• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:31
CEST 04:31
KST 11:31
  • 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
[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers13Maestros of the Game 2 announced62026 GSL Tour plans announced14Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists Maestros of the Game 2 announced MaNa leaves Team Liquid 2026 GSL Tour plans announced Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
ASL21 General Discussion Any progamer "explanation" videos like this one? Data needed BGH Auto Balance -> http://bghmmr.eu/ ASL21 Strategy, Pimpest Plays Discussions
Tourneys
[ASL21] Ro16 Group D [ASL21] Ro16 Group C [ASL21] Ro16 Group B [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Dawn of War IV Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Battle Aces/David Kim RTS Megathread
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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 TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1387 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
PiGosaur Cup
00:00
#78
PiGStarcraft712
CranKy Ducklings94
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft712
ProTech128
MaxPax 91
StarCraft: Brood War
GuemChi 6236
Britney 5806
Mind 153
Counter-Strike
tarik_tv4361
Super Smash Bros
Mew2King51
Other Games
summit1g12169
hungrybox573
WinterStarcraft419
C9.Mang0269
Trikslyr162
Maynarde131
ViBE96
Organizations
Other Games
gamesdonequick1262
BasetradeTV286
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• EnkiAlexander 56
• Hupsaiya 46
• CranKy Ducklings SOOP7
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 117
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
RSL Revival
7h 29m
Replay Cast
21h 29m
The PondCast
1d 7h
KCM Race Survival
1d 7h
WardiTV Map Contest Tou…
1d 8h
Gerald vs TBD
Clem vs TBD
ByuN vs TBD
Rogue vs MaxPax
ShoWTimE vs TBD
OSC
1d 12h
CranKy Ducklings
1d 21h
Escore
2 days
RSL Revival
2 days
Replay Cast
2 days
[ Show More ]
WardiTV Map Contest Tou…
3 days
Universe Titan Cup
3 days
Rogue vs Percival
Ladder Legends
3 days
uThermal 2v2 Circuit
3 days
BSL
3 days
Sparkling Tuna Cup
4 days
WardiTV Map Contest Tou…
4 days
Ladder Legends
4 days
BSL
4 days
Replay Cast
4 days
Replay Cast
5 days
Wardi Open
5 days
Afreeca Starleague
5 days
Soma vs TBD
Monday Night Weeklies
5 days
Replay Cast
5 days
Afreeca Starleague
6 days
TBD vs YSC
Liquipedia Results

Completed

Proleague 2026-04-20
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 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.