• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:08
CET 22:08
KST 06:08
  • 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)8Weekly 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
BGH Auto Balance -> http://bghmmr.eu/ Can someone share very abbreviated BW cliffnotes? StarCraft player reflex TE scores BW General Discussion Recent recommended BW games
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
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1684 users

[M] 1v1 - wrl Castaway

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2011-07-15 21:47:04
July 15 2011 20:12 GMT
#1
[image loading]
available now on NA servers as wrl Castaway

I decided I really liked the layout of one of my prior maps, but ultimately the aesthetics were lacking. I wanted to try and make something lush and beautiful without feeling like just another Bel'Shir map. I think in the end it might look too similar to Bel'Shir Beach (despite not using any Bel'Shir textures or doodads), but I still think it has a lot of differences that set it apart stylistically and thematically.

Specs:
*134x144 playable
*8 (plus 2 half) normal bases
*2 gold bases
*Medium rush distance (just over XNC nat to nat)

Tileset:
+ Show Spoiler +
Valhalla Organic Cliffs
Tarsonis Manmade Cliffs

Xil Sand
Tyrador Rubble
Aiur Dirt
Agria Grass Green
Aiur Grass
Haven Grass Rocky
Haven Rock Smooth
Haven Rock Rough


Features:
*Mid is broken up by two rows of LOS blockers, you can use the towers to look over the first row, but it does not reach the second.
*Your third can be either a low ground with a siegable rear, a 6 mineral 1 gas base, or a rocked gold.
*The natural has a 10 unit choke (2supply+2rax, 3rax+1supply)
*The natural has a rocked backdoor with LOS in front of it allowing a sneaky probe or SCV to proxy or for stealthy drop play.
*Base area is relatively small and accessible by air, so Zerg will have good scouting opportunities.
*Combined the watchtowers cover all ground routes, but are awkwardly located to try and control both. They do not cover airspace all that well. I thought it was important to have towers to avoid base trading due to the multitude of attack routes, and their location actually results in some interesting play in mid.

Overhead
+ Show Spoiler +
Click for big
[image loading]
[image loading]


Analyzer
+ Show Spoiler +

[image loading]
[image loading]


Details:
+ Show Spoiler +
Click for big
Main + Nat:
[image loading]
Center:
[image loading]
Southwest Beach:
[image loading]
Northeast Beach:
[image loading]


Let me know what you think aesthetically/balancewise.
It's funny; I dream a lot, but I'm not a very good sleeper.
Tonttu
Profile Joined August 2010
Finland606 Posts
July 15 2011 20:19 GMT
#2
Castaway.. reminds me of that very good movie
Very beautiful map.. nothing much to add for aesthetics..
Naama, the #1 Conductor! | Slayers, Fnatic and Mouz | Naama, MMA and ForGG |
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 15 2011 20:19 GMT
#3
This is pretty nice. The colors are nice and bright, makes it look very islandy/sunny. However I think you should spread the sand all throughout the water and make it shallow like the bahamas or something, because right now it looks like it just drops off 10 feet from the shore.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
dezi
Profile Blog Joined April 2010
Germany1536 Posts
July 15 2011 20:20 GMT
#4
Nice one
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
dudecrush
Profile Joined August 2010
Canada418 Posts
July 15 2011 20:27 GMT
#5
This is good, an even spread of bases and a good risk/reward for the gold. I love the aesthetics!
Mereel
Profile Joined February 2010
Germany895 Posts
July 15 2011 20:40 GMT
#6
o.o that looks good and its a solid layout
the stone beach looks really realistic
TPW Mapmaking Team
KingTony
Profile Joined March 2011
United States46 Posts
July 15 2011 20:59 GMT
#7
Reminds me of XNC as far as base structure goes.
I have top 3 control in the world.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 15 2011 21:10 GMT
#8
Very nice, I think it's perfectly distinct from Bel'Shir Beach. Very nice use of green textures and foliage atop the rocky stuff. The only thing I could suggest to improve: maybe you can do some elevation tool work in the rocky areas. Specifically, if it were me I would use a small brush size and make some really lumpy parts in the center passage between the two ramps, and I would make it unbuildable so it doesn't look weird to get flattened out by buildings. You could put some non-path-obstructing rock doodads in to indicate unbuildable. I suggest this because the texture looks amazing and helps the illusion, but the two ramps seem unnaturally symmetric and planar.

By the way I think you did a great job making two sandy hollows where the erosion seems natural, even though I can't think of a place where you actually get sand in the interior of some rocks. ;D
Comprehensive strategic intention: DNE
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2011-07-15 21:23:39
July 15 2011 21:19 GMT
#9
Thanks for the comments everyone.

On July 16 2011 05:59 KingTony wrote:
Reminds me of XNC as far as base structure goes.


There was a conscious decision to incorporate the best elements of XNC and Steppes of War while adapting the size and structure to more recent metagame trends.


On July 16 2011 06:10 EatThePath wrote:
Specifically, if it were me I would use a small brush size and make some really lumpy parts in the center passage between the two ramps, and I would make it unbuildable so it doesn't look weird to get flattened out by buildings. You could put some non-path-obstructing rock doodads in to indicate unbuildable. I suggest this because the texture looks amazing and helps the illusion, but the two ramps seem unnaturally symmetric and planar.


Unfortunately it is one of those situations where playability supersedes aesthetics. It would significantly effect balance and intuitiveness if the center was unbuildable. Specifically creep tumors would be a problem if it was unbuildable, but I will continue to look around the map for places to use the height tool. I just loathe the resulting appearance of a building being dropped down on top.

It's funny; I dream a lot, but I'm not a very good sleeper.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
July 15 2011 21:35 GMT
#10
wow this looks really good :D
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 15 2011 21:52 GMT
#11
finally someone makes a map that doesnt suck
Phried
Profile Joined June 2011
Canada147 Posts
July 15 2011 22:47 GMT
#12
I don't normally comment on other people's maps, but I actually really like it. Very nice.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 16 2011 00:46 GMT
#13
Yeah, I don't mind the decision going the other way at all, I just thought it'd be worth a try. I didn't mention cause I guess I take it for granted, you can checkerboard for creep tumors (which allows sensor towers too, but whatever). Or you can put the rocky terrain in the middle and leave a narrow lane on either side (atop the sandy ramps) for tumors. Or some other scheme that allows tumor extension with selected 1x1 availability.

Also the problem I perceive in the picture might not be noticeable in game, I'll check it out.
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 16 2011 01:58 GMT
#14
On July 16 2011 06:52 WniO wrote:
finally someone makes a map that doesnt suck

Well, thank you! I'm glad to hear that every map I make is automatically bad!
Seriously, *stunned face*.
That...is...amazing.
Moderatorshe/her
TL+ Member
wrl
Profile Joined April 2011
United States209 Posts
July 16 2011 03:53 GMT
#15
Added two new detail screenshots of the abandoned buildings and the beach. Two questions though:

1. Can anyone tell me why the thumbnail screenshot gets screwed up on BNet? All of the terrain is black, but all of the doodads appear to glow.
2. Are there not enough variations in chokes/open areas? I feel like most of the map is the same width.

On July 16 2011 09:46 EatThePath wrote:
Yeah, I don't mind the decision going the other way at all, I just thought it'd be worth a try. I didn't mention cause I guess I take it for granted, you can checkerboard for creep tumors (which allows sensor towers too, but whatever). Or you can put the rocky terrain in the middle and leave a narrow lane on either side (atop the sandy ramps) for tumors. Or some other scheme that allows tumor extension with selected 1x1 availability.

Also the problem I perceive in the picture might not be noticeable in game, I'll check it out.


Ya I didn't want anything that felt beyond the scope of what is typical in your average melee map, and I def want the mid to be a viable spot for something like a planetary fortress wall or a proxy pylon or something.

The issue with the ramps feeling a bit too symmetrical is a result of the map originally being designed as a man made building as opposed to a natural land mass. I'll look in to ways to make it feel a bit more organic.

On July 16 2011 07:47 Phried wrote:
I don't normally comment on other people's maps, but I actually really like it. Very nice.


I read your post like this:
[image loading]
It's funny; I dream a lot, but I'm not a very good sleeper.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-07-16 06:20:51
July 16 2011 06:14 GMT
#16
1. What sort of lighting settings are you using? I assume the bnet thumbnail is screwy due to funny quick-render lighting effect.

2. The spacing seems fine to me. All your chokepoints are about the same size but it's okay because they flow really well, so you can pick your terrain to your preference easily. You can also change routes freely.

The center doesn't really bug me in game, so I wouldn't worry too much about it. It'd be nice if you could apply some irregular elevation to the ramps cause they're unbuildable anyway, and this would break up the straight waterline. Sadly ramps say no to raise terrain brush.

Are those palm trees in the sandy low ground areas symmetrical? If not that's fine, just wondering what you intended and if they are.
Comprehensive strategic intention: DNE
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-07-16 07:07:02
July 16 2011 07:04 GMT
#17
map looks great, but I just checked the Analyizer Pics... 123.3 rush distance will favor terran brutally (T>>P>Z)
damn, sry, just got that this is natural to natural...
still I'd like to see the main to main rush distance, I guess it would be like 135 by the looks of it, which would be still not a lot, but should be playable.
BloodreaveZ
Profile Joined May 2010
United States15 Posts
July 16 2011 07:32 GMT
#18
Hey wrl. This is a really sweet map, I love the 2-player style layout, and the fact that there are a total of 12 bases on the map with a lot of high-ground/low-ground variation. Excellent work.

If it's okay with you, I would actually like to use this map in the map pool for a weekly tournament that I run (StarCraft II Rebirth's). I was looking at wrlCastaway this evening while our Diamond/Masters tournaments were going on and actually had several members of our community help me test it out. We played about 10-15 games on it today checking for imbalances and whatnot and everyone actually seemed to like it; nothing stood out to them that was a serious issue in any match-up. I think it'd be a great addition to our currently only Blizzard/GSL/MLG maps, as it would definitely help add a change of pace and it would also help your work get more attention.

Let me know if that's cool with you. Thanks.
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-07-16 08:54:38
July 16 2011 08:52 GMT
#19
1. Can anyone tell me why the thumbnail screenshot gets screwed up on BNet? All of the terrain is black, but all of the doodads appear to glow
.

Try having the lighting settings window open in the editor when you publish the map. Once you open the lighting window, lighting should be 'corrected'.

Do you have a map thread? I don't recognize your nick.

The map layout is solid, but to me, it looks liek a lot of other 2p maps. I like how you made the safer third with less minerals, so it's a trade-off to take rahter than the one on low ground. You might want to have some wider ramp into the low ground and some more diversion in choke/ramp sizes.

About rocks on gold bases. I just had this discussion: void rays can charge up on rocks before they attack. If you dont add rocks, though, you have the usual probelm with encouraging terran to take the gold with the first CC. Which is the lesser evil? The map I discussed had rocks by the gold just next to the rocked nat backdoor and solved the issue by remvoing the rocks by the gold, having 5 mineral fields and adding LosB in the proximity of the gold base to make it harder to defend.

Aesthetically, it's very pleasing to the eye. I dont care if it looks like Bel'shir Beach or not, as long as the beach concept is not overused. I dislike the rock texture used in the mains beacuse of the big chunks of rocks it includes. Beacuse its flat texture and not rock doodads, they look strange. Rahter use anothe rock texture, beacuse the cocnept of rocks in the middle and grass on the edges is lovely.
http://mentalbalans.se/aggedesign
wrl
Profile Joined April 2011
United States209 Posts
July 16 2011 17:52 GMT
#20
On July 16 2011 16:32 BloodreaveZ wrote:
Hey wrl. This is.....

Check your PMs!

On July 16 2011 17:52 Meltage wrote:
Show nested quote +
1. Can anyone tell me why the thumbnail screenshot gets screwed up on BNet? All of the terrain is black, but all of the doodads appear to glow
.

Try having the lighting settings window open in the editor when you publish the map. Once you open the lighting window, lighting should be 'corrected'.

Do you have a map thread? I don't recognize your nick.

The map layout is solid, but to me, it looks liek a lot of other 2p maps. I like how you made the safer third with less minerals, so it's a trade-off to take rahter than the one on low ground. You might want to have some wider ramp into the low ground and some more diversion in choke/ramp sizes.

About rocks on gold bases. I just had this discussion: void rays can charge up on rocks before they attack. If you dont add rocks, though, you have the usual probelm with encouraging terran to take the gold with the first CC. Which is the lesser evil? The map I discussed had rocks by the gold just next to the rocked nat backdoor and solved the issue by remvoing the rocks by the gold, having 5 mineral fields and adding LosB in the proximity of the gold base to make it harder to defend.

Aesthetically, it's very pleasing to the eye. I dont care if it looks like Bel'shir Beach or not, as long as the beach concept is not overused. I dislike the rock texture used in the mains beacuse of the big chunks of rocks it includes. Beacuse its flat texture and not rock doodads, they look strange. Rahter use anothe rock texture, beacuse the cocnept of rocks in the middle and grass on the edges is lovely.


Thanks for the response. That trick with the lighting window opened didn't seem to work, but I'll keep messing around.

I do worry a bit about the rocks so close to the main, but it could be a point players would observe vs Protoss to keep their buildings away from that end of the starting area. I've actually moved the rocks a unit down in the latest version just to help alleviate this problem. It will still block expansions from being placed.

I've added a 2nd version of the map called wrl Castaway TE that will be updated less frequently and also has the lowered supply depot at the main ramp.
It's funny; I dream a lot, but I'm not a very good sleeper.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Patches Events
18:45
Patch Clash Showdown #3
RotterdaM445
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 592
RotterdaM 445
ForJumy 77
StarCraft: Brood War
Britney 13003
Horang2 241
Hyun 169
Shuttle 31
Dota 2
Dendi874
BananaSlamJamma120
syndereN107
Counter-Strike
fl0m2333
Super Smash Bros
hungrybox1823
Heroes of the Storm
Khaldor581
Liquid`Hasu454
Other Games
Grubby5442
summit1g4249
FrodaN3840
Liquid`RaSZi1785
B2W.Neo871
Mlord850
mouzStarbuck274
ToD164
Chillindude33
Organizations
Other Games
EGCTV1874
gamesdonequick1749
BasetradeTV53
StarCraft 2
angryscii 31
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• HeavenSC 34
• mYiSmile118
• Adnapsc2 13
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• Kozan
• IndyKCrew
StarCraft: Brood War
• HerbMon 37
• Michael_bg 10
• blackmanpl 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota2827
• WagamamaTV289
League of Legends
• Jankos8616
Other Games
• imaqtpie2383
• Shiphtur362
Upcoming Events
OSC
2h 52m
Replay Cast
11h 52m
Wardi Open
14h 52m
Monday Night Weeklies
19h 52m
Replay Cast
1d 2h
Sparkling Tuna Cup
1d 12h
LiuLi Cup
1d 13h
Reynor vs Creator
Maru vs Lambo
PiGosaur Monday
2 days
Replay Cast
2 days
LiuLi Cup
2 days
Clem vs Rogue
SHIN vs Cyan
[ Show More ]
The PondCast
3 days
KCM Race Survival
3 days
LiuLi Cup
3 days
Scarlett vs TriGGeR
ByuN vs herO
Replay Cast
4 days
Online Event
4 days
LiuLi Cup
4 days
Serral vs Zoun
Cure vs Classic
RSL Revival
5 days
RSL Revival
5 days
LiuLi Cup
5 days
uThermal 2v2 Circuit
5 days
RSL Revival
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
LiuLi Cup
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.