• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:42
CEST 18:42
KST 01:42
  • 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
[ASL21] Ro24 Preview Pt2: News Flash6[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy11ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Team Liquid Map Contest #22 - Presented by Monster Energy herO wins SC2 All-Star Invitational Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Potential Updates Coming to the SC2 CN Server
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
[ASL21] Ro24 Preview Pt2: News Flash Pros React To: SoulKey vs Ample ASL21 General Discussion RepMastered™: replay sharing and analyzer site KK Platform will provide 1 million CNY
Tourneys
[ASL21] Ro24 Group D [Megathread] Daily Proleagues [ASL21] Ro24 Group C [ASL21] Ro24 Group B
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Starcraft Tabletop Miniature Game General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
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 Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1877 users

[M] (2) Tendency

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-11-06 15:03:08
October 25 2010 09:55 GMT
#1
[M] (2) Tendency


PUBLISHED ON EU


IDEA

My main idea was to make a U-shaped map, but eventually I came up with a Q turned upside down. The maps strong point is its assymetrical play in longer matches. While Main, nat and third can be controlled by both, all other expansions provoce an assymetrical use of the map. Take the single and far away gold expansion that is in close flying distance to the mains, try to control the map by setting up a base on the triple vespene highground or take the fourth that is situated on a cliff together with your opponent potential fourth. Once you have taken the close and save Nat the setup will force lots of decisions on how to spread over the map, how to control the space and utilise both highgrounds.


FEATURES

    * open 1v1 melee map
    * map size 128x128
    * destructable rocks open extra path into fourth expansion(s) plateau
    * destructable rocks blocking gold expansion
    * one Xel'naga in centre to peek into both main pathes
    * rather short cliffwalk distance between mains
    * additional bigger choke into Nat via Third



OVERVIEW
[image loading]


MAP ANALYZER
[image loading]



MORE IMAGES
+ Show Spoiler +

perspective
[image loading]


main
[image loading]


nat
[image loading]


third
[image loading]


fourth
[image loading]


high yield
[image loading]


triple vespene
[image loading]


xel'naga watchtower
[image loading]








Looking forward to your critic and suggestions!
Leprechaun Tree
Profile Joined July 2010
United States21 Posts
October 25 2010 10:17 GMT
#2
Map analyzer pic is wrong.
I want da gold
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-10-25 11:24:15
October 25 2010 10:42 GMT
#3
On October 25 2010 19:17 Leprechaun Tree wrote:
Map analyzer pic is wrong.


what do you mean?

colors are different, but the image is readable as before. right now some people are trying around with new color schemes. I guess this is like a field study (:

To help you reading the map:
Mains are at 12 and 9. both close expansions are the naturals, third expansions at 3 and 6.


edited: added regularly colored map analyzer image.
Amadi
Profile Joined September 2010
Finland139 Posts
October 25 2010 12:40 GMT
#4
It claims everything is an Island, and that's mostly the issue. Your Main is an island, etc.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 25 2010 12:41 GMT
#5
So you want to force the players either taking bot expos bot or the HY?
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
October 25 2010 13:48 GMT
#6
On October 25 2010 21:40 Amadi wrote:
It claims everything is an Island, and that's mostly the issue. Your Main is an island, etc.


that is a normal problem when there are no playerstarts on the map. I do not see this as an issue...

@ dezi:
I do not want to force anything. still I think there are some decisons to make after claiming third?
do you think the setup becomes too important?
FlaShFTW
Profile Blog Joined February 2010
United States10348 Posts
October 25 2010 14:44 GMT
#7
I feel like the 3rd is way too easy to take, and also, the bottom right two expandsion are easily secured with well placed tanks. terrans could leave the destructible rocks opposite of their side of the map, and place tanks around chokes. Zerg will have a really diffuclt time surrouding at these choke points, so more air tactics will be more effective.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Samro225am
Profile Joined August 2010
Germany982 Posts
October 25 2010 16:07 GMT
#8
On October 25 2010 23:44 FlaShFTW wrote:
I feel like the 3rd is way too easy to take, and also, the bottom right two expandsion are easily secured with well placed tanks. terrans could leave the destructible rocks opposite of their side of the map, and place tanks around chokes. Zerg will have a really diffuclt time surrouding at these choke points, so more air tactics will be more effective.


1. THIRD - yes, it is quite easy to take. I will think about a wider ramp to make it harder to keep. I think this map become increasngly interesting the longer the game goes.

2. FOURTH EXPANSIONS - the idea here is that securing one of the two fourth expansions kind of blocks the opponent from taking the fourth and shifts the maps setup because he will take high yield or triple vespene. While you are correct that terran can easily turtle here he would give map control away (he would have to position some tanks at fourth and more back in front of nat. with gld and triple vespene a zerg or protoss can out-macro. I understand your point on the rocks. I discussed this point with someone else lately taking your point of view. counter-argument was that with the DRs still up, the terran becomes even less mobile.

3. ZERG - might have a problem braking the defense of a turtling terran on fourth base(s) but has a lot of space on this map. this map is really open (!) pretty much everywhere except the two(!) chokes into natural. take a look at the central ramp into fourth. is is almost triple the size of a regular main's ramp. I can make it wider, too.

I am interested if you guys think that the base-setup is too experimental ('shared' triple vespene, gold and double fourth)?
should there be more possible expansion? I was thinking about a 'back door' into natural behind the main (towards outer edge) leading to gold where i can make some space for a small regular expansion or mineral only, e.g. when player is contained on main+nat.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 25 2010 17:57 GMT
#9
That's a really cool map. I usually don't like the Scrap Station kind of maps but this one looks fun. As many others I'm not sure about that double expansion in the bottom right. Maybe place some destructible debris at each choke?

Also I really don't get why so many people use those 2 choke natural entrances after they were criticised so much on Kulas.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 25 2010 19:54 GMT
#10
This map is slick like Rick

I like it a lot! Flop, the two choke natural on Kulas was WAY nastier than on Tendency because 1) it was wider I think (maybe samro do an openess pic of kulas nat versus yours, side-by-side?) and 2) because kuals nats were a ridiculous hop and skip away from each other. Oh yeah, AND the high ground in between nats could cliff you. So nasty, this map so nice

I do like the possibilities for expanding into the map. You cna play it safe and go nat->easy third or you can go for something more risky in the middle, and you have three flavors: high yield (good mineral rate), triple gas (stinky and delicious like garlic bread) or go for the more easily defended bases in the SE and potentially end up with both of them.

It's cool!
BoomStevo
Profile Joined August 2010
United States332 Posts
October 25 2010 21:02 GMT
#11
Third is really easy to defend.

I like your theory, but I'm not sure it works in practice. I don't think it's as simple as one player takes both fourths and the other player takes the triple gas and gold expansions. The triple gas is pretty impossible to take since it's in the middle of the map and on the most direct attack path. Taking the triple gas expansion feels a lot harder to defend than taking one of the fourths.

I don't know.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Samro225am
Profile Joined August 2010
Germany982 Posts
October 25 2010 21:05 GMT
#12
Openness
Kulas Vs Tendency
[image loading]

Tendency's chokes are quite a bit smaller. also -unlike to Kulas - the closer choke can be controlled from the main's highground and the distance to the main choke is much closer, too.

@dimfish: glad you like the possibilities of this map. when I designde the double fourth, my idea was that one could force the opponent to commit, e.g. ' when i take fourt prior to third you have to pressure me immediatly or take gold or try to take map control and triple vespene > otherwise i will end up with a free expansion or at least one more expansion (main>nat>fourth>third or as a terran main>nat>fourth>fourth).

i would just love if some people who play sc2 more competitivly than i do, could test this map a bit. probably fourth should have one mineral patch less each.
Antares777
Profile Joined June 2010
United States1971 Posts
October 25 2010 21:36 GMT
#13
I like the triple gas expansion, but you might wanna have some rocks there and maybe add some more mineral fields. But I like this map, it allows for the player to expand away from their opponent.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 25 2010 21:44 GMT
#14
Just yet noticed the one base in the mid has tripple gas. This way i think they layout and expo placement is fine. Only possible change i can suggest right now is an additional ramp to the 3rd (initially blocked) and the current one slightly replaced (further away).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 25 2010 22:11 GMT
#15
On October 26 2010 06:44 dezi wrote:
Only possible change i can suggest right now is an additional ramp to the 3rd (initially blocked) and the current one slightly replaced (further away).

I thought about that one too, but if you block the 2nd ramp it's gonna be even easier to take it early on, if you block the one close to your base it's gonna be way too easy for a terran to go up with tanks and siege the natural which I believe is possible by looking at the distance.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
A3iL3r0n
Profile Blog Joined October 2002
United States2196 Posts
October 25 2010 22:33 GMT
#16
I think controlling the XNWT is the only focus on this map right now, because if you control that, you also control the 4 and 5 o'clock expansions (not to mention the center ramp). Now if I control the XNWT, and you want to counter-attack my base, the only attacking lane is narrow and flanked by my main's high ground which should be pretty easy to defend. Not only that, but if I control the XNWT, I can threaten to control the area that leads to your main and two expansions if you move your army out of that position.
My psychiatrist says I have deep-seated Ragneuroses :(
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 26 2010 07:22 GMT
#17
On October 26 2010 07:11 FlopTurnReaver wrote:
Show nested quote +
On October 26 2010 06:44 dezi wrote:
Only possible change i can suggest right now is an additional ramp to the 3rd (initially blocked) and the current one slightly replaced (further away).

I thought about that one too, but if you block the 2nd ramp it's gonna be even easier to take it early on, if you block the one close to your base it's gonna be way too easy for a terran to go up with tanks and siege the natural which I believe is possible by looking at the distance.

You should be more concerned about siege tanks close to the main.
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
October 26 2010 07:26 GMT
#18
On October 26 2010 07:33 A3iL3r0n wrote:
I think controlling the XNWT is the only focus on this map right now, because if you control that, you also control the 4 and 5 o'clock expansions (not to mention the center ramp). Now if I control the XNWT, and you want to counter-attack my base, the only attacking lane is narrow and flanked by my main's high ground which should be pretty easy to defend. Not only that, but if I control the XNWT, I can threaten to control the area that leads to your main and two expansions if you move your army out of that position.


I understand your point. is your conclusion that the only place to position ones forces is infront of own third with a few forces at the XNWT?
Samro225am
Profile Joined August 2010
Germany982 Posts
October 26 2010 22:03 GMT
#19
[image loading]


second ramp into third for quicker pushes and harassment
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 26 2010 22:06 GMT
#20
Why not use the straight cliff for ramp? Seems a bit weird this way.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#46
RotterdaM584
TKL 230
BRAT_OK 98
SteadfastSC62
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 584
Hui .364
mouzHeroMarine 258
TKL 230
IndyStarCraft 118
BRAT_OK 98
SteadfastSC 62
UpATreeSC 61
Trikslyr37
MindelVK 24
StarCraft: Brood War
Calm 3995
Horang2 2344
Bisu 1129
EffOrt 1089
actioN 695
Hyuk 478
ggaemo 360
Soulkey 261
firebathero 240
Sharp 187
[ Show more ]
Snow 176
Dewaltoss 76
hero 73
Hyun 53
Backho 48
Shine 26
soO 15
Terrorterran 15
GoRush 14
Bale 14
yabsab 13
SilentControl 10
910 5
eros_byul 1
Dota 2
qojqva4582
syndereN763
BananaSlamJamma157
canceldota64
League of Legends
Reynor44
Counter-Strike
pashabiceps1591
fl0m89
byalli61
Other Games
singsing2030
B2W.Neo1620
hiko769
Beastyqt561
ceh9329
crisheroes306
Fuzer 196
ArmadaUGS161
ProTech116
KnowMe56
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Reevou 4
• intothetv
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• blackmanpl 21
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2012
• WagamamaTV668
League of Legends
• Jankos5776
• Nemesis3126
• TFBlade1352
Upcoming Events
Replay Cast
7h 18m
Sparkling Tuna Cup
17h 18m
Afreeca Starleague
17h 18m
Rush vs PianO
Flash vs Speed
PiGosaur Cup
1d 7h
Replay Cast
1d 16h
Afreeca Starleague
1d 17h
BeSt vs Leta
Queen vs Jaedong
Replay Cast
2 days
The PondCast
2 days
OSC
3 days
RSL Revival
3 days
TriGGeR vs Cure
ByuN vs Rogue
[ Show More ]
Replay Cast
4 days
RSL Revival
4 days
Maru vs MaxPax
BSL
5 days
RSL Revival
5 days
uThermal 2v2 Circuit
5 days
BSL
6 days
Liquipedia Results

Completed

2026 Changsha Offline CUP
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 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 © 2026 TLnet. All Rights Reserved.