• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:30
CEST 03:30
KST 10:30
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
ZeroSpace Early Access is Now Live!3Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters1Balance hotfix patch 5.0.16b (July 16)66Reynor: GSL Loss Wasn't About Preparation Format16[IPSL] Spring 2026 Grand Finals - This Weekend!18
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters How would you feel about frequent/monthly balance patches for SC2? Clem: "I don't have that much hope in Blizzard" [D] Wireframe Casting Removed
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026 GSL CK #5 Race War HomeStory Cup 29
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 535 Assembly of Vengeance The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together
Brood War
General
BW General Discussion HORROR STARCRAFT MOVIE How Famous was FlaSh before his Debut? Recent recommended BW games screpdb: new Starcraft reporting tool
Tourneys
[Megathread] Daily Proleagues [IPSL] Spring 2026 Grand Finals - This Weekend! Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
ZeroSpace Early Access is Now Live! ZeroSpace at Steam NextFest - Last free demo Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread
Dota 2
Looking for a Dota Mentor 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
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread How to buy a book - shipping from Korea to Europe The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 McBoner: A hockey love story Tennis[sport]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Hello guys!
LIN1s
Role of Gaming on Mental Hea…
TrAiDoS
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4464 users

[MAP] (2)Midnight Crossing

Forum Index > BW General
Post a Reply
MeIIOw
Profile Joined April 2020
United States78 Posts
Last Edited: 2020-08-06 22:56:54
August 06 2020 20:20 GMT
#1
Name: Midnight Crossing
Size: 128x112
Players: 2
Creators: StyleZerG x mellOw
Note: Expo outside of natural is reduced to 1000 minerals / 3000 gas.

We have been working on this map for a couple weeks now.
Looking for some input from the community.
Anyone open for some test games this weekend?

Shout out to Qikz for hosting the STPL map contest and bringing some life back into the mapping scene. <3

[image loading]

DOWNLOAD:
remember that time idra was winning and he rage quit?
oxKnu
Profile Joined December 2017
1262 Posts
August 06 2020 20:46 GMT
#2
I think the main mineral lines should be pushed back a little and overall adjusted to make more room for the ridges in the center.

If the mains are a bit narrower that would help the higher ground areas in macro games. Terran is too strong as they are.

Nice map, pretty creative. Difficult for Protoss to defend a third vs Zerg, given how open the center is towards that third (presumably that's the third for P).
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
August 06 2020 21:46 GMT
#3
Map looks really nice and looking forward to where it ends up
bovienchien
Profile Joined March 2014
Vietnam1152 Posts
August 07 2020 00:17 GMT
#4
This map looks like an ASL map
But it is cooler because it has 2 ways to come nat each other.
https://www.facebook.com/StarcraftRemasteredVN/
Jealous
Profile Blog Joined December 2011
10351 Posts
August 07 2020 01:39 GMT
#5
Are the neutral buildings stacked?

Reminds me of Camelot, I like the multiple paths. Gut instinct would say that PvT/could/ be a campfest but maps like Camelot have shown that it is not necessarily true.

Good work!
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
August 07 2020 02:22 GMT
#6
On August 07 2020 10:39 Jealous wrote:
Are the neutral buildings stacked?

Reminds me of Camelot, I like the multiple paths. Gut instinct would say that PvT/could/ be a campfest but maps like Camelot have shown that it is not necessarily true.

Good work!


Yeah, you have 2 neutral staked terran special buildings.

And yeah, given the expansion patter map has a macro tendency.. I’m trying to think of a way to adjust this a little bit more.
One way has been with some of the reduced minerals/gas
10%
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
August 07 2020 06:33 GMT
#7
Yeah I feel like for PvT there are some small adjustments to the spaces that might make T encampments a little harder to hold, or allow a little more circular movement.

Nothing major but those are the hardest edits sometimes...
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2020-08-09 18:41:16
August 09 2020 18:38 GMT
#8
Looks like there are 4 gas to turtle on on the hill and then 4 expos to fight over with no player clearly owning them. In principal a good setup for long, drawn-our games with no trivial map split.
I'd rather have another full gas in the centre though and the open expo outside the nat be a mineral only (or keep it a heavily reduced gas expo, just so it gains some more value as a stepping stone expo towards the rather far away 3rd).
However, speaking of distances: Why didn't you go with a standard corner main? That little bit of low ground clutter in the corners does not really anything of value, only makes building placement more awkward, makes main mineral lines more vulnerable (could be intentional/desirebale, but you'd not need to cut a piece out of the mains for that), makes mains take more space than they would need, and as a result increases distance to the safer 3rd at around 4/10.
When it comes to late game, the lack of perpendicular movement paths, the tight passages around the top right/bot left corners and the distribution of high and low ground means that all the neutral expansions should be very easy pushable for Terran with little flanking opportunities. On the other hand the same features also make the map good for Carriers and allow Zerg to abuse their mobility for multi-fronted raid warfare. Still it seems like Terran should be able to relatively comfortably split the map in half.
Stacked buildings or not, the backdoor still looks vulnerable. The natural is also right in the way of the main-to-backdoor pathing.
I would move the nat minerals right to the edge (maybe leaving the main formations more exposed to allow for a weak point for Muta harass), move the backdoor choke closer to the nat choke (so a Cannon can cover both) and probably make the backdoor path low ground (with a blocked backdoor ramp to the nat), but the bot left/top right expos high ground with an additional access point towards the outer middle paths.
It should also be noted that the main movement path for units is also the shortest path, and it's the main access route to what are most likely to be your first four bases too. So overall in most game for most of the time the map will be a very straight forward, linear (allegedly ring) "arena map" where players just build armies and bud heads in the centre. So I would go the cookie cutter way and reduce the centre path to a tight rush path, instead giving more room to the side paths and their respective expos.

EDIT: And this. I'll keep linking that article till people finally start to implement the technique and thus avoid all those finer positional imbalances of space distribution…
M3t4PhYzX
Profile Joined March 2019
Poland4267 Posts
August 10 2020 09:13 GMT
#9
looks lovely

would be really cool if some bo3 or bo5 showmatches between great players were casted on all these new maps

that would be great for exposure if possible, imo
att
Profile Joined March 2020
128 Posts
Last Edited: 2020-08-10 09:59:36
August 10 2020 09:58 GMT
#10
its quite tight in the middle part, tanks could just siege up near the ridges and its difficult to stop them. overall i think a bit terran favoured but it looks cool for sure

also terran can easily hold 4 bases with a line of tanks in tvp or in mech version of tvz. might be more ideal if the 4th base was a bit more open than it is now so that it is harder to defend,
TelecoM
Profile Blog Joined January 2010
United States10793 Posts
August 10 2020 20:47 GMT
#11
Looks like a brilliant alteration of Blue Storm in a way, can't wait to try it out again.
AKA: TelecoM[WHITE] Protoss fighting
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
August 11 2020 00:30 GMT
#12
On August 10 2020 03:38 Freakling wrote:
Looks like there are 4 gas to turtle on on the hill and then 4 expos to fight over with no player clearly owning them. In principal a good setup for long, drawn-our games with no trivial map split.
I'd rather have another full gas in the centre though and the open expo outside the nat be a mineral only (or keep it a heavily reduced gas expo, just so it gains some more value as a stepping stone expo towards the rather far away 3rd).
However, speaking of distances: Why didn't you go with a standard corner main? That little bit of low ground clutter in the corners does not really anything of value, only makes building placement more awkward, makes main mineral lines more vulnerable (could be intentional/desirebale, but you'd not need to cut a piece out of the mains for that), makes mains take more space than they would need, and as a result increases distance to the safer 3rd at around 4/10.
When it comes to late game, the lack of perpendicular movement paths, the tight passages around the top right/bot left corners and the distribution of high and low ground means that all the neutral expansions should be very easy pushable for Terran with little flanking opportunities. On the other hand the same features also make the map good for Carriers and allow Zerg to abuse their mobility for multi-fronted raid warfare. Still it seems like Terran should be able to relatively comfortably split the map in half.
Stacked buildings or not, the backdoor still looks vulnerable. The natural is also right in the way of the main-to-backdoor pathing.
I would move the nat minerals right to the edge (maybe leaving the main formations more exposed to allow for a weak point for Muta harass), move the backdoor choke closer to the nat choke (so a Cannon can cover both) and probably make the backdoor path low ground (with a blocked backdoor ramp to the nat), but the bot left/top right expos high ground with an additional access point towards the outer middle paths.
It should also be noted that the main movement path for units is also the shortest path, and it's the main access route to what are most likely to be your first four bases too. So overall in most game for most of the time the map will be a very straight forward, linear (allegedly ring) "arena map" where players just build armies and bud heads in the centre. So I would go the cookie cutter way and reduce the centre path to a tight rush path, instead giving more room to the side paths and their respective expos.

EDIT: And this. I'll keep linking that article till people finally start to implement the technique and thus avoid all those finer positional imbalances of space distribution…


Those all seem like thoughtful suggestions.

I do hope that the main mineral line remains somewhat exposed.
Please log in or register to reply.
Live Events Refresh
Next event in 22h 31m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft518
NeuroSwarm 210
SpeCial 159
Ketroc 22
RuFF_SC2 17
StarCraft: Brood War
GuemChi 3750
Artosis 580
Free 153
League of Legends
Trikslyr63
Counter-Strike
summit1g11101
taco 299
minikerr49
Other Games
tarik_tv5790
shahzam457
JimRising 369
WinterStarcraft338
Day[9].tv319
Maynarde166
JuggernautJason119
Organizations
Other Games
gamesdonequick2526
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• mYiSmile14
• OhrlRock 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21168
Other Games
• Scarra1008
• Day9tv319
Upcoming Events
PiGosaur Cup
22h 31m
The PondCast
1d 8h
Kung Fu Cup
1d 9h
OSC
1d 22h
CrankTV Team League
2 days
Replay Cast
2 days
CrankTV Team League
3 days
Korean StarCraft League
4 days
RSL Revival
4 days
Clem vs ByuN
Serral vs SHIN
Online Event
4 days
[ Show More ]
Replay Cast
4 days
RSL Revival
5 days
herO vs Solar
Rogue vs Lambo
WardiTV Weekly
6 days
Liquipedia Results

Completed

Acropolis #4
HSC XXIX
Eternal Conflict S2 E3

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 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.