• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:13
CEST 12:13
KST 19:13
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
GSTL Returns in 2026!15Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
GSTL Returns in 2026! SC4ALL: II Talent Announcement! Balance hotfix patch 5.0.16b (July 16) Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
Best Games Kespa era BW General Discussion StarCraft 64 is coming to Philly at SC4ALL II ASL22 General Discussion [Personal Project Share] Terran Defense v0.60
Tourneys
Escore Tournament - Season 3 Small VOD Thread 2.0 [Megathread] Daily Proleagues SC4ALL II: Brood War - $2500 - Dec 5-6
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Artificial Intelligence Thread European Politico-economics QA Mega-thread US Politics Mega-thread Russo-Ukrainian War Thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4336 users

[M] (3) Autumn Hills

Forum Index > SC2 Maps & Custom Games
Post a Reply
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-04-07 18:15:12
April 04 2011 19:53 GMT
#1
[image loading]


1v1 - 3 spawns

Size: 158 x 150 - 15 bases total

v1.1 published on EU.


Introduction: + Show Spoiler +
If it hadn´t been for MotM #4 I would never dream of doing a 3 player map, because of the complexity involved in creating a balanced layout. However, I have set my mind on participating in every single MotM, and thus I had to do a 3 player map as well.
I did the basic layout long before NullCurrent posted his excellent guide, so I used multiple Watchtowers and siege tanks with range display, placing them in an intricate triangular pattern, drew outlines of bases with different textures. I also placed units and measured travel distances all over the place. What a hassle!
But now that I´m done, I´m pretty happy with the result, and so far playing the map has been a blast. Hope you guys try it out and enjoy it.

Overview:
[image loading]


Analyzer: + Show Spoiler +
[image loading][image loading][image loading]

Additional pics n info:+ Show Spoiler +
Both entrances to the natural expansion can be walled off with 3 barracks. A ramped high ground helps defend the other nat entrance. [image loading]The center has a cute little colonist settlement.[image loading]For the autumn theme I used mostly custom colored Typhon trees. [image loading]More settlers...[image loading]

Tileset:+ Show Spoiler +
[image loading]


My Map Thread
TPW Map Maker - theplanetaryworkshop.com
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 04 2011 20:08 GMT
#2
I did my 3p before Null's guide, too, also with the help of towers and tanks!!

Also, you can throw three start positions on various points that are meant to equivalent in each 120 degrees of the map, then see what the map analyzer has to say about their distance by ground and air. This is pretty helpful for balancing the layout and allowing some asymmetries in there.


Regardless, Autumn Hills came out nicely! What I want to try first on this map is using that little high ground in the natural to contain my opponent on 1-base: as Zerg I will build a hatch up there and then build spine crawlers into the natural.
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-04-04 20:44:55
April 04 2011 20:28 GMT
#3
On April 05 2011 05:08 dimfish wrote:
+ Show Spoiler +
I did my 3p before Null's guide, too, also with the help of towers and tanks!!

Also, you can throw three start positions on various points that are meant to equivalent in each 120 degrees of the map, then see what the map analyzer has to say about their distance by ground and air. This is pretty helpful for balancing the layout and allowing some asymmetries in there.


Regardless, Autumn Hills came out nicely! What I want to try first on this map is using that little high ground in the natural to contain my opponent on 1-base: as Zerg I will build a hatch up there and then build spine crawlers into the natural.


Yeah that is definitely something to look out for. Hell, the creep will even spread into the main, so you can spine crawl directly in there. However that hatchery will be in range of stalkers and marines standing in the main, so it doesn´t break the map.

A screenshot for the curious:+ Show Spoiler +
[image loading]


edit: Thanks Dimfish! Oh, and roaches too...
TPW Map Maker - theplanetaryworkshop.com
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 04 2011 20:35 GMT
#4
Yeah, I wouldn't expect that to break the map, its just a clever feature that has defensive and possibly offensive potential. It just occurred to me a defender probably won't notice a hatch or bunker or whatever building up there until they come out and secure the natural.
Tiazi
Profile Joined February 2010
Netherlands761 Posts
April 04 2011 20:44 GMT
#5
I like the layout but the textures arent very attractive.
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
Johanaz
Profile Joined September 2010
Denmark363 Posts
April 04 2011 20:55 GMT
#6
On April 05 2011 05:44 Tiazi wrote:+ Show Spoiler +

I like the layout but the textures arent very attractive.


Thanks. The layout is the most important. I guess those textures look pretty bland from the editor screenshots. They look a little better in game, though. + Show Spoiler +
[image loading]
TPW Map Maker - theplanetaryworkshop.com
monitor
Profile Blog Joined June 2010
United States2409 Posts
Last Edited: 2011-04-04 21:06:58
April 04 2011 21:02 GMT
#7
Lol at thread banner, photoshop the sky!!!

I think the natural looks a bit hard to hold. I suggest making each choke 2rax to wall off. This will allow Terran and Protoss to do easier fast expansions, since right now the backdoor is deadly.

I'm not a fan of the 3 bases so closely huddles together, makes for bad gameplay and turtling. However, I don't really see anyway to fix it, so I'll have to live with it.

The highground pod in the natural looks unbelievably cheap for protoss, because they can warp units into the main. I suggest either removing it entirely, making it unbuildable, or making enough space between it and the main so a pylon can't warp across.

The mains in general look very small. Since a lot of it is a tiny pathway that curves around the natural, there isn't a lot of space for production buildings.

Other than that, nice job! I like the map, and aesthetics are unusual (but good).
[edit]
That in-game screen shot of the aesthetics looks amazing.
https://liquipedia.net/starcraft2/Monitor
CBWeyland
Profile Joined March 2011
United States13 Posts
April 04 2011 23:39 GMT
#8
OMG I love it.


NA servers plz :D
Learn to macro.
Johanaz
Profile Joined September 2010
Denmark363 Posts
April 05 2011 23:24 GMT
#9
A few minor changes made before submitting to MotM:

Added rocks to the gold bases, making them slightly less of a siege-fest.

Made high ground pods in the natural unbuildable in order to prevent pylon cheese.
Thanks to monitor and Dimfish for your feedback.

On April 05 2011 08:39 CBWeyland wrote:
OMG I love it.


NA servers plz :D


Thanks. WniO and I have been using each other as NA/EU proxies but we are both running out of slots.
TPW Map Maker - theplanetaryworkshop.com
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 05 2011 23:40 GMT
#10
good changes, and good luck in motm!

When will Blizzard just grant everyone who is using all their map slots an additional 20 slots?? I bet it'd be a drop in teh bucket for them
hobbidude
Profile Joined December 2010
Canada171 Posts
April 07 2011 11:41 GMT
#11
Have to say as a fellow map maker also in motm this is an absolute perfect piece of art. You really hit the nail on this one. Lovely colors that work well together and give a real atmosphere. Layout is great for gameplay and spaced nicely specifically with it being a 3 spawn. Though i'm off course partial to my own, i really hope you get motm #4.
Archivian
Profile Joined November 2010
United Kingdom362 Posts
April 07 2011 13:39 GMT
#12
I have to say I really do like this map and the theme.
I love that every route links so nicely and the autumn theme colours are great, and just the right amount of doodads used to help create a great feel to the map.
"you were only supposed to blow the bloody doors off!" Micheal Caine
Mafe
Profile Joined February 2011
Germany5966 Posts
April 07 2011 14:57 GMT
#13
It looks great and I like this map.
However, this map instantly reminded me of the wc3-map Odessa (especially if you would switch mains and the side expansions of odessa).
Then again, it is probably impossible. to create a map wiht no similarities any existing map.

Also I might turn out that securing the gold bases could give you the 2 bases behind the gold for free (almost no additional risk). Or the other way around I do not see why a player should take a base behind gold before he captured the gold base. Maybe is this intentional.
Johanaz
Profile Joined September 2010
Denmark363 Posts
April 07 2011 18:41 GMT
#14
Thanks everyone


On April 07 2011 23:57 Mafe wrote:
+ Show Spoiler +
It looks great and I like this map.
However, this map instantly reminded me of the wc3-map Odessa (especially if you would switch mains and the side expansions of odessa).
Then again, it is probably impossible. to create a map wiht no similarities any existing map.

Also I might turn out that securing the gold bases could give you the 2 bases behind the gold for free (almost no additional risk). Or the other way around I do not see why a player should take a base behind gold before he captured the gold base. Maybe is this intentional.


I never really played WC3, so it´s purely coincidental.

I guess you´re right about the expansion layout, however, given the relatively short rush distance, tight main and rather open natural, I doubt many games will evolve into 5-base turtle-fests.
My previous maps were tested by master players prior to release, but unfortunately I haven´t been able to do that this time. We´ll have to wait and see.
TPW Map Maker - theplanetaryworkshop.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 08 2011 05:55 GMT
#15
On April 08 2011 03:41 Johanaz wrote:
Thanks everyone


Show nested quote +
On April 07 2011 23:57 Mafe wrote:
+ Show Spoiler +
It looks great and I like this map.
However, this map instantly reminded me of the wc3-map Odessa (especially if you would switch mains and the side expansions of odessa).
Then again, it is probably impossible. to create a map wiht no similarities any existing map.

Also I might turn out that securing the gold bases could give you the 2 bases behind the gold for free (almost no additional risk). Or the other way around I do not see why a player should take a base behind gold before he captured the gold base. Maybe is this intentional.


I never really played WC3, so it´s purely coincidental.

I guess you´re right about the expansion layout, however, given the relatively short rush distance, tight main and rather open natural, I doubt many games will evolve into 5-base turtle-fests.
My previous maps were tested by master players prior to release, but unfortunately I haven´t been able to do that this time. We´ll have to wait and see.


Jeeze where do you get this testing crew? I'm jealous. :\

For one, ZvT will always have zerg taking the side base, not gold (at first), just to increase the walking distance and spread between bases.
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
April 08 2011 10:27 GMT
#16
very elegant solution. I love the layout and the simple, yet good looking visuals!
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-04-08 14:41:51
April 08 2011 14:39 GMT
#17
I like the theme, and the main and nat solution is very cool.

Do you feel the way to put up third and fourth is the only way, or just the easiest way to make the map balanced? I can't help but thinking rotational symetry should be used to make a map more dynamic than that, if you can do it without unbalancing the map >< This ranting is more about my own concern with rotational symetry than your map, though (my attempt - please comment). I think we should learn from Sanctuarium (or rather, Funcmode) and create balanced rotational symetry maps without mirroring them in the process.

I like how 3p maps allows for a wide middle and I think you've made a beautiful middle in many ways. I can't help but thinking, though, that the possible thirds should have more space between themself and between themself and the gold. A terran tanking up on the gold will control the possible thirds on that side?
If you would move the thirds further out on the map and use the extra space for a gap surround on the gold ... would that make the map too big? Movign the gold closer to the centre would affect the allready good layout in the middle.

I'm not in love with your custom lighting. It is the same on Mud Rock? I think it's too bright and especially some shades of green get too bright on my screen, like the green strokes on the natural cliffs .. Korhal Cracked Dirt?

On the map analyser image, the mineral lines look asymetrical. Is that just the analyzer not reading doodad footprint ... or is it just me?

Lastly, I like your stubborness in making a 3p map with the help of tanks and XWTs. Also, I fell in love with the construction of stairs on the colonist settlement by the gap. It's something profound with constructions we can all relate to in a fictional world - those with a practical, human meaning to them.
http://mentalbalans.se/aggedesign
Please log in or register to reply.
Live Events Refresh
Escore
10:00
Season 3 Week 7
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 148
BRAT_OK 78
Lowko14
StarCraft: Brood War
Horang2 838
Mini 356
Pusan 225
Jaedong 209
EffOrt 157
actioN 133
Light 109
Larva 89
Mong 86
Soma 78
[ Show more ]
Snow 73
Yoon 56
Sharp 50
ToSsGirL 50
ZerO 36
Rush 31
Barracks 19
sorry 18
yabsab 17
HiyA 17
hero 16
Sacsri 16
soO 15
Sexy 14
Noble 12
scan(afreeca) 12
Free 10
NotJumperer 6
Terrorterran 2
Dota 2
The International35754
Gorgc13520
Fuzer 301
KheZu56
Counter-Strike
olofmeister1727
shoxiejesuss982
Super Smash Bros
Mew2King138
Other Games
ceh9538
crisheroes258
ZerO(Twitch)2
Organizations
StarCraft: Brood War
UltimateBattle 11
[ Show 13 non-featured ]
StarCraft 2
• LUISG 25
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• escodisco631
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1373
League of Legends
• Jankos1329
• Stunt635
Upcoming Events
PiG Sty Festival
1h 47m
ByuN vs HeRoMaRinE
ShoWTimE vs Zoun
Big Brain Bouts
5h 47m
Nicoract vs Neeb
TriGGeR vs ShoWTimE
CranKy Ducklings
23h 47m
PiG Sty Festival
1d 1h
herO vs Krystianer
Solar vs Cure
IPSL
1d 5h
Sparkling Tuna Cup
1d 23h
PiG Sty Festival
2 days
Maru vs Shameless
Reynor vs TriGGeR
IPSL
2 days
OSC
2 days
Afreeca Starleague
2 days
Rush vs Hm
Bisu vs Shuttle
[ Show More ]
WardiTV Weekly
3 days
The Patches Monday
3 days
Afreeca Starleague
3 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
5 days
The PondCast
5 days
KCM Race Survival
5 days
Replay Cast
6 days
Liquipedia Results

Completed

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

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
Escore Tournament S3: W7
RSL Revival: Season 6
PiG Sty Festival 8.0
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

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

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.