• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:08
CEST 18:08
KST 01:08
  • 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
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL55Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event18Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
TRUSTED USDT RECOVERY TECHY FORCE CYBER RETRIEVAL Statistics for vetoed/disliked maps The SCII GOAT: A statistical Evaluation Weekly Cups (June 23-29): Reynor in world title form? PiG Sty Festival #5: Playoffs Preview + Groups Recap
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series Korean Starcraft League Week 77 Master Swan Open (Global Bronze-Master 2) [GSL 2025] Code S: Season 2 - Semi Finals & Finals
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Player “Jedi” cheat on CSL Replays question BW General Discussion Flash Announces Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [BSL20] Grand Finals - Sunday 20:00 CET Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
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 Trading/Investing Thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 698 users

BoomStevo's Map Thread - Page 4

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 23 2010 23:15 GMT
#61
You picked the correct name for Utopia, so many bases. I think you've succeeded with a reasonable equivalence for close spawns; I really like how the rocks work to the righthand 3rd for the player who is anticlockwise. The center high ground might be improved upon, but I'm not sure how. I like it now anyway, really encourages holding the middle, like some of the 3player BW maps.

Dauntless looks... intense. It's so close once both rocks are down. If it were me, I would make it a stack of 3, or something like that, so breaking the rocks is high reward, but difficult. Then it's something worth contesting, not a looming inevitability.

I have an idea for Providence aesthetics, just popped into my head while I was looking at it again. The low ground areas are marshy grass, like a wetlands. Maybe very sparsely scattered trees or LOS bushes, and lots of interconnected ponds, possibly with no building allowed in part or totally. The center area is rocky, the water ended up carving out the softer low lands. The bases have a castle sort of feel (not literally, just giving that impression). Like Scotland meets Montana Rockies.

That's all, like the new stuff.
Comprehensive strategic intention: DNE
BoomStevo
Profile Joined August 2010
United States332 Posts
November 24 2010 01:55 GMT
#62
EatThePath, you seem to have nailed my intentions for Utopia. I wanted the center to be important even if the players are not spawning in cross positions. I'm unsure how I would improve upon it. I wanted it to be open so that battles could occur there. It was kind of boring while I was designing it, but when I extended those little high ground peninsulas toward the clockwise thirds, it made the center high ground a very dangerous and important space for attack and defense respectively.

Intense... indeed. That's why I named it Dauntless. It is the smallest map I've made at 116x116 playable area. I was experimenting with an easy to take but difficult to defend back door expansion. I also noticed how this unfortunately creates a very short attack distance once the rocks are opened up. I tried to make the rocks easier to defend in order to delay their destruction as much as possible. The main cliff overlooks the rock and there are LoS blockers just outside of the rocks. I think adding more rocks may be a good idea. I will see how that works.

As for Providence, here is how it currently looks:
+ Show Spoiler [Providence] +
[image loading]
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
BoomStevo
Profile Joined August 2010
United States332 Posts
November 29 2010 10:16 GMT
#63
Erebus now in completed section.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
BoomStevo
Profile Joined August 2010
United States332 Posts
December 01 2010 08:30 GMT
#64
Check out my new work in progress: Harvest
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 01 2010 09:06 GMT
#65
@Harvest: Very cool, I definitely like the idea of the layout, pushing that expand toward opponent style. The bit around the watchtowers is clever, kudos there. The corner bases are problematic for me. All the individual pieces make sense taken separately, but the whole thing looks awkward. I think this is a situation where you need to identify something to cut, achieve more through simplicity. To me, the cliff for drops doesn't seem central to what you're doing here, even though it's a natural addition once you put the rocks there to make the gold a little safer. If you remove it, you can take away the rocks, and reformat that high ground passage to the corner. I might even try making it a low ground passage to corner, so that gold harass isn't automatic. This changes the lategame dynamic though.

Reexamining things, I realize I might be reading the flow wrong. I play protoss so I would naturally expand anticlockwise except for PvP I might go for the corner as 3rd.

The open expanse of crops is making me feel agorophobic. My first thought is to shave off some of the corner of the main and put a hole or mesa in the middle of it. This highlights the breathing room of the center ditch more. I really like the dynamic at 4 bases btw, where the action shifts from north-south to east-west.

I hope this isn't too much feedback. Your designs are very deep, so I am compelled to dissect at length.
Comprehensive strategic intention: DNE
dezi
Profile Blog Joined April 2010
Germany1536 Posts
December 01 2010 09:27 GMT
#66
I'm afraid to ask, but what's the size / distance? :D
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 01 2010 09:40 GMT
#67
The problem with Harvest is the same problem that Jungle Basin has. Zerg is screwed when it comes to a third. The listed third has its mineral line very close to the ramp, which is close to the gold expo, but the third is very far away from you main/nat area, so defending both places is extremely difficult. Expanding clockwise is slightly better, but will come under a lot of pressure and is also quite far away.

I do like the open half of the natural and how it flows into the center, and I like how risky the golds are to take. The nat-tanking area is interesting, and i'm not sure how that would work out - it could be just fine, and an elegant solution to droppable nats.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
BoomStevo
Profile Joined August 2010
United States332 Posts
December 01 2010 20:15 GMT
#68
On December 01 2010 18:27 dezi wrote:
I'm afraid to ask, but what's the size / distance? :D

I don't have the info with me right now, but if I remember correctly, the playable size is 116x132, the main-to-main distances is a little over 150 and the nat-to-nat distances is about 125.

@EatThePath & iGrok:
I will attempt to explain my thinking for some of my decisions for Harvest. I wanted both the counterclockwise and clockwise expansions to be viable choices for a third base. Originally the ramps to the counterclockwise base were much wider and I reduced them for fear of it being to difficult to defend. Based on your comments, I may reduce them further.

I took a lot of time tweaking and changing the nat-cliff-to-corner-expansion path. From a zerg perspective, I thought that the best course of action would be to destroy to rocks leading to their natural cliff immediately in order to protect their natural. This would then open up the corner expansion to be taken as a third. I believe that the attack distances to the corner base is much further and would be a good choice as for a third as zerg. This would also mean you would control the high ground cliff and it would make taking the gold expansion easier.

EatThePath, I enjoy the fact that you said as a Protoss player, you would take the counterclockwise expansion as your third base because that means the map has varying possibilities depending on the match ups. This is something that I feel is difficult to achieve and that sort of variability helps to increase the longevity of a map.

As for the open space in front of the natural, I didn't believe it to be very open when I was creating the map. I did intend that space to be used for battles and I left it intentionally open. But, upon further inspection of the analyzer image, I can see what you mean. I will see what I can do.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
dezi
Profile Blog Joined April 2010
Germany1536 Posts
December 01 2010 20:21 GMT
#69
On December 02 2010 05:15 BoomStevo wrote:
Show nested quote +
On December 01 2010 18:27 dezi wrote:
I'm afraid to ask, but what's the size / distance? :D

I don't have the info with me right now, but if I remember correctly, the playable size is 116x132, the main-to-main distances is a little over 150 and the nat-to-nat distances is about 125.

Sounds fine for a 1v1 map.
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
December 01 2010 21:59 GMT
#70
On December 02 2010 05:21 dezi wrote:
Show nested quote +
On December 02 2010 05:15 BoomStevo wrote:
On December 01 2010 18:27 dezi wrote:
I'm afraid to ask, but what's the size / distance? :D

I don't have the info with me right now, but if I remember correctly, the playable size is 116x132, the main-to-main distances is a little over 150 and the nat-to-nat distances is about 125.

Sounds fine for a 1v1 map.

Of course it is!
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
BoomStevo
Profile Joined August 2010
United States332 Posts
December 04 2010 07:51 GMT
#71
Made some changes to Harvest. Tell me what you think.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 04 2010 14:15 GMT
#72
@Harvest v0.2: Wonderful! I agree with everything you did, and I can't find anything more to complain about.
Comprehensive strategic intention: DNE
BoomStevo
Profile Joined August 2010
United States332 Posts
December 04 2010 21:59 GMT
#73
On December 04 2010 23:15 EatThePath wrote:
@Harvest v0.2: Wonderful! I agree with everything you did, and I can't find anything more to complain about.

Cool. I'll probably move forward with finishing it up unless someone else has any comments.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2010-12-05 10:38:54
December 05 2010 10:37 GMT
#74
I would like to see a version with the main, nat and 3rd all slightly pushed a little closer towards the center of the map (so f.e. the gap between the main and the expansions at 3 and 9 o'clock is a tad smaller.

Anyway, good 0.2 rework. Go for it
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
December 06 2010 02:00 GMT
#75
On December 05 2010 19:37 dezi wrote:
I would like to see a version with the main, nat and 3rd all slightly pushed a little closer towards the center of the map (so f.e. the gap between the main and the expansions at 3 and 9 o'clock is a tad smaller.

Anyway, good 0.2 rework. Go for it

That space is actually the distance of a siege tank. It makes it so the alternative expansion pattern is available and the opponent can take that as a 5th without having to worry about tanks from the main. It may not be a huge concern, but that's the reason why the gap is so big.

I updated the OP with version 0.2 of Dauntless. I closed off the back door and changed the high ground near the back door expansion to more of a "step". Tell me what you think.
+ Show Spoiler [Dauntless] +
[image loading]
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 06 2010 03:20 GMT
#76
So, the step is intended to provide more vulnerability to the downstairs base? If so, only colossus really...?

Now I see three easily defended bases with a long ground distance, and the fourth isn't difficult, like a normal third. I would never take the vertically adjacent gold, so that leaves the horizontally across gold as the only point of contention.

I really like the new spot for drops. I see drops as the main spectacle here. Overall, the layout is sort of uninspiring now, because the whole point before was the rocks. However, it quietly rewards well timed use of air units or drops, so in theory I could see interesting play. But at a basic level, blah.
Comprehensive strategic intention: DNE
Antares777
Profile Joined June 2010
United States1971 Posts
December 07 2010 01:25 GMT
#77
Finish Dissension, Dune Sea, and Mount Ida.

NOW.
BoomStevo
Profile Joined August 2010
United States332 Posts
December 07 2010 03:07 GMT
#78
On December 07 2010 10:25 Antares777 wrote:
Finish Dissension, Dune Sea, and Mount Ida.

NOW.

I didn't think Dissension and Dune Sea were all that well received initially. Why do you think those are worthy of completion? I disliked Dissension but I did like Dune Sea. There are problems with Dune Sea that were pointed out that I agree with and haven't had any ideas how I wanted to go about fixing them. Mount Ida I've been working on for quite a while. I might finish it eventually.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
G_Wen
Profile Joined September 2009
Canada525 Posts
December 07 2010 05:36 GMT
#79
Great maps, keep 'em coming.
ESV Mapmaking Team
BoomStevo
Profile Joined August 2010
United States332 Posts
December 08 2010 08:15 GMT
#80
Judicator added to WIP section of OP.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
FEL
16:00
Cracov 2025: Qualifier #1
CranKy Ducklings34
IndyStarCraft 31
Liquipedia
PSISTORM Gaming Misc
15:55
FSL team league: ASP vs PTB
Freeedom4
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
trigger 372
Hui .275
IndyStarCraft 31
SC2Nice 15
StarCraft: Brood War
Calm 9363
Horang2 2603
Bisu 1545
Jaedong 1446
Flash 1223
Larva 841
Mini 768
firebathero 718
BeSt 488
actioN 324
[ Show more ]
hero 222
Hyun 147
Mind 129
sSak 51
Mong 33
GoRush 29
zelot 18
Rock 17
Dota 2
LuMiX2
Counter-Strike
fl0m89
Heroes of the Storm
Khaldor651
Other Games
Gorgc3817
singsing3045
FrodaN1254
B2W.Neo1109
Mlord348
Lowko325
Fuzer 293
TKL 164
KnowMe136
Trikslyr59
Organizations
Other Games
EGCTV1290
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• HeavenSC 31
• Kozan
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• Migwel
• intothetv
• IndyKCrew
StarCraft: Brood War
• Michael_bg 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2909
• WagamamaTV644
• Ler61
League of Legends
• Nemesis8360
Other Games
• Shiphtur52
Upcoming Events
RSL Revival
17h 52m
Clem vs Classic
SHIN vs Cure
FEL
19h 52m
WardiTV European League
19h 52m
BSL: ProLeague
1d 1h
Dewalt vs Bonyth
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV European League
2 days
The PondCast
3 days
Replay Cast
4 days
RSL Revival
4 days
[ Show More ]
Replay Cast
5 days
RSL Revival
5 days
FEL
5 days
RSL Revival
6 days
FEL
6 days
FEL
6 days
Liquipedia Results

Completed

BSL 2v2 Season 3
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
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
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.