
#21
Ive taken a first pass at adding water to the gap at the bottom:
[image loading]

And Ive been playing a lot with the top area, trying to get the rush distance up to 21 seconds with rock doodads and stuff but it wouldnt work. So what Ive done is move the bridges at all 4 spawns a little bit. So the map is now looking like this:
[image loading]

This has successfully got the rush time up to 21 seconds between the top nats. For comparison, Circuit Breaker is also 21 seconds on close spawns, and FS is 22 seconds.

Moving the bridges has also helped the pathing and even out the other spawns rush times;
21 seconds between the top nats
24 seconds between the bottom nats
24 seconds between the right nats
25 seconds between the left nats

On September 27 2016 02:30 FlaShFTW wrote:
needs symetry :c


Why? The idea is to have a familiar feeling map but then inject a bit of spice.

On September 27 2016 06:14 Freakling wrote:
Well, the problem with this map idea is that you end up with poor positional balance due to a vary uneven distribution of expansions and unequal rush distances. Picking FS with it's inherent rotational variety and already relatively short rushing distances only aggravates those problems. You'd be much better off doing a through-and through asymmetrical layout that is actually accommodated to what you want to do (i.e. a map with one asymmetrical spawn). Most importantly you really need to space out the topmost two nats more, not only to increase the rushing distance but also to create space for a proper gas expansion at 12 o'clock. Maybe you can make the left side more like CB top/bottom with some mineral onlies. In general I think throwing in some mineral onlies instead of a central gas expansion will give you a lot more adaptability to make the layout work as a whole,


Thanks for the tips. The goal is specifically a Fighting Spirit like map. With the reposition of the bridges, the rush times are more evenly matched.

As for having a base at the 12 o clock: There is a critical problem if you do that. In a split map scenario when top vs bottom, the top player would have 7 bases while the bottom player would only have 6 bases. Thats why I have done it like this.
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
joust85
Profile Joined December 2010
Canada53 Posts
September 27 2016 22:40 GMT
#22
Really liking it.
Jukado
Profile Blog Joined May 2011
805 Posts
September 28 2016 14:08 GMT
#23
Ive got another surprise for y'all.

There are 8 bridges. Im inviting you guys to directly make your own mark on the map by designing the decoration for the bridges.
Save the picture, draw your design in paint or whatever and then upload as jpeg.
Let me know which bridge is your first choice (numbered 1-8).

I may modify and move bits around to form a cohesive whole. And I reserve the right to choose which make the final cut, but if lots of people submit designs then it will be randomised.

[image loading]
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
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
September 28 2016 22:07 GMT
#24
kind of asymmetrical but i did the best i could
vibeo gane,
3FFA
Profile Blog Joined February 2010
United States3931 Posts
September 29 2016 16:05 GMT
#25
Okay I think CAS stands for:
Cardinal Allied System
Cardinal Allies System
Centralized Ally System
Coordinated Ally System
Coordinated Ally Spirit

One of those^
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Jukado
Profile Blog Joined May 2011
805 Posts
September 29 2016 16:49 GMT
#26
On September 29 2016 07:07 -NegativeZero- wrote:
kind of asymmetrical but i did the best i could
[image loading]


Would you be interested in a game of high stakes matching pairs?

On September 30 2016 01:05 3FFA wrote:
Okay I think CAS stands for:
Cardinal Allied System
Cardinal Allies System
Centralized Ally System
Coordinated Ally System
Coordinated Ally Spirit

One of those^


Nope
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
Jukado
Profile Blog Joined May 2011
805 Posts
September 29 2016 22:45 GMT
#27
Im away for the weekend so I will show now that the bridges in the bottom left have been moved. So incase someone would have suggested that, rest assured its already done. Also added some rocky ground on the Path To 3rd.

[image loading]
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
DOgMeAt
Profile Joined August 2005
Czech Republic142 Posts
September 30 2016 05:00 GMT
#28
On September 28 2016 07:18 CardinalAllin wrote:

As for having a base at the 12 o clock: There is a critical problem if you do that. In a split map scenario when top vs bottom, the top player would have 7 bases while the bottom player would only have 6 bases. Thats why I have done it like this.

i m just casually passing by... you asymmetrical design seems really unbalanced in other scenarios, eg 5 vs 11, 5 easily taking both nearby expansions

symmetry is the key:

[image loading]

or

[image loading]
Ban Baal
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2016-09-30 07:37:00
September 30 2016 07:23 GMT
#29
i juts love crazy symmetries!

the two rotational symmmetry bases at bottom left and bottom right do not work in a balanced way due to how the thirds are set up.

the only way drunken monkey style symmetries like this work is a third designed specifically to the needs of this symmetry style, e.g. three-spawn maps, whereas one possible spawn setup is rotational symmetry, one is axial symmetry close distance (like on 4spawn axial symmetry) and one is axial symmetry long distance (like on 4spawn axial symmetry). Here, too, the design of third bases is crucial, not so much how one expands into them as an expansion after the natural, but how you set them up so that they are balanced as fourth or fifth base. But this is a hell of a work and i am unsure if anyone every publioshed such a map. It is something i experiemented with in sc2:wol and hots, but it is too much work and one can imagine that it just draws too much pitchforking.

the advantage is that you have the same spawn setups (close, far, rotational) as on a four player map, but you have more space for bases, because you need one main/nat(/third) setup less, do not ghive away a "free main" and have more interesting ways to construct bases. the problem is that you have to do a 3-spawn map. Also you cut that chances for a bad spawn position significantly. when done right the rotational spawn setup is not even worse for the cw or ccw player.


here is an image for everybody who thinks this description is too abstract. usre if anybody ever made such a map. i theorized over this years ago with NullCurrent (ex-TPW) and made some tests that went unpublished. feel free to realize a map based on this symmetry.

[image loading]
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2016-09-30 10:07:54
September 30 2016 10:06 GMT
#30
@Samro: I don't think that layout holds up in BW, actually, for the simple fact how Zerg expand and nat-nat distances seem very unequal. But then it is overall not just a question of where bases are but also of how the terrain is designed around them,

Cardinal: Negative's swastika design is not the bridge you are looking for. + Show Spoiler [Try this instead:] +
[image loading]

Samro225am
Profile Joined August 2010
Germany982 Posts
September 30 2016 11:22 GMT
#31
On September 30 2016 19:06 Freakling wrote:
@Samro: I don't think that layout holds up in BW, actually, for the simple fact how Zerg expand and nat-nat distances seem very unequal. But then it is overall not just a question of where bases are but also of how the terrain is designed around them,

Cardinal: Negative's swastika design is not the bridge you are looking for. + Show Spoiler [Try this instead +
[image loading]




it is not a layout, it is a symmetric principal. while i never did maps for sc:bw I think such a geometric idea can translate to any RTS game. obviously the layout has to be adapted to the specific game design...
Freakling
Profile Joined October 2012
Germany1529 Posts
September 30 2016 13:24 GMT
#32
I was specifically referring to your picture, which is the outline of an actual base layout.
In general, I agree that a map needs to be constructed around the feature one wants to implement (in this case the feature would be the asymmetry of one of the main-nat-areas in relation to the rest of the map) and not just have the feature arbitrarily superimposed upon some pre-existing layout. But the thought processes are pretty straight forward and not too different to any simple symmetric map.
As far as BroodWar-specific symmetry and balance considerations are concerned, 4 player macro maps are very straight forward: one main in each corner with a natural to either side, and a third base in between, roughly at the 3/6/9/12 o'clock positions. as long as the mains remain in the typical corner positions, this layout is pretty much a given and does not actually vary much between axially or rotationally symmetric maps, so the basic principal applies here as well. The problem then basically boils down to equalizing length and width of paths and the number and width of entrances to equivalent bases, which is mostly just a matter of the right layout (i.e. rather not an already strongly rotationally biassed path layout like on FS) and terrain editing.
Jukado
Profile Blog Joined May 2011
805 Posts
October 07 2016 15:40 GMT
#33
DOgMeAt, hi thanks for taking the time to make those 2 pics. You made it really hard for yourself in the rotational one, the picture will probably give me some sort of Escher nightmare.
Im not really sure why you bothered to make pictures explaining what standard rotational and axial symmetry is, but I feel honoured that you did and that this was your 2nd post since 2007!

Imbalance, eg 5 vs 11, 5 easily taking both nearby expansions

Your example wasnt even the best example of imbalance. Better examples would have been 1 vs 5, 1 vs 7, or 7 vs 11.
However, Ive made a big change to the map, Ive added 2 mineral onlies.

Samro225am, hello, nice to see you in the bw section.
the two rotational symmetry bases at bottom left and bottom right do not work in a balanced way due to how the thirds are set up.

Im not sure why you pick on the bottom bases only, just seemed a funny way of wording it to me.
However, again though Ive made a big change and added 2 mineral onlies.

For those interested in some further reading on the subject, check out And G’s thread (theres a few mistakes but its good overall):
http://www.teamliquid.net/forum/sc2-maps/447881-walrus-symmetry
http://www.teamliquid.net/forum/sc2-maps/448561-4-crusader
And G calls it Walrus symmetry. Samro above calls it Drunken Monkey symmetry.
Personally I call it Black Sheep. Kind of hilarious that all 3 are animals.

@Freakling: Thanks for the bridge. It reminds me of your 3 player map Urban Warfare Tactics, which btw seems to not be in the database anymore. Did you delete it? Your bridge also reminds me of a jumping headcrab which is less desirable.
+ Show Spoiler +
[image loading]




7th October 2016
Version 0p1wip043
-Added 2 mineral onlies
-Placed resources at the high ground 3rds and centre base
-Terrain at 3 and 6 o clock
-Added rock and tree doodads in centre

[image loading]
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
RoomOfMush
Profile Joined March 2015
1296 Posts
October 07 2016 17:31 GMT
#34
With the 2 mineral onlies this is getting more and more bizarre. I'd really like to get some player opinions on that design.
B-royal
Profile Joined May 2015
Belgium1330 Posts
Last Edited: 2016-10-07 22:23:45
October 07 2016 22:23 GMT
#35
In my opinion the only problem with asymmetrical maps is that it often limits strategies instead of expanding them.

I like the look of the map, I love crazier maps.
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
RoomOfMush
Profile Joined March 2015
1296 Posts
Last Edited: 2016-10-07 22:31:46
October 07 2016 22:28 GMT
#36
On October 08 2016 07:23 B-royal wrote:
In my opinion the only problem with asymmetrical maps is that it often limits strategies instead of expanding them.

I like the look of the map, I love crazier maps.

Its not that crazy though. Its basically fighting spirit except for the asymmetry. And the 2 bridges and less unbuildable terrain. By the way: Dont you want to push that northern mineral only all the way up to the edge of the map? Looks like wasted space to me and it would make that base more relevant in top-left vs top-right.
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6607 Posts
October 07 2016 23:04 GMT
#37
hard to tell tbh,is not the final product so i guess talking about analitical information makes no sense for me,but this map is the mix of Nostalgia and FS except that the third expansion might be a problem for protoss players in a pvz and most likely to be very good for TvP,and yeah i dont think this is the way to go by copying FS style,why will we play this map having FS ?im more for having original maps forcing new sceneries rather than playing a copy paste map from the past.oh except Katrina,i think katrina is a terrible mess.
Jukado
Profile Blog Joined May 2011
805 Posts
October 08 2016 12:51 GMT
#38
On October 08 2016 07:23 B-royal wrote:
In my opinion the only problem with asymmetrical maps is that it often limits strategies instead of expanding them.

I like the look of the map, I love crazier maps.

Glad you like the look of the map. Are you worried that you might feel strategically restricted when playing this map?

On October 08 2016 07:28 RoomOfMush wrote:
Dont you want to push that northern mineral only all the way up to the edge of the map? Looks like wasted space to me and it would make that base more relevant in top-left vs top-right.

At the moment, Im happy with the position of the 12 o clock min only, but its something that might change. What do you mean by more relevant?

On October 08 2016 08:04 [sc1f]eonzerg wrote:
hard to tell tbh,is not the final product so i guess talking about analitical information makes no sense for me,but this map is the mix of Nostalgia and FS except that the third expansion might be a problem for protoss players in a pvz and most likely to be very good for TvP,and yeah i dont think this is the way to go by copying FS style,why will we play this map having FS ?im more for having original maps forcing new sceneries rather than playing a copy paste map from the past.oh except Katrina,i think katrina is a terrible mess.

This is the best time to analyse and make suggestions. We are at the tipping point of preferably locking down the layout before all the polish begins.
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
RoomOfMush
Profile Joined March 2015
1296 Posts
October 08 2016 13:18 GMT
#39
On October 08 2016 21:51 CardinalAllin wrote:
Show nested quote +
On October 08 2016 07:28 RoomOfMush wrote:
Dont you want to push that northern mineral only all the way up to the edge of the map? Looks like wasted space to me and it would make that base more relevant in top-left vs top-right.

At the moment, Im happy with the position of the 12 o clock min only, but its something that might change. What do you mean by more relevant?

As I see it right now the 12 can not be taken by either player when playing top-left vs top-right. The base is so open and in the direct attack path that all attacks will happen there. No defenders advantage, no nothing.
There is only 3 possibilities:
1) The game is even => no player should be able to secure the base in an even fight without defenders advantage
2) The game is in favor of the attacking player => the base is a sure loss, no reason to even try to take it when you are behind
3) The game is in favor of the defending player => if the defender holds the game is pretty much over. If he is able to defend this base he will be able to crush the opponent ezpz.

So what is the point of that base in top-left vs top-right? I dont see it ever being used unless the game is already over.
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2016-10-08 15:56:01
October 08 2016 15:47 GMT
#40
What do you mean, "not in the database any more"?!?! Please explain the jumping headcrab. I think you must be confusing something there. Anyway, the bridge design is actually nicked from (2)Blood & Iron (the SE part), specifically designed to use a minimum of excessive asphalt, which I think would fit your concept well.
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 48m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 210
StarCraft: Brood War
Sea 4155
PianO 203
JulyZerg 171
Zeus 109
Yoon 63
Noble 52
ToSsGirL 49
Bale 14
Dota 2
NeuroSwarm107
League of Legends
JimRising 600
Counter-Strike
Stewie2K743
Other Games
C9.Mang0552
WinterStarcraft475
Fuzer 74
ViBE37
semphis_14
Organizations
Counter-Strike
PGL1341
Other Games
gamesdonequick838
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH460
• practicex 33
• Sammyuel 19
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos644
• Stunt442
Upcoming Events
SC Evo League
4h 48m
TaeJa vs Cure
Rogue vs threepoint
ByuN vs Creator
MaNa vs Classic
Maestros of the Game
8h 48m
ShoWTimE vs Cham
GuMiho vs Ryung
Zoun vs Spirit
Rogue vs MaNa
[BSL 2025] Weekly
10h 48m
SC Evo League
1d 4h
Maestros of the Game
1d 8h
SHIN vs Creator
Astrea vs Lambo
Bunny vs SKillous
HeRoMaRinE vs TriGGeR
BSL Team Wars
1d 11h
Team Bonyth vs Team Sziky
BSL Team Wars
1d 11h
Team Dewalt vs Team Sziky
Afreeca Starleague
2 days
Soulkey vs BeSt
Snow vs Light
Monday Night Weeklies
2 days
Replay Cast
2 days
[ Show More ]
Sparkling Tuna Cup
3 days
PiGosaur Monday
3 days
LiuLi Cup
4 days
Replay Cast
4 days
The PondCast
5 days
RSL Revival
5 days
Maru vs SHIN
MaNa vs MaxPax
RSL Revival
6 days
Reynor vs Astrea
Classic vs sOs
BSL Team Wars
6 days
Team Bonyth vs Team Dewalt
Liquipedia Results

Completed

Acropolis #4 - TS1
WardiTV Summer 2025
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL Season 18: Qualifier 2
SEL Season 2 Championship
Sisters' Call Cup
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
Maestros of the Game
EC S1
BLAST Rivals Fall 2025
Skyesports Masters 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
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 © 2025 TLnet. All Rights Reserved.