• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:16
CEST 12:16
KST 19:16
  • 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
Team TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
#1: Maru - Greatest Players of All Time Weekly Cups (Sept 8-14): herO & MaxPax split cups Team Liquid Map Contest #21 - Presented by Monster Energy SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris SC4ALL $6,000 Open LAN in Philadelphia Sparkling Tuna Cup - Weekly Open Tournament WardiTV TL Team Map Contest #5 Tournaments RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Pros React To: SoulKey's 5-Peat Challenge [ASL20] Ro16 Preview Pt2: Turbulence BW General Discussion ASL20 General Discussion
Tourneys
[ASL20] Ro16 Group D [ASL20] Ro16 Group C [Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile General RTS Discussion Thread Nintendo Switch Thread Borderlands 3
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1149 users

Map (4) Zenith

Forum Index > BW General
Post a Reply
Normal
zerglingling
Profile Joined April 2018
131 Posts
Last Edited: 2018-11-17 18:08:41
November 15 2018 05:58 GMT
#1
(edited for the current version)
[image loading]
http://www.panschk.de/mappage/comments.php?mapid=5084

1.22 tiles used. (with consideration for collision, LOS and height issues)
Low ground main.
Axial symmetry.
9, 7, 8, 6 patches per base. Standard resource numbers. Resource counts should be just about identical to Circuit Breakers.
High ground outside nat is buildable.
Center proxies allowed.
The map contains some trapped critters in unimportant places.
Dead terran doodads everywhere.

Mining efficiency and worker spawns have not yet been adjusted. (at least until Freak tells me how do I do that, pretty please)
Wall ins should be reasonably possible, but have not been extensively tested.
I have no idea how the map looks on SCR, so I'd welcome some shots. (especially of the bridge sides, I don't know how that turned out)
Yanokabo
Profile Joined October 2018
268 Posts
November 15 2018 06:09 GMT
#2
Fucking really nice map man. I see elements of many maps that I love such as Troy, colo 2, voices 4, desertec, fs and others. Well done
FlaShFTW
Profile Blog Joined February 2010
United States10193 Posts
November 15 2018 06:12 GMT
#3
this is only cross spawn enabled right? cause otherwise this is super imbalanced.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
zerglingling
Profile Joined April 2018
131 Posts
November 15 2018 06:41 GMT
#4
Thank you. The map started as a reimagining of Jukado's toast map, the sketch can be seen at his thread. https://www.teamliquid.net/forum/brood-war/536778-map-2marshmallow-toast-1v1?page=2
Other inspirations would be Gladiator, Eddy, Roadkill and indeed Colo II
Piste
Profile Blog Joined July 2006
6179 Posts
November 15 2018 07:14 GMT
#5
Looks beatiful with first glance, but why do 1 and 7 o'clock expansions have two ramps while the other two have just a single entrance? Is there enough buildable ground to wall in those expansions?
zerglingling
Profile Joined April 2018
131 Posts
November 15 2018 08:17 GMT
#6
The tiny back ramp was added to equalize travel times.
None of the thirds are easily wallable, I'll admit that vultures murdering probes kinda slipped my mind there. I could address all of this by making "normal" ramps and pointing them the "right" way, but that opens another can of worms...
[image loading]
prosatan
Profile Joined September 2009
Romania8290 Posts
November 15 2018 10:07 GMT
#7
Haha !! Tesagi zone ! and siege tanks drew in Paint

Great !!!
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Freakling
Profile Joined October 2012
Germany1529 Posts
November 15 2018 10:50 GMT
#8
Vertical rushing distances are too definitely too short.
In your trying to avoid gas mining imbalances you introduce other imbalances, such as the bottom natural gases being a lot more exposed. This is why most maps only use optimal gas positions consistently in the mains.
Instead of having inconsistent numbers of ramps to the thirds you should just fiddle with symmetry and adjust the position and makeup of those bridges.
All the unwalkable doodads probably make pathfinding really painful.
As for the mining thing: You need to understand pathfinding regions for that…
zerglingling
Profile Joined April 2018
131 Posts
November 15 2018 14:18 GMT
#9
[image loading]
It's kinda fixed now.
Many of the solid doodads are actually there to fix the pathing mesh. As for the debris outside your natural, it's just out of the way enough that you'll never generate a path through there unless you actually click that spot.
Can't really help the rush distance without significantly altering the map's shape.
FlaShFTW
Profile Blog Joined February 2010
United States10193 Posts
November 15 2018 19:34 GMT
#10
I'm still a bit confused... why did you make a mirrored symmetry map and not have the 3rd bases mirrored...

Also if you can't really help the rush distance problem, then you just have a bad map. Like, if you're so keen on this map design, you need to acknowledge you need to fix things with map design and sometimes, that means greatly altering the map in a way you didn't want to. Freakling is pretty good at this, he'll give concessions to his maps that need improvement and ultimately the map looks way better as a final product anyways, even if the map design is not how he envisioned at the beginning.

Start by properly mirroring the symmetry of the map. The natural chokes all look weird and the 3rd need to be fixed. Then we can move on from there.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-11-15 22:31:58
November 15 2018 22:30 GMT
#11
On November 16 2018 04:34 FlaShFTW wrote:Also if you can't really help the rush distance problem, then you just have a bad map.
Couldn't have put it any better.

If you want a sideways natural choke on a 4p map work at the very least you need to make it rotationally symmetric to get proper spacing. Even then it's probably not gonna work (where do you put the 3rd?). The only map I can think of where something like this has been tried is the very first version of Tornado, and guess what, that feature was also the very first thing that got updated out (not that it ever became a good map though). There's generally a reason why things in maps are done a certain way and no other, particularly why virtually all 4p maps follow basically the same blueprint. Restrictions on map size, symmetry, distances, number of bases, proper spacing and racial balance don't leave much freedom to alter certain aspects too much. Look at other maps and try to understand why exactly the map maker did things a certain way and no other. Then you have a basis, a seed around which you can start to let your own ideas crystallize, so to speak.
Yanokabo
Profile Joined October 2018
268 Posts
November 16 2018 07:46 GMT
#12
Y’all are hating way too hard on this map. This is a solid effort. I was mapmaking on campaign editor recently and what I spat out was a piece of shit compared to this and I tried hard. So keep working on this map Youngblood the results will come
Freakling
Profile Joined October 2012
Germany1529 Posts
November 16 2018 08:41 GMT
#13
The only one "hating" here is probably the guy framing constructive criticism as "hating"…
zerglingling
Profile Joined April 2018
131 Posts
November 16 2018 15:52 GMT
#14
[image loading]
and then it turned into aztec
zerglingling
Profile Joined April 2018
131 Posts
November 17 2018 18:03 GMT
#15
[image loading]
So here's the less retarded version. Map download has been updated.
FlaShFTW
Profile Blog Joined February 2010
United States10193 Posts
November 17 2018 22:05 GMT
#16
Not sure on the exact timings but looks like vertical rush distance is still an issue. I like the overall structure of the map a lot better though, though not the biggest fan of those natural gas placements. also I think minerals closer to the cliff at the natural would be better for muta micro, right now theres too much space behind for turrets and vision to deter mutas from ever wanting to harass the natural. make the cliff area bigger.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
zerglingling
Profile Joined April 2018
131 Posts
November 17 2018 22:54 GMT
#17
You mean the high compound wall? That can be done.
[image loading]
FlaShFTW
Profile Blog Joined February 2010
United States10193 Posts
November 17 2018 23:33 GMT
#18
the problem is tanks hitting the mineral line from behind the wall. thats why i wanted you to make it sizable to make that not an issue.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
zerglingling
Profile Joined April 2018
131 Posts
November 18 2018 12:40 GMT
#19
You mentioned mutas, not tanks.
Anyway, this should be good enough. The town hall is definitely not siegable, you can't turret up easily, it's easier to slip in lings and zealots, harder to tank up and turtle, and the wall blocks vision, so if you want to siege a few workers that can just be pulled, you need to spend a scan or fly something in.
[image loading]
oshibori_probe
Profile Blog Joined July 2006
United States2933 Posts
Last Edited: 2018-11-24 23:59:59
November 24 2018 23:54 GMT
#20
Do the nats need to make it super easy for muta harass? We should learn from the mistakes of roadkill and not make it too easy for zerg.
Fuck KeSPA.
zerglingling
Profile Joined April 2018
131 Posts
Last Edited: 2018-11-25 00:00:47
November 25 2018 00:00 GMT
#21
On November 25 2018 08:54 oshibori_probe wrote:
We should learn from the mistakes of roadkill and not make it too easy for zerg.


Since when was Roadkill easy for zerg?
oshibori_probe
Profile Blog Joined July 2006
United States2933 Posts
November 25 2018 00:03 GMT
#22
On November 25 2018 09:00 zerglingling wrote:
Show nested quote +
On November 25 2018 08:54 oshibori_probe wrote:
We should learn from the mistakes of roadkill and not make it too easy for zerg.


Since when was Roadkill easy for zerg?

Since the day it was made.
Fuck KeSPA.
Freakling
Profile Joined October 2012
Germany1529 Posts
November 25 2018 00:34 GMT
#23
Your individual ladder experience is probably not very indicative. Especially I don't see how the nats are in any way particularly susceptible to Mutalisk harassment, as you seem to imply. They don't even have any cliffs behind the mineral lines to shield Mutas from Turret vision and I cannot remember any games that would suggest that Mutas are particularly strong on the map.

The statistics for ZvT on Roadkill in the KSL are pretty even numerically, but all the Zerg victories so far have stemmed from weird all-ins and map-specific one-time strategies, all the straight forward games went to Terran and I have never seen a Zerg beat a Terran on stream either. So the map is probably rather T>Z imbalanced.
On the other hand ZvP statistics are at something like 7:0 right now, but again many of these are due to stuff like fast ling run-bys or Zerg (particularly Jaedong) just completely outplaying Protoss, so again the number do not seem to make a representative statement about balance.
If there is in deed a T>Z and/or Z>P tendency on that map I am not even entirely sure why. It might be be that rush distances are ever so slightly shorter than on most maps. That in conjunction with the low ground mains might explain why Zerg are struggling to defend a third against Terran or why Protoss have difficulty stopping early lings.
zerglingling
Profile Joined April 2018
131 Posts
November 25 2018 17:16 GMT
#24
On November 25 2018 09:34 Freakling wrote:
If there is in deed a T>Z and/or Z>P tendency on that map I am not even entirely sure why.

It couldn't possibly be the lack of a decent third gas, now would it?
Freakling
Profile Joined October 2012
Germany1529 Posts
November 26 2018 10:28 GMT
#25
On November 26 2018 02:16 zerglingling wrote:
Show nested quote +
On November 25 2018 09:34 Freakling wrote:
If there is in deed a T>Z and/or Z>P tendency on that map I am not even entirely sure why.

It couldn't possibly be the lack of a decent third gas, now would it?

What's wrong about taking the close corner base?
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 44m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 215
ProTech71
StarCraft: Brood War
Rain 3106
GuemChi 1592
firebathero 1075
Horang2 1046
Flash 969
actioN 897
Bisu 894
Hyuk 556
BeSt 337
Hyun 266
[ Show more ]
hero 218
PianO 182
Killer 121
Barracks 92
Dewaltoss 90
ggaemo 78
ZerO 74
ToSsGirL 71
Nal_rA 46
sorry 40
soO 38
Rush 37
Sharp 31
Last 25
Liquid`Ret 21
Free 19
Sexy 18
Backho 14
Sacsri 12
HiyA 9
Bale 4
scan(afreeca) 4
Dota 2
singsing1863
XcaliburYe631
BananaSlamJamma379
Counter-Strike
olofmeister1503
shoxiejesuss462
Stewie2K341
allub227
edward70
x6flipin2
Other Games
Pyrionflax216
RotterdaM199
crisheroes197
XaKoH 175
DeMusliM64
NeuroSwarm59
Trikslyr27
ZerO(Twitch)13
Organizations
Other Games
gamesdonequick429
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• LUISG 29
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos930
• Stunt892
Upcoming Events
LiuLi Cup
44m
OSC
8h 44m
RSL Revival
23h 44m
Maru vs Reynor
Cure vs TriGGeR
The PondCast
1d 2h
RSL Revival
1d 23h
Zoun vs Classic
Korean StarCraft League
2 days
BSL Open LAN 2025 - War…
2 days
RSL Revival
2 days
BSL Open LAN 2025 - War…
3 days
RSL Revival
3 days
[ Show More ]
Online Event
4 days
Wardi Open
5 days
Monday Night Weeklies
5 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 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
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.