• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 14:28
CET 20:28
KST 04:28
  • 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
Clem wins HomeStory Cup 283HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info3herO wins SC2 All-Star Invitational14SC2 All-Star Invitational: Tournament Preview5
Community News
Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April7Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8
StarCraft 2
General
Clem wins HomeStory Cup 28 HomeStory Cup 28 - Info & Preview Stellar Fest "01" Jersey Charity Auction StarCraft 2 Not at the Esports World Cup 2026 Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win
Tourneys
HomeStory Cup 28 RSL Season 4 announced for March-April PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) StarCraft Evolution League (SC Evo Biweekly) $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)
Strategy
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 511 Temple of Rebirth The PondCast: SC2 News & Results Mutation # 510 Safety Violation Mutation # 509 Doomsday Report
Brood War
General
Can someone share very abbreviated BW cliffnotes? 2024 BoxeR's birthday message Liquipedia.net NEEDS editors for Brood War BSL Season 21 - Complete Results Bleak Future After Failed ProGaming Career
Tourneys
Small VOD Thread 2.0 Escore Tournament StarCraft Season 1 KCM Race Survival 2026 Season 1 The Casual Games of the Week Thread
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Battle Aces/David Kim RTS Megathread EVE Corporation Nintendo Switch Thread Path of Exile Mobile Legends: Bang Bang
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
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Quickbooks Payroll Service Official Guide Quickbooks Customer Service Official Guide
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1965 users

[M] (2) The Dark moon

Forum Index > Closed
Post a Reply
1 2 3 Next All
GeneralSezme
Profile Joined July 2014
United States58 Posts
Last Edited: 2014-08-30 00:51:06
August 20 2014 17:04 GMT
#1
The Dark moon
Now Posted on all servers as final variant
1.12 overview [image loading]
Long Rush distance, destroy both rocks to shorten attack distance
Mini-map + Show Spoiler +
[image loading]

side view + Show Spoiler +
[image loading]

Main to natural view+ Show Spoiler +
[image loading]

side overview+ Show Spoiler +
[image loading]

I am submitting this into a contest soon and need more player feedback, this map is on NA custom games
Rush distance
Main to Main 1:30
Nat to Nat 1:10
Main to Nat :09
All map features are subject to change
Map link: starcraft://map/1/240597
____________Previous version______________
Old preview + Show Spoiler +
[image loading]

Mini-map view + Show Spoiler +
[image loading]

side overview+ Show Spoiler +
[image loading]

Melee map maker
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 20 2014 17:37 GMT
#2
super split map, basically this map's best feature is that the natural is super vulnerable later in the game making it necessary to position defenses there.
Moderatorshe/her
TL+ Member
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 20 2014 17:40 GMT
#3
On August 21 2014 02:37 The_Templar wrote:
super split map, basically this map's best feature is that the natural is super vulnerable later in the game making it necessary to position defenses there.

Not neccesarily, I've spectated and played a lot of games on this map the natural isn't that hard to defend.
Melee map maker
zergJared
Profile Joined October 2010
United States56 Posts
August 20 2014 18:11 GMT
#4
Pretty solid map. Can you drop units on those raised cliffs by the natural and third?
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2014-08-20 18:23:01
August 20 2014 18:18 GMT
#5
Though it's probably intended, the 3rd and 4th seem veeery easy to defend, which could be interesting. The land behind the mineral lines in the naturals can be really exploited in tvz, with tanks across the gap and medivac drop into the natural. Lings would have to run across the map to deal with the tanks which protect the dropped units.
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 20 2014 18:25 GMT
#6
On August 21 2014 03:11 zergJared wrote:
Pretty solid map. Can you drop units on those raised cliffs by the natural and third?

Nope
Melee map maker
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 20 2014 18:27 GMT
#7
On August 21 2014 03:18 Genome852 wrote:
Though it's probably intended, the 3rd and 4th seem veeery easy to defend, which could be interesting. The land behind the mineral lines in the naturals can be really exploited in tvz, with tanks across the gap and medivac drop into the natural. Lings would have to run across the map to deal with the tanks which protect the dropped units.

after the Destructible rocks are destroyed the expansions are considerabaly harder to defend
Melee map maker
vult
Profile Blog Joined February 2012
United States9400 Posts
August 20 2014 19:42 GMT
#8
On August 21 2014 03:25 GeneralSezme wrote:
Show nested quote +
On August 21 2014 03:11 zergJared wrote:
Pretty solid map. Can you drop units on those raised cliffs by the natural and third?

Nope


You should make that possible. Would be cool to see some tanks there.
I used to play random, but for you I play very specifically.
[PkF] Wire
Profile Joined March 2013
France24238 Posts
August 20 2014 19:49 GMT
#9
Quite an interesting map, though it could suffer from a fortress syndrome (ridiculously easy 3rd-4th). The dynamical idea behind the big destructible rocks is nice though. Deserves to get some games played on.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 20 2014 20:06 GMT
#10
Very turtly and very splitty. There is exactly 1 path to the enemy base, you can effortlessly FFE at the third, and even when the rocks go down, there is barely any army movement required to defend 4 bases by ground. The lack of open space in that 4-base area could hurt zerg too, especially the long corridor leading to the nat.

Try moving the rocked ramps a lot closer to the nats so when the rocks go down, it opens up another path to the opposite side of the map - this will also increase the difficulty of taking 3 bases.
vibeo gane,
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 20 2014 20:14 GMT
#11
On August 21 2014 02:40 GeneralSezme wrote:
Show nested quote +
On August 21 2014 02:37 The_Templar wrote:
super split map, basically this map's best feature is that the natural is super vulnerable later in the game making it necessary to position defenses there.

Not neccesarily, I've spectated and played a lot of games on this map the natural isn't that hard to defend.

It's only difficult in the late game. Have many of the games you spectators gone on longer than 15-20 minutes (when the issues I mentioned start coming up)?
Moderatorshe/her
TL+ Member
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 20 2014 21:09 GMT
#12
On August 21 2014 05:14 The_Templar wrote:
Show nested quote +
On August 21 2014 02:40 GeneralSezme wrote:
On August 21 2014 02:37 The_Templar wrote:
super split map, basically this map's best feature is that the natural is super vulnerable later in the game making it necessary to position defenses there.

Not neccesarily, I've spectated and played a lot of games on this map the natural isn't that hard to defend.

It's only difficult in the late game. Have many of the games you spectators gone on longer than 15-20 minutes (when the issues I mentioned start coming up)?

Do you doubt me? The mapmaker? I have dozens of spectated games and play quite a few myself, there has been no problem with defending the natural. Also, lot's of players like to break the rock in the mid game for a mid game timing attack and to also open up attack paths
Melee map maker
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 20 2014 21:10 GMT
#13
On August 21 2014 04:42 vult wrote:
Show nested quote +
On August 21 2014 03:25 GeneralSezme wrote:
On August 21 2014 03:11 zergJared wrote:
Pretty solid map. Can you drop units on those raised cliffs by the natural and third?

Nope


You should make that possible. Would be cool to see some tanks there.

Haha I don't think Zergs want to see that
Melee map maker
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 20 2014 21:12 GMT
#14
On August 21 2014 05:06 -NegativeZero- wrote:
Very turtly and very splitty. There is exactly 1 path to the enemy base, you can effortlessly FFE at the third, and even when the rocks go down, there is barely any army movement required to defend 4 bases by ground. The lack of open space in that 4-base area could hurt zerg too, especially the long corridor leading to the nat.

Try moving the rocked ramps a lot closer to the nats so when the rocks go down, it opens up another path to the opposite side of the map - this will also increase the difficulty of taking 3 bases.

Thanks i really appreciate your feedback, will consider this. I do think it is a bit to turlty and will work against it.
Melee map maker
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-08-21 01:59:48
August 21 2014 01:58 GMT
#15
On August 21 2014 06:09 GeneralSezme wrote:
Show nested quote +
On August 21 2014 05:14 The_Templar wrote:
On August 21 2014 02:40 GeneralSezme wrote:
On August 21 2014 02:37 The_Templar wrote:
super split map, basically this map's best feature is that the natural is super vulnerable later in the game making it necessary to position defenses there.

Not neccesarily, I've spectated and played a lot of games on this map the natural isn't that hard to defend.

It's only difficult in the late game. Have many of the games you spectators gone on longer than 15-20 minutes (when the issues I mentioned start coming up)?

Do you doubt me? The mapmaker? I have dozens of spectated games and play quite a few myself, there has been no problem with defending the natural. Also, lot's of players like to break the rock in the mid game for a mid game timing attack and to also open up attack paths

Everyone doubts me. The mapmaker of quite a few maps. (Ask any good mapmaker) I asked a question and I haven't gotten an answer, you don't need to be rude.

Have many of the games you spectators gone on longer than 15-20 minutes?


Anyway, I was merely mentioning a positive aspect of your map, which was that since the map was so split in the late game, at least the natural would be a very vulnerable location for you.
Moderatorshe/her
TL+ Member
GeneralSezme
Profile Joined July 2014
United States58 Posts
Last Edited: 2014-08-21 02:47:13
August 21 2014 02:46 GMT
#16
On August 21 2014 10:58 The_Templar wrote:
Show nested quote +
On August 21 2014 06:09 GeneralSezme wrote:
On August 21 2014 05:14 The_Templar wrote:
On August 21 2014 02:40 GeneralSezme wrote:
On August 21 2014 02:37 The_Templar wrote:
super split map, basically this map's best feature is that the natural is super vulnerable later in the game making it necessary to position defenses there.

Not neccesarily, I've spectated and played a lot of games on this map the natural isn't that hard to defend.

It's only difficult in the late game. Have many of the games you spectators gone on longer than 15-20 minutes (when the issues I mentioned start coming up)?

Do you doubt me? The mapmaker? I have dozens of spectated games and play quite a few myself, there has been no problem with defending the natural. Also, lot's of players like to break the rock in the mid game for a mid game timing attack and to also open up attack paths

Everyone doubts me. The mapmaker of quite a few maps. (Ask any good mapmaker) I asked a question and I haven't gotten an answer, you don't need to be rude.

Show nested quote +
Have many of the games you spectators gone on longer than 15-20 minutes?


Anyway, I was merely mentioning a positive aspect of your map, which was that since the map was so split in the late game, at least the natural would be a very vulnerable location for you.

Oh I'm sorry you picked it up as rude, I was being a bit sarcastic. But yes i have seen a lot of games played on here, I have a clan of highly skilled players who like playing on my map.
Melee map maker
FlaShFTW
Profile Blog Joined February 2010
United States10290 Posts
August 21 2014 04:11 GMT
#17
On August 21 2014 03:27 GeneralSezme wrote:
Show nested quote +
On August 21 2014 03:18 Genome852 wrote:
Though it's probably intended, the 3rd and 4th seem veeery easy to defend, which could be interesting. The land behind the mineral lines in the naturals can be really exploited in tvz, with tanks across the gap and medivac drop into the natural. Lings would have to run across the map to deal with the tanks which protect the dropped units.

after the Destructible rocks are destroyed the expansions are considerabaly harder to defend

i dont see how they would get that much harder to defend. you just park your army on the high ground between the 2 chokes and you have secured 4 bases super easily. this goes against the rule where defending 4 bases should be at least 3-4 chokes to defend.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 21 2014 14:24 GMT
#18
On August 21 2014 13:11 FlaShFTW wrote:
Show nested quote +
On August 21 2014 03:27 GeneralSezme wrote:
On August 21 2014 03:18 Genome852 wrote:
Though it's probably intended, the 3rd and 4th seem veeery easy to defend, which could be interesting. The land behind the mineral lines in the naturals can be really exploited in tvz, with tanks across the gap and medivac drop into the natural. Lings would have to run across the map to deal with the tanks which protect the dropped units.

after the Destructible rocks are destroyed the expansions are considerabaly harder to defend

i dont see how they would get that much harder to defend. you just park your army on the high ground between the 2 chokes and you have secured 4 bases super easily. this goes against the rule where defending 4 bases should be at least 3-4 chokes to defend.

It's not like it's hard for the other person to defend them either, I make sure to use the symmetry tool when I make a map.
Melee map maker
FlaShFTW
Profile Blog Joined February 2010
United States10290 Posts
August 22 2014 09:01 GMT
#19
On August 21 2014 23:24 GeneralSezme wrote:
Show nested quote +
On August 21 2014 13:11 FlaShFTW wrote:
On August 21 2014 03:27 GeneralSezme wrote:
On August 21 2014 03:18 Genome852 wrote:
Though it's probably intended, the 3rd and 4th seem veeery easy to defend, which could be interesting. The land behind the mineral lines in the naturals can be really exploited in tvz, with tanks across the gap and medivac drop into the natural. Lings would have to run across the map to deal with the tanks which protect the dropped units.

after the Destructible rocks are destroyed the expansions are considerabaly harder to defend

i dont see how they would get that much harder to defend. you just park your army on the high ground between the 2 chokes and you have secured 4 bases super easily. this goes against the rule where defending 4 bases should be at least 3-4 chokes to defend.

It's not like it's hard for the other person to defend them either, I make sure to use the symmetry tool when I make a map.

thats not the point. you're going to make for games to be just stall out macro boring games. a map, generally, should force players to make decisions on how to take their bases outside their natural. here, your map is just like, herp derp im just gonna throw down 4 base and defend from one point ezpz.

also no need to be passive aggressive with your comments. we're here to help you. if you want to argue with us so much and not take criticism then dont post your maps here.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
GeneralSezme
Profile Joined July 2014
United States58 Posts
Last Edited: 2014-08-23 19:11:52
August 23 2014 19:11 GMT
#20
On August 22 2014 18:01 FlaShFTW wrote:
Show nested quote +
On August 21 2014 23:24 GeneralSezme wrote:
On August 21 2014 13:11 FlaShFTW wrote:
On August 21 2014 03:27 GeneralSezme wrote:
On August 21 2014 03:18 Genome852 wrote:
Though it's probably intended, the 3rd and 4th seem veeery easy to defend, which could be interesting. The land behind the mineral lines in the naturals can be really exploited in tvz, with tanks across the gap and medivac drop into the natural. Lings would have to run across the map to deal with the tanks which protect the dropped units.

after the Destructible rocks are destroyed the expansions are considerabaly harder to defend

i dont see how they would get that much harder to defend. you just park your army on the high ground between the 2 chokes and you have secured 4 bases super easily. this goes against the rule where defending 4 bases should be at least 3-4 chokes to defend.

It's not like it's hard for the other person to defend them either, I make sure to use the symmetry tool when I make a map.

thats not the point. you're going to make for games to be just stall out macro boring games. a map, generally, should force players to make decisions on how to take their bases outside their natural. here, your map is just like, herp derp im just gonna throw down 4 base and defend from one point ezpz.

also no need to be passive aggressive with your comments. we're here to help you. if you want to argue with us so much and not take criticism then dont post your maps here.

I don't think I'm being aggressive, I'm telling people that what they think is wrong. As opposed to what I have seen in games many many times, it's not like this map has never been play tested, I have observed uncountable amount of games with a wide range of players and play styles.

I do take a lot of the feedback i have gotten here seriously and here is the result of it
New map image+ Show Spoiler +
[image loading]

3rd is a little bit harder to take because of the destructible rocks behind your natural, Idea taken from polar night. 4th considerably harder to take due to the multiple attack routes. The new attack paths make you have to spread your turtling mech thin if you want to play greedy and it is quite expensive to line your "fortress" with missile turrets.
Same with Protoss, there is a lot of ways to split the attention of the Protoss. Drops, runbys at the natural third drops in the main and third and the main army poking the nat or 3rd. This update was inspired by the feedback here
Melee map maker
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 32m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 124
BRAT_OK 119
JuggernautJason118
SpeCial 73
mouzHeroMarine 3
StarCraft: Brood War
Shuttle 475
Larva 278
Dewaltoss 203
Hyuk 189
Soulkey 127
910 16
Dota 2
qojqva2113
League of Legends
C9.Mang0122
Counter-Strike
pashabiceps2676
fl0m2052
byalli527
ptr_tv102
Super Smash Bros
Mew2King198
Heroes of the Storm
Liquid`Hasu298
Khaldor207
MindelVK23
Other Games
FrodaN1943
ceh9417
Trikslyr52
Organizations
Other Games
gamesdonequick1120
BasetradeTV28
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• StrangeGG 72
• intothetv
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• blackmanpl 35
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV230
League of Legends
• Nemesis5337
• imaqtpie2163
• TFBlade1657
• Shiphtur379
Upcoming Events
Replay Cast
4h 32m
Big Brain Bouts
21h 32m
goblin vs Kelazhur
TriGGeR vs Krystianer
Replay Cast
1d 4h
RongYI Cup
1d 15h
herO vs Maru
Replay Cast
2 days
uThermal 2v2 Circuit
2 days
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
Sparkling Tuna Cup
4 days
[ Show More ]
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-02-04
HSC XXVIII
Underdog Cup #3

Ongoing

CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Rongyi Cup S3
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W7
Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
LiuLi Cup: 2025 Grand Finals
FISSURE Playground #3
IEM Rio 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
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.