• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:09
CEST 12:09
KST 19:09
  • 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 Qualifiers19Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid25
StarCraft 2
General
MaNa leaves Team Liquid Maestros of the Game 2 announced 2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSL Season 1 Qualifiers INu's Battles#14 <BO.9 2Matches> GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event
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
BGH Auto Balance -> http://bghmmr.eu/ Leta's ASL S21 Ro.16 review ASL21 General Discussion BW General Discussion Data needed
Tourneys
[ASL21] Ro16 Group D [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [ASL21] Ro16 Group C
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 Diablo IV Total Annihilation Server - TAForever Starcraft Tabletop Miniature Game
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
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread McBoner: A hockey love story
World Cup 2022
Tech Support
Strange computer issues (software) [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: 1461 users

[M] (4) TPW Damage Inc.

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-20 22:49:31
September 03 2011 17:07 GMT
#1
[image loading]

-Banner by funcmode-


Hi guys,
finally finished my latest project. was quite some work to get everything done. specially the texture gave me some headache at the beginning.

Description:
The Map is split into 2 1v1 Maps. u only can spawn topleft/bottomright or topright/bottomleft. i used a new technique to block ramps. it was used before in BW but never in sc2. i blocked 2 ramps with minerals and each of them have something around 20 minerals value.
it enables a new map design. in this case u can, for example forge fe at the top left base and be safe from rushes while having a backdoor to your third. because nobody will bring 3-5 workers to mine the way open.

General:
+ Show Spoiler +
Texture: Tarsonis/Costum
Playable: 131x126
Expands: 12
Xel'Naga: 2

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/q7BOr.jpg

AnalyzerOverview:
+ Show Spoiler +
[image loading]

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

Old:
+ Show Spoiler +
Design Influence:
+ Show Spoiler +
[image loading]

General:
+ Show Spoiler +
Texture: Costum
+ Show Spoiler +
[image loading]

Playable: 162x145
Expands: 12
Xel'Naga: 2
Uploaded on EU

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/qmn7l.jpg

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

Analyzer TopLeft/BottomRight:
+ Show Spoiler +
[image loading]
[image loading]

Analyzer TopRight/BottomLeft:
+ Show Spoiler +
[image loading]
[image loading]

Pictures:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


TPW Mapmaking Team
Gl!tch
Profile Joined December 2010
United States573 Posts
September 03 2011 17:21 GMT
#2
Super cool, i've heard of and am looking for the niflhiem tileset, where is it? :O
“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
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
September 03 2011 17:41 GMT
#3
woah this is sick, cant wait to see some games played on it
Fearlezz
Profile Joined April 2010
Croatia176 Posts
September 03 2011 17:50 GMT
#4
Looks so, so good!, I only worry about naturals @ 11, 5 being easily siegeable from behind the mineral block.

Also, I'd add a ramp to the high ground @ 1, 7 above the choke and make it pathable (like Bel'Shir Beach) to help with defending in PVP. But even if it stayed like this it wouldn't make the map any less awesome.
Mereel
Profile Joined February 2010
Germany895 Posts
September 03 2011 18:02 GMT
#5
On September 04 2011 02:50 Fearlezz wrote:
Looks so, so good!, I only worry about naturals @ 11, 5 being easily siegeable from behind the mineral block.

Also, I'd add a ramp to the high ground @ 1, 7 above the choke and make it pathable (like Bel'Shir Beach) to help with defending in PVP. But even if it stayed like this it wouldn't make the map any less awesome.


hm the siegetank problem is actually true^^
i think i did that because Sanctuarium has the same setup and it works there.
+ Show Spoiler +
[image loading]

if its a major problem then i have to rework the whole side...i dont wanna do that :D
TPW Mapmaking Team
Fearlezz
Profile Joined April 2010
Croatia176 Posts
September 03 2011 18:06 GMT
#6
The only difference between defending against siege tanks on these two maps is that you either have to mine all mineral block patches very, very early or go way, way around to even be able to engage the tanks. I don't really want for you to having to rework the whole side, but I do see it as a concern in my eyes.

Who knows, maybe it ends up not being a big deal after all, fingers crossed for that ^^
Mereel
Profile Joined February 2010
Germany895 Posts
September 03 2011 18:06 GMT
#7
On September 04 2011 02:21 Gl!tch wrote:
Super cool, i've heard of and am looking for the niflhiem tileset, where is it? :O


u can change the texture the 'original' texture uses. its in the data editor and then in the texturelist.
search for nilfheim or nilf.
TPW Mapmaking Team
dezi
Profile Blog Joined April 2010
Germany1536 Posts
September 03 2011 18:17 GMT
#8
I would change the mineral values on the ones blocking the passages to a amount where a single MULE isn't enough to deplete them
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
September 03 2011 18:22 GMT
#9
On September 04 2011 03:17 dezi wrote:
I would change the mineral values on the ones blocking the passages to a amount where a single MULE isn't enough to deplete them



this is true, it would be really easy to do a marine/marauder stim attack, and then just drop a single mule to give you a back way in
Ragoo
Profile Joined March 2010
Germany2773 Posts
September 03 2011 18:24 GMT
#10
Just played on it, cross spawn didn't work ;( Aesthetics are amazing and the middle platform is really cool !

I think the sieging of the nat is more like on Shakuras, but better since as defender you can easily mine those mineral patches. It's fine I'd say. (btw, interesting that we both chose to give our mineral blockers 15 minerals, guess it's officially the perfect number then ).

As I said in the MotM thread, if you don't know how you make the minerals that block not mineable by MULEs and MULEs become a problem, I know a solution.

Problem I see is that you can easily cover a lot of bases.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 03 2011 18:25 GMT
#11
--- Nuked ---
Mereel
Profile Joined February 2010
Germany895 Posts
September 03 2011 18:31 GMT
#12
On September 04 2011 03:25 Barrin wrote:
This is fucking beautiful!

I spotted a dot of terrain that isn't symmetrical - look closely at the big ramp right outside nat choke on top left and bottom right.


i dont see anything^^
TPW Mapmaking Team
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 03 2011 19:08 GMT
#13
On September 04 2011 03:31 Mereel wrote:
Show nested quote +
On September 04 2011 03:25 Barrin wrote:
This is fucking beautiful!

I spotted a dot of terrain that isn't symmetrical - look closely at the big ramp right outside nat choke on top left and bottom right.


i dont see anything^^

It's super minor.
On a more positive note, this map is AMAZING! Are there forced opposite spawns? Because I love positional imbalance
Moderatorshe/her
TL+ Member
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-09-03 20:08:48
September 03 2011 19:56 GMT
#14
This map is insane. In a bad way.

1 vs 7
Wide chocke no ramp to main. PvP thrown out of the window right there. TvT early aggression will be strong as hell, and that will lead to very luck based games.
Now natural is easy to defend. That will mean pretty much force terran and protoss to FE, which zerg countters by trying to take fast third. On those positions that will be no problem. Zerg over powered.
TvP would be the most resonable match up here I think, but still I think it will be terran favored because of the general openness of the map and because taking 3rd/4th/5th/6th is kinda easy.

4 vs 10
Zerg is a bit underpowered. Main base extend to very easy ramp defense + natural choke defense. 3rd is hard to take before you have opened a pathway but easy after that. Also terran/protoss only needs to hold 3 chokes that are near to each other to secure 6 bases out of 14. Overall, pretty nice macro favored play.


Suggestions:
You cannot leave the 1vs7 main chocke how it is. I am pretty sure. Also I would like if you did this (or something equivalent):
[image loading]
It would make the redic easy 3rd in 1vs7 spawns a bit harder, make use of the one useless base you have on your map atm with 4vs10 and the base you can secure after mining the wall out harder.
monitor
Profile Blog Joined June 2010
United States2409 Posts
September 03 2011 20:10 GMT
#15
Nice map! I have to say I like the suggestion that Sea_Food gives of adjusting the 3rds so that there is only one. Right now the map seems very saturated (expos are very very close), and it wouldn't hurt to remove one. There are a couple other suggestions I have:

[image loading]

Firstly, I would adjust the top left and bottom right naturals so they can be walled at a single choke, highlighted in red. This way you can remove the mineral walls, which are really annoying when you try to take a third, and can be abused by tanks very easily. They're also not necessary in this situation imo.

Next I would make the bottom left and top right natural's on highground. To me, either the main or natural needs a highground advantage. This way static defense is more viable for defending, and PvP isn't a nightmare.

Lastly I would remove the thirds and put one expo between them. Right now it's pretty turtley because of the short distance to that expansion and is a bit too easy to hold. My picture is not exactly perfect, but you could probably do something similar.

#1 is a good option for an aggressive 3rd, likely for Terran or Protoss in the top left/bottom right.
#2 is a good option for a defensive 3rd, likely for Zerg in any positions.
https://liquipedia.net/starcraft2/Monitor
Mereel
Profile Joined February 2010
Germany895 Posts
September 03 2011 20:11 GMT
#16
the thing is that u misinterprate the expand patterns. if u start at 10 i take my natural and then the base below it as third, not the one the analyzer shows as third.

i know the choke ala taldarim altar is not that popular, but we still play taldarim right?
it is a problem in pvp no doubt, but i dont change it for one matchup.....i knew that as i designed the map.
if the other matchups evolve how u say it then i have to ofc.
TPW Mapmaking Team
MuteZephyr
Profile Joined August 2010
Lithuania448 Posts
September 03 2011 20:18 GMT
#17
Wow, so pretty, I love the design and the bringing back of the blocking minerals. I don't really have design suggestions since I haven't played on it yet, but I love the aesthetic. I really miss snow maps. I want to see one in the ladder pool so bad...
I don't Micro, I FEMTO. That's 9 orders of magnitude more extreme.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
September 03 2011 20:23 GMT
#18
On September 04 2011 05:11 Mereel wrote:
the thing is that u misinterprate the expand patterns. if u start at 10 i take my natural and then the base below it as third, not the one the analyzer shows as third.

i know the choke ala taldarim altar is not that popular, but we still play taldarim right?
it is a problem in pvp no doubt, but i dont change it for one matchup.....i knew that as i designed the map.
if the other matchups evolve how u say it then i have to ofc.


I do not misinteprate it. I know it is like you say, but the thing is, it would be better if it werent so.

Also we would not play tal darim if the main chocke there was as wide as it is in your map.
monitor
Profile Blog Joined June 2010
United States2409 Posts
September 03 2011 20:27 GMT
#19
On September 04 2011 05:11 Mereel wrote:
the thing is that u misinterprate the expand patterns. if u start at 10 i take my natural and then the base below it as third, not the one the analyzer shows as third.

i know the choke ala taldarim altar is not that popular, but we still play taldarim right?
it is a problem in pvp no doubt, but i dont change it for one matchup.....i knew that as i designed the map.
if the other matchups evolve how u say it then i have to ofc.


I didn't misinterpret the expo pattern, I think that third base is definitely a bit too close. Right now the reinforce distance is really short, it's pretty choked, and there's an extremely easy fourth, fifth, and sixth base connected to it. It'll probably result in a lot of turtling imo, and adjusting the third so that there's only 5 bases per side (and one aggressive expo) would reduce the turtling and improve gameplay I think.

TalDarim has a mostly-highground natural. There is another entrance, but you can abuse the highground very easily since the long path is considerably longer to use in a normal situation. On this map, the third's ramp is a bit too far away and wide open to be able to use. PvP will be a slightly wonky (bit worse than taldarim), and also TvZ and TvP because you can't use the highground for bunkers, tanks, forcefields, cannons, banelings, or spine crawlers which are used in most FEs. It'll also make defending hellions TvZ very hard since you can't block any ramps with queens or roaches. I think making the natural highground would be an easy change to improve these potential flaws/imbalances.
https://liquipedia.net/starcraft2/Monitor
Mereel
Profile Joined February 2010
Germany895 Posts
September 04 2011 16:14 GMT
#20
Different attemps to solve the issue:

Open version (not finished, no idea what to do):
[image loading]

Weird version (dont like it):
[image loading]

Different Ramps (the bases are the same but the ramps are bigger):
[image loading]
[image loading]

i like the last one the most. filling up the open space if i would use one base looks just 'madeup' to solve something. or someone shows me a good design.

there is just too much space

TPW Mapmaking Team
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Sparkling Tuna Cup
10:00
Weekly #129 (TLMC 22 Edition)
Railgan40
CranKy Ducklings31
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech134
RotterdaM 105
SortOf 89
Railgan 40
MindelVK 5
StarCraft: Brood War
Britney 23409
Jaedong 683
BeSt 239
ZerO 232
actioN 223
Sexy 123
Pusan 110
Dewaltoss 93
Light 52
Sharp 43
[ Show more ]
sorry 38
NotJumperer 25
HiyA 22
Last 19
Sacsri 17
Shine 16
SilentControl 12
IntoTheRainbow 4
Dota 2
Gorgc3074
NeuroSwarm448
XaKoH 443
XcaliburYe195
League of Legends
JimRising 477
Counter-Strike
allub511
x6flipin219
Heroes of the Storm
Khaldor297
Other Games
singsing1334
B2W.Neo442
Pyrionflax107
Mew2King43
ZerO(Twitch)16
Organizations
Dota 2
PGL Dota 2 - Main Stream18863
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• StrangeGG 57
• CranKy Ducklings SOOP2
• Kozan
• sooper7s
• Migwel
• LaughNgamezSOOP
• IndyKCrew
• intothetv
• AfreecaTV YouTube
StarCraft: Brood War
• blackmanpl 13
• iopq 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1474
League of Legends
• Jankos1579
• TFBlade1280
Upcoming Events
WardiTV Map Contest Tou…
52m
MaxPax vs SHIN
Clem vs Classic
Ladder Legends
4h 52m
Solar vs GgMaChine
Bunny vs Cham
ByuN vs MaxPax
BSL
8h 52m
CranKy Ducklings
13h 52m
Replay Cast
22h 52m
Wardi Open
23h 52m
Afreeca Starleague
23h 52m
Soma vs hero
Monday Night Weeklies
1d 5h
Replay Cast
1d 13h
Replay Cast
1d 22h
[ Show More ]
Afreeca Starleague
1d 23h
Leta vs YSC
Replay Cast
3 days
The PondCast
3 days
KCM Race Survival
3 days
Replay Cast
4 days
Replay Cast
4 days
Escore
4 days
Replay Cast
5 days
Replay Cast
5 days
IPSL
6 days
Ret vs Art_Of_Turtle
Radley vs TBD
BSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W4
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

Upcoming

Escore Tournament S2: W5
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.