• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:45
CEST 20:45
KST 03:45
  • 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 2914Serral 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
Weekly Cups (July 20-26): Early returns on 5.0.16b2IntoTheTV X SOOP SC2 League : Weekly & Monthly4Clem: "I don't have that much hope in Blizzard"7ZeroSpace Early Access is Now Live!40Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters2
StarCraft 2
General
Weekly Cups (July 20-26): Early returns on 5.0.16b Daily SC2 Player Grid - feedback wanted Balance hotfix patch 5.0.16b (July 16) 3kb/s downloading patch..... are we back to 1998? Terran or Protoss
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 8.0! (13 - 23 August) IntoTheTV X SOOP SC2 League : Weekly & Monthly INu's Battles#18 - Cure, herO, Rogue & ByuN
Strategy
[G] Having the right mentality to improve
Custom Maps
[M] (2) Industrial Park New Map Maker - Looking for Advice - Love or Hate
External Content
Mutation # 536 Railroad Switch The PondCast: SC2 News & Results Mutation # 535 Assembly of Vengeance Mutation # 534 Burning Evacuation
Brood War
General
screpdb: new Starcraft reporting tool BW General Discussion ASL22 General Discussion ASL 22 Proposed Map Pool Klaucher discontinued / in-game color settings
Tourneys
[Megathread] Daily Proleagues 2v2v2v2 Tournament Star Con San Diego 2026 Escore Tournament - Season 3
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Simple Questions, Simple Answers PvT advise for noobs
Other Games
General Games
ZeroSpace Early Access is Now Live! Path of Exile Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
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 Artificial Intelligence Thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread How to buy a book - shipping from Korea to Europe
Fan Clubs
The IdrA 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
2024 - 2026 Football Thread 2026-27 Football Thread placeholder TeamLiquid Health and Fitness Initiative For 2023 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
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Games, Hormones, and "Dark" …
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4097 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
Next event in 5h 15m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ByuN 763
RushiSC 37
MindelVK 35
StarCraft: Brood War
Calm 3987
Mini 378
ggaemo 174
Soulkey 123
Dewaltoss 93
BRAT_OK 60
Hyun 35
scan(afreeca) 25
ajuk12(nOOB) 9
Shine 6
Dota 2
qojqva3052
XcaliburYe228
League of Legends
Trikslyr66
Counter-Strike
fl0m1989
byalli865
Super Smash Bros
C9.Mang0134
Mew2King82
Heroes of the Storm
Liquid`Hasu289
Other Games
Grubby3519
FrodaN2335
Beastyqt828
elazer316
B2W.Neo121
ArmadaUGS113
Pyrionflax93
UpATreeSC86
XaKoH 74
JuggernautJason71
ToD1
Organizations
Other Games
BasetradeTV197
StarCraft 2
angryscii 24
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• Migwel
• intothetv
• Kozan
• IndyKCrew
StarCraft: Brood War
• Michael_bg 10
• HerbMon 4
• FirePhoenix2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3554
League of Legends
• TFBlade724
Counter-Strike
• Nemesis1302
Other Games
• imaqtpie1132
Upcoming Events
PiGosaur Cup
5h 15m
The PondCast
15h 15m
Kung Fu Cup
16h 15m
Patches Events
21h 15m
Replay Cast
1d 14h
CrankTV Team League
1d 16h
OSC
1d 18h
OSC
1d 22h
Replay Cast
2 days
Escore
2 days
[ Show More ]
CrankTV Team League
2 days
OSC
3 days
Replay Cast
3 days
Afreeca Starleague
3 days
RSL Revival
3 days
ByuN vs SHIN
Solar vs Lambo
WardiTV Summer Champion…
3 days
Afreeca Starleague
4 days
RSL Revival
4 days
Clem vs Serral
herO vs Rogue
WardiTV Summer Champion…
4 days
WardiTV Weekly
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-07-27
SCTL 2026 Spring
Eternal Conflict S2 Finale

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W5
ASL Season 22: Qualifier #1
ASL Season 22: Qualifier #2
Acropolis #5
Escore Tournament S3: W6
Escore Tournament S3: W7
Escore Tournament S3: W8
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Light Tournament 2026
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 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.