• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:30
CEST 06:30
KST 13:30
  • 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 244ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!44Weekly 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 week0
StarCraft 2
General
Serral wins Maestros of the Game 2 Balance hotfix patch 5.0.16b (July 16) GSTL Returns in 2026! SC4ALL II: SC2 Player Announcement 6/8 - Maru Weekly Cups (August 10-16): SHIN doubles
Tourneys
Master Swan Open (Global Bronze-Master 2) 2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup 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
[Personal Project Share] Terran Defense v0.60 SC4ALL II: Brood War Player Announcement 3/4 - soO BW General Discussion Rush's Odyssey Controversy [ASL22] Ro24 Preview: Summer's End
Tourneys
[ASL22] Ro24 Group B [ASL22] Ro24 Group A Small VOD Thread 2.0 CSLAN 4 is Coming!
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 The Letting Off Steam Thread Russo-Ukrainian War Thread European Politico-economics QA Mega-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
Football (Soccer) Thread MLB/Baseball 2023 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: 5061 users

[M] (2) Continuum

Forum Index > SC2 Maps & Custom Games
Post a Reply
BoomStevo
Profile Joined August 2010
United States332 Posts
December 27 2010 09:21 GMT
#1
[image loading]
Continuum

Images:
Overview: + Show Spoiler +
[image loading]

Angled View: + Show Spoiler +
[image loading]

Analyzer Image: + Show Spoiler +
[image loading]


Notes:
- Continuum is sized at 124x124 playable area. This is a more standard size than my usual offerings (Xel'Naga Caverns is the same size).
- The main choke to main choke distance is about 38 seconds.
- Experimenting with a flat choke from main to natural. The choke is designed to provide the same wall off as a normal ramp.
- First time using the Castanar texture set. Metal is always nice.
- The lines are glowing, because Tron is cool...

Please, send replays to BoomStevo (at) gmail (dot) com

My Map Thread
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 27 2010 09:27 GMT
#2
First thing I thought was Tron lol.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
BoomStevo
Profile Joined August 2010
United States332 Posts
December 27 2010 09:44 GMT
#3
On December 27 2010 18:27 iGrok wrote:
First thing I thought was Tron lol.

I tried to not go way overboard with the lines... I almost did. At one point they were everywhere. I also considered changing one side to orange.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Skytalker
Profile Joined October 2010
Sweden671 Posts
December 27 2010 10:26 GMT
#4
subspace
Jaedong HWAITING!
lowlypawn
Profile Joined January 2009
United States241 Posts
December 27 2010 10:39 GMT
#5
On December 27 2010 18:27 iGrok wrote:
First thing I thought was Tron lol.



Me too, I like it.
baskerville
Profile Blog Joined April 2010
541 Posts
December 27 2010 13:20 GMT
#6
+ Show Spoiler +
On December 27 2010 18:44 BoomStevo wrote:
Show nested quote +
On December 27 2010 18:27 iGrok wrote:
First thing I thought was Tron lol.

I tried to not go way overboard with the lines... I almost did. At one point they were everywhere. I also considered changing one side to orange.

" At one point they were everywhere"
You should showcase that!

Nitpicking (cause I really like the feel the map is dishing out): you did not comment about these:
[image loading]
If they were a "patch" of high hp destructible units that'd be soooo cool!
http://www.teamliquid.net/mirror/smilies/random-big.gif
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
December 27 2010 14:00 GMT
#7
One side in orange would definately be awesome

Very very nice map, tho im not sure the flat chokes will have alot of fans
KCCO!
41d3n
Profile Joined November 2010
United States44 Posts
December 27 2010 16:23 GMT
#8
Personally, I prefer the flat chokes at least some of the time. They're just a small change from the standard ramps and they provide a little more protection from storms and force fields.

Awesome map. I like pretty much all of it, especially the clear and evident expansion pathing.

Is the map up on Bnet yet? If so, I'll definitely be dragging my friends in to play on it with me (whether they like it or not).
"I'm not supply blocked. It's a timing push." -Myself
Antares777
Profile Joined June 2010
United States1971 Posts
December 27 2010 17:38 GMT
#9
I like the positioning of the thirds. The high ground outside it would be a good place for your defending army, because it can easily guard the middle and is capable of moving down to the third if needed. The bright lines are awesome, and it gets across the Tron feel.

BoomStevo
Profile Joined August 2010
United States332 Posts
Last Edited: 2010-12-27 19:33:48
December 27 2010 19:31 GMT
#10
On December 27 2010 19:26 Skytalker wrote:
subspace

Sorry, I didn't remake SubSpace in SC2. Though, that would be awesome...


On December 27 2010 22:20 baskerville wrote:
+ Show Spoiler +
On December 27 2010 18:44 BoomStevo wrote:
Show nested quote +
On December 27 2010 18:27 iGrok wrote:
First thing I thought was Tron lol.

I tried to not go way overboard with the lines... I almost did. At one point they were everywhere. I also considered changing one side to orange.

" At one point they were everywhere"
You should showcase that!

Nitpicking (cause I really like the feel the map is dishing out): you did not comment about these:
[image loading]
If they were a "patch" of high hp destructible units that'd be soooo cool!

It's a fun idea, but the way they are designed now it would make it difficult to convert into a destructible prop.

On December 27 2010 23:00 ihasaKAROT wrote:
One side in orange would definately be awesome

Very very nice map, tho im not sure the flat chokes will have alot of fans

I tried to design the flat chokes to be as similar to the ramps as possible. I would like people to try it before passing judgement on the feature.

On December 28 2010 01:23 41d3n wrote:
Personally, I prefer the flat chokes at least some of the time. They're just a small change from the standard ramps and they provide a little more protection from storms and force fields.

Awesome map. I like pretty much all of it, especially the clear and evident expansion pathing.

Is the map up on Bnet yet? If so, I'll definitely be dragging my friends in to play on it with me (whether they like it or not).

It is published on the NA region. Just search for "Continuum" or "Stevo".

On December 28 2010 02:38 Antares777 wrote:
I like the positioning of the thirds. The high ground outside it would be a good place for your defending army, because it can easily guard the middle and is capable of moving down to the third if needed. The bright lines are awesome, and it gets across the Tron feel.


Thanks. The high ground areas should be important to control.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
41d3n
Profile Joined November 2010
United States44 Posts
December 28 2010 03:51 GMT
#11
So, I was playing a few games on it and found no major problems. The only one I did see was the top player's main choke appearing to be 1 grid space too large to wall off the same as a normal ramp. Though, this might just have been me being retarded and there might be a way to do it - it just wasn't evident at the time.

Other than that, the two center platforms seemed to work out nicely and were points of contention. I like the main cliffs open to the center. I like how the Xel'Naga Watch Towers functioned and the expansion pathing. I have yet to see it go into longer games, but that's not a fault of the map so much as the players .

I've sent 4 replays to your email for your review.
"I'm not supply blocked. It's a timing push." -Myself
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-08 02:35:52
December 28 2010 04:22 GMT
#12
"It's a fun idea, but the way they are designed now it would make it difficult to convert into a destructible prop."
It's a free great idea
so they're doodads?

edit: thanks for answering, it does look nice, and urban is sooo dificult to pull off
http://www.teamliquid.net/mirror/smilies/random-big.gif
BoomStevo
Profile Joined August 2010
United States332 Posts
December 28 2010 08:01 GMT
#13
On December 28 2010 12:51 41d3n wrote:
So, I was playing a few games on it and found no major problems. The only one I did see was the top player's main choke appearing to be 1 grid space too large to wall off the same as a normal ramp. Though, this might just have been me being retarded and there might be a way to do it - it just wasn't evident at the time.

Other than that, the two center platforms seemed to work out nicely and were points of contention. I like the main cliffs open to the center. I like how the Xel'Naga Watch Towers functioned and the expansion pathing. I have yet to see it go into longer games, but that's not a fault of the map so much as the players .

I've sent 4 replays to your email for your review.

My extreme thanks to you for the replays. Just finished watching them and I thought the third one was pretty good. 26 mins and you almost got to four bases. Definitely helpful.

It didn't look like you had any troubles walling off. And I'm glad the center platforms are playing out the way they were intended. It is great to know that you enjoyed the map and I hope it sees more play.


On December 28 2010 13:22 baskerville wrote:
"It's a fun idea, but the way they are designed now it would make it difficult to convert into a destructible prop."
It's a free great idea
so they're doodads?

It's actually about 13 doodads around a raised platform in a hole...
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
dezi
Profile Blog Joined April 2010
Germany1536 Posts
December 28 2010 16:47 GMT
#14
Wow, another sweety. I'm pretty impressed how you managed to made this tileset look nice. I'm just not able to create such kind of maps because i like to mess around with the different textures and this is what you shouldn't do with f.e. Castanar. Keep up the good work and get your newer maps all to Europe ASAP :D
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
BoomStevo
Profile Joined August 2010
United States332 Posts
December 29 2010 01:54 GMT
#15
On December 29 2010 01:47 dezi wrote:
Wow, another sweety. I'm pretty impressed how you managed to made this tileset look nice. I'm just not able to create such kind of maps because i like to mess around with the different textures and this is what you shouldn't do with f.e. Castanar. Keep up the good work and get your newer maps all to Europe ASAP :D

Thanks dezi! If you or anyone else would like to publish Continuum to the EU servers send me a PM or drop me an e-mail.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
41d3n
Profile Joined November 2010
United States44 Posts
December 30 2010 22:42 GMT
#16
On December 28 2010 17:01 BoomStevo wrote:
It didn't look like you had any troubles walling off.


Yeah, you're absolutely right. I just checked and I'm, indeed, just retarded and don't know how to efficiently wall. In my defense, I was focusing on strategizing for the map, at the time. The main chokes work perfectly.
"I'm not supply blocked. It's a timing push." -Myself
BoomStevo
Profile Joined August 2010
United States332 Posts
January 07 2011 23:36 GMT
#17
On December 31 2010 07:42 41d3n wrote:
Show nested quote +
On December 28 2010 17:01 BoomStevo wrote:
It didn't look like you had any troubles walling off.


Yeah, you're absolutely right. I just checked and I'm, indeed, just retarded and don't know how to efficiently wall. In my defense, I was focusing on strategizing for the map, at the time. The main chokes work perfectly.

LOL. I don't think you're retarded. It's a different choke than normal so I can't blame you for being inefficient. From my tests, the choke seems to work well and I haven't had any problems. I may try to incorporate more flat chokes in my maps. It opens up another cliff layer when the main doesn't need to be high ground.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
January 08 2011 01:12 GMT
#18
yeah I thought u did subspace continuum

But this is good, can you maybe draw the lines from the base to expos? That'll be super nice because you can see clearly the paths to every expo from your main, so you can simply "walk the line" literally to places.

When I saw the large amount of high-grounds I think slow-tank-heavy mech play will be very strong on this map, but then again the map has multiple routes so I dunno
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
January 08 2011 01:13 GMT
#19
Oh no, you can just siege up in the center of the map and it really carves the map cleanly in half
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
BoomStevo
Profile Joined August 2010
United States332 Posts
January 08 2011 02:24 GMT
#20
On January 08 2011 10:12 evanthebouncy! wrote:
yeah I thought u did subspace continuum

But this is good, can you maybe draw the lines from the base to expos? That'll be super nice because you can see clearly the paths to every expo from your main, so you can simply "walk the line" literally to places.

When I saw the large amount of high-grounds I think slow-tank-heavy mech play will be very strong on this map, but then again the map has multiple routes so I dunno

I seriously love SubSpace Continuum, but I haven't made it for SC2! I should...

When I said the decals were once everywhere, they were exactly as you suggested. Lines connecting base to base. I felt it didn't look as clean and I didn't want the bases to be so "defined".

I miss the big-slow-heavy mech pushes. I wouldn't mind if the map encouraged a little of that. I don't think a long tank line splitting the map would be overpowered. I feel like it would mean splitting your tanks to the two different high grounds near the center. Splitting your forces like that should mean you'll be weaker at some point and could be more easily broken.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#95
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft474
RuFF_SC2 189
ProTech83
StarCraft: Brood War
Rain 3389
GuemChi 1937
Noble 68
Snow 60
ajuk12(nOOB) 15
Icarus 7
MaD[AoV]2
Dota 2
LuMiX1
League of Legends
JimRising 1079
Counter-Strike
summit1g8216
Coldzera 1154
taco 458
m0e_tv273
Super Smash Bros
Mew2King121
Other Games
C9.Mang0346
ViBE161
Maynarde123
ROOTCatZ61
Sick39
Trikslyr22
Organizations
Other Games
gamesdonequick1540
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH314
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• RayReign 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota234
League of Legends
• Lourlo871
• Stunt258
Upcoming Events
Replay Cast
4h 31m
Afreeca Starleague
5h 31m
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
6h 31m
Replay Cast
19h 31m
The PondCast
1d 5h
KCM Race Survival
1d 5h
Replay Cast
1d 19h
Escore
2 days
PiG Sty Festival
2 days
CranKy Ducklings
3 days
[ Show More ]
PiG Sty Festival
3 days
Patches Events
3 days
Sparkling Tuna Cup
4 days
PiG Sty Festival
4 days
The Patches Monday
5 days
GSL
6 days
PiGosaur Cup
6 days
Replay Cast
6 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
CSL Season 22: Qualifier 1
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

Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
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 Play 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.