• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:00
CEST 22:00
KST 05:00
  • 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] Finals Preview: Two Legacies18Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)5Code S Season 1 (2026) - RO4 & Finals Preview5[ASL21] Ro4 Preview: On Course12
Community News
Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !18Weekly Cups (April 27-May 4): Clem takes triple0
StarCraft 2
General
herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO12 Preview Weekly Cups (May 11-17): Classic wins double Code S Season 1 (2026) - RO4 & Finals Preview Team Liquid Map Contest #22 - The Finalists
Tourneys
Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 2 (2026) GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune
Brood War
General
25 Years Since Brood War Patch 1.08 (Spoiler) ASL21 Winner's Interview vespene.gg — BW replays in browser [ASL21] Finals Preview: Two Legacies UA StarCraft: Mawin (T) vs hanniGan (P) Showmatch
Tourneys
[ASL21] Grand Finals Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV ZeroSpace Megathread Warcraft III: The Frozen Throne
Dota 2
The Story of Wings Gaming
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Russo-Ukrainian War Thread Trading/Investing Thread US Politics Mega-thread European Politico-economics QA Mega-thread YouTube Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software)
TL Community
The Automated Ban List
Blogs
Esports Organizations: Raisi…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1458 users

[M] (4) Vanadium

Forum Index > SC2 Maps & Custom Games
Post a Reply
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-11-06 17:53:32
October 29 2011 09:54 GMT
#1
[image loading]

Vanadium

160x160 - 14 bases (2 gold)

1 year ago everybody agreed that 4p maps had to be reflective symmetry, because rotational symmetry had positional imbalances in close positions. Then came Tal´Darim Altar, Terminus RE & Crevasse.
Since then general consensus has moved towards reflective symmetry being viable only with close spawns disabled.
I have heard so many times now; this & that doesn´t work/can´t be done/tried & failed; but then someone finds a way to make it work. I want to be the one to make this work.
I´ve gotten distances to work, now, what remains is getting the 3rd bases to be not awkward & weird.
Not there yet, but I´m getting closer.

Original text:+ Show Spoiler +
So, my friends on TPW map making team tell me that this map suckx and it´s a boring clone of Metalopolis/Shattered Temple etc.

I have tried a number of times to make a reflectional symmetry 4P map where all spawn positions are viable and have rush distances within current tournament standards.
I felt really good when I finished the current layout, as the rush distances are within my overall goals:
Cross positions slightly less than Tal´Darim ( 144 units nat2nat)
Close positions longer than 110 units ~ 30 seconds (this map: 115 ~ 32 seconds)

So, why don´t my friends like it?

winners gold: the center gold bases are close to each other
-this can be fixed if I close the middle choke
SW/NE 3rds: terrain around it is overly complicated
- really?

Analyzer images:

+ Show Spoiler [Summary] +
[image loading]
+ Show Spoiler [Shortest] +
[image loading][image loading]
[image loading]




I chose my best 2 MotM maps for the TL map competition; I need a 3rd map to complete my submission set. My other 2 MotM maps are way too big/experimental to have a chance so I need to finish one of my new maps.
I hope you can help me understand why this map sucks, and if you have ideas to make this map not suck, thanks in advance .

[url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=178008]My Map Thread
TPW Map Maker - theplanetaryworkshop.com
hobbidude
Profile Joined December 2010
Canada171 Posts
Last Edited: 2011-10-29 11:45:00
October 29 2011 11:35 GMT
#2
The options for thirds really do suck. I do like the differences with the layout in the top right and bottom left corners; the variation is nice but seems purposeless. The third when spawning close, ie behind the golds, seems fine. But those top right and bottom left corner...

My suggestion would be to place an optional third on the lowest cliff lvl by the nats and then reflect those corner bases around so the mins are on the inside towards the center; then maybe making them golds and on the highest cliff lvl kind of over looking the middle. But that might be too busy pumping that many bases in a small corner.

At the very least I don't think the corner bases should be on anything but the lowest cliff lvl, keep the tower location and layout the same, but put highground blocks instead of the destructible debris and make a hole with debris in the center between the two new pillars. Highground blocks will also provide nice locations for overlords to hide and overlook the nat. Just a couple tweeks needed then to make it smooth .I think this idea is much for useful and appropriate.

If you don't mind, send me the map file so i can explain the changes if my explanations aren't clear enough; it much easier to show in the editor than bmp anyday. No worries bout giving any credit, its just fun to tools around with ideas in the editor and help out a fellow mapper.


Ps i think closing the middle gap would be a great idea too as you already said; just continuing thous unique pillars into the center. Kind of making it xel caverns like with a small non-pathable area in the center for armys to circle around
Ragoo
Profile Joined March 2010
Germany2773 Posts
October 29 2011 11:48 GMT
#3
The thirds are just way too far away imo.

And middle gold bases almost always suck because middle bases = good for Terran; gold bases = very good for Terran -> middle gold bases = imba.
Also as you said they are winner bases, if someone has a good army advantage he can just sit at the gold base(s) in the middle with his big army and have a good position to defend and get aggressive while mining from a gold, which makes comebacks that much harder.
I don't agree with GSL removing all gold bases , but I don't like gold bases like this.

The tower positioning is neat

As others might have told you already, stop wasting your time with 4p mirrored. With close position I feel it's more about figuring out ANY way to make it work instead of making a map with good and interesting gameplay.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Johanaz
Profile Joined September 2010
Denmark363 Posts
October 29 2011 12:20 GMT
#4
I handed over the map file to hobbidude

I still hope to make this work and ship it for the contests.

Only 2 glaring issues: golds & SW/NE 3rds. Not unfixable imo.

So many awesome 4P rotationals out there, I don´t think I have more to offer there (except maybe a fixed Green Harvest), and I already have 2 good 2P, so that leaves this map.

Thanks for your comments.
TPW Map Maker - theplanetaryworkshop.com
Archvil3
Profile Joined September 2010
Denmark989 Posts
October 29 2011 12:53 GMT
#5
I am not convinsed about the winners gold. I mean the term seems to be thrown out every time there is an opertunity for it these days. Antiga Shipyard for example, looks like the biggest winners gold in history but I find it that more games it plays out like a high risk expansion rather then a winners gold. On the other hand Backwater gulch had absolute winners gold. My point being the close central placed golds does not neccesarily equal winners gold. As you said yourself closing the center would surely rule it out but even with an open center I think it could work as jsut a high risk expansion. I think I am positive about the golds even if unchanged to be honest.

SW/NE 3rds: terrain around it is overly complicated
- really?

Well yes. I mean I am lazy so when I open a mapthread for the first time I go straight for the pictures and before reading anything my first thought of the map was "hmm what is going on in the corners there?". So they may be on to something. It is not complicated though, at a further look it looks rather simple. It doesnt have that easy first time recognizion. I thin it is a good quality of a map if you can look at it for the first time and right away get an idea of it. I think it will play well though and I dont see a problem even though I think it is possible to rework it and come up with something that is more recognizeable and evenly functional at the same time.

As for thirds, the size of the map leads to 3rds being a bit distant. Thats just the general problem with 4p reflection symetri maps. You could add more bases so the distance would be shorter but then bases all around would be too close to each other. You could also shrink the map but then we would be looking at another metalopolis or shattered temple. I am not sure what the best solution for this is. I would love to see the game balance change to make this style more viable. 4p 12b rotational symetry maps like the recently posted twilight peaks and deadalus suffers from the same problem with the 3rds. 4p reflection symetry got 3rd base issues and it comes down to the game design that just limits these types of maps.

For this style of maps this is well executed but it is really tricky to make it fit with the current game design.
Let thy speech be better than silence, or be silent.
Johanaz
Profile Joined September 2010
Denmark363 Posts
November 06 2011 16:42 GMT
#6
Updated OP (overview+analyzer shots).

Did some changes:

Put rock in center gap.
Redesigned NW/SE 3rds.
Moved gold bases farther apart.
+ Show Spoiler +
[image loading]

Here are two replays, both about 22 minutes featuring masters (Protoss player is normally Terran )

TvP close positions
ZvP close positions

Plz take a look at the replays. Close positions won´t tell us all that much about the weird 3rds, however the low ground around it is battle zone when spawning close, so
TPW Map Maker - theplanetaryworkshop.com
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
November 06 2011 16:46 GMT
#7
There's an element to this... I just know it!
Good work.
ModeratorI am still alive, somehow
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 06 2011 17:00 GMT
#8
is this published anywhere? i definitely want to try it
starleague forever
Johanaz
Profile Joined September 2010
Denmark363 Posts
November 06 2011 17:39 GMT
#9
On November 07 2011 02:00 a176 wrote:
is this published anywhere? i definitely want to try it


Currently published on EU server. My NA proxy prefers finished maps
TPW Map Maker - theplanetaryworkshop.com
Please log in or register to reply.
Live Events Refresh
Patches Events
19:30
Patches' Patch Clash #7
RotterdaM131
Liquipedia
BSL
19:00
RO8 - Day 4
DragOn vs Dewalt
TerrOr vs OyAji
ZZZero.O306
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
JuggernautJason132
RotterdaM 131
BRAT_OK 101
ProTech92
EmSc Tv 27
StarCraft: Brood War
Britney 33826
Mini 381
ZZZero.O 306
ggaemo 169
firebathero 127
Zeus 52
910 26
Rock 23
NaDa 11
Dewaltoss 0
Dota 2
Gorgc10056
League of Legends
JimRising 56
Heroes of the Storm
Liquid`Hasu348
Other Games
FrodaN4761
Grubby3345
Liquid`RaSZi2201
singsing1732
fl0m1274
B2W.Neo857
KnowMe319
mouzStarbuck319
Fuzer 129
QueenE77
Organizations
Other Games
gamesdonequick912
StarCraft 2
angryscii 35
Other Games
BasetradeTV35
StarCraft 2
EmSc Tv 27
EmSc2Tv 27
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 19 non-featured ]
StarCraft 2
• Hupsaiya 35
• Response 2
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• IndyKCrew
StarCraft: Brood War
• 80smullet 18
• Michael_bg 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1209
• lizZardDota256
Other Games
• imaqtpie960
• WagamamaTV336
• Shiphtur252
Upcoming Events
OSC
4h
Universe Titan Cup
15h
Rogue vs Percival
Wardi Open
16h
Monday Night Weeklies
20h
Replay Cast
1d 4h
Kung Fu Cup
1d 15h
GSL
2 days
herO vs Classic
Cure vs Clem
uThermal 2v2 Circuit
2 days
Replay Cast
3 days
GSL
3 days
Maru vs SHIN
Zoun vs Rogue
[ Show More ]
WardiTV Spring Champion…
3 days
SKillous vs Strange
Lambo vs Strange
Ryung vs Strange
Lambo vs Ryung
Ryung vs SKillous
Lambo vs SKillous
Replay Cast
4 days
Maestros of the Game
4 days
Replay Cast
5 days
RSL Revival
5 days
TBD vs SHIN
TBD vs Rogue
IPSL
5 days
ZZZero vs WorsT
Julia vs eOnzErG
Replay Cast
6 days
RSL Revival
6 days
IPSL
6 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
6 days
Liquipedia Results

Completed

Escore Tournament S2: W8
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
YSL S3
Acropolis #4
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals

Upcoming

CSCL: Masked Kings S4
Escore Tournament S2: King of Kings
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
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.