• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:24
CEST 16:24
KST 23:24
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro4 Preview: On Course0Code S Season 1 - RO8 Preview6[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Maestros of The Game 2 announcement and schedule !7Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12Code S Season 1 (2026) - RO12 Results12026 GSL Season 1 Qualifiers25
StarCraft 2
General
Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book Weekly Cups (April 27-May 4): Clem takes triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Code S Season 1 (2026) - RO12 Results
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) Maestros of The Game 2 announcement and schedule ! GSL Code S Season 1 (2026) RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 524 Death and Taxes The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base
Brood War
General
Quality of life changes in BW that you will like ? Why there arent any 256x256 pro maps? RepMastered™: replay sharing and analyzer site BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Ro4 Preview: On Course
Tourneys
[ASL21] Ro8 Day 3 [Megathread] Daily Proleagues [ASL21] Ro8 Day 4 Escore Tournament StarCraft Season 2
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Muta micro map competition What's the deal with APM & what's its true value
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Daigo vs Menard Best of 10 OutLive 25 (RTS Game)
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Letting Off Steam Thread European Politico-economics QA Mega-thread UK Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3214 users

[M] Archi - Ancient Springs

Forum Index > SC2 Maps & Custom Games
Post a Reply
Archivian
Profile Joined November 2010
United Kingdom362 Posts
January 02 2011 20:33 GMT
#1
[image loading]
Archi - Ancient Springs

Hello all, I'm back after the winter hols, hope everyone had a good time and will have a good new year.

This map is one of my entries for the MotM So it is not yet up for download or published on Bnet until after the competition.

Apologies for the lack of spoilers, there was an issue with the images everytime i put them in spoilers. I have no idea why.

1v1
This is a large 1v1 map with lots of routes to take and open up. I made this map in the same way that I made Eerie Garden, in that I started with a centre piece and then worked outward without a plan, then cleaned it up at the end. I focused on having what I thought was interesting areas to fight and making it easy to move between them.

Additionally I wanted the rox to serve multiple purposes, which you can see mostly on the rox at the third. Keeping them up makes defending very strong, and losing them can flip the balance of a match. They serve as a defence and a block to a nice large path. Losing them can feel like someone breaking down the drawbridge and change the state of play. I thought it would be interesting to see what players might do to keep the wall up.

Another thing I wanted to do was to use doodads (in this case temple walls and statues) as LOS and pathing blockers. Though this idea isnt new, its something that I have tended to only use with long grass and with trees (on other maps). This is mainly used around the centre to create a bit more of a dynamic fighting area and making that XNT very important.

Map View
[image loading]

Overview:
[image loading]

Angled View
[image loading]


Analyzer
[image loading]
[image loading]
[image loading]
[image loading]

Features

Rox
[image loading]
Rox hide alternate routes and block the gold Expo's

Long Grass
[image loading]
Plenty of long grass areas to play with LOS tactics - concentrated mostly around the gold expo areas, but there is more in other key areas.

Tall structures
[image loading]
The tall structures are a little more than just decoration. They also block pathing for flying units, making excape after harrassing a little more than click away.

Centre Ruins
[image loading]
As with other tall structures, the temple ruins in the centre are LOS blockers for ground units, and Pathing blockers for both Ground and Air units. Unfortunately the Anlyzer does not show this. The XNT in the centre grants vision over the whole area giving units a significant advantage.
"you were only supposed to blow the bloody doors off!" Micheal Caine
jfourz
Profile Joined August 2009
Ireland421 Posts
January 02 2011 20:35 GMT
#2
it's certainly very pretty, nice work
it is said that your life flashes before your eyes just before you die. that is true, it's called life.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 02 2011 20:37 GMT
#3
It's certainly to big.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Archivian
Profile Joined November 2010
United Kingdom362 Posts
January 02 2011 21:03 GMT
#4
On January 03 2011 05:37 dezi wrote:
It's certainly to big.


It is big but still rushible. (rushable?)

From spawn ramp to spawn ramp, with a probe, it takes 50secs - in comparison XNC takes 42secs from spawn ramp to spawn ramp (game time). 8secs is a big difference, but it is still rushable.
"you were only supposed to blow the bloody doors off!" Micheal Caine
Faze.
Profile Joined November 2010
Canada285 Posts
January 02 2011 21:20 GMT
#5
On January 03 2011 05:37 dezi wrote:
It's certainly to big.


There is no such thing.

This map looks very fun and pretty, awesome work.
D:
CJ_Soviet
Profile Joined January 2011
United States37 Posts
January 02 2011 21:24 GMT
#6
I really like the design of this map. One thing I've noticed about SC2 is its lack of double ramp maps. While they weren't that common in BW, they made for very unique games. As you said in your description, it tends to really create interesting battles.

Beyond the double ramp, I like the concept of having both a protected natural and semi-protected third. While it will tend to make longer games, I don't see how that is an issue at all. One of the testaments of a good SC player is the ability to change their style and adapt based on the map. With a map like this one, I could see some new builds develop out of it. Great work.
K3NDR1C
Profile Joined November 2010
United States28 Posts
January 02 2011 23:06 GMT
#7
nice map. It reminds me of a mix of delta quadrant and lost temple
"Artificial Intelligence is no match for natural stupidity."
Morium
Profile Joined November 2010
United Kingdom7 Posts
Last Edited: 2011-01-03 18:54:56
January 03 2011 18:34 GMT
#8
From the look of it the shallow water battles will look great and add a nice touch
Meltage
Profile Joined October 2010
Germany613 Posts
January 03 2011 20:18 GMT
#9
How does the Long Grass areas play out? I'm not convinced it's fun but it's sure a nice touch of originality (compared to official Bliz maps)
http://mentalbalans.se/aggedesign
FlaShFTW
Profile Blog Joined February 2010
United States10398 Posts
January 03 2011 21:19 GMT
#10
I LOVE this map. its so beautiful with the springs and stuff. good work. i love macro maps, but it seems your bases in the top left and bot right are too clumped up. you can defend like 2 chokes, and go on 5 bases plus HY. maybe spread those out?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
DiZasteR
Profile Joined May 2009
Netherlands84 Posts
January 03 2011 21:21 GMT
#11
Does it take 5 in game minutes to get to your opponent? :o That seems rather overdone.
Makeone
Profile Joined December 2010
Sweden24 Posts
January 03 2011 21:57 GMT
#12
hmmm most blizz maps have abouth 25% xelnag tower covrige if u nerf the xel nag tower and make the gold harder to take +fix the long grass u got to much u can still have a lot but this is a bit over the top


realy nice map tho))
Antares777
Profile Joined June 2010
United States1971 Posts
January 03 2011 22:08 GMT
#13
This map is really good for aesthetics, but not so much for gameplay.

The small ramps make it so that Zerg will be at a disadvantage in certain areas. This isn't a big deal on this map because you have a lot of open space to make up for it. You give each player practically two free expansions. That needs to be changed. I'd move the rocks that guard the choke to the third so that it guards the choke from the main to the third, so that the third is accessible from the middle and not the main. The map is also too large for competitive gameplay in my honest opinion. The high yield expansions are very isolated and not in a very good position. I'd just remove them entirely by chopping off that stretch of land.

Shrink the map size if you can, because that seems to be the biggest problem.
Archivian
Profile Joined November 2010
United Kingdom362 Posts
Last Edited: 2011-01-04 02:47:58
January 04 2011 02:47 GMT
#14
Incomming wall of txt @_@

@FlaShFTW
+ Show Spoiler +
On January 04 2011 06:19 FlaShFTW wrote:
I LOVE this map. its so beautiful with the springs and stuff. good work. i love macro maps, but it seems your bases in the top left and bot right are too clumped up. you can defend like 2 chokes, and go on 5 bases plus HY. maybe spread those out?



Well the area from nat through to third is pretty large, so if you were to push forward to defend at the chocke by the rox (and the highground around there) that would leave large amounts of your base open to air units and drops, you would have to pull units off the front line to deal with it.

If you wanted to hold the bottom half of the map (or most of it) the attacker will have the advantage really, mostly because of all the routes to cross from the top half to the bottom half. Part of the idea of this map was to make it easy to move from one combat area to another so players can change up tactics. Defending all of the ways or trying to keep up with where the attacker strikes next would be very hard.

@DiZasteR
+ Show Spoiler +
On January 04 2011 06:21 DiZasteR wrote:
Does it take 5 in game minutes to get to your opponent? :o That seems rather overdone.


As mentioned in a previous reply, From spawn ramp to spawn ramp, with a probe, it takes 50secs - in comparison XNC takes 42secs from spawn ramp to spawn ramp (game time). 8secs is a big difference, but it is still rushable. Those times are in game time.

@Makeone
+ Show Spoiler +
On January 04 2011 06:57 Makeone wrote:
hmmm most blizz maps have abouth 25% xelnag tower covrige if u nerf the xel nag tower and make the gold harder to take +fix the long grass u got to much u can still have a lot but this is a bit over the top


realy nice map tho))


the XNT's took alot of consideration. But as I focused on areas to fight and the flow inbetween them, it seemd right to have an XNT in each area.

In the centre the XNT is almost like a king of the hill like centre. The ruins are both sight and path blockers (blocking air pathing as well), controlling that grants a large advantage to the fighting in the area, and the area has routes to the rest of the map.

The top left + bottome right XNT, grants early warning if you have the gold expo, also it grants advantage over the grass at the other expos nearby.

The bottom left and the top right primarily act as early warning for who ever has it, but also fighting around the platform means that you can use it as cover so holding that XNT again grants the advantage. The ramp is aimed at the attackers route to make it easier to siege the defender. I had it the other way round initially but it made turtling much easier as it was too easy for the defender to reinforce it and keep an easy early warning.

@Meltage
+ Show Spoiler +
On January 04 2011 05:18 Meltage wrote:
How does the Long Grass areas play out? I'm not convinced it's fun but it's sure a nice touch of originality (compared to official Bliz maps)



Well the long grass is placed so that sections of armies can see each other without seeing the rest of the army. Meaning you act a certain way based on what you see (or dont see) and then find out how much more they actually have. It plays with the idea of how much you might commit at any one moment. An over cautious player might pull back thinking there is more than there really is and an over confident player might over commit and find a larger force than expected.

This can be nulified by having an air unit give you extra vision, getting someone on the platform for slightly better vision, or taking the XNT for vision over the area by the blue expos and 2 of the 4 ramps leading to the area. Though the XNT will not help at the grass by the gold.

The size and exposure of the rest of the map means that commiting air units to extra vision in that area to give you intel will result in a lack of air support/intel somewhere else. So over commiting air to that area can end up back-fireing, under commiting means the air unit might get killed and you lose that unit and your advantage/intel.

Due to the size of the map, using the bulk of air units defensively to act againt drops and harrasss and move back and forth over your terrain is much quicker than ground units in responding, leaving ground units more leeway to attack. Of course it doesnt always work out that way, I'm just generalizing at this point, but that was part of the focus.

@Antares777
+ Show Spoiler +
On January 04 2011 07:08 Antares777 wrote:
This map is really good for aesthetics, but not so much for gameplay.

The small ramps make it so that Zerg will be at a disadvantage in certain areas. This isn't a big deal on this map because you have a lot of open space to make up for it. You give each player practically two free expansions. That needs to be changed. I'd move the rocks that guard the choke to the third so that it guards the choke from the main to the third, so that the third is accessible from the middle and not the main. The map is also too large for competitive gameplay in my honest opinion. The high yield expansions are very isolated and not in a very good position. I'd just remove them entirely by chopping off that stretch of land.

Shrink the map size if you can, because that seems to be the biggest problem.



Well I cant change anything anyways coz I entered it into the competition, but maybe I might make some of those changes after the comp is done to see how it plays out.

A few points:
Its true, its is practically 2 free expos, but the space between the nat and third is quite long, so moving troops between those points is a handfull. Though from spawn its quite easy to manage. Equally looking to reinforce from spawn (say from the ramp area) would mean a front line that is much closer to spawn, leaving the rox open to be destroyed and suddenly that third is very open and easy to lose. Also at that point the low and highground act almost as one large path that the attacker can push down and cut off the defender from the rest of the map. When that happens the map feels pretty small.

For what you said about the ramps - that was pretty much my thinking, though the ramps around the center are large.

The map may be too large for competitive play, I think the layout works against that though. There is a pretty direct route between spawns making the early game feel pretty focused, as a match might get longer, the rest of the map comes into play more and more. (i've mentioned previously the times)

As for the golds, I can see your point. When I think of XNC the golds are nicely placed along the main attack route (something i really like about that map). In this I wanted to do something different, I wanted that direct route to be based around movement more than move/take/hold/move. (maybe over simplyfying it abit there)

One reason for that was to maximize the freedom of moving from one side of the map to the other.
Another to encourage outward expanding in the long game and allow for players to really hurt each other financially.
Another was actually a bit of a gamble as far as the competition. Some of the more experianced map makers are good, i mean really good and frankly I dont have the skill in making maps that they do, yet . So trying something a little different seemd like my best bet. Also, its something I've done it in a few other maps in the past and wanted to try and do again and see if I can do it better.

Thanks for your observasions, they will be taken into account on my current project (my days of the week project - 7 maps each symbolizing the days of the week), as much as I am making them for fun, there is a few I would like to see as competition maps.

"you were only supposed to blow the bloody doors off!" Micheal Caine
Von
Profile Joined May 2009
United States363 Posts
January 04 2011 22:46 GMT
#15
Gorgeous. Simply gorgeous map ....

Please continue to do whatever it takes to improve on this map for balance
and playability.

Would love to eventually see some epic games in this environment.

.
If its not fun I dont want it.
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
12:00
Wardi Spring Cup
ByuN vs Rogue
Solar vs Ryung
Zoun vs Percival
Cure vs SHIN
WardiTV1328
IntoTheiNu 617
TKL 333
Ryung 326
IndyStarCraft 204
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 333
Ryung 326
IndyStarCraft 204
Rex 171
Railgan 88
Vindicta 14
StarCraft: Brood War
EffOrt 1553
BeSt 904
ZerO 697
Mini 334
Rush 264
hero 215
Mind 173
Last 127
Pusan 78
Sea.KH 58
[ Show more ]
Nal_rA 52
ToSsGirL 51
Movie 44
sorry 37
Shinee 35
Rock 20
Shine 20
GoRush 16
yabsab 14
IntoTheRainbow 14
Noble 9
Icarus 8
Dota 2
Gorgc6215
XcaliburYe151
monkeys_forever136
BananaSlamJamma76
syndereN21
Heroes of the Storm
Khaldor308
Other Games
singsing2430
B2W.Neo1032
Liquid`RaSZi1019
Hui .221
KnowMe156
ArmadaUGS55
elazer52
ZerO(Twitch)22
Organizations
Counter-Strike
PGL35564
Other Games
gamesdonequick2858
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• Adnapsc2 26
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• FirePhoenix4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2106
• Jankos1796
• TFBlade1069
Other Games
• WagamamaTV387
Upcoming Events
BSL
4h 36m
Dewalt vs DragOn
Aether vs Jimin
GSL
17h 36m
Afreeca Starleague
19h 36m
Soma vs Leta
Wardi Open
21h 36m
Monday Night Weeklies
1d 1h
OSC
1d 9h
CranKy Ducklings
1d 19h
Afreeca Starleague
1d 19h
Light vs Flash
Replay Cast
2 days
Replay Cast
3 days
[ Show More ]
The PondCast
3 days
Replay Cast
4 days
RSL Revival
4 days
Korean StarCraft League
5 days
RSL Revival
5 days
BSL
6 days
GSL
6 days
Cure vs TBD
TBD vs Maru
Liquipedia Results

Completed

Escore Tournament S2: W6
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

YSL S3
Escore Tournament S2: W7
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
BLAST Bounty Summer 2026: Closed Qualifier
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 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.