• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:43
CEST 09:43
KST 16:43
  • 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
[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon98Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Has online-only competition during the pandemic changed your enjoyment of pro SC2? How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down StarCraft open world shooter announced at BlizzCon
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
New 3v3 BGH Ladder (and more) on ShieldBattery! BGH Auto Balance -> http://bghmmr.eu/ Remastered crash fix suggestions Syncronization issues and can't find games a Announcement on the JEDI Ringing
Tourneys
[ASL22] Ro16 Group D The Casual Games of the Week Thread Small VOD Thread 2.0 BWCL Season 65 Announcement
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread Post Your Watch!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 14567 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 3h 17m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Rain 1855
GuemChi 464
actioN 324
sSak 88
Hm[arnc] 86
Dewaltoss 80
Aegong 32
yabsab 24
Noble 14
Killer 1
Dota 2
febbydoto161
Other Games
summit1g15910
ceh9496
Happy360
XaKoH 212
Organizations
Other Games
gamesdonequick959
BasetradeTV40
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH358
• LUISG 20
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2243
League of Legends
• Rush1487
Upcoming Events
IntoTheTV X SOOP
3h 17m
herO vs SHIN
Percival vs ByuN
RotterdaM Event
8h 32m
Replay Cast
16h 17m
GSL
1d 3h
Replay Cast
1d 16h
GSL
2 days
Shopify Rebellion Sundays
2 days
Spirit vs Mixu
Replay Cast
2 days
Afreeca Starleague
3 days
Shine vs Rush
WardiTV Weekly
3 days
[ Show More ]
Monday Night Weeklies
3 days
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Light vs EffOrt
PiGosaur Cup
4 days
Kung Fu Cup
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

KCM Race Survival 2026 Season 3
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #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

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
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.