• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:59
CEST 17:59
KST 00:59
  • 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] Ro24 Preview: Summer's End6Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
GSTL Returns in 2026!43Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) SC4ALL: II Talent Announcement! Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
SC4ALL II: Brood War Player Announcement 3/4 - soO Rush's Odyssey Controversy [ASL22] Ro24 Preview: Summer's End BW General Discussion StarCraft 64 is coming to Philly at SC4ALL II
Tourneys
Small VOD Thread 2.0 [ASL22] Ro24 Group A CSLAN 4 is Coming! ASL Season 22 LIVESTREAM with English Commentary
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9611 users

[M] Anger Stronghold

Forum Index > SC2 Maps & Custom Games
Post a Reply
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 09 2010 23:20 GMT
#1
--- Nuked ---
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-12-09 23:56:18
December 09 2010 23:48 GMT
#2
Aesthetically, the map looks pretty fkin badass (aside from all of the straight lines). I sort of like the expansion path but the entire bottom-left side of the map seems almost superfluous as all of the action will be taking place at the top right side. The path to either main is pretty direct however there are a LOT of expansions around it so I think this map definitely has the potential to be more macro-oriented.

First impression: 7.5/10 ;D (First impression as in I haven't played it or anything)

EDIT: Holy shit, 10 for effort on the OP too dude O_O
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 10 2010 00:06 GMT
#3
--- Nuked ---
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
December 10 2010 00:30 GMT
#4
Holy crap
133 221 333 123 111
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
December 10 2010 01:52 GMT
#5
Beautiful map. This is probably my favorite map that I've seen on here. Definitely going to have to try this.
Antares777
Profile Joined June 2010
United States1971 Posts
December 10 2010 02:02 GMT
#6
I am very curious as to how Sungsu Crossing inspired this, they seem nothing alike.

I enjoy seeing the thirds (the ones closer to the top right side of the map) on high ground slightly overlooking the natural in such a way that you can use it for defense, but your enemy can use it for offense just as easily if you forget to position units there and get caught out of position.

I am a little less satisfied with the bottom left side of the map. There seems to be little influence to go there at all. I know that is probably why you placed the high yield expansion there, but I am not absolutely sure whether or not that will make a significant difference. The high ground paths blocked by DRs on both ends look like a really bad idea to use. An army would have to go all the way to the back entrance, destroy the rocks there, then travel over the high ground path, destroy the other rocks, and then attack the base. To me, it seems like the army goes too much out of its way to attack an expansion. It would leave the player very vulnerable, as it would take so long for the army to retreat to defend their base. Therefore, I feel that those paths would be generally unused entirely. I think that you could push the high yield expansion closer towards the center of the map and literally chop off unneeded landscape near the bottom. The high ground areas could be redesigned so that instead of a straight line act more like a curved line or a line with an angle in it that points more so towards the center of the map than the bottom left corner.

Good map, I love the aesthetics on it!

Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 10 2010 02:53 GMT
#7
--- Nuked ---
LunarC
Profile Blog Joined October 2009
United States1186 Posts
December 11 2010 01:31 GMT
#8
This map needs to be playtested.

I wanted to comment about expand to the bottom left area of the map versus expanding to the top right area, but I don't exactly know if players will find value in controlling that bottom corner or not in longer games. My initial answer would be no because of how open the area between mains is, but it all depends on how even games end up becoming on 4 bases.
REEBUH!!!
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 11 2010 02:13 GMT
#9
While the map looks insanely good from the overview picture I think some of the textures needs to be reworked, (particularly the lava ones.) The layout you have here is fucking awesome though and my run vs the ai went pretty smoothly. I don't think the watchtowers give enough important info for the players, but perhaps that's what you wanted.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-12-11 19:28:08
December 11 2010 19:27 GMT
#10
[QUOTE]On December 10 2010 11:53 Barrin wrote:
[quote]I am a little less satisfied with the bottom left side of the map. There seems to be little influence to go there at all. I know that is probably why you placed the high yield expansion there, but I am not absolutely sure whether or not that will make a significant difference. The high ground paths blocked by DRs on both ends look like a really bad idea to use. An army would have to go all the way to the back entrance, destroy the rocks there, then travel over the high ground path, destroy the other rocks, and then attack the base. To me, it seems like the army goes too much out of its way to attack an expansion. It would leave the player very vulnerable, as it would take so long for the army to retreat to defend their base. Therefore, I feel that those paths would be generally unused entirely. I think that you could push the high yield expansion closer towards the center of the map and literally chop off unneeded landscape near the bottom. The high ground areas could be redesigned so that instead of a straight line act more like a curved line or a line with an angle in it that points more so towards the center of the map than the bottom left corner.[/quote]


Indeed. I understand this and I could see how a in a lot of games the bottom half of the map is used as a last resort (which still gives it a purpose). The thing is that sentries will have a field day on the bottom half of the map near the watch tower. I stand by the idea that Protoss will perform quite well down there. Also think of the destructible rock high ground path from bottom third to the gold as more of a lost temple ledge with rocks that you can break and only mattering once bases are taken down there I put 7 gold mineral patches at the gold expansion to make it more juicy btw. I think to make the bottom half of the map mean more the first thing I would do would add an 8th gold mineral patch there. I understand that the way it stretches yourself away from the northern half of the map is a serious hindrance if you try do handle both sides in terms of trying to defend it, but maybe a big problem is that it's just a little to open; perhaps I could make a lot of dead space between that high ground destructible rock path and the watch tower to make it easier to defend? Maybe make that little piece of high ground that turns it's entrance into a fork bigger? Moving the high yield would really be a last resort TBH.


I do not think that adding more stuff and making that part of the map more choked up would be a good idea. I see what you mean by trying to make it easier to defend, but I guess that can kind of be a punishment for expanding to both sides of the map and trying to defend both sides.

I wasn't viewing the high ground areas as a harassment option but more of an alternate attack route, which was why I didn't see how it was really supposed to work.

[quote]Thanks that means a lot coming from you, you are usually pretty damn critical (in a good way) [/quote]

...I hope that doesn't make me a hypocrite, because I cannot make good maps with the editor, I've tried and given up a long time ago. Thanks for appreciating my criticism, but it creates more enemies than friends, so it's not one of my positive traits...

EDIT: Quote fail... wtflol?
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 11 2010 19:59 GMT
#11
--- Nuked ---
Antares777
Profile Joined June 2010
United States1971 Posts
December 11 2010 21:37 GMT
#12
On December 12 2010 04:59 Barrin wrote:
lol quote fail made me giggle

I think it's because you have 3 [ quote ]s but only 2 [ / quote ]s and you start off with two [ quote ]s


Well I'm too lazy to fix it. Hope you can understand it.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 12 2010 18:59 GMT
#13
--- Nuked ---
Please log in or register to reply.
Live Events Refresh
Next event in 16m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 396
ProTech72
RushiSC 28
SteadfastSC 0
StarCraft: Brood War
Calm 5811
Shuttle 1776
Mini 821
BeSt 729
Soulkey 417
EffOrt 404
Soma 351
Larva 281
Stork 274
Mong 192
[ Show more ]
ggaemo 160
Snow 79
sSak 67
Hyun 54
Terrorterran 31
sorry 24
Bale 22
zelot 19
yabsab 12
ajuk12(nOOB) 10
Dota 2
Gorgc9271
qojqva3473
Counter-Strike
pashabiceps857
x6flipin535
Other Games
singsing1715
Liquid`RaSZi1399
hiko836
B2W.Neo745
Beastyqt598
FrodaN380
ceh9290
crisheroes187
TKL 179
Hui .154
Liquid`VortiX154
Livibee106
ArmadaUGS104
QueenE79
KnowMe55
Mew2King55
Trikslyr35
Organizations
StarCraft 2
TaKeTV 34
StarCraft: Brood War
Kim Chul Min (afreeca) 11
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 41
• mYiSmile123
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 28
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV1592
League of Legends
• Jankos2559
• TFBlade1011
Other Games
• Shiphtur131
Upcoming Events
The Patches Monday
16m
RotterdaM396
Afreeca Starleague
18h 1m
Sharp vs Shinee
Action vs Shine
GSL
19h 1m
PiGosaur Cup
1d 8h
Replay Cast
1d 17h
Afreeca Starleague
1d 18h
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
1d 19h
Replay Cast
2 days
The PondCast
2 days
KCM Race Survival
2 days
[ Show More ]
Replay Cast
3 days
PiG Sty Festival
3 days
CranKy Ducklings
4 days
PiG Sty Festival
4 days
Sparkling Tuna Cup
5 days
PiG Sty Festival
5 days
Liquipedia Results

Completed

CSLAN 4
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 1
Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 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.