• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:05
CEST 05:05
KST 12:05
  • 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
[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (Sep 13-20): herO scores triple The Death of Cheese: From a Professional Cheeser
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
an AI researcher's take on the ladder bot Bot on ladder BW General Discussion BSL Season 23 Syncronization issues and can't find games
Tourneys
[Megathread] Daily Proleagues [ASL22] Ro8 Day 2 [ASL22] Ro8 Day 1 [IPSL] IPSL is Back With Winter 26-27!
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Warcraft III: The Frozen Throne EVE Corporation Diablo IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10330 users

[M] (2) Antiga Prime - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 Next All
monitor
Profile Blog Joined June 2010
United States2409 Posts
June 18 2011 17:21 GMT
#21
This is looking really good. There's not much I can see that looks imbalanced.

My primary concern is how easy it is to hold 4 bases. I feel that it is very possible to lean towards Protoss and Terran because of how easily they can turtle up on 4 bases, and just push with a deathball. On the other hand, it might be okay since Zerg can essentially turtle up just as easily- they just need to be 1 expo ahead of the opponent almost all the time.

It might be beneficial in your future maps (not sure if its possible on this one) to make the 3rd and 4th slightly harder to hold, and allow more aggression/harass from the opponent. Notice how in Destination, taking a 3rd opens up a large ramp, and forces you to spread your army out a lot. The mineral only can be taken as a 3rd, but it forces you to break down a backdoor into your main.

So, if its possible, it would be good to discourage turtling on the 4 bases in Antiga Prime, possibly by making them more open. You could also reduce mineral count/gas count as a last resort.

https://liquipedia.net/starcraft2/Monitor
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-06-19 15:07:41
June 19 2011 06:07 GMT
#22
Do you have any suggestions or ideas on how to break a 4-base turtle? I think it's more of a 3-base because the low-ground corner base is heavily vulnerable (assuming your army was on the higher ground). You can't really split your army up in two open areas that are relatively far apart from each other because that guarantees not only a lost base, or a lost army, but perhaps the game.

I've been trying to experiment with the ramp between the nat and 3rd but it's really difficult to implement something without it getting in the way of the 3rd, so that's the best option. Other wise, if you look at the bases pics, you'll see the old natural ramp version. In that version, the ramp made it very hard to reinforce the corner base if it was under attack. It guarantees a lost base. If you built in the corner with that version, it's a risk. I had to make it easier for this one, and this is how it looks as of now.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Endymion
Profile Blog Joined November 2009
United States3701 Posts
June 19 2011 09:36 GMT
#23
Awesome map, playing it as we speak!
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-06-20 16:38:53
June 20 2011 16:34 GMT
#24
I am told that there should be 2 ramps to make 3-base turtling more vulnerable.

[image loading]

By adding one small ramp to the back of the natural (will be blocked by rocks), and leaving the current ramp as it sits (in the OP).

Or I could just leave both ramps open... giving quicker routes to bases, and more options of harass.

Thoughts?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Antares777
Profile Joined June 2010
United States1971 Posts
June 20 2011 16:45 GMT
#25
I'd leave both open. The small ramp into the natural does not make the natural as vulnerable as you'd think, I tried it on Hysteria, and to my surprise, it didn't tend to favor rush tactics.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
June 20 2011 17:04 GMT
#26
--- Nuked ---
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 20 2011 17:19 GMT
#27
@Antares:

I will give it a try and test it out. Then. I think it would make it more dynamic.

@Barrin:

The map overview in the OP is the only image that is up to date. I am not doing any base pics until it's really final (wastes picture space on my imageshack and stuff).
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 20 2011 17:36 GMT
#28
Okay, so this is what I have. 2 pics... one has units to give you a general idea of the actual size of the area and ramps:

+ Show Spoiler +

[image loading]

[image loading]
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 20 2011 17:51 GMT
#29
Those screenshots only show me I need a better graphicscard

Ontopic, I think this is just fine and you gotta keep it like this. The ramps may funnel, but its hard to walloff now so thats good. I like it alot.
KCCO!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 20 2011 21:23 GMT
#30
It is of the opinion of a couple master zerg players that they "felt favored" and that I should add destructible rocks at the high ground 3rd base. What does the community think? These 4 bases are all fairly close. I think there has to be even a little limitations.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 21 2011 18:23 GMT
#31
OP updated. All screenshots are up to date.

I put some rocks at the high ground 3rd because I've had several master zergs tell me it was too easy to expand when the bases are this close, so it's appropriate to have rocks at the nearest 3rd base. There is still a low-ground 3rd around the back of the natural.

I did a little aesthetic work in the main base with decals, and around the map as well.

I also put some water pockets in various places to kinda make it feel more natural instead of just trees and grass.

Pathing/foliage fixed.

IronMan.714 on NA if you want to test it out.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SpecFire
Profile Joined December 2010
United States1681 Posts
June 21 2011 18:25 GMT
#32
I loved Scars of Aiur. Play it ALL the time. This map looks a little less interesting, any doodads you can put to make it look more nice?

Plus, where can I find your other maps if you have any?
•|SlayerS_MMA| • Ryung • Fin • Puzzle •
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-06-21 18:31:04
June 21 2011 18:29 GMT
#33
I've been experimenting with lights in the trees (like scars of aiur) but it looks a bit funky because this is a desert/rugged area, and any lighting would look awkward with the general look and feel of the map, but as I said I am still experimenting. I plan to do a little doodad work in the near future once I square away the overall map balance and mechanics.

This is my 3rd real map. My second one was Scars of Aiur, and my very first one was Bel'Shir Walkway. My experience with the map editor has increased tenfold since I've made that map, so you will find bel'shir walkway a little out of place as far as doodading and architexture.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
MstrJinbo
Profile Joined March 2011
United States1251 Posts
June 21 2011 21:23 GMT
#34
One thing that concerns me is how easy it would be to turtle up on three bases. I'm not sure if this is possible but I think adding more space around the edges of the map would improve this a lot. The threat of drops and air harrass like banshees, Phoenix and mutalisk would force static defense or divert units for defending the main. This would make it harder to simply camp the death ball at the third.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 21 2011 21:30 GMT
#35
Poll: What kind of map should I make next?

City theme (like metalopolis) (8)
 
50%

Char/Lava theme (3)
 
19%

Barren roads, outposts, deserted wasteland (3)
 
19%

Beach/Island theme (2)
 
13%

Cave theme (0)
 
0%

Desert theme (0)
 
0%

Jungle theme (0)
 
0%

16 total votes

Your vote: What kind of map should I make next?

(Vote): Beach/Island theme
(Vote): Cave theme
(Vote): Char/Lava theme
(Vote): Desert theme
(Vote): Jungle theme
(Vote): City theme (like metalopolis)
(Vote): Barren roads, outposts, deserted wasteland

SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ragoo
Profile Joined March 2010
Germany2773 Posts
June 21 2011 21:38 GMT
#36
Hmm I don't like any of those very much, I'd love to see some good maps with normal European climate nature that are bright and sunny :D
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
June 21 2011 21:43 GMT
#37
ooh i like this.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-06-21 23:18:43
June 21 2011 22:17 GMT
#38
This wasn't an option in your poll, but I think it would be cool if the kind of map you make next will be...
+ Show Spoiler +
...an underwater one?
DrizzyRNS
Profile Joined February 2011
United States30 Posts
June 22 2011 15:42 GMT
#39
Hey guys if you would like to see a game in action on IronMan's man check out RNSstarcraft on youtube i just casted a game with this map! here is the link TELL YO FRIENDS BOUT IT
-PART1
Its Gucci Time!!
lefix
Profile Joined February 2011
Germany1082 Posts
June 22 2011 16:15 GMT
#40
ohhhhhh! i love custom map casts :D
Map of the Month | The Planetary Workshop | SC2Melee.net
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 55m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft361
RuFF_SC2 209
SpeCial 154
StarCraft: Brood War
Britney 17737
Sea.KH 57
Shine 20
Dota 2
monkeys_forever832
febbydoto29
Counter-Strike
Fnx 1204
minikerr32
Heroes of the Storm
Trikslyr44
Other Games
summit1g9969
JimRising 580
PiGStarcraft315
Maynarde197
ViBE97
ArmadaUGS60
Mew2King60
Organizations
Other Games
gamesdonequick373
StarCraft: Brood War
Afreeca ASL 301
[ Show 9 non-featured ]
StarCraft 2
• Hupsaiya 68
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
GSL
4h 55m
Yamato Cup
11h 55m
BSL Open Qualifier
15h 55m
BSL Open Qualifier
15h 55m
OSC
19h 55m
Replay Cast
20h 55m
Afreeca Starleague
1d 6h
Soma vs Jaedong
WardiTV Weekly
1d 7h
Monday Night Weeklies
1d 12h
Sparkling Tuna Cup
2 days
[ Show More ]
Afreeca Starleague
2 days
Leta vs Soulkey
PiGosaur Cup
2 days
Kung Fu Cup
3 days
The PondCast
4 days
Replay Cast
4 days
CranKy Ducklings
6 days
Online Event
6 days
FEL
6 days
BSL: Ladder Tournament
6 days
Liquipedia Results

Completed

Acropolis #5 - GSA
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
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.