• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:46
CEST 14:46
KST 21:46
  • 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] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)55Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1
StarCraft 2
General
How do you feel about the mass reverts in the 5.0.17 PTR? StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) SC4ALL: II SC2 Complete Invited Player Lineup StarCraft open world shooter announced at BlizzCon Weekly Cups (Sept 21-27): herO and ByuN double
Tourneys
2026 GSTL Grand Finals Sea Duckling Open (Global, Bronze-Diamond) Stellar Fest TWO the Moon (Dec 16-20) SC2 INu's Battles#21 [ 3-Days tournament ] ScienceCraft (October 24-25) - Live Event
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
Fantasy returning? BW General Discussion Bot on ladder ASL22 General Discussion a Announcement on the JEDI Ringing
Tourneys
[ASL22] Ro8 Day 4 [Megathread] Daily Proleagues [ASL22] Ro8 Day 3 [ASL22] Ro8 Day 2
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
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
Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8514 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 Country52798 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
ModeratorI am still alive, somehow
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
Next event in 14m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko482
ProTech137
Rex 16
StarCraft: Brood War
Britney 50024
Bisu 1856
Horang2 1183
Hyuk 483
BeSt 454
Soma 400
Mini 333
EffOrt 329
Light 299
Larva 261
[ Show more ]
Rush 128
ZerO 125
Mong 99
Barracks 80
Leta 77
Sea.KH 59
Snow 55
ToSsGirL 49
Pusan 47
Mind 37
Shinee 37
Aegong 28
JYJ 26
Bale 24
Yoon 23
Sexy 23
sorry 19
Noble 12
JulyZerg 11
Terrorterran 11
Icarus 9
ajuk12(nOOB) 8
Dota 2
Gorgc3335
XaKoH 361
Counter-Strike
Fnx 36
Heroes of the Storm
crisheroes1331
Khaldor1053
Other Games
gofns36497
singsing2250
olofmeister1296
B2W.Neo350
hiko275
Livibee185
Mew2King77
ArmadaUGS59
ZerO(Twitch)9
Liquid`VortiX0
Organizations
Dota 2
PGL Dota 2 - Main Stream209
StarCraft 2
TaKeTV 18
StarCraft: Brood War
lovetv 10
[ Show 11 non-featured ]
StarCraft 2
• Berry_CruncH194
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 21
• FirePhoenix7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Stellar Fest
14m
OSC
9h 14m
CranKy Ducklings
21h 14m
Online Event
22h 14m
FEL
1d 3h
AI Arena Tournament
1d 4h
BSL: Ladder Tournament
1d 6h
Sparkling Tuna Cup
1d 21h
INu's Battles
1d 23h
herO vs Classic
Percival vs Rogue
BSL Open Qualifier
2 days
[ Show More ]
BSL Open Qualifier
2 days
Replay Cast
2 days
Afreeca Starleague
2 days
Rush vs Light
WardiTV Weekly
2 days
Replay Cast
3 days
Afreeca Starleague
3 days
Soma vs Soulkey
INu's Battles
3 days
SHIN vs Cure
ByuN vs Zoun
PiGosaur Cup
4 days
The PondCast
5 days
INu's Battles
5 days
Liquipedia Results

Completed

Proleague 2026-09-30
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
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
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
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
Custodian Cup
Copium Cup
PGL Major Singapore 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
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.