• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:21
CET 12:21
KST 20:21
  • 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
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Mech is the composition that needs teleportation t TL.net Map Contest #21: Winners StarCraft, SC2, HotS, WC3, Returning to Blizzcon! RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
Constellation Cup - Main Event - Stellar Fest Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/ Where's CardinalAllin/Jukado the mapmaker?
Tourneys
[ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
PvZ map balance Current Meta How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Learning my new SC2 hotkey…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1455 users

BoomStevo's Map Thread - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
lovablemikey
Profile Joined October 2010
264 Posts
November 09 2010 09:03 GMT
#41
Cool maps! I like how most of them are structured and they look balanced for the most part. Well done.
Ongweldt
Profile Joined August 2010
Sweden54 Posts
November 09 2010 16:08 GMT
#42
So many maps to test and so little time hehe. I haven't had the change to play SC2 for the past few weeks and your map thread has just... exploded! Hehe.

I've played Orbital Decay before, think it might have been your first map here on TL!? Anyways, Rendezvous and Urban Jungle looks nice. Keep up the work!
I aim to misbehave - www.dazonic.com
BoomStevo
Profile Joined August 2010
United States332 Posts
November 10 2010 00:29 GMT
#43
On November 09 2010 13:10 EatThePath wrote:
Yeah, I'm the same way. And I haven't finished anything yet.

I really like Mount Ida and Providence intrigues me. I was wondering how open to changes you are. I was toying with ideas for both but I'm not sure what needs improving. Providence seems to have a lot of space that you could call "wasted" as people like to say, but I also really like every individual spot on the map, and the way they work together. Mount Ida just looks really neat; the flow is familiar but unique. I was trying to think of a way to add an "automatic" third base without cramming things or having it too far from opponent. Figured I would send some encouragement after the ambiguous criticism over Perdition.

If you have any suggestions or ideas for my maps I would love to hear them. For Providence I think every spot is used but it probably looks quite bare without doodads or textures. For Mount Ida do you mean a third that is alternate to the high ground one blocked by rocks?

On November 09 2010 18:03 lovablemikey wrote:
Cool maps! I like how most of them are structured and they look balanced for the most part. Well done.

Thanks for the comments!

On November 10 2010 01:08 Ongweldt wrote:
So many maps to test and so little time hehe. I haven't had the change to play SC2 for the past few weeks and your map thread has just... exploded! Hehe.

I've played Orbital Decay before, think it might have been your first map here on TL!? Anyways, Rendezvous and Urban Jungle looks nice. Keep up the work!

If you play one of the maps, I'd love to see the replay. Orbital Decay was my first map. I really like Rendezvous, but I think Urban Jungle looks nice, but might be too big.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
BoomStevo
Profile Joined August 2010
United States332 Posts
November 11 2010 08:50 GMT
#44
Updated OP. Moved Perdition to Complete maps. Added Dissension to WIP. I'm having trouble with it.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Samro225am
Profile Joined August 2010
Germany982 Posts
November 11 2010 09:49 GMT
#45
On November 11 2010 17:50 BoomStevo wrote:
Updated OP. Moved Perdition to Complete maps. Added Dissension to WIP. I'm having trouble with it.

I think the Nat is hard to control. it is small + two short chockes.

another thing that bothers be is the narrow space between the high yield highrounds. it can easily be sieged and when movng towards the enemy you have to move through that small joint or via the highground. therefore the control of the highground is very important. which is good, but you might want to try making the gold a bit smaller and enlarge the "gate" in between he two gold bases.

I also think that fourth is quite big. probably the map could be smaller overall and mre compressed.
watchtower placement makes sense.
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
November 11 2010 11:00 GMT
#46
On October 06 2010 02:49 BoomStevo wrote:
@KinosJourney2, I see it, but I don't think it will stand out as much once the map is textured. How do any of them have the same layout?

@sob3k, LOL. I definitely see the monkey.


What i mean't with same layout is that it's a highground main, a natural then rest of the map just looks nonimaginative. I want more crazy maps that uses experimental concepts and tries new things
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2010-11-11 11:09:00
November 11 2010 11:04 GMT
#47
On November 11 2010 18:49 Samro225am wrote:
Show nested quote +
On November 11 2010 17:50 BoomStevo wrote:
Updated OP. Moved Perdition to Complete maps. Added Dissension to WIP. I'm having trouble with it.

I think the Nat is hard to control. it is small + two short chockes.

another thing that bothers be is the narrow space between the high yield highrounds. it can easily be sieged and when movng towards the enemy you have to move through that small joint or via the highground. therefore the control of the highground is very important. which is good, but you might want to try making the gold a bit smaller and enlarge the "gate" in between he two gold bases.

I also think that fourth is quite big. probably the map could be smaller overall and mre compressed.
watchtower placement makes sense.


This pretty much covers it. You could go about resolving these issues various ways, I think it will require experimentation. For the natural, assuming it gets a little more space, what if you enlarge the hole in front? Extend it in a line towards the fourth. This makes switching attack angles much slower, and gives some more direction to the flow, while removing some open space.

edit: Btw, can you turn on a tower from the high ground? They are right up against the cliff, it looks like you could get it from the top.
Comprehensive strategic intention: DNE
BoomStevo
Profile Joined August 2010
United States332 Posts
November 11 2010 22:40 GMT
#48
Yeah, I'd been having issues with Dissension. I almost just threw it out, but I decided instead to throw it in the thread and see if you guys had any bright ideas or maybe even liked it. And you seem to have noticed the problems I was having.

The natural has gone through a few iterations and I decided to try out a double choke. There were a couple reasons for it, mainly I wanted the choke to be on the side of the main cliff but I also wanted it to be not as easily defendable. I felt that the 3rd to 4th to gold might be too easy to defend, so I wanted the natural to be an easy target once your army is defending the 4th.

I also felt that the cliff which the gold is on was too big. That's why I had been messing around with it's placement and the size of the 4th (as you can see from 0.1 to 0.2). It's also the reason why I did the double ramp on one side and a hold between them. I feel like widening the center would displace the ramps too far and make them less usable as an attack path, since the center would become more favorable. And I also liked the watchtower placement.

I don't think you can activate the watchtower from the high ground.

On November 11 2010 20:00 KinosJourney2 wrote:
What i mean't with same layout is that it's a highground main, a natural then rest of the map just looks nonimaginative. I want more crazy maps that uses experimental concepts and tries new things

I think making non-high ground mains without naturals would probably upset the balance way too much. Your definition of experimental and mine are different. I like to experiment with the way space is used to change flow and offer strategic points while playing the game the way it was intended to be played. Whereas I guess you're asking for maps that change the way the game is played. I'd rather not add gimmicks to a map just for the sake of change.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
BoomStevo
Profile Joined August 2010
United States332 Posts
November 14 2010 10:43 GMT
#49
Added Utopia to the WIP section of the OP. Tell me what you think. I'm still trying to figure out a way to do an interesting rotationally symmetric 4-player map.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 14 2010 10:54 GMT
#50
Seems to be very big?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
BoomStevo
Profile Joined August 2010
United States332 Posts
November 14 2010 12:01 GMT
#51
On November 14 2010 19:54 dezi wrote:
Seems to be very big?

My first reaction to that statement is I hate you. But since I don't actually hate you I'll try to explain. The "close" spawn distance according to map analyzer is about 150 for main-to-main and 122 for nat-to-nat. The cross spawn distance is 183 main-to-main and 151 nat-to-nat. Those are not extreme distances.

The map is 156x156 playable. This is as low as I could get a map with this style of rotationally symmetric expansion pattern to work. I tried smaller but I was unable to fit this number of expansions in without there being some issues. As for the expansion pattern, I feel like there are only two successful expansion patterns on a rotationally symmetric map that I have seen. First there is the Fighting Spirit style where the third expansions are simply between each main/nat area. The other is what I am attempting to accomplish which is going out from the nat are a separate third for each direction you would want to expand. Meaning there are two expansions between each main/nat area. This, of course, means that the map will be larger and this is my attempt to make it as small as possible.

Otherwise, the golds were an afterthought and the center is my attempt at something interesting with the space provided.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 14 2010 12:54 GMT
#52
Just judging by the pic this was my first impression :p
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Samro225am
Profile Joined August 2010
Germany982 Posts
November 14 2010 15:16 GMT
#53
@utopia. i think it could be more compressed an gold looks really hard to hold. still would love to play it. looks really interesting with these wide ramps.
Samro225am
Profile Joined August 2010
Germany982 Posts
November 14 2010 15:21 GMT
#54
@utopia. i think it could be more compresse. gold looks really hard to hold. still would love to play it. looks really interesting with these wide ramps.
having alternating thirds makes sense to get rid of the typical 4player rotatonal map problem of exoandng towards opponent, while he is expending away.
did something similar in my map no.5 that is 168x168 and as you pointed out it is compressable to 156 - probably. it is hard to make it 144 when you want to have two third and one fourth expansion per player.
BoomStevo
Profile Joined August 2010
United States332 Posts
November 15 2010 00:06 GMT
#55
On November 15 2010 00:21 Samro225am wrote:
@utopia. i think it could be more compresse. gold looks really hard to hold. still would love to play it. looks really interesting with these wide ramps.
having alternating thirds makes sense to get rid of the typical 4player rotatonal map problem of exoandng towards opponent, while he is expending away.
did something similar in my map no.5 that is 168x168 and as you pointed out it is compressable to 156 - probably. it is hard to make it 144 when you want to have two third and one fourth expansion per player.

I don't think it could be compressed any more. Each expansion is actually about a siege tank range apart. So any more compressed and siege tanks can start hitting things from places I don't want them to. I agree that the golds will be difficult to hold. This was intentional, but I'll probably remove the rocks that make them more restricted.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
BoomStevo
Profile Joined August 2010
United States332 Posts
November 15 2010 21:39 GMT
#56
Updated OP with an overview of Utopia with a tiny bit of texture work and rocks on golds removed. Also added an image of the progress I've made on Phalanx. Found a direction for the aesthetics. Pretty rough right now.

Comments on layout appreciated before I get too far into the doodading. Any thoughts on the aesthetic direction for either map?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
BoomStevo
Profile Joined August 2010
United States332 Posts
November 21 2010 13:43 GMT
#57
Updated OP:
- Moved Phalanx to Completed Maps
- Added Dauntless to Works in Progress
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 22 2010 18:54 GMT
#58
--- Nuked ---
BoomStevo
Profile Joined August 2010
United States332 Posts
November 22 2010 22:15 GMT
#59
Thanks for the encouragement, Barrin.

I've been working on Providence on and off for a while. I have not decided on a good aesthetic direction for it yet. Once I can see a clear picture of what I want it to look like, the rest of the detailing work usually falls into place for me. Why do you think the space between the natural and third should be removed? In the current version (not pictured) there are actually LoS blockers at the entrance to that area.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-11-23 22:34:26
November 23 2010 22:33 GMT
#60
--- Nuked ---
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
OSC
09:00
OSC Elite Rising Star #17
CranKy Ducklings111
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .151
Livibee 122
Rex 12
StarCraft: Brood War
Rain 8790
Jaedong 3538
GuemChi 2020
Sea 1826
Horang2 1769
Pusan 536
Stork 330
Mini 284
Larva 284
Hyun 230
[ Show more ]
Zeus 224
Light 115
PianO 115
Killer 91
Backho 87
ZerO 59
Barracks 57
sSak 56
ggaemo 55
Aegong 51
JulyZerg 50
ToSsGirL 48
JYJ45
soO 31
Sharp 30
zelot 19
Sea.KH 16
Icarus 14
Sacsri 13
Noble 10
SilentControl 6
Dota 2
XcaliburYe396
Dendi358
KheZu107
League of Legends
JimRising 380
Reynor95
Counter-Strike
olofmeister1298
shoxiejesuss584
x6flipin362
allub204
zeus174
Other Games
B2W.Neo476
Pyrionflax367
Sick323
crisheroes222
Mew2King143
Fuzer 66
ZerO(Twitch)11
Organizations
StarCraft: Brood War
lovetv 11
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• LUISG 45
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• WagamamaTV118
Upcoming Events
Wardi Open
39m
Rex12
Wardi Open
4h 39m
Replay Cast
11h 39m
WardiTV Korean Royale
1d
Replay Cast
1d 11h
Replay Cast
1d 21h
Kung Fu Cup
2 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
2 days
The PondCast
2 days
RSL Revival
2 days
Solar vs Zoun
MaxPax vs Bunny
[ Show More ]
Kung Fu Cup
3 days
WardiTV Korean Royale
3 days
PiGosaur Monday
3 days
RSL Revival
3 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
4 days
CranKy Ducklings
4 days
RSL Revival
4 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
5 days
BSL 21
5 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
5 days
RSL Revival
5 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
6 days
WardiTV Korean Royale
6 days
BSL 21
6 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals 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.