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Active: 1871 users

[M] (4) Shurik'n

Forum Index > SC2 Maps & Custom Games
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a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-10-27 19:16:52
May 14 2011 01:21 GMT
#1
Shurik'n v 0.38
by a176
Published on NA

[image loading]

[image loading]


Large Overview
Large Angled

4 Spawn (1v1, 2v2, FFA)
158 x 152 playable
16 Blue

map analyzer
+ Show Spoiler +
[image loading]

[image loading]

[image loading]
starleague forever
zJayy962
Profile Blog Joined April 2010
1363 Posts
May 14 2011 01:54 GMT
#2
If you remove the little peninsula like things jutting out from the middle high ground and make the golds on the low ground, I think that area would be "high risk" and take some real dedication to hold.

Map looks awesome by the way.

Questions:
Can tanks on the low ground tucked next to the mains attack onto the path leading to the natural? This could cause for potential imbalance.

Would this be MLG style where you wouldn't be able to spawn close positions?
adso
Profile Joined March 2011
718 Posts
May 14 2011 03:01 GMT
#3
love your quote

on topic: nice mixing decal and cliff decorum
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-05-14 05:11:23
May 14 2011 05:08 GMT
#4
On May 14 2011 10:54 zJayy962 wrote:
If you remove the little peninsula like things jutting out from the middle high ground and make the golds on the low ground, I think that area would be "high risk" and take some real dedication to hold.

Map looks awesome by the way.

Questions:
Can tanks on the low ground tucked next to the mains attack onto the path leading to the natural? This could cause for potential imbalance.

Would this be MLG style where you wouldn't be able to spawn close positions?


I updated it. Modified the golds, added los blockers to force defense spread at gold. added los blocker to middle bases to prevent easy siege.

I originally had that low ground as a tank drop yes, though I tried to place far away enough to not to be able to hit zerg main base. But I think now, no matter the intent or outcome, someone will probably complain (not referring to you), so its best to take it out altogether

I don't think I will plan on bothering with no-close-spawn as the air rush distance is [a bit under] double what lost/shattered temple is.
starleague forever
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50978 Posts
May 14 2011 05:24 GMT
#5
hmmm I don't like that long choke into the naturals,its just too long,
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 14 2011 06:30 GMT
#6
Shorten the chokes into the natural.

Re-work the center high ground. It's "too open." Mabye some barriers or holes in the ground or something. Other than that it's a nice layout. Reminds me of a mixture between Shakuras Plateau and Shattered Temple.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-05-14 21:13:33
May 14 2011 21:12 GMT
#7
On May 14 2011 14:24 BLinD-RawR wrote:
hmmm I don't like that long choke into the naturals,its just too long,


On May 14 2011 15:30 IronManSC wrote:
Shorten the chokes into the natural.

Re-work the center high ground. It's "too open." Mabye some barriers or holes in the ground or something. Other than that it's a nice layout. Reminds me of a mixture between Shakuras Plateau and Shattered Temple.


Thanks for the suggestions, implemented them, and its much better now !

Also, removed the golds for regular (7) minerals.
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-05-28 05:24:25
May 28 2011 05:22 GMT
#8
I've completely redesigned the map. Take a look! The shuriken shape is still present in the middle, albeit smaller. Its much better than the first design. I've had a couple fun games on it already. As always, play testing continues ..
starleague forever
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 28 2011 05:25 GMT
#9
I have one problem. Every base is on high ground. This can encourage turtling, and make it difficult for Zerg especially when attacking any of these bases.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
NickMP
Profile Joined February 2011
United States46 Posts
Last Edited: 2011-05-28 05:31:33
May 28 2011 05:30 GMT
#10
This map reminds me very much of "Othello" from BW.
Looks very good...

As someone else mentioned the middle is a little to open...trying to walk across there safely in a TvZ cross spawn situation would be a nightmare.
I'm trying to learn how to play tetris A type music by lowering/raising my Supply Depots.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
May 28 2011 23:18 GMT
#11
On May 28 2011 14:25 IronManSC wrote:
I have one problem. Every base is on high ground. This can encourage turtling, and make it difficult for Zerg especially when attacking any of these bases.

This man speaks the truth. Also, widen the choke into the natural, its smaller than shakuras.
ModeratorI am still alive, somehow
TL+ Member
Gfire
Profile Joined March 2011
United States1699 Posts
May 29 2011 01:10 GMT
#12
The chokes are the same size as Shakuras, and the rush distance is shorter I believe. Besides that, the area behind the ramp is thinner than on Shakuras, so the defender can't get a great concave against units coming up the ramp. It should be fine.
all's fair in love and melodies
a176
Profile Blog Joined August 2009
Canada6688 Posts
July 27 2011 16:09 GMT
#13
Update.

Its a brand new map ... ! Very preliminary at the moment.
starleague forever
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
July 27 2011 16:38 GMT
#14
I don't like the HY expansion at all. Not only that it lies directly inside a rather narrow path (meaning you can't go around without beeing shot by a PF) but it's also too far away from the natural to make it a safe third, also due to it's vulnerability from 2 fairly open chokes. I'm also pretty sure that it's siegable from the high ground?

Would be nice to have some more analyzer pictures from the 2 remaining rush distances^^
Seeing that the diagonal one is only 136 makes me think that vertical positions might be problematic.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Marsupian
Profile Joined April 2011
Netherlands455 Posts
July 27 2011 16:49 GMT
#15
If a terran puts a plenetary at the gold and controlls the middle of the map with siegetanks it seems really easy to split the map in close air situations. You should probably stop a terran before it gets to that point but I'm still not sold on those gold positions. Maybe removing the golds entirely is a better choice? This could maybe create a problem in close positions because it is the natural third in that case and it will make it very similar to shattered temple so idk.

Also having the gasses between the mineral patches will cause really weird worker skipping where they cross the gasses to get to a free mineral patch. It's not the end of the world but I don't really like it.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 27 2011 17:53 GMT
#16
You've ruined the map imo.
Now it's metal with slightly longer distances and rocks on the gold.
ModeratorI am still alive, somehow
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
July 27 2011 19:41 GMT
#17
There is no close spawn, only cross spawn, as stated in the description.
starleague forever
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 27 2011 19:52 GMT
#18
MLG metalopolis then.
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 27 2011 19:52 GMT
#19
Plus the look of shattered temple.
ModeratorI am still alive, somehow
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 03 2011 22:39 GMT
#20
Another redesign ! Yes, I'm almost clinically crazy.
starleague forever
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 03 2011 22:46 GMT
#21
Better.
A whole freaking lot better.
ModeratorI am still alive, somehow
TL+ Member
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2011-08-03 23:54:45
August 03 2011 23:54 GMT
#22
Most recent redesign is insanely good.
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Phried
Profile Joined June 2011
Canada147 Posts
Last Edited: 2011-08-03 23:58:51
August 03 2011 23:58 GMT
#23
Very nice looking, but it looks pretty T imba (lot's of cliffs and chokes = tank rampage). Is that just me?
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 04 2011 00:14 GMT
#24
Wow this map has come a long way. Looks so much better now.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
August 04 2011 00:22 GMT
#25
Oh wow this is super tasty. I wholeheartedly approve.
Chargelot
Profile Blog Joined December 2010
2275 Posts
August 04 2011 00:43 GMT
#26
On August 04 2011 08:58 Phried wrote:
Very nice looking, but it looks pretty T imba (lot's of cliffs and chokes = tank rampage). Is that just me?


I guess an open, single-level, perfectly square field would be better.

Tank positioning is extremely situational, and is often very fragile. looking at chokes/cliffs/ramps and yelling "tanks are imba" is not at all different from looking at any piece of land and saying "burrowed banelings would be imba here."
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Phried
Profile Joined June 2011
Canada147 Posts
Last Edited: 2011-08-04 00:59:41
August 04 2011 00:50 GMT
#27
On August 04 2011 09:43 Chargelot wrote:
Show nested quote +
On August 04 2011 08:58 Phried wrote:
Very nice looking, but it looks pretty T imba (lot's of cliffs and chokes = tank rampage). Is that just me?


I guess an open, single-level, perfectly square field would be better.

Tank positioning is extremely situational, and is often very fragile. looking at chokes/cliffs/ramps and yelling "tanks are imba" is not at all different from looking at any piece of land and saying "burrowed banelings would be imba here."


If you say so. I just think Z players will have a tough time in the centre area. Also to mention it looks as though one can hit the mineral line from the third base with tanks which could be pretty bad.
Chargelot
Profile Blog Joined December 2010
2275 Posts
August 04 2011 01:07 GMT
#28
On August 04 2011 09:50 Phried wrote:
Show nested quote +
On August 04 2011 09:43 Chargelot wrote:
On August 04 2011 08:58 Phried wrote:
Very nice looking, but it looks pretty T imba (lot's of cliffs and chokes = tank rampage). Is that just me?


I guess an open, single-level, perfectly square field would be better.

Tank positioning is extremely situational, and is often very fragile. looking at chokes/cliffs/ramps and yelling "tanks are imba" is not at all different from looking at any piece of land and saying "burrowed banelings would be imba here."


If you say so. I just think Z players will have a tough time in the centre area. Also to mention it looks as though one can hit the mineral line from the third base with tanks which could be pretty bad.


(if you mean the center expansions) The thing is, that would be a fourth for most sane Zerg players. Typically, we'd be speaking about a base that wouldn't be up and operational until the midgame to endgame transition, when the Zerg player is going for mass Broodlords. It would balance out nicely.

(if you mean the distal thirds) I can see if Terran spawns one base clockwise of Zerg, he would be able to siege in his main and hit the third. This should be fixed by enforcing spawn locations. Sorry for missing this earlier.
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Phried
Profile Joined June 2011
Canada147 Posts
Last Edited: 2011-08-04 01:12:43
August 04 2011 01:11 GMT
#29
On August 04 2011 10:07 Chargelot wrote:
Show nested quote +
On August 04 2011 09:50 Phried wrote:
On August 04 2011 09:43 Chargelot wrote:
On August 04 2011 08:58 Phried wrote:
Very nice looking, but it looks pretty T imba (lot's of cliffs and chokes = tank rampage). Is that just me?


I guess an open, single-level, perfectly square field would be better.

Tank positioning is extremely situational, and is often very fragile. looking at chokes/cliffs/ramps and yelling "tanks are imba" is not at all different from looking at any piece of land and saying "burrowed banelings would be imba here."


If you say so. I just think Z players will have a tough time in the centre area. Also to mention it looks as though one can hit the mineral line from the third base with tanks which could be pretty bad.


(if you mean the center expansions) The thing is, that would be a fourth for most sane Zerg players. Typically, we'd be speaking about a base that wouldn't be up and operational until the midgame to endgame transition, when the Zerg player is going for mass Broodlords. It would balance out nicely.

(if you mean the distal thirds) I can see if Terran spawns one base clockwise of Zerg, he would be able to siege in his main and hit the third. This should be fixed by enforcing spawn locations. Sorry for missing this earlier.


Yeah I meant the thirds for the player counter clockwise. On the overview it looks like there are doodads there but when I looked at the analyzer it looks as though one could easily hit the mineral line. I'm not entirely sure.

Also, I'm not sure how I'd feel about the opposite, being able to kill your opponents third hatch/nexus/CC with tanks from your main.
RaLakedaimon
Profile Joined August 2010
United States1564 Posts
August 04 2011 01:54 GMT
#30
Nice looking map dude, well done! :D
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-08-04 09:26:50
August 04 2011 09:23 GMT
#31
I like it aesthetically. Therea are many paths around this maps, which is nice, but my greatest concernas are

1) too little open space in most bases once you build anythign there. Try place CCs at the tright locations and look at the map again. It will be cramped, I fear.
2) The star being tank imba, beacuse of XNT and several chokes controlled.

You could create more open space by removing the fourth base mineral line for each player and make the edge bases a bit bigger. Make the star smaller and get the towers on lower ground so that they give vision from low groudn to high ground.
http://mentalbalans.se/aggedesign
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2011-08-04 14:24:58
August 04 2011 14:23 GMT
#32
So the tank effects are quite "big" from the center. We are talking about a forth base, which by design should not be easily defensible, but it seems like map makers must appease the swarm, or their maps are considered pretty bad.

Using the version uploaded to NA, which has only two towers in the center of the map:

[image loading]
Line of tanks in the center

[image loading]
The effective range of all these tanks.

[image loading]
The amount of tanks which can hit gas. NOTE: VISION MUST BE GRANTED FOR TANKS TO HIT GAS

[image loading]
The number of tanks which can hit the CC NOTE: VISION MUST BE GRANTED FOR TANKS TO HIT CC


The other sides were pretty much the same story. The tanks on their own can't actually hit anything. In theory, a few corrupters could easily hold off the air units required to give vision to these tanks. It's important to remember this is a fourth base, and the position leaves the Terran player extremely open to Broodlords. Simply because of how cliffy this map is, a mutalisk composition would already be the weapon of choice for most ZvT games, so it's not unreasonable to say Broodlords (even a couple) will be around by the time Terran is sieging the fourth base.

The only thing I don't like is how Terran can siege up inside their own main, and deny the third of a counter-clockwise player.

[image loading]
[image loading]

I would recommend playing around with the third, see how you can change this,
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DashedHopes
Profile Blog Joined November 2010
Canada414 Posts
August 04 2011 14:39 GMT
#33
LOL bro this looks so much like crevasse
Chargelot
Profile Blog Joined December 2010
2275 Posts
August 04 2011 14:44 GMT
#34
On August 04 2011 23:39 DashedHopes wrote:
LOL bro this looks so much like crevasse


It really doesn't. Play a game on it, it feels really different.
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a176
Profile Blog Joined August 2009
Canada6688 Posts
August 04 2011 16:48 GMT
#35
On August 04 2011 23:23 Chargelot wrote:
The other sides were pretty much the same story. The tanks on their own can't actually hit anything. In theory, a few corrupters could easily hold off the air units required to give vision to these tanks. It's important to remember this is a fourth base, and the position leaves the Terran player extremely open to Broodlords. Simply because of how cliffy this map is, a mutalisk composition would already be the weapon of choice for most ZvT games, so it's not unreasonable to say Broodlords (even a couple) will be around by the time Terran is sieging the fourth base.

The only thing I don't like is how Terran can siege up inside their own main, and deny the third of a counter-clockwise player.


Hi, thanks for your insight. The other user is right in his Crevasse comparison, there is some influence. But my map differs in that its wildly easier to navigate around/circumvent the middle. The area-of-influence for these paths can be changed with further playtesting, of course.

Indeed, through the many games I've watched on Crevasse, it frustrated me to see only a few games with flanking on a map that looked prime for it. As a zerg player myself, all the way back from BW, I wanted to punish zerg players who ignored map control. My map has many veins of opportunity for flanking but refusing to spread creep and having vision will hurt you in the long run. Look no further for inspiration than recent DRG or seal games to appreciate the power of an extremely mobile zerg army.

As for the third, there's no reason you are forced to expand in that direction. Indeed, in the situation of players spawning next to each other (say the 10 and 2 oclock spawns), the two inbetween bases (player 1's third, player 2's fourth) become the most volatile. That's to say, I haven't seen to many issues with a player making the fourth his third in the games I've played so far.

[image loading]

Thanks again.
starleague forever
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2011-08-04 16:59:22
August 04 2011 16:58 GMT
#36
On August 05 2011 01:48 a176 wrote:
Show nested quote +
On August 04 2011 23:23 Chargelot wrote:
The other sides were pretty much the same story. The tanks on their own can't actually hit anything. In theory, a few corrupters could easily hold off the air units required to give vision to these tanks. It's important to remember this is a fourth base, and the position leaves the Terran player extremely open to Broodlords. Simply because of how cliffy this map is, a mutalisk composition would already be the weapon of choice for most ZvT games, so it's not unreasonable to say Broodlords (even a couple) will be around by the time Terran is sieging the fourth base.

The only thing I don't like is how Terran can siege up inside their own main, and deny the third of a counter-clockwise player.


Hi, thanks for your insight. The other user is right in his Crevasse comparison, there is some influence. But my map differs in that its wildly easier to navigate around/circumvent the middle. The area-of-influence for these paths can be changed with further playtesting, of course.

Indeed, through the many games I've watched on Crevasse, it frustrated me to see only a few games with flanking on a map that looked prime for it. As a zerg player myself, all the way back from BW, I wanted to punish zerg players who ignored map control. My map has many veins of opportunity for flanking but refusing to spread creep and having vision will hurt you in the long run. Look no further for inspiration than recent DRG or seal games to appreciate the power of an extremely mobile zerg army.

As for the third, there's no reason you are forced to expand in that direction. Indeed, in the situation of players spawning next to each other (say the 10 and 2 oclock spawns), the two inbetween bases (player 1's third, player 2's fourth) become the most volatile. That's to say, I haven't seen to many issues with a player making the fourth his third in the games I've played so far.

[image loading]

Thanks again.


Yeah, I was thinking the same thing about expanding to the fourth as a third and using the other third as a fourth (from the Zerg perspective). Even if it looks like crevasse, which to me it just doesn't, it feels much different. In the way that you intended it to! I've played a few games on this map now, and I really like the feel of it.

This is a very well built, and natural looking map, that plays quite nicely. You'd have a really good shot at taking MotM 8 if you sign up for it.

Keep making maps please.
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a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-08-05 17:38:55
August 05 2011 17:35 GMT
#37
Small updates.

(from original post)

2 watchtowers (down from 4) / Vision of center area only
Modified cliffing by 3rd's mineral, and near the ramp of the nat
Modified spawn location
Slight main area increase
Altered center gap design for increased middle surface area
Minor camera boundary change.

Pictures:
+ Show Spoiler +

[image loading]

[image loading]

Large
Large Angled


starleague forever
lefix
Profile Joined February 2011
Germany1082 Posts
August 08 2011 15:14 GMT
#38
i really love this new layout. and i really mean it! this map has sure come a long way.
the expansion layout concept is absolutely great it makes me jealous.
but i think this map could still use a little more work. change some proportions here and there and move bases a little to create a better map flow.
and of course the aesthetics could be improved alot, imho. by that i don't mean that you need to put thousands of doodads in there. if you want to have a more clean look that is perfectly fine, but you could still use a little more texture variety and at least create some visual highlights here and there. and again, just like in so many maps i see, the map borders look a little bit boring and could use a little more attention imho. hope that helps
Map of the Month | The Planetary Workshop | SC2Melee.net
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 08 2011 16:02 GMT
#39
such a small natural choke ):
sparC
Profile Joined June 2010
Germany162 Posts
August 08 2011 16:07 GMT
#40
are close spawn positions possible?
i think it would dictate the game too much.
MCDayC
Profile Joined March 2011
United Kingdom14464 Posts
Last Edited: 2011-08-08 16:43:47
August 08 2011 16:42 GMT
#41
Wow, this is excellent! I really like the map, and the improvements in each iteration are huge. Make sure you sign up for the MotM competition, this looks like it could compete.
EDIT: Get it published on EU!
VERY FRAGILE, LIKE A BABY PANDA EGG
Loaded Dice
Profile Joined August 2011
United States11 Posts
August 08 2011 18:36 GMT
#42
Primary problem I see is that a terran sieged up on the edges of the middle can deny almost every counter attack path to their base. Map seems really good for T really bad for Z.. The paths in general are very small and the middle can still easily be controlled by tanks.

Would like to see the pathing around the center expanded and possibly a high ground expansion near the middle.
If I only had a little humility, I'd be perfect.
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-08-10 18:41:17
August 10 2011 18:39 GMT
#43
Minor Update

- Fixed some mineral positions
- Retexture in some areas
- Modified XNTs (vision is not sufficient to siege base)
- Added rocks to stifle freedom of movement (zerg runby was a tad too abusive in testing)

(updated pictures in OP)

Primary problem I see is that a terran sieged up on the edges of the middle can deny almost every counter attack path to their base. Map seems really good for T really bad for Z.. The paths in general are very small and the middle can still easily be controlled by tanks.

Would like to see the pathing around the center expanded and possibly a high ground expansion near the middle.


The paths are much wider than what you may think from the pictures.
starleague forever
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 10 2011 18:50 GMT
#44
It's cool and all but every base is so wide open.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
EffectS
Profile Joined May 2010
Belgium795 Posts
August 10 2011 18:58 GMT
#45
You should try re-texturing this in a city setting imo.

Very crevasse-esque using the rocks to force people to go throught he center at the beginning of the game.
TEEHEE
a176
Profile Blog Joined August 2009
Canada6688 Posts
September 05 2011 00:39 GMT
#46
Minor Updates

Slight retexture, other aesthetic changes

[image loading]

[image loading]


Large Overview
Large Angled
starleague forever
iGrok
Profile Blog Joined October 2010
United States5142 Posts
September 05 2011 01:28 GMT
#47
Detailed shots please! Looks cool
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a176
Profile Blog Joined August 2009
Canada6688 Posts
September 05 2011 03:39 GMT
#48
You can view ultra res here,

[image loading]
starleague forever
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-10-02 23:31:42
October 02 2011 23:31 GMT
#49
Update

* Map redesigned. Again. See OP for edit
starleague forever
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 02 2011 23:45 GMT
#50
I liked the old version better... but this is good too
ModeratorI am still alive, somehow
TL+ Member
FlaShFTW
Profile Blog Joined February 2010
United States10402 Posts
October 02 2011 23:45 GMT
#51
I really like this map. dont know how i didnt c this b4.

i love the fact that even if you spawn counter-clock to your opponent, you still have a decently easy 3rd base (one going to the center) and then you can take a 4th elsewhere on the map. very neat design.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
October 03 2011 00:15 GMT
#52
I've been staring at this for ages trying to think of a way to improve it, and I'm really struggling. Great map, would love to see some games played on it.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 03 2011 00:26 GMT
#53
I also prefer the version before :/

The high ground path in the middle seems so narrow now. If you really wanna keep it that way I'd probably remove the hole in the middle and make the center low ground a bit smaller, which would also widen those narrow paths a bit.
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crbox
Profile Joined August 2010
Canada1180 Posts
October 03 2011 00:36 GMT
#54
It's kind of a good map, but I don't really like maps with like 4 xel nagas in the middle. They cover way too much space, and also you can see your opponent move out from his natural with the tower, which is silly.

Great job overall
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 03 2011 00:42 GMT
#55
On October 03 2011 09:26 FlopTurnReaver wrote:
I also prefer the version before :/

The high ground path in the middle seems so narrow now. If you really wanna keep it that way I'd probably remove the hole in the middle and make the center low ground a bit smaller, which would also widen those narrow paths a bit.


the area hasnt really changed
the bases have been pushed outwards to accodomate the little bypass, thats all

[image loading]

[image loading]

starleague forever
Antares777
Profile Joined June 2010
United States1971 Posts
October 03 2011 00:43 GMT
#56
Either the ramps into the middle need to be enlarged or the circular high ground paths need to be widened. A player has the options to pick one or the other path, but both have chokes. Other than that this is a solid map, besides roational imbalances, of course.
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-10-03 01:07:50
October 03 2011 00:51 GMT
#57
On October 03 2011 09:36 crbox wrote:
It's kind of a good map, but I don't really like maps with like 4 xel nagas in the middle. They cover way too much space, and also you can see your opponent move out from his natural with the tower, which is silly.

Great job overall


the xnt's provide vision of only a smart part of these ramps (see pics in OP), so you need to keep a good eye on the minimap to catch them. also, your fault for being a lazy player and not bothering to try to take the XNTs

On October 03 2011 09:43 Antares777 wrote:
Either the ramps into the middle need to be enlarged or the circular high ground paths need to be widened. A player has the options to pick one or the other path, but both have chokes. Other than that this is a solid map, besides roational imbalances, of course.


yea, i think i made the ramps too small from the previous version, its updated now. but the bypass width will remain small; any larger and it becomes redundant, and players will not bother to use the wider rock'd path to get around.

starleague forever
totalpigeon
Profile Joined September 2010
United Kingdom162 Posts
October 03 2011 01:02 GMT
#58
Can the XWT be easily cleared from the neighbouring high ground by stalkers/marauders? Hard to tell from the overview, but I think that would effectively address any problems with being scouted when moving out.
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 03 2011 02:44 GMT
#59
On October 03 2011 10:02 totalpigeon wrote:
Can the XWT be easily cleared from the neighbouring high ground by stalkers/marauders? Hard to tell from the overview, but I think that would effectively address any problems with being scouted when moving out.


any ranged unit basically
starleague forever
Callynn
Profile Joined December 2010
Netherlands917 Posts
October 03 2011 22:04 GMT
#60
Replace the rocks by normal cliff or the number of openings would make it, as day[9] states: 'a blizzard map who hates people that expand'.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Antares777
Profile Joined June 2010
United States1971 Posts
October 03 2011 22:49 GMT
#61
On October 03 2011 09:51 a176 wrote:
Show nested quote +
On October 03 2011 09:43 Antares777 wrote:
Either the ramps into the middle need to be enlarged or the circular high ground paths need to be widened. A player has the options to pick one or the other path, but both have chokes. Other than that this is a solid map, besides roational imbalances, of course.


yea, i think i made the ramps too small from the previous version, its updated now. but the bypass width will remain small; any larger and it becomes redundant, and players will not bother to use the wider rock'd path to get around.



Agreed.
a176
Profile Blog Joined August 2009
Canada6688 Posts
October 27 2011 19:17 GMT
#62
Minor Update

* Moved XNTs to small path
* Minor retexture

OP [cleaned up and] updated
starleague forever
lefix
Profile Joined February 2011
Germany1082 Posts
October 27 2011 19:26 GMT
#63
i really love how this map still keeps improving after already such a long time. good job on the changes
it is starting to look really polished now.
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