• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:59
CEST 12:59
KST 19:59
  • 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
Tournament Spotlight: FEL Cracow 20257Power Rank - Esports World Cup 202576RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18
Community News
Google Play ASL (Season 20) Announced22BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8
StarCraft 2
General
Tournament Spotlight: FEL Cracow 2025 #1: Maru - Greatest Players of All Time I offer completely free coaching services Power Rank - Esports World Cup 2025 What tournaments are world championships?
Tourneys
FEL Cracov 2025 (July 27) - $10,000 live event Esports World Cup 2025 $25,000 Streamerzone StarCraft Pro Series announced $5,000 WardiTV Summer Championship 2025 WardiTV Mondays
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava
Brood War
General
Google Play ASL (Season 20) Announced [Update] ShieldBattery: 2025 Redesign Dewalt's Show Matches in China BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
[Megathread] Daily Proleagues [BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational [CSLPRO] It's CSLAN Season! - Last Chance
Strategy
Simple Questions, Simple Answers [G] Mineral Boosting Does 1 second matter in StarCraft?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Total Annihilation Server - TAForever [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Stop Killing Games - European Citizens Initiative Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[\m/] Heavy Metal Thread Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Eight Anniversary as a TL…
Mizenhauer
Customize Sidebar...

Website Feedback

Closed Threads



Active: 653 users

[M](4) Uplands by oneil

Forum Index > SC2 Maps & Custom Games
Post a Reply
oneil
Profile Joined March 2011
Canada73 Posts
Last Edited: 2011-03-27 15:26:27
March 15 2011 03:37 GMT
#1

Uplands
by oneil


[image loading]

Hey everyone!


I'm a fairly new member to the TLForums but have been keeping a strong eye on the Strategy and Mapping subforums. Today, I'd like to present to you my 4 player FFA map: Uplands.

My other map(s):
Avalon Keep

  • Spawns: Four corners
  • Size: 152x152 (playable)
  • XNT: 4
  • Tileset: Custom Jungle
  • Expansions: 16
    • 12x 8 min 2 vesp
    • 4x 6 min 1 rich vesp


Updated 03/19/2011
  • Blocked back door to natural
  • Made second small natural ramp into back entrance to Third
  • Added rocks to main & Third back doors
  • Removed high ground between bases and 3 XNT


+ Show Spoiler [Top Down] +
[image loading]


+ Show Spoiler [Angled View] +
[image loading]


+ Show Spoiler [Main] +
[image loading]


+ Show Spoiler [Natural] +
[image loading]


+ Show Spoiler [4 bases] +
[image loading]


+ Show Spoiler [XNT Coverage] +
[image loading]


+ Show Spoiler [Analyzer] +

[image loading]
[image loading]
[image loading]
[image loading]


Any suggestions for doodads, design changes, textures, anything would be appreciated


+ Show Spoiler [Screens (old version)] +


+ Show Spoiler [Top Down] +
[image loading]


+ Show Spoiler [Angled View] +
[image loading]


+ Show Spoiler [Main] +
[image loading]


+ Show Spoiler [SimCity Natural] +
[image loading]


+ Show Spoiler [SimCity Third] +
[image loading]


+ Show Spoiler [Creep Tumors] +
[image loading]


+ Show Spoiler [XNT Coverage] +
[image loading]


+ Show Spoiler [Fourth Siege Range] +
[image loading]


+ Show Spoiler [Proxy Pylons] +

[image loading]
[image loading]


+ Show Spoiler [Analyzer] +

[image loading]
[image loading]
[image loading]
[image loading]


You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-03-15 07:16:57
March 15 2011 04:38 GMT
#2
I'm going to have to examine this more for an exhaustive critique, but here are my initial thoughts.

First, it's a bit large. I'm not sure if this was your intent. I like the thinking behind the XWT layout, but they're already encroaching on the naturals with their vision range. I would consider cutting a strip out along the equator and meridian thereby smushing everything closer together and shrinking the middle, and changing the XWTs.

Second, if the goal is to promote simcity for a slightly more vulnerable natural, it doesn't quite work like that. It takes three buildings to completely wall a ramp. Are you asking for 9 buildings for a secure natural, all spread out? Three cannons for a protoss forge FE, possibly 3 bunkers for a terran? What would actually happen is a delayed FE like a sentry expand, which would still feel very precarious. You'd need a lot of spotting and quick reaction to make sure you don't get caught by guys running up a ramp you didn't expect. I like the different entrances in theory. You could block with more rocks perhaps to have a less dramaticly difficult natural.

Hope this helps.

[edit] I quite like the look of it, too.

[edit 2] I didn't realize it was only 152x152, it looks big. The naturals are so vulnerable to attack from below the mineral line, which is especially bad with tanks. I guess you can keep it this size and use some negative space to prevent tanking. But that eats up so much ground.
Comprehensive strategic intention: DNE
Magrath
Profile Joined August 2010
Canada292 Posts
March 15 2011 04:46 GMT
#3
Whoever spawns clockwise to the opponent in close positions is at quite a disadvantage. They can pelt the workers the natural mineral line once they have high ground sight. The XWTs can be controlled to keep an eye on any flanks from the enemy other than going the super long way around.
Anything can be acheived through persistence and thought
oneil
Profile Joined March 2011
Canada73 Posts
Last Edited: 2011-03-15 13:36:07
March 15 2011 13:35 GMT
#4
I do see the vulnerability of the natural's mineral line, and struggled with pulling it forward or adding dead space behind the cliff. I opted to leave it as is and get some feedback first. I could easily see the 4 watchtowers being replaced with a central one overlooking the middle paths.

Also, The initial plan had destructible rocks at the natural's backdoor, essentially making the now small expansion a late third (would then be 8min2vesp). It also reduced the routes into the natural to the two small ramps.

Finally, I really like having the two small ramps at the natural but do understand the difficulty in walling both off early on. A conceptual change for this would be linking the natural to the 4th via a small path (with or without rocks/LOS blockers):
+ Show Spoiler +
[image loading]
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
oneil
Profile Joined March 2011
Canada73 Posts
March 19 2011 06:20 GMT
#5
Updated OP with new design! See first post for changelog

Feedback?
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
Ketch
Profile Joined October 2010
Netherlands7285 Posts
March 19 2011 06:25 GMT
#6
I like it.
The only thing that strikes me as possibly unbalanced is that you hold a slight advantage if you spawn counterclockwise, eg. You at 5 and Your opponent at 7, you will be able to take the "fourth / bigger third" way easier.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
March 19 2011 06:40 GMT
#7
Seriously, why does every map these days need to have a second entrance into the nat? Or a second and a third? Or a second, a third and a second into the main?
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Archivian
Profile Joined November 2010
United Kingdom362 Posts
March 19 2011 11:46 GMT
#8
I quite like the map overall, though it might be a bit too big for rushes, but i think would be fun otherwise. (Im guessing it takes about 1min diagonal, and 50secs top to bottom (game time) spawnramp-2-spawnramp with a marine - XNC is 42secs, i've made alot of maps which are both longer and shorter than that time and it seems aiming for that time at the outside, at least roughly, its a good guide 2-4 player maps)
Also i think a back door on the nat and on the main is too much, i think maybe lose the one on the nat. The ridge in front of the main should probably go, tanks on that ridge would be pretty harsh to deal with, though keep the backdoor on the main.

As far as doodads go, i would say add more trees (though i tend to use too many), or try to make everything seem fuller in some way (maybe lighting might help?). And maybe do more with the centre asthetics, it feels like something is missing there.

Other than that I do like this map.
"you were only supposed to blow the bloody doors off!" Micheal Caine
oneil
Profile Joined March 2011
Canada73 Posts
Last Edited: 2011-03-24 14:16:50
March 23 2011 18:52 GMT
#9
Thanks for your input guys! Only one comment since the posted changes so I broke it down into various points:

+ Show Spoiler +
I quite like the map overall, though it might be a bit too big for rushes, but i think would be fun otherwise. (Im guessing it takes about 1min diagonal, and 50secs top to bottom (game time) spawnramp-2-spawnramp with a marine - XNC is 42secs, i've made alot of maps which are both longer and shorter than that time and it seems aiming for that time at the outside, at least roughly, its a good guide 2-4 player maps)

I've only tested this map with insane AI, but the rush distances are acceptable. It's on the bigger size obviously, but I've still been able to rush successfully. How it would impact attack/build timings I'm not sure..

+ Show Spoiler +
Also i think a back door on the nat and on the main is too much, i think maybe lose the one on the nat.

Just in case you didn't notice, there is the big nat backdoor and a smaller second one leading to the third. The main and the small nat backdoors are shared. You need to break down 1 rock for access to the nat, and a second set of rocks to get into the main.

Perhaps the rocks at the third should have more health than those at the big nat backdoor?

Regardless, my reason for defending the main's back door is look how attractive the third looks if you break the rocks down: easy reinforcements. I don't think of it only so much as how the enemy can exploit it, more as to how you can as well.

+ Show Spoiler +
The ridge in front of the main should probably go, tanks on that ridge would be pretty harsh to deal with, though keep the backdoor on the main.

I've changed it a bit and checked with siege range and have made it so half the third's ramp is not within range, and the nat's ramp is completely out of range. Next thread update will reflect this.

+ Show Spoiler +
As far as doodads go, i would say add more trees (though i tend to use too many), or try to make everything seem fuller in some way (maybe lighting might help?). And maybe do more with the centre asthetics, it feels like something is missing there.

I didn't go crazy with doodads because I knew the map mechanics were still broken. I don't want to spend a long time texturing and doodading only to redo a full section's terrain
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
iGrok
Profile Blog Joined October 2010
United States5142 Posts
March 23 2011 19:18 GMT
#10
I don't know about balance (haven't played it/really studied it), and the texturing/doodading is good-not-great.

But I absolutely love the shape. That spiral is really cool looking :3
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
oneil
Profile Joined March 2011
Canada73 Posts
March 24 2011 14:19 GMT
#11
On March 19 2011 15:25 Ketch wrote:
I like it.
The only thing that strikes me as possibly unbalanced is that you hold a slight advantage if you spawn counterclockwise, eg. You at 5 and Your opponent at 7, you will be able to take the "fourth / bigger third" way easier.


I disagree: If you spawn at 5 with enemy at 7, and you go for the middle right expansion, the enemy only has to knock down his rocks and take his tucked-in third, and can then safely get the middle-left fourth.

If you knock down your rocks at position 5 to cap your close third, you've created another attack route for your enemy.
You all look up to me, and I forever look down on the world. | Go to my profile to see my maps!
forelmashi
Profile Blog Joined August 2007
421 Posts
March 24 2011 17:26 GMT
#12
i really like it good job
Please log in or register to reply.
Live Events Refresh
FEL
09:00
Cracow 2025
Spirit vs GeraldLIVE!
Clem vs Krystianer
uThermal vs SKillous
Reynor vs MaNa
Lambo vs TBD
ComeBackTV 1093
RotterdaM1010
IndyStarCraft 447
CranKy Ducklings150
Rex132
3DClanTV 113
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1010
IndyStarCraft 447
Rex 132
ProTech56
StarCraft: Brood War
Horang2 9881
Hyuk 3634
Hyun 986
Barracks 727
firebathero 677
Mini 594
BeSt 552
Larva 475
EffOrt 342
Stork 266
[ Show more ]
Last 142
Noble 119
sorry 98
ZerO 81
Soulkey 79
Free 50
zelot 45
scan(afreeca) 31
soO 27
Sharp 24
Shinee 24
sSak 16
Rush 15
NaDa 15
Sacsri 15
Movie 14
ajuk12(nOOB) 13
yabsab 11
Bale 6
Dota 2
XcaliburYe567
Counter-Strike
Stewie2K465
Heroes of the Storm
Khaldor295
Other Games
gofns10460
Beastyqt706
B2W.Neo429
DeMusliM118
SortOf73
ZerO(Twitch)15
QueenE14
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH330
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 3293
• WagamamaTV437
• lizZardDota2262
Upcoming Events
BSL20 Non-Korean Champi…
3h 1m
BSL20 Non-Korean Champi…
7h 1m
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Sparkling Tuna Cup
1d 23h
WardiTV European League
2 days
Online Event
2 days
uThermal 2v2 Circuit
3 days
The PondCast
3 days
Replay Cast
4 days
Korean StarCraft League
5 days
CranKy Ducklings
5 days
[ Show More ]
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

CSLPRO Last Chance 2025
Esports World Cup 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Non-Korean Championship
BSL 20 Team Wars
FEL Cracov 2025
CC Div. A S7
Underdog Cup #2
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
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 © 2025 TLnet. All Rights Reserved.