• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:07
CET 12:07
KST 20:07
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies1ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
Brando London Jacket | Discussion on Style, Fit & Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
soO on: FanTaSy's Potential Return to StarCraft BGH Auto Balance -> http://bghmmr.eu/ Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? How Rain Became ProGamer in Just 3 Months
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile General RTS Discussion Thread
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 Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1080 users

[Contest] Map Redesign Contest! - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 Next All
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2010-06-10 09:41:36
June 10 2010 07:19 GMT
#41
New Kulas Ravine


[image loading]

+ Show Spoiler [Original Kulas] +
[image loading]


+ Show Spoiler [Comparison gif] +
[image loading]


+ Show Spoiler [Details] +


[image loading]
[image loading]
[image loading]
[image loading]
starleague forever
sob3k
Profile Blog Joined August 2009
United States7572 Posts
June 10 2010 07:27 GMT
#42
On June 10 2010 16:19 a176 wrote:
New Kulas Ravine

[image loading]

+ Show Spoiler [Original Kulas] +
[image loading]


+ Show Spoiler [Comparison gif] +
[image loading]


+ Show Spoiler [Details] +
[image loading]
[image loading]
[image loading]


Whoa, I though one of the largest problems with this map was the wide open front expansion....you made it like 3x wider and with a highground overlooking the mineral line with a ramp facing the enemy...

not cool
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
a176
Profile Blog Joined August 2009
Canada6688 Posts
June 10 2010 07:38 GMT
#43
That's right. I did.

I disagree with those who say wide spaces in SC2 is instadeath. I believe quite the contrary.

You have a much wider frontal attack area from the natural so you have more vectors to attack from, and your units don't get choked like in the original. You have a wider rear entrance as well. You have room to put more defenses behind the minerals now, and with the tower now accessible, your natural won't fall so easily to rushing tank drops thanks to vision.

Also, the ramp from main to natural is extended out so its harder to place a row of tanks or cannons.
starleague forever
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-06-10 08:00:09
June 10 2010 07:50 GMT
#44
On June 10 2010 16:38 a176 wrote:
That's right. I did.

I disagree with those who say wide spaces in SC2 is instadeath. I believe quite the contrary.

You have a much wider frontal attack area from the natural so you have more vectors to attack from, and your units don't get choked like in the original. You have a wider rear entrance as well. You have room to put more defenses behind the minerals now, and with the tower now accessible, your natural won't fall so easily to rushing tank drops thanks to vision.

Also, the ramp from main to natural is extended out so its harder to place a row of tanks or cannons.


I don't think anyone says that wide open spaces are death...Its just that the wider the entrance to the natural, the smaller the defenders advantage becomes. If you WANT taking/holding a third to be nearly impossible, ok, but that is what you are doing by opening up the choke like that.

You have room to put more defenses behind the minerals now, and with the tower now accessible, your natural won't fall so easily to rushing tank drops thanks to vision.


If you want that tower to be used defensively, you need to move the ramp towards the defenders side instead of out into the middle of the map...currently its going to be nearly impossible to hold because the attacker with an army in the center can just poke in and take it without even getting near the entrance to the natural.

ALSO:
[image loading]
Whats with these base cutouts you put in? They are completely different positionally...bottom left has this huge min-natural while top right has a narrow little strip. What are they for? Making reaper harass more viable?
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
a176
Profile Blog Joined August 2009
Canada6688 Posts
June 10 2010 08:05 GMT
#45
There's enough babysitting in this game as it is. Having the ramp at the front makes it a challenge for both the defender and the attacker. Invest in static defense there or having a small force making sure no one takes the vision from you.

As far as the wide spaces, all races will benefit from the challenge. Terrans can finally play like scbw style where you have to put down a line of mech to defend a larger area. Zerg can have that 'swarm'-like feel again as you see only elsewhere on Lost Temple. Protoss can no longer solely rely on forcefield to choke smaller areas.

Also not in the above pictures, I've modified the tower positions so they don't immediately give away zerg expansions from creep, and removed the tower from the third.
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2010-06-10 09:39:29
June 10 2010 08:12 GMT
#46
On June 10 2010 16:50 sob3k wrote:
Whats with these base cutouts you put in? They are completely different positionally...bottom left has this huge min-natural while top right has a narrow little strip. What are they for? Making reaper harass more viable?


Basically. Still fine tuning those. Trying to make it big enough to allow for sneaky drops as well (out of range of turrets).

(see original post)
starleague forever
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-06-10 08:21:04
June 10 2010 08:19 GMT
#47
On June 10 2010 17:12 a176 wrote:
+ Show Spoiler +
On June 10 2010 16:50 sob3k wrote:
Whats with these base cutouts you put in? They are completely different positionally...bottom left has this huge min-natural while top right has a narrow little strip. What are they for? Making reaper harass more viable?


Basically. Still fine tuning those. Trying to make it big enough to allow for sneaky drops as well (out of range of turrets).

[image loading]


lol, you just hate defensive play don't you...
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
hi19hi19
Profile Blog Joined May 2008
United States163 Posts
June 10 2010 08:31 GMT
#48
On June 10 2010 17:12 a176 wrote:
[image loading]

I think you're missing a set of rocks in the upper right.
IaniAniaN
Profile Joined September 2007
Canada555 Posts
June 10 2010 09:01 GMT
#49
I hope someone makes Reverse Temple!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 10 2010 09:10 GMT
#50
On June 10 2010 15:03 Mastermind wrote:
Show nested quote +
On June 10 2010 12:17 prodiG wrote:
On June 10 2010 10:34 Mastermind wrote:
You appear to have moved 2 of the start locations which would be a rule violation.


...by that little? The bases and naturals aren't the same size on stock metalopolis,i didn't have much of a choice because i had to balance/mirror all of the bases

Had I left them the same, some of the ramps out to the natural would have been a third of the size of the others which voids my design completely

I think you did a good job, and personally I dont think the small difference should matter, but I dont know how strict they will be with the contest. I thought I would let you know I noticed it. It would be a shame if it wasnt included because of that one small thing.

Fair enough. I hope they're not that strict since if I have to keep them in precisely the same position I have to scrap that whole thing :<

On June 10 2010 18:01 IaniAniaN wrote:
I hope someone makes Reverse Temple!

I was thinking about it but decided that's too obvious, and it would be really awkard given how SC2 is scaled versus SC1

ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2010-06-10 09:40:07
June 10 2010 09:24 GMT
#51
On June 10 2010 17:31 hi19hi19 wrote:
Show nested quote +
On June 10 2010 17:12 a176 wrote:
[image loading]

I think you're missing a set of rocks in the upper right.


thanks for noticing.

On June 10 2010 17:19 sob3k wrote:
lol, you just hate defensive play don't you...


maybe i do

final update for the night. first pic is tower vision. second picture with refined outcrops. allows for drops. turret range upgrade should cover to almost the edge of the outcrop.

(see original post)

starleague forever
VelRa_G
Profile Blog Joined March 2010
Canada304 Posts
June 10 2010 15:29 GMT
#52
Here is my Neo Kulas Ravine. It seems to disagree entirely with the vision of the above revision.

Neo Kulas Ravine 2.0
+ Show Spoiler +
[image loading]


Old version (with original changes marked):
+ Show Spoiler +
[image loading]


Thread
Nuda Veritas
Logo
Profile Blog Joined April 2010
United States7542 Posts
June 10 2010 15:32 GMT
#53
I don't really like the safe 3rd in the Neo Kulas, but I do like the other changes. Looks pretty interesting to play on.

Anyone have feedback for my Incineration changes on page 2? They're pretty subtle changes I suppose, but they should have an impact on how the map plays out.
Logo
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2010-06-10 17:33:42
June 10 2010 17:32 GMT
#54
On June 11 2010 00:32 Logo wrote:
I don't really like the safe 3rd in the Neo Kulas, but I do like the other changes. Looks pretty interesting to play on.

Anyone have feedback for my Incineration changes on page 2? They're pretty subtle changes I suppose, but they should have an impact on how the map plays out.


the changes to the gold are welcome but the map has fundamental problems with its extremely narrow choke coming out of the nat. its highly favored towards protoss and terran because of that choke, where you can abuse forcefield and mech turtle like there's no tomorrow.

i do play as zerg but for me, i go mostly air so i'm not so affected by this map. by the contrary, the three close bases benefit me because i can get gas going fast and spam air. perhaps if you want to modify the map, approach it from that angle - make it balanced for ground forces from all three faces.
starleague forever
ymirheim
Profile Joined April 2010
Sweden300 Posts
June 10 2010 17:43 GMT
#55
On June 10 2010 18:10 prodiG wrote:
Fair enough. I hope they're not that strict since if I have to keep them in precisely the same position I have to scrap that whole thing :<


The rule that start locations can't be moved is primarily there to make sure that it remains a redesign contest and that the central feel of maps remain so it is not so much like completely new maps being designed from scratch. But seeing that there may be necessities to do some adjustment to allow for changes in ramps etc the rule will allow for start locations to be inched to the sides a little bit as long as they are not drastically moved. For example moving the starting locations on metalopolis a few hexes left or right to make room for a ramp is okay. Removing the natural and moving the start location all the way down to it would not be okay.

Also additionally if there is any map submitted that does break any of the rules it will not be automatically disqualified but the creator will be made aware of it and given a chance to correct it before nominations are made.
The only thing you should feel when you shoot someone... is the recoil
Zoltan
Profile Blog Joined March 2010
United States656 Posts
Last Edited: 2010-06-10 21:11:56
June 10 2010 17:54 GMT
#56
My DO remake for the contest
Map V1.0 Desert Pwnasis:+ Show Spoiler +

[image loading][

V2.0
+ Show Spoiler +

[image loading]

Features: Unique Circle Design remake (removed middle ground from map)
No more island Expos-
Moved Gold Expansions
Moved main ramp for better defense of natural xpo
Rocks on former island expos
Access to highground above natural 3rd from former island expos
180 change on Main minerals to prevent excessive cliff abuse.

Changes that will be coming with V 2.0
move xel naga towers to somewhat cover middle ground- edit size of paths around on left and right of map. Xel naga towers will be moved to high ground, as well as ramps added up to that high ground.
Done!
Also- added 2nd watchtowers near both nats for full coverage. Now with less cheese!
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
Mr Winky
Profile Joined June 2010
United States39 Posts
June 10 2010 20:42 GMT
#57
On June 10 2010 16:19 a176 wrote:
New Kulas Ravine


[image loading]

+ Show Spoiler [Original Kulas] +
[image loading]


+ Show Spoiler [Comparison gif] +
[image loading]


+ Show Spoiler [Details] +


[image loading]
[image loading]
[image loading]
[image loading]


Zerg players are going to hate this map even more than the original. The cliff overlooking the natural is just BEGGING to be exploited by viking or other harass, especially since you have removed the ramp.
This makes me a sad panda
The man in black fled across the desert, and the gunslinger followed.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-06-10 20:57:33
June 10 2010 20:55 GMT
#58
On June 11 2010 02:32 a176 wrote:
Show nested quote +
On June 11 2010 00:32 Logo wrote:
I don't really like the safe 3rd in the Neo Kulas, but I do like the other changes. Looks pretty interesting to play on.

Anyone have feedback for my Incineration changes on page 2? They're pretty subtle changes I suppose, but they should have an impact on how the map plays out.


the changes to the gold are welcome but the map has fundamental problems with its extremely narrow choke coming out of the nat. its highly favored towards protoss and terran because of that choke, where you can abuse forcefield and mech turtle like there's no tomorrow.

i do play as zerg but for me, i go mostly air so i'm not so affected by this map. by the contrary, the three close bases benefit me because i can get gas going fast and spam air. perhaps if you want to modify the map, approach it from that angle - make it balanced for ground forces from all three faces.


That's actually what the double wide ramp is intended for. The idea being that Zerg can use the backdoor (which is already plenty wide), or take the double wide ramp from the 3rd as it circumvents the choke.

Part of the subtle changes means that the inner route (through brush) is almost the same distance as by the watch tower (it's about 1 tile longer, it was originally the longer route after my changes so I had to make adjustments). So, hopefully, this also means going by the 3rd is close in distance to the shortest route. This way entering via the 3rd is supposed to be more viable. I'll run some more distance tests and tweak accordingly though. I may even double wide the other ramp down to the 3rds so it's a entirely choke free path for zerg. The big potential problem with the route is the main's cliff is right there next to the double ramp.

The other part of zerg balance was the moving of the 3rd closer to the nat. This is ideally intended to let Zerg grab a 3rd on this map and have an econ advantage. On top of that it's harder for other races to hold that 3rd from zerg because zerg has more room to get down on the lower level and form an arc while the defenders will be a little more cramped if they stay close to the 3rd.

I'm not trying to make this a zerg favored map though. I want it to be a little more like Steppes of War (actually slightly better ideally) where it's a possible pick vs Zerg, but Zerg can still win.
Logo
a176
Profile Blog Joined August 2009
Canada6688 Posts
June 10 2010 21:43 GMT
#59
On June 11 2010 05:42 Mr Winky wrote:
Zerg players are going to hate this map even more than the original. The cliff overlooking the natural is just BEGGING to be exploited by viking or other harass, especially since you have removed the ramp.
This makes me a sad panda


the tower provides vision so you'll have no problem attacking anything that's up there.
starleague forever
Red7z7
Profile Joined March 2010
United States74 Posts
June 11 2010 06:06 GMT
#60
hey i have a mapmaking question. im remodeling blistering sands and i cant seem to able to place any sort of doodads in the deep crevaces. there's plenty of space to place them, and there are already doodads around that area that the original maker placed. not sure what the problem is. can anyone help me out?
o hai thar
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1d
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Livibee 79
Creator 15
SC2Nice 5
StarCraft: Brood War
Britney 59316
Sea 11885
Horang2 1124
firebathero 819
Larva 333
actioN 308
Mini 267
PianO 158
Rush 143
EffOrt 141
[ Show more ]
ZerO 137
Dewaltoss 118
Killer 115
JulyZerg 102
Sharp 88
Snow 72
Light 68
ggaemo 68
Barracks 44
Yoon 40
Mind 39
hero 38
ToSsGirL 25
ajuk12(nOOB) 24
NaDa 22
soO 20
sorry 20
Noble 16
scan(afreeca) 14
Terrorterran 12
Movie 10
Icarus 10
Sea.KH 3
Dota 2
XcaliburYe231
NeuroSwarm70
League of Legends
JimRising 407
C9.Mang0362
Counter-Strike
olofmeister2439
shoxiejesuss1045
byalli365
x6flipin255
Other Games
summit1g7929
ceh9488
Happy376
Fuzer 316
Mew2King125
Trikslyr24
ZerO(Twitch)12
Organizations
Other Games
gamesdonequick533
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Light_VIP 67
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos3658
Upcoming Events
WardiTV Invitational
1d
Gerald vs YoungYakov
Spirit vs MaNa
SHIN vs Percival
Creator vs Scarlett
Replay Cast
1d 21h
WardiTV Invitational
2 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
3 days
Sparkling Tuna Cup
4 days
Krystianer vs TBD
TriGGeR vs SKillous
Percival vs TBD
ByuN vs Nicoract
Replay Cast
5 days
Wardi Open
6 days
Liquipedia Results

Completed

YSL S2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.