• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:09
CET 09:09
KST 17:09
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !3Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win2Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
Simple life skill activities that schools ignore ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win Did they add GM to 2v2? RSL Revival - 2025 Season Finals Preview
Tourneys
RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2) Winter Warp Gate Amateur Showdown #1: Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle How Rain Became ProGamer in Just 3 Months BGH Auto Balance -> http://bghmmr.eu/ [BSL21] RO8 Bracket & Prediction Contest BW General Discussion
Tourneys
[BSL21] WB SEMIFINALS - Saturday 21:00 CET [Megathread] Daily Proleagues [BSL21] RO8 - Day 2 - Sunday 21:00 CET [ASL20] Grand Finals
Strategy
Game Theory for Starcraft Current Meta Simple Questions, Simple Answers Fighting Spirit mining rates
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread General RTS Discussion Thread Dawn of War IV Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
Stages of a Sales Pipeline: Simple Explanation Nee The Games Industry And ATVI Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Expert Legal Assistance for Corporate Law Concepts Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
How Sleep Deprivation Affect…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1307 users

[M] (3) Aztec - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
Mereel
Profile Joined February 2010
Germany895 Posts
February 03 2011 21:36 GMT
#21
its called aztec 2 because aztec is somehow not allowed lol
TPW Mapmaking Team
a176
Profile Blog Joined August 2009
Canada6688 Posts
February 03 2011 22:45 GMT
#22
you made the pathways way too narrow
starleague forever
RogueStatus
Profile Joined August 2010
266 Posts
February 04 2011 05:57 GMT
#23
Is there a way to get this map on NA? Looks sweet.
No0n
Profile Joined March 2010
United States355 Posts
February 04 2011 06:18 GMT
#24
I dont think the low ground mains are that much of a problem, as long as you're not a dirty 1 baser
If you just rally to your natural choke instead of your main choke then doesnt that easily solve the problem. The natural choke looks small enough to defend easily w/o that many disadvantages. And if you do stay on 1 base its kind of your own fault.
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
Magrath
Profile Joined August 2010
Canada292 Posts
February 04 2011 06:27 GMT
#25
It's an interesting concept that forces out macro games. I just have 2 suggestions.

1. Make the expansion expand more openly to the choke. Siege tanks get set up on the other side of the high ground and don't have a real straight path. The layout forces the player to keep the bulk of his army in the front out in the open to prevent any positional type vT games. That puts units far from the main leaving it open for drops.

2. Since the low ground highly favors quick expansion to prevent from being contained in your main you need to make it safe to fast expand by increasing the ground rush distance. Sort of like Scrap Station does. Even though Terrans can just double proxy rax you, it's something to consider to straight up non-cheese play. I
Anything can be acheived through persistence and thought
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
February 04 2011 07:23 GMT
#26
To those complaining about the size/small corridors:

Don't. Starcraft 2 needs relatively tight corridors because of the way armies clump up. In SC1 crap is spread so thinly that if there is a tight corridor/ramp it will take 10 minutes for a control group of dragoons to walk though it. On the other hand in SC2 20 marines could walk side by side in a fallopian tube. SC2 Python is so wide open to the point of ridiculousness, while it didn't matter so much in SC1 because a maxed army a moving through the middle would still take up the whole space.

Also, don't knock the lowground main until you've tried it. There's no need theorycrafting for eternity over something that worked in SC1 fine until the map has gone through rigorous testing. It's a port for crying out loud!
Samro225am
Profile Joined August 2010
Germany982 Posts
February 04 2011 10:39 GMT
#27
On February 04 2011 16:23 Geovu wrote:
To those complaining about the size/small corridors:

Don't. Starcraft 2 needs relatively tight corridors because of the way armies clump up. In SC1 crap is spread so thinly that if there is a tight corridor/ramp it will take 10 minutes for a control group of dragoons to walk though it. On the other hand in SC2 20 marines could walk side by side in a fallopian tube. SC2 Python is so wide open to the point of ridiculousness, while it didn't matter so much in SC1 because a maxed army a moving through the middle would still take up the whole space.

Also, don't knock the lowground main until you've tried it. There's no need theorycrafting for eternity over something that worked in SC1 fine until the map has gone through rigorous testing. It's a port for crying out loud!



i understand where you are coming from, but the problems with such pathes is not so much the overall narrowness, but the fact that it promotes a slow pushing forward, expnsion, per expansion way too much.

therefore i would suggest to put a wider ramp next to the gold. you can block or halfway block it withalso i think the pah shold get wider the more you move towards the centre.
another addition i would really love is to have a smaller choke at the third and a really big at the fourth (but highground) and an additional ramp from forth down to third.
but this would be a different map.. I guess I will build it myslef

also you need more space in general at nat and/ore third (+ smaller main, use it for bigger gold) and more space behind gold minerals.
a176
Profile Blog Joined August 2009
Canada6688 Posts
February 04 2011 20:53 GMT
#28
On February 04 2011 16:23 Geovu wrote:
To those complaining about the size/small corridors:

Don't. Starcraft 2 needs relatively tight corridors because of the way armies clump up. In SC1 crap is spread so thinly that if there is a tight corridor/ramp it will take 10 minutes for a control group of dragoons to walk though it. On the other hand in SC2 20 marines could walk side by side in a fallopian tube. SC2 Python is so wide open to the point of ridiculousness, while it didn't matter so much in SC1 because a maxed army a moving through the middle would still take up the whole space.

Also, don't knock the lowground main until you've tried it. There's no need theorycrafting for eternity over something that worked in SC1 fine until the map has gone through rigorous testing. It's a port for crying out loud!


that is not the reason at all for small corridors. map terrain is vitally important to army positioning. having enough space for zerglings to surround, or having a wide area to run away from banelings or storms, for terran. even protoss will not admire running their death ball into a choke covered by a couple siege tanks.
starleague forever
Mereel
Profile Joined February 2010
Germany895 Posts
February 04 2011 23:25 GMT
#29
updatet first post.

-changed the ramps for fourth
-changed ramp position at 10
-changed gold space
-changed mainbase size

**1. Make the expansion expand more openly to the choke. Siege tanks get set up on the other side of the high ground and don't have a real straight path. The layout forces the player to keep the bulk of his army in the front out in the open to prevent any positional type vT games. That puts units far from the main leaving it open for drops.**

maybe u can show me what u mean on a screenshot.

**Since the low ground highly favors quick expansion to prevent from being contained in your main you need to make it safe to fast expand by increasing the ground rush distance**

ground rush distance is 175 which is actually really far. look at xelnaga caverns u got 145.
TPW Mapmaking Team
lefix
Profile Joined February 2011
Germany1082 Posts
February 26 2011 13:28 GMT
#30
looks pretty nice!
i like the layout
Map of the Month | The Planetary Workshop | SC2Melee.net
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-02-26 14:19:21
February 26 2011 14:03 GMT
#31
This is sick! Thanks so much

I'm uploading this on SEA if you don't mind ^_^

(I named it "The Aztec")

EDIT: Could do away with the destructible rocks IMO

Dammit it keeps uploading on NA lol T_T.

Ok its uploaded on SEA now :D
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
February 26 2011 15:07 GMT
#32
Very good map as for the looks and for the similarity from the BW Aztec.
Great Job!
With an average game length of 7m36s over his 6 games in GSL3, this is a no-brainer. BitByBit pulls more SCVs than yo momma at a club on Mar Sara. ♞
Gemini_19
Profile Joined June 2010
United States1251 Posts
February 26 2011 21:18 GMT
#33
Wow, the lighting and terrain choice looks absolutely beautiful! I really like this remake. However the low ground mains do seem to be a problem. PvP would be hell on this map in my opinion.
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 51m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 172
StarCraft: Brood War
Rain 4983
JulyZerg 35
Soma 27
NaDa 23
Shine 13
sorry 9
Mong 9
Sharp 1
Dota 2
NeuroSwarm95
League of Legends
JimRising 583
C9.Mang0424
Counter-Strike
shoxiejesuss166
Other Games
summit1g11179
WinterStarcraft408
Mew2King61
Trikslyr25
Organizations
Other Games
gamesdonequick803
StarCraft: Brood War
UltimateBattle 102
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• LUISG 6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• HappyZerGling150
Upcoming Events
The PondCast
1h 51m
WardiTV 2025
4h 51m
Cure vs Creator
Solar vs TBD
herO vs Spirit
Scarlett vs Gerald
Rogue vs Shameless
MaNa vs ShoWTimE
Nice vs TBD
WardiTV 2025
1d 2h
ByuN vs TBD
Clem vs TBD
OSC
1d 5h
CranKy Ducklings
2 days
SC Evo League
2 days
Ladder Legends
2 days
BSL 21
2 days
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
3 days
Ladder Legends
3 days
[ Show More ]
BSL 21
3 days
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
4 days
Monday Night Weeklies
4 days
WardiTV Invitational
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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 © 2025 TLnet. All Rights Reserved.