• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:29
CEST 21:29
KST 04:29
  • 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 Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy13
Community News
LiuLi Cup - September 2025 Tournaments2Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris48Weekly Cups (Aug 11-17): MaxPax triples again!15
StarCraft 2
General
Production Quality - Maestros of the Game Vs RSL 2 Heaven's Balance Suggestions (roast me) Maestros of the Game: Week 1/Play-in Preview Team Liquid Map Contest #21 - Presented by Monster Energy Weekly Cups (August 25-31): Clem's Last Straw?
Tourneys
RSL: Revival, a new crowdfunded tournament series Maestros of The Game—$20k event w/ live finals in Paris LiuLi Cup - September 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond) Sparkling Tuna Cup - Weekly Open Tournament
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
ASL20 General Discussion BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Pros React To: herO's Baffling Game BSL Polish World Championship 2025 20-21 September
Tourneys
[Megathread] Daily Proleagues Is there English video for group selection for ASL Small VOD Thread 2.0 [ASL20] Ro24 Group F
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Warcraft III: The Frozen Throne
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 Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! [\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)
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Collective Intelligence: Tea…
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
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1123 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
BSL Team Wars
19:00
Round 6
Team Bonyth vs Team Dewalt
LiquipediaDiscussion
Maestros of the Game
17:00
Group Stage - Group B
Ryung vs ByuN
Zoun vs TBD
ComeBackTV 999
SteadfastSC722
IndyStarCraft 244
BRAT_OK 110
Rex96
EnkiAlexander 66
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 722
IndyStarCraft 244
ProTech111
BRAT_OK 110
Rex 96
Livibee 80
JuggernautJason58
StarCraft: Brood War
Britney 25262
Mong 159
Dewaltoss 137
Bonyth 89
Hyun 56
Backho 29
sSak 28
Sacsri 15
Dota 2
The International39254
Gorgc16374
Fuzer 239
League of Legends
Reynor48
Counter-Strike
fl0m3520
olofmeister1616
Heroes of the Storm
Liquid`Hasu290
Khaldor105
Other Games
Grubby1748
Nathanias752
Sick227
JimRising 224
ToD204
Hui .183
C9.Mang0154
mouzStarbuck139
Trikslyr128
SortOf116
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• musti20045 22
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• FirePhoenix15
• HerbMon 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota2559
League of Legends
• TFBlade622
Other Games
• imaqtpie820
• WagamamaTV245
• Shiphtur230
Upcoming Events
CranKy Ducklings
14h 31m
RSL Revival
14h 31m
GuMiho vs Cham
ByuN vs TriGGeR
Cosmonarchy
18h 31m
TriGGeR vs YoungYakov
YoungYakov vs HonMonO
HonMonO vs TriGGeR
Maestros of the Game
21h 31m
Solar vs Bunny
Clem vs Rogue
[BSL 2025] Weekly
22h 31m
OSC
1d 2h
RSL Revival
1d 14h
Cure vs Bunny
Creator vs Zoun
Maestros of the Game
1d 21h
Maru vs Lambo
herO vs ShoWTimE
BSL Team Wars
1d 23h
Team Hawk vs Team Sziky
Sparkling Tuna Cup
2 days
[ Show More ]
Monday Night Weeklies
2 days
The PondCast
5 days
Online Event
6 days
BSL Team Wars
6 days
Liquipedia Results

Completed

Proleague 2025-09-02
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)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
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 Polish World Championship 2025: Warsaw LAN
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
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.