• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:23
CEST 10:23
KST 17:23
  • 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] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
$5,000 WardiTV TLMC tournament - Presented by Monster Energy0GSL CK: More events planned pending crowdfunding0Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage3Weekly Cups (March 23-29): herO takes triple6
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win Rongyi Cup S3 - Preview & Info Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2)
Tourneys
$5,000 WardiTV TLMC tournament - Presented by Monster Energy GSL CK: More events planned pending crowdfunding Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
Pros React To: JaeDong vs Queen ASL21 General Discussion [BSL22] RO32 Group Stage so ive been playing broodwar for a week straight. Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group F Escore Tournament StarCraft Season 2 [ASL21] Ro24 Group E
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
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 TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Korean words The Chess Thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Loot Boxes—Emotions, And Why…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2098 users

[M](4) Adagio by monitor

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2011-02-07 04:09:01
February 07 2011 01:46 GMT
#1
[image loading]

Adagio by monitor


Hey everyone! My most recent map is named Adagio, after Samuel Barber's Adagio for Strings. It has a few unique and significant parts which separate from other maps. It is normal Four-Player rotational symmetry.

  • Spawns: Four corners
  • Size: 126x124
  • Expansions: 12
  • XNT: 4
  • Tileset: Custom "Cave"
  • Notable Features: Third-Gas Experiment; Free natural


Each person has a free backdoor natural. Taking a third is easy- but once you take the gas, you have to go around to defend it. Pictures are worth a thousand words.

[image loading]
Small units can pass.

[image loading]
No units can pass.


Note: You only need one gas geyser to prevent pathing.


Main- 8minerals, 2gas
Natural- 8minerals, 2gas
Third- 7minerals, 2gas

A big focus on this map, for me, was getting proportions right. I think it came out well, and the map size fits exactly how I wanted it to. The map is currently in the Beta phase, feedback is greatly appreciated.

Published on NA as Adagio Beta.
https://liquipedia.net/starcraft2/Monitor
Antares777
Profile Joined June 2010
United States1971 Posts
February 07 2011 01:50 GMT
#2
Cool map, I love how you placed the geysers for the thirds, and their overall location is in an interesting area. I like how the hexagon decals are not all the same color and vary the way that you set it up. This map is truly unique. The title set is also pretty spectacular.

monitor
Profile Blog Joined June 2010
United States2408 Posts
February 07 2011 02:02 GMT
#3
On February 07 2011 10:50 Antares777 wrote:
Cool map, I love how you placed the geysers for the thirds, and their overall location is in an interesting area. I like how the hexagon decals are not all the same color and vary the way that you set it up. This map is truly unique. The title set is also pretty spectacular.



Thanks!

I added the mineral and gas count for expansions at the bottom of the OP.
https://liquipedia.net/starcraft2/Monitor
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
February 07 2011 02:24 GMT
#4
Looks good, for the amount of things on the map however I think it should be a bit bigger. Looks kinda cramped and you can siege the backdoor expo etc.

Nice job overall.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
February 07 2011 02:27 GMT
#5
i think the xel naga towers arent needed, they may prove too much aid for some players, i also fear there is no real way a zerg player can effectivley scout his oppoment early game past poking front.

anyone up for testing?
Live Fast Die Young :D
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2011-02-07 02:28:57
February 07 2011 02:28 GMT
#6
On February 07 2011 11:27 TibblesEvilCat wrote:
i think the xel naga towers arent needed, they may prove too much aid for some players, i also fear there is no real way a zerg player can effectivley scout his oppoment early game past poking front.

anyone up for testing?


Yah, scouting is always an issue with backdoor naturals. This one won't be however, because you can spot it very easily with an overlord, which was intentional-- you can also harass easily.

In an earlier build, there were no towers. I'm still debating too.
https://liquipedia.net/starcraft2/Monitor
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
Last Edited: 2011-02-07 02:34:21
February 07 2011 02:31 GMT
#7
well i got game hosted no1 so far to join, a game or 2 and can give the map a little more feel

tibblesevilc 604 :D
Live Fast Die Young :D
monitor
Profile Blog Joined June 2010
United States2408 Posts
February 07 2011 02:32 GMT
#8
On February 07 2011 11:31 TibblesEvilCat wrote:
well i got game hosted no1 so far to join, a game or 2 and can give the map a little more feel


Try asking/inviting people from chat channels like "obs", or "koth", or "TLkoth", or "iccup". That should work!
https://liquipedia.net/starcraft2/Monitor
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
Last Edited: 2011-02-07 02:37:08
February 07 2011 02:35 GMT
#9
well there a king of the hill on allready confused., take this chat to private and dele these post? so it doesn't clutter thread?
Live Fast Die Young :D
lovablemikey
Profile Joined October 2010
264 Posts
February 07 2011 02:59 GMT
#10
Neat map! I like that you're using new ideas. Experimenting is top notch.

I remember seeing a thread on the subject of using geysers to block pathing. I guess it struck a chord with you. Nice implementation!

I agree with whoever said the map looks a little small. On the other hand, maybe it's just right. Only testing will tell.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2011-02-07 03:22:29
February 07 2011 03:21 GMT
#11
Hey cool map, pretty interesting and I see some really cool strategies/concepts with this Unique gas wall thingy haha.

Thanks for making!

Just gonna throw this out, have you considered making the very middle a raised area? (higher than the natural areas, aka 3 stories)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
emc
Profile Joined September 2010
United States3088 Posts
February 07 2011 03:25 GMT
#12
a map like this, with rotaional symmetry only needs 1 xelnaga tower in the dead center of the map, having those 4 xel nagas is a bit overkill and really allows you to control the map almost too well. Basically I feel like xelnaga towers should never really overlap each other, and there is no way to balance out the towers without removing them and putting just 1 in the center like Delta Quadrant. Just my 2 cents.
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2011-02-07 03:34:23
February 07 2011 03:30 GMT
#13
Hey cool map, pretty interesting and I see some really cool strategies/concepts with this Unique gas wall thingy haha.

Thanks for making!

Just gonna throw this out, have you considered making the very middle a raised area? (higher than the Last edit: 2011-02-07 12:22:29
natural areas, aka 3 stories)


Thats a really cool idea, thank you! I am going to mess around with it and see what comes out.

a map like this, with rotaional symmetry only needs 1 xelnaga tower in the dead center of the map, having those 4 xel nagas is a bit overkill and really allows you to control the map almost too well. Basically I feel like xelnaga towers should never really overlap each other, and there is no way to balance out the towers without removing them and putting just 1 in the center like Delta Quadrant. Just my 2 cents.


Just for the record, towers cannot see each other, otherwise I would agree off the bat. On previous maps (particularly Rhinelands and Neo Enigma), players have complained that there is only one tower.

With one tower, it is useless in every position except cross [which happens 1/5 of the time], so I like 4 for now. If it turns out to be too map-altering, I can obviously change it.

Neat map! I like that you're using new ideas. Experimenting is top notch.

I remember seeing a thread on the subject of using geysers to block pathing. I guess it struck a chord with you. Nice implementation!

I agree with whoever said the map looks a little small. On the other hand, maybe it's just right. Only testing will tell.


From multiple+ test games, it has not been too small. I want to avoid making it bigger right now because

--natural is already easy to hold
--bigger would make more wasted space with this concept
--proportions are precise right now (check in-game)
https://liquipedia.net/starcraft2/Monitor
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 07 2011 04:02 GMT
#14
For reference, there's this great thread from a little while ago about geysers and pathing.

One thing to note is that Adagio has a small positional imbalance because two of the 3rds have vertical geysers. Say you're trying to break in with zerglings. Against vertical geysers, you only have to kill one to let zerglings run in. (I haven't tested this--I'm going off of the info in the other thread.) I don't think this matters at all because rotational adjacent spawns are already assymetrical; I can't see why this would have a significant impact, but I thought I'd bring it up.

The proportions are fine. I don't think you should change the size at all. I'm a little put off by the length to clockwise 3rd. The person spawning anticlockwise has rather an easier 3rd.

The high ground center would definitely make things more dynamic. Might be tricky preserving the space fitting in the ramps. I like either way.

Have you thought about putting rocks on the ramp to 3rd, thereby creating semi islands? Just an idea. Probably for a different map.
Comprehensive strategic intention: DNE
monitor
Profile Blog Joined June 2010
United States2408 Posts
February 07 2011 04:06 GMT
#15
On February 07 2011 13:02 EatThePath wrote:
For reference, there's this great thread from a little while ago about geysers and pathing.

One thing to note is that Adagio has a small positional imbalance because two of the 3rds have vertical geysers. Say you're trying to break in with zerglings. Against vertical geysers, you only have to kill one to let zerglings run in. (I haven't tested this--I'm going off of the info in the other thread.) I don't think this matters at all because rotational adjacent spawns are already assymetrical; I can't see why this would have a significant impact, but I thought I'd bring it up.

The proportions are fine. I don't think you should change the size at all. I'm a little put off by the length to clockwise 3rd. The person spawning anticlockwise has rather an easier 3rd.

The high ground center would definitely make things more dynamic. Might be tricky preserving the space fitting in the ramps. I like either way.

Have you thought about putting rocks on the ramp to 3rd, thereby creating semi islands? Just an idea. Probably for a different map.


The counter-clockwise player has a closer third, but not easier to defend by land or air/drop harass.

I have thought about adding rocks the 3rd-- its a neat idea. The reason I haven't is because it would make it too easy to hold in addition to the natural in non-cross positions.
https://liquipedia.net/starcraft2/Monitor
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
February 07 2011 04:28 GMT
#16
Looks pretty cool, I'd liek to see it used as an iccup map or something!
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
iGrok
Profile Blog Joined October 2010
United States5142 Posts
February 07 2011 04:33 GMT
#17
This map just doesn't work in certain MUs in certain positions. If I'm toss in the BR against a Z in the bottom left, I can consistently deny your third your you take the gases. If you expand north, a single proxy pylon lets me pressure that, and punish you the moment you leave your main. Its a neat idea, but it just doesn't work like this.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2011-02-07 05:03:51
February 07 2011 04:52 GMT
#18
On February 07 2011 13:33 iGrok wrote:
This map just doesn't work in certain MUs in certain positions. If I'm toss in the BR against a Z in the bottom left, I can consistently deny your third your you take the gases. If you expand north, a single proxy pylon lets me pressure that, and punish you the moment you leave your main. Its a neat idea, but it just doesn't work like this.


Lets take an example: Rhinelands, my remake of Byzantium from BW. Adagio was heavily influenced by it. + Show Spoiler +
[image loading]


Scenario: Zerg spawns bottom left. Protoss spawns bottom right. This can be pictured on BOTH maps.

Step 1) Zerg and Protoss both expand to their natural.
Note: Zerg is going to have an easier time harassing the Protoss natural with mutas

-------------------------- Balance Issue area-------------------

Step 2) Now players are looking to get thirds. Protoss expands to his designated third. Zerg expands to the north (top left) third or natural.

--Zerg can defend their half of the map very easily (including natural)
--Protoss can defend third relatively easy, but natural is open to air harass

----> Protoss has to defend 2 pathways (because third has backdoor)
----> Zerg has to defend 1 path (because third has no backdoor)

-----------------------------------------------------------------------------------

Step 3) Zerg can quite easily expand again. Protoss has slightly farther distance to cover. Since Zerg needs to be ahead on base count, it is quite easy for Zerg to stay "on par" with Protoss.

TL;DR- We can't really jump to balance conclusions without more testing. What we are getting into is very precise. From the games I have played (5+ ZvP) it has not been an issue.
https://liquipedia.net/starcraft2/Monitor
iGrok
Profile Blog Joined October 2010
United States5142 Posts
February 07 2011 05:10 GMT
#19
1) 2base Zerg doesn't get mutas. ZvP Spire goes down on 3 base, 5 gas, infestors come in at 6 gas.

2) The entrance to the main vs the northern third option are much longer in Adagio.

3) Yes, protoss will be stuck on 3base for a while. But Zerg will be stuck on 2.5 :/. If Z can somehow hold the northern expo from any harassment, they'll stand a chance.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2011-02-07 05:55:40
February 07 2011 05:26 GMT
#20
On February 07 2011 14:10 iGrok wrote:
1) 2base Zerg doesn't get mutas. ZvP Spire goes down on 3 base, 5 gas, infestors come in at 6 gas.

2) The entrance to the main vs the northern third option are much longer in Adagio.

3) Yes, protoss will be stuck on 3base for a while. But Zerg will be stuck on 2.5 :/. If Z can somehow hold the northern expo from any harassment, they'll stand a chance.


1) 2 base zerg doesn't get mutas? Period?
2) Zerg can defend third with an army in one spot, Protoss can be killed by "run-by's"
3) Nobody is stuck on bases, expanding is easy

Lets continue this in skype lol
https://liquipedia.net/starcraft2/Monitor
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
February 07 2011 08:41 GMT
#21
tell me if I got this right:

As soon as u take ur 3rd and build buildings over the geysers, you are suddently way more fragile to attacks because you cant defend it anymore?
KCCO!
Antares777
Profile Joined June 2010
United States1971 Posts
February 07 2011 11:59 GMT
#22
I'm going to go back to the comparison between Rhinelands and Adagio.

[image loading]
[image loading]

On Rhinelands, if it would benefit you to take the expansion away from your opponent, you can do so.

On Adagio, it is more difficult because of where the thirds are located in relation to one another. If Zerg spawns bottom left and Terran spawns bottom right, Zerg's intended third is moved to the 9 o'clock third. This third is generally more difficult to defend because it is farther away, but since Terran spawned bottom right, it's the most logical third. In relation to Rhinelands, the third is more dangerous than the third of an equivalent scenario on that map. I ran into this problem on Noon Hill, but now I've managed to make sure that expanding in either direction is possible and equally viable/easy to defend.

This is also without really taking the geysers of the thirds into effect, which could be even more annoying to deal with, but it does make up for the thirds small ramp, so I understand this, the problem is that you can get attack from two directions into the third.

I just confused myself with my own post >.<
I'll post it anyway, maybe you'll figure out what I mean.
monitor
Profile Blog Joined June 2010
United States2408 Posts
February 07 2011 15:05 GMT
#23
On February 07 2011 17:41 ihasaKAROT wrote:
tell me if I got this right:

As soon as u take ur 3rd and build buildings over the geysers, you are suddently way more fragile to attacks because you cant defend it anymore?


That is correct. Because of the free natural, taking your third cannot be too easy-- which is still pretty dang easy.
https://liquipedia.net/starcraft2/Monitor
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 37m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 100
StarCraft: Brood War
Sea 6436
GuemChi 1848
Shuttle 287
PianO 140
yabsab 106
scan(afreeca) 86
Leta 54
Larva 54
zelot 43
910 38
[ Show more ]
Sharp 38
soO 27
ajuk12(nOOB) 19
GoRush 11
Shinee 9
SilentControl 9
Noble 4
Dota 2
XcaliburYe152
Counter-Strike
olofmeister1569
Stewie2K943
Super Smash Bros
Mew2King254
Other Games
summit1g10296
Liquid`RaSZi589
ceh9563
C9.Mang0403
crisheroes131
Organizations
Counter-Strike
PGL7146
Other Games
gamesdonequick709
BasetradeTV182
StarCraft: Brood War
lovetv 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos600
Upcoming Events
Replay Cast
37m
Kung Fu Cup
2h 37m
Replay Cast
15h 37m
The PondCast
1d 1h
CranKy Ducklings
1d 15h
WardiTV Team League
2 days
Replay Cast
2 days
CranKy Ducklings
3 days
WardiTV Team League
3 days
uThermal 2v2 Circuit
3 days
[ Show More ]
BSL
3 days
Sparkling Tuna Cup
4 days
WardiTV Team League
4 days
BSL
4 days
Replay Cast
4 days
Replay Cast
5 days
Wardi Open
5 days
GSL
6 days
Liquipedia Results

Completed

CSL Elite League 2026
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 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.