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[M] (2) Daybreak

Forum Index > SC2 Maps & Custom Games
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winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2011-09-03 11:27:07
July 10 2011 17:28 GMT
#1
Overview

[image loading]

[image loading]

Screenshots

[image loading]

[image loading]

[image loading]

Specifications:

2 Spawn locations

12 mineral bases(0 gold bases)

2 Xel'naga Towers

Size: 148x120 playable

Distances:
Nat2nat: 46 seconds (33 seconds @ Faster)

Published: KR / NA,EU (MLG Daybreak)

Created by WinparkPrime

In GSL Aug.

http://esports.gomtv.com/gsl/
www.SC2Prime.com

thx to DKF(http://dkf.deviantart.com)
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
lefix
Profile Joined February 2011
Germany1082 Posts
July 10 2011 17:41 GMT
#2
hmm did you not post this map under a different name before? or at least a very similar version.
anways, a very solid map.
what is this gomtv ready acting thing you linked?
Map of the Month | The Planetary Workshop | SC2Melee.net
Ovalient
Profile Joined May 2011
Korea (South)64 Posts
July 10 2011 17:48 GMT
#3
On July 11 2011 02:41 lefix wrote:
hmm did you not post this map under a different name before? or at least a very similar version.
anways, a very solid map.
what is this gomtv ready acting thing you linked?


Because, he was selected by 'Gisado`s Yeoun Seung Jeon(Keep winning game)'

You can see the games in this map, on Tuesday and Wensday in Korea time
('Gisado`s Yeoun Seung Jeon(Keep winning game)' is GomTV`s Program in Ready Action)
SC2 Melee Map Team : Team Crux
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 10 2011 18:04 GMT
#4
Hmm, a very solid map. Good job!
Lolwait, someone said that
However, if I camp my protoss army at the 4th base (6 mineral 1 gas), I can easily defend 4 bases and I'll have a watchtower to see attack paths anywhere but going into the third.
This map seems very chokey. All the ramps are single-wide and double-wide (correct me if I am wrong) and everywhere else is a choke point. This will make large-scale battles very difficult.
Finally, none of the rocks seem necessary. The middle rocks will be destroyed very easily and the middle isn't even necessary, and the natural rocks are way too easy.
Moderatorshe/her
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 11 2011 09:37 GMT
#5
Very tight pathes and chokes but also a lot of counter attacks possible, reminds me of Crossfire, just less shitty with a viable third for T/P. I guess I would like it if this would replace Crossfire.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Samro225am
Profile Joined August 2010
Germany982 Posts
July 11 2011 10:37 GMT
#6
nice map in general. i have a similar one almost ready. especially the distribution of expansions and the DR block backdoor is almost the same. But it has a much more space and is less chokey.
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
July 11 2011 11:28 GMT
#7
On July 11 2011 02:48 Ovalient wrote:
Show nested quote +
On July 11 2011 02:41 lefix wrote:
hmm did you not post this map under a different name before? or at least a very similar version.
anways, a very solid map.
what is this gomtv ready acting thing you linked?


Because, he was selected by 'Gisado`s Yeoun Seung Jeon(Keep winning game)'

You can see the games in this map, on Tuesday and Wensday in Korea time
('Gisado`s Yeoun Seung Jeon(Keep winning game)' is GomTV`s Program in Ready Action)

I believe the term in English you are looking for is King of the hill, where the winner keeps playing and the loser gets out, just like GSTL.

I really like the map, though I don't get the reason for the rocks in front of your natural. Also there is no real space, it reminds of crossfire with all those chokes, that might not be a bad thing though. I think enlarging the middle to 3 destructible rocks wouldn't hurt.
I will never ever play Mech against Protoss. - MVP
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 11 2011 12:06 GMT
#8
This map does a very good job of having a large number of "plausible expansions". A lot of times, maps have 4th or 5ths that realistically can't be taken, because they are so close to the opponent's 4th or 5th. This map has a very nice... '구성' I think is the word ^^
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
July 11 2011 14:38 GMT
#9
If the chokes on this map don't break the game in PvZ this map is excellent.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
winpark
Profile Joined January 2011
Korea (South)68 Posts
July 11 2011 14:54 GMT
#10
I have the several version of this map to test.
Gisado accepts the wider version now.
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
tdynasty
Profile Joined May 2011
Canada220 Posts
July 11 2011 15:49 GMT
#11
Can I find this map on Battle.net?
French Canada
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
July 11 2011 15:50 GMT
#12
On July 11 2011 21:06 iGrok wrote:
This map does a very good job of having a large number of "plausible expansions". A lot of times, maps have 4th or 5ths that realistically can't be taken, because they are so close to the opponent's 4th or 5th. This map has a very nice... '구성' I think is the word ^^


It has a spungecake? whut?
KCCO!
winpark
Profile Joined January 2011
Korea (South)68 Posts
July 11 2011 15:50 GMT
#13
"GSC Daybreak" in NA
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
RobCorso
Profile Joined May 2011
United States111 Posts
July 11 2011 16:48 GMT
#14
On July 11 2011 03:04 TehTemplar wrote:
Hmm, a very solid map. Good job!
Lolwait, someone said that
However, if I camp my protoss army at the 4th base (6 mineral 1 gas), I can easily defend 4 bases and I'll have a watchtower to see attack paths anywhere but going into the third.
This map seems very chokey. All the ramps are single-wide and double-wide (correct me if I am wrong) and everywhere else is a choke point. This will make large-scale battles very difficult.
Finally, none of the rocks seem necessary. The middle rocks will be destroyed very easily and the middle isn't even necessary, and the natural rocks are way too easy.

Any good player would see that and do a drop in your main
We make expand, then defense it-WhiteRa
winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2011-07-23 14:40:56
July 23 2011 14:40 GMT
#15
I changed this map's texture set.
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 23 2011 15:43 GMT
#16
Now it looks even more awesome!
Moderatorshe/her
TL+ Member
lefix
Profile Joined February 2011
Germany1082 Posts
August 04 2011 10:23 GMT
#17
congrats on making it into GSL Aug!
unless my google autotranslate on playxp was fooling me :D
Map of the Month | The Planetary Workshop | SC2Melee.net
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 04 2011 12:10 GMT
#18
On August 04 2011 19:23 lefix wrote:
congrats on making it into GSL Aug!
unless my google autotranslate on playxp was fooling me :D


Wow really? That would be excellent news!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Nefariously
Profile Joined December 2010
277 Posts
August 05 2011 07:09 GMT
#19
glad to see more custom maps make it into the GSL, keep it up
now ask me if i care
EternalSC
Profile Joined May 2011
Sweden313 Posts
August 05 2011 07:26 GMT
#20
Nice work dude! awesome!
SHIT'S ON LIKE DONKEY KONG!
Rorra
Profile Joined September 2010
Australia1066 Posts
August 05 2011 07:28 GMT
#21
Awesome to see this map in the GSL, congratulations!
Lysergic
Profile Joined December 2010
United States355 Posts
August 05 2011 07:54 GMT
#22
Looks really nice. Will any other GSC or Prime maps be uploaded to NA? Always like to play on the maps by WinPark, LSPrime, and JackyPrime, even the ones that don't make it into GSL.
MeLo
Profile Joined August 2010
Australia192 Posts
August 05 2011 07:56 GMT
#23
Get it up on SEA quickly please !
Wren
Profile Blog Joined February 2011
United States745 Posts
August 05 2011 08:14 GMT
#24
Love everything about the map but the xel'naga towers. Seems like they cover a HUGE amount of the vital portions of the map, like the issue on Xel'Naga Fortress.
We're here! We're queer! We don't want any more bears!
Meltage
Profile Joined October 2010
Germany613 Posts
August 05 2011 09:20 GMT
#25
Big grats to GSL
http://mentalbalans.se/aggedesign
fezvez
Profile Blog Joined January 2011
France3021 Posts
August 05 2011 10:15 GMT
#26
Congrats! You really did a nice job!
ChemBroTron
Profile Joined January 2011
Germany194 Posts
August 05 2011 12:13 GMT
#27
This map reminds me of (Wiki)Match Point.
Baseic
Profile Joined March 2011
Netherlands310 Posts
August 05 2011 12:16 GMT
#28
Must say that I don't find this map name to fit the map though, expected something like agria valley

Grats though!
Etc.
BushidoSnipr
Profile Joined November 2010
United States910 Posts
August 05 2011 12:31 GMT
#29
Wow look sreally awesome...better than the blizz maps for this season thats for sure
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 05 2011 12:33 GMT
#30
I really don't get at all why soo many people think this is similar to Match Point. Apart from the grey tone this is nothing like Match Point...
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2011-08-05 12:43:42
August 05 2011 12:38 GMT
#31
Epic loading screen! Maybe make lightness on the map a bit darker? To make it more similar to loading screen
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 05 2011 12:45 GMT
#32
i dont really like the name of it and it looks a bit tight in some areas. but as always good visuals.
Exigaet
Profile Joined May 2010
Canada355 Posts
August 05 2011 13:12 GMT
#33
On August 05 2011 21:13 ChemBroTron wrote:
This map reminds me of (Wiki)Match Point.


That's what I thought when I looked at it. Very good remake of it, should work well compared to other re-done versions in SC2.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
August 05 2011 14:20 GMT
#34
Best map ever
Valor is a poor substitute for numbers.
maybenexttime
Profile Blog Joined November 2006
Poland5752 Posts
August 05 2011 19:03 GMT
#35
Guys, like I said in the other thread, it's a remake (or rather a rip-off, unless they mention their inspiration/source) of Tiamat from BW, just flipped upside down:

+ Show Spoiler +
[image loading]
Swwww
Profile Blog Joined July 2010
Switzerland812 Posts
August 05 2011 19:13 GMT
#36
Looks freaking sweet for a 2p map! Can't wait to try some games on it!
"What is this TeamSupportGroup?" - mahnini.
shadowy
Profile Blog Joined August 2010
Bulgaria305 Posts
August 05 2011 19:51 GMT
#37
Looks like an amazing map, but please publish to other servers as well.
[Fear the leather Gracket!] // ¯\_(ツ)_/¯ // Liquid'Hero hwaiting!
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2011-08-05 22:03:03
August 05 2011 22:02 GMT
#38
Why are the least valuable bases one of the hardest to defend?
clownzim
Profile Blog Joined February 2011
Brazil267 Posts
August 06 2011 02:02 GMT
#39
can u publish on NA?
¯\_(ツ)_/¯
exeONEmaxi
Profile Joined July 2011
Ukraine10 Posts
August 06 2011 05:24 GMT
#40
Cool map/
Lysergic
Profile Joined December 2010
United States355 Posts
August 06 2011 14:34 GMT
#41
Can you republish it to NA? It was removed for some reason.
RaLakedaimon
Profile Joined August 2010
United States1564 Posts
August 06 2011 16:00 GMT
#42
Tried finding this on NA today to try it out but couldn't see it, can't wait to play on it I really think it looks fantastic. Can't wait to see the pro's play on it so I can learn the action spots.
raid3n
Profile Joined June 2007
United States58 Posts
August 07 2011 01:17 GMT
#43
Republish on NA please :D
winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2011-08-07 04:53:04
August 07 2011 04:47 GMT
#44
I'm sorry. wait plz...
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
August 07 2011 18:41 GMT
#45
Very awesome map im glad its in GSL now!

please upload to NA soon! haha
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
NuclearWINtr
Profile Joined February 2011
United States125 Posts
August 08 2011 03:17 GMT
#46
great looking map
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2011-08-08 05:42:03
August 08 2011 05:39 GMT
#47
code a ro32 day 1 spoilers

+ Show Spoiler +
darn, too bad day 1 match 1 Fruitdealer vs Maruprime didn't get to set 3, I hope match 3 thebest vs IMyoda gets to set 3 i want to see this map used already! haha
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
iYiYi
Profile Joined March 2011
United States489 Posts
August 08 2011 09:35 GMT
#48
This map is fantastic! Really impressed.
MetalLobster
Profile Joined May 2011
Canada532 Posts
August 08 2011 09:37 GMT
#49
Looks great. Publish on NA plzz!!!
Soyuz
Profile Joined July 2011
Hong Kong996 Posts
August 08 2011 10:34 GMT
#50
can't wait to see this on SEA :D
Original exxo
Profile Joined April 2011
United States257 Posts
August 09 2011 01:02 GMT
#51
This has to get on NA!!!! gg map!
marttorn
Profile Blog Joined May 2011
Norway5211 Posts
August 09 2011 01:08 GMT
#52
Judging by todays Code A games this will be an excellent addition <(^_^)=b

MORE PROXY FACTORY PLEASE (@_@)
memes are a dish best served dank
winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2011-09-03 11:28:53
September 03 2011 11:19 GMT
#53
Please USE "MLG Daybreak" in NA & EU.
GSL Daybreak in NA is illegal and It has many bugs.
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2011-09-03 11:28:27
September 03 2011 11:25 GMT
#54
[image loading]
GSL Daybreak (Official) in EU is also FAKE. wtf
I can't trust NA and EU Players any more...
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
tUUTZ
Profile Joined July 2011
Finland122 Posts
September 03 2011 11:30 GMT
#55
On September 03 2011 20:25 winpark wrote:
I can't trust NA and EU Players any more...


Pretty big generalization. There are idiots in every part of the world.
Soluhwin
Profile Joined October 2010
United States1287 Posts
September 03 2011 14:45 GMT
#56
It's so dumb that people would put "official" in the name when they aren't the creator of the map....
I put the sexy in dyslexia.
lefix
Profile Joined February 2011
Germany1082 Posts
September 03 2011 14:48 GMT
#57
also, MLG Daybreak?
Map of the Month | The Planetary Workshop | SC2Melee.net
eTcetRa
Profile Joined November 2010
Australia822 Posts
September 03 2011 14:51 GMT
#58
On September 03 2011 23:48 lefix wrote:
also, MLG Daybreak?


Just fools trying to get their upload some attention by slapping on a tournament tag... Atleast the fake official one gave Winpark credit. If they claimed to create it then shotguns would be pulled out!
Retired Mapmaker™
Quotidian
Profile Joined August 2010
Norway1937 Posts
September 03 2011 15:42 GMT
#59
On September 03 2011 20:25 winpark wrote:
[image loading]
GSL Daybreak (Official) in EU is also FAKE. wtf
I can't trust NA and EU Players any more...



how about you simply upload the OFFICIAL official version then..? not that it really matters - it's all Blizzard's intellectual property anyway.
winpark
Profile Joined January 2011
Korea (South)68 Posts
September 03 2011 15:54 GMT
#60
"MLG Daybreak" is genuine...
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
September 03 2011 15:59 GMT
#61
On September 04 2011 00:42 Quotidian wrote:how about you simply upload the OFFICIAL official version then..? not that it really matters - it's all Blizzard's intellectual property anyway.


1) Blizzard doesn't truly own the map. The clause is really in effect to prevent people sueing blizzard over these things.

2) Legal/permission issues with GSL, I believe.
Neubii
Profile Joined January 2011
Austria5 Posts
January 05 2012 20:20 GMT
#62
whats that useless depot for? :S
Antares777
Profile Joined June 2010
United States1971 Posts
January 05 2012 20:28 GMT
#63
On January 06 2012 05:20 Neubii wrote:
whats that useless depot for? :S


So that Terran/Protoss cannot wall off the bottom of the ramp with two Bunkers or three Pylons against Zerg, which is considered imbalanced, and in my opinion, not fun or interesting to watch or experience.
chuky500
Profile Blog Joined March 2010
France473 Posts
March 10 2012 17:53 GMT
#64
Just for the record, in the semi-finals of the IEM World MC Walled himself behind Feast's mineral line and canon rushed him. I just tried and it's indeed tight. It works on both mains and you can't drone drill the pylons. It's unstopable and on one side if your opponent kills a pylon you can still place a new one and be tight again.

I'm sure it will be corrected before it gets to the ladder and hopefully sooner than that so tournaments use the fix too.

[image loading]
monitor
Profile Blog Joined June 2010
United States2408 Posts
March 10 2012 18:00 GMT
#65
On March 11 2012 02:53 chuky500 wrote:
Just for the record, in the semi-finals of the IEM World MC Walled himself behind Feast's mineral line and canon rushed him. I just tried and it's indeed tight. It works on both mains and you can't drone drill the pylons. It's unstopable and on one side if your opponent kills a pylon you can still place a new one and be tight again.

I'm sure it will be corrected before it gets to the ladder and hopefully sooner than that so tournaments use the fix too.

[image loading]


This is actually a well-known strategy, it has been around for quite a while (I remember first seeing it about 6 months+ ago). The best defense I've seen is a game where Sase just kept mining until he got 400 minerals, expanded to his natural, and sacked his main.

I don't think it's a huge imbalance (it ONLY works in PvP) and it can be stopped or defended any many ways.
https://liquipedia.net/starcraft2/Monitor
chuky500
Profile Blog Joined March 2010
France473 Posts
Last Edited: 2012-03-10 18:14:01
March 10 2012 18:13 GMT
#66
Are you serious ? The solution would be to stop mining, waste 400 minerals, lose a nexus, 2 pylons, a gateway and an assimilator, wait for an unprotected open nexus to pop and start from scratch while letting the opponent do what he wants ?

If it gets to the ladder as is it'll be a major disaster.
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2012-03-10 18:39:06
March 10 2012 18:38 GMT
#67
On March 11 2012 03:13 chuky500 wrote:
Are you serious ? The solution would be to stop mining, waste 400 minerals, lose a nexus, 2 pylons, a gateway and an assimilator, wait for an unprotected open nexus to pop and start from scratch while letting the opponent do what he wants ?

If it gets to the ladder as is it'll be a major disaster.


It works for most pros You don't have to stop mining for very long, and all you lose if you play it right is a nexus. At that point you've lost 400 minerals, compared to the opponents forge(150)+two pylons(200)+cannon or two(150-300) totaling around 500. It doesn't actually put you that far behind especially since you should be ahead in tech (keeping your gateway alive). If you have a NA client, add me 'monitor' 450 if you want me to demonstrate.
https://liquipedia.net/starcraft2/Monitor
lefix
Profile Joined February 2011
Germany1082 Posts
March 10 2012 21:24 GMT
#68
pretty sure you can do the same thing on about a dozen other maps, too. but i wouldn't call it unstoppable
Map of the Month | The Planetary Workshop | SC2Melee.net
Superouman
Profile Blog Joined August 2007
France2195 Posts
March 10 2012 22:07 GMT
#69
On March 11 2012 02:53 chuky500 wrote:
Just for the record, in the semi-finals of the IEM World MC Walled himself behind Feast's mineral line and canon rushed him. I just tried and it's indeed tight. It works on both mains and you can't drone drill the pylons. It's unstopable and on one side if your opponent kills a pylon you can still place a new one and be tight again.

I'm sure it will be corrected before it gets to the ladder and hopefully sooner than that so tournaments use the fix too.

[image loading]

It has been made on purpose, obviously.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Baumvieh
Profile Joined February 2012
Germany67 Posts
March 10 2012 22:37 GMT
#70
Couldn't he just have killed the probe with one or two of his own probes before it could warp in the cannon? The gap between the minerals to the left of the right pylon looks big enough for probes to go through to get to the enemy probe.
(Forget about my comment if either of those warped in buildings already is the cannon.)
"We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE
monitor
Profile Blog Joined June 2010
United States2408 Posts
March 10 2012 22:42 GMT
#71
On March 11 2012 07:37 Baumvieh wrote:
Couldn't he just have killed the probe with one or two of his own probes before it could warp in the cannon? The gap between the minerals to the left of the right pylon looks big enough for probes to go through to get to the enemy probe.
(Forget about my comment if either of those warped in buildings already is the cannon.)


It isn't big enough unfortunately One way is to put two probes behind your minerals when their probe comes into your base. That way, no matter what, you can kill his probe if he tries to wall it off. The only problem is that then you have two probes stuck back there.
https://liquipedia.net/starcraft2/Monitor
NewSunshine
Profile Joined July 2011
United States5938 Posts
March 10 2012 22:44 GMT
#72
On March 11 2012 07:37 Baumvieh wrote:
Couldn't he just have killed the probe with one or two of his own probes before it could warp in the cannon? The gap between the minerals to the left of the right pylon looks big enough for probes to go through to get to the enemy probe.
(Forget about my comment if either of those warped in buildings already is the cannon.)

No. I opened up an unlocked daybreak, just to check out various pieces of it, and there are no gaps in the main's mineral line at all. There's a space between the minerals and the geysers, but the minerals are all tangent to each other.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
chuky500
Profile Blog Joined March 2010
France473 Posts
Last Edited: 2012-03-11 02:52:28
March 11 2012 01:54 GMT
#73
I have a lot of respect for you for the maps you've made and the fact that you were judging the Map of the Month contest. But saying you're not far behind when you lose your base before 3:00 only reminds me of the first Funday Mondays where Day9 showed players that would "transition into losing their f***ing base".

I measured how far behind you'd be if you had to plant a new nexus based on the replay of MC vs Feast. Feast would first need to mine for 40 seconds until he has 400 minerals while a canon also takes 40s to build. Then he would plant a new nexus at the natural and start long distance mining which would earn him 250 minerals before the nexus is complete. MC on the other hand would earn 800 minerals by the time the nexus finishes + 50 by each probes he'd make (because when I measured I only looked at my money). I just counted the minerals he would mine while the nexus is building, not while Feast mines 400 minerals. If you add the 40s where Feast has to mine enough for a new nexus, MC would mine 1300 minerals + 50 by each new probe.

You mention a tech advantage for the defender but the cannon rusher has a forge and can make upgrades which are very useful when you make gateway units. And this assumes you don't lose buildings other than the nexus but in PvP everyone makes his first pylon next to the nexus so you'll most likely lose it. And of course there's the positional imbalance, the natural doesn't have a ramp to defend with forecefields.

The mistake in the map is easy to fix but I don't believe it was made on purpose. Many top maps have mistakes like Antiga Shipyard (some naturals are further away), some older Blizzard maps aren't symmetrical, Cloud Kingdom has the gas and minerals at the bottom natural further away from their nexus/cc/hatch (and the ESV version also has the bottom natural closer to the ramp), Metropolis has a cliff where a reaper can't climb, and many maps have places that make the units' AI bug (where pathing wasn't painted). It takes a lot of time for mappers to check every spot to see if it's abusable and even more time to check for possible cheeses. And the purpose of cheese is to do what you don't expect.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 11 2012 03:19 GMT
#74
I've lost many games after cannon rushing like that because my opponent just out teched me and got to 4gate faster.
Administrator~ Spirit will set you free ~
monitor
Profile Blog Joined June 2010
United States2408 Posts
March 11 2012 04:51 GMT
#75
On March 11 2012 10:54 chuky500 wrote:
I have a lot of respect for you for the maps you've made and the fact that you were judging the Map of the Month contest. But saying you're not far behind when you lose your base before 3:00 only reminds me of the first Funday Mondays where Day9 showed players that would "transition into losing their f***ing base".

I measured how far behind you'd be if you had to plant a new nexus based on the replay of MC vs Feast. Feast would first need to mine for 40 seconds until he has 400 minerals while a canon also takes 40s to build. Then he would plant a new nexus at the natural and start long distance mining which would earn him 250 minerals before the nexus is complete. MC on the other hand would earn 800 minerals by the time the nexus finishes + 50 by each probes he'd make (because when I measured I only looked at my money). I just counted the minerals he would mine while the nexus is building, not while Feast mines 400 minerals. If you add the 40s where Feast has to mine enough for a new nexus, MC would mine 1300 minerals + 50 by each new probe.

You mention a tech advantage for the defender but the cannon rusher has a forge and can make upgrades which are very useful when you make gateway units. And this assumes you don't lose buildings other than the nexus but in PvP everyone makes his first pylon next to the nexus so you'll most likely lose it. And of course there's the positional imbalance, the natural doesn't have a ramp to defend with forecefields.

The mistake in the map is easy to fix but I don't believe it was made on purpose. Many top maps have mistakes like Antiga Shipyard (some naturals are further away), some older Blizzard maps aren't symmetrical, Cloud Kingdom has the gas and minerals at the bottom natural further away from their nexus/cc/hatch (and the ESV version also has the bottom natural closer to the ramp), Metropolis has a cliff where a reaper can't climb, and many maps have places that make the units' AI bug (where pathing wasn't painted). It takes a lot of time for mappers to check every spot to see if it's abusable and even more time to check for possible cheeses. And the purpose of cheese is to do what you don't expect.


As I said before, I have seen the expand style work against this cannon rush (even if the technical math doesn't add up).

I don't think it's a huge imbalance (it ONLY works in PvP) and it can be stopped or defended any many ways.


As Plexa said, the opponent can out tech. The opponent can also keep 2 probes behind the mineral line to stop it. Or they could just not let the probe get in and/or build the pylon block. So imo it won't be a big issue on ladder.
https://liquipedia.net/starcraft2/Monitor
chuky500
Profile Blog Joined March 2010
France473 Posts
Last Edited: 2012-03-11 11:49:09
March 11 2012 11:46 GMT
#76
I've also came back a few times from losing my nexus but tbh it was because my opponent was bad. Usually players that cheese can't recover because they're still in the cheese mindset. They'll take 2 gas and try to transition to 1 base DT or Colossus, which is bad because they will die if you push. The correct follow up would be to make gateway units (mostly zealots) with +1 defense.

The idea to put 2 probes behind the mineral line is a bad idea, it puts you behind against any build even a regular proxy cannon. In PvP the probe count is very important and in case of a 4 gate vs 4 gate you die if you made more probes. Not to mention that if your opponent traps himself with your probes he loses 1 probe while you lose 2.

About not letting the probe get in, you can't stop a probe from going where it wants to because the probe goes through other units when you click on mineral patches.

And if you build a pylon to block 1 side you're just giving your opponent 100 minerals because he'll only have to build 1 pylon to wall himself.
monitor
Profile Blog Joined June 2010
United States2408 Posts
March 11 2012 16:45 GMT
#77
On March 11 2012 20:46 chuky500 wrote:
I've also came back a few times from losing my nexus but tbh it was because my opponent was bad. Usually players that cheese can't recover because they're still in the cheese mindset. They'll take 2 gas and try to transition to 1 base DT or Colossus, which is bad because they will die if you push. The correct follow up would be to make gateway units (mostly zealots) with +1 defense.

The idea to put 2 probes behind the mineral line is a bad idea, it puts you behind against any build even a regular proxy cannon. In PvP the probe count is very important and in case of a 4 gate vs 4 gate you die if you made more probes. Not to mention that if your opponent traps himself with your probes he loses 1 probe while you lose 2.

About not letting the probe get in, you can't stop a probe from going where it wants to because the probe goes through other units when you click on mineral patches.

And if you build a pylon to block 1 side you're just giving your opponent 100 minerals because he'll only have to build 1 pylon to wall himself.


You'd only move probes behind the mineral line if it looks like he's going to do the wall. You really wouldn't be any behind considering you're going gateway tech and he's investing in a forge + pylons and cannons. A forge is not useful for upgrades that early in the game. I have seen plenty of games in the GSL and IPL where players thwart the rush with probe micro.

I didn't mean that you should build a pylon to block it, but now that I think about it you could build your pylon and gateway behind the minerals so there isn't any way for the opponent to block and build a cannon.
https://liquipedia.net/starcraft2/Monitor
Ketch
Profile Joined October 2010
Netherlands7285 Posts
April 27 2012 13:24 GMT
#78
I just wanted to bump this thread to say this is may favorite map by far and I am loving it each time pops up on ladder (and I am so happy Blizz finally included community maps, starting last season)! Thanks for making this map!

Btw, playing on this map is even further improved by listening to the following song:
+ Show Spoiler +
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