• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:46
CEST 22:46
KST 05:46
  • 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] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Official StarCraft website teases new content ahead of BlizzCon?59Stellar Fest TWO the Moon (Dec 16-20)8Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!40Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
SC4ALL: II Winner Will Earn a Spot at HSC 30! Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Weekly Cups (August 24-30): Patches' balance mod takes over Balance hotfix patch 5.0.16b (July 16) September World Ranking: herO leads, Serral climbs
Tourneys
IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9] 2026 GSTL Announcement Stellar Fest TWO the Moon (Dec 16-20) PIG STY FESTIVAL 8.0! (13 - 23 August)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? BW General Discussion ASL22 General Discussion [Personal Project Share] Terran Defense v0.60 BGH Auto Balance -> http://bghmmr.eu/
Tourneys
KCM Race Survival 2026 Season 3 Brood War in Budapest ! WORTEX 2026 BW Finals [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Artificial Intelligence Thread UK Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3488 users

The SD Map Pool

Forum Index > SC2 Maps & Custom Games
Post a Reply
SaltyDog
Profile Joined January 2011
Uganda73 Posts
Last Edited: 2011-02-09 10:42:44
February 08 2011 23:53 GMT
#1
The SD Map Pool by SaltyDog and DeliCious


I am SaltyDog and I have been working with DeliCious, over the last few of weeks creating a map pool for an in-house on the EU servers. The games are hosted by DeliCious most nights of the week, obs and high level players welcome. ["1v1 + obs Diamond/Master!" - EU Channel: Looking for custom games 1/2 - private channel 'TZM']

I create the maps in the Galaxy Editor and DeliCious instructs me on dynamic balance and map structure. Delicious plays proficiently with all three races enabling him to provide a valuable input into the production.


Editor problems/ideas thread

DeliCious: "To perfectly balance a map is next to impossible there are so many factors to take in and consider. The goal is instead to reach an acceptable balance where all races can win and there are several different strategies to adopt specific to the map, yet still making sure that all the normal strategies work as well."

Our mapping style
+ Show Spoiler +
These maps are tested by and designed for high level players (although low level players should get just as much enjoyment from them). They tend to have easily defendable naturals and thirds, small diagonal main ramps, plenty of expansions and spacious designs. All those reassuring traits that we like to see (credit to ICCupDiamond for his post on the Blizzard forums). In some of my un-published designs I have also been experimenting with discouraging air harass on mineral lines and encouraging Reaper play. This is because I find Reapers a little under-used and have some issues with Mutalisks on my very large maps.

Our production process is fairly fluid, most maps start out imbalanced and gimmicky and evolve to become more playable and balanced after a series of small tweaks and heavy adjustments. Consequently the end product often differs from the original plan.

I try to decorate and name the maps with a theme relating to the tileset and occasionally the structure of the terrain. While several of my maps are ready to go public, I would not class any as 'finished'. Intricate decoration is not convenient at the moment due to the fact that they may all need some heavy adjustment. This is why some look unnaturally symmetrical. My maps tend to have perfect symmetry, this is partly down to obsession and partly because it insures positional balance. There will be pathing discrepancies due to doodad symmetry, this is something to iron out in the final edits.

I like bi-axial symmetry in 2v2 maps (Metalopolis) although I have yet to make one with limited spawn points(Shakuras Plateau).

With rotational symmetry, maps seem to look more natural; they appear to be less symmetrical. But in the case of 2v2 rotational maps (Delta Quadrant), if their structure is complex they can often be confusing to the player. Also I find inherent imbalances a problem with a 1v1 match on a rotational 2v2 map when players do not spawn cross-positions. I have one that I am working on at the moment but I feel limited in my choice of structure when designing them and find it difficult to come up with an idea I like.


I currently have seven maps in production, four of which I have published on the EU servers. I may be publishing the other three soon.

Suggestions and possible balance issues are always good and I look forward to hearing them. But please try to be polite and concise with your input, take into account that map decoration is not such an issue at this stage and be sure that your points are relevant and correct.

Here are the maps...

Chau Sara Gorge
+ Show Spoiler +

Map info
+ Show Spoiler +
Status: Published

Revision: Theme in question

Info: 1v1 - size: 168x208 - tileset: Mara Sara - symmetry: rotational

My favourite dynamic on this map is the possibility to knock down you own back rocks, providing easy defence of the gold expansion yet moving out of position from your natural and main. This path can also be used to place an expansion behind the destructable rocks on the man-made structure.

The theme here is a standard bleak wasteland. As far as decoration goes, the terrain work lining the cliffs will need re-doing as well as plenty more Terran debris doodads. I am a little concerned about this theme as Chau Sara is the 'sister planet' of Mar Sara but I am unsure as to whether it's terrain is fitting with the Mar Sara tileset. It may need a name change

Map image
+ Show Spoiler +
[image loading]

Analyser image
+ Show Spoiler +
[image loading]



Braxis Critical
+ Show Spoiler +

Map info
+ Show Spoiler +
Status: Published

Revision: Examining openness

Info: 1v1/2v2 - size: 192x216 - tileset: Braxis Alpha - symmetry: bi-axial

This was the first successful map I made. The theme is a melt-down hence the larva used in the center of the map. Something about the overall feel of this map bothers me and I believe it is to do with the size of the central area. There is also something good and simple about the map and how it plays, this discourages DeliCious and I from changing it.

My favourite dynamic is the rocks at the entrance to the natural expansion. This idea has been incorporated more recently into the GSL map 'Crevasse'. I'm not sure whether this was inspired by Braxis Critical (probably the most viewed of my maps) but if it was, I am very flattered.

Map image
+ Show Spoiler +
NOTE: The rocks at the natural expansions only cover half of the ramp.
[image loading]

Analyser image
+ Show Spoiler +
[image loading]



Black Shrine
+ Show Spoiler +

Map info
+ Show Spoiler +
Status: Published

Revision: No outstanding issues

Info: 1v1/2v2 - size: 184x184 - tileset: Ulaan - symmetry: bi-axial

Another fairly standard 2v2, this map has recently undergone some heavy adjustment in order to lengthen the rush distances and generally open up the whole map a bit. Although it seems similar to Braxis Critical differences in high ground organisation and the central structure make for very different dynamics.

The theme evolved from the centerpiece of the map. I had an idea to use doodads with custom colours and some spires to make a shrine, and this is what I ended up with. The global light colour is very dark grey. Due to the fact that there is no actual colour in the global light, the unit colours (especially Zerg) look very vibrant, but the rest of the map remains fairly dark.

Map image
+ Show Spoiler +
[image loading]

Analyser image
+ Show Spoiler +
[image loading]



Lunar bay
+ Show Spoiler +

Map info
+ Show Spoiler +
Status: Published

Revision: No outstanding issues

Info: 1v1/ - size: 112x192 - tileset: Monolyth - symmetry: reflective

My first and only reflective 1v1 map, Lunar Bay is aesthetically my favourite. The theme is simple, a lunar outpost on the coast (I am aware of how unlikely it is to find liquid water on the surface of a moon). I adjusted the specularity of the water and terrain as well as the global setting to make the light seem a little harsh. The beach is made by creating a sharp, deep drop using the height tool and then using the smooth tool, rendering it to a gentle curve.

This map was out of rotation for a while before I made some major adjustments in order to open it up a bit as it was a little cramped. You may notice that the analyser is slightly confused about this map (the left-hand side of the picture is more accurate.) This may be because the expansion above the main is accessible only by mining away the minerals that block it off.

Map image
+ Show Spoiler +
[image loading]

Analyser image
+ Show Spoiler +
[image loading]
I'm unemployed, so I make maps.
WniO
Profile Blog Joined April 2010
United States2706 Posts
February 09 2011 00:09 GMT
#2
hmm these definetly have their own layout style, i particularly like the lunar map. Also the gorge map has cool terrain features. i think there could be some texture revampage though.
DocM
Profile Blog Joined June 2010
United States212 Posts
February 09 2011 02:05 GMT
#3
I like a lot of the layouts, however the straight lines hurt my eyes. Particularly on lunar bay (look at the mains!).
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
February 09 2011 03:02 GMT
#4
Sorry if that's a stupid question but.. what's an in-house?
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Ryalnos
Profile Joined July 2010
United States1946 Posts
February 09 2011 07:10 GMT
#5
Why does Braxis Critical have rocks blocking all the ramps to the mains?
WniO
Profile Blog Joined April 2010
United States2706 Posts
February 09 2011 07:25 GMT
#6
On February 09 2011 16:10 Ryalnos wrote:
Why does Braxis Critical have rocks blocking all the ramps to the mains?

it appears they dont, i think its to the natural, but only one side so you can still get past.
Please log in or register to reply.
Live Events Refresh
Next event in 3h 14m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech160
JuggernautJason84
StarCraft: Brood War
Britney 16998
Shuttle 635
Hyuk 94
firebathero 88
HiyA 62
White-Ra 51
Pusan 25
ajuk12(nOOB) 11
Dota 2
capcasts83
League of Legends
Doublelift2264
Other Games
gofns21918
Grubby2548
summit1g1995
fl0m1728
Beastyqt523
shahzam481
mouzStarbuck322
XaKoH 231
KnowMe198
C9.Mang0125
dupreeh118
ArmadaUGS86
IndyStarCraft 84
Trikslyr50
Organizations
Other Games
gamesdonequick1235
StarCraft 2
angryscii 11
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• blackmanpl 47
• Azhi_Dahaki31
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV633
Other Games
• imaqtpie1194
• Shiphtur244
Upcoming Events
Replay Cast
3h 14m
Rogue vs Cure
Replay Cast
4h 14m
Big Brain Bouts
13h 14m
Garitos vs ArT
Lambo vs Percival
TriGGeR vs ByuN
Sparkling Tuna Cup
1d 13h
OSC
1d 15h
Shopify Rebellion Sundays
1d 18h
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Patches Events
1d 19h
OSC
2 days
Afreeca Starleague
2 days
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
2 days
[ Show More ]
Afreeca Starleague
3 days
Leta vs ggaemo
Jaedong vs Queen
GSL
3 days
PiGosaur Cup
4 days
Kung Fu Cup
4 days
Replay Cast
5 days
The PondCast
5 days
KCM Race Survival
5 days
Escore
6 days
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5
Acropolis #5 - TRS
Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
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
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
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.