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Active: 657 users

hopefully...a first map

Forum Index > SC2 Maps & Custom Games
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gundream
Profile Joined April 2010
United States229 Posts
Last Edited: 2010-06-19 22:55:08
June 18 2010 23:25 GMT
#1
Hello...i've made few posts on here but i do dwell in the midst of all other starcraft players on this website...decided to draw a map...if you guys like it ill make it...will be my first one

no name yet

+ Show Spoiler +
[image loading]



...sorry just a rough draft...darker grays are the lowest terrain and lighter grays is the highest terrain...towers in the middle

tell me what you think

edit:

still unnamed map (will be taking votes on posters suggestions. ie twin skulls and whatever else has come out)

green is forest (some sort of foliage)
blue is water
dark gray is lower terrain
light gray is elevated terrain

+ Show Spoiler +
[image loading]



changes:
middle is now elevated
added lake at middle
elevated terrain near gold expos now have ramp on opposite side and destructible rocks on other (to promote pushing through elevated terrain
made some ramps wider for harder walling
MadZ
Profile Joined March 2010
Denmark111 Posts
June 18 2010 23:28 GMT
#2
just go ahead and do it! it might turn out great and it might turn out not so great but give it a try !!
tosS.ita
Profile Joined May 2010
Italy523 Posts
June 18 2010 23:29 GMT
#3
nice!!
aka: [Lw]Tropper, tosS[Lw], aiC)tosS, 88han-tosS
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
June 18 2010 23:33 GMT
#4
Finally someone made something decent.

I like it, no excessive narrow paths, no 3 levels of terrain crumpled.

Personally I would remove the watch towers and the vision blocker that links from the nat to the valley
"When the geyser died, a probe came out" - SirJolt
monitor
Profile Blog Joined June 2010
United States2404 Posts
June 18 2010 23:33 GMT
#5
Looks really good! My only suggestion is to widen up some of the chokes other than the natural and main. Definitely make this a map!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Murkyith14
Profile Joined January 2008
United States111 Posts
June 18 2010 23:33 GMT
#6
Drawing a map first was a really good idea, more people should do this I think. Get good feedback before actually spending time on the map and should save you time overall.

I like it. It's pretty basic and nothing too fancy is going on. Seems to me to be a pretty solid map.

I'm confused as to what the blue lines are near the towers and gold expansions. Are they line of sight blockers?
Ryan22
Profile Joined May 2010
Canada84 Posts
June 18 2010 23:37 GMT
#7
Thats an awsome map dude
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
June 18 2010 23:40 GMT
#8
Nat is looking scary. Skull.
I work alone. // Visit TL Mafia subforum!
Roaming
Profile Joined May 2010
United States239 Posts
June 18 2010 23:42 GMT
#9
I like it a lot.
Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so.
MindRush
Profile Joined April 2010
Romania916 Posts
June 18 2010 23:43 GMT
#10
On June 19 2010 08:40 Kurumi wrote:
Nat is looking scary. Skull.


thus the map name : twin skulls
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Zerum
Profile Joined February 2008
Sweden348 Posts
June 18 2010 23:43 GMT
#11
the only odd thing I can see is that you have to set up defends in front of the choke so you can defend the ramp to you nat and the choke in to you main so you opponent won't just run straight in to you main. but I can also see that you might use your nat as you "main" and have better defends for that and you main as a nat and you can trap you opponent trying to rush in and don't risk loosing to much of your infrastructure.

Really cool ide for a map just go and do it and try it out. looks awesome.
shawster
Profile Blog Joined May 2010
Canada2485 Posts
Last Edited: 2010-06-18 23:45:06
June 18 2010 23:44 GMT
#12
Awesome map, finally nice to see a well thought out map.

only thing i would reccomend is having natural chokes more wide. it's kind of weird having your natural choke be like so narrow while the main choke is kind of wide.

guy above me read my mind
gundream
Profile Joined April 2010
United States229 Posts
June 18 2010 23:45 GMT
#13
to TroopeR.ita - I drew the concept first to get everyone's opinion about the flow and balance as far as how the map looks now.

to monitor - I also think that some chokes might be too narrow but that can be fixed once i get to the editor

to Murkyith14 - the blue lines (with the little flares coming out) are the plant growth that blocks sight to one side and ...yeah that was basically my idea...save some time (its easier for me as an artist anyway to draw it on paper)
gundream
Profile Joined April 2010
United States229 Posts
June 18 2010 23:48 GMT
#14
On June 19 2010 08:43 MindRush wrote:
Show nested quote +
On June 19 2010 08:40 Kurumi wrote:
Nat is looking scary. Skull.


thus the map name : twin skulls



this was the first thing that i wanted it to look like...with the textures i'm hoping to mask the skulls in there better.....dunno about a name yet...going for a forrest-e theme
Elite00fm
Profile Joined January 2008
United States548 Posts
June 18 2010 23:49 GMT
#15
bad map, a nat like this will always be imba

User was warned for this post
gundream
Profile Joined April 2010
United States229 Posts
Last Edited: 2010-06-18 23:56:26
June 18 2010 23:52 GMT
#16
dbl post
gundream
Profile Joined April 2010
United States229 Posts
Last Edited: 2010-06-18 23:56:53
June 18 2010 23:55 GMT
#17
On June 19 2010 08:52 gundream wrote:
Show nested quote +
On June 19 2010 08:49 Elite00fm wrote:
bad map, a nat like this will always be imba

thought the same...not sure how to fix.....though cant say its bad right off the bat..but nice helpful criticism anyway....so if anyone else has any suggestions on how to fix this issue but keep the skull look would be appreciated....at the same time....both having the same exact imba natural seems ....balanced hmmm especially when i dont even know how many patches of mins i'll put...prolly be a small natural to go to....(btw i cant say i like people who can "walk in n out" just to say they dont like something....dont like it and dont want to help == dont say anything)

qoiN
Profile Joined March 2010
Sweden576 Posts
June 18 2010 23:59 GMT
#18
On June 19 2010 08:49 Elite00fm wrote:
bad map, a nat like this will always be imba


Explain why?

Posts like yours will always be crap.
ItsTheFark
Profile Joined June 2010
United States158 Posts
June 19 2010 00:06 GMT
#19
I slightly dislike the natural, it seems easier to attack than it is to defend, due to the choke pointing away from the main. Maybe add a second choke or angle it slightly closer to the main, other than that.

+1, Seal Of Approval!
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
June 19 2010 00:06 GMT
#20
Looks like it could be a very nice map mate, good work!


A few notes:

The nat minerals are really far from the main on foot but really close by air. This will make air harass impossible to defend. I would recommend moving the nat minerals a little bit closer to the ramp.

Perhaps the ramp to the nat could be brought sliiightly closer to the main?

Try to make sure that the ever so imba "tanks on the low ground" don't have full reign over the center if a Terran has control of the middle valley.

Perhaps the two valley expos could have entrances with rocks on both sides? I love maps with nice flanking routes

On June 19 2010 08:49 Elite00fm wrote:
bad map, a nat like this will always be imba

Bad post. Would you care to elaborate?

gundream
Profile Joined April 2010
United States229 Posts
June 19 2010 00:19 GMT
#21
Thanks for the help so far guys...ill start making some changes and give those willing to give it a chance another look...ill be posting an updated drawing when ready...at work right now so all i can do is draw it anyway...once i get all the kinks out it will go to the editor and then ill get more kinks out
mousepad
Profile Joined April 2010
United States136 Posts
Last Edited: 2010-06-19 01:37:46
June 19 2010 01:32 GMT
#22
A lot will depends on how wide the ramps and how big this map will eventually be, but maybe make the center a raised terrain instead of a valley? Kinda from my experience with the official SC2 maps, players don't really like dropping below because it puts them at a sight disadvantage.

Also, depends on your preference, but maybe move the valley expansion bases a smidge farther north and south (away from the main). I think having them too close together encourages turtling a little to much. Natural and gold looks awesome

But other than that, great job.
Percutio
Profile Blog Joined April 2010
United States1672 Posts
June 19 2010 01:40 GMT
#23
If you can make this map a night map I think that would be awesome.
What does it matter how I loose it?
Whole
Profile Blog Joined May 2010
United States6046 Posts
Last Edited: 2010-06-19 01:54:53
June 19 2010 01:52 GMT
#24
It looks really nice but here is what I would do. Change the middle valley to a high ground and make the chokes to that high ground wide. This promotes map control and if the chokes or wide, it wouldn't be as favored against zerg. I find it is slight favored against zerg at the moment due to the many chokes.

Make the valley expansion gold and the old gold expansion normal. The current gold expansion seems easy to defend and the valley expo seems harder so switching it would be logical. Make the valley expansion harder to defend if you make it gold.

Perhaps move the towers so that it could see the valley expansion if you make the valley gold. This would make it harder to defend the gold expansion.

If you do these changes, I would be really excited to see this map.
Drium
Profile Blog Joined December 2008
United States888 Posts
June 19 2010 02:06 GMT
#25
The structure of the main nat and "valley expo" reminds me a lot of Colosseum. I would make the entrances to the central valley wider if it was up to me but go ahead and make the map.
KwanROLLLLLLLED
Motiva
Profile Joined November 2007
United States1774 Posts
June 19 2010 02:23 GMT
#26
I like this, It reminds me of a 1v1 version or Colosseum with a hint of Steppes of War. lol.
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
June 19 2010 02:45 GMT
#27
Is that a crayon drawing?
People are imbeciles, lucky thing god made cats.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
June 19 2010 03:02 GMT
#28
On June 19 2010 08:43 MindRush wrote:
Show nested quote +
On June 19 2010 08:40 Kurumi wrote:
Nat is looking scary. Skull.


thus the map name : twin skulls


i vote: similar-looking skulls
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Delarchon
Profile Joined April 2010
Finland132 Posts
June 19 2010 03:48 GMT
#29
Not playing zerg but isn't that a bit troubling for Z that can't really join the nat and main quick with creep?

Of course the map ain't done yet and can't really say anything about the distances but would seem to favor P and T wall FE more than Z FE right now.

And i also think that you could take away those brushes between the mid valley and nat expo.
That cliff on nat expo looks really strong defense point already even without the LOS block.

But most definitely you should make this. Good looking map.
What kind of sorcery is this?
xOchievax
Profile Joined April 2010
United States69 Posts
June 19 2010 04:01 GMT
#30
I like the looks of the map, as well as it's size. I would suggest 2 more towers at the areas labeled elevated cliff that overlook the gold expansions as well as the valley expos. That would add importance to controlling those cliffs.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
June 19 2010 04:23 GMT
#31
Looks neat, layout is about identical to the top map here though just flipped horizontal:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=130662
vileEchoic -- clanvile.com
Licmyobelisk
Profile Blog Joined August 2008
Philippines3682 Posts
June 19 2010 05:22 GMT
#32
On June 19 2010 12:02 danl9rm wrote:
Show nested quote +
On June 19 2010 08:43 MindRush wrote:
On June 19 2010 08:40 Kurumi wrote:
Nat is looking scary. Skull.


thus the map name : twin skulls


i vote: similar-looking skulls


So good, twin skulls that is the name

very good map.. the middle looks pretty balance since it would split the terran ball or whatever ball you have when it comes to clashes.
I don't think I've ever wished my opponent good luck prior to a game. When I play, I play to win. I hope every opponent I ever have is cursed with fucking terrible luck. I hope they're stuck playing underneath a stepladder with a black cat in attendance a
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
June 19 2010 05:23 GMT
#33
well you put the effort in to make a template/map which is more then what 90% of other maps have done, GL!
savior did nothing wrong
USn
Profile Joined March 2010
United States376 Posts
June 19 2010 05:29 GMT
#34
On June 19 2010 10:40 Percutio wrote:
If you can make this map a night map I think that would be awesome.


Personally what I'd really like is a good competitive 'caribbean' map, with palm trees and sand.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
June 19 2010 05:51 GMT
#35
This looks like a really interesting map. My big question is what does the low ground in the middle do? You don't need to pass through it to access any important terrain and it's visible from both sides with the towers. It seems like it's just a death-zone in the middle of the map that you just need to rally around when attacking. Maybe tightening up chokes on the side paths so that a player with a large army would be forced to choose between pushing through the small-choke side paths or the moderate-choke low ground. Just an idea to make it more interesting. Or you could make it a high-ground instead of a low-ground which would make center-area a strategic defense point.

My other suggestion would be to reconsider the direction that the ramp extends to the high ground overlooking the gold mineral patches. By facing the ramp toward the expansion point, you're creating a very advantageous defensive position. I might instead point the ramp toward the valley expansions to make these high grounds more neutral, thereby making the gold expos a little harder to defend.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
June 19 2010 06:06 GMT
#36
Actually, thinking about this again, this map might be somewhat difficult to play against a meching Terran. If the Terran is able to set up tanks in the middle ground (and a good Terran should be able to push at least that far), he'll be able to float a barracks or two as spotters and cut off every ground path by which to attack the Terran. Also, this position will be quite close to the main, the natural, and the gold expansion meaning you can't even exploit mech's lack of mobility well. I'd rethink the design of the middle area with this in mind. Perhaps make it an open area of water, or remove the two towers on the side paths, and make a narrow strip of land that extends through the open area of water to a tower that spots both side paths, but doesn't have land close enough for a tank to shoot the side paths.
lyk503
Profile Joined May 2009
United States261 Posts
Last Edited: 2010-06-19 06:24:43
June 19 2010 06:22 GMT
#37
[image loading]

I made the natural ramp wider, and made the elevated cliffs pointed at the other direction.
The reason I did this was to create tension for the player. The wide cliff at the nat can make it so a bust is viable, and the elevated cliffs on the gold makes you spread your army around the map thinner.

I made green circles around the area that needs most work IMO. A siege tank can easily defend the gold from the nat (if I am assuming the right distance), and defend the nat at the same time as the gold. I think this is too easy for a terran player, and the gold minerals need to be facing the other way, so the tanks can't range it.
z0mgz starcraft
gundream
Profile Joined April 2010
United States229 Posts
June 19 2010 06:30 GMT
#38
Again thanks for everyone's help.
for the middle ground (after reading here) i feel that making it elevated terrain would be a better idea (maybe not as high as the natural) but if i do i also want to take a chunk out of there center and have something there (either trees or emtpy space)..

.and i drew this on a graph sheet with red and black pencil then photoshop'd the red to blue and added the rest for a template for everyone to see...

for the elevated terrain near the gold expo ill be adding another ramp to make it easier for the attacker to use the ledge as well...
the natural expo's (the whole skull) angle will turn toward the main base to promote creep highways and most ramps will be made a little wider


Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-06-19 08:20:54
June 19 2010 08:20 GMT
#39
You should keep the Skull effect subtle. It should look suggestive, not actually be a skull.

Looks super cool if it suggests a skull, but its just tacky if you just draw a skull as a nat expo.
Too Busy to Troll!
raph
Profile Joined May 2010
United States204 Posts
June 19 2010 08:23 GMT
#40
it looks good but i think you should give the middle towers more sight if you could, the current ring of sight doesnt seem to do anything
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-06-19 08:24:40
June 19 2010 08:24 GMT
#41
Overall that's great concept, here are some suggestions:
- Add destructible rocks on top of the skull-nats (make them look like part of the skull curve), and then during the game when someone breaks them: they "broke the skull", moreover then the "brain" and "blood" which is workers and defenders will "spill" from the top of the skull if they are evacuated that way
- Turn the skulls a little bit clockwise, and extend the choke towards the center, so that main and nat actually have the same entrance, and the ground distance main-nat is not that long (*)

(*) However, I think it would be even more powerful if you are able to rethink the whole concept and rewrite the map with the skulls being mains this time

- There could be little lakes in weird shapes near the skulls, which "turn red" (trigger) if some destructible rocks of the skulls are broken: there could be two destructible rocks, one on top of the skull, one in the jaw. Not sure if triggers can change water color, but they should.

If you stand next to my head, you can hear the ocean. - Day[9]
Broodie
Profile Blog Joined May 2008
Canada832 Posts
June 19 2010 10:25 GMT
#42
+ Show Spoiler +
On June 19 2010 17:24 figq wrote:
Overall that's great concept, here are some suggestions:
- Add destructible rocks on top of the skull-nats (make them look like part of the skull curve), and then during the game when someone breaks them: they "broke the skull", moreover then the "brain" and "blood" which is workers and defenders will "spill" from the top of the skull if they are evacuated that way
- Turn the skulls a little bit clockwise, and extend the choke towards the center, so that main and nat actually have the same entrance, and the ground distance main-nat is not that long (*)

(*) However, I think it would be even more powerful if you are able to rethink the whole concept and rewrite the map with the skulls being mains this time

- There could be little lakes in weird shapes near the skulls, which "turn red" (trigger) if some destructible rocks of the skulls are broken: there could be two destructible rocks, one on top of the skull, one in the jaw. Not sure if triggers can change water color, but they should.




lol you should just make your own map dude, let him test his design before making big adjustments, if you don't have the editor you should go pre-order a copy of the game, or bum around haha

I like the style of the map, my tidbit is perhaps make the map a bit bigger than what it seems, sort-of a 80% fighting Spirit size? in relation to unit speed from both BW and WoL
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
Slunk
Profile Blog Joined February 2010
Germany768 Posts
June 19 2010 10:40 GMT
#43
You should maybe think about getting rid of the valley in the center. This will create a larger middle for flanking opportunity to battle terran mech armies.
Full
Profile Joined April 2010
United Kingdom253 Posts
June 19 2010 13:04 GMT
#44
It's difficult to see just from a drawing to be honest, although it's a really good one!

I say go ahead and make it, it might turn out great. And from what i can see from the design id say it looks fair and balanced, and i'm not sure what the issue with the nat is either.
teekuppi
Profile Joined April 2008
78 Posts
June 19 2010 13:38 GMT
#45
Looks pretty cool, you should really make this in the editor. Few ideas i have is put the choke on the mains a little smaller and maybe add some rocks to the gold expansions.
chuky500
Profile Blog Joined March 2010
France473 Posts
June 19 2010 18:33 GMT
#46
I may not be objective but I think your map looks a lot like my map Back to Back. The main differences is my the gold is on your elevated cliff and I spawn in your natural. Also I have one more expansion. Geat minds think alike but I may be biaised.

[image loading]
monitor
Profile Blog Joined June 2010
United States2404 Posts
June 19 2010 18:45 GMT
#47
chucky500 How did you add 3-D grass to the landscape? I would really like to know if there is a button/doo-dad/unit/etc.

I think they are different enough to still be made.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
chuky500
Profile Blog Joined March 2010
France473 Posts
June 19 2010 18:52 GMT
#48
It's the Belshir LOS blocker in the doodads
Azza
Profile Joined June 2010
China650 Posts
June 19 2010 18:52 GMT
#49
I never played starcraft before sc2, but how likely is it that custom made maps can be incorporated into regular tournaments and such. I played counter-strike for years and as some of you map know odd maps do creep into the map cycles, de_contra de_cpl_mil etc.

I'm really interested in this stuff.
v3chr0
Profile Blog Joined April 2010
United States856 Posts
June 19 2010 18:56 GMT
#50
wow this is actually one of the best map (ideas) i've seen so far, looks really cool and doesn't have an upsetting amount of 1-race favoritism, I like and approve!
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Invictus
Profile Blog Joined September 2009
Singapore2697 Posts
June 19 2010 19:00 GMT
#51
Isnt the back to back map gold expos too easily defended? sieging a few tanks there + turrets can prove to make it so much harder to deny that expo, which i think favors terran quite heavily
Lee Jaedong Fighting!
Stealthpenguin
Profile Joined April 2010
Finland393 Posts
June 19 2010 19:10 GMT
#52
I was thinking you could put the ramp from main to nat closer and add another ramp to the natural protected by rocks.
chuky500
Profile Blog Joined March 2010
France473 Posts
Last Edited: 2010-06-19 19:13:03
June 19 2010 19:10 GMT
#53
I don't want to hijack the thread, I already have one, but I tweaked the gold expansion because people said it was too hard to defend. You can hide your army in the bushes, have an air unit for vision and you'll be safe. There's a picture of the previous version there.
c.Deadly
Profile Joined March 2010
United States545 Posts
June 19 2010 19:12 GMT
#54
Really good-looking map, my only suggestion would be to have a ramp leading from the valley expansions up to the gold mineral expansions, blocked by a destructible rock. This would make it easier to take a 4th base (I see the players expanding up and down the right and left sides, rather than across the top and bottom) and would also give the valley expo a bit of a "back-door" to prevent Terran players from taking the valley expo first instead of their natural.
bakedace
Profile Blog Joined March 2010
United States672 Posts
June 19 2010 19:14 GMT
#55
On June 19 2010 09:06 stet_tcl wrote:
Looks like it could be a very nice map mate, good work!


A few notes:

The nat minerals are really far from the main on foot but really close by air. This will make air harass impossible to defend. I would recommend moving the nat minerals a little bit closer to the ramp.

Perhaps the ramp to the nat could be brought sliiightly closer to the main?

Try to make sure that the ever so imba "tanks on the low ground" don't have full reign over the center if a Terran has control of the middle valley.

Perhaps the two valley expos could have entrances with rocks on both sides? I love maps with nice flanking routes


well said
gundream
Profile Joined April 2010
United States229 Posts
June 19 2010 22:41 GMT
#56
On June 20 2010 03:33 chuky500 wrote:
I may not be objective but I think your map looks a lot like my map Back to Back. The main differences is my the gold is on your elevated cliff and I spawn in your natural. Also I have one more expansion. Geat minds think alike but I may be biaised.

[image loading]


Wow man! great looking map (promise mine came from scratch so i guess great minds do think alike...so long as my mind is bright enough to finish this)

If anyone could help once i get to the editor stage of this cause honestly ive never used it before so this will be a tough one to pump out
ex. Is there a way to put a grid on the map so i can draw this on the editor square for square like in the drawing?

as far as the textures and layout...i dont really want the skull to show...rather be more suggestive...i will most likely do things like have dead grass (as opposed to the green grass ill start with) for things like the nose and teeth and use trees to make the shape and shades (I really want the player to not feel like hes playing on a skull but i want the player to look at the mini map and see the skulls through all the textures
gundream
Profile Joined April 2010
United States229 Posts
June 19 2010 22:48 GMT
#57
okay so made some changes...while here at work again....wont be worked on further till tomorrow probably but give me more suggestions...updated picture at the top
ibreakurface
Profile Joined June 2010
United States664 Posts
June 19 2010 23:07 GMT
#58
Awesome map! I'm a little skeptical about those destructible rocks on the elevated terrain, consider just making the only ramp the one that is already open.
:) I play zerg. FOX AND KT ROLSTER COASTER FAN! Because I love everyone. Except bisu.
Lovin
Profile Joined May 2009
Denmark812 Posts
June 19 2010 23:34 GMT
#59
[image loading]

Forgive me.
AKA SuddenSalad
Challe
Profile Joined June 2010
Afghanistan58 Posts
June 20 2010 00:02 GMT
#60
what does nat mean?
imperator-xy
Profile Blog Joined March 2009
Germany1366 Posts
June 20 2010 00:14 GMT
#61
looks pretty decent, i just hope terran wont get too many bases easily because the entries are so close to each other
Mystik
Profile Joined April 2010
Canada35 Posts
June 20 2010 01:26 GMT
#62
I feel as if the chokes for the main and natural should be swapped as to not make early rushes vs terran too strong, other than that the map looks great.
gundream
Profile Joined April 2010
United States229 Posts
July 13 2010 20:32 GMT
#63
the long awaited update with....no updates yay! sorry guys but ive been extremely busy so i pop in here and there to check the website or catch a day9 daily or two but i havent had the time id like to even start taking a look at the editor...

so i have a task set out for this community to see who would be willing to make this a playable map. I would love for someone to take this job and maybe we could start a partnership and create more maps down the line.

So if any map makers out there like my design, please contact me through the websites pm system or on this thread. I would really love to see this one made

(we can discuss more details about the map [textures and doodads etc.] when whoever you are contacts me)
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