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[Map] (2) iCCup Obsidian Inferno by prodiG

Forum Index > SC2 Maps & Custom Games
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prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-11-23 20:06:42
October 26 2010 21:30 GMT
#1
[image loading]

Obsidian Inferno is a 2 player map named after the song "The Obsidian Conspiracy" by Nevermore. It's design is original, however when I finished the sketch I looked at it and realized immediately how much it looked like Scrap Station. I wanted to attempt to create a map designed on 45 degrees and I have not made many two player maps in the past. The design has some very experimental features and has gone through many iterations during in-house testing with the iCCup mapmaking team before today's 1.0 release. I started this project at the beginning of October and am happy to say it is finally ready for the public.

Search "iCCup" to play!

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Features
-Only small units may pass through the center bridge. This feature is extremely experimental and may change pending further testing.
-Close air positions
-Xel'Naga towers provide vision of the key high ground
-Center high ground can be harassed by the cliff above
-The giant rocks on the corners are flyer blockers

List of units that fit through the small bridge
Terran
SCV, Marine, Marauder removed in latest version, Reaper, Ghost, Hellion, Viking (landed)

Zerg
Drone, Zergling, Baneling, Hydralisk, Changeling, Broodling

Protoss
Probe, Zealot, Sentry, High Templar, Dark Templar

As I said above, the map has gone through several different iterations. Here are some images from the Obsidian Inferno beta test.
+ Show Spoiler [Beta Test] +

Map Sketch
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Beta design version 0.1
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Beta design version 0.2
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Beta design version 0.3
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Beta design version 0.4
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Beta design version 0.5
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Beta design version 0.6 (and what would be the final design)
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Beta design version 0.6 Half doodaded
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Map Analyzer Images
+ Show Spoiler [Map Analyzer] +

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+ Show Spoiler [Additional Images] +

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http://www.prodiGsc.com - All maps by prodiG and more! This website is where I keep my most up-to-date information, check it out!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Superouman
Profile Blog Joined August 2007
France2195 Posts
October 26 2010 21:35 GMT
#2
Even if it looks like crap station, the natural setup isn't retarded. I'd play your map a lot more than crap station
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 26 2010 21:39 GMT
#3
On October 27 2010 06:35 Superouman wrote:
Even if it looks like crap station, the natural setup isn't retarded. I'd play your map a lot more than crap station

<3
And you can wall the ramp properly... Oh how I hate Crap Station -_-

The most interesting thing I think about this map is choosing which path to take and how you want to control the high ground center. Getting caught on the small bridge will mean that your army gets funneled out practically single-file, so being in control of the high ground center is very important~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2010-10-26 21:49:31
October 26 2010 21:46 GMT
#4
The bridge is dangerous even for the attacker since the defender can get an uberleet concave in front of it. How big is the difference between the path through the bridge and the one via the highground? It has to be significant so the player would have to think "with my actual army, is it better to go quickly through the dangerous bridge or should i do a slower, more powerful push."

I would like to see a screenshot of the nat with the grid activated so i can see how you can do a sim-city.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-10-26 22:08:35
October 26 2010 21:57 GMT
#5
On October 27 2010 06:46 Superouman wrote:
The bridge is dangerous even for the attacker since the defender can get an uberleet concave in front of it. How big is the difference between the path through the bridge and the one via the highground? It has to be significant so the player would have to think "with my actual army, is it better to go quickly through the dangerous bridge or should i do a slower, more powerful push.

I would like to see a screenshot of the nat with the grid activated so i can see how you can do a sim-city.

Grid layout
[image loading]

With example simcity (could be improved on)
[image loading]

The high ground path takes a Probe almost twice as long to go around vs the short bridge. (like 1.7x - the bridge is ~25sec and the high ground path is ~38 sec, I'm about to double check this again).

EDIT: Bridge is 25sec ramp to ramp with a probe, high ground path is 37sec. Not quite double but it's still reasonable, and large units such as roaches, tanks and immortals cannot fit through the close path.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 26 2010 22:02 GMT
#6
I'd guess that the bridge is only viable for early game pressure like early pool/early mnm push/fast zealot. If you like rushes it's a good feature. I don't like rushes btw.

Other than that I can't really find something to complain about right now
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2010-10-26 22:11:49
October 26 2010 22:05 GMT
#7
Workers can't fit thru the bridge in the middle. At least Probes and SCVs couldn't.

Neither can marines :x

Apparently zealots & sentries don't fit either :x
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-10-26 22:12:48
October 26 2010 22:09 GMT
#8
On October 27 2010 07:05 SidianTheBard wrote:
Workers can't fit thru the bridge in the middle. At least Probes and SCVs couldn't.

Neither can marines :x

Yeah, just caught this now. Bugfix version going up now~

EDIT: bugfix version is up, gonna re-test all of the units because i don't trust this editor at all :/
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2010-10-26 22:17:42
October 26 2010 22:17 GMT
#9
I was thinking of 2 things while playing...although I'm not sure how good this advice is though.

A xel'naga on the southeastern side of that bridge could be pretty cool, makes the bridge more important and could give a lot of vision in the middle of the map.

The Middle Expo...the one just northwest of the gold right in the middle of the map. I was thinking maybe I'd like it better if that expansion was a level lower rather then up a level.

/shrug.

Again not really sure if I know what I'm talking about since I haven't really played it much but hey opinions are opinions :D

Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
dimfish
Profile Blog Joined February 2010
United States663 Posts
October 26 2010 22:17 GMT
#10
I'm not home, so I can't try this: what does the pathing AI do with a fat unit and the small bridge?

Let's say you rallied your main hatchery to the other guy's base. Would "little" units take the tiny bridge and "fat" units realize they should walk the long way, or do they also try but bunch up at the tiny bridge?

The above scenario is silly, but a unit at your third base might start walking toward the short bridge when the larger path is only incrementally longer, and it might be confusing.

Okay, that aside, this map is cool (I mean, hot!) and I think the area around the third base is the right formula for exciting engagements.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 26 2010 22:24 GMT
#11
On October 27 2010 07:17 dimfish wrote:
I'm not home, so I can't try this: what does the pathing AI do with a fat unit and the small bridge?

Let's say you rallied your main hatchery to the other guy's base. Would "little" units take the tiny bridge and "fat" units realize they should walk the long way, or do they also try but bunch up at the tiny bridge?

The above scenario is silly, but a unit at your third base might start walking toward the short bridge when the larger path is only incrementally longer, and it might be confusing.

Okay, that aside, this map is cool (I mean, hot!) and I think the area around the third base is the right formula for exciting engagements.

If I drag a box around an army that consists of Zealots, Immortals and Sentries for example and then attack click my opponents main from my natural the Zealots and Sentries will take the shorter path while the Immortal will immediately start walking towards the longer one. This is something that players can easily compensate for by paying attention to their units, or waypointing their rally points from the base.

This problem is on the list of "things to be weary of" with the very experimental bridge. Like Superouman said, using the bridge will allow your opponent to gain the opportunity to set up a perfect concave as your units run out of the bridge single file

Also, OP has been updated with a coherent list of units that fit through the bridge. All units not on that list do not fit.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
thehitman
Profile Blog Joined July 2010
1105 Posts
October 26 2010 22:26 GMT
#12
good looking map, that tight bridge of sorts needs to go though, as it makes this map open for early cheese too much.
burningDog
Profile Joined September 2010
Netherlands59 Posts
October 26 2010 22:30 GMT
#13
I like the narrow bridge. Atleast I think I do.

Do you know when/if it's gonna be up on EU?

And if the bridge does turn out to encourage cheese to much, then I'd sooner put destructible debri on it then remove it entirerly. 'cause besides cheese, it's a nice path for mid/late game commando units, ghosts or some sneaky infestors or something.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 26 2010 22:39 GMT
#14
On October 27 2010 07:30 burningDog wrote:
I like the narrow bridge. Atleast I think I do.

Do you know when/if it's gonna be up on EU?

And if the bridge does turn out to encourage cheese to much, then I'd sooner put destructible debri on it then remove it entirerly. 'cause besides cheese, it's a nice path for mid/late game commando units, ghosts or some sneaky infestors or something.

One of the versions of the beta actually had the middle blocked by destructible debris, but in testing it was found to kind of make the bridge unusable so it was removed. Again, this is a consideration to keep in mind with the bridge. I personally do not feel as though cheese is super strong as the distance is still very reasonable and cheese being cheese, if you don't see it coming and you lose to it it's not really the map's fault, now is it?

As for an EU upload I have every intention on getting it up on EU but I may wait for further testing before I give any kind of time frame :p
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
burningDog
Profile Joined September 2010
Netherlands59 Posts
October 26 2010 22:44 GMT
#15
On October 27 2010 07:39 prodiG wrote:
As for an EU upload I have every intention on getting it up on EU but I may wait for further testing before I give any kind of time frame :p


Son of a...

In that case could you put up some detail pictures? I want to see the eye candy (the bridge in the banner looks sooo good).

prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-10-26 23:40:08
October 26 2010 23:26 GMT
#16
On October 27 2010 07:44 burningDog wrote:
Show nested quote +
On October 27 2010 07:39 prodiG wrote:
As for an EU upload I have every intention on getting it up on EU but I may wait for further testing before I give any kind of time frame :p


Son of a...

In that case could you put up some detail pictures? I want to see the eye candy (the bridge in the banner looks sooo good).



Here are a bunch of completely unedited images that I just took in the map. See if you can spot where they on the map ;D

+ Show Spoiler [Additional Images] +

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Enjoy ;D (Fire medium is my favorite doodad. Ever.)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Seide
Profile Blog Joined August 2010
United States831 Posts
Last Edited: 2010-10-26 23:46:28
October 26 2010 23:44 GMT
#17
On October 27 2010 06:30 prodiG wrote:
List of units that fit through the small bridge
Terran
SCV, Marine, Marauder, Reaper, Ghost, Hellion, Viking (landed)

Zerg
Drone, Zergling, Baneling, Hydralisk, Changeling, Broodling

Protoss
Probe, Zealot, Sentry, High Templar, Dark Templar

Skeptical on allowing Hydras, Marauders, but not stalkers or roaches. Unless its an accidental omission.
But will try it out never the less.
One fish, two fish, red fish, blue fish.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 26 2010 23:49 GMT
#18
On October 27 2010 08:44 Seide wrote:
Show nested quote +
On October 27 2010 06:30 prodiG wrote:
List of units that fit through the small bridge
Terran
SCV, Marine, Marauder, Reaper, Ghost, Hellion, Viking (landed)

Zerg
Drone, Zergling, Baneling, Hydralisk, Changeling, Broodling

Protoss
Probe, Zealot, Sentry, High Templar, Dark Templar

Skeptical on allowing Hydras, Marauders, but not stalkers or roaches. Unless its an accidental omission.
But will try it out never the less.

It's not my choice, those are the units that are the appropriate size to fit. If I were to alter the sizes, the map would be custom and not melee.

Blizzard's call, not mine
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Alou
Profile Blog Joined March 2010
United States3748 Posts
October 26 2010 23:53 GMT
#19
Very interesting bridge concept. I doubt I'd use it at all, but its interesting ^^
Life is Good.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 26 2010 23:56 GMT
#20
On October 27 2010 08:53 Alou wrote:
Very interesting bridge concept. I doubt I'd use it at all, but its interesting ^^

Paranoid Android ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Shron
Profile Joined March 2010
United States162 Posts
October 26 2010 23:57 GMT
#21
There needs to be a map like this without a bridge shortening the middle. I remember a few BW maps like this, but they all had the bridge. Besides, it isn't really balanced how you have it now. I can take a bunch of marauders for early pressure and FE vs a protoss at the same time because there's no chance of a stalker attack if I can backstab through the middle.
"I produced a lot of units and was given this award. I didn't know I produced so many units. Next season I will produce more units." - Nestea
Antares777
Profile Joined June 2010
United States1971 Posts
October 27 2010 00:13 GMT
#22
This is a great map ProdiG, I like the choked up bridge idea! This gives Zerg the option to ling run-by even towards later game, which beforehand was only possible in BW. Nice work!



I thought that you said once a week? Is it once a month now?
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 27 2010 00:18 GMT
#23
On October 27 2010 09:13 Antares777 wrote:
This is a great map ProdiG, I like the choked up bridge idea! This gives Zerg the option to ling run-by even towards later game, which beforehand was only possible in BW. Nice work!



I thought that you said once a week? Is it once a month now?

I took a break to work on my ladder skills, and with the addition of the TeamSix Mapmaking team I'm in no hurry to be cranking out maps. I'd much rather spend a month on a map testing the hell out of it than cranking out a million new maps and say "it's good, gogo"

ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Xapti
Profile Joined April 2010
Canada2473 Posts
October 27 2010 00:23 GMT
#24
There's no destructible rocks or islands it seems... think that's fair and/or diverse enough?

While zerg certainly doesn't have things easy in SC2, this map seems quite favorable to zerg due to the fact that they don't ever need to destroy rocks or build nydus worms to take lots of expansions.

Aside from that it looks rather nice.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Obscura.304
Profile Blog Joined September 2010
150 Posts
October 27 2010 01:01 GMT
#25
On October 27 2010 08:57 Shron wrote:
There needs to be a map like this without a bridge shortening the middle. I remember a few BW maps like this, but they all had the bridge. Besides, it isn't really balanced how you have it now. I can take a bunch of marauders for early pressure and FE vs a protoss at the same time because there's no chance of a stalker attack if I can backstab through the middle.

This. The fact that Protoss has no ranged unit that can take the "short path" is going to be utterly detrimental in both MUs. Meanwhile, the short path into the open natural totally shuts down any Protoss FE builds, especially vs. T, where the map just screams "3rax on me please!".
hayata2.0
Profile Joined January 2010
Canada655 Posts
Last Edited: 2010-10-27 01:12:03
October 27 2010 01:08 GMT
#26
Yeah, sure sentries aren't ranged units. And the short path should be super easy to forcefield if only small units can fit.

A Zealot/Sentry composition is pretty good, I mean, it does decently against MM and Hydra Ling.

One Hold-Position zealot should stop early zerglings through that thin bridge.
Obscura.304
Profile Blog Joined September 2010
150 Posts
October 27 2010 01:18 GMT
#27
On October 27 2010 10:08 hayata2.0 wrote:
Yeah, sure sentries aren't ranged units. And the short path should be super easy to forcefield if only small units can fit.

A Zealot/Sentry composition is pretty good, I mean, it does decently against MM and Hydra Ling.

One Hold-Position zealot should stop early zerglings through that thin bridge.

Ok, ranged units that are actually good for killing things. Sentries are nice, but most players are getting too many of them IMO- their health and DPS is total crap, and cute forcefields will only go so far if you can't actually kill your opponent's stuff.

Also, the only way to forcefield that path in time is if your army is pretty badly out of position for guarding the other path. On this map, you'll have to guard one path or the other, or play close to the Nexus- and the distance from Nexus to "short path choke" looks pretty damn long in these pics.
Gecko
Profile Joined August 2010
United States519 Posts
October 27 2010 02:03 GMT
#28
Its like scrap station with a defendable natural AKA scrap station done right
DarthXX
Profile Joined September 2010
Australia998 Posts
October 27 2010 04:32 GMT
#29
I have to say, I don't really like this map.

The fact that marauders can walk across the bridge is insane, they are easily, along with marines the most powerful unit that can traverse the bridge. On the other hand, Protoss completely shuts down any early zerg pressure but putting 1 zealot on the bridge, but get screwed later as stalkers have to take the long way (but marauders can go short.) I realise this can't be changed as it's to do with unit sizes, but just personally I feel if it can't be balanced well, it shouldn't be on the map.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 27 2010 05:02 GMT
#30
On October 27 2010 09:23 Xapti wrote:
There's no destructible rocks or islands it seems... think that's fair and/or diverse enough?

While zerg certainly doesn't have things easy in SC2, this map seems quite favorable to zerg due to the fact that they don't ever need to destroy rocks or build nydus worms to take lots of expansions.

Aside from that it looks rather nice.

I am personally not a fan of either and tend to avoid them whenever possible. Island expansions are tough to do because of the fact that Terran can lift to them so easily, which makes it difficult to balance around. If you add destructible buildings blocking it, there is a decent chance the island won't be used. Also, islands are tough to place on rotational symmetry maps because you need four (or one goofy one in the center) and a lot of my maps are rotational. That said, I may include islands in my future maps.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
hayata2.0
Profile Joined January 2010
Canada655 Posts
October 27 2010 05:09 GMT
#31
maybe put a mineral block that requires six workers to mine out.

a command center can load five SCVs, so you need to fly back and grab a sixth, or bring a dropship like the other races need to.
(otherwise you could research neosteel frame which is 100/100 like researching Overlord Drop)

Then you'll have an island which isn't terran-favoured, yet relatively easy to take once you have drop (just drop 8 workers!)
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 27 2010 06:54 GMT
#32
I don't like the current concept. Some of the beta layouts look much more interesting.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 27 2010 09:04 GMT
#33
On October 27 2010 15:54 dezi wrote:
I don't like the current concept. Some of the beta layouts look much more interesting.

...care to elaborate?
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
G_Wen
Profile Joined September 2009
Canada525 Posts
October 27 2010 14:30 GMT
#34
On October 27 2010 14:02 prodiG wrote:
Show nested quote +
On October 27 2010 09:23 Xapti wrote:
There's no destructible rocks or islands it seems... think that's fair and/or diverse enough?

While zerg certainly doesn't have things easy in SC2, this map seems quite favorable to zerg due to the fact that they don't ever need to destroy rocks or build nydus worms to take lots of expansions.

Aside from that it looks rather nice.

I am personally not a fan of either and tend to avoid them whenever possible. Island expansions are tough to do because of the fact that Terran can lift to them so easily, which makes it difficult to balance around. If you add destructible buildings blocking it, there is a decent chance the island won't be used. Also, islands are tough to place on rotational symmetry maps because you need four (or one goofy one in the center) and a lot of my maps are rotational. That said, I may include islands in my future maps.


You can just make it a semi-island on lowground with long walk distance protected by drocks. That way terran needs to scan to seige.

Monitor and I played a few games on it and the bridge leads to some pretty interesting thing in mirror matches, such as using 1 roach to block it from ling runbys ect..
ESV Mapmaking Team
TheMonkeyMon
Profile Joined September 2010
United States119 Posts
October 27 2010 21:59 GMT
#35
I'm skeptical of the bridge but since the rest of your work has been so exemplary I'm very excited to try it out. Downloading now.
Fitzhunt1
Profile Joined February 2010
United States169 Posts
October 27 2010 23:45 GMT
#36
Looks Amazing! Scrap station done right!
Blizzcon exclusive no donuts.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 28 2010 00:39 GMT
#37
On October 28 2010 06:59 TheMonkeyMon wrote:
I'm skeptical of the bridge but since the rest of your work has been so exemplary I'm very excited to try it out. Downloading now.

As I've said in the OP, the design is very experimental. I want to see how the Paranoid-Android style bridge works in Starcraft 2. Experimentation is key~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
FlaShFTW
Profile Blog Joined February 2010
United States10252 Posts
October 28 2010 01:53 GMT
#38
I ABSOLUTELY LOVE IT!!! do u think that late game will fight for the high yield and the center bases???
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 28 2010 03:29 GMT
#39
On October 28 2010 10:53 FlaShFTW wrote:
I ABSOLUTELY LOVE IT!!! do u think that late game will fight for the high yield and the center bases???

That's kind of the idea, so I hope so ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
WniO
Profile Blog Joined April 2010
United States2706 Posts
October 28 2010 04:12 GMT
#40
looks way to similar to scrap station but the details are top notch as usual
monitor
Profile Blog Joined June 2010
United States2408 Posts
October 28 2010 04:53 GMT
#41
I like the basic concept. Testing will have to show if marauders are overpowered early game because of bridge crossing capabilities. One thing to note however, is that Protoss can wall it off with a single forcefield. Let alone, comming out of that bridge against an opponent with a good set-up could lead you to an instant concave of death.


As I've said in the OP, the design is very experimental. I want to see how the Paranoid-Android style bridge works in Starcraft 2. Experimentation is key~


Couldn't all units cross the first bridge on Paranoid Android? The second was just to avoid chokes I thought.

https://liquipedia.net/starcraft2/Monitor
Chronopolis
Profile Joined April 2009
Canada1484 Posts
October 28 2010 04:59 GMT
#42
I like the bridge mechanic, and the aethetic look of the map, but I seriously hope the pathing doesn't fuck over your mid to late game armies ie: you have a zealot stalker army and a-move somewhere across the map, the zealots go through the bridge and your stalkers go the other way.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 28 2010 05:18 GMT
#43
On October 28 2010 13:59 Chronopolis wrote:
I like the bridge mechanic, and the aethetic look of the map, but I seriously hope the pathing doesn't fuck over your mid to late game armies ie: you have a zealot stalker army and a-move somewhere across the map, the zealots go through the bridge and your stalkers go the other way.

This will happen if you try to attack move your opponent's natural or main from your own natural or main. It's pretty easy to play around, especially if you're paying attention or making sure you attack move the center first.


On October 28 2010 13:53 monitor wrote:
Couldn't all units cross the first bridge on Paranoid Android? The second was just to avoid chokes I thought.

Err... yeah...
Not sure where that come from
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Mainland
Profile Joined September 2010
Canada551 Posts
Last Edited: 2010-10-28 06:58:22
October 28 2010 06:54 GMT
#44
I think it's a cool map. I don't get the hate on Scrap Station though. I think Scrap Station is a really cool map, especially with the big ramp and the use of the debris at the natural, and rocks on the bridge and the close-by-air island, and the gold at the bottom with its own tower. That map is so dynamic.

Anyways, I think it'd be interesting if the high ground base in the middle were more than just standard resources. Make it something a bit more worth fighting for. There's two very natural expansions, and very few games get beyond 3-bases. Maybe make it a gold, or have like 10 mineral patches, or maybe even a 3rd geyser. It seems a bit undesirable as a 3rd base. Perhaps remove a gas from the second natural expansion? I see that it only has 6 mineral patches, that's a very cool design. But I don't think many players would try to take the middle as a 3rd unless they're already ahead.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
October 28 2010 08:19 GMT
#45
Crap station produces very poor games in general and the main reason for that is that the real contested ground between thirds is narrow. There is no variation in the expand patterns as well. I don't see this fixed, you will have unit balls clashing at the same exact spot again and again.
You want 20 good men, but you need a bad pussy.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
October 28 2010 09:57 GMT
#46
I liked the version with the 3 ramps at the bottom part of the map. This just offers more options and makes the map more different to Scrap Station. Maybe just don't like the Scrap Station Style of maps ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
burningDog
Profile Joined September 2010
Netherlands59 Posts
October 28 2010 15:46 GMT
#47
What was the idea behind the large destructable rocks in "beta design version 0.1"? They're also in the sketch, and they don't seem to be blocking off the ramp so there must've being an other reason for it, right?
blubbdavid
Profile Blog Joined February 2010
Switzerland2412 Posts
October 28 2010 16:19 GMT
#48
reapers fit through the bridge?

Q_Q
What do you desire? Money? Glory? Power? Revenge? Or something that surpasses all other? Whatever you desire - that is here. Tower of God ¦¦Nutella, drink of the Gods
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 28 2010 17:20 GMT
#49
On October 29 2010 00:46 burningDog wrote:
What was the idea behind the large destructable rocks in "beta design version 0.1"? They're also in the sketch, and they don't seem to be blocking off the ramp so there must've being an other reason for it, right?

The idea was to split that open area in two but I couldn't get the space to work out so I scrapped it.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
G_Wen
Profile Joined September 2009
Canada525 Posts
October 28 2010 17:44 GMT
#50
On October 29 2010 01:19 blubbdavid wrote:
reapers fit through the bridge?

Q_Q


It's not that big of a deal. Every race has the tools to effectively deal with any attack that comes through the bridge.

The problem that I see with the bridge is not with it being overpowered but instead underpowered. Once the game opens up past the early game positioning one marine or ling in the center of the bridge will nullify almost all the aggression that comes through the bridge.

Maybe the bridge can have two paths that small units can fit through instead of 1.
ESV Mapmaking Team
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 28 2010 18:01 GMT
#51
On October 29 2010 02:44 G_Wen wrote:
Show nested quote +
On October 29 2010 01:19 blubbdavid wrote:
reapers fit through the bridge?

Q_Q


It's not that big of a deal. Every race has the tools to effectively deal with any attack that comes through the bridge.

The problem that I see with the bridge is not with it being overpowered but instead underpowered. Once the game opens up past the early game positioning one marine or ling in the center of the bridge will nullify almost all the aggression that comes through the bridge.

Maybe the bridge can have two paths that small units can fit through instead of 1.

The one marine or ling would surely die This is an interesting idea, I'll keep it in mind.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
R4ptur3d
Profile Blog Joined November 2009
Canada206 Posts
October 28 2010 23:38 GMT
#52
yo josh bro, very nice map. i shall hi5 you momentarily.
PsykoMantis
Profile Joined June 2010
United States203 Posts
October 29 2010 00:28 GMT
#53
hey prodiG about the bridge in the center, do the units end up walking single file down it?
if it does work that way you could just change the pathing at the entrances so it only allows small units to leave/enter the bridge but their pathing is unhindered on the bridge itself. ofcourse this means you could drop big units on the bridge and they could only be reached by small units (i made a map that had this feature a while ago in beta, never got around to remaking it in retail)
when bnet decides to let me back on i definitely want to try this out
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
October 29 2010 01:19 GMT
#54
i kept it restrained to single file for that exact reason.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-11-23 00:56:55
November 22 2010 21:02 GMT
#55
Further testing has shown that Marauders having the ability to move down the center but not Roaches is just not working, Marauders now interact with buildings and doodads the same way Roaches do (same size in regards to maneuvering close to buildings, but not in a ball together) and can no longer pass through the close bridge. OP has been updated with the list of units that can pass through.

Marauder Inner Radius stat 0.375 -> 0.6785 - Same as Roach This only affects buildings and doodads, not units. The difference is almost unnoticeable in-game (as in you'll only notice it if you are specifically testing before/after) and does not influence gameplay. (Tested)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Orion-TF
Profile Joined April 2010
Sweden114 Posts
Last Edited: 2010-11-22 23:30:57
November 22 2010 23:27 GMT
#56
Really nice map, good work. I like the idea with the thin pass.
I really think this is a great map for all races... I can publish it on eu server if you want. Maybe just one thing, smooth out the edge on the ramps just for visuals.
|SC2 Mapmaker|
ultrakorne
Profile Blog Joined May 2010
Italy30 Posts
November 24 2010 00:04 GMT
#57
i love iccup maps, i m looking for this one on EU..
when is this map comming in eu!?
FILM
Profile Joined September 2010
United States663 Posts
November 24 2010 05:45 GMT
#58
This is a pretty visually stunning map.
Artosis:  "It's like Detroit in there."   Tasteless:  "Lots of shootings and damaged buildings."
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-11-24 07:07:33
November 24 2010 06:55 GMT
#59
On November 24 2010 14:45 FILM wrote:
This is a pretty visually stunning map.

I aim to please ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50600 Posts
November 24 2010 07:15 GMT
#60
On November 24 2010 09:04 ultrakorne wrote:
i love iccup maps, i m looking for this one on EU..
when is this map comming in eu!?


I'm pretty sure someone already published this on EU.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
November 24 2010 07:45 GMT
#61
So hows that Thermopylae sign going?
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 24 2010 07:53 GMT
#62
On November 24 2010 16:45 iCCup.Raelcun wrote:
So hows that Thermopylae sign going?

Oh... You know... Not at all...
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Newbistic
Profile Blog Joined August 2006
China2912 Posts
November 24 2010 10:13 GMT
#63
It looks a lot like Scrapstanoid Android
Logic is Overrated
Baby_Seal
Profile Joined August 2010
United States360 Posts
November 24 2010 11:37 GMT
#64
One aspect of this map that really interests me is that high ground platform behind the center, normal expansion. You could do things like stick tanks on that platform and shell units as they leave your opponent's natural among other things. It would be cool to see people try to exploit that.

Not trying to be nitpicky, but I did find a very small imbalance on the map related to the ridge. The distance between the natural platform and the high ground platform is slightly smaller on the left side than it is on the right side. The difference is very, very small, but it's enough to be able to warp in small units like DT's, one at a time, from the platform if you have a pylon there while the other side cannot. You can also blink stalkers between the two on the left side, but not the right (though the AI can't handle it well, and some will blink down instead of on to the ridge).

Here's a couple screenshots. I can't really imagine this making a difference in a game, but I thought I'd point it out anyway.

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]
ultrakorne
Profile Blog Joined May 2010
Italy30 Posts
November 24 2010 12:47 GMT
#65
On November 24 2010 16:15 BLinD-RawR wrote:
Show nested quote +
On November 24 2010 09:04 ultrakorne wrote:
i love iccup maps, i m looking for this one on EU..
when is this map comming in eu!?


I'm pretty sure someone already published this on EU.


i really cannot find it maybe its not or blizzard search is failing
2-_-n
Profile Joined March 2010
Sweden24 Posts
November 24 2010 13:43 GMT
#66
Yeah it seams not to be up on eu.
ruskig on bnet
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 24 2010 17:45 GMT
#67
On November 24 2010 20:37 Baby_Seal wrote:
One aspect of this map that really interests me is that high ground platform behind the center, normal expansion. You could do things like stick tanks on that platform and shell units as they leave your opponent's natural among other things. It would be cool to see people try to exploit that.

Not trying to be nitpicky, but I did find a very small imbalance on the map related to the ridge. The distance between the natural platform and the high ground platform is slightly smaller on the left side than it is on the right side. The difference is very, very small, but it's enough to be able to warp in small units like DT's, one at a time, from the platform if you have a pylon there while the other side cannot. You can also blink stalkers between the two on the left side, but not the right (though the AI can't handle it well, and some will blink down instead of on to the ridge).

Here's a couple screenshots. I can't really imagine this making a difference in a game, but I thought I'd point it out anyway.

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

Interesting find :O
I'll fix this soon. As for the high ground, it's intended for players to use to harass the center expansion.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
theqat
Profile Blog Joined March 2008
United States2856 Posts
November 24 2010 19:24 GMT
#68
ProdiG, just want to say that I love this map as an "improved Scrap Station" sort of concept--especially with the innovation of the small-only bridge. I almost hope that the iCCup team will tackle improving every Blizzard map--if the players are going to complain about remakes of BW maps, maybe they'll enjoy non-terrible remakes of SC2 maps.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 24 2010 20:05 GMT
#69
On November 25 2010 04:24 theqat wrote:
ProdiG, just want to say that I love this map as an "improved Scrap Station" sort of concept--especially with the innovation of the small-only bridge. I almost hope that the iCCup team will tackle improving every Blizzard map--if the players are going to complain about remakes of BW maps, maybe they'll enjoy non-terrible remakes of SC2 maps.

Haha, I sketched a less-broken Jungle Basin yesterday. Took some elements from Destination as well, we'll see if it works out. I think Jungle Basin could be a good map if there were some key changes but time well tell~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 24 2010 20:17 GMT
#70
Is there a possibilty you gonna show us a sneak peak?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 25 2010 00:19 GMT
#71
--- Nuked ---
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 25 2010 01:14 GMT
#72
On November 25 2010 09:19 Barrin wrote:
Every expansion on this map is extremely wide open! I would say that this makes it extremely zerg favored, but it seems that by defending the area outside of your third you are effectively closing off any counterattack routes to your natural/main by ground forces. This in itself would lower "spectator value", but the fact that it's so wide open somewhat makes up for that fact by simply encouraging frontal attacks.

There is also a lot of air space around main/nat/third/4th/gold, a lot like scrap station. This encourages air/drop play which gives reason to pull some forces back from your front line further alleviating the 3-base turtle factor mentioned in the first paragraph.

I'm too lazy to check in-game.. but can you fit a building behind those LoS blockers inside the bases? If not then I recommend widening it out a little more I also think that adding some LoS Blockers in front of the third base would be a nice touch (Not really blocking off the entire path, just part of it).

The bases are tiny! But this seems to be made up for by the fact that you will need a lot of buildings outside of your base to wall off properly.

I believe the bridge is actually rather trivial as far as sneak attacks go if you simply keep it in check (which isn't hard at all for any race)... The only real use I see for it other than rushes is quicker reinforcements if you're pushing into the other person's natural. Maybe it would be a kind of funny retreat path too though :D


Air units cannot fly past the giant stacks of rocks in the corners of the map, so there's less space there than it might seem. Still enough to maneuver drops but it will take a significantly smaller number of overlords to spot all of the potential paths for example.

As for the mains, they've proven to be big enough. There's no LOS blockers on the map, however.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Pepe The ProbeZzzap!
Profile Joined November 2010
Australia6 Posts
November 27 2010 12:18 GMT
#73
Hey I was wondering if you could upload this on the sea server. I absolutely love this map and I hope to see more maps from you.
th3rogue
Profile Joined February 2010
Germany683 Posts
Last Edited: 2010-12-13 14:18:40
December 13 2010 14:18 GMT
#74
Still missing on EU!
ESL Community Manager SC2, http://www.esl.eu/eu/sc2
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-12-13 16:35:10
December 13 2010 16:32 GMT
#75
On December 13 2010 23:18 th3rogue wrote:
Still missing on EU!

It'll be up before the end of today ;D! Overhauling my loading screen template.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
BuuGhost
Profile Joined December 2010
Netherlands340 Posts
December 13 2010 17:54 GMT
#76
Seems to me like ShiftRallying will pay off bigtime and putting two cannons at the bridge too

I love the idea and this should be like Scrap Station 2.0. <3
"Kinda like this thing but there’s something you should know, I just came to say hello."
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
December 14 2010 03:25 GMT
#77
Map is up on EU ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
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