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[map] Aphareus (2)

Forum Index > SC2 Maps & Custom Games
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Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-07-05 00:33:28
April 25 2010 19:41 GMT
#1
[image loading]

Map Image:
+ Show Spoiler +
[image loading]


Features:
+ Show Spoiler +
  • An open middle that is an important spot to control.
  • Player specific watch towers.
  • Narrow chokes around edges.
  • Rocks on gold expansion.


Changelog:
+ Show Spoiler +
  • Made chokes narrower.
  • Put rocks on gold expansion.
  • Swapped gold with regular on hill.


Download:
+ Show Spoiler +
After beta comes back up.


My Other Maps:
+ Show Spoiler +
Geneva
King's Country
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 25 2010 19:43 GMT
#2
Clean. Simple. I like it, keep up the good work.
i-bonjwa
btlyger
Profile Blog Joined February 2010
United States470 Posts
April 25 2010 19:45 GMT
#3
Whats the size of the map?? 128x128? Overall I like it, it seems very open though, I think a few cliffs here and there would improve it a bit. Also are you using any of the new shrubbery stuff?
"Minerals being mined. Minerals being mined. Minerals being mined." Learn how to post: http://www.albinoblacksheep.com/flash/posting
WazZap
Profile Joined April 2010
Netherlands73 Posts
April 25 2010 19:46 GMT
#4
i think those rich expos are a bit to easy to defend. The starting pos and natural are quite nice (bit LT like with the ramp @ natural) The 2nd expansion is right out in the open and then the rich only has a ramp leading up to it.

Otherwise nice map, i like when controlling a position (the middle) is important.
Hai
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26781 Posts
April 25 2010 19:46 GMT
#5
I like it, but perhaps put resources at 3 and 9 o'clock? It feels a bit stymied in terms of expansions, and it would be very hard to defend a third with this setup.
Writerdamn, i was two days from retirement
GoodCat1
Profile Joined May 2009
Israel266 Posts
April 25 2010 19:46 GMT
#6
kinda thin :o
ZerO FAN~!~!~!
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 25 2010 19:49 GMT
#7
Good stuff, but I think mains should be bigger. Also, shouldn't mains have 8 mineral patches?

I think adding 3 and 9 o clock expos would solve the issue with the thirds.
teaaaaaaaa
Slunk
Profile Blog Joined February 2010
Germany768 Posts
April 25 2010 19:49 GMT
#8
I don't like 3rd and 4th bases to be this far away.
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 25 2010 19:49 GMT
#9
Switch the high yield and the 3rd's and it'll be a pretty sweet map!
starleague forever
GoDannY
Profile Joined August 2006
Germany442 Posts
April 25 2010 19:50 GMT
#10
I am wondering if the mineral placement is fine, looks like the side patches require a longer way don't they?

Team LifeStyle - it's more than a game
iPlod
Profile Joined June 2009
United States46 Posts
April 25 2010 19:52 GMT
#11
It looks almost like it would be easier to make this a four player map.

Also, it might be a good idea to put an expansion where the high ground by the Xel'Naga towers (On the outsides of the map)

But I would defiantly play this map one way or another.
Give idra a thousand hugs.
Shouryu
Profile Joined April 2010
Norway132 Posts
April 25 2010 19:53 GMT
#12
I think it would be better if you swapped the gold expo with the nearest blue mineral expo ('cause it looks more wide and open --> harder to defend).
</post>
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-04-25 19:59:45
April 25 2010 19:54 GMT
#13
Change the high yield to an expansion at 3/9 (with either no ramp or 2 ramps) because having only 1 ramp makes it so that the only way to take the high yields out is by air since I always picture high yields with mass cannons in them and mass cannons would make the high yields practically invulnerable. I'll edit this post as I see more imbalances.

edit1: O and, the mains and naturals are perfectly fine except maybe the ramp being LT-like instead of like python but other than that I see nothing wrong(except the cliffs above nats) with the mains and naturals. I'll look at the mineral placement for next edit.

edit2: gonna wait for new map pic until I make my next edit(place the new map above old one so its easier for us to see changes please).
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
April 25 2010 19:57 GMT
#14
The only thing I'm not fond of is the cliffs behind the naturals. Lends itself to a lot of harassment.
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-04-25 20:32:48
April 25 2010 19:57 GMT
#15
On April 26 2010 04:46 flamewheel91 wrote:
I like it, but perhaps put resources at 3 and 9 o'clock? It feels a bit stymied in terms of expansions, and it would be very hard to defend a third with this setup.


I have thought of this, I am not sure though.

On April 26 2010 04:53 Shouryu wrote:
I think it would be better if you swapped the gold expo with the nearest blue mineral expo ('cause it looks more wide and open --> harder to defend).


Yea, I just thought of that. Probably will right now.

On April 26 2010 04:50 GoDannY wrote:
I am wondering if the mineral placement is fine, looks like the side patches require a longer way don't they?


I placed a nexus and put the mineral patches and gas around that, so it is probably fine.

On April 26 2010 04:45 btlyger wrote:
Whats the size of the map?? 128x128? Overall I like it, it seems very open though, I think a few cliffs here and there would improve it a bit. Also are you using any of the new shrubbery stuff?


The map dimensions:
Playable: 139x137
Overall: 152x160

EDIT: Yea, I have trees and foliage around the edges. In between the watch towers and middle area is all trees.

I can think of another open map that was really popular for 1v1. Python =)
Skee
Profile Joined March 2010
Canada702 Posts
April 25 2010 20:13 GMT
#16
Updated image posted.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
April 25 2010 21:10 GMT
#17
OMG! Huge improvement! I guess you really want the cliffs above the nat so I can deal with that. I like this map a lot and really wish it was in SCI(I'm not kidding lol) because its sooo good. Maybe make 2 versions, 1 with cliffs above expansions(the current version) and 1 without. I can't see any way to improve this besides that and I would have to actually play it to see how the ledges work. I'm just afraid of thor/vac(thor in medivacs vs zerg to drop and harass) will be even stronger than on other maps. Maybe make it so that there are rocks that block a ramp up to the ledge? Thats how blizzard balanced ledges in SCII(the one SCII 2vs2 map with the ledge). I think it was one of the few things blizzard decided to change about how they make maps.

In summary of my rant of suggestions:
1. put a rock blocked ramp up to each ledge(coming from nat of course, probably behind minerals)
2. you can stick with this if you want as its perfect from my point of view
3. how long did it take you to make this map perfect? lol.
4. GJ man! If I were you I would go celebrate by getting some pizza(or going to a restaurant)
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Skee
Profile Joined March 2010
Canada702 Posts
April 25 2010 21:17 GMT
#18
@3FFA, I added a second update with the natural ledge removed ONLY because the high yield was in range of siege tanks from that same cliff.

I took me from 1am-4am to make it last night. Then I touched it up for about an hour today. The rest has been taking feedback from the forum. =P
Eukarya
Profile Joined April 2009
United States29 Posts
April 25 2010 21:18 GMT
#19
I feel like it could be more interesting if there were other paths than to go through the center. I just see it being to easy to expand a lot and defend if you hold on to the center. A bridge running on the top and on the bottom of the center might make it more mobile.

Then again, this could just be SCBW instincts fearing a siege tank line in the middle.
Snausages
Profile Blog Joined June 2009
United States529 Posts
April 25 2010 21:23 GMT
#20
The mains are still pretty small.
teaaaaaaaa
3FFA
Profile Blog Joined February 2010
United States3931 Posts
April 25 2010 21:50 GMT
#21
I have looked at the mains more carefully after snausages' second post about it and realized he is right. Just make the mains a little bit bigger. Other than that great job!
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-04-25 22:52:11
April 25 2010 22:46 GMT
#22
On April 26 2010 06:50 3FFA wrote:
I have looked at the mains more carefully after snausages' second post about it and realized he is right. Just make the mains a little bit bigger. Other than that great job!


Well, here you go. I think its safe to assume I can label this Version 1.0.0. Yes?, No?

edit: the mains have been a little changed since Update 3, but are about the same size, if not bigger.

Update 3: Bigger Mains
+ Show Spoiler +
[image loading]
3FFA
Profile Blog Joined February 2010
United States3931 Posts
April 26 2010 00:56 GMT
#23
Yes you can. I can't see any obvious balance issues. This is a bump(went to page2 in just a few hours!) for the only reason to give feedback and keep this guy's work from being forgotten(clearly well done and a lot of effort put in).
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
mmp
Profile Blog Joined April 2009
United States2130 Posts
April 26 2010 01:03 GMT
#24
Looks cool. I especially like the abundance of water with those two large inlets north to south. That said, you have a lot of empty space on the edges that could be filled, and space with no purpose isn't such a great thing. Why not expand the middle for greater maneuverability?
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
Skee
Profile Joined March 2010
Canada702 Posts
April 26 2010 03:53 GMT
#25
On April 26 2010 10:03 mmp wrote:
Looks cool. I especially like the abundance of water with those two large inlets north to south. That said, you have a lot of empty space on the edges that could be filled, and space with no purpose isn't such a great thing. Why not expand the middle for greater maneuverability?


Or I could just use a snake to fill the open space so no one notices it on an Aeriel photo.

=P
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
Last Edited: 2010-04-26 03:58:27
April 26 2010 03:58 GMT
#26
I like how you added that third base. It is a perfect spot for a base, and I think it improves the map a lot from the original version.
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-04-26 05:28:45
April 26 2010 05:19 GMT
#27
I added the first version, Aphareus 1.0.0 to the OP.

Any suggestions, and thanks for all the feedback, a special thanks to 3FFA who kept this thread alive. =P

The middle doodad got grayed out when I exported the image, so just ignore that for now.

Edit: The high yield expo has 1 rich geyser that gives off extra gas per trip instead of 2 regular geysers.
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 26 2010 05:27 GMT
#28
too much water. enlarge the map. use more of the space! more stuff is (almost) always better.

only problem I have with this map is that the thirds are hard to get. If you take a expo at the 2 or 7 o'clock non-gold patches they are rather far from you main, while the ones at 3 and 9 are very hard to defend. The gold mineral patches are actually easier to defend! The makes the map more Zerg favored I think because they have the easiest time securing an expo. However, it's not a bad map and it seems pretty balanced.
Spenguin
Profile Blog Joined November 2007
Australia3316 Posts
April 26 2010 05:30 GMT
#29
This looks like an awesome macrofest map with huge clashes over the center control, really cool
< TeamLiquid CJ Entusman #46 > I came for the Brood War, I stayed for the people.
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-04-26 05:34:38
April 26 2010 05:30 GMT
#30
On April 26 2010 14:27 Ryuu314 wrote:
too much water. enlarge the map. use more of the space! more stuff is (almost) always better.

only problem I have with this map is that the thirds are hard to get. If you take a expo at the 2 or 7 o'clock non-gold patches they are rather far from you main, while the ones at 3 and 9 are very hard to defend. The gold mineral patches are actually easier to defend! The makes the map more Zerg favored I think because they have the easiest time securing an expo. However, it's not a bad map and it seems pretty balanced.


Please clarify, the gold minerals are actually the hardest to defend and in the most open area, they also have rocks protecting them which makes them harder to secure.

Edit: I'm going to bed because its 1:45am here in EST, I will check the thread tomorrow.
Medzo
Profile Blog Joined June 2009
United States627 Posts
April 26 2010 05:36 GMT
#31
Do the Xel'naga towers give vision of the entire ramp? I am not sure about their placement because it seems like you could just sneak around the side past them. Also the map looks extremely good for mutalisk harass. Its easy to cliff jump from main to natural, you have space behind the natural and main to run to. Its even easy getting from the natural 3rd base to main. Just some concerns I have with your map. Looks like a good template though and im sure you can make it a great map with some play testing.
c.Deadly
Profile Joined March 2010
United States545 Posts
April 26 2010 05:37 GMT
#32
This map looks great, another piece of work from the impressive TL mapmaking community. My only thought on this map is that there's hardly any cliffs to take advantage of the new cliff mechanics of SC2. Perhaps you could add some reaper-jumpable area between the natural and high-yields, and even make that ravine blink-able to encourage late-game harass.
QibingZero
Profile Blog Joined June 2007
2611 Posts
April 26 2010 06:09 GMT
#33
Might I say this already looks like a more solid map to play on than any in the current mappool? Great work, and hopefully we'll be playing on maps like this for ranking matches before long, heh.
Oh, my eSports
ChocolateZerg
Profile Blog Joined March 2010
United States47 Posts
April 26 2010 06:14 GMT
#34
I think it's a great map personally. Almost has a BW feel to it in the sense that the middle needs to be controlled. I personally like maps that require positional/locational dominance so I approve and I look forward to playing on it.
Plaguuuuuuuuue
metasonic
Profile Joined April 2010
United States115 Posts
April 26 2010 06:27 GMT
#35
I really like the look of this map. Simple but interesting. It's also easy on the eyes which is something that can't be said of some maps in the current map pool.

If you did want to make it a bit more interesting here are some thoughts:
1. Extend a sliver from the mains to behind the naturals. This could lead to defensive and offensive opportunities.
2. Use tall grass somewhere? I like the simplicity now so maybe this isn't need but it's an option.
3. Shouldn't there be two gasses in the gold minerals? Even if it's a rich gas that's less than 2 normal ones like on most maps.
DanceDance
Profile Joined November 2008
226 Posts
April 26 2010 06:37 GMT
#36
This map is ok but I don't like the high ground much in the middle.
Wi)nD
Profile Joined April 2010
Canada719 Posts
April 26 2010 06:41 GMT
#37
i like how everyone is making there own maps, really gonna help the sc2 community as a whole
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 26 2010 06:47 GMT
#38
On April 26 2010 14:30 mity wrote:
Show nested quote +
On April 26 2010 14:27 Ryuu314 wrote:
too much water. enlarge the map. use more of the space! more stuff is (almost) always better.

only problem I have with this map is that the thirds are hard to get. If you take a expo at the 2 or 7 o'clock non-gold patches they are rather far from you main, while the ones at 3 and 9 are very hard to defend. The gold mineral patches are actually easier to defend! The makes the map more Zerg favored I think because they have the easiest time securing an expo. However, it's not a bad map and it seems pretty balanced.


Please clarify, the gold minerals are actually the hardest to defend and in the most open area, they also have rocks protecting them which makes them harder to secure.

Edit: I'm going to bed because its 1:45am here in EST, I will check the thread tomorrow.

The non-gold mineral patches at 3 and 9 at much more open than the gold mineral patches. That's what I mean by easier to defend.

Overall, I think it's a pretty solid map, however.
Kuzmorgo
Profile Joined May 2009
Hungary1058 Posts
Last Edited: 2010-04-26 07:06:17
April 26 2010 07:03 GMT
#39
Cool looking map, but i think controlling the middle would be an auto-win (although with no miss-chance on high-ground i may be wrong). I would say make middle a hole, instead of a cliff. That would be really fun, and make it harder to control. Or maybe make an alternate ground route on the sides. Other than that great map, and i would really like to try it out!!!

EDIT: I just realized the placement of the watch towers are such that they would give sight of the middle, but still i think the one who takes middle first, would be in a huge advantage.
"No, whine not! Play, or play not! There is no whine."
RAUS
Profile Blog Joined February 2010
210 Posts
April 26 2010 07:20 GMT
#40
make the ramps going from main to main a little smaller. this way it will be easier to defend, and it makes it less rush heavy. like match point, short rush, long push
recognize me?
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
April 26 2010 07:29 GMT
#41
Yeah, like big ramps on the sides, but smaller in the most direct path. That way if someone is holding them they will have trouble going down the small one, but it will be easier to hold.

But great map, i liked it. When the final version is ready to be shipped i look forward to playing on it
really?
Tef
Profile Joined April 2008
Sweden443 Posts
April 26 2010 07:42 GMT
#42
Would it not be cool to change the ramps so that the rush distance is really short but push distance gets really long. Like Polaris Rapsody.

Edited image:
[image loading]


Dont fuck up, dont fuck yourself
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
April 26 2010 07:46 GMT
#43
Looks like an anti-zerg map to me.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
coltrane
Profile Blog Joined June 2008
Chile988 Posts
April 26 2010 07:54 GMT
#44
I would love to see only one gas on naturals, so the control of the high ground is key for the transition to midgame, and heavy macro builds with many timming pushes and technical rushes.
Jävla skit
Zlasher
Profile Blog Joined February 2010
United States9129 Posts
April 26 2010 08:09 GMT
#45
christ it looks like steppes of war without the brush and moving the 12/6 places to 3/9 lol...and no destructible rocks
Follow me: www.twitter.com/zlasher
haga
Profile Joined February 2009
Norway24 Posts
April 26 2010 08:27 GMT
#46
Cool =] Looks like a macro heavy map with lotsa late-game clashes.
Don't lead me into temptation, I'll walk myself.
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-04-26 15:13:09
April 26 2010 15:01 GMT
#47
Controlling the watch tower gives you vision to the middle of the center doodad.
(ill post an actual screenshot of watchtower vision when I get home.)

This also gives you plenty of time to see an attack and prepare for it.

I really like the idea of making the base-to-base ramps a little smaller, but I want to actually play it a little on 1.0.0 before I make a major change like that. (Blizzard, let me actually play my map now pls)

On April 26 2010 17:09 ZlaSHeR wrote:
christ it looks like steppes of war without the brush and moving the 12/6 places to 3/9 lol...and no destructible rocks

I don't see it. =P

On April 26 2010 16:03 Kuzmorgo wrote:
EDIT: I just realized the placement of the watch towers are such that they would give sight of the middle, but still i think the one who takes middle first, would be in a huge advantage.

I designed it so controlling the middle would be a key factor of giving you the advantage of mobility, but the dis advantage of being in watch tower sight range and in a more open area.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-04-27 02:22:58
April 27 2010 02:16 GMT
#48
On April 26 2010 14:19 mity wrote:
I added the first version, Aphareus 1.0.0 to the OP.

Any suggestions, and thanks for all the feedback, a special thanks to 3FFA who kept this thread alive. =P

The middle doodad got grayed out when I exported the image, so just ignore that for now.

Edit: The high yield expo has 1 rich geyser that gives off extra gas per trip instead of 2 regular geysers.

aww thx!
[image loading]
I thought that this looked even better than blizzard's maps so I just had to keep it alive(and still have the same instinct as I'm bumping this after searching for it)so that it is recognized and improved more and more. I think that the current version is great and the lower ground middle is an idea I don't favor as it makes controlling the middle much more disadvantageous. I can't wait to see ZvZ and TvT on this map! I'm glad that you made a rich geyser with the rich minerals as that really helps make them better. I'm not entirely sure as to how the 3/9 expos are more open but, wtf. Also, fix your pic in the OP! I can't see it any more!

edit: nvm the map pics are fine now. I think my cpu just hadn't been loading fully when I looked at them.

edit2: Also, I can't wait to
1. get beta and...
2. Buy this map! =)
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-04-27 02:40:36
April 27 2010 02:29 GMT
#49
LOL, are people sooooo obsessed with getting beta that they can't help with making a map that is already better than blizzard's?


edit: well, I try -.- I guess this (4th?) time I have lost my 3 strikes and people are no longer affected by my bumps=(

Anyways, make sure you sell this because it is pro map making material(probably korean material too)
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Skee
Profile Joined March 2010
Canada702 Posts
April 27 2010 04:03 GMT
#50
On April 27 2010 11:29 3FFA wrote:
LOL, are people sooooo obsessed with getting beta that they can't help with making a map that is already better than blizzard's?


edit: well, I try -.- I guess this (4th?) time I have lost my 3 strikes and people are no longer affected by my bumps=(

Anyways, make sure you sell this because it is pro map making material(probably korean material too)


errr... You like it a little too much. I doubt it would ever be worth paying for.

Would love to see it on the ladder someday. Doubt it though.
Badred
Profile Joined August 2009
Canada129 Posts
April 27 2010 07:11 GMT
#51
This map is pretty neat. The only thing I'd be concerned about is that it seems like because of how far apart the nat, 3rd, and 4th/rich expos are, control of the middle would end up being the deciding factor in nearly every game. Whoever had map control over the high central ground there would be able to launch attacks over the other side of the map that their opponent would be extremely hard pressed to defend against. For example: attack their top expo with a medium force, then when their army is out of position, attack the bottom. Because the run distance is so long, they'd be hard pressed to defend both areas. It may stifle (or on the flip-side encourage) innovation since control over that area basically gives you free rein of your opponent's side of the map.

As far as general design, texturing and so forth go, though, it's top notch. Good job!
Skee
Profile Joined March 2010
Canada702 Posts
April 27 2010 15:01 GMT
#52
On April 27 2010 16:11 Badred wrote:
This map is pretty neat. The only thing I'd be concerned about is that it seems like because of how far apart the nat, 3rd, and 4th/rich expos are, control of the middle would end up being the deciding factor in nearly every game. Whoever had map control over the high central ground there would be able to launch attacks over the other side of the map that their opponent would be extremely hard pressed to defend against. For example: attack their top expo with a medium force, then when their army is out of position, attack the bottom. Because the run distance is so long, they'd be hard pressed to defend both areas. It may stifle (or on the flip-side encourage) innovation since control over that area basically gives you free rein of your opponent's side of the map.

As far as general design, texturing and so forth go, though, it's top notch. Good job!


Yes, but thanks to hard counters, holding a position on the map is now much harder.
ADAM.1
Profile Joined March 2010
United States36 Posts
April 27 2010 15:14 GMT
#53
Nice map bro - I think the simplicity (along with the great textures) make this map great. A+
Terran Lifestyle
3FFA
Profile Blog Joined February 2010
United States3931 Posts
April 27 2010 19:54 GMT
#54
On April 28 2010 00:14 ADAM.1 wrote:
Nice map bro - I think the simplicity (along with the great textures) make this map great. A+

This man said everything I did about this map in only one line! Great job man! Maybe my english skills are getting to me and now I'm starting to describe everything and I don't even know it!

On topic: I just really like this map mibz(I can't go to the page before so I'm saying your name from memory so sorry if I got it wrong)and I do think that its worth paying at least $10 for. Maybe put in some doodads in the water and then it will be worth the money but other than that great map and I think you should message me when SCII is finally out and you have your map up for download so I can put it to the final test "playability". GL and HF with any more maps you create(Please more!).
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-04-27 21:00:20
April 27 2010 20:59 GMT
#55
On April 28 2010 04:54 3FFA wrote:
Show nested quote +
On April 28 2010 00:14 ADAM.1 wrote:
Nice map bro - I think the simplicity (along with the great textures) make this map great. A+

This man said everything I did about this map in only one line! Great job man! Maybe my english skills are getting to me and now I'm starting to describe everything and I don't even know it!

On topic: I just really like this map mibz(I can't go to the page before so I'm saying your name from memory so sorry if I got it wrong)and I do think that its worth paying at least $10 for. Maybe put in some doodads in the water and then it will be worth the money but other than that great map and I think you should message me when SCII is finally out and you have your map up for download so I can put it to the final test "playability". GL and HF with any more maps you create(Please more!).


How do you get mibz from mity....

I have drawn of a sketch of a new map, ill probably get started on it tomorrow.

Though, I do need doodads in the water for Aphareus.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-04-27 21:17:44
April 27 2010 21:15 GMT
#56
I was only two letters off! besides, mibz is a player that I talked with in the past month and we had a pretty in debt conversation.

edit: but gl with the next map!
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Skee
Profile Joined March 2010
Canada702 Posts
May 31 2010 22:18 GMT
#57
I published my map, but with the new BNET 2.0 its impossible to get in a game of it. >.<
Pablols
Profile Joined August 2009
Chile517 Posts
May 31 2010 23:15 GMT
#58
i really like this map :D
Skee
Profile Joined March 2010
Canada702 Posts
May 31 2010 23:38 GMT
#59
On June 01 2010 08:15 Pablols wrote:
i really like this map :D


want to play it then? lol. I cant find anyone to play it and its not working for publishing.
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
May 31 2010 23:38 GMT
#60
this looks like a very nice map! keep em comin
AKA: TelecoM[WHITE] Protoss fighting
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
May 31 2010 23:41 GMT
#61
Keep therm coming, nice job
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Skee
Profile Joined March 2010
Canada702 Posts
June 14 2010 20:17 GMT
#62
Major update in original post.
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2010-06-14 22:11:11
June 14 2010 22:10 GMT
#63
I think this would have a really fun feel to it. Really my only two suggestions are to make the scenery a bit more intriguing and to widen the choke to the expansions at the 3 o' clock and 9 o' clock positions. This way terran mech is a bit more balanced playing zerg. Really cool map though!!!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Skee
Profile Joined March 2010
Canada702 Posts
June 15 2010 03:07 GMT
#64
On June 15 2010 07:10 monitor wrote:
I think this would have a really fun feel to it. Really my only two suggestions are to make the scenery a bit more intriguing and to widen the choke to the expansions at the 3 o' clock and 9 o' clock positions. This way terran mech is a bit more balanced playing zerg. Really cool map though!!!


I'm sorry, I don't see that as a real problem. >.< I was thinking in tightening the chokes to the big ramps, but then I thought otherwise.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
June 17 2010 22:11 GMT
#65
It looks almost the same to me. I can't see a difference at all from the pictures you posted.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2010-06-17 22:42:29
June 17 2010 22:41 GMT
#66
Imaging a TvZ, with the terran in the top left position. The zerg fast expands, and macros off two bases. The terran rushes tanks and sieges them in the middle on the Southeast edge. The zerg is completely contained. In this situation, the zerg player is SCREWED for ground armies, except for nydus. I think you need to add a secondary path from the natural, to make contains harder.

I could be wrong though, just need to test it. Can you put a download link? I'll test and take a screen shot if needed to prove my point. Thanks,

monitor
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-06-21 00:34:35
June 21 2010 00:32 GMT
#67
On June 18 2010 07:11 3FFA wrote:
It looks almost the same to me. I can't see a difference at all from the pictures you posted.

Ummm, aside from the fact that the chokes are incredibly smaller and make for a completely different late game in my eyes.

The zerg is completely contained. In this situation, the zerg player is SCREWED for ground armies, except for nydus. I think you need to add a secondary path from the natural, to make contains harder.

I agree with you now, what if I made the middle high ground a bit smaller and the ramp farther away from the natural and move the xel naga watch tower out of range of middle tanks, therefore it would be harder for the Zerg to be contained and would still allow them to keep their eye on the Terran army (via tower).

EDIT: I'll put a download link up after I write my exam tomorrow, I have to study atm.

EDIT 2: Instead of playing TF2 during the rest of the downtime I might start a new map, keeping the thoughts and knowledge that I have gained from this map.
DemiSe
Profile Blog Joined May 2010
883 Posts
June 21 2010 00:53 GMT
#68
Looks really great. Want to try it out before commentating on it though.
Let's See Who's Stronger, Your Tricks, Or My Skills.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
June 21 2010 01:08 GMT
#69
I wouldn't mind a couple more bases?
Deathfate
Profile Joined November 2008
Spain555 Posts
June 21 2010 03:47 GMT
#70
i really like this map, some of the best i've seen around, no super wide but not all small chokes, posibility of flank and need of pushing out to take a 3rd. Great job.
Feel the power of the zerg swarm.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-06-29 01:23:35
June 29 2010 00:20 GMT
#71
On April 26 2010 06:23 Snausages wrote:
The mains are still pretty small.


Yeah, the mains need to be made bigger, but otherwise, I really like this map. Nice job, keep it coming!
:D

EDIT: I posted this before I saw that you increased the size of the mains. Sorry!
LuigiNMario
Profile Joined April 2010
United States456 Posts
June 29 2010 00:26 GMT
#72
Am i the only one who likes big battle middle?
When there's Flash there's a way.
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 05:11 GMT
#73
I must say I really like this map.
The nats need cliffs 4 harass options.
The thirds need line of sight blockers for a little more defense because they are really exposed, like much more than anything I have seem before.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
June 30 2010 05:13 GMT
#74
Steppes of War Expos Anyone?
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 16:18 GMT
#75
I still think it is a good map - regardless of whether or not it looks like Steppes of War - which it does.
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