• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 01:54
CET 07:54
KST 15:54
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Dark completes military service, returns to SC211[BSL23] RO16 Group Stage19Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
Dark completes military service, returns to SC2 Greetings.. No more SC2 streamers on team liquid? Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) Dark returns! GSL CK #7 4v4 Team Battle (Nov 19) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ List of top players active on ShieldBattery Korean players' earnings Hit New All-Time High! SOOP Hosts SC1 & SC2 Event Tournament: Kevin Scrim BW General Discussion
Tourneys
[BSL23] Ro16 Group A - Saturday 21:00 CET [$1250] International ShieldBattery League [Megathread] Daily Proleagues Bisu's Team vs Shuttle's Team 2026-11-14
Strategy
Pluto's TvP 5Marine 2Medic Push Simple Questions, Simple Answers Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Free Space RTS Game, optimised f. Phone/Tablet etc List of Game Threads The PlayStation 5
Dota 2
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Artificial Intelligence Thread Trading/Investing Thread European Politico-economics QA Mega-thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11823 users

dezi's map thread - Page 4

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
Antares777
Profile Joined June 2010
United States1971 Posts
January 14 2011 05:57 GMT
#61
Nice update for Verdun, I think no XWTs works better than what I had suggested after reexamining the middle.

Tiara definitely has a solid layout, and with regards to the middle, I like the left side example. I think that the middle on this map would serve best as a positional advantage and not a resource advantage like on Jungle Basin. Though, I understand that there would be little interest in that location during early and maybe into mid game because of the DRs. When I look at the middle of Tiara, something in my mind is shouting "low ground path!" like on Blistering Sands. That map had its problems, but I think that Blizzard knew some of what they were doing. If the middle on this map was low ground and the rocks were removed, then it would have RvR by being risky to travel to the low ground, but beneficial because it was the quickest and easiest way to get to your opponent.

Now, if Tiara evolved into that concept, only the middle path should be altered. The left and right sides of that path could remain at a higher level, and become like the gold expansions of Metalopolis, with a ramp towards the enemy, towards you, and towards neither of you. The other side would cliff the low ground path through the middle.

That was just a cool idea I had from looking at this map in more depth, but do what you want with it. It's mainly a cross between Metalopolis and Blistering Sands.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-01-14 12:38:35
January 14 2011 11:44 GMT
#62
Mh, changing the mid to low ground means i have to scrap the lvl 2 areas and raise the now level 1 areas to level 2 and level 0 to level 1. That's why i'm unsure if this would still fit the theme i want to give this map.



Both current versions of Tiara for everyone all to compare:
[image loading]

[image loading]
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
HaRuHi
Profile Blog Joined November 2010
1220 Posts
January 14 2011 13:51 GMT
#63
Hey dezi, I just checked out churchill reservoir ingame and it is a really beautyful map!

As for the 2 pics you just posted, I think the lower one just feels by the looks of it much better!
Antares777
Profile Joined June 2010
United States1971 Posts
January 14 2011 14:38 GMT
#64
On January 14 2011 20:44 dezi wrote:
Mh, changing the mid to low ground means i have to scrap the lvl 2 areas and raise the now level 1 areas to level 2 and level 0 to level 1. That's why i'm unsure if this would still fit the theme i want to give this map.


Ah, I see your point.
Madsquare
Profile Joined April 2010
Germany157 Posts
January 14 2011 16:32 GMT
#65
Some suggestions for Tiara: -- nice name btw!

About the middle - I would
- widen the ramp blocked by rocks if possible (should still be blocked by 1 or 2+ sets of rocks)
- add on each side a tiny ramp with 90° and 270° angle, these can be really tiny (scouting, early aggression). Or a medium sized (early aggression + mid movement), depends on what you want to achieve.
- maybe remove the bases again. I think they messed with the the good parts about your old middle layout. Though, might just be my mind thinking the center should be designed for movement and fights and bases compromise this.

- narrow the gap between natural and center
- place the geyser nearer to center close to the main, move mineral patches as necesary

Layout general:
- Add one more base between third and fourth
- Redo third and fourth as needed

- remove that small high ground outside the natural. Instead push the center outwards again, or just leave it open.



cheers,
madsquare.
I do not obey any norms. I redefine standard with every thought I make.
HaRuHi
Profile Blog Joined November 2010
1220 Posts
January 14 2011 16:53 GMT
#66
- widen the ramp blocked by rocks if possible (should still be blocked by 1 or 2+ sets of rocks)


I think this is an awesome idea, though I completly disagree with everything else you suggested xD. The layout of the map atm is so nice and clear, if you add a fith between third and forth it gets overloaded, just as overloaded as the mid is with those bases...oh c, i agree with u here too.

I really don't see why u want the gap between natural and center narrowed, looks fine to me.
Samro225am
Profile Joined August 2010
Germany982 Posts
January 14 2011 17:02 GMT
#67
i guess i might have been wrong when suggesting the extra bases on central structure.
still the wider cliff in the upper image looks more usefull to me.
i would try Madsquare's ideas.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-01-14 17:48:36
January 14 2011 17:47 GMT
#68
Gonna work on those ideas tomorrow (gonna go watch Bundesliga soon ^^). Gonna see how this will look like (but for now concept 1 seems the to be the best version). Btw. where do you suggest to place those small ramps you mentioned Madsquare (PS: The name comes from the K-Pop band T-ara i was listening to while working on this one).

FYI: The blocked ramp is a double wide ramp blocked by a 6x6 rock.

Also drew another 4 player concept. It takes some ideas of Verdun but concludes in a complete different shape.
[image loading]
-136x136 playable size
-will use a pimped agria tileset (different man made cliff and some other textures)
-maybe gonna flood some areas like in Flushing Meadows
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2011-01-14 19:01:02
January 14 2011 19:00 GMT
#69
somewhere here:
+ Show Spoiler +
[image loading]


But I would also redo the centers border and then fiddle around until I reach my desired rush distance.
I do not obey any norms. I redefine standard with every thought I make.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-15 19:08:43
January 15 2011 05:27 GMT
#70
On January 15 2011 02:47 dezi wrote:
Gonna work on those ideas tomorrow (gonna go watch Bundesliga soon ^^). Gonna see how this will look like (but for now concept 1 seems the to be the best version). Btw. where do you suggest to place those small ramps you mentioned Madsquare (PS: The name comes from the K-Pop band T-ara i was listening to while working on this one).

FYI: The blocked ramp is a double wide ramp blocked by a 6x6 rock.

Also drew another 4 player concept. It takes some ideas of Verdun but concludes in a complete different shape.
[image loading]
-136x136 playable size
-will use a pimped agria tileset (different man made cliff and some other textures)
-maybe gonna flood some areas like in Flushing Meadows


That's a pretty sweet concept, it inspired me to start making rotationally symmetrical maps, which I haven't made before. It is very similar to Verdun, except the middle is a lot more interesting in what kinds of gameplay it would lead to. Having the small sections of raised ground makes flanking and positioning on this map interesting, and it has a good XWT placement.

Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-01-15 10:06:40
January 15 2011 10:05 GMT
#71
reminds me of ICCup Europa with all these ramps from nat up and back down into third in both directions
+ Show Spoiler +
[image loading]


generally good concept. in comparison to Europa i lke that there is no extra ramps into a lower centre.

i think it could be interesting to have a really different centre. why not try something different? get rid of xelnagawatchtower and make a diamondshape plateau (pretty much between all small stone towers in centre). then you can only control a fourth in the middle when you control this little mountain top :D
think this would make it a bit more unique and interesting. make it motm-2
tiara is nice, but probably a bit conservative/boring imho..
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-01-15 14:23:28
January 15 2011 14:10 GMT
#72
On January 15 2011 19:05 Samro225am wrote:
reminds me of ICCup Europa with all these ramps from nat up and back down into third in both directions
+ Show Spoiler +
[image loading]


generally good concept. in comparison to Europa i lke that there is no extra ramps into a lower centre.

i think it could be interesting to have a really different centre. why not try something different? get rid of xelnagawatchtower and make a diamondshape plateau (pretty much between all small stone towers in centre). then you can only control a fourth in the middle when you control this little mountain top :D
think this would make it a bit more unique and interesting. make it motm-2
tiara is nice, but probably a bit conservative/boring imho..

Made a version with your suggestions. But first take a look at the old one with Analyzer picture (note: 136x136 playable size and i gonna block the area of the nat from where you otherwise would be able to siege the the gas of the clockwise 3rd):
[image loading]

Version with ideas from Samro:
[image loading]
Might gonna turn the area with the trees into a destructible rock. Also have a version with slightly repositioned ramps in the mid (the area next to the ramp is slightly bigger).

Analyzer Picture Gallery: http://img600.imageshack.us/g/einekartefrstarcraftii2.png/
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
Last Edited: 2011-01-15 14:57:33
January 15 2011 14:43 GMT
#73
[image loading]

I think you really have to open the areas from fourth to fourth to fourth, in order to create a circle around the platform and/or make the ramps wider (full width of platform) otherwise zerg will have problem to fight uphill.this make the fourth easier to attack, but as the you layout is qite inteligent, players - also in close position - can always expand away into the next third, too.
when you want to expand towards he centre you have to control it, too. i think this can be a nice mechanic, when you have to decide where to get with your third and fourth.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-01-15 15:09:09
January 15 2011 14:59 GMT
#74
Complete width would be to much and ruin the look of this. Changed it to a quadruple wide ramp:
[image loading]
[image loading]
[image loading]

Just playtested this version and it feels fine. Good idea to rework the mid this way. Gonna do further tests before i decide which version i gonna complete (i'm especially not sure due to the fact there is no XWT anymore).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-15 19:12:05
January 15 2011 19:11 GMT
#75
I like Samro's version and your version, they are both really good and the middles are entirely different. I can't really chose one over the other.

When is iCCup going to add you to their mapping team lol?
baskerville
Profile Blog Joined April 2010
541 Posts
January 15 2011 23:14 GMT
#76
blatant MotMT bump
http://www.teamliquid.net/mirror/smilies/random-big.gif
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 16 2011 14:39 GMT
#77
On January 16 2011 04:11 Antares777 wrote:
I like Samro's version and your version, they are both really good and the middles are entirely different. I can't really chose one over the other.

When is iCCup going to add you to their mapping team lol?

Still not sure which one i choose. The version with the High Ground seems to be aesthetically more pleasing but also hinders movement. Already tought bout the idea to add small ramps next to the big ones (and maybe block them initially?) Something like this:
[image loading]
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
January 16 2011 14:57 GMT
#78
did you try wide(like realy wide!) ramps? guess then there is not enoug space for the expansion.
i like the option to open up the space needed.
how many hitpoints are there, if one would try to open two or three sides?

did you try with one ramp and a small opening with one XNWT at each 'door' instead of trees? just keep on trying different stuff. I think the first try is well enough, but it looks like quite all iccup maps. there are so few things one can do in the tight centre of a rotational map.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-01-16 19:26:36
January 16 2011 16:50 GMT
#79
I don't want to place 4 watchtowers in the mid. The blockers are currently unchanged (2k HP). Gonna lower this to maybe 500 if i keep this version. It's really to hard to create a good looking and also balanced mid :/

//edit
Another possibility would be to turn it into a low ground area ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
HaRuHi
Profile Blog Joined November 2010
1220 Posts
January 16 2011 21:25 GMT
#80
Hidden nazi-symbol produced by the map-analyzer :>,

although, finish Tiara or make it at avaible on EU plx -> wanna play it, still looks friggin awesome
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 6m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft562
RuFF_SC2 225
StarCraft: Brood War
Rock 16
Noble 9
LuMiX 3
League of Legends
JimRising 715
Reynor47
Counter-Strike
xp31
Other Games
summit1g8920
NeuroSwarm115
[ Show 10 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2235
League of Legends
• Rush1534
Upcoming Events
Sparkling Tuna Cup
3h 6m
WardiTV Invitational
5h 6m
SHIN vs Rogue
ByuN vs Solar
MaxPax vs TBD
herO vs TBD
Clem vs TBD
IPSL
10h 6m
Art_Of_Turtle vs KameZerg
Radley vs George
BSL
13h 6m
Artosis vs Dewalt
Ret vs Tech
SOOP
1d 3h
soO vs FanTaSy
WardiTV Weekly
1d 5h
Monday Night Weeklies
2 days
PiGosaur Cup
2 days
The PondCast
3 days
GSL
4 days
[ Show More ]
Replay Cast
4 days
KCM Race Survival
5 days
RSL Revival
6 days
BSL
6 days
eOnzErG vs StRyKeR
Cross vs JDConan
Liquipedia Results

Completed

Proleague 2026-11-14
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
Underdog Cup 2026 Div 2-3
BLAST Rivals Fall 2026
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
IEM Kraków 2027
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
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.