• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 20:52
CET 02:52
KST 10:52
  • 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
TL.net Map Contest #21: Winners3Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!21$5,000+ WardiTV 2025 Championship5[BSL21] RO32 Group Stage3Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
Starcraft, SC2, HoTS, WC3, returning to Blizzcon! TL.net Map Contest #21: Winners RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win 5.0.15 Patch Balance Hotfix (2025-10-8)
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond) $3,500 WardiTV Korean Royale S4
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review [BSL21] RO32 Group Stage Practice Partners (Official) [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION
Strategy
Current Meta How to stay on top of macro? PvZ map balance Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread ZeroSpace Megathread General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Career Paths and Skills for …
TrAiDoS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1666 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
Replay Cast
23:00
WardiTV Mondays #58
LiquipediaDiscussion
OSC
22:00
Masters Cup 150 Open Qual
davetesta87
Liquipedia
LAN Event
18:00
Day 3: Ursa 2v2, FFA
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech132
RuFF_SC2 113
NeuroSwarm 102
StarCraft: Brood War
Calm 5071
Artosis 782
Shuttle 517
NaDa 60
League of Legends
Cuddl3bear7
Other Games
tarik_tv11516
summit1g7946
Day[9].tv541
JimRising 276
C9.Mang0243
FrodaN167
ViBE150
Organizations
Other Games
gamesdonequick559
Counter-Strike
PGL126
Other Games
BasetradeTV86
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21624
Other Games
• Scarra554
• Day9tv541
Upcoming Events
OSC
10h 8m
LAN Event
13h 8m
Korean StarCraft League
1d 1h
CranKy Ducklings
1d 8h
LAN Event
1d 13h
IPSL
1d 16h
dxtr13 vs OldBoy
Napoleon vs Doodle
BSL 21
1d 18h
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
1d 21h
Sparkling Tuna Cup
2 days
WardiTV Korean Royale
2 days
[ Show More ]
LAN Event
2 days
IPSL
2 days
JDConan vs WIZARD
WolFix vs Cross
BSL 21
2 days
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
3 days
Wardi Open
3 days
WardiTV Korean Royale
4 days
Replay Cast
5 days
Kung Fu Cup
5 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
5 days
The PondCast
6 days
RSL Revival
6 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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 © 2025 TLnet. All Rights Reserved.