• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:37
CEST 01:37
KST 08:37
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-69SC4ALL II announced - $10,000 prize pool, Dec 5-64
StarCraft 2
General
Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out SC4ALL: II Talent Announcement! SC4ALL II: StarCraft 2 Player Announcement 5/8 August World Ranking: Clem climbs to #2
Tourneys
2026 KungFu Cup Announcement PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
BW General Discussion ASL22 General Discussion [Personal Project Share] Terran Defense v0.60 BGH Auto Balance -> http://bghmmr.eu/ StarCraft 64 is coming to Philly at SC4ALL II
Tourneys
[Megathread] Daily Proleagues KCM Race Survival 2026 Season 3 2v2v2v2 Tournament Escore Tournament - Season 3
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread EVE Corporation Nintendo Switch Thread Diablo 2 thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread The Letting Off Steam Thread Iain M Banks Says He Has Cancer And Months To Live Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Are High-Level Gamers more A…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7276 users

[Map] Rising Tides - Melee - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 Next All
MindRush
Profile Joined April 2010
Romania916 Posts
Last Edited: 2010-06-14 12:21:17
June 14 2010 12:15 GMT
#21
very nice map, utterly different from what i've seen before both in sc1 and sc2
i also can't spot any abusable tactics from any race, but i might be mistaken
the idea and the implementation is absolutely breathtaking, after a couple of games will be played on this and a couple of polishing will be done, this will be one of the best maps

there is also (edit* couple more) more suggestions:
-make the island expansions with more land, so that expanding terrans can't defend am island expo too easy
-remove the water on the edges where there is just water (kinda redundant), since alot of air will come from that and will be too much to scout - make that area unplayable, add borders, remove it, copy-paste and make smaller map, just fix that
-map needs more doodads
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
June 14 2010 13:07 GMT
#22
Fired up the map in the editor and played around on it. Turns out that alot of the mineral lines have one mineral patch(I think one or two expansions had two patches that were affected) that sort of lies behind other patches so the worker has to go around the other ones to get to that one lonely patch in the back. Might be a concious decision but imho it should be fixed. Otherwise the map looks solid. Really feels like being on and island.
Do you really want chat rooms?
stroggos
Profile Joined February 2009
New Zealand1543 Posts
June 14 2010 13:24 GMT
#23
looks a little like peaks of beakdu or whatever that map was called
hi
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2010-06-14 13:29:22
June 14 2010 13:28 GMT
#24
hmm... Whats this dark spot in my shorts...

+ Show Spoiler +
really nice map! Anytime i wanted to throw an idea in there, i would notice it is already in there.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Krowser
Profile Joined August 2007
Canada788 Posts
June 14 2010 13:35 GMT
#25
On June 14 2010 10:48 palanq wrote:
ah, time to relax on the beach... nice map!


Not if my seige tanks can help it!!!!


The tileset really reminds me of Warcraft 3. I'm almost expecting murlocs to pop out of the sea and harass my workers.
D3 and Pho, the way to go. http://www.teamliquid.net/forum/viewmessage.php?topic_id=340709
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
June 14 2010 13:37 GMT
#26
I really like it. Only possible problem I can see is Terrans controlling that middle high ground... I'm not sure I like the idea of having to run up to high ground to get to your enemy. I suppose you could use those side paths, but can Terran cover the way to the side path from that high ground? Dunno, just may be worth looking into
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
June 14 2010 15:05 GMT
#27
Danl9rm, I share your concerns about zerg but more broadly because the way to go about balancing a map racially isn't obvious to me. I designed the map with some general balance ideas in mind but otherwise had my fingers crossed. I'm hoping that some veterans will be able to point out and explain specific problem areas and potential fixes while beta is down, and when beta comes back up maybe we can get some demonstrative replays that reveal areas that need fixing.

UmmTheHobo, in previous versions of the map the alley in the middle was skinnier and the headlands were larger and more imposing, so I'm definitely still trying to feel out the best width and would consider making it yet wider and the high ground maybe smaller. Again, concerns for zerg noted.

Farbror, I have a destroyed battlecruiser and a destroyed carrier in the water pool on the left of the map, a destroyed barracks on the top left beach, a destroyed command center in the bottom right seabed, and another destroyed protoss ship against the cliff face below the right main. Since this is my first map, I don't want to doodad too excessively like you said. I don't think I want to put any broken tech on the high ground; the amount of broken tech on the map so far feels about right, like there have been battles here in the past but not many. I'll probably steer clear of zerg skeletons. I kind of like that the only bones on the map are from one prehistoric fossil that gives the map a sense of ancient history as well.
As for mechanical considerations, the blocked mineral patches were definitely not intended. I'll see to that as soon as I can.

MindRush, my thinking for the small size of the island expansions was that there wouldn't be too much room for any race to fortify on them, much like the island expansion in Scrap Station. Please feel free to clarify if my logic is exactly backward. As for the sea edges around the map, the playable edge is moved in as far as possible without intruding on the beach areas. I could definitely look into pathing blockers to bring air in a bit closer to land.

Subversion, terran can't cover the side paths leading to the naturals from the middle high ground even with siege tanks behind the los blockers. They can defend the wide ramp from the gold beach expansion leading to the main, but I'm ok with that because they can't cover the other two ramps leading to that same middle ground. My hope is that turtlers putting too many eggs in one basket will find their bases under attack from other angles.

As soon as I post this I'm going to add a working changelog to the OP.
CptBluebear
Profile Joined April 2010
United Kingdom19 Posts
June 14 2010 15:32 GMT
#28
Wow, great map, best user created map I've seen so far.
TotalBiscuit: "Also, always biuld the nuke, you never know when it might come in handy"
Ballistixz
Profile Joined January 2010
United States1269 Posts
June 14 2010 15:46 GMT
#29
looks like a almost exact replica of the tide born island on perfect world. and oddly enought the expansion for the tide born is also called rising tides. u play pw by any chance?
Ocedic
Profile Joined April 2010
United States1808 Posts
Last Edited: 2010-06-14 15:48:25
June 14 2010 15:46 GMT
#30
Lots of expansions, balanced layout and aesthetically pleasing, I think this is easily one of the top melee maps created thus far. My favorite part is that it's your own original design instead of just remaking a BW map.

A+, people seriously need to pay attention to this one. My sole complaint is that the middle is a little choke heavy. Honestly I think the middle should be more open and easier to storm.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 14 2010 15:48 GMT
#31
Please tell me the water will actually rise and it will be an island map half the time :D!?!?
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Krowser
Profile Joined August 2007
Canada788 Posts
June 14 2010 15:48 GMT
#32
On June 15 2010 00:48 FrozenArbiter wrote:
Please tell me the water will actually rise and it will be an island map half the time :D!?!?


That would be so cool!!!
D3 and Pho, the way to go. http://www.teamliquid.net/forum/viewmessage.php?topic_id=340709
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 14 2010 15:53 GMT
#33
Seriously, please please please make a version like that haha

I love the way this map looks, and it's like tailor made for that feature!
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Meatloaf
Profile Blog Joined May 2010
Spain664 Posts
June 14 2010 15:54 GMT
#34
On June 14 2010 10:21 Tiazi wrote:
makes me think of:

- far cry
- crysis
- warcraft 3
- the second level of Halo 1


makes me think of mario kart , koopa beach race lol.
Gaius Baltar
Profile Blog Joined April 2010
United States449 Posts
Last Edited: 2010-06-14 16:08:15
June 14 2010 16:03 GMT
#35
Ballistixz, I've never even heard of perfect world, guess that's just a neat coincidence.

Sorry to disappoint Jinro, but I don't have any idea how to do that stuff. My suspicion is that might make the map worse anyway. In previous versions I had the terrain level decreased ever so slightly on the left/top side of the map so the water covered the sand by a few inches. However, that led to some trouble as the minimap didn't show the sand at all under the water, which came all the way up to the cliff edges, and on high and ultra graphics settings the water is so clear, like real water, that you couldn't really tell you were wading in water in the first place.

Edit:
Perhaps I'll leave a rising water alternate version as a possibility. I'll add that to the changelog. I'm not sure what would happen if ground units got caught on the beach when the water rises -- would they drown? Water rising quickly enough to drown a scouting speedling before it could make it back to land might be a bit silly.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
June 14 2010 16:07 GMT
#36
Looks really cool.
Things to change imo:
1) 2 entrances into main are not ok.
2) too little space in the middle
ccou
Profile Joined December 2008
United States681 Posts
June 14 2010 16:08 GMT
#37
now, you should make a battlestar galactica map... like have the entire map be on the back of the wounded battlestar
Wake up Mr. B!
Infowarrior
Profile Joined May 2010
United States9 Posts
June 14 2010 16:20 GMT
#38
I like the map...Mineral Patches need some adjustment, some of the patches cause a worker to have to go around the back side to mine.
I am me, and all I want is to live free
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 14 2010 16:23 GMT
#39
Perhaps I'll leave a rising water alternate version as a possibility. I'll add that to the changelog. I'm not sure what would happen if ground units got caught on the beach when the water rises -- would they drown? Water rising quickly enough to drown a scouting speedling before it could make it back to land might be a bit silly.

Yeah, there'd need to be some discussion about what exactly would happen :p Probably shouldn't rise too fast, and the areas between land should be short-ish so you don't get trapped and lose a ton of units :D

But something like every 5 minutes it starts to rise/sink, takes a minute/30 seconds before it rises completely or something like that.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Roggay
Profile Joined April 2010
Switzerland6320 Posts
Last Edited: 2010-06-14 16:41:08
June 14 2010 16:40 GMT
#40
The map looks great!!! Very enjoyable atmosphere in it. But I'm a little bit concerned about ZvT, the lack of space makes tanks and mech really powerfull on that map I think. Anyway great work.
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 23m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 249
SpeCial 122
ProTech58
Vindicta 19
StarCraft: Brood War
Artosis 610
GuemChi 447
Dota 2
XBOCT952
League of Legends
Doublelift4154
Counter-Strike
summit1g6082
Fnx 1044
minikerr4
Other Games
Grubby1768
shahzam688
C9.Mang0400
hungrybox258
Mew2King108
ViBE92
Organizations
Other Games
gamesdonequick511
BasetradeTV40
[ Show 11 non-featured ]
StarCraft 2
• RyuSc2 26
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22223
League of Legends
• imaqtpie2483
Upcoming Events
Replay Cast
23m
The PondCast
10h 23m
PiG Sty Festival
12h 23m
Serral vs Lambo
SHIN vs Rogue
OSC
13h 23m
Replay Cast
1d
Escore
1d 10h
PiG Sty Festival
1d 12h
ByuN vs HeRoMaRinE
ShoWTimE vs Zoun
CranKy Ducklings
2 days
PiG Sty Festival
2 days
herO vs Krystianer
Solar vs Cure
Sparkling Tuna Cup
3 days
[ Show More ]
PiG Sty Festival
3 days
Maru vs Shameless
Reynor vs TriGGeR
OSC
4 days
Afreeca Starleague
4 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
4 days
The Patches Monday
4 days
Afreeca Starleague
5 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
6 days
Replay Cast
6 days
Afreeca Starleague
6 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
6 days
Liquipedia Results

Completed

Proleague 2026-08-11
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
RSL Revival: Season 6
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2

Upcoming

Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1
META DYMY #4
PGL Masters Bucharest 2026
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 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.