• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:40
CEST 22:40
KST 05:40
  • 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
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
GSTL Returns in 2026!23Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
GSTL Returns in 2026! SC4ALL: II Talent Announcement! Balance hotfix patch 5.0.16b (July 16) Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sea Duckling Open (Global, Bronze-Diamond) 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
BW General Discussion ASL22 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Best Games Kespa era StarCraft 64 is coming to Philly at SC4ALL II
Tourneys
Escore Tournament - Season 3 Small VOD Thread 2.0 [Megathread] Daily Proleagues SC4ALL II: Brood War - $2500 - Dec 5-6
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation 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
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3948 users

[M] (2) Memorial - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 Next All
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 24 2011 21:36 GMT
#21
How to wall?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-02-24 22:20:12
February 24 2011 22:19 GMT
#22
@dezi wow itz dezi. I'm a fan of The Crucible!

Please elaborate. Wall where and what? You make it sound as it being so obvious anyone shoudl be able to see a flaw you're hinting at

BTW, gonna update a better overview image in secs
http://mentalbalans.se/aggedesign
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-02-24 22:28:53
February 24 2011 22:22 GMT
#23
I'm curious how you want players to FE on this one. Is it possible to wall off the Nat entrance because as i see you can't properly wall from ramp to bar CC/Nexus (due to ramp angle). But maybe you just don't want people to wall this way (that's no problem - just want to know ^^).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Meltage
Profile Joined October 2010
Germany613 Posts
February 24 2011 22:28 GMT
#24
@dezi as monitor pointed out some posts ago? I'm not familiar with the term FE. I supose that is fixable. However, the nat choke can be blocked by 3 rax. Not enough, you think?
http://mentalbalans.se/aggedesign
dezi
Profile Blog Joined April 2010
Germany1536 Posts
February 24 2011 22:30 GMT
#25
On February 25 2011 07:28 Meltage wrote:
@dezi as monitor pointed out some posts ago? I'm not familiar with the term FE. I supose that is fixable. However, the nat choke can be blocked by 3 rax. Not enough, you think?

See edit - i'm fine with it - just wanted to knew it :D

Looks good from what i can see so far but doodads aren't done right now, eh?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Meltage
Profile Joined October 2010
Germany613 Posts
February 24 2011 22:49 GMT
#26
Ok cool. But what's FE? A wild guess woudl be - Fortress Entrance? It's probably a lot of fun to be able to do that and if it alloows me to open the nat choke slightly more (and have slightly shorter rush distance - good or bad?) even fun for me. However, I can't help but feeling it would ruin the general layout of the nat.

One line of thought leads to moving the nat further back from the rest of the map and moving the gold base back with it...

Nowhere close to done with visuals or fine-tuning gameplay. I feel I should use high ground for decoration and non-pathable areas, along with dooodads.

The theme is kind of loose also. 'Memorial' came to mind when picturing tombs and statues of Mensk and the like. I might end up walling in the entire map with unpathable high ground just beacuse I can (like cave-maps do).
http://mentalbalans.se/aggedesign
monitor
Profile Blog Joined June 2010
United States2409 Posts
February 24 2011 22:51 GMT
#27
On February 25 2011 07:49 Meltage wrote:
Ok cool. But what's FE? A wild guess woudl be - Fortress Entrance? It's probably a lot of fun to be able to do that and if it alloows me to open the nat choke slightly more (and have slightly shorter rush distance - good or bad?) even fun for me. However, I can't help but feeling it would ruin the general layout of the nat.

One line of thought leads to moving the nat further back from the rest of the map and moving the gold base back with it...

Nowhere close to done with visuals or fine-tuning gameplay. I feel I should use high ground for decoration and non-pathable areas, along with dooodads.

The theme is kind of loose also. 'Memorial' came to mind when picturing tombs and statues of Mensk and the like. I might end up walling in the entire map with unpathable high ground just beacuse I can (like cave-maps do).


FE stands for Fast Expand, it means when a race takes an early expansion. For example, a 14 hatch by Zerg in a ZvT.
https://liquipedia.net/starcraft2/Monitor
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-02-25 18:31:40
February 25 2011 18:22 GMT
#28
Testing a variant. Which do you like the most and why?

New:

[image loading]


Compare to:

link

Edit: The new variatn is up on EU as "Core Delta" and the original as Memorial", currently.
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
March 01 2011 16:41 GMT
#29
An improved test version after some feedack:

[image loading]

In-game lighting:

+ Show Spoiler +

[image loading]


* Compared to the earlier test version, main is no longer as siegable due to the gap added.

* I've narrowed the open space in the centre some, in some interresting ways I hope.

* The big change is to the 4th , which I think has a more interresting position and angle now. The wall around is pathable at some spots.

* A smaller change is that allowed for some cliff-walking/jumping between nat and third.
http://mentalbalans.se/aggedesign
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 01 2011 16:50 GMT
#30
Can tanks from behind the DR of the 5th ramp to the 4th reach the CC/... at the 4th?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-03-02 12:34:08
March 01 2011 22:08 GMT
#31
@@dezi Yes. They can't reach the mineral line, though. Maybe I should move the DSR to the top of the ramp instead ... or I could add additional DSRs next to the first. I've noticed that 'nested' DSRs work as one - if you shoot at one the rest will lose HP too.

Edit: I was wrong about DSR 'nested' together makes one DSR. That was prob fixed in a patch awhile ago. Instead, I moved the ramp back some. The choke between 4th and center was somewhat widened in the process, so I extended the cliff surround on 4th some towards the centre.

An updated map for testing is published on EU as 'Core Delta'
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
March 03 2011 16:25 GMT
#32
OP has been updated with the latest version of the map. Going into details on what has changed if there is interrest.
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
March 05 2011 15:12 GMT
#33
Update:

* Changed lighting.

* Doodad and texture work. Lets of decoration along the edges.

* Added some lava.. looks good witht he new color theme I think - orange, dark blue. dark/light grey and some dots of green.

* Replaced some of the 4th cliffs with doodads of ruined buildings
http://mentalbalans.se/aggedesign
adso
Profile Joined March 2011
718 Posts
March 05 2011 15:30 GMT
#34
<3the color theme...

Could we please get screenshots to see the in game feel
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 06 2011 07:05 GMT
#35
So much work put into this, and it shows. Still quite fond, best of luck in motm!

How come you changed the aesthetic style? Personal preference?
Comprehensive strategic intention: DNE
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-03-06 14:41:07
March 06 2011 14:08 GMT
#36
@adso glad you like it! Please go ahead and make screenshots and send to me I'm not a good player an in-game screenshot with me playing would just look silly It's published on EU, so be my guest. I will, however, post detail images.

@EatThePath Thanks man. I havn't been able to do a lot of testing with high level players, though, but I hope for some feedback in motm. The old color theme was dependent on the custom lighting I used, and that lighting sucked. It wasn't obvious in screenshots (or if you play it on low settings, where there is basically no lighting )

Map Update

* Participated in the Motm3 contest here on TL ( Player application still open link to thread).

* Adjusted main and main mineral line so that siegeing from the nat should be less favoured (thanks monitor). This also reduced rush distance main-to-main from 155,3 to 153,5.

* Added a coupple of mineral mining caves in the south west and north east non-pathable areas (purely decoration, no gameplay change)
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-03-07 11:56:27
March 07 2011 11:55 GMT
#37
Map Update

- A minior fix of the main mineral line in the last update. I moved one mineral patch so that workers wont have trouble reachign all patches.

- Added some critters on non-pathable locations around the lava. Some orange-dot-love for the aesthetics

I didnt care to update the overview image with those minimal changes, although I'll post some detail images soon.
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-03-07 20:52:01
March 07 2011 20:36 GMT
#38
Thread Update
OP updated with images:
- lots of screep spread
- a close look on the map centre narrow path

@adso here you got some detail images. I should add soem with green and red squares visible, but that's for later. I suck at construction examples, though. Right now, I need feeback on the creep spread images.

Is the fourth too accessible with the narrow path in the wall surround? I've heard that bases are quite close to oneanother on this map and that favours turtling too much. On the other hand, doesn't it favour zerg mass-expanding too?
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
March 09 2011 00:09 GMT
#39
I just realized the rush distance been wrong all along, since I got the latest version of the map analyzer to work (rather, figured out how it worked - it's quite user friendly once your past the first choke in the learning curve).

The old version reads the ramps as quite more narrow than they actually are (trusting the latest version is correcting this)

Current:

+ Show Spoiler +

[image loading]


Old:

+ Show Spoiler +
[image loading]


So the shortest path main - main has magically changed from 153,5 to 145,5.
It's still fine, I supose.
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-03-09 00:48:54
March 09 2011 00:34 GMT
#40
--- Accidentially quoted OP - please delete this post. Sorry. ----
http://mentalbalans.se/aggedesign
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 13h 20m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ZombieGrub191
SpeCial 127
UpATreeSC 119
ProTech73
EmSc Tv 19
NeuroSwarm 0
StarCraft: Brood War
Britney 14131
Rush 176
Dewaltoss 106
Mong 62
Dota 2
XaKoH 411
League of Legends
Doublelift1563
Counter-Strike
fl0m2373
summit1g1453
Super Smash Bros
C9.Mang0185
Heroes of the Storm
Liquid`Hasu344
Other Games
Grubby2072
shahzam454
B2W.Neo360
Liquid`VortiX227
KnowMe111
ArmadaUGS101
Trikslyr45
Mew2King39
Organizations
Other Games
BasetradeTV20
StarCraft 2
EmSc Tv 19
EmSc2Tv 19
[ Show 12 non-featured ]
StarCraft 2
• StrangeGG 41
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Pr0nogo 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade1085
Other Games
• imaqtpie1948
Upcoming Events
CranKy Ducklings
13h 20m
PiG Sty Festival
15h 20m
herO vs Krystianer
Solar vs Cure
IPSL
19h 20m
Sparkling Tuna Cup
1d 13h
PiG Sty Festival
1d 15h
Maru vs Shameless
Reynor vs TriGGeR
IPSL
1d 19h
OSC
2 days
Afreeca Starleague
2 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
2 days
The Patches Monday
2 days
[ Show More ]
Afreeca Starleague
3 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
4 days
The PondCast
5 days
KCM Race Survival
5 days
Replay Cast
6 days
PiG Sty Festival
6 days
Liquipedia Results

Completed

Proleague 2026-08-13
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
Escore Tournament S3: W7
RSL Revival: Season 6
PiG Sty Festival 8.0
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
IEM Cologne Major 2026

Upcoming

CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
META DYMY #4
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 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.