• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:32
CET 19:32
KST 03:32
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win
Tourneys
$100 Prize Pool - Winter Warp Gate Masters Showdow $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Anyone remember me from 2000s Bnet EAST server? soO on: FanTaSy's Potential Return to StarCraft Klaucher discontinued / in-game color settings How Rain Became ProGamer in Just 3 Months
Tourneys
[Megathread] Daily Proleagues [BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile General RTS Discussion Thread
Dota 2
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 Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
The Games Industry And ATVI US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1543 users

[Map] Medusa

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-24 23:42:11
July 24 2010 23:17 GMT
#1
Map preview: (725x702)
[image loading]
High quality image (1444x1371)
Original SC1 Medusa

Players: 3
Size: 128x128

Money
Main: 8 mineral, 2 gas
Natural: 8 mineral, 2gas
Backdoor: 5mineral, 1gas
3rd: 7 mineral, 2 gas

Concept
u start off with ur main base which got a nice way to the natural, quite wide choke but enough to make a decent wallin.

behind the main minerals theres cliff with a ramp up towards it where alot of harassment can go on.

on the backdoor cliffs theres a backdoor expansion with low money but very safe to take.

these cliffs follow a long path with leads around the main base into the middle where there is a ramp down. on each of these ramps sits a destructible rocks of 2k hp that u must destroy to get acces into or out of the cliffs

by the natural is a very standard way out but outside the natural is some unbuildable area. out to the middle a bit and to the side u got a way into the 3rd base which leads quite a bit in and is quite open for air harass but is rather easy to defend vs ground harassment. the chokes of the 3rd bases are aswell unbuildable.

the middle is very large and very open, but also unbuildable with a few small locations around it where u still can build on the grass.

macro oriented map that encourages harass by drops and aerial attacks. having control of ur cliffs around the main base is very important and if your opponent get access to it he can pretty much destroy your main base from the cliffs.

Personal notes
i was not a huge fan of medusa1.0 in sc1 because i was a terran user. but once it reached the later versions it became a really brilliant and really popular map, then i started loving the map and now i just wanted to bring it back because i think it has huge potential for sc2 gameplay. the map is a 3 player map so it took quite a while to make and its not on exact symmetry as medusa but i think we all can agree its close enough

Pointers
creep will spread on the unbuildable terrain, its just impossible to put down creep tumors at them. so in this map u can put creep tumors in the small grass areas that u have between the rocks.

please help me if u got any suggestions if i need high grass/towers or if i dont need them then where should i put them etc, personally i kinda feel theres no obvious xel naga tower place for this map and high grass kinda doesnt fit in anywhere on the map.

Image Links
Destructible rocks in the middle
3rd base with unbuildable choke
Main base and cliffs hugging it
Middle of the map with unbuildable rocks
Natural with unbuildable rocks outside

Line of sight blocker (los): none
Watch Tower: none
Destructible debris/rocks: on the ramps in the middle

Poll: Do this map need Watch Tower(s)?

Every map don't need watch towers, its fine (46)
 
57%

I think thats a good idea (27)
 
33%

I don't think it needs it but it would be nice addon (8)
 
10%

81 total votes

Your vote: Do this map need Watch Tower(s)?

(Vote): I think thats a good idea
(Vote): I don't think it needs it but it would be nice addon
(Vote): Every map don't need watch towers, its fine



Download Map: no download available

Other maps:
Argutaris
Othello
Byzantium
City of Mengsk
Torrasque
Landscape
Black Rainbow
Gaia
Medusa
Progamerpls no copy pasterino
Brad
Profile Joined April 2010
2754 Posts
July 24 2010 23:19 GMT
#2
Looks good.
Lee Jae Dong proved that a focus on mechanics and execution could solve problems in the StarCraft game strategy.
Mutaahh
Profile Joined June 2007
Netherlands859 Posts
July 24 2010 23:24 GMT
#3
What if you move the natural expansions more to the center (harder to def)

and give the small back-door expo 8 patches, and make it that there are destructible rocks, so the map will have some diversity and uniqueness.
I want to fly
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-24 23:28:53
July 24 2010 23:28 GMT
#4
On July 25 2010 08:24 Mutaahh wrote:
What if you move the natural expansions more to the center (harder to def)

and give the small back-door expo 8 patches, and make it that there are destructible rocks, so the map will have some diversity and uniqueness.

actually im normally up for uniqueness and diversity but this is the medusa from sc1 man, i cant change this because its pure awesomeness and i wanna keep it as i remember it from sc1 with a few changes thats required for sc2

edit:
added image links in the OP so u can have a closer look at stuff
Progamerpls no copy pasterino
Merikh
Profile Blog Joined June 2010
United States918 Posts
Last Edited: 2010-07-24 23:33:44
July 24 2010 23:31 GMT
#5
Looks really good, hmm looking at it again in HQ could this map favor terran?
G4MR | I mod day9, djwheat and GLHF's stream
ckw
Profile Blog Joined February 2010
United States1018 Posts
July 24 2010 23:32 GMT
#6
Wow, sick I wanna play it. :-(
Being weak is a choice.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-24 23:33:57
July 24 2010 23:32 GMT
#7
On July 25 2010 08:31 Merikh wrote:
Looks really good, but possibly a little terran favored?

it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think?
could u explain how u think please?^^


On July 25 2010 08:31 Merikh wrote:
Looks really good,

Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th?

aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^
Progamerpls no copy pasterino
StupidFatHobbit
Profile Joined May 2010
United States98 Posts
Last Edited: 2010-07-24 23:38:33
July 24 2010 23:33 GMT
#8
I do think a watchtower would be a good addition, even if it's just a solitary one in the center of the map.

On July 25 2010 08:32 MorroW wrote:it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think?
could u explain how u think please?^^


Well from what I see, tanks on the plateau above the main essentially cover the ramp to the 3rd, and the main/nat entrance by themselves. Plus if zerg FE's to nat, they have to deal with pressure -> harass from plateau, and if they FE to the plateau then they don't get the double gas they need. Cutting down on how far that plateau extends so tanks on it don't cover the main entrance might help but this is more of a general racial issue with zerg having difficulty handling cliffs than anything else.
An expert is someone whose made all the possible mistakes there are to make in a very narrow field.
Merikh
Profile Blog Joined June 2010
United States918 Posts
Last Edited: 2010-07-24 23:36:23
July 24 2010 23:35 GMT
#9
On July 25 2010 08:32 MorroW wrote:
Show nested quote +
On July 25 2010 08:31 Merikh wrote:
Looks really good, but possibly a little terran favored?

it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think?
could u explain how u think please?^^


Show nested quote +
On July 25 2010 08:31 Merikh wrote:
Looks really good,

Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th?

aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^


Control main and natural with tanks on that ledge. Then your units would be outside your third since it's really close, jut seems easily defend-able. Guess I can't really judge right now, but that's just an idea. Guess we'll have to see.
G4MR | I mod day9, djwheat and GLHF's stream
Goobus
Profile Joined May 2010
Hong Kong587 Posts
July 24 2010 23:35 GMT
#10
Very nice looking map. Some concerns:

The bottom left expansion's choke is longer and narrower than those of the others.

The unbuildable areas may make it unreasonably hard for a Zerg to spread creep.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-24 23:40:31
July 24 2010 23:38 GMT
#11
On July 25 2010 08:35 Goobus wrote:
Very nice looking map. Some concerns:

The bottom left expansion's choke is longer and narrower than those of the others.

The unbuildable areas may make it unreasonably hard for a Zerg to spread creep.

well give me a break man its like that in sc1 map too :S the smallest areas of the choke of natural are same size of all

the unbuildable areas creep will spread on, but u cant build on them. so lets say u have a creep tumor. u can put it down the edge of the rocks and it will spread to the other side of the rocks then u can put down creep tumor there. so its great u point that out, awesome observation but ive thought this through and creep will spread on the rocks so its all good


On July 25 2010 08:35 Merikh wrote:
Show nested quote +
On July 25 2010 08:32 MorroW wrote:
On July 25 2010 08:31 Merikh wrote:
Looks really good, but possibly a little terran favored?

it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think?
could u explain how u think please?^^


On July 25 2010 08:31 Merikh wrote:
Looks really good,

Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th?

aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^


Control main and natural with tanks on that ledge. Then your units would be outside your third since it's really close, jut seems easily defend-able. Guess I can't really judge right now, but that's just an idea. Guess we'll have to see.

well yea its kinda easy to defend if u think it like that. but in the early stages zergs and toss has map control most of times and they can use that to destroy the rocks before u get tanks up on the ledge. its an impossible call right now but i think u have a solid ground behind ur thoughts, they might be true but that would only mean terran can turtle up 3 bases which doesnt necessarily mean its imbalance since the other races can contain u then. but in all honesty i believe the rocks will be taken down in the early stages of the game so i wouldnt worry about it^^
Progamerpls no copy pasterino
bITt.mAN
Profile Blog Joined March 2009
Switzerland3693 Posts
Last Edited: 2010-07-24 23:55:48
July 24 2010 23:55 GMT
#12
MorroW, if you put watchtowers you'd have to decide where to put them.

Not accessible from the mains, that's E Z mode. Perhaps right outside the rocks (as in to the right of the bottom set of rocks and same for all bases. This would mean you could see most of two natural exits (gives a better of army movement) but mainly lets you see inside your enemy's base (tech maybe, but mostly imba in favour of Mutas knowing just where the defenses are weakest). OUTSIDE ROCKS NO

In the middle. This is obvious, too obvious. It would let you see army movements across the entire central plain, so much for flanking unawares. It would also be unfair, only 1 watchtower to control ("Oh haha u suck u don't have the only watchtower") IN THE MIDDLE NO

My suggestion for where to put the watchtowers, if you really want them, is right inside the 3rd gas expansion, right across the bridge, on the side furthest from the nearest natural (so at 9 o'clock, at the top half of the exop, right in on the left of the bridge)

This would let you see army movements in and out of the natural, but not too much of the opponent's base (preferably they'd be placed in such a way that you would not see if an expo is being warped in.) This would also let you see if an army is moving along the top ridge, but hopefully not let you see too much of the main lowground.

The idea of having the watchtowers is to warn you of army movements. If they are at the 3rd expo positions ( 1, 5 and 9 ) they'd let you see an army moving out of a natural and an army moving out the back-door, which IMO is pretty useful and rather balanced. AT 3RD BASE LOCATION YES

It does not really matter all that much if they're at the top or the bottom of the bridge (refer to 9 o'clock), at all depends on how far their vision reaches. It'd be nice MorroW if you could upload some SS's with the sight-ranges of watchtowers at the different locations I suggested (outside rocks, middle, top and bottom of 3rd) so that we could vote, and make this port of Medusa complete, democratic and a community effort.
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
July 24 2010 23:58 GMT
#13
I think a watch tower for the middle would be nice, overall amazing map :D
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Merikh
Profile Blog Joined June 2010
United States918 Posts
July 24 2010 23:58 GMT
#14
On July 25 2010 08:38 MorroW wrote:
Show nested quote +
On July 25 2010 08:35 Goobus wrote:
Very nice looking map. Some concerns:

The bottom left expansion's choke is longer and narrower than those of the others.

The unbuildable areas may make it unreasonably hard for a Zerg to spread creep.

well give me a break man its like that in sc1 map too :S the smallest areas of the choke of natural are same size of all

the unbuildable areas creep will spread on, but u cant build on them. so lets say u have a creep tumor. u can put it down the edge of the rocks and it will spread to the other side of the rocks then u can put down creep tumor there. so its great u point that out, awesome observation but ive thought this through and creep will spread on the rocks so its all good


Show nested quote +
On July 25 2010 08:35 Merikh wrote:
On July 25 2010 08:32 MorroW wrote:
On July 25 2010 08:31 Merikh wrote:
Looks really good, but possibly a little terran favored?

it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think?
could u explain how u think please?^^


On July 25 2010 08:31 Merikh wrote:
Looks really good,

Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th?

aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^


Control main and natural with tanks on that ledge. Then your units would be outside your third since it's really close, jut seems easily defend-able. Guess I can't really judge right now, but that's just an idea. Guess we'll have to see.

well yea its kinda easy to defend if u think it like that. but in the early stages zergs and toss has map control most of times and they can use that to destroy the rocks before u get tanks up on the ledge. its an impossible call right now but i think u have a solid ground behind ur thoughts, they might be true but that would only mean terran can turtle up 3 bases which doesnt necessarily mean its imbalance since the other races can contain u then. but in all honesty i believe the rocks will be taken down in the early stages of the game so i wouldnt worry about it^^


Where are the rocks XD?
G4MR | I mod day9, djwheat and GLHF's stream
HubertFelix
Profile Joined April 2010
France631 Posts
Last Edited: 2010-07-25 00:03:57
July 25 2010 00:03 GMT
#15
On July 25 2010 08:17 MorroW wrote:
macro oriented map that encourages harass by drops and aerial attacks..


If you want to keep this play, I suggest no watchtower.
Thanks for the work on new maps/convertions. I hope map upload will work on europe at the release.. I can't wait to play sc2 on other maps
di4m0nd
Profile Joined June 2010
United States297 Posts
July 25 2010 00:55 GMT
#16
the only change i would make is putting the temples back in so much cooler then rocks
but ya awsome map will enjoy it in sc2 i hope

oh also i miss clicked on the vote meant to click on no watchtowers
TLO | MC | Taeja | MarineKing | Alicia | HerO | PartinG | Bomber | Genius | MMA | CoCa | HuK | DRG | YugiOh | MVP | Jjakji | Stardust | Snute | Scarlett
GhoSt[shield]
Profile Blog Joined April 2010
Canada2131 Posts
July 25 2010 01:04 GMT
#17
No ability to stack the destructible rocks in the back? As a zerg user, any destructible rocks on any map has been very awkward to defend against. Especially since breaking the rocks gives the high-ground advantage to the attack and it is a long way ground-wise to get to that area.
SubtleArt
Profile Blog Joined January 2010
2710 Posts
July 25 2010 01:07 GMT
#18
Seems really disproportionate, and way smaller than the original. That or it could just be the fact that sc1 maps look like shit when converted to sc2 for some reason.
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
raph
Profile Joined May 2010
United States204 Posts
July 25 2010 01:08 GMT
#19
i personally love this map =]
Juaks
Profile Joined June 2010
United States384 Posts
July 25 2010 01:13 GMT
#20
Are you going to remake Paranoid Android? Peaks of Baekdu? Python?
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 17h 28m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 272
IndyStarCraft 195
BRAT_OK 99
DivinesiaTV 26
MindelVK 21
ForJumy 10
StarCraft: Brood War
EffOrt 482
actioN 164
Dewaltoss 94
Hyun 72
ggaemo 71
Mind 48
yabsab 39
910 25
soO 21
HiyA 14
[ Show more ]
ivOry 11
Dota 2
syndereN1453
Counter-Strike
byalli410
allub269
Heroes of the Storm
Trikslyr73
Other Games
FrodaN2050
Beastyqt743
fl0m724
Lowko340
DeMusliM303
Fuzer 247
C9.Mang0120
XaKoH 119
Mew2King68
mouzStarbuck57
minikerr32
Chillindude22
RushiSC20
Organizations
Other Games
BasetradeTV30
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• StrangeGG 62
• HeavenSC 38
• Reevou 7
• IndyKCrew
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Azhi_Dahaki23
• Michael_bg 2
• XenOsky 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota265
League of Legends
• Nemesis3395
Other Games
• imaqtpie837
• Shiphtur139
Upcoming Events
WardiTV Invitational
17h 28m
Gerald vs YoungYakov
Spirit vs MaNa
SHIN vs Percival
Creator vs Scarlett
Replay Cast
1d 14h
WardiTV Invitational
1d 17h
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
3 days
Sparkling Tuna Cup
4 days
Krystianer vs TBD
TriGGeR vs SKillous
Percival vs TBD
ByuN vs Nicoract
Replay Cast
5 days
Wardi Open
5 days
Liquipedia Results

Completed

YSL S2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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 © 2025 TLnet. All Rights Reserved.