• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:21
CEST 14:21
KST 21:21
  • 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
[ASL22] Ro16 Preview: Rough Waters9[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism5Official StarCraft website teases new content ahead of BlizzCon?118Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!46
StarCraft 2
General
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Balance hotfix patch 5.0.16b (July 16) SC4ALL: II Winner Will Earn a Spot at HSC 30! Weekly Cups (August 24-30): Patches' balance mod takes over
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) 2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? [ASL22] Ro16 Preview: Rough Waters ASL22 General Discussion Pros React To: Calm's Big Brain Play Vs Mini New 3v3 BGH Ladder (and more) on ShieldBattery!
Tourneys
[ASL22] Ro16 Group B [Megathread] Daily Proleagues 2v2v2v2 Tournament [ASL22] Ro16 Group A
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Diablo IV [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
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 Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
F* the Children and Get Off …
TrAiDoS
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6299 users

[M] (2) CloudNine

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Gl!tch
Profile Joined December 2010
United States573 Posts
Last Edited: 2011-09-03 00:04:32
August 21 2011 16:13 GMT
#1
Current Version: 1.0 Uploaded :D

Description:
+ Show Spoiler +
CloudNine is a map made in the style of Desert Oasis (2 players with close air). The map has a few twists however, such as a Xel'naga tower that can only be controled by air units, and mined out mineral patches to block expansions (BW style).


Textures:
+ Show Spoiler +
-Bel'Shir Dirt
-Aiur Tiles
-Aiur Small Bricks
-Aiur Large Bricks
-Bel'Shir Grass Light
-Bel'Shir Grass Dark
-Bel'Shir Small Tiles
-Bel'Shir Bricks Large


Theme:
+ Show Spoiler +
The map is grey and foggy, used old protoss temple pieces to make it seem like a shrine of sorts. The very low ground holds a demolished city-scape veiled in fog and patrolled by large sharks. Symbolism i hope a few people get .


Overview Pic's:
+ Show Spoiler +
Whole Map, 90 degree's:
[image loading]

Whole Map, angled view:
[image loading]

Main, Nat, and Third:
[image loading]
+ Show Spoiler [Explanation of layout] +
At first i had the ramp to the third only halfway blocked by rocks (a 6x6) but i considered an early tank push before the player had secured his third would be devestating, as the main mineral line is siegable from the third quite easily. The player can place a pylon/depot/overlord on the small jut of high ground in the main to keep watch of the rocks.


Side bases, and Gold base:
[image loading]
+ Show Spoiler [Explanation of layout] +
In the south is the south players possible fourth, depending on how the map splits in a game the high ground expansion could be taken as his fifth, or he could go for his corresponding gold base which is on the other side.

Custom Xel'Naga Watchtower:
+ Show Spoiler +
[image loading]

[image loading]+ Show Spoiler [Explanation] +
The watchtower can only be controled by air units, this does not nessicaraly punish a player for not going air. Any unit controling the tower can easily be shot down by any races ground to air units (stalker/marine/hydra)


Use of mineral patches:
+ Show Spoiler +
Main ramp:
[image loading]+ Show Spoiler [Explanation] +
I could use rocks, or lowered depot's, but i like mineral patches better. Currently they are both set at 50 minerals (10 workers).



Some detailed pic's:
+ Show Spoiler +
[image loading]The wall-off as protoss

[image loading]
Lots of spots along the main attack route for overlords, and a good spot for a proxy pylon

[image loading]
Each base has a small spot for cliff walkers that is closest to the center of the map. The Xel'Naga watchtower only gives vision to the first level, and even with vision a pylon will not be able to warp in units to the main from the bottom level.
note, in the map analyzer it doesnt give vision of the first level on the south main, but even with vision you still need vision to the top level to make a difference.



Map Analyzer:
+ Show Spoiler +
Overview:
[image loading]

Openess:
[image loading]

Shortest paths (Main to Main)
[image loading]

Shortest paths (Nat to Nat)
[image loading]

Not sure if anybody would want to cliff walk through the other guys main to get to his natural... but the distance should be relativly close.


This version is uploaded now, and being submited to MOTM 9 :D everybody check out all the cool maps there. http://www.teamliquid.net/forum/viewmessage.php?topic_id=261867#15
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 21 2011 16:16 GMT
#2
i dont think the fog color fits with the overall theme.
Gl!tch
Profile Joined December 2010
United States573 Posts
August 21 2011 16:19 GMT
#3
What did you have in mind, i didnt want anything too vibrant as the ground above is the part that should stick out as the "utopia" above the destroyed city. I just went with grey... well just cuz
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 21 2011 16:24 GMT
#4
To make a spoiler say something else, type "spoiler=text for title of spoiler" In brackets. Hit quote on this post if that didn't make any sense:

+ Show Spoiler [This is how you make a spoiler say som…] +
I put the sexy in dyslexia.
Gl!tch
Profile Joined December 2010
United States573 Posts
August 21 2011 16:30 GMT
#5
Ah thank you Soluhwin.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Jhuyt
Profile Blog Joined July 2010
Sweden365 Posts
August 21 2011 16:31 GMT
#6
It's a beautiful map and it looks like a fun one too!
[17:32] <catphone> Roll for % cooler [17:32] <catphone> .roll d20 [17:32] <+Sweetiebot> catphone: 20 (d20=20)
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 21 2011 16:33 GMT
#7
That watchtower is pretty cool (:

I always encourage people to use more minerals blocks since in many situations they could be better than destructible rocks. This is not the case for blocking the gold on this map tho, I think rocks would be fine there , or rather better cause right now Terran has the easiest time mining those minerals by just floating a CC next to them when they want to take the gold.

+ Show Spoiler [off topic about mineral blocks] +
If you use minerals to block paths imo you should make them non-mineable by MULEs cause MULEs can often make it imbalanced. I was trying to make a new color of minerals to indicate that it can't be mined by MULEs but I can't even figure out how to change the mineral model +rage+


On the layout: This map will probably suffer from the same problem my last map Sauerkraut Heights had, Desert Oasis layout is very very counterattack heavy, making it extremely hard to move out vs Zerg and often resulting in basetrades.
Overall I think the bases are in nice positions tho

Did you change the lighting? Seems the brightness is way too high.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-08-21 16:39:20
August 21 2011 16:37 GMT
#8
i dont remember how to make the spoiler thing quote a post where its used to find out.


Imo this map favors terran vs zerg because:
1. its very easy to expand towards enemy.
2. most bases are very droppable and siegable abusing terrain behind the bases.
3. gold base seem quite easy to defend.
4. the mineral path blocking gold dosnt effect terran becuse they can build/ land next to it and then relocate.

Also zerg would be too strong in this map vs protoss because thers are no real chokes, very many attack paths and taking 3rd is not eaay for toss and 4th is very hard.

ps. i have no clue whatz the point of the path in the amin ramp.
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2011-08-21 17:05:16
August 21 2011 17:03 GMT
#9
You can tint the unit under the actor in the Data editor. There's resources on exact steps in the Blizz custom maps forum, and SC2mapster.com

I like the innovation going on here! Balance definitely looks like it will need testing and work, but I like the way you're thinking.

For the middle watchtower, doesn't zerg get a big advantage, since they can claim it from the early game with their overlord? It may still be viable for the map though, considering alternate attack paths and the terran just pushing out once he has a sizable force.
Gl!tch
Profile Joined December 2010
United States573 Posts
August 21 2011 17:16 GMT
#10
Thanks for advice guys.

Will be posting update, Rocks will now cover gold expo (didnt think about that)

I have to disagree that the gold is ez to take, the high ground above it is easy to access for the oponent and its very open.

As for the counter attacks, i think thats true after the rocks at the third are taken down. But i tried to make it hard to do that, as the player should always be aware of that area (can see from main).

SeaFood please give examples of terrain abuse?

oh and as for brightness, yes its very bright. Too much?
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 21 2011 17:16 GMT
#11
On August 22 2011 02:03 FoxyMayhem wrote:
You can tint the unit under the actor in the Data editor. There's resources on exact steps in the Blizz custom maps forum, and SC2mapster.com


Sorry for being off topic but thank you so much!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Gl!tch
Profile Joined December 2010
United States573 Posts
August 21 2011 17:19 GMT
#12

ps. i have no clue whatz the point of the path in the amin ramp.

what.... (idk what you said) lol.

@FoxyMayhem:

I did think that zerg will have an early advantage with the overlord, but i did make it easy to shot down.

I looked in the data editor and i can exlude types of units like "biological" or "mechanical" but not specific units like "overlord"... I would if i knew a way.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Gl!tch
Profile Joined December 2010
United States573 Posts
August 21 2011 17:43 GMT
#13
Update: 0.2

Changes:
lighting has blue/green tint, exposure tuned down (was very bright)
Gold base minerals arranged differently, now more open towards the center. Rocks cover the minerals in the style of Testbug
Path leading from natural to Watchtower has been narrowed.

New Pictures:

[image loading]

[image loading]

“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-08-21 18:54:42
August 21 2011 18:50 GMT
#14
On August 22 2011 02:16 Gl!tch wrote:
SeaFood please give examples of terrain abuse?

This is how the TvZ goes in this map.
+ Show Spoiler [image heavy] +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


I used the 0.1 version map on pics, but the 0.2 version really doesn't change anything in this case.
Gl!tch
Profile Joined December 2010
United States573 Posts
August 21 2011 19:12 GMT
#15
You assume Zerg will never take that third and be able to stop "step 2" (and thus step 3 and 4)

I dont know how u think terran will take the other players gold and hold it btw.... ?
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-08-21 19:43:01
August 21 2011 19:41 GMT
#16
On August 22 2011 04:12 Gl!tch wrote:
You assume Zerg will never take that third and be able to stop "step 2" (and thus step 3 and 4)

I dont know how u think terran will take the other players gold and hold it btw.... ?

now i see that you tried to desing the map so players would expand countter clockwise, but atleast in tvz imo expanding clockwise is much better strat. this is because for terran it makes the better attack route the main attaxk route. for zerg its forced thus they want to exp away from opponent. if the zerg takes what you intended as third, the rush distance becomes too short for them.

Also, the only reason why step 3 and 4 exist are because the step 2 attack is holdable.
Stopping the attack in no way pervents step 3 or 4.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
August 21 2011 22:35 GMT
#17
The only problem i see is that it might be too easy to turtle on 3 bases as toss.
aka ChillyGonzalo / GnozL
Hossinaut
Profile Joined June 2011
United States453 Posts
August 21 2011 23:02 GMT
#18
It looks like an amazing map, my only issue with it is its somewhat difficult to grasp some of the features- they seem too lightly colored. However, in-game it might be totally different, so take it with a grain of salt.

Its an interesting idea, close air, far by ground, and I think you did a marvelous job of doing it, making a possibly "rush" map able to have huge macro and space control issue(s) potential. If that makes sense to someone besides myself, <3 u.

Gl!tch
Profile Joined December 2010
United States573 Posts
August 21 2011 23:59 GMT
#19
On August 22 2011 07:35 Fishgle wrote:
The only problem i see is that it might be too easy to turtle on 3 bases as toss.

This goes for all the races. Also, 2 pronged attacks are easy to pull off, the third and natural are pretty far apart and would be difficult to defend both at the same time.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Johanaz
Profile Joined September 2010
Denmark363 Posts
August 23 2011 07:48 GMT
#20
On August 22 2011 01:13 Gl!tch wrote:
Help plz:
(If somebody could teach me how to do those fancy titles with the picture and map name, would be great.)


I call that a "thread header".

Made an example for you:+ Show Spoiler +

[image loading]Feel free to use this if you like it

How to:+ Show Spoiler +
You take your most snazzy screen, open it in PhotoShop (or Gimp, if you don´t have Photoshop), then open a new document at 590x250ish pixels. Then copy/paste your screenshot into the new document, the resize (pasted image, not document) until you have the best looking background for the title.
Then you use the type tool to write the map name. Pick a font that fits the maps overall theme.
If you want you can manipulate the text as well ( I used PhotoShops layer effects, gradient overlay, outer glow and inner glow, then rasterize type followed by some smudge tool).

Finally save as jpeg (or png).


TPW Map Maker - theplanetaryworkshop.com
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Kung Fu Cup
11:00
2026 Week 22
IntoTheiNu 1318
WardiTV409
RotterdaM345
IndyStarCraft 128
TKL 109
Rex97
SteadfastSC78
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko417
RotterdaM 345
ProTech129
IndyStarCraft 128
TKL 109
Rex 97
SteadfastSC 78
StarCraft: Brood War
Bisu 5743
Jaedong 2482
Soulkey 1785
Horang2 1055
Mini 677
BeSt 565
Hyuk 515
Light 396
Snow 324
EffOrt 236
[ Show more ]
firebathero 157
Last 152
Barracks 144
Stork 133
Pusan 95
JYJ 64
PianO 58
soO 57
hero 55
Mind 44
sSak 41
Yoon 34
ToSsGirL 34
Bale 33
Sharp 30
Hm[arnc] 26
Terrorterran 25
ZergMaN 15
Sacsri 13
910 12
scan(afreeca) 10
SilentControl 10
ajuk12(nOOB) 8
Icarus 7
Dota 2
Dendi1336
syndereN898
Counter-Strike
olofmeister1591
Super Smash Bros
hungrybox588
Other Games
singsing2115
crisheroes311
Happy273
DeMusliM229
XaKoH 139
Sick115
ArmadaUGS14
[ Show 11 non-featured ]
StarCraft 2
• StrangeGG 47
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV596
League of Legends
• Jankos2136
Upcoming Events
Replay Cast
11h 39m
The PondCast
21h 39m
KCM Race Survival
21h 39m
OSC
1d 10h
Escore
1d 21h
IntoTheTV X SOOP
1d 22h
CranKy Ducklings
2 days
Sparkling Tuna Cup
3 days
Shopify Rebellion Sundays
4 days
Spirit vs Mixu
Clem vs TBD
RSL Revival
4 days
Serral vs Rogue
[ Show More ]
BlizzCon
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
WardiTV Weekly
4 days
Afreeca Starleague
5 days
GSL
5 days
PiGosaur Cup
6 days
The PondCast
6 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Proleague 2026-09-08
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Acropolis #5 - GSA
Blizzard Classic Cup 2026
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Blizzard Classic Cup 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 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.