• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 08:04
CET 14:04
KST 22:04
  • 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
Behind the Blue - Team Liquid History Book13Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8herO wins SC2 All-Star Invitational14
Community News
LiuLi Cup: 2025 Grand Finals (Feb 10-16)1Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker7PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)11Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2
StarCraft 2
General
How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Rongyi Cup S3 - Preview & Info Behind the Blue - Team Liquid History Book Nexon's StarCraft game could be FPS, led by UMS maker Terran Scanner Sweep
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) LiuLi Cup: 2025 Grand Finals (Feb 10-16) Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April WardiTV Mondays
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 512 Overclocked The PondCast: SC2 News & Results Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation
Brood War
General
[ASL21] Potential Map Candidates StarCraft player reflex TE scores Gypsy to Korea BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Fighting Spirit mining rates Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Diablo 2 thread ZeroSpace Megathread EVE Corporation
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
YouTube Thread US Politics Mega-thread Sex and weight loss Russo-Ukrainian War Thread The Games Industry And ATVI
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1668 users

[M] (2) Hysteria - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 Next All
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 03 2011 03:32 GMT
#21
On May 03 2011 12:03 Antares777 wrote:
Show nested quote +
On May 02 2011 13:36 monitor wrote:
I put this on the MotM thread, but I figure I'd put it here too:

1) make main ramp normal, 1x wide (instead of the 2x it looks like now). Its just a kick in the balls to terran and protoss, because of the 6 pool. It doesn't really prevent turtling either, just is easy to baneling bust.

2) Open up the path from the 4th to 5th, and probably add another ramp down (to make it harder to turtle) That path is really small, and pretty easy to abuse. Making it wider would balance ZvP/ZvT, and adding a ramp would reduce turtling on the sides.

3) Move the XelNaga towers so they don't favor turtling (maybe no towers?). Right now taking it makes it easier to hold the 4th, which will increase turtling. I suggest either removing the towers, and making it a tower-less map, or you could put one in the center. That would allow more aggression, but it could mess up the flow too.

4) Add a ton of doodads. Everywhere. Try some ground decals, put some doodads against cliffs, and find some trees/foliage that fit. The textures are really nice right now, but its lacking the small details I think. The middle textures are actually a bit bland, you should add some different textures there.


Main ramp is 1x.

I'll open up that path, just gotta do some sim city with the fourth expansion.

I was thinking putting them in the center in the losbs. Thoughts?

Doodads. Everywhere. Got it!


Ah, okay, couldn't tell. Cool beans :p

Yeah, I think just make the level 0 lowground choke a bit smaller.

I think Xel'Naga Towers would be okay in the middle, but they might be a bit too close. Not really sure about this one. I'd probably go no towers.

Lol yes, Doodads. Everywhere. It sounds stupid, but can look pretty cool in-game.

https://liquipedia.net/starcraft2/Monitor
YoureFired
Profile Blog Joined October 2009
United States822 Posts
Last Edited: 2011-05-03 06:28:34
May 03 2011 06:27 GMT
#22
I dislike how the Xelnaga's in the top right and bottom left cover almost all attack routes towards FOUR bases, this seems a little too turtle friendly... I might be wrong, but it seems like a Terran mech army or even a Protoss deathball could simply set up shop near the Xelnagas and cover most attack routes. Maybe move the Xelnaga to the center instead? That way its a much more exposed position but also more useful offensively.

EDIT: not to sound too negative, the rest of the map is really nice I like how you include several paths with nice expansions on either side, it reminds me of Matchpoint from Brood War.
ted cruz is the zodiac killer
Big J
Profile Joined March 2011
Austria16289 Posts
May 03 2011 07:46 GMT
#23
I have a question about the XNW too:
how far do they see towards the third bases? Are they actually able to see at least the close to them gas? Im just concerned that due to hatches spreading creep it might be that you can see creep there, so this way you would know that a zerg base is down there, while you cannot see a P or T base if you cannot see the vespene (better would be a mineral, best the CC,Nexus,hatch itself, or not even the fully spread creep of a hatchery)
but the map looks really nice right now!
I love the new 5th (non gold) bases, they look like they are hard to hold and you might consider to take your opponents 5th instead of you're own, which could be interesting in the lategame (especially in the siegeline-MUs TvT and TvZ)
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-05-03 11:09:17
May 03 2011 11:07 GMT
#24
On May 03 2011 15:27 YoureFired wrote:
I dislike how the Xelnaga's in the top right and bottom left cover almost all attack routes towards FOUR bases, this seems a little too turtle friendly... I might be wrong, but it seems like a Terran mech army or even a Protoss deathball could simply set up shop near the Xelnagas and cover most attack routes. Maybe move the Xelnaga to the center instead? That way its a much more exposed position but also more useful offensively.

EDIT: not to sound too negative, the rest of the map is really nice I like how you include several paths with nice expansions on either side, it reminds me of Matchpoint from Brood War.


During test games, a Protoss player that was going for some sort of 4gate build would put a proxy outside the tower nearest your base, which is really hard to break out of, one of the reasons that I'm going to move them somewhere else.

On May 03 2011 16:46 Big J wrote:
I have a question about the XNW too:
how far do they see towards the third bases? Are they actually able to see at least the close to them gas? Im just concerned that due to hatches spreading creep it might be that you can see creep there, so this way you would know that a zerg base is down there, while you cannot see a P or T base if you cannot see the vespene (better would be a mineral, best the CC,Nexus,hatch itself, or not even the fully spread creep of a hatchery)
but the map looks really nice right now!
I love the new 5th (non gold) bases, they look like they are hard to hold and you might consider to take your opponents 5th instead of you're own, which could be interesting in the lategame (especially in the siegeline-MUs TvT and TvZ)


The towers see down the ramp of the third barely and no where else into the third. They cannot see the gas, though they probably will be able to see creep spread.

Changing the map's layout created the option to expand to that if you wanted to as an alternate third, or even alternate fourth, but if I move the towers, they might be revealed.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-05-03 22:58:17
May 03 2011 22:58 GMT
#25
New version is up on Battle.net based on a few things suggested by monitor. The image is in the topic, along with the previous version's image.

-Larger mains.
-Moved towers: towers now cover the center path and one outside path, and are relatively close to each other, yet cannot see each other and their sight overlaps barely in the center region.
-More space in the fourths.
-Increased the width of the fourth-fifth choke.
-Removed some, but not all, LoSBs by the fourth.
-Increased the LoSB area at the fifths.
-Filled in the holes by the fifths and removed the LoSBs there.
-Removed the LoSBs underneath the 6x6 destructible rocks.
-Removed the drop zone in the main.
-The mains can now by cliff-walked from the side paths, making Reapers a possible build on this map. This also increases the areas where Siege Tanks can cliff the main.
-Doodads. Lots and lots of doodads.

~Enjoy!~
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 03 2011 23:56 GMT
#26
Wow, thats pretty impressive. By far your best map! I like it a lot now.

Do you know if the main can be sieged from the lowground expo? If so, you should probably move the minerals a bit to prevent it.

Nice job on the doodads, it gives it a nice character. Not sure about so many of the decals, but its your choice. I think the man-made sections could use a bit more detail. Here is a mock-up image I did, just to give you an idea:

[image loading]
https://liquipedia.net/starcraft2/Monitor
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-05-08 18:35:59
May 04 2011 00:06 GMT
#27
On May 04 2011 08:56 monitor wrote:+ Show Spoiler +

Wow, thats pretty impressive. By far your best map! I like it a lot now.

Do you know if the main can be sieged from the lowground expo? If so, you should probably move the minerals a bit to prevent it.

Nice job on the doodads, it gives it a nice character. Not sure about so many of the decals, but its your choice. I think the man-made sections could use a bit more detail. Here is a mock-up image I did, just to give you an idea:

[image loading]



WTF now I feel inferior...

What doodads did you use? I think I know about the bridge, crashed Phoenixes, and the supply crates, but where did you get the rubble on the ground by the minerals and those pipes? Those are cool! Also what is that center Protoss pad thingy?

I don't know if the main can be sieged from there, I'm going to have to check, I'll fix that soon though.

EDIT: I'm going online now to host some games on the current version btw.

EDIT 2: I wanted to go for more of a Xel'naga/Protoss look than a Terran/human look.
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 04 2011 00:12 GMT
#28
On May 04 2011 09:06 Antares777 wrote:
Show nested quote +
On May 04 2011 08:56 monitor wrote:+ Show Spoiler +

Wow, thats pretty impressive. By far your best map! I like it a lot now.

Do you know if the main can be sieged from the lowground expo? If so, you should probably move the minerals a bit to prevent it.

Nice job on the doodads, it gives it a nice character. Not sure about so many of the decals, but its your choice. I think the man-made sections could use a bit more detail. Here is a mock-up image I did, just to give you an idea:

[image loading]



WTF now I feel inferior...

What doodads did you use? I think I know about the bridge, crashed Phoenixes, and the supply crates, but where did you get the rubble on the ground by the minerals and those pipes? Those are cool! Also what is that center Protoss pad thingy?

I don't know if the main can be sieged from there, I'm going to have to check, I'll fix that soon though.

EDIT: I'm going online now to host some games on the current version btw.



Just look through the doodads! Heh, it's not hard to place. Just have to find what looks nice, and then put masses of stuff (but make sure it fits with the theme).
https://liquipedia.net/starcraft2/Monitor
SidianTheBard
Profile Joined October 2010
United States2474 Posts
May 04 2011 00:34 GMT
#29
Here's a picture of some ideas for you to think about. =)
+ Show Spoiler +

[image loading]
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 04 2011 00:50 GMT
#30
On May 04 2011 09:34 SidianTheBard wrote:
Here's a picture of some ideas for you to think about. =)
+ Show Spoiler +

[image loading]


Good ideas here. I agree that you should probably make the natural choke a bit tighter. Also the middle would be nice to be more open, maybe put 2 rocks in a row and make the choke bigger?
https://liquipedia.net/starcraft2/Monitor
Antares777
Profile Joined June 2010
United States1971 Posts
May 04 2011 02:58 GMT
#31
Ok. I'm not going to make the choke as tight as it is in the image, that's too tight, but I will make it tighter. I forgot to re add those losbs outside the third and will add them tomorrow. I'll make it two rocks in the mid
Antares777
Profile Joined June 2010
United States1971 Posts
May 06 2011 21:09 GMT
#32
New version!
Too lazy for a change log...
+ Show Spoiler [New Version] +
[image loading]

I'll probably be submitting this version for MotM.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
May 06 2011 21:17 GMT
#33
On May 07 2011 06:09 Antares777 wrote:
Too lazy for a change log...

Too lazy for a proper comment :p
Go 4 it and submit ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Antares777
Profile Joined June 2010
United States1971 Posts
May 07 2011 20:09 GMT
#34
On May 07 2011 06:17 dezi wrote:
Show nested quote +
On May 07 2011 06:09 Antares777 wrote:
Too lazy for a change log...

Too lazy for a proper comment :p
Go 4 it and submit ^^


Fine.

Change Log:
-Natural choke is now 9 units wide, smaller than before.
-The fourth is slightly larger because the high ground area was shrunk.
-The high ground area mentioned above is now pathable.
-The 6x6 rocks have been replaced with rocks that are much larger so that the choke could be widened.
-I got rid of the fire. There's still some there, but as much.
-Doodads.
-Changed the main's mineral line so that the geysers and workers cannot be sieged from the fifths.

I sent the file last night, and hope that this will make it to the final five!
Gara
Profile Joined March 2011
Canada435 Posts
May 07 2011 20:37 GMT
#35
Wow, love the textures on this map! It's so different from the usual "dark and brooding", "bright jungle" and "boring space platform" maps.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
May 07 2011 21:18 GMT
#36
Currently the flow of the map is like this...
+ Show Spoiler +
[image loading]


Four bases in a nice flow, then the random 5th. wtfmate, taking that base is going to be too much.

So I was brainstorming a bit and thought of this!
+ Show Spoiler +
[image loading]


*gasp*
Get rid of that random base, add a gold ontop of the unpathable area by the watchtowers. It'll go with the flow!

I'm just throwing ideas out there. ^_^
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Antares777
Profile Joined June 2010
United States1971 Posts
May 07 2011 21:33 GMT
#37
@Gara - I'm glad that you like the texturing and aesthetics, I have put a lot of time in just thinking about what I wanted the map to look like

@Sidian - Haha yeah the flow is a little awkward when you get your fifth expansion. The fifth expansion can be either yours or your opponents, which I always thought was a little interesting. Your idea for a fifth isn't a bad idea either. So far in test games no one has gotten a fifth base up, but expect changes if I feel they are necessary. One downfall of having an expansion there would be that Terran would be able to lock down that path with Siege Tanks, which I am not in favor of.
BushidoSnipr
Profile Joined November 2010
United States910 Posts
May 09 2011 16:52 GMT
#38
Really cool map, just played a mech game on it
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-05-09 20:03:11
May 09 2011 18:17 GMT
#39
I'm glad that you liked it!

...and I was going to say something else but I somehow forgot...

EDIT: Remembered. Anyone willing to help me get analyzer pictures for this map? I only need openness, summary, main to main distances, and nat to nat distances.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
May 12 2011 15:11 GMT
#40
Your Analyzer doesn't work? Oo
Btw. GZ.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
LiuLi Cup
11:00
Group B
Clem vs Rogue
SHIN vs Cyan
RotterdaM1020
TKL 310
IndyStarCraft 239
Rex149
BRAT_OK 146
trigger114
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1020
TKL 310
IndyStarCraft 239
Rex 149
BRAT_OK 146
trigger 114
StarCraft: Brood War
Britney 43523
Sea 11216
Horang2 4099
Rain 1567
Jaedong 649
actioN 525
Mini 443
hero 368
Soma 291
Last 194
[ Show more ]
Snow 177
Mong 167
PianO 161
Rush 157
Barracks 145
Zeus 97
Leta 84
ToSsGirL 81
Sharp 71
Sea.KH 55
sorry 49
Shine 31
Noble 22
Icarus 20
Movie 20
Hm[arnc] 17
zelot 16
910 13
soO 12
HiyA 12
Sacsri 9
Terrorterran 8
ajuk12(nOOB) 7
Dota 2
XcaliburYe82
Counter-Strike
zeus1243
shoxiejesuss985
x6flipin511
allub259
edward103
Super Smash Bros
Mew2King104
Other Games
singsing1663
Liquid`RaSZi1469
B2W.Neo815
crisheroes264
Sick190
Fuzer 162
mouzStarbuck158
KnowMe28
hiko0
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH210
• StrangeGG 57
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV253
• lizZardDota241
League of Legends
• Jankos3237
Upcoming Events
Replay Cast
10h 57m
The PondCast
20h 57m
KCM Race Survival
20h 57m
LiuLi Cup
21h 57m
Scarlett vs TriGGeR
ByuN vs herO
Replay Cast
1d 10h
Online Event
1d 20h
LiuLi Cup
1d 21h
Serral vs Zoun
Cure vs Classic
Big Brain Bouts
2 days
Serral vs TBD
RSL Revival
2 days
RSL Revival
2 days
[ Show More ]
LiuLi Cup
2 days
uThermal 2v2 Circuit
2 days
RSL Revival
3 days
Replay Cast
3 days
Sparkling Tuna Cup
3 days
LiuLi Cup
3 days
Replay Cast
4 days
Replay Cast
4 days
LiuLi Cup
4 days
Wardi Open
4 days
Monday Night Weeklies
5 days
Replay Cast
5 days
WardiTV Winter Champion…
5 days
WardiTV Winter Champion…
6 days
Liquipedia Results

Completed

Proleague 2026-02-10
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
LiuLi Cup: 2025 Grand Finals
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 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.