• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:47
CEST 17:47
KST 00:47
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview7[ASL21] Finals Preview: Two Legacies21
Community News
Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611Douyu Cup 2026: $20,000 Legends Event (June 26-28)10[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0
StarCraft 2
General
Daily SC2 Player Grid - feedback wanted TL Poll: How do you feel about the 5.0.16 PTR balance changes? Code S Season 2 (2026) - RO8 Preview Updates to The Core/Core Lite for v5.0.16? RSL: S6 Finals played at BlizzCon 2026
Tourneys
GSL CK #4 20-21th June Crank Gathers Season 4: BW vs SC2 Team League Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
BW General Discussion vespene.gg — BW replays in browser Where is EffOrt? BGH Auto Balance -> http://bghmmr.eu/ Quality of life changes in BW that you will like ?
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds Why doesn't anyone use restoration?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread ZeroSpace Megathread Beyond All Reason Total War: Warhammer 40K
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
Vanilla Mini Mafia
Community
General
The Games Industry And ATVI US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT] NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Does Workplace Frustration D…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8359 users

[Map] Torrasque - Page 5

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
Uranium
Profile Blog Joined May 2010
United States1077 Posts
June 30 2010 16:29 GMT
#81
I like the Ultra instead of destructible rocks for the gold expansion. You should remove the gold expo from the nat, though. As stated by others this is a bit imba for Terran... also with only the single gold expo controlling the short path AND the additional resources it will become a fierce battle over that middle ground. But of course you have to get an army big enough to kill the Ultra first.

I really like the tactical opportunities that this map presents. For example if a Protoss decides to rush 3 Zealots and try to take out the Ultra early so he can cannon expand there, Zerg or Terran could easily run in with some T1 units and kill the zealots, then the Ultra, and take the expansion themselves. With good scouting by both players I think the Ultra might actually stay alive for a while as both players will be afraid to engage it for fear of being "ganked".
"Sentry imba! You see? YOU SEE??!!" - Sen | "Marauder die die!" - oGsMC | "Oh my god, she texted me back!" - Day[9]
MorroW
Profile Joined August 2008
Sweden3522 Posts
June 30 2010 16:37 GMT
#82
On July 01 2010 01:29 Uranium wrote:
I like the Ultra instead of destructible rocks for the gold expansion. You should remove the gold expo from the nat, though. As stated by others this is a bit imba for Terran... also with only the single gold expo controlling the short path AND the additional resources it will become a fierce battle over that middle ground. But of course you have to get an army big enough to kill the Ultra first.

I really like the tactical opportunities that this map presents. For example if a Protoss decides to rush 3 Zealots and try to take out the Ultra early so he can cannon expand there, Zerg or Terran could easily run in with some T1 units and kill the zealots, then the Ultra, and take the expansion themselves. With good scouting by both players I think the Ultra might actually stay alive for a while as both players will be afraid to engage it for fear of being "ganked".

indeed there is a possiblity gold natural could favor zerg.
the way i see it is that mule is the only aspect which favors terran in this gold expo.
zerg is more favored because zerg
- takes his nat faster
- has less workers out on the map when natural is completed
- is the race that has least trouble taking 3rd base which leads to the zerg being least worried about getting mined out on 2 bases

my general guess about the gold natural is that it favors zerg the most, terran in middle and protoss the least, simply because protoss has no gain in the whole situation

i dont simply want to do the obvious and switch the gold nat with a normal nat. the way i want to balance the map is to keep the same concept and fix the balance issues by touching other elements rather than the actual issue. so lets just assume it favors terran, then later on i can respond by nerfing terran in some other way. u can balance a map in the obvious ways which is to eliminate the issues or u can balance the map by adding new content or tweaking and twisting the already existing concept
Progamerpls no copy pasterino
Cynoks
Profile Joined May 2010
United States87 Posts
June 30 2010 16:52 GMT
#83
T could just lift off and take the nat first so I would say there isn't that much of a difference between balance for T and Z.
emikochan
Profile Joined July 2009
United Kingdom232 Posts
June 30 2010 18:06 GMT
#84
Very interesting concept, can't wait to give this a shot... We need to really break away from the norm at this early stage of map-making in sc2, just so we can test what will and won't work with the new mechanics..

MorroW is a mapping hero ^^
I can imagine the dark swarm / disruption webs being replaced by hostile PDDs and unique LOS blocker use on city maps for example
Probes need love too.
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 18:27 GMT
#85
Maps do not get remembered if they are really good strategically. They get remembered if there is something unique. Andromeda had cliffs that were connected to its main via DRs for harassment towards the natural. That's why I remember Andromeda. Triathlon had arbiter's cloaking eggs as a path blocker. That's why I remember Triathlon. God's Garden had an in base expo with cliffs for harass, but not at the normal natural. Blistering Sands I think everyone will remember because of the backdoor option.

And everyone will remember this map - its creativity in having a high yield natural (which I don't think will catch on as a trend) and an Ultralisk guarding the quickest path to your enemy will make sure of that.

I wouldn't have ever thought to have an Ultralisk guarding the quickest path. Great job, MorroW!
Fincheronious
Profile Joined June 2010
United States37 Posts
June 30 2010 18:30 GMT
#86
Am I the only one who looked at this map and immediately saw an ultralisk's face? I don't know if that was intentional but it definitely looks like one.
setzer
Profile Joined March 2010
United States3284 Posts
Last Edited: 2010-06-30 18:38:17
June 30 2010 18:35 GMT
#87
Neutral units/structures are fine, but I do not want to have to creep, like in WC3, in order to get to my opponent or secure a base. How does the ultralisk affect things like bunker rushing? A really fast expo should be punishable, but that might not be possible just because an ultralisk forces you to take the longest path.

I like the concept of adding the gold minerals to the natural, but the downside is that your natural will be mined out a lot faster.
WarChimp
Profile Blog Joined March 2010
Australia943 Posts
June 30 2010 18:37 GMT
#88
Great map, but what significance does a hostile unit have in StarCraft 2 Melee maps? This isn't WarCraft 3, you don't have a hero to level up? It just seems like a waste of time and would just get in the way of an actual battle especially if its like uber strong haha.... But I wouldn't know.... I haven't played the map.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-06-30 18:37:46
June 30 2010 18:37 GMT
#89
On July 01 2010 03:35 setzer wrote:
Neutral units/structures are fine, but I do not want to have to creep, like in WC3, in order to get to my opponent or secure a base. I like the concept of adding the gold minerals to the natural, but the downside is that your natural will be mined out a lot faster.


Yeah Morrow you should make it so that if the Ultra dies so does the creep tumor (if possible).

EDIT: Sorry for asking so much - I just really want to see that happen
arb
Profile Blog Joined April 2008
Noobville17922 Posts
June 30 2010 18:44 GMT
#90
Im not sure if this has been answered? but if the ultra is just normal str id recommend making it stronger say..1250 hp? rocks have 2k dont they, but since this can attack it doesnt deserve that much life.

maybe a stronger attack too
Artillery spawned from the forges of Hell
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-30 19:15:21
June 30 2010 19:12 GMT
#91
On July 01 2010 03:35 setzer wrote:
Neutral units/structures are fine, but I do not want to have to creep, like in WC3, in order to get to my opponent or secure a base. How does the ultralisk affect things like bunker rushing? A really fast expo should be punishable, but that might not be possible just because an ultralisk forces you to take the longest path.

I like the concept of adding the gold minerals to the natural, but the downside is that your natural will be mined out a lot faster.

you know what else prevents bunker rushing?
+ Show Spoiler +
destructible rocks, look at scrap station. r u starting to see how much alike this ultralisk fellow are to destructible blockers now? its idiotic to say the ultralisk dont belong because u want to bunker rush. u can bunker rush at any most maps its not like its a must, personally i never bunker rush and i do just fine without it lol. its like saying maps cant have long distances because u want 6pool to work


On July 01 2010 03:44 arb wrote:
Im not sure if this has been answered? but if the ultra is just normal str id recommend making it stronger say..1250 hp? rocks have 2k dont they, but since this can attack it doesnt deserve that much life.

maybe a stronger attack too

its impossible to edit unit stats in melee mode, else it would be interesting to change the hp and name of it :d and ye its been said about 3 times already in this thread

On July 01 2010 03:37 Antares777 wrote:
Yeah Morrow you should make it so that if the Ultra dies so does the creep tumor (if possible).

EDIT: Sorry for asking so much - I just really want to see that happen

uve said that about 5 times already in this thread. ive already told u this is custom map with triggers, cant do this in melee and i dont want to do it. you should learn to read before asking and requesting same thing over and over, its really starting to get annoying ;p
Progamerpls no copy pasterino
Logo
Profile Blog Joined April 2010
United States7542 Posts
June 30 2010 19:25 GMT
#92
It's difficult to tell from the map picture, does the creep tumor block the expo from being placed for zerg? If not I'd strongly recommend moving the tumor closer to the minerals so it blocks a zerg expo.
Logo
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
June 30 2010 19:26 GMT
#93
MorroW is it possible to block unit pathing for Hostile units only? I'd surround the creep tumor and creep with pathing blockers so the Torrasque cannot leave that center area. Just a suggestion
Treatin' fools since '87
setzer
Profile Joined March 2010
United States3284 Posts
Last Edited: 2010-06-30 20:10:21
June 30 2010 20:09 GMT
#94
On July 01 2010 04:12 MorroW wrote:
Show nested quote +
On July 01 2010 03:35 setzer wrote:
Neutral units/structures are fine, but I do not want to have to creep, like in WC3, in order to get to my opponent or secure a base. How does the ultralisk affect things like bunker rushing? A really fast expo should be punishable, but that might not be possible just because an ultralisk forces you to take the longest path.

I like the concept of adding the gold minerals to the natural, but the downside is that your natural will be mined out a lot faster.

you know what else prevents bunker rushing?
+ Show Spoiler +
destructible rocks, look at scrap station. r u starting to see how much alike this ultralisk fellow are to destructible blockers now? its idiotic to say the ultralisk dont belong because u want to bunker rush. u can bunker rush at any most maps its not like its a must, personally i never bunker rush and i do just fine without it lol. its like saying maps cant have long distances because u want 6pool to work


That was just one example (a bad one, I guess), but I personally would not want a hostile creep destroying my rallying points for any early game pressure/harassment. Units will always take the shortest possible path to their destination, so at least with rocks I do not have to worry about a (possible) superunit killing off my attempt to punish greed builds.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-06-30 20:18:07
June 30 2010 20:12 GMT
#95
Potential, but I would defintely like to see the watch towers not on raised ground so an easier flank could occur, atm it seems like most SC2 maps are going 180 from the direction SC1 maps went, and are unncessarily cluttered simply because designers feel that they need to have something... everywhere...

On July 01 2010 05:09 setzer wrote:
Show nested quote +
On July 01 2010 04:12 MorroW wrote:
On July 01 2010 03:35 setzer wrote:
Neutral units/structures are fine, but I do not want to have to creep, like in WC3, in order to get to my opponent or secure a base. How does the ultralisk affect things like bunker rushing? A really fast expo should be punishable, but that might not be possible just because an ultralisk forces you to take the longest path.

I like the concept of adding the gold minerals to the natural, but the downside is that your natural will be mined out a lot faster.

you know what else prevents bunker rushing?
+ Show Spoiler +
destructible rocks, look at scrap station. r u starting to see how much alike this ultralisk fellow are to destructible blockers now? its idiotic to say the ultralisk dont belong because u want to bunker rush. u can bunker rush at any most maps its not like its a must, personally i never bunker rush and i do just fine without it lol. its like saying maps cant have long distances because u want 6pool to work


That was just one example (a bad one, I guess), but I personally would not want a hostile creep destroying my rallying points for any early game pressure/harassment. Units will always take the shortest possible path to their destination, so at least with rocks I do not have to worry about a (possible) superunit killing off my attempt to punish greed builds.



Then don't rally point through the Ultralisk route...? It's a feature of the map, and it just sounds like you're complaining that you cba to make the rally point take the other route, which is not too time consuming.
MorroW
Profile Joined August 2008
Sweden3522 Posts
June 30 2010 20:14 GMT
#96
On July 01 2010 04:26 NastyMarine wrote:
MorroW is it possible to block unit pathing for Hostile units only? I'd surround the creep tumor and creep with pathing blockers so the Torrasque cannot leave that center area. Just a suggestion

ah i dont believe that is possible

after the testing i made the ultralisk will turn around right when the cave ends

worst case scenario ill add a small rock in each cave passage so basically ultralisks/thors cant enter/exit
Progamerpls no copy pasterino
aeoliant
Profile Blog Joined June 2010
Canada361 Posts
June 30 2010 20:26 GMT
#97
I like the ultralisk thing. I was trying to achieve the same block with force fields but I couldn't get them to last. The best part is that choke is unpassable until late game and you can still fit a base in there as opposed to destructible rocks need a 3x3 choke T think. Also it does add game mechanics. If you have equal armies, the one who takes the shortcut will be weakened and probably lose the upcoming battle. Or if you go around the other guy will have more time to build more units and he'll have the xelnaga scout.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
June 30 2010 20:30 GMT
#98
On July 01 2010 05:26 aeoliant wrote:
I like the ultralisk thing. I was trying to achieve the same block with force fields but I couldn't get them to last. The best part is that choke is unpassable until late game and you can still fit a base in there as opposed to destructible rocks need a 3x3 choke T think. Also it does add game mechanics. If you have equal armies, the one who takes the shortcut will be weakened and probably lose the upcoming battle. Or if you go around the other guy will have more time to build more units and he'll have the xelnaga scout.


I think it'd totally be badass to have forcefields flickering on and off - a big wall of like 7 or 8 appearing and staying there every ~10 seconds (staying there for a full 2 seconds maybe). Would screw up retreating options, give a good place to hold ground, screw up mass armies moving through that way.

If they did a map like Plasma they could do a map like that^^ (in terms of balance, not feasibility haha).
XBLancer
Profile Blog Joined May 2010
United States19 Posts
June 30 2010 20:36 GMT
#99
Tarrasque: Beast from D&D role-playing game

http://en.wikipedia.org/wiki/Tarrasque_(Dungeons_&_Dragons)

Torrasque: Starcraft Hero Ultralisk unit that occasionally haunts my nightmares.

http://starcraft.wikia.com/wiki/Torrasque

Awesome map though, although wouldn't Terran have a huge advantage economically since they can use MULES?
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
June 30 2010 20:41 GMT
#100
Encourages fast expansions, which I like
2nd path leading into the main may be a problem, consider moving rocks onto the ramp.
Air distance is EXTREMELY CLOSE.
Other than that, it looks really good
133 221 333 123 111
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 18h 13m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Serral 1884
trigger 212
Railgan 78
CosmosSc2 55
SHIN 38
RushiSC 15
StarCraft: Brood War
Sea 2624
Shuttle 2180
EffOrt 1086
Mini 1068
Horang2 903
Soulkey 830
BeSt 481
Light 441
ggaemo 339
Snow 249
[ Show more ]
Mong 217
hero 210
Sharp 108
Movie 28
Terrorterran 26
Aegong 23
Free 21
Rock 20
GoRush 19
sorry 19
910 17
scan(afreeca) 15
Backho 15
Sacsri 14
IntoTheRainbow 10
ajuk12(nOOB) 9
soO 7
Dota 2
qojqva2449
Dendi1426
syndereN420
LuMiX2
Counter-Strike
fl0m1521
byalli379
Super Smash Bros
Mew2King118
Other Games
hiko778
B2W.Neo758
Grubby515
Lowko432
DeMusliM352
crisheroes320
KnowMe250
mouzStarbuck213
ceh9203
XaKoH 165
TKL 163
ArmadaUGS101
QueenE53
Trikslyr44
Dewaltoss32
Organizations
Dota 2
PGL Dota 2 - Main Stream3170
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• poizon28 21
• HeavenSC 19
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• FirePhoenix3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota235
League of Legends
• Jankos1790
• TFBlade837
Other Games
• Shiphtur63
• tFFMrPink 8
Upcoming Events
The PondCast
18h 13m
WardiTV Spring Champion…
19h 13m
OSC
21h 13m
OSC
1d 8h
CranKy Ducklings
1d 18h
WardiTV Spring Champion…
1d 19h
WardiTV Spring Champion…
2 days
GSL
2 days
Maru vs ShoWTimE
Classic vs Reynor
herO vs Lambo
Solar vs Clem
BSL22 NKC (BSL vs China)
3 days
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
Replay Cast
3 days
[ Show More ]
WardiTV Spring Champion…
3 days
GSL
3 days
Patches Events
4 days
BSL22 NKC (BSL vs China)
4 days
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Replay Cast
4 days
WardiTV Weekly
4 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

Proleague 2026-06-16
uThermal 2v2 2026 Main Event
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.