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[M]/[P] Liquid (Updated)

Forum Index > SC2 Maps & Custom Games
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Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-03-16 06:14:36
March 07 2011 05:34 GMT
#1
[M] Liquid [M]

Many features of this map were as a result of a poll from the TL Community!

DISCLAIMER: THIS MAP IS NOT PUBLIC YET, IT IS UNDER GOING EXTENSIVE PRIVATE TESTING. PLEASE ADD ME @ GRIFFITH.583 IF YOU WOULD LIKE TO TEST IT, HIGH DIAMOND/MASTERS PLEASE.

Here are the main features of the map:

Map Preview
+ Show Spoiler +

[image loading]

Hi-Res: http://i.imgur.com/2h3OC.jpg


+2v2/1v1 Map
+Long rush distances
+Easy to take natural
+Easy to take 3rd
+Double Bridge Choke outside of natural making it easier for Terran and Protoss to wall-off
+Open middle ground

And.. the obligatory:

+Griffith's Back-door™, explained in-depth)
+Griffith's Bridges™ (with awesome sauce scripting to make them show up on the minimaps too!)

Griffith's Back-door™
+ Show Spoiler +
[image loading]
By default, the backdoor comprises of two adjacent 30-mineral mineral patches that allows "small" units to pass through, they are:

Zerg: Drone/Zergling/Baneling/Hydralisk
Terran: SCV/Marine/Marauder/Ghost/Reaper
Protoss: Probe/Zealot/High Templar/Dark Templar/Sentry

LoS Blocker prevents vision of the other side unless a small unit has squeezed through.

By mining the 30 minerals, the backdoor can be "opened" to allow large units to pass through.
Note that Terran has the option of throwing down a mule to open it quickly.


Griffith's Bridges™

+ Show Spoiler +

[image loading]
Each bridge requires a single 3x3 structure to wall-off. Meaning that walling off all 3 bridges (to seal natural and 3rd) requires 2 3x3 structures, 2 2x2 structures, or 3 3x3 structures.

The double-width land bridges WILL spread creep, however, the TRIPLE and SINGLE width bridges will NOT spread creep. Zerg players can still use an overlord to generate creep, and then use a queen to lay a creep tumour!

The bridges also show up on the minimap! (This was surprisingly difficult)


Original Poll:

+ Show Spoiler +

Hi TLers,

I've to set out to make the "perfect" melee map, based on poll results from the community.

Please vote:

Poll: 2 player or 4 Player?

4 (462)
 
82%

2 (101)
 
18%

563 total votes

Your vote: 2 player or 4 Player?

(Vote): 2
(Vote): 4


Poll: What type of Natural Expansion?

Outside of Base but closed and easy to defend (Lost Temple) (367)
 
77%

Outside of Base but open and hard to defend (Xel'naga Caverns) (61)
 
13%

In-Base (Crevasse/Jungle Basin) (50)
 
10%

478 total votes

Your vote: What type of Natural Expansion?

(Vote): In-Base (Crevasse/Jungle Basin)
(Vote): Outside of Base but closed and easy to defend (Lost Temple)
(Vote): Outside of Base but open and hard to defend (Xel'naga Caverns)


Poll: Back-door rocks?

None in main or natural (364)
 
78%

Back-door rocks in natural (93)
 
20%

Back-door rocks in main (10)
 
2%

467 total votes

Your vote: Back-door rocks?

(Vote): None in main or natural
(Vote): Back-door rocks in main
(Vote): Back-door rocks in natural


Poll: Third Base (second expo) preference

Close to natural, Minerals + 2Gas (357)
 
82%

Far from natural, Minerals + 2Gas (45)
 
10%

Close to natural, Minerals Only (31)
 
7%

433 total votes

Your vote: Third Base (second expo) preference

(Vote): Close to natural, Minerals + 2Gas
(Vote): Close to natural, Minerals Only
(Vote): Far from natural, Minerals + 2Gas


Poll: Xel'naga Towers Coverage

Control of Xel'naga provides some movement information (Shattered Temple) (212)
 
44%

Control of Xel'naga provides lots of movement information (Xel'naga Caverns) (195)
 
41%

No Xel'naga Towers (58)
 
12%

Control of Xel'naga provides very little movement information (14)
 
3%

479 total votes

Your vote: Xel'naga Towers Coverage

(Vote): Control of Xel'naga provides lots of movement information (Xel'naga Caverns)
(Vote): Control of Xel'naga provides some movement information (Shattered Temple)
(Vote): Control of Xel'naga provides very little movement information
(Vote): No Xel'naga Towers


Poll: How many max possible bases per player

7 (231)
 
51%

6 (149)
 
33%

5 (64)
 
14%

4 (11)
 
2%

3 (2)
 
0%

457 total votes

Your vote: How many max possible bases per player

(Vote): 3
(Vote): 4
(Vote): 5
(Vote): 6
(Vote): 7


Poll: Destructible Rocks Blocking expansions

Destructible Rocks Blocking 4th Base (3rd Expo) (227)
 
46%

No Destructible Rocks blocking mining bases (223)
 
46%

Destructible Rocks Blocking 3rd Base (2nd Expo) (39)
 
8%

489 total votes

Your vote: Destructible Rocks Blocking expansions

(Vote): Destructible Rocks Blocking 3rd Base (2nd Expo)
(Vote): Destructible Rocks Blocking 4th Base (3rd Expo)
(Vote): No Destructible Rocks blocking mining bases


Poll: Open or Narrow Center

Semi-Open (Shattered Temple) (293)
 
65%

Open (Python) (136)
 
30%

Narrow (24)
 
5%

453 total votes

Your vote: Open or Narrow Center

(Vote): Open (Python)
(Vote): Semi-Open (Shattered Temple)
(Vote): Narrow


Poll: Number of Total Gold Bases

2 (291)
 
62%

0 (145)
 
31%

4 (37)
 
8%

473 total votes

Your vote: Number of Total Gold Bases

(Vote): 4
(Vote): 2
(Vote): 0


Poll: Air Harassability of Main and Expo

Semi-open (Metalopolis/Lost Temple) (284)
 
69%

Very little (ie. very little air space at all behind mineral lines, Match Point) (92)
 
22%

Very open (Scrap Station, Crevasse) (36)
 
9%

412 total votes

Your vote: Air Harassability of Main and Expo

(Vote): Very open (Scrap Station, Crevasse)
(Vote): Semi-open (Metalopolis/Lost Temple)
(Vote): Very little (ie. very little air space at all behind mineral lines, Match Point)


Poll: Tall grass and such for possible proxies/hiding tech in Main?

No smoke screens/grass/etc in main (227)
 
56%

Half Open (Exposes open "air" side, old metalopolis) (135)
 
34%

Closed (Grass completely surrounding 360 degrees, new metalopolis) (40)
 
10%

402 total votes

Your vote: Tall grass and such for possible proxies/hiding tech in Main?

(Vote): Half Open (Exposes open "air" side, old metalopolis)
(Vote): Closed (Grass completely surrounding 360 degrees, new metalopolis)
(Vote): No smoke screens/grass/etc in main





Cheers!
-Griffith
griffith.583 (NA)
iGrok
Profile Blog Joined October 2010
United States5142 Posts
March 07 2011 05:42 GMT
#2
3 player
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Liquoid
Profile Joined September 2010
United Kingdom275 Posts
March 07 2011 05:45 GMT
#3
This should be split into 5 separate polls (ideally), for each race option (Z, P, T, R) and a mixed one.

Just for curiosity's sake.
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
March 07 2011 05:45 GMT
#4
This look great! I'm sure that these questions in this forum, in particular, will help to generate an amazing map. Other things I'd consider putting to poll (but maybe not, as this might be more technical or race specific)

Main base Size?
Airspace?
Orientation / Rush Distance / No spawns on close positions?
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Audle
Profile Joined January 2011
New Zealand40 Posts
March 07 2011 05:48 GMT
#5
Should you add another poll in for things like-

Distance between mains or naturals?
Use of high ground and cliffs?
Tall grass and such for possible proxies/hiding tech?
Size of the main itself? (for effectiveness of drop/nydus plays)
Number of attack paths? Not sure if this is applicable with the option for narrow/open/semi open already there.

Don't know if that kind of stuff would help, but more information can't hurt.
Griffith`
Profile Joined September 2010
714 Posts
March 07 2011 05:53 GMT
#6
Thanks guys I've added in some of your poll suggestions
griffith.583 (NA)
BlackMesa
Profile Blog Joined February 2008
Kenya338 Posts
March 07 2011 05:58 GMT
#7
people basically described Fighting Spirit.
Need a Light
GrapeD
Profile Blog Joined August 2010
Canada679 Posts
March 07 2011 06:11 GMT
#8
I think you should put in something like the back door expos on destination.
Some people hurt people. I defenestrate those people.
EMPaThy789
Profile Joined July 2009
New Zealand878 Posts
March 07 2011 06:32 GMT
#9
On March 07 2011 15:11 GrapeD wrote:
I think you should put in something like the back door expos on destination.

min blocks dont work anymore, its now imba to terran due to stupid mules
exterior8D
Profile Joined November 2010
United States36 Posts
Last Edited: 2011-03-07 06:48:40
March 07 2011 06:48 GMT
#10
After taking the polls i felt like contributed something :O
lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
March 07 2011 07:00 GMT
#11
On March 07 2011 15:32 mR.bONG789 wrote:
Show nested quote +
On March 07 2011 15:11 GrapeD wrote:
I think you should put in something like the back door expos on destination.

min blocks dont work anymore, its now imba to terran due to stupid mules


mules wouldn't do anything different than a worker in destination min block.
WeMade FOX would be a deadly SC2 team.
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
March 07 2011 07:17 GMT
#12
On March 07 2011 15:48 exterior8D wrote:
After taking the polls i felt like contributed something :O


Agreed. I feel like I'm making a contribution to something great.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
FinestHour
Profile Joined August 2010
United States18466 Posts
March 07 2011 07:20 GMT
#13
Griffith making a map? Definitely gonna be keeping in tune with this thread!
thug life.                                                       MVP/ex-
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
March 07 2011 07:23 GMT
#14
The only expos rocks should ever block are gold expos.
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
March 07 2011 07:39 GMT
#15
When you get a map designed by majority/voting committee, you end up with some very bland generic map that has no defining features and doesn't keep the viewer/observer engaged.

Look at some GSL/ICCUP maps like Testbug, the new Crevasse 1.1, Taldarim altar. They don't conform to the votes in the OP, but are nonetheless good macro based maps that produced some very good games so far if you follow the scene.

First of all, for example, your vote options are extremely limited.
Where is the 3 - player map for example?
Where is the option for the number of xel-naga towers?
How about things like reverse high ground and number of ramps?

My point is - when you do make the map, don't just do what the vote says, keep it as a rough guideline, but don't rely on it, you will never be able to please everyone.

Good luck in mapmaking!



SoulSever
Profile Joined April 2010
Canada779 Posts
March 07 2011 07:45 GMT
#16
Yep, Fighting Spirit was the shit. Also, I bet tileset will probly make more of a difference than you would expect in popularity
Violet <3 ~~~Better places than here exist
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
March 07 2011 08:21 GMT
#17
Kinda OT, but this reminds me of the book "Painting by Numbers: Komar and Melamid's Scientific Guide to Art" where these two guys take a bunch of surveys of different countries views on art, and the create the "ideal" painting for each country based on people's responses.

We could do the same with SC maps! Have an ideal Euro/US/Korean map or an idea Terran/Zerg/Toss map.
"I love noobies, they're so happy." -Chill
Raneth
Profile Joined December 2009
England527 Posts
March 07 2011 08:36 GMT
#18
Looking at the results so far, zerg win% on this map? %100 lol

huge map with easily defensible natural and quick third, and only semi open air, this would be better if it was vulnerable from air so the other races could put -some- sort of early pressure on a zerg, (remember that protoss/terran actually need to be able to make a zerg panic so they dont just get out macro'd and die)

I agree with the earlier sentiment that there should be 4 more of these poll's, this one as mixed and an additional poll for each race (counting random as a race)

Im also not sure why everyone is hating on the smoke (long grass) sure, we hate cheese, but its not like its hard to throw up a pylon/depo/ovie spotter in there early game, it just adds another dimension to the early game, punishes lasy people, and lures cheesy people to perform extreemly predictable and scoutable proxies.

I also agree totally with Sadist's point.

Other than that, at the very least this will be a nice chance in venue to play on such a large macro map, so thanks a lot for making the effort to start this thread and develop a map for us all the best of luck! I hope its a sucess
tom: "dont you mean TWO g keys???" kwark: "nah, i'll probably just press it twice"
Meta
Profile Blog Joined June 2003
United States6225 Posts
March 07 2011 08:52 GMT
#19
On March 07 2011 16:39 Sadistx wrote:
When you get a map designed by majority/voting committee, you end up with some very bland generic map that has no defining features and doesn't keep the viewer/observer engaged.

Look at some GSL/ICCUP maps like Testbug, the new Crevasse 1.1, Taldarim altar. They don't conform to the votes in the OP, but are nonetheless good macro based maps that produced some very good games so far if you follow the scene.

First of all, for example, your vote options are extremely limited.
Where is the 3 - player map for example?
Where is the option for the number of xel-naga towers?
How about things like reverse high ground and number of ramps?

My point is - when you do make the map, don't just do what the vote says, keep it as a rough guideline, but don't rely on it, you will never be able to please everyone.

Good luck in mapmaking!





Add in all these options. Especially 3 player maps, which the scene currently needs more of on account of them being awesome.

This is a pretty cool initiative but I think it would be more interesting with a fuller option list.
good vibes only
Crazycraft
Profile Joined October 2010
29 Posts
March 07 2011 09:49 GMT
#20
Whatever it turns out to be, I suggest resisting the urge to call it Griffith's Perfect Map™
Rip Zeez
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50114 Posts
March 07 2011 09:57 GMT
#21
the 2 overall perfect maps in all aspects for me are fighting spirit and Triathlon
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
March 07 2011 10:05 GMT
#22
Well , its more a poll of 'what would you rather play on' , then 'what maps do you think are balanced and good'.

Its hard to produce the perfect map, since that doenst exist if you look at the races. If you ask 50 terrans, 50 toss and 50 zergs seperately, you get totally different results.
KCCO!
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
March 07 2011 10:12 GMT
#23
On March 07 2011 15:48 exterior8D wrote:
After taking the polls i felt like contributed something :O


yedat
How devious | http://anartisticanswer.blogspot.com.au/
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
March 07 2011 10:34 GMT
#24
The best maps I can think of were Fighting Spirit and Outsider.

Although SC2's mechanics don't really allow worker skipping.
My strategy is to fork people.
Maginor
Profile Joined May 2010
Norway505 Posts
March 07 2011 10:48 GMT
#25
You have to be careful, though. Making a cake this way, you would end up with one with strawberries, choclate, marzipan, carrots, cheese, icecream and jello.

Wait, that would be a pretty awsome cake. Never mind then.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
March 07 2011 11:11 GMT
#26
On March 07 2011 19:48 Maginor wrote:
You have to be careful, though. Making a cake this way, you would end up with one with strawberries, choclate, marzipan, carrots, cheese, icecream and jello.

Wait, that would be a pretty awsome cake. Never mind then.


Im bringing the carrots naturally, whos in on the rest
KCCO!
adso
Profile Joined March 2011
718 Posts
Last Edited: 2011-03-07 16:07:05
March 07 2011 11:29 GMT
#27
great thread... also the heading should stipulate the poll and discussion perspective...
i thought i was gonna see.. just got numbers :<

reading through the results and posts... is useful

@ihasaKAROT
<3 i'm bringing choc or cheez, but one or the other

@BLinD-RawR: fighting spirit IS the best sc1 map ..or was it not python?
[leaves to go open scbw and check again )
Manimal_pro
Profile Joined June 2010
Romania991 Posts
March 07 2011 11:41 GMT
#28
from the poll results it would seem that most of the players enjoy 3 base turtle fests
If you like brood war, please go play brood war and stop whining about SC2
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-03-07 15:40:05
March 07 2011 15:38 GMT
#29
I've avoided adding the 3 player option mainly because symmetry is difficult to preserve when the axes of symmetry are non perpendicular to each other. I've also tried to deal with the issue of # of xel'naga towers using a coverage poll, because if i do it simply based on # of towers, they could be placed in awkward positions.
griffith.583 (NA)
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2011-03-07 17:08:35
March 07 2011 17:05 GMT
#30
Only one I didn't agree with the majority on was the air harass one. I play toss and dealing with muta's or MM drops is a nightmare on some maps, I feel it's because stalkers are the lowest dps/most expensive anti air (stalkers and cannons) and it takes a while and an investment to get blink or storm.

Also, against terran when they do large drops of 2+ medevacs you have to send such a large army to kill it. With stim and med evacs sending too little can be fatal, sending to much means it could be a diversion to snipe your natural. Either case can cost you the game, losing key tech in the main or losing your natural.

Mutas are just difficult because they keep you pinned and allow zerg to become greedy. The only anti air splash is storm, which takes a long time to get out so your stalkers will then be free to push out. Phoenix and blink stalkers can deal with it, if zerg goes for that huge muta ball however storm is the only really cost effective way to deal with it and be able to move out. It just costs to much to make that many cannons, stalkers and phoenix which wont help you be aggressive when they have a giant ling ball too.
:)
Chill
Profile Blog Joined January 2005
Calgary25979 Posts
Last Edited: 2011-03-07 17:13:18
March 07 2011 17:12 GMT
#31
I'm kind of loling at the results. "I want no harassment opportunities and a lot of easy to defend bases. I want the middle open." Some things never change
Moderator
Southlight
Profile Blog Joined August 2007
United States11767 Posts
March 07 2011 17:17 GMT
#32
On March 08 2011 02:12 Chill wrote:
I'm kind of loling at the results. "I want no harassment opportunities and a lot of easy to defend bases. I want the middle open." Some things never change


Glad I'm not the only one that was amused by all the anti-proxy anti-harass map voting.
oraoraoraoraoraoraoraora
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
March 07 2011 17:31 GMT
#33
There needs to be a poll on map size/distances, and positional types, although I assume that might come later.
e.g. 4 way symmetrical in every way, rotation symmetry, LT/Metalopolis type. Although it's kind of boring since no one will pick rotational symmetry even though it can potentially be worked very nicely into a map.
and then rush distances from main/main and nat/nat.
HOLY CHECK!
monitor
Profile Blog Joined June 2010
United States2404 Posts
March 07 2011 17:50 GMT
#34
On March 08 2011 02:31 Lonyo wrote:
There needs to be a poll on map size/distances, and positional types, although I assume that might come later.
e.g. 4 way symmetrical in every way, rotation symmetry, LT/Metalopolis type. Although it's kind of boring since no one will pick rotational symmetry even though it can potentially be worked very nicely into a map.
and then rush distances from main/main and nat/nat.


I think you kinda nailed it... the amount of detail put into a (good) map is far far more than a poll can determine. These polls are more like "What are the features of the ideal map?".

By the way, Lost Temple and Metalopolis are reflection symmetry. I believe they used this symmetry to avoid lawsuits over maps looking like swasticas (happened in BW). Their new map Backwater Gulch uses rotational symmetry, but is asymmetrical in the middle two golds; curious?
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
quaffle
Profile Joined December 2010
United States249 Posts
March 07 2011 18:07 GMT
#35
Would be interesting to see if you could make a 5 player 1v1 map, where players cannot spawn uber close (eliminating close by left and right positions).
Your success is only measured by the strength of your competitors.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44214 Posts
March 07 2011 18:11 GMT
#36
On March 08 2011 02:12 Chill wrote:
I'm kind of loling at the results. "I want no harassment opportunities and a lot of easy to defend bases. I want the middle open." Some things never change


macromacromacromacromacro.

It's probably just because there are so many SC2 maps that have such fast games already. A lot of people want something different I'm not surprised at the polls either lol

Call the map "Team Liquid Request"
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Chill
Profile Blog Joined January 2005
Calgary25979 Posts
March 07 2011 18:18 GMT
#37
On March 08 2011 03:11 DarkPlasmaBall wrote:
Show nested quote +
On March 08 2011 02:12 Chill wrote:
I'm kind of loling at the results. "I want no harassment opportunities and a lot of easy to defend bases. I want the middle open." Some things never change


macromacromacromacromacro.

It's probably just because there are so many SC2 maps that have such fast games already. A lot of people want something different I'm not surprised at the polls either lol

Call the map "Team Liquid Request"

I understand, but it's just funny that's nothing changed since Brood War. People want to take their easy bases, then make a huge army, and then smash it into another huge army. Where's the finesse? I still love Lost Temple's cliffs
Moderator
DarkPlasmaBall
Profile Blog Joined March 2010
United States44214 Posts
March 07 2011 18:23 GMT
#38
On March 08 2011 03:18 Chill wrote:
Show nested quote +
On March 08 2011 03:11 DarkPlasmaBall wrote:
On March 08 2011 02:12 Chill wrote:
I'm kind of loling at the results. "I want no harassment opportunities and a lot of easy to defend bases. I want the middle open." Some things never change


macromacromacromacromacro.

It's probably just because there are so many SC2 maps that have such fast games already. A lot of people want something different I'm not surprised at the polls either lol

Call the map "Team Liquid Request"

I understand, but it's just funny that's nothing changed since Brood War. People want to take their easy bases, then make a huge army, and then smash it into another huge army. Where's the finesse? I still love Lost Temple's cliffs


Same here. Judging by the number of anti-cheese threads we've seen, I'd make an educated guess and say that most people don't like to worry about any sort of hidden plays, trickery, all-in builds, or anything other than "standard macro" strategies when they actually play the game. Of course, it's amazing to watch when Boxer or other pros would do interesting things in SC1...
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Natt
Profile Joined August 2010
France253 Posts
Last Edited: 2011-03-07 18:28:17
March 07 2011 18:25 GMT
#39
On March 07 2011 18:49 Crazycraft wrote:
Whatever it turns out to be, I suggest resisting the urge to call it Griffith's Perfect Map™


ROFL this made my day !
Ontopic, it seems the perfect map is like the opposite of Blizzard typical map, which does not surprize me very much.

Seriously, something like terminus RE is REALLY good to me. But turning the gold into normal expos and removing rocks will benefit the map.
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-03-07 18:47:57
March 07 2011 18:36 GMT
#40
the biggest problem with cheese is that cheese is imbalanced :D
all zerg can do is build an early pool while protoss and especially terran will benefit alot more from exploitable map features like highgrounds at the natural, places to hide proxy pylons and buildings, etc. but in theory those are nice things to have because they make a boring map more interesting
Map of the Month | The Planetary Workshop | SC2Melee.net
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
March 07 2011 18:49 GMT
#41
--- Nuked ---
pyrestrike
Profile Joined October 2010
United States235 Posts
March 07 2011 18:57 GMT
#42
On March 07 2011 14:42 iGrok wrote:
3 player


Seconded 3P maps change movement enough to be really dynamic every time I watch/play on it!
( ^_^)o自自o(^_^ )
Noxie
Profile Blog Joined April 2010
United States2227 Posts
March 07 2011 19:05 GMT
#43
They key here I think is no rocks
ondik
Profile Blog Joined November 2008
Czech Republic2908 Posts
March 07 2011 19:25 GMT
#44
Please put the TL horse logo to the center!
Bisu. The one and only. // Save the cheerreaver, save the world (of SC2)
Trang
Profile Joined October 2009
Australia324 Posts
March 08 2011 04:02 GMT
#45
I also agree that 3 player maps should be an option --- I would pick it.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
March 08 2011 04:20 GMT
#46
I believe TL is predominantly composed of Zerg players, right? I remember seeing that somewhere. I guess this sort of complements it XD
101toss
Profile Blog Joined April 2010
3232 Posts
March 08 2011 04:30 GMT
#47
On March 08 2011 13:20 Zeke50100 wrote:
I believe TL is predominantly composed of Zerg players, right? I remember seeing that somewhere. I guess this sort of complements it XD

I'm laughing at how horribly these polls show zerg support
Math doesn't kill champions and neither do wards
farseerdk
Profile Joined May 2010
Canada504 Posts
March 08 2011 04:45 GMT
#48
On March 08 2011 04:25 ondik wrote:
Please put the TL horse logo to the center!

YES PLEASE
Perspective is merely an angle.
TheDominator
Profile Blog Joined November 2009
New Zealand336 Posts
March 08 2011 05:00 GMT
#49
To be honest, I don't think there will ever be a perfect map. No map can suit every style, and while it may be balanced, that does not mean perfect.
That is why we have a map pool. To have diversity in maps so we can try and play different strategies, styles, etc.
But you CAN make a map that is balanced, fun to play for all races, etc.
I think that this map you make will be epic. Good luck.
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
March 08 2011 06:06 GMT
#50
Hey guise I took it onto myself to make a rough sketch of this map in paint that the poll has overall-ly suggested. I wouldn't be surprised if this turns out to be the exact design Griffith will use.

I code colored purple/magenta/etc as empty space so no reapers collosus etc, the X with the square is the xel naga and everything else is self explanatory. I took the liberty of adding an 8th base to fit in the golds, considering most ppl would have voted for 8 if that were an option, so keep in mind that bases are a lot harder to squeeze in then they look lolololo.


So without further adu(n) I present you the one, the only

+ Show Spoiler [TLParadise] +
[image loading]
Feel free to comment. I think maybe the 3rd is a little wide open personally :o


I also made a version of the map that is better suited to Blizz's creative style of mapmaking:

+ Show Spoiler [BlizzParadise] +
[image loading]
Brown Turds = Destructable rocks


Keep up the voting guise!
Griffith`
Profile Joined September 2010
714 Posts
March 08 2011 07:08 GMT
#51
heh my map won't quite look like that

but it'll be ... pretty awesome
griffith.583 (NA)
AmericanUmlaut
Profile Blog Joined November 2010
Germany2577 Posts
Last Edited: 2011-03-08 08:10:47
March 08 2011 08:08 GMT
#52
On March 08 2011 15:06 Geovu wrote:
Hey guise I took it onto myself to make a rough sketch of this map in paint that the poll has overall-ly suggested. I wouldn't be surprised if this turns out to be the exact design Griffith will use.

I code colored purple/magenta/etc as empty space so no reapers collosus etc, the X with the square is the xel naga and everything else is self explanatory. I took the liberty of adding an 8th base to fit in the golds, considering most ppl would have voted for 8 if that were an option, so keep in mind that bases are a lot harder to squeeze in then they look lolololo.


So without further adu(n) I present you the one, the only

+ Show Spoiler [TLParadise] +
[image loading]
Feel free to comment. I think maybe the 3rd is a little wide open personally :o


I also made a version of the map that is better suited to Blizz's creative style of mapmaking:

+ Show Spoiler [BlizzParadise] +
[image loading]
Brown Turds = Destructable rocks


Keep up the voting guise!

Is it possible to create a custom tileset? I would really like to see one based on these sketches. :-D

EDIT: Okay, maybe I'm being a bit pedantic by actually analysing a map doodled in Paint, but I have to point out that you've got some serious positional imbalance going on here with the ramps .
The frumious Bandersnatch
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-03-08 08:37:41
March 08 2011 08:34 GMT
#53
Well I worked on this for about 20 hours straight today:

https://dl-web.dropbox.com/get/Photos/Liquid.png?w=a49bbeb1 for a preview!

Features:

3 Bases that can be very easily obtained by Zerg

Low mineral count lines between double bridge behind 3rd (Terran can choose to sacrifice a mule to open up a path when attack offensively)

Semi-open center area, allowing for easy flanks. Bridges offer some chokability for T/P.

Main and Natural semi-open to air-harass

TL LOGO IN THE MIDDLE :DDDDDDDDDDDDDDDDDD
griffith.583 (NA)
EffectS
Profile Joined May 2010
Belgium795 Posts
Last Edited: 2011-03-08 08:55:10
March 08 2011 08:52 GMT
#54
On March 08 2011 17:34 Griffith` wrote:
Well I worked on this for about 20 hours straight today:

https://dl-web.dropbox.com/get/Photos/Liquid.png?w=a49bbeb1 for a preview!

Features:

3 Bases that can be very easily obtained by Zerg

Low mineral count lines between double bridge behind 3rd (Terran can choose to sacrifice a mule to open up a path when attack offensively)

Semi-open center area, allowing for easy flanks. Bridges offer some chokability for T/P.

Main and Natural semi-open to air-harass

TL LOGO IN THE MIDDLE :DDDDDDDDDDDDDDDDDD


I can't see that, try another image upload site such as imagr or tinypic. You can just use the TL upload aswell.

Oh, and you have to be careful with doodad bridges, they don't spread creep over it.
TEEHEE
adso
Profile Joined March 2011
718 Posts
March 08 2011 09:12 GMT
#55
On March 08 2011 17:08 AmericanUmlaut wrote:
"...
Is it possible to create a custom tileset? I would really like to see one based on these sketches. :-D
..." .


Yes, it is possible to mix and match, properly or like an elephant in a percussion shop...
It's a bit buggy in some areas, but on the whole: you want it, someone can help you do it...

============

On March 08 2011 17:52 EffectS wrote:
"I can't see that, try another image upload site such as imagr or tinypic. You can just use the TL upload aswell."
...


yes yes yes... registering to a new site every day sounds like the army... to me
i'll host anyone's' pictures for free if pm'ed for it.



lefix
Profile Joined February 2011
Germany1082 Posts
March 08 2011 09:54 GMT
#56
broken link is broken
the easiest image hosting site out there is probably dropmocks.com, altho it will shrink down images most likely. but hosting pics with drag&drop into the brwoser window is so handy
Map of the Month | The Planetary Workshop | SC2Melee.net
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-03-08 18:58:39
March 08 2011 18:55 GMT
#57
http://i.imgur.com/5KgmP.jpg

=D

I need to do something about the chokes - but I'm trying to balance it so Zerg doesn't auto win on 3 bases =\
griffith.583 (NA)
monitor
Profile Blog Joined June 2010
United States2404 Posts
March 08 2011 19:02 GMT
#58
On March 09 2011 03:55 Griffith` wrote:
http://i.imgur.com/5KgmP.jpg

=D

I need to do something about the chokes - but I'm trying to balance it so Zerg doesn't auto win on 3 bases =\


Hmm.. interesting concept. I think it needs a lot of work proprtions. I know this guide isn't the best, but I think it will help: Proportions Guide.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
lefix
Profile Joined February 2011
Germany1082 Posts
March 08 2011 19:03 GMT
#59
i think definitely need to shrink the map size down, too
Map of the Month | The Planetary Workshop | SC2Melee.net
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 08 2011 19:08 GMT
#60
On March 09 2011 03:55 Griffith` wrote:
http://i.imgur.com/5KgmP.jpg

=D

I need to do something about the chokes - but I'm trying to balance it so Zerg doesn't auto win on 3 bases =\

Is this the attempt to create the perfect map? Oo
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
EffectS
Profile Joined May 2010
Belgium795 Posts
March 08 2011 19:11 GMT
#61
On March 09 2011 04:08 dezi wrote:
Show nested quote +
On March 09 2011 03:55 Griffith` wrote:
http://i.imgur.com/5KgmP.jpg

=D

I need to do something about the chokes - but I'm trying to balance it so Zerg doesn't auto win on 3 bases =\

Is this the attempt to create the perfect map? Oo


I feel the same way.
TEEHEE
Griffith`
Profile Joined September 2010
714 Posts
March 08 2011 19:15 GMT
#62
its a very very rough draft
griffith.583 (NA)
Endymion
Profile Blog Joined November 2009
United States3701 Posts
March 08 2011 19:16 GMT
#63
I always liked 2 and 3 player maps more than 4 player maps. The map just loses its character when you have to balance 4 sides instead of 2 or 3. I mean look at sin chupung ryeong and medusa opposed to python or colosseum
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
simbot
Profile Joined August 2010
Australia95 Posts
March 15 2011 14:10 GMT
#64
lol 4 pages and then then 4 posts of negative feedback this died completely
adso
Profile Joined March 2011
718 Posts
March 15 2011 15:28 GMT
#65
give it time/work/good will
RobiTL
Profile Joined July 2010
France55 Posts
Last Edited: 2011-03-15 15:42:42
March 15 2011 15:35 GMT
#66
Why isn't there the 3 players option ? Testbug is an example of a good 3player map.

I don't like 2 players because too easy to proxy without even scouting, or other all-inish things without scout needed.

I don't really like most 4 players map because it takes a very long time to scout (especially on macro maps).
For instance, I like to fast-expand once I saw there was no 6pool/cheese. On some 4players maps, it's just impossible depending on luck/scout order.


Edit : Just saw the preview, the narrow bridges bothers me as a Zerg player.
Edit2 : There is no such thing as a perfect map. Variety of maps is what is needed.
Born to be Zerg
Space Invader
Profile Joined September 2010
Australia291 Posts
March 15 2011 15:50 GMT
#67
I think you meant to name this the "Most Boring" TeamLiquid Map. As much as everyone might think the perfect map is the simplest most balanced map, you'll probably find that a 'perfect' map is actually just a bad, impossible concept.
I may be of thome athithtanthe if there ith a thudden crithith!
JiYan
Profile Blog Joined February 2009
United States3668 Posts
March 15 2011 16:25 GMT
#68
i think its weird how in general people want 'macro' games but vote as if they want 'turtle' games. i think macro games is more of a style of play, but having maps that so strongly encourage you to wait until 3 base before attacking is is not really the way to go.
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
March 15 2011 16:59 GMT
#69
I'm surprised at all the people choosing 4player map over 2player.

4 Player maps introduce a real "luck" factor as far as rolling close/far positions. I agree with the comments Jinro made about metalopolis being one of the worst maps since it's pretty much a win/lose roll of the dice. Any maps that try to eliminate close positions by spoking the direction of each base still has the inevitable problem of map imbalance, such that in every non-cross matchup one players third base will be significantly easier to take and defend, such as backwater gulch.

2 player map simply eliminates all of these problems.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
Kazzabiss
Profile Joined December 2010
1006 Posts
March 15 2011 17:39 GMT
#70
On March 16 2011 00:35 RobiTL wrote:
Edit2 : There is no such thing as a perfect map. Variety of maps is what is needed.

Why is it impossible to have a map that is 50-50 in all match-ups?
ALL ABOARD THE INTERNET BANDWAGON
Disciple7
Profile Joined August 2010
United States198 Posts
March 15 2011 17:52 GMT
#71
On March 08 2011 15:06 Geovu wrote:
+ Show Spoiler [TLParadise] +
[image loading]
Feel free to comment. I think maybe the 3rd is a little wide open personally :o


I also made a version of the map that is better suited to Blizz's creative style of mapmaking:

+ Show Spoiler [BlizzParadise] +
[image loading]
Brown Turds = Destructable rocks


Keep up the voting guise!


OMG GENIUS, I suggest we call the first one Xel'Naga Caverns, and the second one something shitty and stupid.....like.....STEPPES OF WAR!!!

Lol but no seriously, your first one's concept does look very good (like an improved XNC).

I'm not too keen on Griffith's map though...Looks like Siege tanks will be LOL NO GROUND, and air play will be extremely dominant. I think if the bridges were made much wider the map would be pretty decent. Oh, and, third is also extremely easy to defend with siege tanks from high ground.
A fanatic is one who can't change his mind and won't change the subject. -Winston Churchill
lefix
Profile Joined February 2011
Germany1082 Posts
March 15 2011 19:06 GMT
#72
first one could be called "grats terran on 2 free gold bases at the most strategical point of the map"
Map of the Month | The Planetary Workshop | SC2Melee.net
Ownos
Profile Joined July 2010
United States2147 Posts
March 15 2011 20:13 GMT
#73
On March 07 2011 17:36 Mogget wrote:
Looking at the results so far, zerg win% on this map? %100 lol

huge map with easily defensible natural and quick third, and only semi open air, this would be better if it was vulnerable from air so the other races could put -some- sort of early pressure on a zerg, (remember that protoss/terran actually need to be able to make a zerg panic so they dont just get out macro'd and die)

I agree with the earlier sentiment that there should be 4 more of these poll's, this one as mixed and an additional poll for each race (counting random as a race)

Im also not sure why everyone is hating on the smoke (long grass) sure, we hate cheese, but its not like its hard to throw up a pylon/depo/ovie spotter in there early game, it just adds another dimension to the early game, punishes lasy people, and lures cheesy people to perform extreemly predictable and scoutable proxies.

I also agree totally with Sadist's point.

Other than that, at the very least this will be a nice chance in venue to play on such a large macro map, so thanks a lot for making the effort to start this thread and develop a map for us all the best of luck! I hope its a sucess


I voted as a protoss player. Longer distances between bases benefit zerg more as their units have excellent mobility and maphacks everywhere. Closed bases make it easier to defend for P/T, but slightly harder for Z. It depends, against a 4 gate you want them to run into your crawlers, but on a map like XNC you can attack at any angle and never have to fight the crawlers while at the same time they can attack your army at any angle. The grass issue I don't really care for so I just voted yes. But I can see if people hate it since you can cheese a little easier.
...deeper and deeper into the bowels of El Diablo
Ownos
Profile Joined July 2010
United States2147 Posts
March 15 2011 20:22 GMT
#74
On March 08 2011 00:38 Griffith` wrote:
I've avoided adding the 3 player option mainly because symmetry is difficult to preserve when the axes of symmetry are non perpendicular to each other. I've also tried to deal with the issue of # of xel'naga towers using a coverage poll, because if i do it simply based on # of towers, they could be placed in awkward positions.


# of towers is irrelevant. It's what's done with them that matters.
...deeper and deeper into the bowels of El Diablo
Absolutionn
Profile Joined October 2010
United States512 Posts
March 15 2011 20:47 GMT
#75
On March 09 2011 04:11 EffectS wrote:
Show nested quote +
On March 09 2011 04:08 dezi wrote:
On March 09 2011 03:55 Griffith` wrote:
http://i.imgur.com/5KgmP.jpg

=D

I need to do something about the chokes - but I'm trying to balance it so Zerg doesn't auto win on 3 bases =\

Is this the attempt to create the perfect map? Oo


I feel the same way.

It looks like everywhere on the map is a choke, would suck for zerg but maybe it looks that way from the picture.
Jinro | Idra | Qxc | Select
Eiii
Profile Blog Joined April 2009
United States2566 Posts
March 15 2011 20:52 GMT
#76
Hahah, I love these polls. Perfect map? Four players, seven bases per player. LET'S DO THIS
:3
rolfe
Profile Joined September 2010
United Kingdom1266 Posts
March 15 2011 21:39 GMT
#77
i like the map but maybe the gold is a little easy to take? i'm thinking also that those two bridges make defending a little too easy, maybe make them a little wider or something. that said i know nothing about map making so i could well be talking nonsense... anyway gj
life will not be contained. Life breaks free, it expands to new territories and crashes through barriers, painfully, maybe even dangerously but there it is. Life finds a way
OpticalShot
Profile Blog Joined October 2009
Canada6330 Posts
March 15 2011 21:42 GMT
#78
Looks like a giant macrofest map is in order.
[TLMS] REBOOT
Dagobert
Profile Blog Joined July 2009
Netherlands1858 Posts
March 15 2011 21:54 GMT
#79
On March 16 2011 05:52 Eiii wrote:
Hahah, I love these polls. Perfect map? Four players, seven bases per player. LET'S DO THIS

7 bases for each player in a 1v1, not 1v1v1v1.
RobiTL
Profile Joined July 2010
France55 Posts
March 15 2011 22:20 GMT
#80
On March 16 2011 02:39 Kazzabiss wrote:
Show nested quote +
On March 16 2011 00:35 RobiTL wrote:
Edit2 : There is no such thing as a perfect map. Variety of maps is what is needed.

Why is it impossible to have a map that is 50-50 in all match-ups?



Oh, by perfect, I didn't assume a 50-50 in all-matchup.
For instance, IF a square map with no cliff, no ramp, nothing would be 50-50, it wouldn't be perfect to me because it would be just boring.
Born to be Zerg
Varpulis
Profile Blog Joined February 2011
United States2517 Posts
March 15 2011 22:23 GMT
#81
i do like the concept of this map, but the previous posts are right about siege tanks right now. terran could go tank viking off of 3 base and laugh in the face of the zerg who attempts to break his contain.... widen the attack paths, or even better try this:

start with a wide open path, and subtract space, keeping as many routes into each base as possible. don't be afraid to let players attack from more than 2 angles. its a problem i have every time i make a map.
For he is the Oystermeister, lord of all the oysters.
No0n
Profile Joined March 2010
United States355 Posts
Last Edited: 2011-03-15 22:26:31
March 15 2011 22:25 GMT
#82
Is it just me or does the map kind of look like Arcadia II from BW? There are 2 nats and then bases near you, except Arcadia had islands @ the 3 and 9 o clock positions.

Spoilered cuz It's kind of big.
+ Show Spoiler +
[image loading]
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
March 15 2011 22:32 GMT
#83
I like the idea a lot!! :D I hope that the poll results go for a macro map!!
Also like Crazycraft said you should name the map Griffith's Perfect Map™
Good luck dood!!
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. ♞
redFF
Profile Blog Joined November 2010
United States3910 Posts
March 15 2011 22:39 GMT
#84
only thing smoke screens are good for are cannon rushes or proxy warp ins, both of which suck.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
March 15 2011 23:34 GMT
#85
i would actually rather have a 3-player map
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
Splitintwo
Profile Blog Joined January 2011
35 Posts
March 16 2011 01:51 GMT
#86
First Impressions of the map:

The bridges provide a very small choke which will allow a player to hold their 3 bases very easily.

Play would probably favour building up a doom army in base, or attempting to drop/nydus into the large main.

Doesn't seem to be enough motivation to move in the middle as expansions are very hard to defend and you already have three bases.

Perhaps add more bases/ better terrain in the centre to encourage players to turtle less and make it more dynamic (personal preference) or remove one of the bridges and just connect expansion to centre to weaken the taking of the third which would hopefully make it more exciting while still following the poll results.

Good shout Griffith!
lefix
Profile Joined February 2011
Germany1082 Posts
March 16 2011 03:11 GMT
#87
imho there should be more 4 player maps, with close pos ruled out, basically making it a 3player map as you only scout 2 bases.
Map of the Month | The Planetary Workshop | SC2Melee.net
EMPaThy789
Profile Joined July 2009
New Zealand878 Posts
March 16 2011 05:09 GMT
#88
i like the look already but the third in the preview looks a bit TOO easy to take, especialy with the small bridge chokes and cliffs would allow terrans to tank the third easily and protoss to ff the choke forever. muta, banshee and drop harras also seems really strong since you can attack the third then head to the main to attack production buildings in the blink of an eye while the ground army would have to run all the way around. Maybe reduce the main size? there is also alot of room for 4 gates and korean 4 gates in the main too.

imo you shouldn't focus on fancy features and should focus on making the map simple, like luna. luna was a very plain map perhaps even the most dull map ever to be included in pro bw yet it made many epic games because of the simplicty
SimpleNEasy
Profile Joined March 2011
United States22 Posts
March 16 2011 05:24 GMT
#89
I think it looks really good, not going to give my SMALL critiques cause I can obviously tell its just a mini draft. =D keep up the good work
ImmortalTofu
Profile Blog Joined December 2010
United States1254 Posts
March 16 2011 05:44 GMT
#90
Woah.... What... What's up with TL polls all the sudden?

OT: This is a really good idea! Thanks for taking the time to set this all up!
"Friendship ain't a business deal"
StuBob
Profile Joined March 2010
United States373 Posts
March 16 2011 05:47 GMT
#91
You should also have a poll for tileset =P
I play RANDOM!
Griffith`
Profile Joined September 2010
714 Posts
March 16 2011 06:15 GMT
#92
Updated!!!!!!!!!!!!!!!!!!!!!!!!! Check OP =D
griffith.583 (NA)
tainted muffin
Profile Joined August 2010
United States158 Posts
March 16 2011 06:22 GMT
#93
IMHO you should make the minerals 35 instead of 30 so it takes more than just one MULE drop.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
March 16 2011 06:57 GMT
#94
Wow nice, it looks good, however one thing worries me; each corner of the map has 4 close expansions, while the middle of the map (bridges etc.) is quite empty; games might end in 3 base or 3 base turtlers. Also I thin the 3rd should have less resources; 6 min 1 gas may be? Or min or gas heavy. Otherwise 3 bases would seem to be very easy to defend.

Also, to improve the "restricted" expansion path outside of each players' corner, I think you could experiment with the orientation of the gold expansions (the mineral line orientation pretty much). For example, the bottom left corner, if you flip the gold expansion to its right to the left, so that the bottom left player will have to walk past the minerals to build an expo, I think that would help. This way the bottom right player or other can still harass, but will reach the base first before the workers. This would also help expansion paths outside of each corner.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
March 16 2011 08:37 GMT
#95
Question: How did you make the bridges walkable?
Treatin' fools since '87
MuTT
Profile Joined July 2010
United States398 Posts
March 16 2011 08:53 GMT
#96
A protoss's wetdream! I can't wait to play it ^^
MC's strength: confidence weakness: over confidence
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-03-16 10:00:07
March 16 2011 09:49 GMT
#97
Mineral Blocks don't work in SC2 (read MULE). There're also way to many chokepoints.

T can drop the cliff to siege your 3rd? T can also set up tanks on the cliff on the other side of the bridges leading to your nat and walk in and out with the rest of his forces > and you can't stop it. With minerals never being touched by a Turtle-T he can easily sit at his HY = 4 bases.

Long story short: This layout isn't good.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
adso
Profile Joined March 2011
718 Posts
March 16 2011 11:44 GMT
#98
[image loading]
hun13
Profile Joined December 2010
55 Posts
March 16 2011 12:19 GMT
#99
On March 16 2011 18:49 dezi wrote:
Mineral Blocks don't work in SC2 (read MULE). There're also way to many chokepoints.

T can drop the cliff to siege your 3rd? T can also set up tanks on the cliff on the other side of the bridges leading to your nat and walk in and out with the rest of his forces > and you can't stop it. With minerals never being touched by a Turtle-T he can easily sit at his HY = 4 bases.

Long story short: This layout isn't good.


I 100% agree.

I think the map looks great while having a lot of appeal to it, but those fundamental flaws set it back a lot.
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-03-16 14:22:31
March 16 2011 13:59 GMT
#100
On March 16 2011 17:37 NastyMarine wrote:
Question: How did you make the bridges walkable?


Bridges are walkable by default, the real trick is playing with its footprint to 1. disable building on top of bridges and 2. make creep spreadable. 3. import custom icons so they show up on the minimap for each orientation of the bridge

On March 16 2011 18:49 dezi wrote:
Mineral Blocks don't work in SC2 (read MULE). There're also way to many chokepoints.

T can drop the cliff to siege your 3rd? T can also set up tanks on the cliff on the other side of the bridges leading to your nat and walk in and out with the rest of his forces > and you can't stop it. With minerals never being touched by a Turtle-T he can easily sit at his HY = 4 bases.

Long story short: This layout isn't good.


There is one "choke point" at your natural (the double bridge) that is only slightly smaller than the choke of terminus Re.

MULE drops aren't free, its at a penalty to Terran (you burn about 130 minerals), its just slightly faster than sending 6 drones/probes to mine it. Though I might change it to either 15 or 35.

The cliff between nat/3rd can't be used to directly siege the 3rd, it doesn't reach the mineral lines or the hatchery. I was actually thinking of removing it not becuase it's imba cliff drops but rather because it didn't really do anything.

The HY might be changed slightly, but so far, they are quite difficult to hold. The mineral lines are vulnerable to storms, siege tanks, infestor fungals, muta harass, etc. It's fair game for all 3 races

Most of these elements are only somewhat applicable mid-late game, which is difficult enough for T as is.

On March 16 2011 15:57 Yoshi Kirishima wrote:
Wow nice, it looks good, however one thing worries me; each corner of the map has 4 close expansions, while the middle of the map (bridges etc.) is quite empty; games might end in 3 base or 3 base turtlers. Also I thin the 3rd should have less resources; 6 min 1 gas may be? Or min or gas heavy. Otherwise 3 bases would seem to be very easy to defend.

Also, to improve the "restricted" expansion path outside of each players' corner, I think you could experiment with the orientation of the gold expansions (the mineral line orientation pretty much). For example, the bottom left corner, if you flip the gold expansion to its right to the left, so that the bottom left player will have to walk past the minerals to build an expo, I think that would help. This way the bottom right player or other can still harass, but will reach the base first before the workers. This would also help expansion paths outside of each corner.




I think expansion-wise what I had in mind for expansions was: After the player has taken 1st, 2nd, 3rd, and gold, he can either, go from his 3rd to the OTHER gold, or go from his gold to the OTHER 3rd



MANY THANKS FOR YOUR COMMENTS & FEEDBACK
griffith.583 (NA)
garlicface
Profile Joined April 2010
Canada4196 Posts
Last Edited: 2011-03-16 14:37:00
March 16 2011 14:08 GMT
#101
The newest update is looking MUCH better. My biggest issue is still that there is way too much room in the main. I think you should make the main and the 3rd separated by an open air space. I'm typing this on my iPod now, but I'll update with MS Paint later.

Edit: I've attached the map that I edited on MS Paint. I did this from school, so excuse the hastiness.

+ Show Spoiler +
Solid red outlines + blue fill = definite change.
Dotted red outline = possible change.

[image loading]
#TeamBuLba
lefix
Profile Joined February 2011
Germany1082 Posts
March 16 2011 14:12 GMT
#102
it still feels ab bit too large and has alot of empty space inbetween that serves no real purpose, imho
Map of the Month | The Planetary Workshop | SC2Melee.net
hun13
Profile Joined December 2010
55 Posts
March 16 2011 14:23 GMT
#103
well im going to retract my previous statement, the fact that siege tanks cant reach hatch or minerals from that cliff is pretty huge. they can still be used to contain but a 3 base contain isnt that scary. Plus they offer great defensive options with siege tanks, cliff walking, and cliff side infestors.

my only problem with it now is that it looks to easy for terran to grab and hold 3 fast bases, then good possibilities for siege tanks + PF's at the gold. the same downfall of jungle basin.
what about taking the "bridge side gold ramp" and making it span the entire leangth of that wall?
seems like that would make it much harder to turtle up on
Drake
Profile Joined October 2010
Germany6146 Posts
March 16 2011 14:53 GMT
#104
seems to small ways with thig big free space in the middle it makes it very easy to make timings as terran or protoss
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-03-16 15:00:41
March 16 2011 14:54 GMT
#105
On March 16 2011 23:23 hun13 wrote:
well im going to retract my previous statement, the fact that siege tanks cant reach hatch or minerals from that cliff is pretty huge. they can still be used to contain but a 3 base contain isnt that scary. Plus they offer great defensive options with siege tanks, cliff walking, and cliff side infestors.

my only problem with it now is that it looks to easy for terran to grab and hold 3 fast bases, then good possibilities for siege tanks + PF's at the gold. the same downfall of jungle basin.
what about taking the "bridge side gold ramp" and making it span the entire leangth of that wall?
seems like that would make it much harder to turtle up on


ACtually I double checked, a single siege tank can hit the 3rd's hatchery, but only with spotter vision. I may or may not remove this. Siegeing a 3rd doesn't seem nearly as bad as sieging a natural on LT. A single siege tank will take about 90 seconds to actually kill a 1500 hp hatchery
griffith.583 (NA)
hun13
Profile Joined December 2010
55 Posts
March 16 2011 15:16 GMT
#106
On March 16 2011 23:54 Griffith` wrote:
Show nested quote +
On March 16 2011 23:23 hun13 wrote:
well im going to retract my previous statement, the fact that siege tanks cant reach hatch or minerals from that cliff is pretty huge. they can still be used to contain but a 3 base contain isnt that scary. Plus they offer great defensive options with siege tanks, cliff walking, and cliff side infestors.

my only problem with it now is that it looks to easy for terran to grab and hold 3 fast bases, then good possibilities for siege tanks + PF's at the gold. the same downfall of jungle basin.
what about taking the "bridge side gold ramp" and making it span the entire leangth of that wall?
seems like that would make it much harder to turtle up on


ACtually I double checked, a single siege tank can hit the 3rd's hatchery, but only with spotter vision. I may or may not remove this. Siegeing a 3rd doesn't seem nearly as bad as sieging a natural on LT. A single siege tank will take about 90 seconds to actually kill a 1500 hp hatchery


yeah but couldnt the timing of the tank actualy prevent a thirds hatchery from every getting put down effectively creating an easy 2 base contain? Sounds like something to test at the very least.
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-03-16 21:08:04
March 16 2011 21:06 GMT
#107
What do you guys think about removing the backdoor minerals to be simply completely open? Temporarily removing them to see how games go.
griffith.583 (NA)
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
March 16 2011 21:41 GMT
#108
On March 17 2011 06:06 Griffith` wrote:
What do you guys think about removing the backdoor minerals to be simply completely open? Temporarily removing them to see how games go.

With MULEs in the game, mineral blocks like this are a gimmick that only terran will really use.

That said, the proportions of this map are unplayably far off. I would highly suggest redoing the map with some far more severe constraints and using the space on the map intelligently. I had set out to do exactly what you are doing back in the beta (literally, exactly what you are doing) and I abandoned the project simply because I did not agree with designing a map based off polls. You've got a pretty daunting task ahead of you and I sincerely hope you rethink this map as I'm sure the community would love to see something like this work out quite well.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2011-03-16 21:46:30
March 16 2011 21:46 GMT
#109
also, i assume the bridges block any creepspread? if yes, thats quite annoying for zerg and should probably be a normal terrain choke instead.
Map of the Month | The Planetary Workshop | SC2Melee.net
Griffith`
Profile Joined September 2010
714 Posts
March 16 2011 21:59 GMT
#110
On March 17 2011 06:46 lefix wrote:
also, i assume the bridges block any creepspread? if yes, thats quite annoying for zerg and should probably be a normal terrain choke instead.


The double-width bridge does not prevent creep spread, but the triple and single-width do prevent creep spread.
griffith.583 (NA)
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
March 16 2011 22:42 GMT
#111
I don't like that the center is not playable, and that from the 3rd you can siege some tanks and you're main base gets f'd.
I like the map so far, but it could be twitched.
Good luck!!! :D
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. ♞
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
March 16 2011 23:07 GMT
#112
It's.... so beautiful

Really good job ^^ but is it possible for a creep tumor as close to one end of the bridge to duplicate to the other end of the bridge, provided that an overlord is creeping up the other end?
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
oGm`REM
Profile Joined March 2011
United States870 Posts
March 16 2011 23:12 GMT
#113
Best part I love about this map is the middle!
Looks so sleek when viewed in game :D
oriGinal Mixers '99 - www.smiteam.net
FirmTofu
Profile Joined March 2011
United States1956 Posts
March 16 2011 23:13 GMT
#114
I feel like this map will promote airplay to a great extent because of all the ground pathing. Not too sure if this a good or bad thing :/

Also I feel like a turtling terran has a huge advantage in this map due to the narrow chokes at the bridges. They can siege contain each bridge with just a few tanks and proceed to expand to their side of the map easily.

Of course, I haven't actually played this map yet so I can't be one hundred percent sure.
I lie a lot when I'm town. I never lie when I'm scum.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
March 16 2011 23:15 GMT
#115
On March 17 2011 08:12 oGm`REM wrote:
Best part I love about this map is the middle!
Looks so sleek when viewed in game :D

Let's take another bad map and put in the TL sign - BAMM - so awesome ...
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Varpulis
Profile Blog Joined February 2011
United States2517 Posts
March 17 2011 00:19 GMT
#116
Griffith', show some love for us zergs man, you're killing me with those chokes. that double bridge + mineral block basically means that zerg can't attack the natural of P/T ever (read: siege tanks and forcefield)

also, free third base much?

in short: this map makes zergs cry.
For he is the Oystermeister, lord of all the oysters.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
March 17 2011 00:43 GMT
#117
I must've missed the 3 polls that said please add 50 bridges a HY base that's impossible to defend and a wide ramp into the main oO

I like the main/nat/third setup. Not sure about the main size though.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Kazang
Profile Joined August 2010
578 Posts
March 17 2011 03:49 GMT
#118
Those choke points......

The only way into THREE EXPANSIONS is a 3 tile wide path? You have got to be kidding.
Why all the bridges? I just don't even......

"The Impenetrable 3 Base Fortress of Zerg Tears" would be a good name for this map.
redFF
Profile Blog Joined November 2010
United States3910 Posts
March 17 2011 04:06 GMT
#119
no gimmicks like mineral blocks and bridges please, leave them to your own map, as this is a teamliquid community map just make it what we want,as that was ur goal!
emc
Profile Joined September 2010
United States3088 Posts
March 17 2011 05:35 GMT
#120
map seems big and bland. The golds aren't in any locations of contention, that's a good part about xelnaga, they are in the middle and generally are in the attack path from main to main making the gold bases battle grounds. These gold bases just look like easy 4ths, especially cross positions.
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