• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:04
CEST 11:04
KST 18:04
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
SC4ALL II announced - $10,000 prize pool, Dec 5-62PIG STY FESTIVAL 8.0! (13 - 23 August)8Neeb returns to progaming; rejoins ONSYDE14Weekly Cups (July 20-26): Early returns on 5.0.16b8IntoTheTV X SOOP SC2 League : Weekly & Monthly5
StarCraft 2
General
SC4ALL II: StarCraft 2 Player Announcement 1/8 Balance hotfix patch 5.0.16b (July 16) Neeb returns to progaming; rejoins ONSYDE Clem: "I don't have that much hope in Blizzard" Weekly Cups (July 20-26): Early returns on 5.0.16b
Tourneys
SC4ALL II announced - $10,000 prize pool, Dec 5-6 PIG STY FESTIVAL 8.0! (13 - 23 August) IntoTheTV X SOOP SC2 League : Weekly & Monthly Crank Gathers Season 4: BW vs SC2 Team League RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 536 Railroad Switch The PondCast: SC2 News & Results Mutation # 535 Assembly of Vengeance Mutation # 534 Burning Evacuation
Brood War
General
ASL22 General Discussion BW General Discussion BW Drama: Terror's Debt Incident + C9 disbanding BGH Auto Balance -> http://bghmmr.eu/ Making an Online Broodwar Manager Game
Tourneys
[Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS Escore Tournament - Season 3 2v2v2v2 Tournament
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates Odyssey Mineral Stack Saturation PvT advise for noobs
Other Games
General Games
Beyond All Reason Nintendo Switch Thread Path of Exile ZeroSpace Early Access is Now Live! Stormgate/Frost Giant Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
What is a Gamer?
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8084 users

[D] Season 3 1v1 Ladder Maps - Page 6

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 4 5 6 All
lefix
Profile Joined February 2011
Germany1082 Posts
July 28 2011 16:28 GMT
#101
On July 28 2011 03:34 spinnaker wrote:
Show nested quote +
On July 27 2011 23:52 lefix wrote:
they might have poor aesthetics, but if players adept to them and accept them and blizzards balances the game around them, then we as mapmakers will have alot more possibilities soon
I don't get that post. So you think we'll be allowed to make shitty imba maps in the future, too?
Or did i just not get the irony?


Currently we have some unwritten rules like "nat2nat distance must be at least this long" or "natural must be able to be walled of a certain way". These do restrict us in our map making process.
But blizzard seems not to care much about what is currently considered a good map. And they can. And players will accept it and adapt to it anyway because they have to. Also blizzard has the possibility to balance the game around new map features.
And eventually this could lead to opening new possibilities to us mapmakers.
Map of the Month | The Planetary Workshop | SC2Melee.net
DuncanIdaho
Profile Blog Joined April 2010
United States465 Posts
Last Edited: 2011-07-28 21:11:59
July 28 2011 19:58 GMT
#102
I personally prefer these images, OP (please edit the OP?), pulled from Liquipedia (much larger and easier to see details): [and I'll provide my Zerg v X opinions]

Abyssal_Caverns

+ Show Spoiler +
[image loading]


My thoughts: Horizontal and veritcal symmetry (slightly angular)

xelnaga tower wars will be interesting if non-ranged units, making melee (e.g. zerglings) less-viable tower controllers.

Horizontal close spawns are interesting, makes the rocks necessary to break down for big pushes, in order to avoid the smaller chokes everywhere, yet the golds become more accessible as a reasonable 3rd, given you prepare in time for taking down the rocks. Map will tend to split vertically down the center, and the water patches provide a nice natural barrier for broodlords to mass and hold.

Vertical close spawns encourage the middle top/bottom blue expos as a 3rd, and possibly spliting the map top versus bottom, though the top or bottom waters are probably the best location for broodlords to mass, and end-game engagements around the golds are more probable.

Cross spawns, usually favoring Zerg on most maps, are still difficult due to the imposed vertical split, making gold vs blue as a 3rd a difficult decision, though shifting the end-game similar to the horizontal close spawns may be preferable, so I'd likely attempt to expand to the gold as a 3rd instead, with the other main/nat as 4th...


Antiga_Shipyard

+ Show Spoiler +
[image loading]


My thoughts: Rotational symmetry, (watch the main's cliff for cliff walk rushes ala reaper, but at least there's just the one point of entry to worry about)

Opponent is close-spawn clockwise: 3rd is best to take your natural blue, though farther gold may be an option if you can hold the center. Wide open center makes it nice for zerg, though be careful not to give up the high-ground in the middle, yet most fighting will likely be on the low ground. End-game mapsplitting will likely draw a vertical or cross-diagonal line down the map, though I think the cross diagonal might encourage your main techstructures to avoid being in your main...

Opponent is close-spawn counter-clockwise: 3rd is a tough call, due to close air with your natural 3rd. Perhaps a hidden clockwise 3rd or gold can work, but if you take your third, be ready to respond to air/drops. Big engagements will still likely be in the center low-ground, unless air is the route the game takes, but holding the center is still vital if the map splits. End-game mapsplitting will likely draw a horizontal or cross-diagonal line down the map. If cross-diagonal, this may be an advantage if your tech is safely tucked away in your main, further from the fight.


Cross-spawns: Taking your natural 3rd blue seems the safest, but watch your 3rd's back rocks. Control of the center becomes much more vital, for if the opponent gets the high ground, they'll virtually control the 3 other corners of the map. End-game map splitting could likely go any way.



Nerazim_Crypt

+ Show Spoiler +
[image loading]


My thoughts: Rotational symmetry, (cliff walking viable along any lower edge of main)

Like the analysis for Antiga Shipyards, I think the thirds are similar with the exception of Opponent spawns counter-clockwise: The low ground natural 3rd (with ramp angled towards your main) is a high-risk. Not only is it close air, but it's low ground, making it that much harder to hold. I don't like it, but taking your clockwise 3rd is probably the only viable option, other than trying to sneak a hidden 3rd in another main/nat. Wide open middle is interesting, though 4 high-ground towers are a threat to any middle of the map engagements, so tread with caution. I'm not the veto-ing type, I generally play on all maps and adamantly refuse to veto, though if I had to veto one, it would probably be this one, though I think the open middle can be useful, though 4 towers on high ground can be difficult to hold.


Searing_Crater

+ Show Spoiler +
[image loading]


My thoughts: Horizontal and veritcal symmetry This map seems similar to Abyssal Caverns.

Horizontal close spawns encourage gold for a 3rd, though the rocks at your blue 3rd can provide some security, yet the non-ramped cliff is scary, especially vs terran drops on the cliff. Speaking of, offensively, this is a great place to make broodlords safely, or maybe even dropping hydras, similar to Lost Temple, but at least the cliffs aren't at our naturals, an improvement in my opinion. End-game map splitting will likely be a vertical line down the center, and the vertical natural makes for a reasonably defendable 4th.

Vertical close spawns, 3rd blue seems more reasonable, but you better guard your cliff, though at least you'll have time to make it to lair tech by then... End-game map splitting encourages a horizontal line across the middle, and opposite gold might make an interested hidden expo, provided time to take down the rocks, and be careful to spot the opponent thinking the same thing.

For Cross spawns, I say just take the gold, its got rocks you have to tear down, but minus those pesky cliffs.

Source for pictures: http://wiki.teamliquid.net/starcraft2/Maps



The spice must flow... Grammar lesson: "than" is used for quantity comparisons, "then" is used for chronological statements. The next forum user who says, "I'd do such and such, THAN I'd do such and such else," is gonna make me cry...
Phlatline
Profile Blog Joined December 2007
Croatia176 Posts
July 28 2011 20:53 GMT
#103
On July 26 2011 05:52 Pandain wrote:
Why would they get rid of Metalopolis.... NO! That's almost like the Lost Temple for Broodwar...


haha, LT was broken in Brood War as well as in SC2...just sayin... ) We all rather played Python ^^
Mr.Brightside
Profile Joined October 2009
Australia317 Posts
July 31 2011 22:27 GMT
#104
I'm disappointed to find out when I went to start playing 1s again today that Meta is out of the map pool. The only real reason for that is that close pos. are retarded. Apart from that I think it is one of the most balanced maps out and I felt should have stayed as a main map through many seasons, especially since it is still popular in many tournaments. The idea that they have kept Shattered Temple still with close positions is ridiculous too since they got rid of Meta. Both maps are OK and great for players to learn and practice on so I don't see the reasoning why one goes and the other stays.

Only having one 2 spawn map is kind of disturbing to me too. I guess it's going to be a lot of fun scouting those zergs with their 6pools last. Again that isn't going to help them get more people to play 1v1 as new people are generally pretty bad at scouting and it helps if you at least know where your opponent is to begin with. Also for more experienced players I think it opens up a lot more strategies, like proxies for example.
"Makin' Pylons, Makin' Probes, Fightin' Round The World" - Russell Crowe
lefix
Profile Joined February 2011
Germany1082 Posts
July 31 2011 22:39 GMT
#105
blizzards official reason for taking out meta wasn't the close position problem, but that it was too predictable in how it plays out.
Map of the Month | The Planetary Workshop | SC2Melee.net
Mr.Brightside
Profile Joined October 2009
Australia317 Posts
July 31 2011 23:06 GMT
#106
On August 01 2011 07:39 lefix wrote:
blizzards official reason for taking out meta wasn't the close position problem, but that it was too predictable in how it plays out.


More like it's too predictable about how there aren't any destructible rocks. What a load of rubbish from Blizz. Thanks for letting me know though.
"Makin' Pylons, Makin' Probes, Fightin' Round The World" - Russell Crowe
Bobster
Profile Joined January 2011
Germany3075 Posts
July 31 2011 23:18 GMT
#107
Noooo, Scrap Station ;_;
Prev 1 4 5 6 All
Please log in or register to reply.
Live Events Refresh
RSL Revival
09:00
Season 6 - Playoffs Day 3
ByuN vs SHIN
Solar vs Lambo
Tasteless332
ComeBackTV 136
IntoTheiNu 78
Ryung 46
Rex27
CranKy Ducklings22
CranKy Ducklings SOOP6
LiquipediaDiscussion
Afreeca Starleague
04:00
Qualifiers Day 1
Afreeca ASL 2981
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 332
Ryung 46
Rex 27
StarCraft: Brood War
Larva 292
Dewaltoss 147
Soma 117
Sharp 70
ToSsGirL 45
ZergMaN 20
Sexy 18
NotJumperer 10
sorry 9
hero 1
Dota 2
Gorgc492
canceldota168
League of Legends
JimRising 488
Reynor74
Counter-Strike
summit1g8084
byalli242
Other Games
gofns8970
ceh9740
singsing537
RuFF_SC249
Organizations
Other Games
gamesdonequick845
StarCraft: Brood War
UltimateBattle 143
lovetv 11
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH265
• StrangeGG 61
• mYiSmile131
• LaughNgamezSOOP
• sooper7s
• Migwel
• IndyKCrew
• Kozan
• intothetv
• AfreecaTV YouTube
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV644
• lizZardDota2362
League of Legends
• Jankos975
• Stunt422
Upcoming Events
WardiTV Summer Champion…
1h 56m
Afreeca Starleague
18h 56m
RSL Revival
23h 56m
Clem vs Serral
herO vs Rogue
WardiTV Summer Champion…
1d 2h
WardiTV Weekly
2 days
Sparkling Tuna Cup
3 days
PiGosaur Cup
3 days
Replay Cast
3 days
Kung Fu Cup
4 days
Replay Cast
4 days
[ Show More ]
The PondCast
5 days
Replay Cast
5 days
IntoTheTV X SOOP
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Escore Tournament S3: W5
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
ASL Season 22: Qualifier #1
RSL Revival: Season 6
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026

Upcoming

ASL Season 22: Qualifier #2
K-JUNGMAN
Acropolis #5
Escore Tournament S3: W6
Escore Tournament S3: W7
Escore Tournament S3: W8
CSLAN 4
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 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.