• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 15:50
CET 21:50
KST 05:50
  • 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
RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13
Community News
Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation13Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge [TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t RSL Season 3 - RO16 Groups C & D Preview
Tourneys
2025 RSL Offline Finals Dates + Ticket Sales! $5,000+ WardiTV 2025 Championship RSL Revival: Season 3 Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle What happened to TvZ on Retro? BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review BW General Discussion
Tourneys
[BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET
Strategy
How to stay on top of macro? Current Meta PvZ map balance Simple Questions, Simple Answers
Other Games
General Games
Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Path of Exile Nintendo Switch Thread
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1832 users

[M] (2v2) Fields of Strife - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
Apom
Profile Blog Joined August 2011
France656 Posts
October 28 2011 21:31 GMT
#21
Update ! I proceeded to tighten the in-base expansions and remove the previously existing rocky cliff. Here is what it looks like now.

+ Show Spoiler [in-base expansions] +

[image loading]

[image loading]


With this change, I could cut an entire water tile (8 units) both on the top and bottom edges of the map. Playable bounds are now 138x172.

+ Show Spoiler [overview] +

[image loading]


This intermediary version of the map has been published on B.net EU (current version is 0.7) so I can start working on detailing the main base. It's still time to share your comments
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
October 29 2011 02:45 GMT
#22
Wow that looks really good.

I'm not really sure if its a huge problem, but can't the main get lowgrounded like lost temple (place a bunch of siege tanks and such) if you're like double zerg or something? It's not really a big deal I guess.

You might be able to stick in another expansion somewhere. Maybe on the other side outside the main? Maybe turn the islands into expos? I dunno, just a thought.
Apom
Profile Blog Joined August 2011
France656 Posts
October 29 2011 11:36 GMT
#23
On October 29 2011 11:45 DoubleReed wrote:
Wow that looks really good.

I'm not really sure if its a huge problem, but can't the main get lowgrounded like lost temple (place a bunch of siege tanks and such) if you're like double zerg or something? It's not really a big deal I guess.

You might be able to stick in another expansion somewhere. Maybe on the other side outside the main? Maybe turn the islands into expos? I dunno, just a thought.

Hey, thanks for your feedback !

I have never encountered a slow push strategy in 2v2. It may be because I'm not playing at a high enough level, but I think it's more likely that the team dynamics simply do not favor them. So you may very well be right on low ground sieging, but I think that, as you put it, it's not really a big deal.

Regarding an extra expansion, this is something I have considered. For now, I'm sticking with Blizzard standards : 4p 2v2 maps normally have 7 bases per team ; the only exceptions are Monlyth Ridge which has 6 and Twilight Fortress which has 9. I will not use the islands for expansions, because I don't want to make the actual play area larger than it already is. However, the location on the other side outside the main could indeed be used for an expansion, with minor terrain reworking. I may do something there one day, but the lack of high-level feedback on 2v2 maps makes it hard to know if pushing beyond Blizzard standards is a good thing or not.
Apom
Profile Blog Joined August 2011
France656 Posts
October 29 2011 17:12 GMT
#24
Update ! I have finished texturing the main bases. I finally decided against any doodad there, as the texture mix already gives enough variety and there isn't a lot of space.

+ Show Spoiler [overview] +

[image loading]


+ Show Spoiler [angled overview] +

[image loading]


Besides making a couple of aesthetic changes here and there, I also moved the rocks blocking the extra front ramp to the bottom of said ramp, as the previous solution (70% scale factor) produced bad results with the fog of war. Why Blizzard would make all the square obstacles fit on single or double ramps, except the 4x4 rocks, will forever remain a mystery to me.

This version is available on B.net EU (v0.8) ; I will likely send it to the TL map conterst later today, as I will be unavailable in the following days.
L4mppu
Profile Joined October 2011
Finland40 Posts
October 29 2011 17:50 GMT
#25
I really like it. I think the center of the map is awsome and map looks cool and still has space to move. =D
Apom
Profile Blog Joined August 2011
France656 Posts
Last Edited: 2011-10-29 20:09:11
October 29 2011 20:09 GMT
#26
Thanks L4mppu

I added a rock texture lining to the cliffs of the main bases, in order to make a clearer distinction between high ground and low ground (a player-perspective issue that only affected the south base, but I did both for symetry). Also made some minor aesthetic changes to various mineral lines. Map is published as v0.10 on B.net EU.

For those interested, some real-life pictures that may relate to this map (also added to OP) :
- low ground : Sabarmati River floodlands (India)
- middle ground : Val Terbi (Switzerland)
- high ground : South Dakota high plains (USA)

Finally, the map has been submitted to the TL contest.
Apom
Profile Blog Joined August 2011
France656 Posts
November 10 2011 19:48 GMT
#27
Some minor changes :

- cosmetic adjustements to some doodads' variations and alignments (changes do not affect gameplay).
- slightly extended map bounds in all directions, because it hurt my heart that the B.net overview would cut some parts of the map.
- added a water tile to the bottom of the map (outside of play area) to prevent a visual glitch.

I would like to take this opportunity to thank everyone who contributed feedback in this thread or outside, that feedback was invaluable in helping me reach a stage where I obtained an honourable mention in the Team Liquid Map Contest !

As a last note, I have made my own working version of the map private on B.net. The point is to use the TLMC version as reference.
thezanursic
Profile Blog Joined July 2011
5497 Posts
November 11 2011 20:21 GMT
#28
LOVE IT!!!
People should make more 2v2 maps. I think people should follow your example and make more 2v2 maps. I was kinda suprised people didn't try to enter more 2v2 maps in to the contest.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Apom
Profile Blog Joined August 2011
France656 Posts
November 12 2011 05:57 GMT
#29
On November 12 2011 05:21 thezanursic wrote:
LOVE IT!!!
People should make more 2v2 maps. I think people should follow your example and make more 2v2 maps. I was kinda suprised people didn't try to enter more 2v2 maps in to the contest.

Thanks

I think that most serious mappers aim for their maps to be "competitive". In large part, this is because the only way that a map can achieve some level of visibility outside of a small circle of fellow map-makers is if it's featured in a tournament. Since almost no tournament takes 2v2 seriously, it follows that almost no mapper takes 2v2 seriously.

The TL contest offered an opportunity for some team maps to be brought in the limelight, and a few mappers seized that opportunity, but even so the teamplay maps that received an honorable mention did not actually win (no prizes etc.). Of course there is the possibility of making it into the ladder pool, that probably would count as a victory, but for now we can only hope that Blizzard will make that move - there is no guarantee that any map will be retained for ladder, at all. On the other hand, the 1v1 finalists will have their maps played in a TL Open Tournament, and the winners will receive valuable prizes. It makes sense that people with a strong line-up of 1v1 maps would focus on that part of the contest.
Apom
Profile Blog Joined August 2011
France656 Posts
Last Edited: 2012-05-20 16:03:41
May 20 2012 16:00 GMT
#30
Warning: The last post in this thread is over two months old.
If you bump this, you better have a good reason.

As a matter of fact I do ! :p

I updated Fields of Strife with the following changes :
- made the outer expansions regular yield instead of high yield
- the low ground surrounding said expansions is now entirely unpathable, and has been slightly reworked for aesthetics
- minor texture improvements in a few places
- made custom melee available, for people who want to play with AIs

+ Show Spoiler [overview] +
[image loading]


The map has been uploaded to B.net EU under version number 1.0.

(note to mods : I can't update the OP because the edit link is unavailable, can you help on that issue ?)
moskonia
Profile Joined January 2011
Israel1448 Posts
May 20 2012 16:51 GMT
#31
Hey this map really looks good even though I think you should maybe give it a couple more expansions, so every player can at least have 3 bases? right now there are 12 blue bases and 2 gold bases, which is very much a small number for a 2v2 map I think.

My suggestion would be to put an expansion right under the LoS blocker in the main, near the ramp, that would make it easier to get more expansions.

I think I played this map a long time ago, but I am not sure ^^ what I can say besides to add more expansions is that it seems the middle is very chokes compared to the area near the main ramp which is very open, I don't know if that is good or bad, what I can say that I see a Protoss / Terran team having problems expanding since there is so much area to cover, but I think we shall wait and see.
Apom
Profile Blog Joined August 2011
France656 Posts
May 20 2012 17:54 GMT
#32
Hey moskonia,

Just as you counted, there is indeed a total of 7 bases per team, which is exactly the same as every 4 player 2v2 map made by Blizzard, except Monlyth Ridge / Arid Wastes (which only have 6) and Twilight Fortress (which has 9). It should be noted that, when Blizzard retired Twilight Fortress from the map pool, they stated that the excessive (in their eyes) number of expansions was a reason for its retirement.

It is of course arguable that there should be "competition-oriented" maps with more emphasis on macro and multiple expansions, and some mapmakers have done just that (Citadel of Gaia comes to mind), but I personnally have doubts on the matter.

I also wished to produce a map that was very compliant to ladder standards - better, but not revolutionary - in hopes that Blizzard would consider it for ladder roation, but that is another story. At any rate, thanks for your feedback
moskonia
Profile Joined January 2011
Israel1448 Posts
May 20 2012 18:24 GMT
#33
Blizzard maps sucks there is no doubt in that matter, don't try to make a map that is at that level, if your map is good and can be used in competitions it can also be used in ladder. I think 2v2 maps can be and will be competitive in the future, it is important that there will be a good number of decent maps in order for the match up to start being competitive. Yours is already quite excellent, but I think 1-2 more expansions for each team would do it just good
Toboe
Profile Blog Joined February 2010
United States276 Posts
June 22 2012 22:48 GMT
#34
The 1.0 version of this map is now uploaded to NA under the name (2v2) Fields of Strife. You can find it fastest by looking for "2v2 Fields Strife" since including "of" gives you about a billion other maps. It's published under "SingleReed" but credit is given to Apom in the description.
Immortals are your friend, you can tell by the way they waddle at you
Guardian85
Profile Joined May 2012
162 Posts
June 22 2012 23:48 GMT
#35
But why 4 Xel'naga towers?
Maybe its just me, but...
Ok so its hard to control 4 towers.. but even just running 4 workers there would let you observe anything hostile in good time before it happens..

I'd reduce it to maybe 3 just for the challenge bit.

Anyways great Aesthetics and cool idea for making a habitable colony.
And since the map bounds are what they are, i think 7 bases per side is pretty good.
Apom
Profile Blog Joined August 2011
France656 Posts
June 23 2012 05:58 GMT
#36
I fixed a couple of unpathable terrain issues (thanks to Toboe's feedback), and uploaded v1.1 to EU with these fixes.

Guardian, making defending somewhat easier is - in my opinion - a reasonable goal in 2v2. I agree with you in that I would not want a 1v1 map with that kind of Xel'Naga coverage, but I find it fine for 2v2.

Also it's impossible to hold all four towers, unless you contain your opponents so hard you have practically won, because the central towers are very close to the teams' respective bases. Plus the side towers can be stalemated (is that a word?) if each player sends a worker there, because you can't attack the other side in melee before breaking the rocks.
Guardian85
Profile Joined May 2012
162 Posts
Last Edited: 2012-06-23 18:26:34
June 23 2012 18:26 GMT
#37
Yeah i see what your saying, i just think the possibility to always hug a Xel'naga tower, with your army is gonna have a impact on the gameplay.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
17:00
#30
MaxPax vs ClemLIVE!
ByuN vs TBD
RotterdaM1118
TKL 515
SteadfastSC245
IndyStarCraft 219
BRAT_OK 126
ZombieGrub111
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1118
TKL 515
SteadfastSC 245
IndyStarCraft 219
BRAT_OK 126
ZombieGrub111
UpATreeSC 89
JuggernautJason69
StarCraft: Brood War
Britney 21607
sas.Sziky 49
scan(afreeca) 43
yabsab 10
Dota 2
qojqva3326
Counter-Strike
fl0m1050
ScreaM1015
kRYSTAL_24
Other Games
Grubby5060
Beastyqt893
shahzam332
Trikslyr64
Organizations
Other Games
BasetradeTV43
Algost 4
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• kabyraGe 148
• StrangeGG 52
• Reevou 4
• IndyKCrew
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• FirePhoenix4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Other Games
• imaqtpie1250
• WagamamaTV444
• Shiphtur300
Upcoming Events
Replay Cast
2h 10m
ChoboTeamLeague
4h 10m
WardiTV Korean Royale
15h 10m
BSL: GosuLeague
1d
PiGosaur Cup
1d 4h
The PondCast
1d 13h
Replay Cast
2 days
RSL Revival
2 days
herO vs Zoun
Classic vs Reynor
Maru vs SHIN
MaxPax vs TriGGeR
BSL: GosuLeague
3 days
RSL Revival
3 days
[ Show More ]
WardiTV Korean Royale
3 days
RSL Revival
4 days
WardiTV Korean Royale
4 days
IPSL
4 days
Julia vs Artosis
JDConan vs DragOn
RSL Revival
5 days
Wardi Open
5 days
IPSL
5 days
StRyKeR vs OldBoy
Sziky vs Tarson
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-14
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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.