• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:21
CEST 04:21
KST 11:21
  • 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
Maestros of the Game: Week 1/Play-in Preview9[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy10
Community News
Weekly Cups (August 25-31): Clem's Last Straw?32Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris46Weekly Cups (Aug 11-17): MaxPax triples again!15Weekly Cups (Aug 4-10): MaxPax wins a triple6
StarCraft 2
General
Team Liquid Map Contest #21 - Presented by Monster Energy Heaven's Balance Suggestions (roast me) Speculation of future Wardii series Weekly Cups (August 25-31): Clem's Last Straw? Geoff 'iNcontroL' Robinson has passed away
Tourneys
LiuLi Cup - September 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond) Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game—$20k event w/ live finals in Paris Monday Nights Weeklies
Strategy
Custom Maps
External Content
Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Simple editing of Brood War save files? (.mlx) ASL20 General Discussion Starcraft at lower levels TvP BW General Discussion
Tourneys
[Megathread] Daily Proleagues Is there English video for group selection for ASL [ASL20] Ro24 Group F [IPSL] CSLAN Review and CSLPRO Reimagined!
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Warcraft III: The Frozen Throne Nintendo Switch Thread Mechabellum
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s) Gtx660 graphics card replacement
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
How Culture and Conflict Imp…
TrAiDoS
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 712 users

[map] Exe9 -madsquare

Forum Index > SC2 Maps & Custom Games
Post a Reply
Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2011-03-10 10:01:59
August 15 2010 10:30 GMT
#1
Updated 14. December 2010

LQ overview: [image loading]


+ Show Spoiler [Analyzer] +

+ Show Spoiler [Summary] +
[image loading]


+ Show Spoiler [Main-Main] +
[image loading]


+ Show Spoiler [Natural-Natural] +
[image loading]


Specifications:

2 Spawnlocations (11o clock and 5o clock)

10 mineral bases
-main has 8 patches
-natural has 7 patches
-expansions have 8 patches

02 gold bases
- both have 6 patches

02 Xel'naga Towers

Size: 144x144 playble

Notes:
High ground cliffs surrounding the map, decoration isles and cliffs behind the golds are unpathable by ground.

Cliff above third is unpathable as well.

Siege tanks can hit the third from the cliff around the main.

Small main is compensated through the cliff around main. If you take your natural, you get that space. If you take your third you secure it further.



Feedback is always appreciated.

You can catch me on irc in #teamliquid @ quakenet.


greetings, madsquare.


other maps
BBQ
Amnesia
Ice Wastes
Beta Station
Sapphire
Emerald Plateau
Dreamscape
The Edge
I do not obey any norms. I redefine standard with every thought I make.
ven
Profile Blog Joined December 2008
Germany332 Posts
August 15 2010 13:09 GMT
#2
Arent the spawns at 11 and 5?
You can reach the rainbow. I'll be there to help.
Channel56k
Profile Joined June 2010
United States413 Posts
August 17 2010 17:02 GMT
#3
I think it looks great. Maybe the double high ground in the middle is a little bit much but keeping the high plateau there is certainly a nice gameplay touch. Now its time to doodad ;p
"Do yourself a favor, and don't listen to me."
Madsquare
Profile Joined April 2010
Germany157 Posts
September 09 2010 16:39 GMT
#4
updated

modified center area
added Xel'naga towers
smoothed some textures
I do not obey any norms. I redefine standard with every thought I make.
Madsquare
Profile Joined April 2010
Germany157 Posts
December 12 2010 10:33 GMT
#5
Updated once more.
redid the third and the area around it.

Feel free to leave some Feedback!
I do not obey any norms. I redefine standard with every thought I make.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 12 2010 10:39 GMT
#6
From a balance perspective, it doesn't quite work :/.

The main is really small, and thats coming from me - I make small mains a lot. 20 CCs is pretty much bare minimum - with <250 rush distances you can't require a natural - though taking your natural gives no relief space-wise.

If you pull the mains outwards a bit, and give them and the nats a little breathing room, this could turn into a really nice map.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Antares777
Profile Joined June 2010
United States1971 Posts
December 12 2010 16:48 GMT
#7
As iGrok said, the mains are really small.

As I looked at the HQ image, I saw some texturing that you could have done better. The mains and naturals are well textured, but farther away you get from them, the level of texturing seems to decrease.

This is different than most maps that I've seen in how the layout is, but in a good way. Nice map!

Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 12 2010 19:40 GMT
#8
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 13 2010 08:05 GMT
#9
Don't change the mains at all! Or if you do, increase it just a smidge. I really like how you explored this idea. I have been playing with similar options but the backdoor rocks outside the main never occurred to me, brilliant!

So, I think you can still have a significant effect with the idea of inducing players to build outside their mains but relent a little bit. I would give the natural just a little more roominess. I would scoot the main into the corner, possibly increase its area to 15CCs, but give some concavity to the cliff overlooking the secondary build area. That way players can build in the lower pocket and leave enough room to move to the rocks if they need to defend that side. (As it is, building there gets in the way of moving to defend the rocks.)

I love the tactical features, I think these need to be emphasized more in maps. The center is great. I think playtesting can tell you whether you should add Barrin's suggested ramps. It would make it more breezy, depends on style goal.

As a footnote, I think 13CCs is completely fair for 1basing. If you need more supply depot room, you need to take that into account on the map. As long as there is defensible build space outside the main proper, I think this is a style that should definitely be explored more. (I may or may not be advocating something I have been looking at recently. hehe.)
Comprehensive strategic intention: DNE
Madsquare
Profile Joined April 2010
Germany157 Posts
December 14 2010 16:50 GMT
#10
Updated.
fine tuned the main size.
slight improvement on textures and doodads.
--------------------------------

I increased the space between the main and the cliff around it. Allowes for better unit flow when theres buildings placed. As a result the mains a bit pushed towards the border, and also slightly increased in size.
I had tested building placement before and I have about 60 replays with the mains first size. No issues. But these are way old. The conclusion is, that you actually had enough space for 200/200 supply depots, tech structures and 5 production buildings with addon and enough space to move around. BUT it its vulnerable to mutas and voidrays.
I dont want to favour these too much, since theres that third with minerals directly at an unpathable cliff.
So I decided to soften this effect a bit. And also help players placing their buildings in the secondary building space.

cheers,
madsquare.
I do not obey any norms. I redefine standard with every thought I make.
baskerville
Profile Blog Joined April 2010
541 Posts
December 24 2010 15:39 GMT
#11
I like the mazy layout a lot, but the textures are not so experimental are they? , this "lost temple ambiance" should be enhanced
http://www.teamliquid.net/mirror/smilies/random-big.gif
Faze.
Profile Joined November 2010
Canada285 Posts
December 24 2010 15:53 GMT
#12
I really like the main and natural, lots of foliage so block vision and your use of DR is always interesting IMO.
I'd like to play on it.
D:
monitor
Profile Blog Joined June 2010
United States2405 Posts
December 24 2010 23:16 GMT
#13
Dang, thats a lot to take in.

144x144 is humongous. It needs to be smaller, like 118x118. The rush is huge, there is no harass, and there are no chokes. Games will just be a bit bland considering this, and all of the open space. I've written up a few things I suggest changing.

I feel like you strayed from the concept . Here is how I imagined it: The fastest path is very small and choked, but its the most convenient. Expansions are around the middle, but more open. Micro is important to maneuver through unique expansions. But it came out differently. The center isn't really that choked, and has XNT's to turtle on high ground. Outside expansions are open, but they don't have any harass, and they are all pretty bland. The HY is more dangerous, but its really just a space filler. I think you should compact and make the outside paths more useful.

The amount of LoS blockers is over 9000! It makes moving really awkward and gimmicky, because you have to watch every corner, yet it is strangely very open... I suggest shrinking the whole thing and moving the HY base into the center High ground to make it harassable and viable with map control.

The main looks a tad small, you should make it bigger without cutting into the path to the third. You could also consider making the natural a bit more possible to be walled off, the picture makes the ramp seem right where you want to wall off- or do you use the ramp to wall?

I feel like the textures should distinguish each area, because right now its all the same. Maybe like a man-made section? Or a lighter grass section? Or a dirt section? Its just important that you can find your way around in-game by notable features.

Sorry if its too harsh, don't take it personally. Only trying to help your maps!


https://liquipedia.net/starcraft2/Monitor
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
SEL S2 Championship: Playoffs
CranKy Ducklings128
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 109
Vindicta 84
StarCraft: Brood War
Britney 12693
Artosis 879
sSak 67
NaDa 29
Icarus 10
yabsab 8
Dota 2
NeuroSwarm116
LuMiX1
Counter-Strike
taco 239
Super Smash Bros
hungrybox580
AZ_Axe84
Other Games
summit1g6686
shahzam912
C9.Mang0641
JimRising 460
ViBE160
Sick125
Maynarde103
Livibee78
Mew2King59
Nathanias20
Organizations
Other Games
gamesdonequick912
BasetradeTV25
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH229
• davetesta2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift5739
Other Games
• Scarra1045
Upcoming Events
The PondCast
7h 39m
RSL Revival
7h 39m
Maru vs SHIN
MaNa vs MaxPax
Maestros of the Game
14h 39m
Classic vs TriGGeR
Reynor vs SHIN
OSC
1d
MaNa vs SHIN
SKillous vs ShoWTimE
Bunny vs TBD
Cham vs TBD
RSL Revival
1d 7h
Reynor vs Astrea
Classic vs sOs
Maestros of the Game
1d 14h
Serral vs Ryung
ByuN vs Zoun
BSL Team Wars
1d 16h
Team Bonyth vs Team Dewalt
CranKy Ducklings
2 days
RSL Revival
2 days
GuMiho vs Cham
ByuN vs TriGGeR
Cosmonarchy
2 days
TriGGeR vs YoungYakov
YoungYakov vs HonMonO
HonMonO vs TriGGeR
[ Show More ]
Maestros of the Game
2 days
Solar vs Bunny
Clem vs Rogue
[BSL 2025] Weekly
2 days
RSL Revival
3 days
Cure vs Bunny
Creator vs Zoun
Maestros of the Game
3 days
Maru vs Lambo
herO vs ShoWTimE
BSL Team Wars
3 days
Team Hawk vs Team Sziky
Sparkling Tuna Cup
4 days
Monday Night Weeklies
4 days
Liquipedia Results

Completed

CSL Season 18: Qualifier 2
SEL Season 2 Championship
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL 2025 AUTUMN (S18)
RSL Revival: Season 2
Maestros of the Game
Sisters' Call Cup
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

LASL Season 20
2025 Chongqing Offline CUP
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
EC S1
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
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.