• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:24
CEST 13:24
KST 20:24
  • 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] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
New 3v3 BGH Ladder (and more) on ShieldBattery!30Weekly Cups (August 17-23): Zerg dominate the week5Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7
StarCraft 2
General
SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? Balance hotfix patch 5.0.16b (July 16) Weekly Cups (August 17-23): Zerg dominate the week Starcraft2 player guess game is Coming~!
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
BW General Discussion [Personal Project Share] Terran Defense v0.60 New 3v3 BGH Ladder (and more) on ShieldBattery! [ASL22] Ro24 Preview: Siren's Call Farewell Beloved Starcraft (Youtube Videos)
Tourneys
Escore Tournament - Season 3 [Megathread] Daily Proleagues [ASL22] Ro24 Group F KCM Race Survival 2026 Season 3
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread Canadian Politics Mega-thread Dating: How's your luck?
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9094 users

[M] (2) Through the Never

Forum Index > SC2 Maps & Custom Games
Post a Reply
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-20 22:51:49
October 06 2011 00:42 GMT
#1
[image loading]

-Banner by Johanaz-


Another entry for the TL Contest. Its a remake from Judicator Caste. I didnt like the old version all that much so i changed quite a bit. Also i used Blizzard esque Texture.
This wont be a TPW Map because its quite experimental with the bridges and the shape. Setting a certain standard to our teammaps this didnt made it, also Judicator will be no TPW map anymore.

Changes:
+ Show Spoiler +
- Map is smaller overall
- remade the top left and bottom right area
- made it more pleasant to the eye, judicator was really hectic
- moved third is towards natural a bit
Old Overview:
[image loading]

General:
+ Show Spoiler +
Mapname: Through the Never
Uploaded: EU
Player: 2
Playable Bounds: 135x152
Bases: 10
XWT's: 2
Rocks: 2
Main/Main: 159
Nat/Nat: 114

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/l2kin.jpg

Analyzer Overview:
+ Show Spoiler +
[image loading]

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

Screenshots:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
TPW Mapmaking Team
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
October 06 2011 00:47 GMT
#2
What I don't like is the split map scenario that will happen in the late game.
ModeratorI am still alive, somehow
TL+ Member
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
October 06 2011 00:49 GMT
#3
The third is easy to take, but the true problem lies in what TehTemplar said. If you draw a horizontal line through the middle-games be long.
FOR GREAT JUSTICE! Bans for the ban gods!
RumbleBadger
Profile Joined July 2011
322 Posts
October 06 2011 01:04 GMT
#4
I really, really like this layout, besides the split map issue. The interplay between open and chokes and the high ground diagonals is just fun.

Sadly, I can't really think of an easy fix for split map scenario. It needs some sort of central bases or a possibility of expanding into the opposite half to really fix it. Maybe if you push the fifth towards the opposite main a tad and then make it a high ground with another ramp leading off on the other side of the xel'naga tower (so the players can come in from both sides easier) it could work.

Overall, a very solid map though. And I love the aesthetics. I always wanted to use the typhon set but could never get it to work right. Nice job.
Games before dames.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 06 2011 01:09 GMT
#5
Ohmygodthislookslikedestination!!

Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Mereel
Profile Joined February 2010
Germany895 Posts
October 06 2011 01:33 GMT
#6
On October 06 2011 10:09 FlopTurnReaver wrote:
Ohmygodthislookslikedestination!!


TPW Mapmaking Team
monitor
Profile Blog Joined June 2010
United States2409 Posts
October 06 2011 02:06 GMT
#7
On October 06 2011 10:33 Mereel wrote:
Show nested quote +
On October 06 2011 10:09 FlopTurnReaver wrote:
Ohmygodthislookslikedestination!!




That is definitely a good thing, but the only similarity I can find is the two bridges in the middle. I like this though! My only problem is that there is really only one map split- every game will be the same expansion patter. This is not necessarily a horrible thing, but it is something to keep in mind.
https://liquipedia.net/starcraft2/Monitor
BeeNu
Profile Joined June 2011
615 Posts
Last Edited: 2011-10-06 03:27:08
October 06 2011 03:25 GMT
#8
If you did want to change the whole "split map" scenario then the easiest method I can see would be to open up a passage between the natural expansions and the expansions directly above and below them, possible covered by destructible rocks similar to the backdoor passages in Xel'Naga Caverns and it would give another option on where to expand to a Third instead of it being so clearly defined.

Your overall spacing of things looks really nice though.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
October 06 2011 05:02 GMT
#9
I have a feeling Metallica might come around claiming copyright one of these days...
aka ChillyGonzalo / GnozL
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 06 2011 05:32 GMT
#10
Not a very engaging layout, for me. There's just not a whole lot to... do. You have essentially no choices in expanding, and there are too many interconnected routes to make any one spot worth holding on to. I know there's a high ground... but if you're there, someone can threaten your 5th and your main and having been at the high ground did nothing for you. Ditto 4th and 3rd. To me it seems like you'll have to constantly watch all the paths.

I don't really like that the towers are unreliable to watch for drops at the natural (that can fly at the edge and dodge them), and that avoiding one or the other is easy. Only if you control both does it provide "security".
Comprehensive strategic intention: DNE
Mereel
Profile Joined February 2010
Germany895 Posts
October 06 2011 13:38 GMT
#11
On October 06 2011 14:02 Fishgle wrote:
I have a feeling Metallica might come around claiming copyright one of these days...

i dont think so^^

and i dont see any problem with the one way expand layout or the split map, its just what it is.
i know the trend goes towards 2 expand options after the natural but why should every map be like that. in bw it was standard to have one expand layout.
TPW Mapmaking Team
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
October 06 2011 13:45 GMT
#12
On October 06 2011 22:38 Mereel wrote:
and i dont see any problem with the one way expand layout or the split map, its just what it is.
i know the trend goes towards 2 expand options after the natural but why should every map be like that. in bw it was standard to have one expand layout.


Very easy to secure half of all bases on the map != one expand layout.
Very easy to secure half of all bases on the map = bad.
Mereel
Profile Joined February 2010
Germany895 Posts
October 06 2011 13:54 GMT
#13
On October 06 2011 22:45 Sea_Food wrote:
Show nested quote +
On October 06 2011 22:38 Mereel wrote:
and i dont see any problem with the one way expand layout or the split map, its just what it is.
i know the trend goes towards 2 expand options after the natural but why should every map be like that. in bw it was standard to have one expand layout.


Very easy to secure half of all bases on the map != one expand layout.
Very easy to secure half of all bases on the map = bad.

its not bad, just different.
TPW Mapmaking Team
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
October 06 2011 14:04 GMT
#14
On October 06 2011 22:54 Mereel wrote:
Show nested quote +
On October 06 2011 22:45 Sea_Food wrote:
On October 06 2011 22:38 Mereel wrote:
and i dont see any problem with the one way expand layout or the split map, its just what it is.
i know the trend goes towards 2 expand options after the natural but why should every map be like that. in bw it was standard to have one expand layout.


Very easy to secure half of all bases on the map != one expand layout.
Very easy to secure half of all bases on the map = bad.

its not bad, just different.


Well with that attitude you can just give up hopes for blizz adding this map to the map pool, as Blizzard stated that the reason lost temple was changed to shattered temple is because they did not like how easy the map was to split in half.
Grebliv
Profile Joined May 2006
Iceland800 Posts
October 06 2011 17:38 GMT
#15
On October 06 2011 23:04 Sea_Food wrote:
Show nested quote +
On October 06 2011 22:54 Mereel wrote:
On October 06 2011 22:45 Sea_Food wrote:
On October 06 2011 22:38 Mereel wrote:
and i dont see any problem with the one way expand layout or the split map, its just what it is.
i know the trend goes towards 2 expand options after the natural but why should every map be like that. in bw it was standard to have one expand layout.


Very easy to secure half of all bases on the map != one expand layout.
Very easy to secure half of all bases on the map = bad.

its not bad, just different.


Well with that attitude you can just give up hopes for blizz adding this map to the map pool, as Blizzard stated that the reason lost temple was changed to shattered temple is because they did not like how easy the map was to split in half.


Pretty sure i'd take shattered (not to mention shakuras) over this map any day if my intention was to go for a split map game. Just saying.
ESV Mapmaking!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 06 2011 19:00 GMT
#16
On October 06 2011 22:38 Mereel wrote:
Show nested quote +
On October 06 2011 14:02 Fishgle wrote:
I have a feeling Metallica might come around claiming copyright one of these days...

i dont think so^^

and i dont see any problem with the one way expand layout or the split map, its just what it is.
i know the trend goes towards 2 expand options after the natural but why should every map be like that. in bw it was standard to have one expand layout.


I completely agree with this.

My complaint about the map stems from the fact that all the terrain is so amorphous, strategically. The towers are a very contrived way to add some kind of strategic shape to your army positioning. Other than that, this map is all about anticipating enemy attack movements and positioning to intercept--and there are a lot of attack paths.

In picturing a lategame on this map, I see both people at 4 or 5 bases with attacks moving back and forth between the sides. At no point does anyone "gain ground" or "give ground", it's just a vague role assignment of who's attacking or defending from moment to moment. If you're attacking, you try to dodge their army and get to a place where you can do damage and force a fight on bad terms for them. If you're defending, you try to meet it and force a good engagement. And none of the terrain really defines this differently, it's all just running around (it seems to me).

It's like playing halo on a map that consists for a huge square room with 9 pillars dividing it into 16 intersecting alleys. It has no shape.

(It's not that bad, but I'm just trying to make a point.)

If I was going to make a change to try and fix this, I would create more/an extension of the high ground further into the center so that a strong army there really commands the access to your nat and 3rd.
Comprehensive strategic intention: DNE
monitor
Profile Blog Joined June 2010
United States2409 Posts
October 06 2011 22:26 GMT
#17
On October 06 2011 22:54 Mereel wrote:
Show nested quote +
On October 06 2011 22:45 Sea_Food wrote:
On October 06 2011 22:38 Mereel wrote:
and i dont see any problem with the one way expand layout or the split map, its just what it is.
i know the trend goes towards 2 expand options after the natural but why should every map be like that. in bw it was standard to have one expand layout.


Very easy to secure half of all bases on the map != one expand layout.
Very easy to secure half of all bases on the map = bad.

its not bad, just different.


I'd say it is generally bad because (obviously no personal offense):
a) Conceptually every game will lack the expansion diversity especially since it does't have any gold bases.. It doesn't offer the nice creativity and variety like we see on maps like Shakuras or Shattered Temple.
b) The single expansion line can lead to imbalance because Zerg always likes to expand defensively (increasing distance between opponent) and Protoss/Terran mostly like to expand aggressively (shortening aggression distance). You can't balance the three races if there is only one direction to expand unless the expansions are placed extremely carefully and they can work for all races.

To use an example, I think the third and fourth are very nice for Zerg because it decreases the rush distance. However Protoss and Terran don't have a third where they can apply pressure (Shattered, Shakuras, XNC) which might leave them at a slight disadvantage the way the game is currently balanced.
https://liquipedia.net/starcraft2/Monitor
Johanaz
Profile Joined September 2010
Denmark363 Posts
October 07 2011 00:04 GMT
#18
On October 07 2011 07:26 monitor wrote:


To use an example, I think the third and fourth are very nice for Zerg because it decreases the rush distance. However Protoss and Terran don't have a third where they can apply pressure (Shattered, Shakuras, XNC) which might leave them at a slight disadvantage the way the game is currently balanced.


I don´t get it. I see plenty of expansions where T can apply pressure. You said it: a slight disadvantage the way the game is currently balanced.
Well, maybe the map has longevity enough to fit a lot of different future balance scenarios. To me it´s more important to aim for fun games, I certainly don´t mind giving Zerg a slight advantage if there even is one.
TPW Map Maker - theplanetaryworkshop.com
monitor
Profile Blog Joined June 2010
United States2409 Posts
October 07 2011 00:10 GMT
#19
On October 07 2011 09:04 Johanaz wrote:
Show nested quote +
On October 07 2011 07:26 monitor wrote:


To use an example, I think the third and fourth are very nice for Zerg because it decreases the rush distance. However Protoss and Terran don't have a third where they can apply pressure (Shattered, Shakuras, XNC) which might leave them at a slight disadvantage the way the game is currently balanced.


I don´t get it. I see plenty of expansions where T can apply pressure. You said it: a slight disadvantage the way the game is currently balanced.
Well, maybe the map has longevity enough to fit a lot of different future balance scenarios. To me it´s more important to aim for fun games, I certainly don´t mind giving Zerg a slight advantage if there even is one.


I didn't mean to write that Terran absolutely couldn't apply pressure, obviously they still can. What I am saying is that on a map like Shakuras Plateau, Terran can expand towards the opponent which makes it easier to apply pressure and avoid open space. Zerg has the option of expanding away from the opponent and they get open space because of it. This map doesn't offer those choices which are part of what makes Shakuras such a popular map.
https://liquipedia.net/starcraft2/Monitor
Fealthas
Profile Joined May 2011
607 Posts
October 07 2011 00:57 GMT
#20
Nice!
The Zel'naga towers would be essential to holding a 3rd and 4th. Maybe a bit terran favored with them tanks?
Nice looking map BTW
Please log in or register to reply.
Live Events Refresh
IntoTheTV X SOOP
11:00
ISSL Weekly #2
IntoTheiNu 314
WardiTV228
Rex56
CranKy Ducklings33
CranKy Ducklings SOOP6
LiquipediaDiscussion
Escore
10:00
Season 3
escodisco1393
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko335
mouzHeroMarine 125
Rex 56
SHIN 16
Rogue 9
herO (SOOP) 8
ByuN (SOOP) 5
StarCraft: Brood War
Britney 20631
Calm 10720
Shuttle 1446
Jaedong 734
Pusan 561
Soma 427
BeSt 402
EffOrt 381
Light 349
Mini 309
[ Show more ]
Soulkey 237
Zeus 177
Leta 153
Snow 140
ToSsGirL 124
Hyun 117
Killer 106
ggaemo 102
Yoon 73
Mong 73
Rush 56
JYJ 53
Aegong 36
soO 26
Noble 18
Terrorterran 18
Bale 17
Sea.KH 17
Sacsri 16
Icarus 15
Shine 15
yabsab 14
sorry 14
Hm[arnc] 13
Free 11
Sexy 9
Counter-Strike
olofmeister807
zeus268
edward257
kRYSTAL_34
Other Games
singsing2260
pashabiceps1204
B2W.Neo215
Mew2King39
Organizations
Other Games
gamesdonequick1851
StarCraft: Brood War
lovetv 13
[ Show 13 non-featured ]
StarCraft 2
• LUISG 16
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 12
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV603
• lizZardDota2142
League of Legends
• Jankos1185
Upcoming Events
RotterdaM Event
5h 6m
The PiG Daily
9h 36m
BASILISK vs TBD
Serral vs Rogue
Korean StarCraft League
14h 36m
GSL
23h 36m
Replay Cast
1d 12h
WardiTV Weekly
1d 23h
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
GSL
3 days
PiGosaur Cup
4 days
[ Show More ]
Replay Cast
5 days
The PondCast
5 days
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Proleague 2026-08-26
PiG Sty Festival 8.0
META DYMY #4

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 2
RSL Revival: Season 6
Light Tournament 2026
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

BSL 2026 LAN: Kraków
CSL 2026 AUTUMN (S22)
Escore Tournament S3: King of Kings
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
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
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.