• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:27
CET 01:27
KST 09:27
  • 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
[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9
Community News
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win42025 RSL Offline Finals Dates + Ticket Sales!9BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION1Crank Gathers Season 2: SC II Pro Teams10Merivale 8 Open - LAN - Stellar Fest3
StarCraft 2
General
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win Could we add "Avoid Matchup" Feature for rankgame RotterdaM "Serral is the GOAT, and it's not close" The New Patch Killed Mech! Chinese SC2 server to reopen; live all-star event in Hangzhou
Tourneys
Crank Gathers Season 2: SC II Pro Teams 2025 RSL Offline Finals Dates + Ticket Sales! Merivale 8 Open - LAN - Stellar Fest $5,000+ WardiTV 2025 Championship $3,500 WardiTV Korean Royale S4
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment
Brood War
General
BW General Discussion BSL Team A vs Koreans - Sat-Sun 16:00 CET Ladder Map Matchup Stats [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Grand Finals The Casual Games of the Week Thread BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION ASL final tickets help
Strategy
How to stay on top of macro? PvZ map balance Soma's 9 hatch build from ASL Game 2 Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Path of Exile Nintendo Switch Thread Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread The Chess Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
MLB/Baseball 2023 2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Analysis of the Trump-Lee S…
Peanutsc
Reality "theory" prov…
perfectspheres
The Benefits Of Limited Comm…
TrAiDoS
Our Last Hope in th…
KrillinFromwales
Certified Crazy
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1261 users

[M] (4) Core Delta - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 All
Meltage
Profile Joined October 2010
Germany613 Posts
June 08 2011 21:05 GMT
#41
I think you're right in that the 2 base layout with DSR backdoor is booring, since it's so common on Bliz maps, but doesn't the nearby expansions (third and fourth) change this and make the map different?

A Z who has problem attacking a T or P on that ramp will simply get 3 or 4 bases and defend those quite easily, then prevail by numbers or air.

I've been suggesting crevasse style nat ramp (partly beacuse I'm afraid the DSR backdoor may be in favour for one player only in close positions), but ppl prefer the DSR backdoor.. I'm not sure why
http://mentalbalans.se/aggedesign
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 08 2011 21:21 GMT
#42
exactly! so basically what you're saying is that a zerg cant attack in there so the zerg is forced into playing a certain style. (macro fest)

im not trying to be negative nancy because overall the map is good its just i dont like ones that produce the same types of games over and over... like python or destination.
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-06-08 21:47:35
June 08 2011 21:36 GMT
#43
Yeah. But is it a bad thing to force the game into a three or four base game? I want to watch logner matches. Consider this map in a map pool where players choose maps... will Z discard this map beacuse there is disadvantage early game? Why, if the map is fine and maybe even advantageous once you move from two base play?

I'm mentally moving away from the backdoor. I see more pros than cons right now. What about Sanctuarium-style or Crevasse-style nat ramp layout? I'll keep lowering height levels an option (in the back of my head, before my eyes).

Edit: Sanctuarium nat ramp-layout:

+ Show Spoiler +
[image loading]


Sanctuarium, full:
+ Show Spoiler +

[image loading]
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-06-11 15:37:36
June 10 2011 23:21 GMT
#44
I've got a new suggestion on a feature. It's a reaper backdoor betwen one player's third and the other player's main. It goes along the shoet air distance path and allows siege tanks only to reach the area BEHIND the mineral line. Large utnis can only move in the part of the path that is closest to the main.

[image loading]

The high ground around the path is unpathable .. you can only drop on the path.
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
June 28 2011 20:28 GMT
#45
Planned change:

[image loading]

- left third closer to main, so that the forward choke and distances to nat ramp becomes about the same for both thirds. Also, the small high ground is bigger. Now you can hide a building on it and pass with a small army. Camping on it wont do much, though.

Do you like this change or no, and why?


New detail images, showing off each of the reaper backdoors. They go between the right hand third and the other player's main. Which one do you like best and why? Which one looks least appealing and why?

[image loading]

The other three:

+ Show Spoiler +

[image loading]

[image loading]

[image loading]


Also updated OP with new overview image. The lighting is wrong, though. Don't know what galaxy was thinking when extracting.
http://mentalbalans.se/aggedesign
lefix
Profile Joined February 2011
Germany1082 Posts
June 28 2011 22:23 GMT
#46
i'm liking the changes, improves the map balance alot, imho
Map of the Month | The Planetary Workshop | SC2Melee.net
Quotidian
Profile Joined August 2010
Norway1937 Posts
June 28 2011 23:12 GMT
#47
it's a beautiful map. Makes me think of Alien, with the foggy lunar landscape. I have a feeling that it's simply too big for 1v1 though.
PandaBlunt
Profile Joined September 2010
United States292 Posts
June 29 2011 00:19 GMT
#48
Looks very well done sir ^_^. Is this map going to be available on NA?
(╮°-°)╮┳━┳
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
June 29 2011 00:53 GMT
#49
Could be a good map; however, I very much dislike the fact that the center is cluttered with chokes. Would be far better with more open space and less high ground/ramps/etc
Meltage
Profile Joined October 2010
Germany613 Posts
June 29 2011 09:13 GMT
#50
@FallDownMarigold Thanks for the input, but could you be more specific? I read the centre as several choices of paths some mor enarrow than others, but in general its quite open and the middle pod is very wide. The map in general has a very open feel to it, and you need to diverse that with chokes to make it attractive for all races

@PandaBlunt - Thanks! Dont know yet, but it's likely!

@lefix thanks! Please elaborate
http://mentalbalans.se/aggedesign
Samro225am
Profile Joined August 2010
Germany982 Posts
June 29 2011 10:49 GMT
#51
did you try to move the tower strcture between the central cliff/ramps and the nat and third a bit more towards the base? i think there is a bit more space needed at the bottom end of the central ramps.
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-06-29 19:27:45
June 29 2011 19:24 GMT
#52
@Samro225am are you afriad an army will be trapped in between the high grounds, or why do you think there should be more space there?
The problem, is, if I alter that space, I also move the forward choke of the left possible third towards the base, which I believe is less good.
http://mentalbalans.se/aggedesign
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
June 29 2011 21:45 GMT
#53
--- Nuked ---
Chargelot
Profile Blog Joined December 2010
2275 Posts
June 30 2011 01:17 GMT
#54
This is a good looking map. If you need someone to host it on the US servers send me a PM, I'd gladly do it for you.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 30 2011 02:01 GMT
#55
Melt, I'm not sure what purpose the reaper path serves. Is that to balance reaper scouting time? Is it mainly for tank drops? Just a random spot that might or might not get used? Maybe I'm being stupid but please explain. =D

I think it's fine aesthetically and you should have them look different in each corner--some are dilapidated with rocky edges and some still have their metal sides with buildings on top, etc etc. One problem I have is that they are totally useless for getting blink stalkers into a main, and I think you should make them slightly less convoluted, aka slightly more open and direct, in order to facilitate a 2-phase blink pathway.

As for the map, I haven't checked it out for a while! I'm glad you're still working on it! I really like it, even though it still seems big.

I have a sick sick idea for an alternative to the DSR backdoor. I'm also growing tired of that trend an I think it should be avoided where possible. Honestly, I don't think this map needs it at all. There is plenty of incentive to just go down and take a rather safe 3rd. If a player wants to turtle at their natural... fine whatever, their loss, lol. SC2 will be less and less about the first ten minutes as strategy and execution continues to develop.

Anyway, you should have a slowly unobstructing backdoor. It's not blocked by rocks but some kind of obstruction that will be removed after a certain time period, say 10 minutes. This will be an immediate, binary change but you can make it appear like some sort of cool process has gradually occured, like flooding has finally drained, or a fire has burnt itself out, or a glowing wall of light has powered down, or a mechanical wall has been lowered.

This will help players see the progress of the event and know how soon until the door is open. You can even have text/audio messages display to warn about it.

I have very little experience playing with the data editor and a slightly better amount of experience using triggers, but I would love to work on this with you if you like the idea. Maybe we can get ihasaKAROT to help.

This is like the tower on Xel'Naga Fortress btw. We can spearhead trigger-based events in melee maps. ~
Comprehensive strategic intention: DNE
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-06-30 09:39:42
June 30 2011 08:54 GMT
#56
@Barrin - understand your general concern and appreciates it!

@Chargelot - Thanks, I'll think about it

@EatThePath - wow you're crazy
1. DSR timed backdoor - It's great that you want to, but I don't dare do anything like this for this map, at least not yet Not sure how you would do that with the data editor (my knowledge is kinda limited), although I'm sure it can be done. The problem I see with the concept is that it takes control away from the players. Why not just have a DSR with higher HP than usual?
I wanted to do a Creavasse DSR nat ramp, but no one seems to like it. What if I made the ramp twice the size and added DSRs to each side of it. Then you could open your own in the direction of the third you choose, but if the enemy breaks them both down, you have a superwide ramp into your nat.

2. Reaper backdoor. Of course it helps reapers scout and not much else. Tanks can be dropped there, but only siege the area behind the mineral line. Beacuse of rotational symetry, I dont want to give one player to much of an advantage by using this feature, so blinking stalkers support is out, I think. I realize it's a feature that hardly will be used, although I like adding harrassing possibilities as much as possible. Rather have this backdoor than a gap.

Update

- Moved the left hand thirds and changed the high ground next to it, mostly according to the suggestion a few posts back (originally suggested by lefiix, thanks mate!). The possible third's distance to nat ramp and forward choke shoudl be more similar. Also, the small highg round is no longer so close to teh left hand third's CC placement. + Show Spoiler +
Lefix noticed that once on e had expanded there, the CC would prevent an army to move from nat to defend it effectively.


[image loading]

Close ups:

+ Show Spoiler +


[image loading]

[image loading]



- added 3 square big shelf for reapers/collossi between left hand third and main.
It allows for blinking stalkers or tank drops, but not very effectively. 3 squares limits it's use quite a lot, although it's a perfect collossi or reaper eleveator.

[image loading]
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-07-04 13:00:43
July 04 2011 12:23 GMT
#57
Reworked the right-hand thirds. Beacuse of rotational symetry and non-turnable mineral fields, they look different in horizontal and vertical bases. I found some good examples on bliz' Terminus and used those. Edit: realized thsoe were 7 minerals not 8! So now its a modded 8 patch-variant.

Here's pics with pathing and all

Left hand third

Horizontal
[image loading]

Vertical
[image loading]

I also filled some of the gap behind the mineral line with non-pathable high ground. Some love for mutas and the like.

Also, this map was submitted to MotM #7 . Wish it good luck, beacuse it's gonna need it. This month is crazy.

I've been working on aesthetics + Show Spoiler +
[image loading]
and made a logo for the thread. OP is updated.
http://mentalbalans.se/aggedesign
dustspeck
Profile Joined April 2010
United States5 Posts
July 09 2011 22:29 GMT
#58
Visually awesome. Map itself looks great
Prev 1 2 3 All
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
Crank Gathers S2: Playoffs D2
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech94
CosmosSc2 39
StarCraft: Brood War
Artosis 739
yabsab 38
NaDa 22
Dota 2
monkeys_forever667
NeuroSwarm40
LuMiX0
Counter-Strike
fl0m364
Foxcn214
Super Smash Bros
hungrybox1545
Other Games
summit1g11405
Grubby2753
Day[9].tv505
C9.Mang0163
Maynarde136
ViBE115
Organizations
Other Games
gamesdonequick879
BasetradeTV53
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• musti20045 33
• davetesta31
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21697
League of Legends
• Doublelift4243
• Stunt236
Other Games
• Scarra864
• Day9tv505
Upcoming Events
The PondCast
8h 33m
OSC
11h 33m
Harstem vs SKillous
Gerald vs Spirit
Krystianer vs TriGGeR
Cham vs Ryung
CrankTV Team League
12h 33m
Team Liquid vs Team Falcon
Replay Cast
1d 9h
WardiTV Invitational
1d 11h
ByuN vs Spirit
herO vs Solar
MaNa vs Gerald
Rogue vs GuMiho
Epic.LAN
1d 11h
CrankTV Team League
1d 12h
BASILISK vs TBD
Replay Cast
2 days
Epic.LAN
2 days
BSL Team A[vengers]
2 days
Dewalt vs Shine
UltrA vs ZeLoT
[ Show More ]
BSL 21
2 days
Sparkling Tuna Cup
3 days
BSL Team A[vengers]
3 days
Cross vs Motive
Sziky vs HiyA
BSL 21
3 days
Wardi Open
4 days
Monday Night Weeklies
4 days
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
WardiTV TLMC #15
Eternal Conflict S1

Ongoing

BSL 21 Points
BSL 21 Team A
C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
CranK Gathers Season 2: SC II Pro Teams
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
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

Upcoming

SC4ALL: Brood War
YSL S2
BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
META Madness #9
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
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.