• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 18:14
CET 00:14
KST 08:14
  • 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] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
[D] Hacker peak in sc2 ? No more SC2 streamers on team liquid? Username Change Request - Toxickej Kapr Liquibets sc2 season 30 Evil Geniuses - shutting down
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Starcraft 2 Advance [D] the control group Simple Questions/Answers [G] How to playtest arcade maps
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
SC4ALL II Brood War Complete Invited Player Lineup Rollback Netcode in Brood War BGH Auto Balance -> http://bghmmr.eu/ Sagi.gg Launcher Released Top Players of October 2026 (EBPD Rankings)
Tourneys
[Megathread] Daily Proleagues KCM Race Survival 2026 Season 4 [Mixed-Gender CK] Rush+4 vs Best+4 [BSL23] RO24 Group F - Sunday 21:00 CET
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Deus Ex 3!? Mobile Legends: Bang Bang Armies of Exigo - YesYes?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Chess Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
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
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9364 users

[M](4) LoS_Dark Matter - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 Next All
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
August 29 2011 03:31 GMT
#21
--- Nuked ---
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2011-08-29 04:12:11
August 29 2011 04:11 GMT
#22
I think I would rather see the map set up more like this...

[image loading]

Reason being is the inbase natural is only a 1/2 base and if you want to take another full base you have to spread yourself out pretty dang far. So now you're most likely going to do some 1 1/2 base timing attack or just some 1 base. I think doing this will make the Third a lot more protected but will still be fairly hard to take. But with the back of the 3rd facing where your inbase natural is you won't have to worry as much about air harass, which there is tons of it currently.

The Red star, I'm in up in the air about it. part of my feels like you should get rid of the ramp there and just make it non-pathable. Would help zergs out with scouting as well because they could park an overlord up there.

Overall it's a great map, I love it a lot although I think it still needs some minor tweaks to make it better.

Does the inbase natural really have to be that big? As of right now there's just as much space at that inbase natural then you have at your main.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-08-29 04:35:57
August 29 2011 04:12 GMT
#23
I dont think I agree with the los blockers + defensive high ground. Early agression will be really hard.
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 29 2011 04:26 GMT
#24
after playing on it multiple times i think that the map is a little too dark, now this isnt a bad thing since units/buildings really pop out from the terrain but maybe some lights could do the trick. its a great start though for the layout, but the entrance needs to be changed a tad.
sam!zdat
Profile Blog Joined October 2010
United States5559 Posts
August 29 2011 05:01 GMT
#25
This map looks really great. Looks like cross positions would set up for some sick lategame, with five easy bases and and interesting high ground feature to battle over, that doesnt directly decide the game ala Antiga.
shikata ga nai
synapse
Profile Blog Joined January 2009
China13814 Posts
August 29 2011 06:43 GMT
#26
This map looks fucking massive. I love it.

Cute thing you did in the center, the map looks great ^^
:)
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-08-29 08:35:57
August 29 2011 07:06 GMT
#27
With a regular main and nat setup you would have enough space to make the ccw third saver and have less positional imbalance, but this would be a different map.

besides concerns of positional imbalances - that always occur in rotational three or fourplayer maps - i think this is quite a solid map. and i am looking forward to see your main/nat setup in action!
aRRoSC2
Profile Joined March 2011
Denmark241 Posts
August 29 2011 07:13 GMT
#28
This map looks awesome, would love to be able to have matchmaking on it T_T
Fatze
Profile Blog Joined March 2011
Germany1342 Posts
August 29 2011 09:08 GMT
#29
looks awesome
Comfort from bottles, cheers from beers the guitars are our weapons and we know how to kill!
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 29 2011 09:29 GMT
#30
Oh my god an innovative 4p rotational map! Quickly, kill it!

I definitely like the innovation in this one, really want to see how it plays out. I'm a bit concerned about changing the natural to a 6min1gas.

As others have said the main+natural seems to be a bit out of proportion. Normally a main should be around 40 CC units (correct me if I'm wrong) and this one already has near 50 + the natural is huge as well.
I don't necessarily think that's bad but normally you want to keep everything as small as possible, right?^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Samro225am
Profile Joined August 2010
Germany982 Posts
August 29 2011 09:45 GMT
#31
On August 29 2011 18:29 Ragoo wrote:
Oh my god an innovative 4p rotational map! Quickly, kill it!

I definitely like the innovation in this one, really want to see how it plays out. I'm a bit concerned about changing the natural to a 6min1gas.

As others have said the main+natural seems to be a bit out of proportion. Normally a main should be around 40 CC units (correct me if I'm wrong) and this one already has near 50 + the natural is huge as well.
I don't necessarily think that's bad but normally you want to keep everything as small as possible, right?^^



i think 40CC already is to big. 25-35 is fine and should be made accordingly to a bigger/smaller nat.
bigger mains are harder to scout (offensivly and defensivly) and easier to drop.

the main is quite circular in shape, so it is not that difficult (50CC size and long/bend is worse), but still it is really big. i do not ask for killing the concept, but at least changing the mai and nat to good proportions. this should free enough space to set the ccw third back a bit and make the map even better.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 29 2011 10:16 GMT
#32
On August 29 2011 18:45 Samro225am wrote:
Show nested quote +
On August 29 2011 18:29 Ragoo wrote:
Oh my god an innovative 4p rotational map! Quickly, kill it!

I definitely like the innovation in this one, really want to see how it plays out. I'm a bit concerned about changing the natural to a 6min1gas.

As others have said the main+natural seems to be a bit out of proportion. Normally a main should be around 40 CC units (correct me if I'm wrong) and this one already has near 50 + the natural is huge as well.
I don't necessarily think that's bad but normally you want to keep everything as small as possible, right?^^



i think 40CC already is to big. 25-35 is fine and should be made accordingly to a bigger/smaller nat.
bigger mains are harder to scout (offensivly and defensivly) and easier to drop.

the main is quite circular in shape, so it is not that difficult (50CC size and long/bend is worse), but still it is really big. i do not ask for killing the concept, but at least changing the mai and nat to good proportions. this should free enough space to set the ccw third back a bit and make the map even better.


I think the analyzer might be counting the whole area including the two high grounds. When you play the map, it definitely doesn't feel too big. Terran will want that extra space at the in-base expansion. Also, since that is all space behind your main choke, who cares what the proportions are? There's no rule that says you need a bigger blob next to your starting CC than anywhere else. ;D

This map is deceptively subtle with how the choke plays out. It's definitely not too easy to defend. You only get a mini expo anyway. I would be in favour of shifting the 3rd just a little bit closer to promote taking the outside expansion. The four bases closest to the center need to be juicier for being so vulnerable, and they should have two geysers so as not to be anti-zerg.

Played a lot of pvp to test out the choke. We all agreed the space outside the LosB should be slightly narrower so you can't avoid stalker fire from either cliff. I don't think 4gate is mandatory because attackers will be taking enough fire walking in, a good 3gate should hold. Sentries are useless though, unless you can pull off a trick by hiding the sentry until they try to walk through a partial wall-in and split them in half. Blink is basically mandatory since there is so much cliff space and so much maneuvering room in general.

Still want to play more games, I'll be around in MOTM channel on NA next couple days hoping for some testing.
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-08-29 12:35:19
August 29 2011 12:35 GMT
#33
On August 29 2011 19:16 EatThePath wrote:
Show nested quote +
On August 29 2011 18:45 Samro225am wrote:
On August 29 2011 18:29 Ragoo wrote:
Oh my god an innovative 4p rotational map! Quickly, kill it!

I definitely like the innovation in this one, really want to see how it plays out. I'm a bit concerned about changing the natural to a 6min1gas.

As others have said the main+natural seems to be a bit out of proportion. Normally a main should be around 40 CC units (correct me if I'm wrong) and this one already has near 50 + the natural is huge as well.
I don't necessarily think that's bad but normally you want to keep everything as small as possible, right?^^



i think 40CC already is to big. 25-35 is fine and should be made accordingly to a bigger/smaller nat.
bigger mains are harder to scout (offensivly and defensivly) and easier to drop.

the main is quite circular in shape, so it is not that difficult (50CC size and long/bend is worse), but still it is really big. i do not ask for killing the concept, but at least changing the mai and nat to good proportions. this should free enough space to set the ccw third back a bit and make the map even better.


+ Show Spoiler +
I think the analyzer might be counting the whole area including the two high grounds. When you play the map, it definitely doesn't feel too big. Terran will want that extra space at the in-base expansion. Also, since that is all space behind your main choke, who cares what the proportions are? There's no rule that says you need a bigger blob next to your starting CC than anywhere else. ;D

This map is deceptively subtle with how the choke plays out. It's definitely not too easy to defend. You only get a mini expo anyway.
I would be in favour of shifting the 3rd just a little bit closer to promote taking the outside expansion. The four bases closest to the center need to be juicier for being so vulnerable, and they should have two geysers so as not to be anti-zerg.+ Show Spoiler +


Played a lot of pvp to test out the choke. We all agreed the space outside the LosB should be slightly narrower so you can't avoid stalker fire from either cliff. I don't think 4gate is mandatory because attackers will be taking enough fire walking in, a good 3gate should hold. Sentries are useless though, unless you can pull off a trick by hiding the sentry until they try to walk through a partial wall-in and split them in half. Blink is basically mandatory since there is so much cliff space and so much maneuvering room in general.

Still want to play more games, I'll be around in MOTM channel on NA next couple days hoping for some testing
.


this!

it is all about what you do after having the main and nat setup. The space in the main is not an issue, but the space could be used differently really. the "fourth" is something you might want to take to expand away from your opponent in the current setup, but it is vulnarable from the centre. so either the third should be a definite third that you take before going ccw or the third and the fourth have to be equaly save.
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 29 2011 14:11 GMT
#34
Okay just played on it and I take back my previous concerns. The nat and main has fiitting proportions and the nat only having 6mins1gas is great in relation to the third

Aesthetics are nice and solid and from what I saw PvP should play out fine (possibly better than on normal maps cause you can expand easier?!)
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Archvil3
Profile Joined September 2010
Denmark989 Posts
August 29 2011 18:13 GMT
#35
Thanks for all the feedback guys, its pretty awesome.

The changes I'm going to be looking at first is to move the third closer to the main choke. Even when you spawn counterclock wise from your opponent I want you to take that as your third and not consider the middle expansion as your third. I think that would cause a positional imbalance issue if you were to take that as your third while your oponent get a much easier defendable third.

Second change is going to be to make the middle expansions full mining bases with 8m2g instead of 6m1g.

I've also had a lot of feedback regarding the choke. Some say it should be smaller to make it a better defendable position. My worry is that it becomes too good and nearly impossible to attack.

I will also have another look at the aesthetics, I hear improvements can be made.

I'm gonna start working on the changes as soon as I get rid of my cold(thanks MLG for messing up my sleep schedule and depriving me of my sleep causing me to leave work today with a cold and a massive headache! )
Let thy speech be better than silence, or be silent.
Archvil3
Profile Joined September 2010
Denmark989 Posts
Last Edited: 2011-09-04 17:54:24
September 04 2011 17:12 GMT
#36
First update of Dark Matter

[image loading]

The thirds have been pushed a bit closer to the choke/natural. It was a bit too hard to take and defend when spawning ccw compared to the cw who had a much easier 3rd. I may change it a bit more and push it back further if it's still the case that ccw spawn is worse off then cw.

The middle expansions are now full 8m/2g bases.

I will work on an aesthetic update as well. More creep and destruction of the map to come!

Update available on EU and NA.
Let thy speech be better than silence, or be silent.
Icetoad
Profile Joined May 2010
Canada262 Posts
September 10 2011 03:02 GMT
#37
Man I hope this map gets chosen in MoTM#9 so much unique feature in the map and it plays really well, with the new update
Map Maker of Nimbus
Archvil3
Profile Joined September 2010
Denmark989 Posts
November 07 2011 22:41 GMT
#38
Update!

I finally did the update that I wanted to make 2 months ago.

All lowground was raised to highground and all highground was raised to double highground. This allowed me redesign the center and put it on lowground.

The small highground near 3rd/4th that was previously pathable is now covered in doodads and unpathable.


New Overview picture
+ Show Spoiler +
[image loading]


Angled Overview
+ Show Spoiler +
[image loading]
Let thy speech be better than silence, or be silent.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
November 07 2011 23:00 GMT
#39
This map is genius
ModeratorI am still alive, somehow
TL+ Member
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
November 17 2011 00:00 GMT
#40
I have to say, the more I see this map, the more I fall in love with everything about it.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
OSC
08:00
OSC Elite Rising Star #21
CranKy Ducklings22
CranKy Ducklings SOOP8
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nathanias 118
mouzStarbuck 63
EmSc Tv 12
EnDerr 7
StarCraft: Brood War
Artosis 251
ProTech26
Dota 2
syndereN412
monkeys_forever126
League of Legends
Doublelift3701
JimRising 517
Counter-Strike
zeus377
jkaem66
Other Games
gofns24083
summit1g8335
Grubby2242
singsing1005
Coldzera 837
FrodaN740
shahzam320
PiGStarcraft250
byalli177
Pyrionflax174
C9.Mang0168
Liquid`Hasu153
XaKoH 144
NeuroSwarm71
ViBE52
Fuzer 41
Mew2King40
Railgan18
Organizations
Other Games
BasetradeTV154
Counter-Strike
PGL102
StarCraft 2
EmSc Tv 12
EmSc2Tv 12
StarCraft: Brood War
lovetv 10
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 73
• musti20045 28
• davetesta16
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• HerbMon 26
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3178
• Jankos2787
Other Games
• imaqtpie697
• Shiphtur225
Upcoming Events
IntoTheTV X SOOP
1d 11h
Reynor vs Solar
ByuN vs SHIN
Clem vs MaxPax
herO vs Rogue
IPSL
1d 17h
WorsT vs nOmaD
Dewalt vs andersOn
AI Arena Tournament
1d 19h
IntoTheTV X SOOP
2 days
IPSL
2 days
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
2 days
Replay Cast
3 days
Sparkling Tuna Cup
4 days
WardiTV Invitational
4 days
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
PiGosaur Cup
5 days
[ Show More ]
The PondCast
6 days
KCM Race Survival
6 days
WardiTV Invitational
6 days
Liquipedia Results

Completed

Proleague 2026-11-04
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
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
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

Sector 951
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals 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.