• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:12
CEST 14:12
KST 21:12
  • 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] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon98Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16)
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
BW General Discussion a Announcement on the JEDI Ringing Syncronization issues and can't find games ASL22 General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro16 Group D KCM Race Survival 2026 Season 3 [ASL22] Ro16 Group C [Megathread] Daily Proleagues
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
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 Russo-Ukrainian War Thread Canadian Politics Mega-thread Post Your Watch!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
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 Northern Ireland Global Starcraft
Blogs
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5953 users

[M] (4) iCCup Neo Enigma by prodiG - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 Next All
Ownos
Profile Joined July 2010
United States2147 Posts
January 18 2011 06:49 GMT
#41
On January 18 2011 14:31 monitor wrote:
Show nested quote +
Is that why a lot of these maps are nothing but narrow funnels?


These maps are not narrow funnels in the slightest. If you compare them to standard Blizzard maps, they have more open spaces. The chokes that are existent are placed for specific balance, concept, and expo pattern reasons. If there is a specific map example that you could point out with distinct imbalance by "narrow funnels" please tell, we will take it into consideration.
Show nested quote +

7 nodes on thirds and 5 on gold bases? What's with mappers liking to remove 1 node from an expansion? It's like that on shakuras for ALL expansions except mains, but that maps too awesome to discard it for that reason. I see no point at all to it. Not a fan of gimmick expansions.


Adding on to what prodiG said (which is right too): On Neo Enigma, expansions are very compact around the main. You can very easily secure a natural, a 3rd, and a 4th following. The current expansions have less mineral patches to balance the tightness. If expansions had
main: 8
nat: 8
HY: 6
4th: 8
Then it would likely be too easy to turtle. It is standard for 3rd/5ths to have 7 minerals. The high yield is not standard, but with 6 nodes it'd be too easy to saturate in certain spawn postions. If there is any question, we will know it from top-level player feedback in tomorrow's IMS.


I only say that, because he said no "useless" space. Which seems to be most map makers queue to not make any open space. Take it with a grain of salt, it only looks like that.

And it is not standard to have 7 nodes at all. The only maps on ladder that have 7 on a base is LT and Shakuras. LT only has that on the islands. Shakuras has 7 on all non-main bases. I think what the thinking seems to be is that you have 3rd and 4th running while main/nat are still active. 3rd and 4th more serve to replace your main and nat. So it's strange for the game to progress from 2 8 node bases down to 5 and 7 making for late games to regress economically UNLESS you get 3rd and 4th up while main and naturals are still active which would basically punish a mass expanding zerg player by limiting his potential income even if just slightly.

I don't think I need to go over the PAIN it will be to have to maynard over workers and end up being oversaturated. It's inconsistent.

If you want to balance the position of an expansion, you shouldn't mess with the resources and look at other things in terrain. Even then you don't get a choice of expansions most of the time. Players always expand to the nearest expansion and crawl outwards. So it's not like you're making any compelling choices. Just regressing the economic potential of late game play.

And the reality is everyone is theorycrafting. Who has extensive play on new maps like this?
...deeper and deeper into the bowels of El Diablo
G_Wen
Profile Joined September 2009
Canada525 Posts
January 19 2011 06:47 GMT
#42
On January 18 2011 15:49 Ownos wrote:
I only say that, because he said no "useless" space. Which seems to be most map makers queue to not make any open space. Take it with a grain of salt, it only looks like that.

And it is not standard to have 7 nodes at all. The only maps on ladder that have 7 on a base is LT and Shakuras. LT only has that on the islands. Shakuras has 7 on all non-main bases. I think what the thinking seems to be is that you have 3rd and 4th running while main/nat are still active. 3rd and 4th more serve to replace your main and nat. So it's strange for the game to progress from 2 8 node bases down to 5 and 7 making for late games to regress economically UNLESS you get 3rd and 4th up while main and naturals are still active which would basically punish a mass expanding zerg player by limiting his potential income even if just slightly.

I don't think I need to go over the PAIN it will be to have to maynard over workers and end up being oversaturated. It's inconsistent.

If you want to balance the position of an expansion, you shouldn't mess with the resources and look at other things in terrain. Even then you don't get a choice of expansions most of the time. Players always expand to the nearest expansion and crawl outwards. So it's not like you're making any compelling choices. Just regressing the economic potential of late game play.

And the reality is everyone is theorycrafting. Who has extensive play on new maps like this?

For the late game regression I cannot say much but it does seem like a legitimate concern. I'll play some more test games when I have access to SC2.

The PAIN for oversaturating when one manyards is not a legitimate concern. It is up to the player to adapt to the map. It is about as much as a pain as flash not being able to 15cc no scout every game. The onus is on the player to play correctly given the map. If you can't manyard over the correct number of probes it's your fault not the maps. Yes this is inconsistent but that is the point. Maps should have variations and one's playstyle should vary in response to the maps as well.

The games I have played on the map have been good so far. I haven't noticed the late game economic regression you've talked about but I'll keep an eye out for it.
ESV Mapmaking Team
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 19 2011 06:57 GMT
#43
On January 19 2011 15:47 G_Wen wrote:
Show nested quote +
On January 18 2011 15:49 Ownos wrote:
I only say that, because he said no "useless" space. Which seems to be most map makers queue to not make any open space. Take it with a grain of salt, it only looks like that.

And it is not standard to have 7 nodes at all. The only maps on ladder that have 7 on a base is LT and Shakuras. LT only has that on the islands. Shakuras has 7 on all non-main bases. I think what the thinking seems to be is that you have 3rd and 4th running while main/nat are still active. 3rd and 4th more serve to replace your main and nat. So it's strange for the game to progress from 2 8 node bases down to 5 and 7 making for late games to regress economically UNLESS you get 3rd and 4th up while main and naturals are still active which would basically punish a mass expanding zerg player by limiting his potential income even if just slightly.

I don't think I need to go over the PAIN it will be to have to maynard over workers and end up being oversaturated. It's inconsistent.

If you want to balance the position of an expansion, you shouldn't mess with the resources and look at other things in terrain. Even then you don't get a choice of expansions most of the time. Players always expand to the nearest expansion and crawl outwards. So it's not like you're making any compelling choices. Just regressing the economic potential of late game play.

And the reality is everyone is theorycrafting. Who has extensive play on new maps like this?

For the late game regression I cannot say much but it does seem like a legitimate concern. I'll play some more test games when I have access to SC2.

The PAIN for oversaturating when one manyards is not a legitimate concern. It is up to the player to adapt to the map. It is about as much as a pain as flash not being able to 15cc no scout every game. The onus is on the player to play correctly given the map. If you can't manyard over the correct number of probes it's your fault not the maps. Yes this is inconsistent but that is the point. Maps should have variations and one's playstyle should vary in response to the maps as well.

The games I have played on the map have been good so far. I haven't noticed the late game economic regression you've talked about but I'll keep an eye out for it.


I don't think you'dget any regression at all unless you've mined out every base but one or two and have more workers that you need to saturarte the last few bases. Any other scenarioseems to me like it'd be a lack of expanding from the player.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
ReachTheSky
Profile Joined April 2010
United States3294 Posts
January 19 2011 07:17 GMT
#44
played on this map tonight in the IMS KOTH. I must say its fucking baller. i love it. well designed. positions aren't too far or too close. i feel like its just right. map looks beautiful too. i love the towers. Keep up the good work and keep pumpin out sexy maps.
TL+ Member
ReachTheSky
Profile Joined April 2010
United States3294 Posts
January 19 2011 07:22 GMT
#45
On January 18 2011 00:54 branflakes14 wrote:
Looks pretty good. No backdoor nonsense, there's a choice of expanding towards or away from your opponent at your third, Xel'naga looks important. Only thing I'm not so keen on is the walls around the centre of the map. Every map seems so enclosed.


i think the walls in the cetner of the map are good. they still allow flanks to be good but not completely broken.
TL+ Member
Zhul
Profile Joined February 2010
Czech Republic430 Posts
January 19 2011 13:05 GMT
#46
Hah finally some good map
Tppz!
Profile Joined October 2010
Germany1449 Posts
January 19 2011 14:07 GMT
#47
On January 18 2011 07:08 MindRush wrote:
prodiG ...... thanks alot, can i play this on EU ?


i would love to play this asap :> europeans can do bug testing too
Obscura.304
Profile Blog Joined September 2010
150 Posts
January 19 2011 14:24 GMT
#48
The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 19 2011 14:33 GMT
#49
On January 19 2011 23:24 Obscura.304 wrote:
The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position.
that's the idea!

Map will be up in EU later today.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Obscura.304
Profile Blog Joined September 2010
150 Posts
January 19 2011 14:47 GMT
#50
On January 19 2011 23:33 prodiG wrote:
Show nested quote +
On January 19 2011 23:24 Obscura.304 wrote:
The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position.
that's the idea!

Map will be up in EU later today.

So you want whoever spawns counter-clockwise of their opponent to have an advantage? Why?
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 19 2011 14:57 GMT
#51
On January 19 2011 23:47 Obscura.304 wrote:
Show nested quote +
On January 19 2011 23:33 prodiG wrote:
On January 19 2011 23:24 Obscura.304 wrote:
The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position.
that's the idea!

Map will be up in EU later today.

So you want whoever spawns counter-clockwise of their opponent to have an advantage? Why?

You'd have to take the blue and have a more defensible position, while attacking into your opponent's gold as the base is more open and easier to drop onto. I wouldn't call this an imbalance as the gold only has five patches and the options for harassing it or attacking into it are great & testing seems to have proved this.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Obscura.304
Profile Blog Joined September 2010
150 Posts
January 19 2011 15:39 GMT
#52
On January 19 2011 23:57 prodiG wrote:
Show nested quote +
On January 19 2011 23:47 Obscura.304 wrote:
On January 19 2011 23:33 prodiG wrote:
On January 19 2011 23:24 Obscura.304 wrote:
The gold minerals make this map positionally imbalanced. Spawns at 10 and 2, I'd be praying for 10; I'd be able to take the gold while expanding away from my opponent, whereas at 2, I'd have to take the blue for a similarly defensible position.
that's the idea!

Map will be up in EU later today.

So you want whoever spawns counter-clockwise of their opponent to have an advantage? Why?

You'd have to take the blue and have a more defensible position, while attacking into your opponent's gold as the base is more open and easier to drop onto. I wouldn't call this an imbalance as the gold only has five patches and the options for harassing it or attacking into it are great & testing seems to have proved this.

You really can't say something like this is balanced though, because the fact that there's 3 different races throws a wrench in it. Given spawns at 10 and 2, is the gold for the 10 o'clock player still so harassable if they're T and just drop a Planetary Fortress there? What about Protosses at 2 who aren't going air- how are they going to harass that, given that P has no really good non-air units for harassing? What about ZvP, with the Zerg at 2- since Z can't go mutas safely in that matchup for fear of the 6 gate, how do you consider that balanced?
funcmode
Profile Joined June 2010
Australia720 Posts
January 19 2011 15:51 GMT
#53
Gold expo's are overrated, especially considering this one only has 5 patches. Really the difference between that and the 7-patch blue expo's is minimal at most, even with mules and planetary's thrown into the equation. I don't think it's a massive cause for concern.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 19 2011 15:59 GMT
#54
Yeah I agree, the normal expo gives Terran a so much easier to defend position because of the highground and less openness. They might be able to have an OC at the normal expo but are kinda forced to have a PF at the gold, so it should be balanced.

Anyway, this map is just pure gold, I love it!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Antares777
Profile Joined June 2010
United States1971 Posts
January 19 2011 17:02 GMT
#55
I just hosted a game on this map and everyone loved it. My computer didn't lag at all either, and I'm on a Mac. Not a Macbook Pro, just a Macbook, and it ran smoothly.

What everyone in observer chat was saying was that they thought that Terran could get a third easily with a Planetary Fortress. That was their only concern.

Great map prodiG!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 19 2011 18:20 GMT
#56
On January 20 2011 02:02 Antares777 wrote:
I just hosted a game on this map and everyone loved it. My computer didn't lag at all either, and I'm on a Mac. Not a Macbook Pro, just a Macbook, and it ran smoothly.

What everyone in observer chat was saying was that they thought that Terran could get a third easily with a Planetary Fortress. That was their only concern.

Great map prodiG!

The way I see it, if any map has an easy third terran can hold it with a planetarty fortress because that's what they do. This is counteracted somewhat by the drop harass but players have to adapt their style around it if they want to take advantage.

Thanks for the feedback; D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Silv.user
Profile Joined November 2010
59 Posts
Last Edited: 2011-01-19 18:54:18
January 19 2011 18:53 GMT
#57
Dude the map didnt get affected at all by your tuning down still very pretty. how many doodads u got now? u told me u had 2230 before. I'm really curious how much u had to remove to make it work properly

Edit: btw the gold minerals, they arent mirrored are they? i saw there was diffrence in them. Reason why u got that?
All girls are whores, only the smart ones takes paid.
Antares777
Profile Joined June 2010
United States1971 Posts
January 19 2011 18:57 GMT
#58
On January 20 2011 03:53 Silv.user wrote:
Dude the map didnt get affected at all by your tuning down still very pretty. how many doodads u got now? u told me u had 2230 before. I'm really curious how much u had to remove to make it work properly

Edit: btw the gold minerals, they arent mirrored are they? i saw there was diffrence in them. Reason why u got that?


Minerals are 2x1 not 1x1 so you can't rotate them 90 degrees and expect them to fit in the same area.
Silv.user
Profile Joined November 2010
59 Posts
January 19 2011 19:07 GMT
#59
The northeast gold and southwest gold is similar, however the west and east is completly diffrent. + the south one idont get the clue of at all. Im aware on how minerals works. but having an advantage if u spawn at one locaiton on ure gold isnt mirrored. wouldnt take alot time to fix tho. + The NE,SW isnt mirrored. Which they should be prob. + if u cant make decent minerals lines wouldnt harm to rotate it a itsy bit?

All girls are whores, only the smart ones takes paid.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-01-19 20:00:27
January 19 2011 19:56 GMT
#60
On January 20 2011 04:07 Silv.user wrote:
The northeast gold and southwest gold is similar, however the west and east is completly diffrent. + the south one idont get the clue of at all. Im aware on how minerals works. but having an advantage if u spawn at one locaiton on ure gold isnt mirrored. wouldnt take alot time to fix tho. + The NE,SW isnt mirrored. Which they should be prob. + if u cant make decent minerals lines wouldnt harm to rotate it a itsy bit?


Like antares said, mineral fields are 2x1 so I can only copy minerals on sectipns of the map that are inverted 90 180 (oops, wrong #) degrees in the symmetry. Simply put, I can have asymmetrical mineral lines on on two corners of the map, but the other two must be tweaked in order to fit. The distance of tether patches is relatively the same to all of the elements around the patches so that while different they are not imbalanced (or if they are, the issue is negligible as I cant rotate minerals to be 1x2 so I am making the best of what I've got.)

Lot of nitpicking today, nice to see my map so heavily under the microscope!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
IntoTheTV X SOOP
11:00
Monthly #1 - Day 1
Cure vs SHINLIVE!
herO vs Solar
Percival vs Classic
ByuN vs Rogue
IntoTheiNu 1516
CranKy Ducklings SOOP46
Rex28
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko383
Rex 27
StarCraft: Brood War
Bisu 1677
Shuttle 1270
Horang2 1178
Hyuk 734
firebathero 729
EffOrt 374
Snow 321
Larva 305
Light 248
Mini 247
[ Show more ]
Rush 163
Last 145
Zeus 125
Pusan 99
ZerO 98
Hm[arnc] 75
Mong 57
hero 47
Killer 46
ToSsGirL 33
Sharp 33
sSak 25
Aegong 17
sorry 13
Sacsri 12
JulyZerg 6
NotJumperer 3
Britney 0
Dota 2
Gorgc2163
Dendi906
Counter-Strike
byalli1299
markeloff448
zeus143
edward28
Other Games
singsing1829
olofmeister826
B2W.Neo808
DeMusliM295
Pyrionflax217
Sick140
Mew2King108
QueenE45
ArmadaUGS29
ZerO(Twitch)4
Organizations
Other Games
gamesdonequick787
[ Show 9 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1912
Upcoming Events
OSC
9h 48m
Replay Cast
11h 48m
IntoTheTV X SOOP
22h 48m
Replay Cast
1d 11h
GSL
1d 22h
Replay Cast
2 days
GSL
2 days
Shopify Rebellion Sundays
3 days
Spirit vs Mixu
Replay Cast
3 days
Afreeca Starleague
3 days
Shine vs Rush
[ Show More ]
WardiTV Weekly
3 days
Monday Night Weeklies
4 days
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Light vs EffOrt
PiGosaur Cup
5 days
Kung Fu Cup
5 days
The PondCast
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
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.