• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:35
CET 06:35
KST 14:35
  • 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
Clem wins HomeStory Cup 280HomeStory Cup 28 - Info & Preview12Rongyi Cup S3 - Preview & Info3herO wins SC2 All-Star Invitational14SC2 All-Star Invitational: Tournament Preview5
Community News
Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April7Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8
StarCraft 2
General
Clem wins HomeStory Cup 28 Stellar Fest "01" Jersey Charity Auction StarCraft 2 Not at the Esports World Cup 2026 Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win HomeStory Cup 28 - Info & Preview
Tourneys
HomeStory Cup 28 RSL Season 4 announced for March-April PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) StarCraft Evolution League (SC Evo Biweekly) $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)
Strategy
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 511 Temple of Rebirth The PondCast: SC2 News & Results Mutation # 510 Safety Violation Mutation # 509 Doomsday Report
Brood War
General
BSL Season 21 - Complete Results Bleak Future After Failed ProGaming Career [ASL21] Potential Map Candidates Can someone share very abbreviated BW cliffnotes? BW General Discussion
Tourneys
[Megathread] Daily Proleagues Azhi's Colosseum - Season 2 Small VOD Thread 2.0 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Path of Exile Mobile Legends: Bang Bang Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Join illminati in Luanda Angola+27 60 696 7068
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 Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread The Games Industry And ATVI Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1600 users

[M] (2) Forborne Fortune

Forum Index > SC2 Maps & Custom Games
Post a Reply
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-02-04 07:41:56
February 04 2011 07:40 GMT
#1
Forborne Fortune 1.1

[image loading]

One has always the option not to, with the exception of fate.

Wow... my first map in the forum. I'm a little surprised it's been this long. I'm really only giving it a thread because it's only proper for a MotM submission, and I'm really only doing MotM because it happened to coincide with making this map. Skip to "Details" if you just want to look at the map and forgo my rambling.

+ Show Spoiler +
I have never created a map I consider a finished product--not by a long shot. Often, a simple idea, or a puzzle over how to execute a map feature, will consume me for a day or two. Once the editor is open, I try to lay it out as a draft, but inevitably I get bogged down in minute details. By a process of self-compromise, many hours later I will have created a full layout. If you give a mouse a cookie... he'll do some basic texturing and perfunctory doodad placement. But being a perfectionist and visionaryTM that also ends up being a project. Once ample swaths of time have been drained from my life, I have a creation worthy of playtesting. Or abandoning, once I see that it never did really come out right. But the process for me is most important; creative foment, churning analysis and imagination.

The inception for this map was the idea of having a natural with two entrances separated on the outside by DRocks. The fitting next step was to put a base on the outlying side. This ended up taking over as the focus, because Forborne Fortune hinges on the decision between a close, vulnerable third base or a medium distance third base more typically situated.

I've found that I naturally tend to create lots of cliffs and ramps, which unavoidably decreases the openness. In this map I knew I wanted multiple levels because it was integral to the design of the natural and the close third, so I was very deliberate about using wide pathways. Instead of zoning "open areas", I relied on wide routes and wide ramps to naturally create broad areas at their intersections. (This is exactly what happens outside the natural on XelNaga Caverns.) The result is that no one spot feels "open", but across much of the map you're just a corner away from breathing room.

Another proclivity of mine is that I see possibility in every inch of terrain, and it takes all my discipline not to design an infernal canyon network or an island made of destructible rocks whenever I concentrate on one spot for more than thirty seconds. Even placing a doodad can take me down a whole new path to enhance the tactical aspect of my terrain. This is what happened with the cliffs above the close third, where eventually I settled on using trees to make it a semi-island allowing small and medium units to walk in but requiring large (imba) guys to drop. This is used a couple other places less drastically. I am pleased with how the tactical features turned out. Overall the layout is somewhat unconventional but the main areas are standard enough. Around the map are plenty of places for tricks where they won't get in the way of standard procedure.


Details

Angled view and map analyzer + Show Spoiler +
[image loading]
[image loading]
[image loading]


The most likely point of contention here is the cliff above the close third. Yes, you can easily harass that base with drops, or even just ranged guys on the cliff. That's the point. You'll note that map control, particularly solid presence at the watchtower there, lets you proactively fight that. You can use the small ramp at your natural to keep yourself relatively secure on the home front while maintaining position above the close third. Alternatively, if you have the right composition you can break your own rocks and guard the center of mass, using colossus to repel cliffers (for example).

The aesthetics are a "sketch with embellishment". I could spend a year texturing and placing doodads, which is not even considering decoration of the map exterior. I am satisfied by the atmosphere created and the differentiation provided by the textures. Nevertheless, how would you rate the looks?
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
February 04 2011 10:29 GMT
#2
I have to say that it is amazing how you managed to put so many different situation into this map. still, I think the map would be better, if it was simplified just a little bit. I feel there are to many ideas put into it.
this all leads to a very complex map. the layout is not really clear, probably too cluttered and too wide spread.

e.g. the fourth:
go clockwise and you have to deal with DRs, drops on highground and you are at he bottom end of another ramp. now you might decide tp push out, and control the left hand flank, but then you are pretty much out of position (far out 'left') and have to fortify your natural's ramp and you have to be afraid of cliffwalks via right hand third.
OR
go counter-clockwise and you have an open backdoor at your nat, that can be secured quite easily, you will move your forces in front of your main on low ground and and still you have to deal with attacks against your third at two openings.

for me it looks like the only way to feel safe is to establish map control, take nat and third, break DRs, expand again to your right hand side and take the counterclockwise watchtower. prepare to shift your forces from one side to the other and place them somewhere next to the former DRs...

this is all nothing bad at all, it just feels so unclear of how to play the map. given that custom maps have less playing time, maybe we desiner have to make more clear design decisions, one element ater the other, sothat maps are more clear of how to be played.

how could your map be a bit easier to be understood?
I would suggest to rotate both thirds (that are named thirds in the analyzer picture) a bit towards the outside, sothat there open side faces towards the centre, sothat i can switch more easily from centre towards backdoor at third, etc.
also the number of chokes and entrances should be smaller and the centre should be more open (central place could be just flat).
you could tale out some extra pathes, like the one at the xel naga watchtower.

I think you cold have taken your ideas and make two maps out of it
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-02-04 21:51:39
February 04 2011 20:58 GMT
#3
On February 04 2011 19:29 Samro225am wrote:
I have to say that it is amazing how you managed to put so many different situation into this map. still, I think the map would be better, if it was simplified just a little bit. ... given that custom maps have less playing time, maybe we desiner have to make more clear design decisions, one element ater the other, sothat maps are more clear of how to be played.

how could your map be a bit easier to be understood? ...

I think you cold have taken your ideas and make two maps out of it


Yes, I think you've covered it. I really agree that it's the job of the designer to provide a space which has options that communicate themselves. It's a very interesting question if we should err on the side of simplicity, at least for now, given that these maps will not have endless person-hours devoted to "solving" them. Perhaps from the perspective of design learning, we definitely should. There are so many things to test on this map, you would learn very little in 20 games. Whereas Neonights that funcmode just posted could tell you some useful things about terran and openness, and third proximity, and three-path maps.

I always think about the BW maps that were made the last 5 years or so, some of them with highly intricate designs. That level of depth was expected for the pro maps. I aspire to that, but I will also aspire to "grokability" even more. That's a term used a lot in discussing design of Magic: TG cards, borrowed from Hitchhiker's Guide to the Galaxy. Grok: to get it, to understand; almost viscerally. The most impactful thing a designer can do is create a puzzling setup that resolves itself into an "I grok!" moment.

Anyway, thanks for sharing your view. It's very valuable to hear an outside perspective, to confirm your worst fears. =D


edit: lol I just realized about iGrok's name too. ; )~
Comprehensive strategic intention: DNE
PiLoKo
Profile Joined January 2011
Mexico144 Posts
February 04 2011 22:09 GMT
#4
I love this map, looks pretty solid, with 2 options for the 4th, yeah, it seems a little complicated when it comes to play the map, but still looks great and ill definetly going to give it a try, keep the good work :O
I like to troll in-game :)
lovablemikey
Profile Joined October 2010
264 Posts
February 05 2011 01:39 GMT
#5
This map is super sweet! Every path flows into another path which branches off and back around and so forth. How cool is that!? Plus, it's my favorite tileset.

As far as a ratings on looks, I would give it a 6 out of 10. Without more doodads, the map looks a little over half finished to me. A fun layout is all you need though, and it looks like that's what you have.
[wh]_ForAlways
Profile Blog Joined May 2009
United States235 Posts
February 05 2011 01:47 GMT
#6
This is a pretty good looking map, imo. The main thing I would critique about it is removing the cliff in the middle to allow players to have a nice open space to engage. Perhaps even replace the cliff with a xel'naga tower, instead.
s031720
Profile Joined December 2009
Sweden383 Posts
February 05 2011 02:04 GMT
#7
Looks really fun, and I agree with the above poster; the rocks in the middle should go.

I think it might be biased to siege-tanks, but that would remain to be seen.
Just another noob
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
Rongyi Cup S3 - Playoffs Day 2
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech139
StarCraft: Brood War
Leta 180
actioN 169
Shuttle 160
EffOrt 146
Hyuk 41
GoRush 36
Noble 16
Icarus 11
Dota 2
NeuroSwarm143
febbydoto9
League of Legends
JimRising 943
C9.Mang0431
Counter-Strike
m0e_tv643
Foxcn220
Super Smash Bros
hungrybox1020
Heroes of the Storm
Khaldor133
Other Games
summit1g7684
tarik_tv2486
Livibee65
Organizations
Other Games
gamesdonequick1200
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH288
• practicex 35
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki19
• Diggity4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Scarra1844
• Lourlo874
Upcoming Events
The PondCast
4h 25m
WardiTV Invitational
6h 25m
YoungYakov vs MaxPax
ByuN vs herO
SHIN vs Classic
Creator vs Cure
Replay Cast
18h 25m
RongYI Cup
2 days
herO vs Maru
uThermal 2v2 Circuit
3 days
Replay Cast
4 days
Wardi Open
4 days
Monday Night Weeklies
4 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

Proleague 2026-02-04
HSC XXVIII
Underdog Cup #3

Ongoing

CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Rongyi Cup S3
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W7
Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
LiuLi Cup: 2025 Grand Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 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.