• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 20:48
CET 02:48
KST 10:48
  • 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
SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion6Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)16Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
PhD study /w SC2 - help with a survey! Weekly Cups (Jan 12-18): herO, MaxPax, Solar win When will we find out if there are more tournament I am looking for StarCraft 2 Beta Patch files Stellar Fest "01" Jersey Charity Auction
Tourneys
$70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
Gypsy to Korea [ASL21] Potential Map Candidates Video Footage from 2005: The Birth of G2 in Spain BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [BSL21] Non-Korean Championship - Starts Jan 10 Small VOD Thread 2.0 Azhi's Colosseum - Season 2
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft Current Meta
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026!
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread NASA and the Private Sector Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Navigating the Risks and Rew…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1333 users

Map (2)Phaethon 1.0

Forum Index > BW General
Post a Reply
RampagingSlushy
Profile Joined March 2018
9 Posts
Last Edited: 2018-08-22 00:26:09
July 25 2018 22:34 GMT
#1
Hey just got into map making with the new patch out would like some feedback. Thank you.

+ Show Spoiler +
[image loading]

Download

July 29, 2018 Map Update to 1.0.1
+ Show Spoiler +
1.0.1
-Enlarged Main bases to allow for more building space.
-Enlarged Natural bases a bit.
- Shortened and shrunk choke points for the naturals to allow easier wall offs.
-Tweaked choke points for 11 and 5 o'clock bases.
-Moved Geyser at the bottom main base to the top to allow the Geyser to be seen when camera is centered on start location.
_Moved minerals around at the 3, and 9 o'clock bases to allow for easier base placement.
-Some cosmetic changes at the natural bases.


July 29, 2018 Map Update to 1.0.2
+ Show Spoiler +
1.0.2 changes
-Moved the Gas Geysers to be on the left or top of start locations, and fixed Critters.
-Observer map updated to 1.0.2


August 21, 2018 Map Update to 1.0.3
+ Show Spoiler +
1.0.3 changes
-Worked on the natural to be more friendly for sim city for Zerg and other races.
funnybananaman
Profile Joined April 2009
United States830 Posts
Last Edited: 2018-07-25 22:54:53
July 25 2018 22:54 GMT
#2
Not great not bad going to make some fast games like bloodbath with the small map air to air and ramp to ramp distance. 4/10.
Freakling
Profile Joined October 2012
Germany1529 Posts
July 25 2018 23:32 GMT
#3
Well, don't think map making has become any easier all of a sudden… And the new ramps are unfortunately just unfit for melee map making… I'l write a bug report and in-depth criticism later…
linestein
Profile Blog Joined June 2018
United States210 Posts
July 26 2018 12:24 GMT
#4
any reason this can't be opened on scmdraft? i was having some problems opening in bw multi.
"You can wish to be rich, you can wish to be tall. You can wish away the haters, you just gimme a call" ---Will Smith & DJ Khaled "Friend Like Me (End Title)"
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
July 26 2018 12:41 GMT
#5
On July 26 2018 08:32 Freakling wrote:
Well, don't think map making has become any easier all of a sudden… And the new ramps are unfortunately just unfit for melee map making… I'l write a bug report and in-depth criticism later…


Why's that? Genuinely interested
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-07-26 13:54:04
July 26 2018 13:26 GMT
#6
On July 26 2018 21:24 linestein wrote:
any reason this can't be opened on scmdraft? i was having some problems opening in bw multi.

You need the newest, compatible version and a 1.22 patch_ed.mpq file included as a data MPQ under profile settings.

On July 26 2018 21:41 Qikz wrote:
Show nested quote +
On July 26 2018 08:32 Freakling wrote:
Well, don't think map making has become any easier all of a sudden… And the new ramps are unfortunately just unfit for melee map making… I'l write a bug report and in-depth criticism later…


Why's that? Genuinely interested

The main reason in short is that they did not properly set terrain level flags for cliff tiles for most of the ramps, so units on the low ground gain cliff vision of the high ground. This can of course be ameliorated with manual terrain editing, but then we are back to completely customized blended ramps, which is what we have now and which is alright and works well and we are use to anyway and which some map makers probably even enjoy playing around with and all that. But it means that these new ramps completely fail to make creating a map any easier for a complete beginner, which arguably, aside from producing a another air balloon of hype, could be seen as the main purpose for their existence. Although that's actually a faulty perception that most non-mapmakers seem to have because the new ramps are but new doodads, arrays of tiles that can be pasted as a block. The same thing already exists in a much more flexible form for custom ramps, only that it is not called "doodad" but "brush", but it has been existing in ScmDraft all along, albeit as an underused feature. So the only thing these new ramps do achieve right now is to provide a few new tiles that can be used in custom blends, albeit at the price of completely severing backwards compatibility with pre 1.22 patches. That may be still better than nothing, but overall I don't really think it is worth it for the most part.
Highgamer
Profile Joined October 2015
1445 Posts
July 26 2018 13:43 GMT
#7
Looks nice to me if you just got into mapmaking.

Designwise: I think the base-distrubution is a bit conservative: 3 bases in a straight row at the very bottom/top with little terrain-separation so that players can just draw a horizontal line.
First I thought it's too easy to split-map in TvP e.g., and T can crawl up to any expansion.
Then again, the passage into the natural going away from the ramp gives room for aggression, big opening between natural and 3rd, too. Then the two big open spaces, yet separated by bridges but also big ramps, looks interesting.

Overall the map needs some more polishing/optical buff, lots of bleak, uniform ground at 3rds, 4ths, open spaces.
JungleTerrain
Profile Joined January 2012
Chile799 Posts
July 26 2018 15:58 GMT
#8
If you want to open this in SCMdraft make sure that when you start the program you click “edit” on your profile before opening the map. There should be 3 MPQ files in there, but you need a 4th “patch_ed.mpq”. You need to browse for it in your Starcraft folder wherever it is, assuming you downloaded the new patch already. Then you click add and save or w/e.

Within the editor you can also do this through Options>change profile settings or something like that.
www.broodwarmaps.net
linestein
Profile Blog Joined June 2018
United States210 Posts
July 26 2018 16:22 GMT
#9
@freakling

+ Show Spoiler +
On July 26 2018 22:26 Freakling wrote:
Show nested quote +
On July 26 2018 21:24 linestein wrote:
any reason this can't be opened on scmdraft? i was having some problems opening in bw multi.

You need the newest, compatible version and a 1.22 patch_ed.mpq file included as a data MPQ under profile settings.

Show nested quote +
On July 26 2018 21:41 Qikz wrote:
On July 26 2018 08:32 Freakling wrote:
Well, don't think map making has become any easier all of a sudden… And the new ramps are unfortunately just unfit for melee map making… I'l write a bug report and in-depth criticism later…


Why's that? Genuinely interested

The main reason in short is that they did not properly set terrain level flags for cliff tiles for most of the ramps, so units on the low ground gain cliff vision of the high ground. This can of course be ameliorated with manual terrain editing, but then we are back to completely customized blended ramps, which is what we have now and which is alright and works well and we are use to anyway and which some map makers probably even enjoy playing around with and all that. But it means that these new ramps completely fail to make creating a map any easier for a complete beginner, which arguably, aside from producing a another air balloon of hype, could be seen as the main purpose for their existence. Although that's actually a faulty perception that most non-mapmakers seem to have because the new ramps are but new doodads, arrays of tiles that can be pasted as a block. The same thing already exists in a much more flexible form for custom ramps, only that it is not called "doodad" but "brush", but it has been existing in ScmDraft all along, albeit as an underused feature. So the only thing these new ramps do achieve right now is to provide a few new tiles that can be used in custom blends, albeit at the price of completely severing backwards compatibility with pre 1.22 patches. That may be still better than nothing, but overall I don't really think it is worth it for the most part.


Thanks, I've got the updated client running. I liked the map although I noticed it went a little light at the mineral only (6 patches). I also question whether Siege Mode could reach Probes at the natural.

The ramp fiasco has always been interesting. What makes the modern debacle worse than what's going on with Ride of the Valkyries--that being the map comes to mind. I've only made a cursory dabble with ramps myself as I think everything should just teleport. But that said, I've only been working with ice terrain. It would certainly be more interesting if we could place buildings at level 2.
"You can wish to be rich, you can wish to be tall. You can wish away the haters, you just gimme a call" ---Will Smith & DJ Khaled "Friend Like Me (End Title)"
S.I.
Profile Joined April 2017
58 Posts
July 26 2018 18:38 GMT
#10
On July 26 2018 21:24 linestein wrote:
any reason this can't be opened on scmdraft? i was having some problems opening in bw multi.


Are you using the build released alongside the 1.22 patch? Because that should offer to update your settings to work with 1.22 datafiles.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
July 26 2018 22:28 GMT
#11
rip new ramps, hopefully someone can get blizzard's attention and they can (eventually) patch them...
vibeo gane,
RampagingSlushy
Profile Joined March 2018
9 Posts
July 28 2018 21:05 GMT
#12
Is there a way to check to see if the terrain level things are working properly in scmdraft?
JungleTerrain
Profile Joined January 2012
Chile799 Posts
Last Edited: 2018-07-28 23:32:30
July 28 2018 23:31 GMT
#13
On July 29 2018 06:05 RampagingSlushy wrote:
Is there a way to check to see if the terrain level things are working properly in scmdraft?


Of course,

On the left side under Overlay Settings, uncheck Use Defaults

Then go down to

Microtile overlay > Height
Unless you mean something else?
www.broodwarmaps.net
SchAmToo
Profile Blog Joined April 2010
United States1141 Posts
July 29 2018 03:52 GMT
#14
On July 26 2018 22:26 Freakling wrote:
Show nested quote +
On July 26 2018 21:24 linestein wrote:
any reason this can't be opened on scmdraft? i was having some problems opening in bw multi.

You need the newest, compatible version and a 1.22 patch_ed.mpq file included as a data MPQ under profile settings.

Show nested quote +
On July 26 2018 21:41 Qikz wrote:
On July 26 2018 08:32 Freakling wrote:
Well, don't think map making has become any easier all of a sudden… And the new ramps are unfortunately just unfit for melee map making… I'l write a bug report and in-depth criticism later…


Why's that? Genuinely interested

The main reason in short is that they did not properly set terrain level flags for cliff tiles for most of the ramps, so units on the low ground gain cliff vision of the high ground. This can of course be ameliorated with manual terrain editing, but then we are back to completely customized blended ramps, which is what we have now and which is alright and works well and we are use to anyway and which some map makers probably even enjoy playing around with and all that. But it means that these new ramps completely fail to make creating a map any easier for a complete beginner, which arguably, aside from producing a another air balloon of hype, could be seen as the main purpose for their existence. Although that's actually a faulty perception that most non-mapmakers seem to have because the new ramps are but new doodads, arrays of tiles that can be pasted as a block. The same thing already exists in a much more flexible form for custom ramps, only that it is not called "doodad" but "brush", but it has been existing in ScmDraft all along, albeit as an underused feature. So the only thing these new ramps do achieve right now is to provide a few new tiles that can be used in custom blends, albeit at the price of completely severing backwards compatibility with pre 1.22 patches. That may be still better than nothing, but overall I don't really think it is worth it for the most part.


Have you chatted with the engineers/dev about this?
twitch.tv/schamtoo | twitter.com/schamtoo
RampagingSlushy
Profile Joined March 2018
9 Posts
July 29 2018 20:36 GMT
#15
On July 29 2018 08:31 JungleTerrain wrote:
Show nested quote +
On July 29 2018 06:05 RampagingSlushy wrote:
Is there a way to check to see if the terrain level things are working properly in scmdraft?


Of course,

On the left side under Overlay Settings, uncheck Use Defaults

Then go down to

Microtile overlay > Height
Unless you mean something else?


Yea thanks!

linestein
Profile Blog Joined June 2018
United States210 Posts
Last Edited: 2018-07-30 00:47:39
July 30 2018 00:47 GMT
#16
On July 29 2018 12:52 SchAmToo wrote:
Show nested quote +
On July 26 2018 22:26 Freakling wrote:
On July 26 2018 21:24 linestein wrote:
any reason this can't be opened on scmdraft? i was having some problems opening in bw multi.

You need the newest, compatible version and a 1.22 patch_ed.mpq file included as a data MPQ under profile settings.

On July 26 2018 21:41 Qikz wrote:
On July 26 2018 08:32 Freakling wrote:
Well, don't think map making has become any easier all of a sudden… And the new ramps are unfortunately just unfit for melee map making… I'l write a bug report and in-depth criticism later…


Why's that? Genuinely interested

The main reason in short is that they did not properly set terrain level flags for cliff tiles for most of the ramps, so units on the low ground gain cliff vision of the high ground. This can of course be ameliorated with manual terrain editing, but then we are back to completely customized blended ramps, which is what we have now and which is alright and works well and we are use to anyway and which some map makers probably even enjoy playing around with and all that. But it means that these new ramps completely fail to make creating a map any easier for a complete beginner, which arguably, aside from producing a another air balloon of hype, could be seen as the main purpose for their existence. Although that's actually a faulty perception that most non-mapmakers seem to have because the new ramps are but new doodads, arrays of tiles that can be pasted as a block. The same thing already exists in a much more flexible form for custom ramps, only that it is not called "doodad" but "brush", but it has been existing in ScmDraft all along, albeit as an underused feature. So the only thing these new ramps do achieve right now is to provide a few new tiles that can be used in custom blends, albeit at the price of completely severing backwards compatibility with pre 1.22 patches. That may be still better than nothing, but overall I don't really think it is worth it for the most part.


Have you chatted with the engineers/dev about this?


I didn't see what was going on with the new doodads until I opened some custom brushes. I don't want the new bridges to be terrors though that's for sure.

edit: there are only like 3 sets of custom brushes TBH
"You can wish to be rich, you can wish to be tall. You can wish away the haters, you just gimme a call" ---Will Smith & DJ Khaled "Friend Like Me (End Title)"
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2018-07-30 01:37:43
July 30 2018 01:37 GMT
#17
It looks fun. I'm afraid of it being Terran favoured however. And very bad for Zerg vs both T and P.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
RampagingSlushy
Profile Joined March 2018
9 Posts
August 22 2018 00:27 GMT
#18
I updated the map to 1.0.3 to fix the sim city issue for zerg at the natural. Hopefully its much better than before.
Please log in or register to reply.
Live Events Refresh
Next event in 9h 12m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft509
SpeCial 104
Nathanias 89
PiLiPiLi 20
StarCraft: Brood War
GuemChi 1103
Shuttle 113
Sharp 106
HiyA 75
Stormgate
Artosis859
Dota 2
monkeys_forever28
febbydoto15
League of Legends
C9.Mang0495
Counter-Strike
fl0m622
taco 280
Foxcn169
Super Smash Bros
PPMD48
Other Games
summit1g6288
XaKoH 408
JimRising 269
Maynarde171
Mew2King28
minikerr26
Liquid`Ken2
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 80
• HeavenSC 11
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• Migwel
• IndyKCrew
• LaughNgamezSOOP
• Laughngamez YouTube
StarCraft: Brood War
• Mapu8
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21362
Other Games
• imaqtpie2485
• Scarra1218
Upcoming Events
OSC
9h 12m
Shameless vs MaNa
Nicoract vs Percival
Krystianer vs TBD
Cure vs SHIN
PiGosaur Monday
23h 12m
The PondCast
1d 8h
OSC
1d 9h
Big Brain Bouts
3 days
Serral vs TBD
BSL 21
4 days
BSL 21
5 days
Wardi Open
6 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

IPSL Winter 2025-26
SC2 All-Star Inv. 2025
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025

Upcoming

Escore Tournament S1: W5
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
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.