• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:07
CET 04:07
KST 12:07
  • 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 Book8Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info5herO wins SC2 All-Star Invitational14
Community News
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)9Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April7Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0
StarCraft 2
General
Rongyi Cup S3 - Preview & Info Behind the Blue - Team Liquid History Book Clem wins HomeStory Cup 28 How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? HomeStory Cup 28 - Info & Preview
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) WardiTV Mondays $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026
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
BW General Discussion Liquipedia.net NEEDS editors for Brood War BGH Auto Balance -> http://bghmmr.eu/ Can someone share very abbreviated BW cliffnotes? StarCraft player reflex TE scores
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Diablo 2 thread Battle Aces/David Kim RTS Megathread EVE Corporation Nintendo Switch Thread Path of Exile
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
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: 1815 users

[M] (4) Forgotten Sanctuary

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
kpm03
Profile Joined June 2011
United States16 Posts
Last Edited: 2011-07-05 18:56:24
July 05 2011 04:41 GMT
#1
[image loading]

(4) Forgotten Sanctuary v1.3

Forgotten Sanctuary is a Large-size melee map using the “Typhon” texture set. The map supports 4 players but is meant to be a 1v1.

Things to note about this map:
•There are LoS curtains inside of each main, providing opportunities for players to be sneaky with Nydus Worms or proxy structures.
•Regardless of where players start, the option of expanding away from or towards your enemy is available.
•The natural can be walled off with a Pylon, Forge, and Gateway or 4 Spine Crawlers.
•Space is available to harrass the main mineral lines with air units.
•Cliff-walking units can access the main via the associated 3rd expansion (see 5th detail image with the Collosi).

Detailed Images:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Mapanalyzer Images
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]



Map Specifications
•Full size: 176x176
•Playable size: 156x148
•Max players: 4
•Total number of bases: 16 (4 rich mineral)
•Total number of natural expansions: 4
•Total number of 3rd expansions: 4
•Total amount of minerals: 192,000
•Total amount of gas: 80,000
•Total number of mineral nodes in each rich mineral base: 6
•Total number of destructible rocks: 4
•Total number of ramps: 18
•Total number of Xel’naga Watchtowers: 3
•Watchtower Coverage: 24.9%
•Total number of LoS curtains: 11
•Total number of cliff levels: 3
•Number of Creep Tumors required to reach Natural Expansion creep: 1
•Number of Creep Tumors required to reach 3rd Expansion creep: 4

Replays can be downloaded here.


Changelog

July 4, 2011
+ Show Spoiler +

Map released to Battle.net.



The map has been published to Battle.net.

Comments and suggestions are welcome. Thanks for reading!


Other maps by me:
(4) Redrock Mesa
(4) Charred Redoubt
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
July 05 2011 05:12 GMT
#2
looks really cool, though it looks like vertical spawns have a very short rush distance
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 05 2011 08:38 GMT
#3
your southeast main ramp is wrong
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
kpm03
Profile Joined June 2011
United States16 Posts
July 05 2011 16:47 GMT
#4
your southeast main ramp is wrong


Thank you. I had posted old analyzer images by mistake. The correct images are now up.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-07-05 17:41:34
July 05 2011 17:36 GMT
#5
first analysis from my point ^^
design:
+) I like your textures
+) awesome ramp design with the protoss decals!
-) less of the temple inlays, imo they are a doodad, that should be "special"
8/10

balancing:
+) good job with cross and horizontal spawns
+) xel naga towers
-) very short vertical rush distance heavily favors terran
-) the gold bases in vertical direction might be too easy to expand to
-) the middle area on the low ground might be a bit "useless" everytime a match goes into positional battles
7/10

creativity & experimentals:
+) nice LoS-blocker at the potential blue third
-) everything looks pretty "average"
6/10
Dystisis
Profile Joined May 2010
Norway713 Posts
Last Edited: 2011-07-05 17:42:59
July 05 2011 17:38 GMT
#6
Looks like a good map.

If it were one thing I'd change about it, I'd probably increase the vertical length of the map a bit, so that vertical spawns were not as close as they are now. Not sure if that could be done simply be modifying the terrain a bit or you'd have to increase the size of the map itself then add that extra length above/below the naturals. That's just how I'd done it, but overall I'd say your map looks better than any of the current ladder maps (maybe with a couple exceptions).

I would prefer if you included a 90* picture of the entire map though. Like an overhead image without any extra information.
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
July 05 2011 17:55 GMT
#7
You could try rotational symmetry so the game plays the same whether you spawn horizontal or vertical
I will never ever play Mech against Protoss. - MVP
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
July 05 2011 18:15 GMT
#8
I really like this map. I don't know why people are complaining about vertical rush distance because that's shorter than most ladder maps. I think you need to cut down horizontal distance by a bit(slice 1 "hex" from the areas between the outside and middle XNT). 116 seconds is definitely a fine rush distance, but 145 is getting into the ridiculous range, especially when you consider how easy it is to block the choke. The only thing I really dislike about this map is the third placement. With horizontal spawns, a Terran will be able to slowly choke out the third of the Zerg, while not being threatened. However, I'd have to play it to see if it would be possible for Zerg to take their third at the opposite main.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
Dystisis
Profile Joined May 2010
Norway713 Posts
Last Edited: 2011-07-05 18:16:34
July 05 2011 18:16 GMT
#9
On July 06 2011 02:55 Zaphid wrote:
You could try rotational symmetry so the game plays the same whether you spawn horizontal or vertical

Not really. While the distance to ramps would be balanced, rotational symmetry would rotate the facing/position of bases as well and thus f.ex. the natural of one player can be vulnerable depending on the spawn location of the opponent.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 05 2011 19:04 GMT
#10
On July 06 2011 03:15 Peterblue wrote:
I really like this map. I don't know why people are complaining about vertical rush distance because that's shorter than most ladder maps. I think you need to cut down horizontal distance by a bit(slice 1 "hex" from the areas between the outside and middle XNT). 116 seconds is definitely a fine rush distance, but 145 is getting into the ridiculous range.

Its not 145 seconds, its 145 tiles. XNC has ~140 rush distance (don't remember exactly atm)

Tiles/2.5=seconds, so 116 tiles means 46.4 second rush. Which means that the moment you see him run out, you have to put down your spine crawlers, and they still won't be ready when he gets there.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Big J
Profile Joined March 2011
Austria16289 Posts
July 05 2011 19:18 GMT
#11
On July 06 2011 03:15 Peterblue wrote:
I really like this map. I don't know why people are complaining about vertical rush distance because that's shorter than most ladder maps. I think you need to cut down horizontal distance by a bit(slice 1 "hex" from the areas between the outside and middle XNT). 116 seconds is definitely a fine rush distance, but 145 is getting into the ridiculous range, especially when you consider how easy it is to block the choke. The only thing I really dislike about this map is the third placement. With horizontal spawns, a Terran will be able to slowly choke out the third of the Zerg, while not being threatened. However, I'd have to play it to see if it would be possible for Zerg to take their third at the opposite main.



you are misinterpreting the analyizer numbers.
116, 145 etc... are distances (like a map is 128*128 which means that each side is 128 "units of length" long)
To give you an example: Xel'Naga Caverns has a rush distance of 143.3 from main to main.
I guess Xel'Naga Caverns is the reason why people consider the ~150ish distance a pretty good value to aim for, as a mapmaker.
to compare 116: Steppes of War has 126
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
July 05 2011 19:18 GMT
#12
On July 06 2011 04:04 iGrok wrote:
Show nested quote +
On July 06 2011 03:15 Peterblue wrote:
I really like this map. I don't know why people are complaining about vertical rush distance because that's shorter than most ladder maps. I think you need to cut down horizontal distance by a bit(slice 1 "hex" from the areas between the outside and middle XNT). 116 seconds is definitely a fine rush distance, but 145 is getting into the ridiculous range.

Its not 145 seconds, its 145 tiles. XNC has ~140 rush distance (don't remember exactly atm)

Tiles/2.5=seconds, so 116 tiles means 46.4 second rush. Which means that the moment you see him run out, you have to put down your spine crawlers, and they still won't be ready when he gets there.

Holy crap, I honestly did not know that. Disregard most of what I said then.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
July 05 2011 19:19 GMT
#13
On July 06 2011 04:18 Big J wrote:
Show nested quote +
On July 06 2011 03:15 Peterblue wrote:
I really like this map. I don't know why people are complaining about vertical rush distance because that's shorter than most ladder maps. I think you need to cut down horizontal distance by a bit(slice 1 "hex" from the areas between the outside and middle XNT). 116 seconds is definitely a fine rush distance, but 145 is getting into the ridiculous range, especially when you consider how easy it is to block the choke. The only thing I really dislike about this map is the third placement. With horizontal spawns, a Terran will be able to slowly choke out the third of the Zerg, while not being threatened. However, I'd have to play it to see if it would be possible for Zerg to take their third at the opposite main.



you are misinterpreting the analyizer numbers.
116, 145 etc... are distances (like a map is 128*128 which means that each side is 128 "units of length" long)
To give you an example: Xel'Naga Caverns has a rush distance of 143.3 from main to main.
I guess Xel'Naga Caverns is the reason why people consider the ~150ish distance a pretty good value to aim for, as a mapmaker.
to compare 116: Steppes of War has 126

You're right I did misunderstand it. I can see why people were disagreeing with it then. :/
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
kpm03
Profile Joined June 2011
United States16 Posts
July 05 2011 19:42 GMT
#14
I ran marines from CC to CC and came up with the following rush times:

Vertical (116 distance) = :50 seconds
Diagonal (164.7 distance) = 1:11 seconds
Horizontal (145 distance) = 1:03 seconds

To put that in comparison, I did the same thing with Shakuras Plateau and came up with:

Vertical = :43 seconds
Diagonal = 1:08 seconds
Horizontal = 1:11 seconds

Thank you for the feedback!
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
July 05 2011 19:50 GMT
#15
On July 06 2011 04:42 kpm03 wrote:
I ran marines from CC to CC and came up with the following rush times:

Vertical (116 distance) = :50 seconds
Diagonal (164.7 distance) = 1:11 seconds
Horizontal (145 distance) = 1:03 seconds

To put that in comparison, I did the same thing with Shakuras Plateau and came up with:

Vertical = :43 seconds
Diagonal = 1:08 seconds
Horizontal = 1:11 seconds

Thank you for the feedback!

Yeah, but you probably should do it from nat entrance to nat entrance. That would likely cut off 10 seconds, maybe more.
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
Alpino
Profile Joined June 2011
Brazil4390 Posts
July 05 2011 19:58 GMT
#16
Wow that's one big ass main base!!! Good for dropping me likes it!
20/11/2015 - never forget EE's Ember
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-07-05 21:38:29
July 05 2011 21:38 GMT
#17
I like the middle and the fact that you got 4 gold bases on decent piositions. It woudl work fine without the 2 on top and bottom, I think.

You shouldn't have vertical close positions available, the distance is way too short. The bliz maps layouted like this doesnt have that for a good reason.

Good luck in motm7 btw!

Let me know what you think of TPW Core Delta.
http://mentalbalans.se/aggedesign
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 05 2011 21:52 GMT
#18
On July 06 2011 04:42 kpm03 wrote:
I ran marines from CC to CC and came up with the following rush times:

Vertical (116 distance) = :50 seconds
Diagonal (164.7 distance) = 1:11 seconds
Horizontal (145 distance) = 1:03 seconds

To put that in comparison, I did the same thing with Shakuras Plateau and came up with:

Vertical = :43 seconds
Diagonal = 1:08 seconds
Horizontal = 1:11 seconds

Thank you for the feedback!

Thats because Marines are slower than workers, which are the units used for rush distance measurements (because they move at precisely 2.5 tiles/sec)
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Reptilia
Profile Joined June 2010
Chile913 Posts
July 05 2011 21:55 GMT
#19
amazing map, i really want to try it.
1 thing so, i just imagine myself in a TvX (mainly TvZ) where im top left and my opponent bottom left. Making a drop through the other side, would have to make a huge trip because zergs get map control with lings on xelnagas.
Maybe its to much covered with the xel'naga towers
other than that, it looks amazing
The secret to creativity is knowing how to hide your sources
kpm03
Profile Joined June 2011
United States16 Posts
July 05 2011 22:45 GMT
#20
Thats because Marines are slower than workers, which are the units used for rush distance measurements (because they move at precisely 2.5 tiles/sec)


I was not aware of that, thank you for clarifying.


You shouldn't have vertical close poositions available


That's a good idea, and the easiest way to fix the problem. Thank you, and good luck to you too!
Reptilia
Profile Joined June 2010
Chile913 Posts
Last Edited: 2011-07-05 23:07:36
July 05 2011 23:06 GMT
#21
i dont think vertical position should be disabled. They are perfectly fine imo.
Are you testing it? if you want i can help you in that.
The secret to creativity is knowing how to hide your sources
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
July 06 2011 03:20 GMT
#22
On July 06 2011 08:06 Reptilia wrote:
i dont think vertical position should be disabled. They are perfectly fine imo.
Are you testing it? if you want i can help you in that.

Yeah 115 should be fine. I mean after all it's 3 more than close position Metalopolis!

[image loading]
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
kpm03
Profile Joined June 2011
United States16 Posts
Last Edited: 2011-07-06 04:26:35
July 06 2011 04:20 GMT
#23
Are you testing it? if you want i can help you in that.


I have tested it about 30 times with a small group ranging from silver to diamond level players. I posted a few of the replays in the original post. They all thought the rush distances were good. /shrug Not everyone will be happy with everything I guess.

But I could always use more testers. If anyone wishes to help in that regard I will gladly accept. Just send me a pm. I would like to hear more feedback on this before changing it.
WarSame
Profile Blog Joined February 2010
Canada1950 Posts
July 06 2011 23:37 GMT
#24
I love that attitude. You don't need to accept every piece of advice ever(especially because on here you'd end up with a 4 player, 12 base per player, macro map where Terran would never have a hope of winning).
Can it be I stayed away too long? Did you miss these rhymes while I was gone?
Normal
Please log in or register to reply.
Live Events Refresh
OSC
00:00
OSC Elite Rising Star #17.5
CranKy Ducklings175
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ketroc 60
StarCraft: Brood War
Artosis 785
ZergMaN 48
Shuttle 44
Noble 27
Dota 2
monkeys_forever228
NeuroSwarm120
febbydoto23
League of Legends
C9.Mang0315
Counter-Strike
taco 731
m0e_tv330
Super Smash Bros
hungrybox1918
Heroes of the Storm
Khaldor186
Other Games
summit1g11524
Liquid`RaSZi1391
JimRising 840
ToD165
Organizations
Other Games
gamesdonequick1906
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 101
• davetesta28
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 27
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift5963
• Scarra2447
Upcoming Events
Replay Cast
5h 54m
Wardi Open
8h 54m
Monday Night Weeklies
13h 54m
Replay Cast
20h 54m
Sparkling Tuna Cup
1d 6h
LiuLi Cup
1d 7h
Reynor vs Creator
Maru vs Lambo
PiGosaur Monday
1d 21h
Replay Cast
2 days
LiuLi Cup
2 days
Clem vs Rogue
SHIN vs Cyan
The PondCast
3 days
[ Show More ]
KCM Race Survival
3 days
LiuLi Cup
3 days
Scarlett vs TriGGeR
ByuN vs herO
Replay Cast
3 days
Online Event
4 days
LiuLi Cup
4 days
Serral vs Zoun
Cure vs Classic
RSL Revival
4 days
RSL Revival
5 days
LiuLi Cup
5 days
uThermal 2v2 Circuit
5 days
RSL Revival
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
LiuLi Cup
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL 2025 WINTER (S19)
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
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
LiuLi Cup: 2025 Grand Finals
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.