• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:25
CEST 22:25
KST 05:25
  • 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 TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence7Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
Weekly Cups (Sept 8-14): herO & MaxPax split cups #1: Maru - Greatest Players of All Time Team Liquid Map Contest #21 - Presented by Monster Energy SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments
Tourneys
SC4ALL $6,000 Open LAN in Philadelphia Sparkling Tuna Cup - Weekly Open Tournament WardiTV TL Team Map Contest #5 Tournaments Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
[ASL20] Ro16 Preview Pt2: Turbulence Diplomacy, Cosmonarchy Edition BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion ASL20 General Discussion
Tourneys
[ASL20] Ro16 Group D [ASL20] Ro16 Group C [Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Borderlands 3
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1233 users

[M] (4) Wuthering Heights

Forum Index > SC2 Maps & Custom Games
Post a Reply
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
Last Edited: 2010-09-23 22:21:43
September 16 2010 03:46 GMT
#1
[image loading]

Wuthering Heights

This is a port of the Brood War map Wuthering Heights. The objective was to port over a favorite map no one else was likely to port, and experiment with some stuff while doing it.

Size considerations inspired, and then were settled by this thread about the size of maps compared to Brood War maps. Playable size ended up being 152x152. The larger size and openness is intended to help with flanking. The mains and naturals are surrounded by F*** Reaper fences, though reapers shouldn't be completely useless as they can still come in the front door and kite things (and they can play around int he middle all they want). The middle expansions contain two high yield gas geysers (the original had two geysers). Unlike the original I went for full rotational symmetry. For grins, each of the naturals is labeled (via decals) with its position.

Original Map
+ Show Spoiler +
[image loading]


Top View:
[image loading]

Simple Lighting
+ Show Spoiler +
[image loading]


Angle View:
[image loading]


The Rich Geysers:
[image loading]
These emit puffs of purple Terrazine gas to differentiate them visually from regular geysers.

Some Cliff Doodads:
+ Show Spoiler +
[image loading]

e-cookie for identifying the ground texture there

Analyzer Images:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Map Specifics:
  • Shakuras Wasteland
  • 152x152 playable
  • 4 players (2, 5, 7, 11)
  • like the original, main wallable with depot or pylon, nats wallable with 1 rax + 2 depots
  • 16 bases total. Mains 9 mineral & Nats have 7 minerals both with 2 gas each.
  • Rich Mineral Only has 6 rich minerals
  • Center expansions with 12 mineral and 2 rich geysers
  • Unbuildable middle plateau
  • Reaper safe mains and naturals (shown visually with security fences)
  • Natural CC and worker line untankable from outside the walls
  • Wide paths around the outside or through the middle


Changelog
  • 0.5 initial announcement
  • 0.6 some resources moved
  • 0.7 rich geysers no longer need movement blockers (thanks to patch 1.1)


Notes
Rich Geysers are bugged. Workers circle them before going in. There is an easy fix by changing their collision properties, but that would make the map non-melee. To keep it melee, I use a minimal amount of pathing blockers to force the workers into line. All the geysers can be saturated with 3 workers. They look a little spastic getting into the geysers sometimes, but it works. I also tried to add some visual identifiers to the geyers, again limited a little by the constraints of keeping this a melee map.

view of the pathing (note the blockers by the rich geysers in the middle)
+ Show Spoiler +
[image loading]

BW was balanced at the end through maps. I don't claim this map will balance TvZ in SC2, but it tries a few things that might, and would in the best case help figure out what sort of things (perhaps more in moderation) could be useful for balance. On the other hand, attempting to do this on a port (with porting's attendant size and scale concerns) might not be the best idea.

Concerns
  • Mineral counts and positioning are subject to change.

  • As discussed in the size thread, scaling is different in SC2. Tanks range is much greater compared to a factory footprint for instance. In maintaining more or less the same layout proportions, the mains end up a little over large.

  • unknown (to me) how the small main choke, ported directly from BW, will play out in SC2. Lowerable depots make it an incredibly easy terran wall off, and I wonder about manner pylons blocking it. Somehow that wasn't really an issue in BW..

  • (DONE) The blockers around the rich geysers slightly reduce the number of melee units that can attack extractors at once. If Blizzard fixes rich geysers, the blockers will be removed (DONE)


To Play:
Map is currently uploaded on NA. Search for wuthering
rycho
Profile Joined July 2010
United States360 Posts
September 16 2010 03:54 GMT
#2
nice thinking with the pathing blockers, i'll definitely try this out
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2010-09-16 04:29:15
September 16 2010 04:28 GMT
#3
.......Wuthering?

Looks neat. But the word Wuthering scares me.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
coltrane
Profile Blog Joined June 2008
Chile988 Posts
September 16 2010 05:32 GMT
#4
I dont like the naturals, they are too close to be wuthering highs.


Also, I think the walls are pilon-abusable, and I would add xel-naga towers around the center, maybe next to the wall, in that little corner behind the rich gasses.

Also I would make no fences in the natural and no fences from natural to main. You cant cut off reaper of the game and spect this will be a playable map. Maps shouldnt cut out units, just balance them in or out the game.
Jävla skit
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-09-16 05:49:12
September 16 2010 05:48 GMT
#5
--- Nuked ---
systemA
Profile Joined November 2008
95 Posts
September 16 2010 06:58 GMT
#6
Thanks for the reminder..need to read that novel :p
hey its me ur brother
DamageInq
Profile Joined April 2010
United States283 Posts
Last Edited: 2010-09-16 13:33:50
September 16 2010 13:31 GMT
#7
Messing with minerals and gysers isn't a bad thing, but it'll take A LOT more effort to balance. Some builds/races can utilize increased amounts of minerals and gas more than others. Having more mineral patches in the main changes the timing of the game, making fast expanding less important.

Choking at the natural is just as easy as the main, so holding that natural from ground looks too easy, while holding off reapers/air attacks too hard.

The middle is too open, making any fight taking place there a pure brawn war where the larger army always wins. There's not enough of the "playing the map to your advantage" factor, like LOS blockers, Xel'Naga towers, chokes, high ground ect.

Altogether this map looks off in a lot of ways. I'm not saying the map needs to be standard by any means, experimenting is good, but it looks like this map would give huge advantages to certain units/races.
"Scissors are OP. Rock is fine." -Paper
coltrane
Profile Blog Joined June 2008
Chile988 Posts
September 16 2010 15:56 GMT
#8
On September 16 2010 22:31 DamageInq wrote:
Messing with minerals and gysers isn't a bad thing, but it'll take A LOT more effort to balance. Some builds/races can utilize increased amounts of minerals and gas more than others. Having more mineral patches in the main changes the timing of the game, making fast expanding less important.

Choking at the natural is just as easy as the main, so holding that natural from ground looks too easy, while holding off reapers/air attacks too hard.

The middle is too open, making any fight taking place there a pure brawn war where the larger army always wins. There's not enough of the "playing the map to your advantage" factor, like LOS blockers, Xel'Naga towers, chokes, high ground ect.

Altogether this map looks off in a lot of ways. I'm not saying the map needs to be standard by any means, experimenting is good, but it looks like this map would give huge advantages to certain units/races.




the BW version was surprisingly sort of balanced, even while holding the same critics as yours:
TvZ: 22-17 (56.4%)
ZvP: 11-13 (45.8%)
PvT: 47-42 (52.8%)

A funny thing is that the openness of the map made it hard for zerg to get the third base running up, but I have the impression that on sc2 the opennes is a factor that help zerg mpst.
Jävla skit
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
September 17 2010 10:23 GMT
#9
symmetry question: other than tradition, is there any reason for the bottom mains to have their gas towards the middle, and the top two mains to have it towards the edge? Is there any reason not to?
butter
Profile Blog Joined July 2009
United States785 Posts
September 17 2010 10:39 GMT
#10
On September 17 2010 00:56 coltrane wrote:
the BW version was surprisingly sort of balanced, even while holding the same critics as yours:
TvZ: 22-17 (56.4%)
ZvP: 11-13 (45.8%)
PvT: 47-42 (52.8%)

The map's use was short-lived due to tremendous imbalance - out of the 150 times a player was sent to play on this map in Proleague, the teams opted for a Zerg only 5 times while a Terran was sent 113 times. ((Wiki)Wuthering Heights)
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
September 23 2010 22:19 GMT
#11
patch 1.1 fixed rich geysers. Map updated to not use the pathing blockers that were necessary before. Still using the added purple clouds as rich geysers still don't look any different. Also moved around some minerals. Each of the three bases in the middle can now be walled with three forcefields (some needed 4 before). All the mains have their gasses to the outside of the map instead of the bottom two having them towards the middle.
On September 17 2010 19:39 butterbrain wrote:
Show nested quote +
On September 17 2010 00:56 coltrane wrote:
the BW version was surprisingly sort of balanced, even while holding the same critics as yours:
TvZ: 22-17 (56.4%)
ZvP: 11-13 (45.8%)
PvT: 47-42 (52.8%)

The map's use was short-lived due to tremendous imbalance - out of the 150 times a player was sent to play on this map in Proleague, the teams opted for a Zerg only 5 times while a Terran was sent 113 times. ((Wiki)Wuthering Heights)

and yet when a Zerg was forced to play on it (single leagues) the percentage states that they didn't do so bad. Seems like more of a perceived imbalance. But who knows who cares, it's irrelevant to SC2, which has quite different balance concerns
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
September 23 2010 23:31 GMT
#12
This is awesome! Is there any other BW maps for SC2 besides lost temple? I miss Destination, Blue Storm, Othello, Heartbreak Ridge, Peaks of Baekdu.
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
Antares777
Profile Joined June 2010
United States1971 Posts
September 23 2010 23:35 GMT
#13
On September 24 2010 08:31 DyEnasTy wrote:
This is awesome! Is there any other BW maps for SC2 besides lost temple? I miss Destination, Blue Storm, Othello, Heartbreak Ridge, Peaks of Baekdu.


Heartbreak Ridge is on B.net, there are like three or four versions of Destination, Snausages remade Blue Storm, not sure about Othello, but Peaks of Baekdu IS Crossfire. Blizzard remade it.
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
September 23 2010 23:47 GMT
#14
Ahh i see. Where can I get these? Sorry if it seems ive been living under a rock, but its had working full time and not having internet unil right after SC2 launch.
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
September 24 2010 02:11 GMT
#15
On September 24 2010 08:47 DyEnasTy wrote:
Ahh i see. Where can I get these? Sorry if it seems ive been living under a rock, but its had working full time and not having internet unil right after SC2 launch.

Crossfire is in the Blizzard map pack. It is a great remake of Peaks of Beakdu.
This thread has the rest of them:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=122171
Please log in or register to reply.
Live Events Refresh
Next event in 2h 36m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 136
JuggernautJason97
ProTech89
ForJumy 32
StarCraft: Brood War
Shuttle 570
Mini 320
Dewaltoss 160
Backho 63
Dota 2
Fuzer 230
Counter-Strike
pashabiceps1034
Stewie2K430
Super Smash Bros
PPMD33
Heroes of the Storm
Liquid`Hasu467
Other Games
summit1g5173
Grubby4049
FrodaN1141
Beastyqt527
Hui .228
ToD188
C9.Mang0118
NeuroSwarm75
Trikslyr71
Nathanias8
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• StrangeGG 12
• Dystopia_ 1
• intothetv
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• IndyKCrew
StarCraft: Brood War
• blackmanpl 33
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3776
• masondota21443
League of Legends
• TFBlade761
Other Games
• imaqtpie1002
• WagamamaTV342
• Shiphtur231
Upcoming Events
OSC
2h 36m
PiGosaur Monday
3h 36m
LiuLi Cup
14h 36m
OSC
22h 36m
RSL Revival
1d 13h
Maru vs Reynor
Cure vs TriGGeR
The PondCast
1d 16h
RSL Revival
2 days
Zoun vs Classic
Korean StarCraft League
3 days
BSL Open LAN 2025 - War…
3 days
RSL Revival
3 days
[ Show More ]
BSL Open LAN 2025 - War…
4 days
RSL Revival
4 days
Online Event
4 days
Wardi Open
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries 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.