• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:34
CEST 00:34
KST 07:34
  • 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 Liquid Map Contest #22: Results and Winners5Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
[BSL22] Non-Korean Championship from 13 to 28 June2Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th151Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
TL Poll: How do you feel about the 5.0.16 PTR balance changes? Team Liquid Map Contest #22: Results and Winners TL.net Map Contest #22 - Voting & Ladder Map Selection Oliveira Would Have Returned If EWC Continued Code S Season 2 (2026): RO4 and Finals Preview
Tourneys
Douyu Cup 2026 Maestros of The Game 2 announcement and schedule ! GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
Data needed Quality of life changes in BW that you will like ? BGH Auto Balance -> http://bghmmr.eu/ BW fans in southern Sweden, look here! 25 Years Since Brood War Patch 1.08
Tourneys
[BSL22] Grand Finals - Sunday 21:00 CEST [ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Why doesn't anyone use restoration? Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
Stormgate/Frost Giant Megathread PC Games Sales Thread Nintendo Switch Thread ZeroSpace Megathread Summer Games Done Quick 2026!
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 Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] NBA General Discussion McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How Streaming Impacts Game P…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12665 users

(2)Back to Back, (2)Congo, small and huge maps - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 Next All
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
May 25 2010 22:16 GMT
#21
I like the first one, the second one worries me a bit with many chokes and the 256x256 size (thats epic size, not large if i recall correctly)
Wut
Whole
Profile Blog Joined May 2010
United States6046 Posts
May 25 2010 22:19 GMT
#22
On the map Back to Back, maybe you should switch the natural and the main to make it like some BW maps with the natural behind the main or whatever. If you were to do this, I would make the main choke smaller and the natural choke bigger.
palanq
Profile Blog Joined December 2004
United States761 Posts
May 25 2010 22:21 GMT
#23
these are really cool. can't wait to double expo before making any units on congo LOL

it looks really hard to attack in congo because there's a single area of the map that defends 4 bases by ground, including the gold... not to mention, it's so huge.
time flies like an arrow; fruit flies like a banana
Xeken
Profile Joined May 2010
United States77 Posts
May 25 2010 22:30 GMT
#24
It's hard to compare tell exactly how much area the tower covers from the natural, but could that tower be potentially devastating with a siege tank set-up, making it more difficult than normal to assault the location?
chuky500
Profile Blog Joined March 2010
France473 Posts
Last Edited: 2010-05-25 22:44:26
May 25 2010 22:43 GMT
#25
I uploaded the maps there http://dl.free.fr/iX73vTfps Click on "Télécharger ce fichier"

They're the files from the editor though. You'll have to publish them to be able to play from the US server.
locus117
Profile Joined May 2010
United States3 Posts
May 26 2010 00:38 GMT
#26
sweet thanks!
"Just go fucking kill him." - Day9
Zergneedsfood
Profile Blog Joined September 2008
United States10671 Posts
May 26 2010 00:41 GMT
#27
I personally think that Congo should be like.....a four player map, or bigger then a four player map.

Hahaha. Sounds EPIC.
/人◕ ‿‿ ◕人\ Make a contract with me and join TLADT | Onodera isn't actually a girl, she's just a doormat you walk over to get to the girl. - Numy 2015
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
May 26 2010 00:44 GMT
#28
Some of the towers seem like they is in a bad place on the first one. What is the point of the ones tucked in your natural?
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
OptimoPeach
Profile Joined July 2009
United States137 Posts
Last Edited: 2010-05-26 01:11:15
May 26 2010 00:59 GMT
#29
On May 26 2010 09:44 Two_DoWn wrote:
Some of the towers seem like they is in a bad place on the first one. What is the point of the ones tucked in your natural?

This is my only real complaint. I think 4 towers is a little superfluous for the size of the map, and it'd probably be fine to just leave it at the 2 in mid. I dunno if I agree with the people saying the rush distance is too short. I thought so at first, but the path you have to take is winding enough that I don't think it's any shorter than Steppes of War. Maybe it's even a bit longer? Anyway, overall it looks great. I can't wait to try it out.

The second one seems way too big for 1v1, but then I've never been too fond of giant 1v1 maps in the first place
Phiru
Profile Joined April 2010
United States9 Posts
May 26 2010 01:00 GMT
#30
I like Back to back. The way the main and natural are arranged should make for interesting play. The small chokes by the main and natural could promote early expand play but the part I really like is the back to back mineral patches. There is such a short fly distance for any harassment(thor drop, banshees, muta) but such a long walk distance for any ground based defense. It's like the nat/gold on blistering sands/steppes but taken to the extreme. We don't see enough econ harass in SC2 so this map should make for some interesting games.
OptimoPeach
Profile Joined July 2009
United States137 Posts
May 26 2010 02:27 GMT
#31
I published Back to Back on the US server because no one else had yet and I wanted to try it with a friend. Unfortunately the name "Back to Back" wasn't available for some reason, so it's published under "Back to Back (TL)".
CagedMind
Profile Joined February 2010
United States506 Posts
May 26 2010 02:53 GMT
#32
Umm back to back is a pretty large map. Desert oasis is 140x140
your micro has been depleted
ttlranger
Profile Joined April 2010
United States22 Posts
May 26 2010 02:55 GMT
#33
Those look nice. With Back to Back, I kind of feel like the ramp to the main should be adjusted. It seems like it'd be difficult to defend the main and the natural with a zerg force. Just as a hypothetical example (which might not be a good idea, just an example of what I'm thinking), if you were to move the natural mineral lines a few clicks towards the center of the map and then move the main ramps closer to the edges of the map, it would simultaneously increase the rush distance (except for cliff hoppers!) and allow the natural expo to serve as a defensive barrier for the main.

With Congo, it seems like there's a lot of unplayable space and a lot of narrow choking paths. It's almost like an island map. Maybe that's what you're going for, but if you want to see much ground army play, I'd think you should widen some of those paths. An alternate route might be interesting, too. What I like about Congo is that, although there's a gigantic rush distance, the naturals are also kind of far from the main. It changes things up. It's a little more difficult to get forces to your natural for defense, but it's also a long walk for your enemy to get any troops to your base.
one from many
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 26 2010 02:57 GMT
#34
congo looks sweet man.
Darby.mcg
Profile Joined May 2010
United States16 Posts
May 26 2010 03:34 GMT
#35
Haven't played either yet. B2B looks awesome! can't wait to play it! With Congo, like everyone else, the middle choke looks insanely thin for such a large map, dropping a few siege tanks just feels like hurt in my brain (colossi with range too). especially with the watch towers, no ground army is going to make it through that. I think it will either be almost all air, or fighting for control of that one choke.
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
May 26 2010 03:43 GMT
#36
256x256 is wayyy to big for 1v1 shrink it down to like half that and it looks like it could be a fun map although very imba because of the one walking path with a cliff will make it terran favored. Just check the rush distance time I bet it is double what it is on any of the 1v1 currently save DO
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
DrSmoke
Profile Joined April 2010
United States175 Posts
May 26 2010 03:50 GMT
#37
I like giant maps. Looks like fun.
OptimoPeach
Profile Joined July 2009
United States137 Posts
May 26 2010 04:46 GMT
#38
On May 26 2010 11:55 ttlranger wrote:
Those look nice. With Back to Back, I kind of feel like the ramp to the main should be adjusted. It seems like it'd be difficult to defend the main and the natural with a zerg force. Just as a hypothetical example (which might not be a good idea, just an example of what I'm thinking), if you were to move the natural mineral lines a few clicks towards the center of the map and then move the main ramps closer to the edges of the map, it would simultaneously increase the rush distance (except for cliff hoppers!) and allow the natural expo to serve as a defensive barrier for the main.

After doing a few games, I like this idea. The mains also feel a bit cramped, but that's probably just because I play Terran so I have fucking supply depots and tech labs strewn all over the place. Minor stuff, though. I really like the map, and I'll play it just as much as any other Blizzard map.

Let me know if you update it or get an account on the US server so I can pull your current version that I have published there
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
Last Edited: 2010-05-26 05:01:49
May 26 2010 04:52 GMT
#39
Gotta say that I actually hate the idea of large maps in Starcraft 2 right now. The game just doesn't seem to fit to it.
This is my opinion since I had a 1on1 on shakuras plateau, this 2on2 map, on cross positions. It totally demolished the tactics that were available back then and it was absolutely boring. Ok, now the game might be a bit more macro orientated but however, it just takes yeeeeeaaaaarrrrrs for a Thor to get from one base to the oponents.

About back to back: Although I always keep an eye on the size of the main base, it's an interesting feature that players are practically forced to build at their naturals very early and are encouraged to get a fast expansion. It surely looks like it could be place of many cool macro games. But (only from the overview so far) it looks like there wasn't much efforts in optical design. The main thing I noticed was that there are many very straight and long cliffs what looks kinda bad especially for "natural" cliff type.
Edit: Ok, rechecked, actually it's only at a very few spots.

I'ld love to see a second more "standard" version with a normal sized main of it because I also like the rest of that map.
When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
Endymion
Profile Blog Joined November 2009
United States3701 Posts
May 26 2010 06:13 GMT
#40
I have only played back to back so far, and I was very interested in the LoS blocker "forest" you created. I think that it's an ingenious idea, it really puts a lot of stress on controlling the watchtower, while in the early game you could have two forces passing right by each other and never knowing! I think it would make for very interesting play as well as a point of interest for spectators, while not really shifting favor to one race or another because of flying units late game. All in all its a fantastic mechanic!
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
OSC
22:30
OSC Elite Rising Star #19
davetesta1
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 144
ProTech96
StarCraft: Brood War
Sea 1374
Artosis 464
League of Legends
Doublelift4834
JimRising 448
Super Smash Bros
PPMD42
Other Games
summit1g8708
shahzam685
C9.Mang0399
FrodaN368
byalli319
Liquid`Hasu150
UpATreeSC62
JuggernautJason59
Mew2King41
Chillindude40
Organizations
Other Games
BasetradeTV184
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• RyuSc2 46
• Hupsaiya 27
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 34
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota2726
Other Games
• imaqtpie1049
• Shiphtur257
Upcoming Events
Replay Cast
1h 26m
OSC
14h 26m
Maestros of the Game
15h 26m
Classic vs Maru
Serral vs herO
TBD vs Clem
Replay Cast
1d 1h
CranKy Ducklings
1d 11h
uThermal 2v2 Circuit
1d 16h
BSL22 NKC (BSL vs China)
1d 20h
eOnzErG vs Mihu
Messiah vs XuanXuan
Jaystar vs TerrOr
Dewalt vs Bonyth
eOnzErG vs XuanXuan
Mihu vs TerrOr
Messiah vs Bonyth
Sparkling Tuna Cup
2 days
uThermal 2v2 Circuit
2 days
BSL22 NKC (BSL vs China)
2 days
Jaystar vs Dewalt
eOnzErG vs TerrOr
XuanXuan vs Bonyth
Mihu vs Dewalt
Messiah vs Jaystar
eOnzErG vs Bonyth
TerrOr vs Dewalt
[ Show More ]
OSC
3 days
Wardi Open
3 days
Replay Cast
5 days
The PondCast
6 days
Liquipedia Results

Completed

BSL Season 22
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
Acropolis #4 - GSB
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
uThermal 2v2 2026 Main Event
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
Heroes Pulsing #3
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.