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[Map] City of Mengsk

Forum Index > SC2 Maps & Custom Games
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MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-08-02 15:19:54
June 26 2010 14:18 GMT
#1
Map preview: (512x512)
[image loading]
High quality image (1280x1280)

Inspired by Plasma from sc1
+ Show Spoiler +
[image blocked]


Players: 4 (designed for 1x1)
Size: 130x130

Money
Main: 8 mineral, 1 gas, 1 extractor (Preview)
Natural: 7 mineral, 2 gas
3rd: 7 mineral. 2 gas

Concept
+ Show Spoiler +
intense map with short distances to your opponent and alot of room for high harassment and pressure.

already there is a little twist in the main base. 1 of the geysers there is mannered by the neutral. extractor with 500 hp that u have to kill before you can take the geyser. this is here not to be annoying but it has a real purpose. zerg is usually the race that takes the second gas latest while terran takes his second gas first, so this whole thing is just a way to delay the meching terran but of course also add interesting dynamic to the other match ups.

main base has, 1 exit leads to an outside border highway that goes all around the map leading to the other main bases.
the backdoor exit is blocked by eggs (200hp 10armor) but has 2 rich mineral fields on each side (28 mins) that you can use to slide over workers with. after the rich minerals are mined out you can still slide over workers into the main base because of the main minerals but if u mine off the outside rich mineral it will impossible to exit the main with mineral slide.

the other exit is just straight forward sticking out to the map creating a quite short distance to your enemy. outside this ramp theres a way that leads to your natural base right next to it and another way to get to your 3rd base thats farther away.

the 3rd base is blocked by a destructible (2k hp, 2armor)

top right left and right got a highground that leads to the highway border. you can enter it from 2 sides by ramps

there are pipe blockers by the main, natural and 3rd base which prevents reapers from jumping up and down
Preview

outside the natural by the side of the natural ramp is a creep tumor that can only be destroyed once you gain detector or kill it by splash (hellion fire for example). the tumor is there to help zerg take his natural in the early game
Preview


Line of sight blocker (los): none
Watch Tower: 4 of them located at 12, 3, 6 and 9 o clock
Destructible debris/rocks: 1 at each 3rd base (2000 hp)

My personal notes:
+ Show Spoiler +
i didnt actually play the map with others yet (cause beta is down) but just as a terran player i would feel pretty happy against a zerg user on this map. against protoss i have no idea how these maps would turn out but i can imagine very interesting games

seeing how the map got quite normal amount of minerals and not too too hard to take expansions could be an issue later seeing how all roads are quite thin. im not sure about this tho but i wouldnt be shocked if i had to lower the money on the map just to create smaller armies

id love to hear your opinions about the map and possible balance issues. im just a terran user and it would be nice with some more perspective on this.

hopefully tight micro maps like this has potential in sc2 with balance on high level because in sc1 maps could not looks anything like this. its a new game and i think we should be more open-minded about new concepts and ideas, although as a macro guy i have nothing against standard of course ^^. simply felt like making something new because my past maps has been quite standard straight forward macro maps


Version 1.1
- Increased map size from 128x128 to 130x130
- Widened the border around the map
- Pushed in all the expansions from the borders a little to prevent reapers from attacking down from the cliff
- Made the double ramp chokepoint outside the natural ramp smaller and pushed it in a little from the middle
+ Show Spoiler +
[image loading]

- Exchanged a main geyser to a neutral extractor
+ Show Spoiler +
[image loading]

- Placed a neutral creep tumor outside every path to the natural base
- Pushed back the watch tower along with the cliff around it to widen up the pathways to the double ramp
+ Show Spoiler +
[image loading]

- Placed pipes at sides of main base, natural and 3rd base to give reapers less mobility but also so the natural geysers cant be sniped from the border

Download Map: Published to Europe server.
Read more about how to download the map.

Old Version
+ Show Spoiler +
[image loading]


Other maps:
Argutaris
Othello
Byzantium
City of Mengsk
Torrasque
Landscape
Black Rainbow
Gaia
Medusa
Progamerpls no copy pasterino
dezi
Profile Blog Joined April 2010
Germany1536 Posts
June 26 2010 14:30 GMT
#2
Could be hard against Reapers with all those cliffs around the Nat ^^

I like the look. Very clean. Really looks like a city or a huge garden.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Duckvillelol
Profile Blog Joined July 2009
Australia1240 Posts
June 26 2010 14:30 GMT
#3
Wow that is a great looking map.

Interesting dynamic with the natural 'tucked away' in a sense. Can't wait to give it a try!
Former SC2 commentator. youtube.com/duckvillelol
Diamond
Profile Blog Joined May 2009
United States10796 Posts
June 26 2010 14:32 GMT
#4
Holy shit that map looks good! Gj Morrow I'll have to try it out! Very nice detail work on it!
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
0neder
Profile Joined July 2009
United States3733 Posts
June 26 2010 14:33 GMT
#5
I anticipate liking this SOOOO much more than Metalopolis. I hate that map aesthetically and as a spectator.
kajeus
Profile Joined May 2010
United States679 Posts
Last Edited: 2010-06-26 14:35:54
June 26 2010 14:35 GMT
#6
Awesome. Awesome awesome awesome.

I don't have any other criticisms right now, but I want to encourage this kind of creative map design. It's thematically and aesthetically interesting in addition to looking like a fun map to play on.
pro-MoMaN, pro-HuK, pro-Millenium
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2010-06-26 14:42:01
June 26 2010 14:41 GMT
#7
The map looks great, BUT since Mengsk is a self centered megalomaniac there should be a palace or some HUGE oversized statues (not those small ones from Megalopolis which you already have), maybe something where you can pass between the legs of the insane emperor like the colossus from ancient times. Sadly I dont know what the editor can do, but maybe having a left and a right foot to suggest such awesome huge statue might be doable.

Another thing to please the ego of the emperor might be to spell his name with flowerbeds or whatever ...
If you cant say what you're meaning, you can never mean what you're saying.
alexpnd
Profile Blog Joined March 2009
Canada1857 Posts
June 26 2010 14:48 GMT
#8
This looks really nice.
www.brainyweb.ca //web stuff!
LuigiNMario
Profile Joined April 2010
United States456 Posts
June 26 2010 14:53 GMT
#9
I don't think battles will be as easy.
When there's Flash there's a way.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-06-26 15:09:04
June 26 2010 15:04 GMT
#10
It looks like you took a bunch of textures and sprayed them randomly on the map. Tip useing the Korhal setting does not mean you need to call it anything mensk related because mensk is power, hard lines and equals powerful texture design to properly display the might that is Emperor Mensk :/

other than that the design of the map when it comes to playing it looks impressive to say the least. Are you sure the worker slide works in sc2?
"Mudkip"
stroggos
Profile Joined February 2009
New Zealand1543 Posts
June 26 2010 15:08 GMT
#11
really like the map, especially the high ground areas overlooking FE defenses
hi
Roggay
Profile Joined April 2010
Switzerland6320 Posts
June 26 2010 15:09 GMT
#12
The concept is really interesting, I'm looking forward to test it online.
I think in TvZ terran will be happy to turtle on 3 bases (since one highground control the 3 bases if terran can secure the two entrances to the backdoor), but then have a lot of trouble taking another quarter of the map. But I don't really know how the distances feel like.
I don't know about protoss, but I can see that forcefield plays will be interesting with those small paths.
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
Last Edited: 2010-06-26 15:14:40
June 26 2010 15:13 GMT
#13
Yeah, this map does tend to resemble plasma a lot, but the maneuverability of the outer rim kinda reminds me of bifrost III. I kinda feel that said outer rim will encourage a lot of harass on this map + drop-ship play.
As for scouting, I am guessing that the mineral jump will make an easy and efficient way of scouting your opponent, should he block his ramp.

edit: G'luck in TL Arena MorroW ^^
I like haikus and / I can not lie. You other / brothers can't deny
Pandain
Profile Blog Joined May 2010
United States12989 Posts
June 26 2010 15:18 GMT
#14
I LOVE this map, its really amazing looking with plenty of detail, but I do agree that Zerg will be hard pressed due to the fact there are just SO many places for high harrasment.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
June 26 2010 15:41 GMT
#15
Morrow you are a beast. How are you able to make so many good looking maps so quickly!
CatfooD
Profile Joined April 2010
United States203 Posts
June 26 2010 21:55 GMT
#16
Morrow, this map looks like it has amazing potential! Honestly, this map tends to my style of Terran play practically 110%. I love the style: high harassment, short distances, open middle, tactical high ground, etc.

However, when I think about actually playing a game on the map, I can think of several things that may want a little attention:

All 4 of the towers don't seem to have a significant role in the map at all. Maybe that is what you are going for though, I don't know. From the picture, the towers seem to do just as good as simply having a few units up on the high ground since it is tucked away from the ledge.

That highway around the outside, every main, natural, and 3rd base all being 90% ledge seems dangerous!! Haha! As a Terran player, I can't foresee a single game on this map that I wouldn't have 6-8 reapers at any stage in the game just harassing and exploiting away at every base.

Also, unless you are cross-positioned, the 3, 6, 9, and 12 ledges with 2 ramps seem to be the maps sweet spot. There is SO much power at this position. You can completely restrict your opponent from taking his 3rd while simultaneously covering your main and nats entrance. Or, if you are the opponent, you can cover your 3rd, while containing your opponent at his main and natural, all with that small strategical ledge.

Even in a cross-position 1v1, you'd want to push out through the middle until you can secure the high ground in front of his main and natural entrance. Just being able to secure that portion of the map seems like the game ender right there.

I can see Protoss enjoying putting several pylons around the outside highway of the map too. Warp a couple of high temps to go on a field day storming mineral lines around the map, all covered by high ground. Or Terran dropping a couple of tanks to patrol the highway. Hell, hydras too, or whatever. That highway appears to be very difficult to control from mineral line devastation while also trying to hold your main and nats entrance, or the center.

Once warp gate is researched, a probe could make a pylon next to the opponents eggs and just warp directly into the main. Could do the same from the high ground to the natural and 3rd expansion mineral lines.

I hope none of these issues would prove to be a huge problem, because I love this map. It's totally my style. I love the layout, the design, the strategy and harassment styles, small size, and short distances. Makes you stay on your toes throughout the entire game.

Keep up the good work. Good job, and good luck.
Kokkan
Profile Joined June 2010
Sweden83 Posts
June 26 2010 23:22 GMT
#17
Some thoughts.

My first thought was; damn! this map is so Terran OP. Once you get 2-3 tanks out, you will dominate and can easily take 2 expansions. By placing tanks behind your mineral line you can defend your main choke and the choke to your expansion and be safe from drops.

Attacking any expansion in mid to late game is suicide, they are so deep and you will get boxed in.
For a map with alot of pressure you have made it very hard to attack, rush is more likely I think.

But as a Toss player I would probably do some real harm with Stalkers, Colossus, Sentrys and HT drops. Terran can't defend everywhere. Sentrys would be the obvious defenders for the back doors were FF would rule.

Except for the narrow choke points, I think Zerg will have a blast on this map. Creep tumors and Hydras would negate any advantage on the edges behind the base and exp. these is no way of a "surprise attack". And it's easy to expand and defend.

I would say Toss is at a big disadvantage at this map.


But I still like it, I looks allot of fun to play.
GReeNMaN
Profile Joined June 2010
United States21 Posts
Last Edited: 2010-06-26 23:35:08
June 26 2010 23:33 GMT
#18
Pretty nice looking map, very interesting layout. I can't wait to try it out! I'm no map master, in fact I just started using the galaxy editor myself, but I do think CatfooD and Kokkan made some very good points though, and I do think you you should look into those matters mentions.

Besides that, my biggest criticism would be that I'd like to see this map be made more symmetrical, both in terms of the texturing throughout the map as well as with the terrain in the middle of the map.

Good work though, keep it up.
A man without a plan, plans to fail.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-06-27 00:41:37
June 27 2010 00:38 GMT
#19
--- Nuked ---
NinjaDrone
Profile Joined June 2010
United States97 Posts
June 27 2010 00:59 GMT
#20
Great map. My initial thought was that the towers should be moved inward but I can see the strategy of having them so far out (enemies can potentially scout to see if you destroyed the rocks and you can scout to make sure enemies aren't coming to your back door.) This map does seem like it would heavily favor Terran since he could easily defend 3 bases with just a few strategically placed Siege Tanks. Tough to say for sure though without actually playing it.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
June 27 2010 01:09 GMT
#21
I just don't think the border road will be good from a gameplay sense...it just seems annoying that the enemy can move around the entire map and cliff harass almost every single expo...this is worse than kulas ravine
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.
kyama
Profile Blog Joined June 2009
United States118 Posts
June 27 2010 01:10 GMT
#22
sorry, but how do you download this?
Let them hate, So as long as they fear...
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-27 01:27:17
June 27 2010 01:16 GMT
#23
On June 27 2010 10:09 sob3k wrote:
I just don't think the border road will be good from a gameplay sense...it just seems annoying that the enemy can move around the entire map and cliff harass almost every single expo...this is worse than kulas ravine

without that border the map wouldnt have any concept at all. the idea of the map revolves around it lol :d it might be bad for gameplay or it might be really awesome, hard to say without testing it

On June 27 2010 10:10 kyama wrote:
sorry, but how do you download this?

no map dl yet, probably gonna come in future^^


On June 27 2010 09:38 Barrin wrote:
I personally like uneven textures. However, I'm a fiend for perfect symmetry as far as terrain itself goes, so the middle should be tweaked IMO. Other than that, it does seem as if terran players will have a decent advantage in lower levels of play, but I think the more clever the zerg/protoss player is the more balanced the map is.

I REALLY DIG the way you are doing the base keep(castle)-style. Big ass ramparts(walls) on the outside with the main building in the middle with room in between. About as important to that feel are the two big ass towers on either side of the front of your base where the ramparts stop for the front entrance.

Sorry I'm just really into the medieval thing.

edit: oh yeah about those "towers" on either side of the front of your base, they would look A LOT like "towers" if they were 2 steps high instead of just 1. Wouldn't change balance much at all.

edit#2: I would play around with a single watch tower in the middle of the map, or moving all the watch towers a little closer to the center of the map (on the "towers" I talked about before).

those towers wouldnt affect balance so much indeed, maybe, but reapers are already heaven in here and adding stuff like that just to give it a better visual feeling is not worth it.
im not a huge fan of xel towers and i definitely think 5 of them on a map size of this would be overkill. imo its better to encourage ppl to spread out observers and overlords over the map and have good hellion scouting etc than simply taking towers, such a cheap way to get map presence ^^

right now im just trying to figure out plans to nerf terran as efficiently as possible without touching the game play or concept of the map. the only thing terran wants for a map is short distances and tight areas and this seems like heaven. zerg wants many directions to walk and use mobility so i might change the border so its alittle thicker, assuming the border width size is better for p and z which im fairly certain of. but other than that i see no other aspects of the game that could disfavor terran in a map like this xd

oh also added polls a while ago but many didnt seem to have noticed it. please take a minute to vote on them please
Progamerpls no copy pasterino
SoL[9]
Profile Blog Joined December 2009
Portugal1370 Posts
June 27 2010 01:17 GMT
#24
I like this map, seems to have allot of possibilitys so could be really interesting playing in this map.
When beta come up i would like to read White-Ra comments after he play in here.
Gj Morrow
I Can Fly...
Day[9]
Profile Blog Joined April 2003
United States7366 Posts
June 27 2010 01:22 GMT
#25
Absolutely amazing work!

I really wanna play a bunch on it :>
Whenever I encounter some little hitch, or some of my orbs get out of orbit, nothing pleases me so much as to make the crooked straight and crush down uneven places. www.day9.tv
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-06-27 03:24:14
June 27 2010 01:55 GMT
#26
no ramp near natural expansion is bad. Map has no linear base progression at all.
Close positions seem difficult.
Seems like there needs to be at least like 2 more unowned bases

-Possibly create another ramp directly to the nat, and then throw a few d-rock lines on the ramp you currently have. (Medusa style)
-If you scrap the middle and stretch out two opposite sides towards the middle you can put bases up there. (but might need to remove the ramps)
..and then I would, ya know, check em'. (Aka SpoR)
CatfooD
Profile Joined April 2010
United States203 Posts
June 27 2010 02:56 GMT
#27
On June 27 2010 10:16 MorroW wrote:right now im just trying to figure out plans to nerf terran as efficiently as possible without touching the game play or concept of the map. the only thing terran wants for a map is short distances and tight areas and this seems like heaven.


How willing are you to mold this map into something that will achieve your goals?? You can take a lot of drastic measures to make it totally unique, too...

You can recreate the exact same map concept just on a plane that is 30% larger to nerf a lot of previously mentionedTerran exploits.

You can remove 2 mineral patches from every base to really cut down the army size of a turtling Terran and indirectly give more power to more mobile Protoss and Zerg armies.

You can open up the "highway" part of the map to be much, much, much bigger, so that it is the more prominent and preferred method of travel, then alter the middle to be more of the secondary method of travel, since it is much less vulnerable, and easier to defend with ramps, than the highway portion. Did that make sense?? Haha.

Are there doodads or something that you can attach to certain segments of ledges that make that portion of the ledge un-jumpable to reapers?? ... If you are still concerned with the power of reapers on this map.

By making the mapset 30% or whatever larger, you could also afford more room to include an extra couple of neutral expansions in the middle to force more linear base progression like Charlie mentioned.
Strobe
Profile Joined May 2010
United States26 Posts
June 27 2010 05:10 GMT
#28
I like the map a lot!
slowmanrunning
Profile Joined March 2010
Canada285 Posts
Last Edited: 2010-06-27 05:39:39
June 27 2010 05:30 GMT
#29
Very good looking, but at a glance it seems really heavily terran favored.

Are starting positions the high ground with eggs? or the low ground with super long choke. (nvm, read the concept)

All in all this map seems like it heavily hates zerg. If starting positions are on the egg'd high ground, then you can protect your natural, and 3rd with seige tanks at your main. Zerg would also be forced into a hella long choke at the natural that would be impossible to push down.

The distance required to creep towards your natural and 3rd is rediculous.

I like that it's a large map, because imo the blizzard maps are too small. Though I wouldn't want to play it as zerg, imo this map is more imbalanced against zerg than any map blizzard has made, towards any race.

You definately designed this map with your race in mind, if you want to balance this, all I can say is it won't ever really be balanced so long as the natural is invincibly safe behind the main, and the third is more like a natural, in terms of location and protection. A turtling terran won't be stoppable on this map.

also

MASS SEIGE TANK DROPS, LIKE ALL OVER THE PLACE!!!
I aim to become a hydralisk and then stop posting, cause I don't wanna be a queen...
Baloop
Profile Blog Joined April 2010
United States127 Posts
June 27 2010 05:36 GMT
#30
Looks like a really solid map. Would need to play it for testing, but i have a feeling its gonna be pretty small for zerg surrounds and flanks, but we will see
Millions of Peaches, Peaches for me
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-27 11:59:44
June 27 2010 11:54 GMT
#31
mech terran costs gas, the more minerals the less favored towards mass tanks it would be, so the only way to go like this is to cut down the gas, and this is what i will do in the next version

extending the highway is a good idea that ive already posted (i think) but at least i have this in the plans for the next version too zerg is probably gonna like a wider highway because they r the more mobile race with larger armies

if i make the map 30% larger it will be huge and go against the playstyle im looking for, keep in mind that this map is already larger than every single blizzard map so far (not 100% sure, but at least most of them)

i do have plans to nerf reapers in the next version so ill definitely figure out some ways to do that. all and all i think most of you will think next version is at least a little bit better for zerg^^ will probably upload it in about 10 hours or something like that

On June 27 2010 14:30 slowmanrunning wrote:
You definately designed this map with your race in mind, if you want to balance this, all I can say is it won't ever really be balanced so long as the natural is invincibly safe behind the main, and the third is more like a natural, in terms of location and protection. A turtling terran won't be stoppable on this map.

i didnt intentionally create this map to favor my own race, obviously my goal is to create a balanced map else it has no chance of ever getting played lol
i just wanted to make a map that looks different and is very interesting and this is the first version of it. i basically want to see if its possible to have these kind of maps in high level or that only boring macro maps will be possible
Progamerpls no copy pasterino
Gaxton
Profile Joined April 2010
Sweden2328 Posts
June 27 2010 12:03 GMT
#32
Very good looking.
Finally a map that not got the post-apocalypse look, getting kinda boring now.
Probably need some tweaking but its definitely on the right way (Seems abit terran favored at the moment)

Also, good luck in the TL Arena tonight.
Sweden fighting!~
Ventez
Profile Joined April 2010
Norway107 Posts
June 27 2010 12:20 GMT
#33
I think you should just remove the eggs and instead add minerals. Now it seems like you can rush a ranged unit and just run them on the sides and they got complete control. If you add purely minerals it would make the sides just viable for attacking the natural and third and I would think that might balance things out.
yomi
Profile Blog Joined June 2004
United States773 Posts
June 27 2010 12:39 GMT
#34
I voted maps like this won't be balanced in SC2. This map is too similar to the current ladder maps aka it is bad. The distances between bases are too short and you are always fighting in a chokepoint. Why is there a ring of impassable terrain around the entire map? Please, mapmakers, do not copy the Blizzard ladder maps they couldn't possibly be worse.
brocoli
Profile Joined February 2010
Brazil264 Posts
June 27 2010 15:32 GMT
#35
There's just one thing I don't understand about this map.

What's the point of those highrounds with two ramps at 12, 3, 6, and 9?
1st, they make the 3rd siegable, and with the whole map already tight and good for tanks, I don't see why add this kind of thing
Also, they make the job of defending the natural much easier for Terran compared to P and Z, with well positionned tanks.

2nd, they grant faster access to the highway and watchtowers without taking out the eggs, so what's the point of the eggs?

Wouldn't just one ramp from those highgrounds leading deeply into the 3rd, and a larger highway / faster access to the highway for Zerg be better?


Also I'd like to know...
- can Z hit the 3rd's rocks with spine crawlers from the main's ledge?
- add 2 neutral turrets near each watchtower that attack any air that comes close to them? XD (This way it woud be harder to gain vision of the units controlling the WT for tanks and colossi)
KobraKay
Profile Joined March 2010
Portugal4231 Posts
June 27 2010 16:27 GMT
#36
I really like your maps they look awesome not talking about balance here, just how they look.

Balance related I see those high grounds as a good place to siege and just turtle to win :D I love it lol...Keep up the good work and with some changes your maps can become excellent.

I will DL your maps as soon as they are available
CJ Fighting! (--.--)
Angryhorse
Profile Joined January 2010
Sweden387 Posts
June 27 2010 16:59 GMT
#37
It looks good, love the rp'ish name !
Don't cry blood, the world doesn't revolve around you
Deleted User 31060
Profile Blog Joined September 2007
3788 Posts
June 27 2010 17:03 GMT
#38
REAPER HEAVEN <33333333333333

looks pretty good, but I can't help but feel that T would be horribly imbalanced here. Very innovative.
Peaked at C- on ICCUP and proud of it! @Sunyveil
Madsquare
Profile Joined April 2010
Germany157 Posts
June 27 2010 17:41 GMT
#39
i really like the ridge around the whole map. reminds me of bifrost.

im curios to see how the assyemtrical middle plays out.

i like your idea with the mineral patches and the eggs, though i dont know why i would send there a worker.

the watchtower should be moved somewhere else. they dont reveal anything important on the map.
the thirds maybe, but if you can get to the tower you could also just get to the expo itself. i think towers should have a greater purpose than this.

my concerns about the layout:
- harassment seems super strong.
- the natrural looks like its impossible to make use of ground units at it - also fast expo builds seem hard (long distance; queens?)
- looks very narrow

i like how much evolved the map from the concept of 'plasma'. it seems like you put some thought into it.


greetings, madsquare.

I do not obey any norms. I redefine standard with every thought I make.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-28 16:29:49
June 28 2010 16:25 GMT
#40
Version 1.1
- Increased map size from 128x128 to 130x130
- Widened the border around the map
- Pushed in all the expansions from the borders a little to prevent reapers from attacking down from the cliff
- Made the double ramp chokepoint outside the natural ramp smaller and pushed it in a little from the middle
+ Show Spoiler +
[image loading]

- Exchanged a main geyser to a neutral extractor
+ Show Spoiler +
[image loading]

- Placed a neutral creep tumor outside every path to the natural base
- Pushed back the watch tower along with the cliff around it to widen up the pathways to the double ramp
+ Show Spoiler +
[image loading]

- Placed pipes at sides of main base, natural and 3rd base to give reapers less mobility but also so the natural geysers cant be sniped from the border

basically i respond to reaper with these pipes.

respond to zerg having hard time taking his natural by adding a creep tumor. but not only that, also main base extractor to slow down the terran (shouldnt slow down a zerg because how late zerg usually takes his gas plus how many more soldiers he has in the early stage^^). and made the border around the map a little wider just to give zerg easier time to move around on it

extreme harass from borders by moving the bases longer in

pushed in the double ramps along with that cliff to open it up a little

my goal of this version wasnt to change the gameplay. i still expect heavy harassment and tight battles but i felt like i had to do less of it for the cause of balance ^^
i dont expect zerg to be balanced yet but im pretty sure this was a significant nerf to terran
Progamerpls no copy pasterino
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
June 28 2010 16:31 GMT
#41
--- Nuked ---
fantomex
Profile Joined June 2009
United States313 Posts
June 28 2010 16:33 GMT
#42
God damn that is a good looking map.
Replay or GTFO
Antares777
Profile Joined June 2010
United States1971 Posts
June 28 2010 17:04 GMT
#43
IMO Reapers would be really overpowered on this map with all those cliffs. Protoss would have a really hard time dealing with that, but all zerg has to do is get early roaches instead of speedlings so they can shoot up the cliffs with an overlord spotting them. Protoss wouldn't be able to expand until they got some way of spotting units up there.

Siege Tanks would also own. IMO Terran is really OP on this map. I like the natural being behind your main because it will encourage fast-expanding on a relatively small map which can be hard to accomplish as a map editor. Speedlings can run by your choke and harass your natural and as soon as your army moves away from your ramp to kill them, more lings could even run up into your main, making run-by's that much more powerful because the natural isn't guarding you choke.

Great job on this map! My only suggestions would be to remove the high ground all around the map. It's okay to have some by a natural for harassment, but all around the place is too OP for Terran. Also, you might want to bring the 3rd base out a little to remove the choke or maybe increase the HP of those destructible rocks. Taking a third base seems to easy and easy to defend.

Great map though. Really favors Terran unfortunately (I'm a Zerg player so this may be a little bias ) with all those chokes and high ground.
Antares777
Profile Joined June 2010
United States1971 Posts
June 28 2010 17:07 GMT
#44
Ooooooo.....

I just thought of this now so sorry for not putting it in my last post - maybe you should have destructible rocks blocking your main off from the rest of the high ground instead of doo-dads or whatever is there right now. That would give more harassment options and latter game options for non-terrans.

PS: this map looks smaller than steps of war :S
make it larger if you want it to be a four-player map.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-28 17:14:30
June 28 2010 17:13 GMT
#45
On June 29 2010 02:07 Antares777 wrote:
Ooooooo.....

I just thought of this now so sorry for not putting it in my last post - maybe you should have destructible rocks blocking your main off from the rest of the high ground instead of doo-dads or whatever is there right now. That would give more harassment options and latter game options for non-terrans.

PS: this map looks smaller than steps of war :S
make it larger if you want it to be a four-player map.

im not really listening to any posts that are like this, u dont even know what the backdoor exit is blocked by so i cant take ur post seriously at all
nothing u said makes any sense at all xd

4 player maps doesnt have to be larger than 2 player maps. i make it as 4 player but my goal is to balance it and be played as a 1x1 map ^^
Progamerpls no copy pasterino
koppik
Profile Joined April 2010
United States676 Posts
June 28 2010 17:57 GMT
#46
Definitely the most interesting I've seen yet in terms of gameplay.

I think the neutral creep tumor is an especially good touch. There might need to be two of them, though, if it does turn out zerg has too hard of a time defending his main and natural simultaneously.
Illva
Profile Joined May 2010
Sweden137 Posts
June 28 2010 18:08 GMT
#47
Ehm sorry morrow if this sounds stupid but what if you scout your opponent on the first try as zerg or protoss and gas steals the only gyser? wouldnt that kinda mess alot of stuff up?
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2010-06-28 20:22:34
June 28 2010 18:29 GMT
#48
Impressive Morrow! :D Looks like you worked quite a bit on this and it shows.
I really like the small touches like the pipes by cliffs to reduce the reaper harass and the creep tumor by the natural.
The only thing that im a little uneasy about it the middle not being symmetrical but without testing im not sure if it really makes much of a difference. I also cant tell for sure but it looks like there may not be enough room in the main but dont hold me to that
It appears like air harass would be very effective on this map since all 3 mineral lines are pretty close together but at the same time it makes it easier to defend. A few well placed turrets could shutdown harass for all 3 bases or at least stall for the rest of your forces to get there.
Also blink stalkers would be insanely strong on this map imo
Absence of evidence is not evidence of absence.
Grebliv
Profile Joined May 2006
Iceland800 Posts
June 28 2010 19:08 GMT
#49
funky map, looks pretty interesting!
ESV Mapmaking!
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-28 19:49:22
June 28 2010 19:47 GMT
#50
On June 29 2010 03:08 Illva wrote:
Ehm sorry morrow if this sounds stupid but what if you scout your opponent on the first try as zerg or protoss and gas steals the only gyser? wouldnt that kinda mess alot of stuff up?

then i suppose u should do liek u did in sc1. just take ur gas then stop working on it and go back to the minerals xD

if toss scouts me so hilariously fast i will laff at him for losing so much econ, gas steal was alot grosser in sc1

On June 29 2010 03:29 R0YAL wrote:
Also blink stalkers would be insanely strong on this map imo

ye thats probably true, its not gonna be imbalanced tho seeing how blink in general is bad
Progamerpls no copy pasterino
Logo
Profile Blog Joined April 2010
United States7542 Posts
June 28 2010 19:54 GMT
#51
I wonder what kind of timings are possible with that creep tumor out front. I wonder if a zerg could rush a contain on their opponent with forward built spine crawlers + a queen. I've thought about adding creep tumors to maps before, but could never work out how to do it tactically in a way that's balanced.
Logo
aeoliant
Profile Blog Joined June 2010
Canada361 Posts
June 28 2010 19:57 GMT
#52
[image loading]

I think the 3rd should be a little bit more open just to add to the flow of the map. You could remove the second ramp that faces the third's main and add one directly into the base. Then just shift the resources over. Mostly just to make the third base a little harder to hold from your main and to give you faster access from the 3rd to the cliffs around the edge. Just my 2 cents though.
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
June 28 2010 20:03 GMT
#53
I want to play this so much :-( morrow why u make me hate life without sc2beta
"I like turtles"
Chizambers
Profile Joined June 2010
United States126 Posts
June 28 2010 20:16 GMT
#54
Interesting map. I think I would have to play a few games on it before I could decide whether I liked it or not. I do like the big open center, and the mains not being tucked completely into a corner. Has a lot of potential. Nice work!
yup, I'm a nub.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2010-06-28 20:25:20
June 28 2010 20:24 GMT
#55
On June 29 2010 04:47 MorroW wrote:
Show nested quote +
On June 29 2010 03:29 R0YAL wrote:
Also blink stalkers would be insanely strong on this map imo

ye thats probably true, its not gonna be imbalanced tho seeing how blink in general is bad

hah tru
if anything it will help balance things
Absence of evidence is not evidence of absence.
Tiwo
Profile Joined March 2009
Netherlands306 Posts
Last Edited: 2010-07-24 14:26:11
July 24 2010 14:21 GMT
#56
From what I've seen I think I like this map the most, but the only problem I foresee are the back doors to easy accessible.

I think the idea was if you mine out the minerals in your base that a scout cant go tru anymore, but I think he still can by taking the other sides minerals, and just let it move back to your own base, so it passes your opponents base so the scout gets in, (or he just can bring minerals from his own home but thats more effort :p )

If you noticed it, or even planned like this, fine by that. I just hope it is not to easy to scout.

Picture: The scout tries to move to their 4 or 7 o'clock base (not sure about 10 o'clock base
[image loading]


If this not was planned, you might wanna try replacing them to other spots, like for the 2 o'clock place it above the 3rd, not sure what a scout would do there.
MorroW
Profile Joined August 2008
Sweden3522 Posts
July 24 2010 14:53 GMT
#57
ye u can still walk through the eggs if u mine the gold INTO the base, but not to the outside, this is just how the sc2 engine works and u can even click on minerals without vision and slide through like that. it is indeed planned and im aware of it, if u dont like ur base getting scouted then u can get some units by the eggs and some by the ramp. but i wouldnt expect there to be an issue of "too easy to scout". its a very tricky map and theres tons of locations that u could hide things at anyway ^^
Progamerpls no copy pasterino
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
July 24 2010 15:11 GMT
#58
I can't view any of your maps, Imageshack doesn't work in China =[
True learning is not the memorization of knowledge; it is the internalization of patterns.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-25 12:16:11
July 25 2010 12:15 GMT
#59
On July 25 2010 00:11 Hautamaki wrote:
I can't view any of your maps, Imageshack doesn't work in China =[

ah
wait a few and ull probably see them uploaded on EU US and maybe even Asia. we will see ^^

meanwhile i guess all u can see are these youtube vods of 2 maps
http://www.teamliquid.net/forum/viewmessage.php?topic_id=137820
Progamerpls no copy pasterino
Hautamaki
Profile Blog Joined December 2003
Canada1311 Posts
July 25 2010 14:10 GMT
#60
Haha youtube doesn't work either =[

China has some strong points but the internet is definitely not one of them, unless you can read and write Chinese well enough to get involved in the Chinese gaming community. It's almost impossible to actively participate in non-Chinese gaming communities from here because of the firewall blocking half the sites and lagging up all the rest, not to mention lagging the games themselves. I can barely even play SCBW on iccup without dropping or lagging like shit =[
True learning is not the memorization of knowledge; it is the internalization of patterns.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
July 25 2010 14:15 GMT
#61
Just a thought, but maybe you could change the texture of the higher tiers to be slightly lighter than the lowest level of ground? (so that it is slightly more clearer how it looks)
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
MorroW
Profile Joined August 2008
Sweden3522 Posts
August 02 2010 15:27 GMT
#62
Map is officially published to the Europe server. I will try to get some of the maps up on US but it will take some time.
Read more about how to download the map.
Progamerpls no copy pasterino
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