• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:42
CEST 11:42
KST 18:42
  • 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
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Weekly Cups (June 30 - July 6): Classic Doubles0[BSL20] Non-Korean Championship 4x BSL + 4x China5Flash Announces Hiatus From ASL63Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event22
StarCraft 2
General
Weekly Cups (June 30 - July 6): Classic Doubles Program: SC2 / XSplit / OBS Scene Switcher The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Weekly Cups (June 23-29): Reynor in world title form?
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
SC uni coach streams logging into betting site Player “Jedi” cheat on CSL Flash Announces Hiatus From ASL BW General Discussion Practice Partners (Official)
Tourneys
[BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational The Casual Games of the Week Thread [BSL20] Grand Finals - Sunday 20:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread What do you want from future RTS games? Beyond All Reason
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2024! Summer Games Done Quick 2025! Russo-Ukrainian War Thread
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 646 users

[M](2) Montane

Forum Index > SC2 Maps & Custom Games
Post a Reply
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-10-30 22:39:25
September 20 2011 03:18 GMT
#1
MONTANE 1.1

[image loading]

Spore seeds predating the Zerg invasion have been found frozen in the soil of these polar mountains. The biochemical markers of these spores bear the genetic signature of a Zerg subtype thought extinct.

This is the second of my maps that I have posted here. This map is supposed to be "blizzard Style" for MOTM 10.

+ Show Spoiler [overview] +

[image loading]
Big Version

+ Show Spoiler [analyzer summary] +

[image loading]

+ Show Spoiler [old versions] +

v1.0
[image loading]

+ Show Spoiler [natural walloff] +

[image loading]

+ Show Spoiler [beauty shots] +

[image loading]
[image loading]
[image loading]


STATS:
dimensions: 176x94
main2main: 172
nat2nat: 115

spawns: 2
bases: 10 blue, 2 gold
rocks: 8
xwt: 1

FEATURES:

blizzard style
+ Show Spoiler +
only one tileset (Haven) and mostly consistent doodads
8min 2gas blue expands and 6min 2gas gold expands
rocks blocking 3rd
exposed golds near the middle of the map
watchtower right in the middle of the map

though the 3rd is blocked by rocks, it is possible that greedy expanders might want to go for the corner bases first as they are very protected until the other rocks are destroyed

And the map has falling snow!!!!!!!

CONCERNS:

Probably a lot of other things, I am not an expert player or mapper.

FEEDBACK AND COMMENTS

please post your feedback, comments and suggestions so that I can improve this map!

If you want to try it out, the map is published under the name "Montane" on the NA server.
This is it... the alpaca lips.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
September 20 2011 03:48 GMT
#2
I feel like i'm looking at Bizzaro Daybreak here o_O
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
September 20 2011 07:06 GMT
#3
fucking rocks at the third
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 20 2011 13:14 GMT
#4
On September 20 2011 16:06 EcstatiC wrote:
fucking rocks at the third


You do know this is meant for motm 10 which is "blizzard style"? Regardless, thanks for the helpful comment. ^_^

I really like the looks of this map. I'm going to play some games on it before I give any feedback, except to mention that I think the tower in the middle is just fine. Otherwise there would be little incentive to try and control that center vertical lane.
Comprehensive strategic intention: DNE
Shorty90
Profile Joined July 2011
Germany154 Posts
September 20 2011 13:38 GMT
#5
As far as I can tell, this map rocks (pun maybe intended^^).
Can you please post high res. overview pictures and analyzer distances? It's a little hard to look at details.
I can't believe I ate the whole thing.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-09-20 14:17:10
September 20 2011 14:15 GMT
#6
Main: good size and shape. I think the forward looking cliff is intersting. Did you put two siegetanks up there to check their range? at the edge towards the third is a shape the same for two little noses. you might want to change one.

Natural: it looks open and wall ins around the nexus leave you with extremly little space. terran might be better off with siegetanks and the cliffs above. Would be nice if you could some images about walls/block options. Normally you do not want to dictate the player to do a FE, wall, etc.

Highround:
seems to be of big importance for both entries into the nat and for both expansion directions.i think it should be shaped or positioned differently to do two things: get both side expansions closer to allow expansion in both directions. you then might even feel comfortable to remove all rocks.

Towerplacement: it is fine, but the space is a bit narrow around it. also

Paths: i like what you did with lots of alternatives, but the central valley could be a bit shorter, so that you are able to flank and shift left to right easier.

question: what is the exact n2n? it should not be that diofferent from the m2m, so i do not understand your comment.

Suggestion: in general a less wider map with more economic use of open space would result in a better map.with some copy paste you can make a solid into a really good map imo. oh, and rocks?
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-09-21 02:09:59
September 20 2011 17:24 GMT
#7
Thanks for the feedback!

fucking rocks at the third

oh, and rocks?

Even though the close third is blocked by rocks, greedy expanders are supposed to be able to expand into the corner expansion where they wil be protected by the diagonal rocks for a while. more conservative expanders will have to wait to destroy the rocks on the closer third. (and what kind of blizz map doesn't have a hard to take third? ).

I think the forward looking cliff is intersting. Did you put two siegetanks up there to check their range?

Thinking of it, siegetanks and other ranged units might be a little too strong at that point, I might change this in the future.

question: what is the exact n2n? it should not be that diofferent from the m2m, so i do not understand your comment.

main2main = 171
nat2nat = 115

kinda a large difference, mostly due to the fact that the natural is in front of the main instead of at the side (the main to nat distance actually is pretty short)

new pictures for OP coming soon. now uploaded

edit: grammer
This is it... the alpaca lips.
Alpino
Profile Joined June 2011
Brazil4390 Posts
September 20 2011 17:53 GMT
#8
Looks like daybreak.
20/11/2015 - never forget EE's Ember
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 23 2011 01:58 GMT
#9
So! First things first: in game, that fog is THICK. It makes it tough to see at times, along with the somewhat darker lighting. It's really cool. I think it might be too distracting for competitive play, but if you toned it down a hair, or brightened the lightning a little, it'd be alright.

Apart from that, I didn't see anything really wrong in my few games. One thing I noticed before that was present in the games as well... the lefthand 3rd is a little bit close to the gold across from it. It makes it so those bases are awkward in the late game. I think you should tuck that lowground base further back, nearly up against the mineral line of the nat.

Random thoughts: Walling off pvz is defintely possible for an FE, but very wonky. It's kind of cool. ^^ The ramp up from the 3rd with the rocks.... is scary. But the open space at the bottom gives you enough room to let them come down before you engage, which is good. Also you can meet them at the top if you're watching the map, and I like that you can control 3 bases on 2 chokes with an army ready to pivot, IF you have map control. The rocks near the tower aren't needed I don't think. I'd prefer if they were on either side of it to make it really choky but you can open it up, so they matter more throughout the game. Aesthetically, I would try to include some more textures that resemble snow or ice. If this is for motm10 then I understand and it's okay. The atmosphere is more stormy than icy, but it's still cool. The abundance of rock textures in broad swaths at the moment gives a sense of mountainous terrain in a weird "illustrated" way because that texture style is at odds with how they are normally used. The rush distance is good, and distance between bases, except the gold bases across from the optional 3rd.
Comprehensive strategic intention: DNE
Namrufus
Profile Blog Joined August 2011
United States396 Posts
September 23 2011 03:40 GMT
#10
Thanks for the Feedback! I really appreciate it.


in game, that fog is THICK. It makes it tough to see at times, along with the somewhat darker lighting. It's really cool. I think it might be too distracting for competitive play, but if you toned it down a hair, or brightened the lightning a little, it'd be alright.

do you mean the doodad clouds or the graphical blue fog? The weather doodads shouldn't be visible on low graphics so it might be ok. I'll probably bump up the lighting a bit more or get rid of some of the graphical fog, it is abit dark. I would be really sad if I had to get rid of the doodad clouds and snow tho (too bad you can't set alpha values for doodads)


One thing I noticed before that was present in the games as well... the lefthand 3rd is a little bit close to the gold across from it. It makes it so those bases are awkward in the late game. I think you should tuck that lowground base further back, nearly up against the mineral line of the nat.

I can see what you mean, I'm going to try to move the geometry of that area around to improve this.


The rocks near the tower aren't needed I don't think. I'd prefer if they were on either side of it to make it really choky but you can open it up, so they matter more throughout the game

I actually had them exactly like this right up until a few seconds before I published the map, I changed it because I thought it would make the middle a little too chokey, I'm probably going to widen the middle path just a little though, so I almost definantly will take your suggestion.

did you notice if the highground arm on the main seemed to be abusable or overpowered for certain units (siege tanks)?

map update coming soonish, maybe.
This is it... the alpaca lips.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 23 2011 17:52 GMT
#11
The most distracting thing was the doodad fog above the ground because you had to see through it to see anything. Once you get used to it it's okay but I think it's off-putting at first. Play around with it. I use low settings except for high on effects, which is why I can still see the doodad fog and atmospheric fog but the lighting is low (crappy).

The highground arm in the main was pretty cool I thought. Since it's usually hard to break into a terran base anyway, I wouldn't worry about tanks up there too much. Generally the opponent wins the game with an economic or tech lead, not by crashing into tanks at the main/nat/sort-of-covers-the-3rd. One thing about it that's cool is that you can use it for harassment and hiding if they don't have vision there. I put a pylon there before expanding to get a jumpstart on walling off, which is neat.
Comprehensive strategic intention: DNE
Namrufus
Profile Blog Joined August 2011
United States396 Posts
September 30 2011 05:36 GMT
#12
Map Update: v1.1

Central Path widened slightly
Corner bases pushed back way from golds, added side rocked entrance
cloud doodads now much more localized
increased lighting
added more doodads
improved some texturing

see OP for new pictures

I'm still looking to improve the on the layout, so please post any comments, feedback, or suggestions!

and


The most distracting thing was the doodad fog above the ground because you had to see through it to see anything. Once you get used to it it's okay but I think it's off-putting at first. Play around with it. I use low settings except for high on effects, which is why I can still see the doodad fog and atmospheric fog but the lighting is low (crappy).


ok, yeah, the doodads are really distracting with those settings, and low shaders messes up the falling snow as well.After trying a couple of things I have removed most of the cloud doodads and increased the lighting a bit.
This is it... the alpaca lips.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2011-09-30 12:41:49
September 30 2011 12:41 GMT
#13
Everyone keeps making better maps than me
+ Show Spoiler +
It's ok though
Moderatorshe/her
TL+ Member
TwistedFate
Profile Joined September 2011
United Kingdom9 Posts
September 30 2011 23:29 GMT
#14
I like the layout of this map, Im not sure about the look around the edges but thats probably not on your mind at the moment

If your worried about the mains not being harassable why don't you just increase the map bounds slightly each direction?
Please log in or register to reply.
Live Events Refresh
Next event in 1h 18m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Creator 29
StarCraft: Brood War
Hyuk 891
Soma 278
Stork 138
sSak 98
Pusan 94
Sharp 74
sorry 56
Aegong 33
Mind 24
ZerO 21
[ Show more ]
zelot 21
yabsab 17
Free 16
IntoTheRainbow 6
ivOry 1
Dota 2
XaKoH 498
XcaliburYe460
Counter-Strike
shoxiejesuss700
Super Smash Bros
Mew2King266
Other Games
ceh9690
Stewie2K556
Pyrionflax229
crisheroes209
SortOf132
rGuardiaN101
ZerO(Twitch)1
Organizations
Other Games
gamesdonequick28450
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH368
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2268
League of Legends
• HappyZerGling124
Upcoming Events
Wardi Open
1h 18m
Replay Cast
14h 18m
Sparkling Tuna Cup
1d
WardiTV European League
1d 6h
MaNa vs sebesdes
Mixu vs Fjant
ByuN vs HeRoMaRinE
ShoWTimE vs goblin
Gerald vs Babymarine
Krystianer vs YoungYakov
PiGosaur Monday
1d 14h
The PondCast
2 days
WardiTV European League
2 days
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
uThermal 2v2 Circuit
2 days
Replay Cast
2 days
RSL Revival
3 days
ByuN vs SHIN
Clem vs Reynor
[ Show More ]
Replay Cast
3 days
RSL Revival
4 days
Classic vs Cure
FEL
4 days
RSL Revival
5 days
FEL
5 days
FEL
5 days
Sparkling Tuna Cup
6 days
RSL Revival
6 days
FEL
6 days
Liquipedia Results

Completed

BSL Season 20
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.