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[M] (2) Sauerkraut Heights

Forum Index > SC2 Maps & Custom Games
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Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-07-27 09:31:27
July 16 2011 22:07 GMT
#1
Newest version up on EU and NA!

Hello my beloved mapmaking community,

this is the last version of the map "The Clearing" which I know called Sauerkraut Heights with aesthetics nearly finished and no more layout changes I can think of, so I guess it's ready to be published and criticized by you.


[image loading]

Click for HQ picture
(yes I'm aware that there are no trees outside of the map bounds and it looks ugly on the pic, deal with it )

Size: 134x148

+ Show Spoiler [Overview] +

[image loading]
Click for HQ picture


+ Show Spoiler [random closeups] +

These are not up to date!

[image loading]
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[image loading]
[image loading]
[image loading]
[image loading]


+ Show Spoiler [Analyzer pictures] +

[image loading]
[image loading]


+ Show Spoiler [Pictures of building examples] +
[image loading]
[image loading]


I really try to perfect a simple, clean middle European climate look and I really tried to take WniO's advice seriously + Show Spoiler +
From the MotM thread:
On July 11 2011 04:43 WniO wrote:
oh and apparently shitting all over the map with tree doodads is just as good as spending 25+ hours on one. ill make sure to do taht next time.



This map obviously has the main idea of Desert Oasis, but I tried to make it not so obviously shitty and have bases that you can actually take.
I wonder if Protoss will have big problems going FE vs Zerg with two separate entrances like this tho, any thoughts?

Feel free to give me as much advice as possible, thanks in advance for any replies. I probably want to submit this to the next MotM, you might want to comment if you think it's worth it

edit: Textures used:
+ Show Spoiler +

Bel'Shir Grass Light
Agria Dirt Rough
Aiur Small Bricks
Agria Rock
Port Zion Grass
Agria Grass Green
Monlyth Rock
Haven Grass Rocky
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 16 2011 22:38 GMT
#2
lol at the wnio advice.

I envision a lot of air harass around the mains, which I can see being one of the main arguments, and a lot of narrow passages as well... other than that the colors and layout is nice. Center area with the towers remind me of Antiga Prime.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-07-16 23:18:45
July 16 2011 23:10 GMT
#3
Yeah I guess there are narrow passages BUT you can counter attack very easily as well (I go attack right, he goes counter-attack left and vice versa) so I hope it balances out like Crossfire.

edit: Oh and what do you think about the highground all around the map. Does that make air/drops overpowered? Haven't seen that in many maps.
edit2: btw @ IronManSC , the expansion layout for the third and onwards was very much inspired by your map Astro Field
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 16 2011 23:19 GMT
#4
Can you shoot the geysers at the natural from the high ground without revealing yourself? It looks like a single void ray or banshee could be soooo annoying (if this is true). If so it's a feature of the map! ;D
Comprehensive strategic intention: DNE
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 16 2011 23:34 GMT
#5
I'm not 100% sure about this but according to Liquipedia
"Ground units on low ground can counterattack air units over high ground. Air units will get the first shots but can be attacked as normal after that. "

If this would be a problem I could change geyser position tho, but I don't think it will.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Mereel
Profile Joined February 2010
Germany895 Posts
July 16 2011 23:40 GMT
#6
that looks pretty cool
i love the gras in the middle, its so ...green i guess o.+
and unique layout too, we hadnt something like that for a long time
TPW Mapmaking Team
LynxLynx
Profile Joined March 2011
Czech Republic38 Posts
July 16 2011 23:54 GMT
#7
new desert oasis
what
Gfire
Profile Joined March 2011
United States1699 Posts
July 17 2011 00:13 GMT
#8
I don't think taking the natural would be too hard, it's more closed than XNC. The only difference is that there's no "right" entrance to attack, as the rush distance to either could be the same, so an attack into either side might be more obvious.

No one has really played on Desert Oasis in some time so I don't know how this might function with the current metagame, which certainly involves faster expansions.

Still, to get a map layout like this to work, you might have to make it a nonrotational mirrored map (Like scrap station) so you can control the rush distance of each entrance, or have only one entrance to the natural without ruining the rush distance.

I think the glowing yellow light in the middle looks weird.
all's fair in love and melodies
GGPope
Profile Joined February 2011
Australia367 Posts
July 17 2011 00:19 GMT
#9
I know we'll get the "no one uses them anymore" argument when I say this, but there are very limited and quite predictable areas for reaper harassment on this map since the areas without trees are so narrow. Just a small point that might want to be considered.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 17 2011 00:23 GMT
#10
On July 17 2011 09:19 GGPope wrote:
I know we'll get the "no one uses them anymore" argument when I say this, but there are very limited and quite predictable areas for reaper harassment on this map since the areas without trees are so narrow. Just a small point that might want to be considered.


There are 3 ways for reapers to jump into the main and do some scouting and maybe harrass which is more than you get on most maps so I really don't think that's a problem
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Leviance
Profile Joined November 2009
Germany4079 Posts
July 17 2011 00:35 GMT
#11
This map is aesthetically awesome :D And I loved watching games on DO, so it would probably the same with this map, good job!
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
sCnDiamond
Profile Joined January 2011
Germany340 Posts
July 17 2011 00:45 GMT
#12
I also like the aesthetics of the map, reminds me of the Schwarzwald ;-). One thing though: you should put those mineral patches closer together. They are kind of spread out at each expo, which might force additional workers to mine at full capacity. It also makes it much more difficult to use them as "cover" for marines and zealots against zerglings in the early game.
formerly spinnaker.
lazyo
Profile Joined May 2010
Germany90 Posts
July 17 2011 00:51 GMT
#13
Tthe natural is impossible to secure. Not only can you not wall off, but you also need 4 crawlers/bunkers to cover your natural and main ramp against harrass. I would suggest a design like this:
+ Show Spoiler +
[image loading]

Sorry for using paint, but I hope you get the idea.

Otherwise it looks like a really good map with many viable attack paths and harrassment options.
Roflhaxx
Profile Joined April 2010
Korea (South)1244 Posts
July 17 2011 04:20 GMT
#14
I feel like siege tanks will be quite good for terran on this map because you can cover both ramps/chokes from main. Maybe even too good.
A game where the first thing you do is scout with a “worker”. Does that make any sense? Who scouts with a “worker”? That’s like sending out the janitor to perform recon, what general would do that? Retarded game.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 17 2011 08:10 GMT
#15
Why are there rocks at the far base?
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Serashin
Profile Joined November 2010
235 Posts
Last Edited: 2011-07-17 09:55:27
July 17 2011 09:49 GMT
#16
On July 17 2011 17:10 iGrok wrote:
Why are there rocks at the far base?


dont know his intention of them but i like to see them there to reduce the amount of easy takeable sneaky expansions , sure you can just scout all arround the map like on most maps but when it comes down to tense matches ur forced to use some time with ur forces to secure additional income . i know allot zvt where in the end just mule income with floating ccs won a very close game .

Other then that you gotta make the area between gold and natural where there is this choke way more open . there where your rokish stuff is just cut of some from it and this map is playable without splash turtle deathball fear.

The high lowground revalence aswell as how the flow of expansions is promises awesome games.

Dont know if this is a Xel Naga Caverns rivalist as top map as of yet just because i hate 300 apm spammed air battles where one click of a 0.1 sec time window can cost you the game.

I love also 2 attack paths for the natural cause i hate extreme greedy FE combined with static defense wich is unpunishable .

There are to many targets , and i smile everytime they try to defend and thinking they are smart.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 17 2011 10:30 GMT
#17
On July 17 2011 17:10 iGrok wrote:
Why are there rocks at the far base?


I don't know either...

... well first I just put them there cause the two lowground expos were so close together that I didn't want Zerg to take both too fast but they are kinda useless, except they create a more choked area. Guess I could remove them tho^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
July 17 2011 10:51 GMT
#18
That looks really good, easy 2nd expo, good 3rd, the 4th has two paths to it, good chokes, really nice design
How devious | http://anartisticanswer.blogspot.com.au/
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 17 2011 13:49 GMT
#19
fuck off

User was temp banned for this post.
zul
Profile Blog Joined February 2010
Germany5427 Posts
July 17 2011 14:30 GMT
#20
That map looks really good and I will play some games on it as soon as I get home. love the look as well as the strategical layout (expand placement or different paths to your opponent)
keep it deep! @zulison
iGrok
Profile Blog Joined October 2010
United States5142 Posts
Last Edited: 2011-07-17 14:46:23
July 17 2011 14:45 GMT
#21
Serashin, nothing personal, but I'm going to put in red all the reasons why you're wrong about most of what you said.

On July 17 2011 18:49 Serashin wrote:
Show nested quote +
On July 17 2011 17:10 iGrok wrote:
Why are there rocks at the far base?


dont know his intention of them but i like to see them there to reduce the amount of easy takeable sneaky expansions , sure you can just scout all arround the map like on most maps but when it comes down to tense matches ur forced to use some time with ur forces to secure additional income . i know allot zvt where in the end just mule income with floating ccs won a very close game .
Reverse order: First of all, you can't launch MULEs from floating CCs. Second of all, by the time you move out to take that base, you will (assuming a pro match) have enough of an army that the rocks will go down in seconds. Third, SC2 Pro Players have lazy scouting methods, but they have been getting better precisely because maps have places for stealth expansions. Maps should be helping the metagame move forward.

There is only one reason why you should ever block a base that isn't the third with rocks. If it is a gold that is close enough to the main that Terran can float there. That is literally the ONLY reason to block a base with rocks that isn't the third.


Other then that you gotta make the area between gold and natural where there is this choke way more open . there where your rokish stuff is just cut of some from it and this map is playable without splash turtle deathball fear.
In ZvP or ZvT (which I presume you're talking about), this map promotes a very counter-attack heavy style, which was shown to be VERY effective on The Crucible. There are ways to balance out a deathball push other than jsut making things wider.

The high lowground revalence aswell as how the flow of expansions is promises awesome games.

Dont know if this is a Xel Naga Caverns rivalist as top map as of yet just because i hate 300 apm spammed air battles where one click of a 0.1 sec time window can cost you the game.
Uhhhh.... so you hate professional level of play?

I love also 2 attack paths for the natural cause i hate extreme greedy FE combined with static defense wich is unpunishable .
Yeah, this is an ok point. Though a roach allin beats a forge FE, and with close-by-air mains the Z ovie will scout it quickly ^^



@Ragoo and WniO, knock it off. Ragoo I'll have a private message for you coming.

@Ragoo's reply to me, can't zerg atm expo in the other direction to get fast 4 lol?
Thats just a really late base to rock-block.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Serashin
Profile Joined November 2010
235 Posts
July 17 2011 14:51 GMT
#22
On July 17 2011 23:45 iGrok wrote:
Serashin, nothing personal, but I'm going to put in red all the reasons why you're wrong about most of what you said.

Show nested quote +
On July 17 2011 18:49 Serashin wrote:
On July 17 2011 17:10 iGrok wrote:
Why are there rocks at the far base?


dont know his intention of them but i like to see them there to reduce the amount of easy takeable sneaky expansions , sure you can just scout all arround the map like on most maps but when it comes down to tense matches ur forced to use some time with ur forces to secure additional income . i know allot zvt where in the end just mule income with floating ccs won a very close game .
Reverse order: First of all, you can't launch MULEs from floating CCs. Second of all, by the time you move out to take that base, you will (assuming a pro match) have enough of an army that the rocks will go down in seconds. Third, SC2 Pro Players have lazy scouting methods, but they have been getting better precisely because maps have places for stealth expansions. Maps should be helping the metagame move forward.

There is only one reason why you should ever block a base that isn't the third with rocks. If it is a gold that is close enough to the main that Terran can float there. That is literally the ONLY reason to block a base with rocks that isn't the third.


Other then that you gotta make the area between gold and natural where there is this choke way more open . there where your rokish stuff is just cut of some from it and this map is playable without splash turtle deathball fear.
In ZvP or ZvT (which I presume you're talking about), this map promotes a very counter-attack heavy style, which was shown to be VERY effective on The Crucible. There are ways to balance out a deathball push other than jsut making things wider.

The high lowground revalence aswell as how the flow of expansions is promises awesome games.

Dont know if this is a Xel Naga Caverns rivalist as top map as of yet just because i hate 300 apm spammed air battles where one click of a 0.1 sec time window can cost you the game.
Uhhhh.... so you hate professional level of play?

I love also 2 attack paths for the natural cause i hate extreme greedy FE combined with static defense wich is unpunishable .
Yeah, this is an ok point. Though a roach allin beats a forge FE, and with close-by-air mains the Z ovie will scout it quickly ^^



@Ragoo and WniO, knock it off. Ragoo I'll have a private message for you coming.

@Ragoo's reply to me, can't zerg atm expo in the other direction to get fast 4 lol?
Thats just a really late base to rock-block.


Please delte ur post you make yourself look stupid iGrok :D.
There are to many targets , and i smile everytime they try to defend and thinking they are smart.
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-07-17 15:15:41
July 17 2011 15:04 GMT
#23
On July 17 2011 23:45 iGrok wrote:
@Ragoo and WniO, knock it off. Ragoo I'll have a private message for you coming.

@Ragoo's reply to me, can't zerg atm expo in the other direction to get fast 4 lol?
Thats just a really late base to rock-block.


Yeah as I said that's something that I did early on but that is now totally useless and I just failed to remove them despite their uselessness. So I will definitely change that asap.

I have nothing personal against WniO, that was just a joke cause I spammed so many trees

Btw thank you very much that you confirmed what were my intentions about balancing openness of the map and ability to counter attack with this


In ZvP or ZvT (which I presume you're talking about), this map promotes a very counter-attack heavy style, which was shown to be VERY effective on The Crucible. There are ways to balance out a deathball push other than jsut making things wider.


This is really helpful

I would love to hear further opinions on how defensible the nat is, what you think about the openness of the map and what you think about the highground hiding air units all around the map. That are my biggest concerns
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Marsupian
Profile Joined April 2011
Netherlands455 Posts
July 17 2011 15:20 GMT
#24
I think I'd like this map better if the main was above/below the natural (on the outside of the map) with the natural towards the center. Than have the mains replaced by caverns and/or more open space in the center. I just don't like the closeness of the mains and the possible ari/siege abuse but that might not actually be a valid concern. Also a little more open ground in the center wouldn't do harm I think (I know you can counter but I can see Terrans really blocking all the narrow paths with buildings and tanks rather easily against zerg which will force the zerg into attacking the army.

It would probably work like this tho, just some things I would personally change. Good map and really good job on the aesthetics!
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 17 2011 21:41 GMT
#25
On July 18 2011 00:04 Ragoo wrote:
Show nested quote +
In ZvP or ZvT (which I presume you're talking about), this map promotes a very counter-attack heavy style, which was shown to be VERY effective on The Crucible. There are ways to balance out a deathball push other than jsut making things wider.


This is really helpful

I would love to hear further opinions on how defensible the nat is, what you think about the openness of the map and what you think about the highground hiding air units all around the map. That are my biggest concerns

With proper scouting it should be fine for non-static defenses. And as I said before, counterattacking is a viable option, particularly baneling or Muta raids main-to-main - forcing either a lot of static or a healthy amount of units held back from any attack.

Which brings up my main concern, which is that there just isn't enough room behind the mineral lines for the amount of static AA you're going to NEED.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
FlaShFTW
Profile Blog Joined February 2010
United States10253 Posts
July 17 2011 21:49 GMT
#26
On July 17 2011 22:49 WniO wrote:
fuck off

err... at least a warning moderators?

back to the OP: looks like a zerg hell. too many chokes, but it seems like zerg has so many ways to backstab, so it kinda evens it out...



User was warned for this post
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 17 2011 22:17 GMT
#27
On July 18 2011 06:49 FlaShFTW wrote:
Show nested quote +
On July 17 2011 22:49 WniO wrote:
fuck off

err... at least a warning moderators?

back to the OP: looks like a zerg hell. too many chokes, but it seems like zerg has so many ways to backstab, so it kinda evens it out...



Yeah in this regard I want it to be similar to Crossfire where counterattacking is very viable. Except that on Crossfire T/P has pretty horrible thirds in my opinion, making it a bit too Zerg favored.
Chokes here are not (supposed to be) as tight as Crossfire tho

On July 18 2011 06:41 iGrok wrote:
Which brings up my main concern, which is that there just isn't enough room behind the mineral lines for the amount of static AA you're going to NEED.


Do you mean only in the main? And is it okay just to push the minerals one/two more to the middle then or is the main too small for that (it's 31,1 CCs big)... hmm I will definitely look into that tomorrow!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Tonttu
Profile Joined August 2010
Finland606 Posts
July 17 2011 22:55 GMT
#28
Reminds me a lot of Desert Oasis which was one of my favorite maps! (:D)
This looks so beutiful!
Naama, the #1 Conductor! | Slayers, Fnatic and Mouz | Naama, MMA and ForGG |
BronzeKnee
Profile Joined March 2011
United States5218 Posts
Last Edited: 2011-07-17 23:22:55
July 17 2011 23:14 GMT
#29
I really love this map, however I think the natural is too wide open. My suggestion is quite simple: put some destructible rocks in the smaller gap, and let the natural have a main entry way via the ramp. This would make fast expanding viable while creating an interesting mid and end game, since those rocks could be taken down easily when lots of units are on the field. This would also increase the rush distance.

That would really make this map perfect in my opinion.
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2011-07-18 00:21:45
July 18 2011 00:13 GMT
#30
Guys, can we, just for a moment, pretend like maps aren't made to please Zerg players?

In every map (but XNC, that map is amazing, gg Blizzard) each race will have a strength and a weakness in any match-up except a mirror. Even in a mirror match-up, an optimal strategy will still exist on any given map.

A choke point is dangerous because:
  • It can be blocked, thereby creating a "fortress" for the blocking player.
  • Units must funnel through it, creating a situation in which splash damage is technically optimized.


There is one obvious flaw with each of these things:
  • This map has too many choke points, most of which are very large. Blocking them all would be absurd.
  • Unless you plan on separating all of your zerglings/roaches/hydras/everything else on the ground and then magic-boxing them, they're going to clump, and one shot from a siege tank will do massive damage, with or without a choke point.


edit: I suppose FF could be seen as an issue, but after enough sentries have been made, they can just circle or semi-circle you in FFs with or without a choke. /edit

This map has very unique architecture, it is stunningly well designed, and it looks beautiful.

10/10.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 18 2011 17:42 GMT
#31
Version 0.2 of the map is up and the pictures are updated!

Changes:

- updated natural, made choke on the side with the ramp smaller and added rocks to partially block the other side, Protoss now needs 3 gateways and 3 pylons to block everything (before it was 2 more gateways which was a bit excessive imo) I guess that's still much + you have to build cannons for two sides, but the rush distance is quite big; I'd love to have further opinions on that one

+ Show Spoiler [Picture of new natural] +
[image loading]


(btw at first I thought bunkers would be a problem with the rocks but obviously the bunker is right next to the main highground so I'm just stupid)

- I changed most of the mineral lines, making them less spread out and making sure there is enough space behind each one of them for static defense cause there's highground behind most of the bases for easy air harrass + the main is so easy to air harrass/drop in this layout

an example picture of what a very safe lategame terran main looks like and proof that there is enough space now

+ Show Spoiler [terran main] +
[image loading]


- you can now block the secret waterpathes with one ebay (or whatever) like you can on Xel'Naga Caverns + Show Spoiler +
[image loading]


- made the chokes around the lowground bases a bit wider as well as the one leading from the manmade third to the gold

-improved aesthetics, especially the middle

Opinions?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Mementoss
Profile Blog Joined February 2011
Canada2595 Posts
July 18 2011 18:18 GMT
#32
This map looks amazing but reminds me of a forest version of desert oasis lol, which people generally disliked. But I wont diss it until I try it good work.
http://www.youtube.com/watch?v=uu96xMwFVXw
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-07-18 22:29:24
July 18 2011 22:28 GMT
#33
So, I just reduced the amount of doodads from 4700 to 2700... f-ing trees still make fps problems tho. On Xel'Naga I have 100+ FPS (ultra settings), on this map I have 36 in the middle and up to 50-60 when going more to the outside. I wonder if that's okay, I don't think it's laggy but I'm not really sensitive when it comes to FPS I guess...

edit: And I didn't test yet how much this will affect 200/200 fights.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 18 2011 22:48 GMT
#34
Its probably more the waterfalls than the trees. What other doodads are in the middle?
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-07-18 23:04:37
July 18 2011 23:00 GMT
#35
hm, sunrays, 10 lights or so, waterfalls, rocks.

as I said with everything it's 36 FPS, when I delete all of it it's 44 FPS, when I delete the lights and sunrays in the middle only I get 43... so it's definitely the lights then. But they look so cool Do I really have to delete them or does it still seem okay?^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 18 2011 23:14 GMT
#36
Its the Sunrays and Lights. Multiple light sources are really difficult to layer properly - I'd be happy to take a look at it in-editor if you'd like
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2011-07-19 00:43:08
July 19 2011 00:41 GMT
#37
I'm liking the theme of this map a lot; its good to see people trying these layouts similar to Desert Oasis. It can be tough, but this came out really well!

To start off, I'd say that the natural's mineral formation is a little bit strange. When you put the gas in between the minerals, your workers are split up in a very strange fashion. As a patch becomes over-saturated, harvesters often move across the gas and to another patch; this creates excess mayhem in the mineral line. Additionally, the gas placement makes putting static defense in the middle of a mineral line a pain, because blocking the gas is really detrimental to the income. Instead, you have to put it to the side- but then it makes the workers move back to the other side, and the tower doesn't cover the whole mineral line.

--- I think you should put 1 gas on each side of the mineral line, like you have in the main and 3rd.

I like the location of the bottom right and top left thirds, because they offer a nice aggressive expansion, and don't require you to spread your army out too much. However, I think that small choke is a little bit too small, since you only have to defend it and the ramp into the natural to cover 3 bases. It'll make turtling a bit too easy, and harassing really difficult (especially run-bys).

--- I think you should make that choke wider slightly, and adjust the mineral line accordingly.

The bottom left and top right expansions seem to be very close together. This is typically not very good for gameplay for a few reasons:
      -The expansions cannot be split between players (ie, one person always takes both)
      -You do not have to move your army far to defend both expansions
      -One is free if you take the other- you get two free expansions if you take the gold first
There can be some cool things about close expansions (like double expanding) but I don't think it works on this map, especially considering the close proximity to the gold. Twelve expansions is plenty, especially considering they are all 2 gas and 7/8minerals.

---I think you should rework the top right and bottom left corners to only have 1 expansion. Try to find an intermediate location, between the two current ones, to place the expansion.

[edit] Woah I didn't even see those small pathways. They help, but I think they're not going to be used for very much. I still suggest making the choke slightly wider.
https://liquipedia.net/starcraft2/Monitor
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
July 19 2011 00:50 GMT
#38
the map is very nice tbh, the wide rush distance and walk around the base allows for time to setup defenses, so zerg players can re-adjust spines to defend. map of the month condender tbh.
Live Fast Die Young :D
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 19 2011 10:01 GMT
#39
+ Show Spoiler +
On July 19 2011 09:41 monitor wrote:
I'm liking the theme of this map a lot; its good to see people trying these layouts similar to Desert Oasis. It can be tough, but this came out really well!

To start off, I'd say that the natural's mineral formation is a little bit strange. When you put the gas in between the minerals, your workers are split up in a very strange fashion. As a patch becomes over-saturated, harvesters often move across the gas and to another patch; this creates excess mayhem in the mineral line. Additionally, the gas placement makes putting static defense in the middle of a mineral line a pain, because blocking the gas is really detrimental to the income. Instead, you have to put it to the side- but then it makes the workers move back to the other side, and the tower doesn't cover the whole mineral line.

--- I think you should put 1 gas on each side of the mineral line, like you have in the main and 3rd.

I like the location of the bottom right and top left thirds, because they offer a nice aggressive expansion, and don't require you to spread your army out too much. However, I think that small choke is a little bit too small, since you only have to defend it and the ramp into the natural to cover 3 bases. It'll make turtling a bit too easy, and harassing really difficult (especially run-bys).

--- I think you should make that choke wider slightly, and adjust the mineral line accordingly.

The bottom left and top right expansions seem to be very close together. This is typically not very good for gameplay for a few reasons:
      -The expansions cannot be split between players (ie, one person always takes both)
      -You do not have to move your army far to defend both expansions
      -One is free if you take the other- you get two free expansions if you take the gold first
There can be some cool things about close expansions (like double expanding) but I don't think it works on this map, especially considering the close proximity to the gold. Twelve expansions is plenty, especially considering they are all 2 gas and 7/8minerals.

---I think you should rework the top right and bottom left corners to only have 1 expansion. Try to find an intermediate location, between the two current ones, to place the expansion.

[edit] Woah I didn't even see those small pathways. They help, but I think they're not going to be used for very much. I still suggest making the choke slightly wider.


Wow thx alot, that's some really helpful stuff!!

I will adjust the mineral line on the nat, there isn't a good reason to have it like this anyway.

About the close thirds, I was already worried that they were too turtlish and I will change those small pathways back so they can't be that easily blocked. I will also widen the choke as you said.

About those close expansions on the lowground: I really want there to be two expansions, so you can get a quicker fourth that's not directly in the middle (the gold) if you take that route. As a trade-off your third is harder to defend and further away and the fourth is wide open+has a cliff behind it+highround ramp in front of it (and in ZvT/ZvP Zerg is probably expanding towards their enemy's third which also sucks for them).
It's true that they are really close together and I can't really change that with this layout. And as you said it's a bit problematic when you took the other route, and then kinda get two expansions after the gold.
So at this point I want to change the fourth on this side to 5 or 6 mineral patches+1 gas.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
raDon
Profile Joined December 2010
Germany34 Posts
July 19 2011 11:30 GMT
#40
I just played this map on EU.
I must say: I really love it BUT it is almost impossible to hold a Protoss All-IN (me zerg) because you have two chokes and only 50/50 spines.
Can't the rocks just block the whole entree (really important in the early game)?
never qq
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 19 2011 11:42 GMT
#41
On July 19 2011 20:30 raDon wrote:
I just played this map on EU.
I must say: I really love it BUT it is almost impossible to hold a Protoss All-IN (me zerg) because you have two chokes and only 50/50 spines.
Can't the rocks just block the whole entree (really important in the early game)?


Could you tell me your skill level? And did you have FPS issues?^^

I really don't like the idea of blocking one side completely, that just prevents you from taking a quick third there and it makes the area very suitable for proxy stargates and the like (Socke did that when one side on Desert Oasis was blocked).

I think with 2 lings you can easily scout from which side Protoss attacks and adjust Spine Crawler placement accordingly. Protoss can't really run around and attack from the other side before you can see it and place your Spine Crawlers differently. And of course splitting forces isn't a good idea for Protoss in general and makes them more vulnerable to ling surrounds.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
raDon
Profile Joined December 2010
Germany34 Posts
July 19 2011 14:32 GMT
#42
Hey I am Diamond 3rd.
I think you are right with your arguments, when I think about it.
But i think most Protoss player will attack from the right (upper spawn) because you can get a nice curve with spines at the narrow entrence with the rocks.

FPS problems? No, I think i had as many as I always have, but I am a bad person to ask because I got a really nice computer some days ago
never qq
zul
Profile Blog Joined February 2010
Germany5427 Posts
July 19 2011 14:56 GMT
#43
so, I have played the map now (3 times ZvT) and still like it. the air "distance" is very short, but since the tech to airunits is such an obvious choice on this map, you just HAVE to scout for it and defend accordingly. The Natural is secureable for Z and T and i like that it is open from both sides, since it allows more dynamic play. When you take the third or even forth it can get tricky, because helion harras is very strong, due to open expands. I feel that there is enough space for zerg to spread their units out and you have multiple paths to attack/flank/counter. I won 2 games with mass mutas/spined up expos and lost one game to a fast thor (later tanks) strategy, where the Terran took the left side of the map and droped the other side plus my main.
keep it deep! @zulison
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2011-07-19 14:58:07
July 19 2011 14:56 GMT
#44
How long til we see a NA release? I would really love to play on this map. ♥
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monitor
Profile Blog Joined June 2010
United States2408 Posts
July 19 2011 15:04 GMT
#45
On July 19 2011 19:01 Ragoo wrote:
+ Show Spoiler +
On July 19 2011 09:41 monitor wrote:
I'm liking the theme of this map a lot; its good to see people trying these layouts similar to Desert Oasis. It can be tough, but this came out really well!

To start off, I'd say that the natural's mineral formation is a little bit strange. When you put the gas in between the minerals, your workers are split up in a very strange fashion. As a patch becomes over-saturated, harvesters often move across the gas and to another patch; this creates excess mayhem in the mineral line. Additionally, the gas placement makes putting static defense in the middle of a mineral line a pain, because blocking the gas is really detrimental to the income. Instead, you have to put it to the side- but then it makes the workers move back to the other side, and the tower doesn't cover the whole mineral line.

--- I think you should put 1 gas on each side of the mineral line, like you have in the main and 3rd.

I like the location of the bottom right and top left thirds, because they offer a nice aggressive expansion, and don't require you to spread your army out too much. However, I think that small choke is a little bit too small, since you only have to defend it and the ramp into the natural to cover 3 bases. It'll make turtling a bit too easy, and harassing really difficult (especially run-bys).

--- I think you should make that choke wider slightly, and adjust the mineral line accordingly.

The bottom left and top right expansions seem to be very close together. This is typically not very good for gameplay for a few reasons:
      -The expansions cannot be split between players (ie, one person always takes both)
      -You do not have to move your army far to defend both expansions
      -One is free if you take the other- you get two free expansions if you take the gold first
There can be some cool things about close expansions (like double expanding) but I don't think it works on this map, especially considering the close proximity to the gold. Twelve expansions is plenty, especially considering they are all 2 gas and 7/8minerals.

---I think you should rework the top right and bottom left corners to only have 1 expansion. Try to find an intermediate location, between the two current ones, to place the expansion.

[edit] Woah I didn't even see those small pathways. They help, but I think they're not going to be used for very much. I still suggest making the choke slightly wider.


Wow thx alot, that's some really helpful stuff!!

I will adjust the mineral line on the nat, there isn't a good reason to have it like this anyway.

About the close thirds, I was already worried that they were too turtlish and I will change those small pathways back so they can't be that easily blocked. I will also widen the choke as you said.

About those close expansions on the lowground: I really want there to be two expansions, so you can get a quicker fourth that's not directly in the middle (the gold) if you take that route. As a trade-off your third is harder to defend and further away and the fourth is wide open+has a cliff behind it+highround ramp in front of it (and in ZvT/ZvP Zerg is probably expanding towards their enemy's third which also sucks for them).
It's true that they are really close together and I can't really change that with this layout. And as you said it's a bit problematic when you took the other route, and then kinda get two expansions after the gold.
So at this point I want to change the fourth on this side to 5 or 6 mineral patches+1 gas.


I suppose it will be okay to have two expansions there. If you are keeping them, I think you should move the third (the one in the corner) closer to the natural, so the side of the map is less linear.
https://liquipedia.net/starcraft2/Monitor
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-07-19 15:19:57
July 19 2011 15:19 GMT
#46
@zul Thanks for testing and feedback!

@Chargelot Well, you have to wait till I am top 5 MotM next month... ... nah just kidding , as soon as I think it's balanced enough. So I guess next release if there isn't an obvious flaw pointed out it could be released on NA. BUT someone will have to do that for me, I don't have an NA account. Please PM whoever is up for the task

@monitor Great minds think alike, I was planning to do that already. Thx again for your feedback, really, really valuable!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 19 2011 17:42 GMT
#47
Ok I changed it to v0.3

Changes:
- third pushed closer to the natural
- choke of the manmade third wider
- secret pathway not blockable by a single ebay again
- lowground fourth changed to 6 mineral+1gas
-changed mineral line of natural
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
July 19 2011 17:57 GMT
#48
Just a note, I DO NOT like the Desert Oasis style even pathing. Spreads things out far too much and lends no actual cohesion to gameplay.

If you're going to do something like Desert Oasis, there needs to be something special that makes it viable. What exactly, I don't know, but trying to squeeze in a standard expansion layout into this, I dislike.

As for actual gameplay problems I can notice right off the bat, Protoss and Terran cannot move out at all against Zerg. Counterattacks (helped by the Desert Oasis style) are far too powerful since Zerg can just run to the other side and attack P/T's base. Also, rush distances are huge so even if Zerg doesn't counter, he can just mass up an army and beat the Terran/Toss straight up. Drops might be effective but if that's all Terran has, then it's not much to go on. And Protoss is straight up screwed.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 19 2011 20:31 GMT
#49
Thx for the feedback neobowman If it's true what you state I don't think there is much I can do about it, so I'll just wait and see.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 26 2011 19:56 GMT
#50
I fixed the light a bit, middle still has lower FPS than everything else but at least for me it's stable and playable with highest graphic settings, so I guess no real problem there.

It'll be uploaded on NA very soon now
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Tonttu
Profile Joined August 2010
Finland606 Posts
Last Edited: 2011-07-26 20:05:39
July 26 2011 20:05 GMT
#51
You should try to get this in GSL
This is just so awesome map
Naama, the #1 Conductor! | Slayers, Fnatic and Mouz | Naama, MMA and ForGG |
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 26 2011 20:10 GMT
#52
On July 27 2011 05:05 Tonttu wrote:
You should try to get this in GSL
This is just so awesome map


lol thanks, but the GSL mapmakers are actually a lot more skilled than me
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
skatbone
Profile Joined August 2010
United States1005 Posts
July 26 2011 20:53 GMT
#53
Well, the name rocks--you got my attention.
Mercurial#1193
Chargelot
Profile Blog Joined December 2010
2275 Posts
July 27 2011 00:26 GMT
#54
Sauerkraut Heights is now published on NA

Sauerkraut Heights uploaded by Brotoss.354
Very nice map Ragoo
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WniO
Profile Blog Joined April 2010
United States2706 Posts
July 27 2011 00:43 GMT
#55
i dont like these styles of maps for competitive play, since sc2 is so fast paced and your army cant really traverse without going down these little pathways, and alot of times you just get basetrade scenaries since army position shifts so much. the visuals look good though.
Chargelot
Profile Blog Joined December 2010
2275 Posts
July 27 2011 03:22 GMT
#56
On July 27 2011 09:43 WniO wrote:
i dont like these styles of maps for competitive play, since sc2 is so fast paced and your army cant really traverse without going down these little pathways, and alot of times you just get basetrade scenaries since army position shifts so much. the visuals look good though.


I would think a Zerg player would like this map. So much potential for mass ling counter attacks.
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stkblee
Profile Joined December 2010
Singapore129 Posts
July 27 2011 04:28 GMT
#57
lol this map looks very similar to desert oasis
Leargle
Profile Joined October 2010
United States173 Posts
July 28 2011 04:06 GMT
#58
On July 27 2011 13:28 stkblee wrote:
lol this map looks very similar to desert oasis


Beat me to it.

It looks like a slight improvement on the idea, but the natural is pretty vulnerable in spite of the long rush distances. Personally I don't like close air maps like this, it's just inviting goofy all ins to happen.
Maphack supply depot overlord
Fearlezz
Profile Joined April 2010
Croatia176 Posts
July 28 2011 19:16 GMT
#59
On July 28 2011 13:06 Leargle wrote:
Show nested quote +
On July 27 2011 13:28 stkblee wrote:
lol this map looks very similar to desert oasis


Beat me to it.

What are you two even talking about? Did you two even bother to read the OP?
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