• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:00
CEST 03:00
KST 10:00
  • 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
ByuL, and the Limitations of Standard Play1Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)71ZeroSpace at Steam NextFest - Last free demo31Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611
StarCraft 2
General
5.0.16 patch for SC2 goes live (8 worker start) Is the larve respawn broken? The Death of Cheese: From a Professional Cheeser Mizenhauer's Douyu Cup Preview ByuL, and the Limitations of Standard Play
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) RSL Revival: Season 6 - Qualifiers and Main Event INu's Battles#17 <BO.9> Sparkling Tuna Cup - Weekly Open Tournament GSL CK #4 20-21th June
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 531 Experimental Artillery Mutation # 530 One For All Mutation # 529 Opportunities Unleashed
Brood War
General
Farewell Beloved Starcraft (Youtube Videos) ASL 22 Proposed Map Pool BW General Discussion vespene.gg — BW replays in browser Quality of life changes in BW that you will like ?
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues The Casual Games of the Week Thread [BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Beyond All Reason Nintendo Switch Thread ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor 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
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
The Games Industry And ATVI US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Listen To The Coaches!
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7688 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
PSISTORM Gaming Misc
23:30
FSL TeamLeague: ST vs POG
Freeedom18
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft511
ViBE159
NeuroSwarm 122
Nina 110
SpeCial 100
CosmosSc2 71
FoxeR 7
StarCraft: Brood War
MaD[AoV]28
Purpose 17
NaDa 16
League of Legends
JimRising 651
Counter-Strike
minikerr10
taco 3
Super Smash Bros
AZ_Axe197
Other Games
summit1g13437
FrodaN3532
KnowMe83
Liquid`Ken5
Organizations
Dota 2
PGL Dota 2 - Secondary Stream3428
Other Games
gamesdonequick934
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 98
• EnkiAlexander 17
• davetesta12
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Douyu Cup 2020
4h 1m
Maestros of the Game
11h 31m
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
13h 1m
Bonyth vs TerrOr
eOnzErG vs Dewalt
XuanXuan vs TBD
Douyu Cup 2020
1d 4h
BSL22 NKC (BSL vs China)
1d 13h
Mihu vs TBD
Online Event
1d 14h
RSL Revival
2 days
WardiTV Weekly
2 days
RSL Revival
3 days
RSL Revival
3 days
[ Show More ]
Bombastic Starleague
3 days
Kung Fu Cup
4 days
OSC
4 days
CrankTV Team League
5 days
Bombastic Starleague
5 days
Replay Cast
5 days
The PondCast
6 days
HomeStory Cup
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL Season 21: Qualifier 1
WardiTV Spring 2026
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 2
SCTL 2026 Spring
Douyu Cup 2026
Maestros of the Game 2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026

Upcoming

CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
BCC 2026
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E1
Heroes Pulsing #3
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
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 © 2026 TLnet. All Rights Reserved.