• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:59
CEST 15:59
KST 22:59
  • 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
Serral wins EWC 202532Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder8EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced49BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0
StarCraft 2
General
The GOAT ranking of GOAT rankings Tournament Spotlight: FEL Cracow 2025 Classic: "It's a thick wall to break through to become world champ" Firefly given lifetime ban by ESIC following match-fixing investigation Serral wins EWC 2025
Tourneys
LiuLi Cup Weeklies and Monthlies Info Sea Duckling Open (Global, Bronze-Diamond) TaeJa vs Creator Bo7 SC Evo Showmatch Sparkling Tuna Cup - Weekly Open Tournament FEL Cracov 2025 (July 27) - $10,000 live event
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune
Brood War
General
Google Play ASL (Season 20) Announced Which top zerg/toss will fail in qualifiers? BGH Auto Balance -> http://bghmmr.eu/ 2025 Season 2 Ladder map pool Flash Announces (and Retracts) Hiatus From ASL
Tourneys
[ASL20] Online Qualifiers Day 1 [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL] Non-Korean Championship - Final weekend
Strategy
[G] Mineral Boosting Muta micro map competition Does 1 second matter in StarCraft? Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Beyond All Reason Total Annihilation Server - TAForever [MMORPG] Tree of Savior (Successor of Ragnarok)
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
Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Stop Killing Games - European Citizens Initiative
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Customize Sidebar...

Website Feedback

Closed Threads



Active: 600 users

[M] (4) Burning Altar

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-01-31 23:02:06
October 31 2011 04:06 GMT
#1
[M] (4) Burning Altar 1.1 by Samro225am (EU) - (unfixed TLMC Burning Altar 1.0 on US, EU, SEA)

[image loading]


Finalist in TL Map-Making Contest!

Introduced to TPW Mappool February 1st 2012


Information
spawns: 4
size: 148x148
bases: 12regular
n2n: 105/141AU (close/cross)



+ Show Spoiler [concept] +
simplel rotational map with a unique centre, that incorporate the feature of four three-way highrounds circling the actual centre. My idea was also used by lefix in Daedalus. here this idea is blend into the map with the highround-connecting paths blocked by deytructable rocks, making them important to attack and defend your third.



+ Show Spoiler [changelog] +
v0.4: wide ramps are only triple, not quadruple
v0.5: moved thirds away from main, deleted alt-entrance at nat to make it easier to defend
v0.6: nat choke wallable with three 3x3 building completly
v0.7: moved XWT more to outsides, took away losb around tower, now easier to cross centre unseen and easier and more important to keep one's own tower.
v0.8 moved XWT again, this time in a less agressive position. they help to scout in order to defend or attack the centre and do not hurt thirds that much
v.0.9 TLMC entry
v1.0 more FPS on slow systems, also changed Decal Colors and fog settings > will be re-submitted for TLMC
v1.1 adjusted drop pods and layout on third bases; slightly bigger mains; tanks drops and sieges have smaller impact on the game, but are possible; ledges can no longer be abused as they only serve as steps into the mains
> New map: TPW Burning Altar



Overview

[image loading]


Images
(always even nicer in game)
+ Show Spoiler +

Main

[image loading]

Natural

[image loading]

Third (clockwise)

[image loading]

Third (counterclockwise)

[image loading]

Towers and Rocks

[image loading]



NewSunshine
Profile Joined July 2011
United States5938 Posts
October 31 2011 04:37 GMT
#2
Which are the 2 spawns? It looks suspiciously like a 4-spawn map from where I'm sitting... it looks cool, but it looks like a 4-spawn map. Unless you mean to imply it's meant for 2-player, with forced cross spawns.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Ragoo
Profile Joined March 2010
Germany2773 Posts
October 31 2011 11:11 GMT
#3
Solid layout with all the little features done correctly imo.

Xel'Naga towers are where they belong, on the highground, so they don't negate highground/lowground! Very interesting middle overall with nice rock placement!
Also, lowground harrass cliffs are awesome^^

Aesthetics are refreshing and great execution as always

Only concern I have is that thirds are a bit far away and open for Protoss.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Megakenny
Profile Blog Joined November 2010
Canada829 Posts
October 31 2011 11:27 GMT
#4
I dont like that the thirds are basically on the doorstep of your opponents natural in some spawn positions. Other than that its very well done.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-10-31 17:09:50
October 31 2011 16:52 GMT
#5
On October 31 2011 13:37 MisfortuneS Ghost wrote:
Which are the 2 spawns? It looks suspiciously like a 4-spawn map from where I'm sitting... it looks cool, but it looks like a 4-spawn map. Unless you mean to imply it's meant for 2-player, with forced cross spawns.


this is a 4spawn map meant to be played by 2 players.
i made a mistake when making the title for the thread. not much sleep a

also: no forced spawns or anything like that. the two crosspoistition really have to be different in my opinion to make a 4-2/2in1 map worth it. forced spawns on a 4spawn map is a solution in some cases, but only because game/m,ap is broken in a way and no longer fitting the game is intended to be.


On October 31 2011 20:11 Ragoo wrote:
Solid layout with all the little features done correctly imo.

Xel'Naga towers are where they belong, on the highground, so they don't negate highground/lowground! Very interesting middle overall with nice rock placement!
Also, lowground harrass cliffs are awesome^^

Aesthetics are refreshing and great execution as always

Only concern I have is that thirds are a bit far away and open for Protoss.


thanks for the nice comment (greart execution as always). indeed the thirds are in an open area, but the chokes are a double and a triple ramp, hence a choke you can work with. players have to pick there fights and the locations were they meet. also note that the third when expanding away makes you go the long way through the middle and then turn, so plenty of time to react accordingly when scouted (four towers help you to do so).

I wanted the middle to be important and because of this setup - which is unique afaik (until lefix copied it thanks making this setup popular!) - the middle is not occupied by one player, but an area of dynamics and constant transfer. it is something you control by scouting or move through, not by standing around exclusivly.

so the whole map layout is more about the chokes onto these four connecting plateaus than the ultimate openness of the thirds.


On October 31 2011 20:27 Megakenny wrote:
I dont like that the thirds are basically on the doorstep of your opponents natural in some spawn positions. Other than that its very well done.


you can always expand away! the third between two close spawns is in the middle of two armies guarding their nats. Some aggressive players might take it, and it sure helps spawning clockwise from your opponent This is not perfecty balanced obviously, but there are similar or worse imbalances found on many maps everybofy lives with (antiga shipyard).
also when it prooves to be an imbalance it can be fixed by moving the third back and a bit more to the nat than the other main. i just did not have the time for the TLMC to do so sadly.

i look forward to more feedback, as i plan to incorporate the centre for a 16base and a crazy 20base map =D
Antares777
Profile Joined June 2010
United States1971 Posts
October 31 2011 20:34 GMT
#6
I really like how the Xel'naga Tower platforms are separated from the natural ground by the destructible rocks, it's a very creative touch. The proportions are very well put out, the only thing you have to watch now is chokes vs. openness in some areas. Testing is really the only way to find them.

Good job on this map, it's very unique!
FlaShFTW
Profile Blog Joined February 2010
United States10158 Posts
October 31 2011 20:50 GMT
#7
really like this map, though may be too chokey. bases look very similar to tal'darim altar without the 4ths.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Samro225am
Profile Joined August 2010
Germany982 Posts
November 04 2011 17:41 GMT
#8
v0.5: moved thirds away from main, deleted alt-entrance at nat to make it easier to defend

+ new images in OP

(it is not really that chokey btw. hope to get it to US, soon, so you can play, too)
Namrufus
Profile Blog Joined August 2011
United States396 Posts
November 05 2011 01:18 GMT
#9
The aesthetics on this map look amazing.

how much vision of the do the watchtowers provide on the outer routes? It seems like in a close spawn game, one player will have easier access to the tower until the rocks are destroyed.
This is it... the alpaca lips.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-11-05 11:42:16
November 05 2011 09:37 GMT
#10
On November 05 2011 10:18 Namrufus wrote:
The aesthetics on this map look amazing.

how much vision of the do the watchtowers provide on the outer routes? It seems like in a close spawn game, one player will have easier access to the tower until the rocks are destroyed.


XWT spot one half of each ramp down to the thirds and half of the ramp down to the central junction!

thanks for the praise for gfx

edit: i also tried out more agressive placements, like tower spots half of nat choke, nothing at the ramp between nat and clockwise third but the whole ramp betweem nat and counterclockwise third. it is much more usefull, but overpowered in a way. so i think i stick with this tower setup, that mainly helps to spot army movements in the centre and normnally sees each player taking two towers in mid-/late-game
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2011-11-08 10:53:37
November 08 2011 00:01 GMT
#11
v0.6:

nat choke wallable with three 3x3 building completly


edit:

v0.7
moved XWT more to outsides, took away losb around tower, now easier to cross centre unseen and easier and more important to keep one's own tower

(images updates in OP)
Antares777
Profile Joined June 2010
United States1971 Posts
November 08 2011 00:15 GMT
#12
I like the changes. The thirds are still a little bit far away, but that will should not affect balance, just the way the game is played. I'm curious, did you alter the lighting? It looks a bit red O_o I can't tell if it's just the lava.
Samro225am
Profile Joined August 2010
Germany982 Posts
November 08 2011 11:11 GMT
#13
I am slowly working my way to a more definitive version:

v0.8 moved XWT again, this time in a less agressive position. and i hope it will stay here, cause i really like what it does now:
they help to scout in order to defend or attack the centre and do not hurt thirds that much. Also they now spot the complete path of the destructable rocks nearby and the half of both ramps between nat and ccw third and central lowground. The path between nat and cw third (of the cw position) is no longer seen - thanks zelniq and Plexa for suggesting a more conservative and defensive placement.

you can see it here:
+ Show Spoiler [towers] +

[image loading]

(also updated OP with new images)


On November 08 2011 09:15 Antares777 wrote:
I like the changes. The thirds are still a little bit far away, but that will should not affect balance, just the way the game is played. I'm curious, did you alter the lighting? It looks a bit red O_o I can't tell if it's just the lava.


on controlling three (or four) bases:

indeed thirds are not super close, but when you expand away in close position the base can still be controlled - you just have to scout and you can not wall behind three bases.

The way the layout works the better your map control the longer the path becomes that your opponent would have to take to get to your bases. Intersting position for this is the highround from the next XWT going straight to your fourth when in ccw position and the circle like pathwork between your nat, the next XWT, the middle lowground and the DRs when in cw position)


regarding color:
i had to fake fog color because the editor does not show it when exporting the overview... so the color is correct in the screenshots, but not in the overview. Lava indeed is orange, not red, because i used orange fog
Samro225am
Profile Joined August 2010
Germany982 Posts
November 09 2011 19:13 GMT
#14
update and free beer for everyone. teamliquid map contest finalist!
http://www.teamliquid.net/forum/viewmessage.php?topic_id=284075
Zolek
Profile Joined September 2011
United States86 Posts
November 11 2011 10:40 GMT
#15
I really like this map. Have you considered slightly sinking the protoss decals by reducing their height to make them a little less bright. Sinking them 0.1 or 0.2 more would make them blend in a lot better with the ground in my opinion. Right now they can be a little in your face.
Modernist
Profile Joined March 2011
United States89 Posts
November 11 2011 11:32 GMT
#16
Awesome map but I gotta say the purple decals look really bad lol.
Samro225am
Profile Joined August 2010
Germany982 Posts
November 11 2011 12:30 GMT
#17
purple is the new blue! i thought one might enjoy some more color with contarsts like the orange-green-purple that I used in this map.

seems like the audience might enjoy the same-same we already know so well?
IPL finalists all are blue/grey/green



regarding the layout and TLMC reception:

the map is a finalists, that shows its balance and hardcore-gameplay-first-approach. still it seems people dislike it for not being a 2spawn map, that certainly gives more options for different bases. in the end this is one of the best uses of destructable rocks (yeah, I have to admit i like what I came up with a lot tbh) ever and a really different approach on designing the middle. So I kind of blame the amount of 16base rotational maps we have seen lately that people are no longer fond of 4spawn maps. Still this is a very straight forward, clean and minimalistic design and I hope it gets a chance to proove.

until then: few aeshetical changes to come, but this layout is final unless gameplay problems should occur.
RumbleBadger
Profile Joined July 2011
322 Posts
November 13 2011 00:16 GMT
#18
This map is my favorite (by far) of the TLMC finalists. The center is creative, there is little if any positional imbalance (in fact I almost prefer close spawns to cross spawns on this map...) and the texturing with the lava is creative and bright. I wish this map got more attention because I like it a lot. =D
Games before dames.
Samro225am
Profile Joined August 2010
Germany982 Posts
November 13 2011 15:20 GMT
#19
On November 13 2011 09:16 RumbleBadger wrote:
This map is my favorite (by far) of the TLMC finalists. The center is creative, there is little if any positional imbalance (in fact I almost prefer close spawns to cross spawns on this map...) and the texturing with the lava is creative and bright. I wish this map got more attention because I like it a lot. =D



Thanks, and i wish and hope it will get more attention with the actual tournament. It plays really well and is balanced. Third looks further away than it feels in-game.

anyway, i made an update to this map:
Changes 1.0
Gameplay - non
Performance - less FPS drop in border region close to nat
Visuals - more simplifing of the visual theme and color range (orange decals, less glow, a tad more fog)

(see OP for images)
JimSocks
Profile Joined February 2009
United States968 Posts
December 10 2011 19:20 GMT
#20
remove those ledges above naturals. terran siege tank drops imba
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
BSL20 Non-Korean Champi…
12:00
Playoff - Day 1/2
Zhanhun vs DewaltLIVE!
Mihu vs TBD
Fengzi vs TBD
ZZZero.O173
LiquipediaDiscussion
CranKy Ducklings
10:00
Sea Duckling Open #137
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko534
ForJumy 35
RushiSC 33
Aristorii 11
StarCraft: Brood War
Britney 44676
Jaedong 2713
Sea 2502
Mini 1044
BeSt 822
Larva 681
ggaemo 629
Soma 371
GuemChi 319
Rush 305
[ Show more ]
ToSsGirL 281
Nal_rA 237
hero 208
Last 202
firebathero 192
Zeus 180
ZZZero.O 173
TY 106
Mong 88
ajuk12(nOOB) 30
Noble 14
Terrorterran 9
IntoTheRainbow 6
Dota 2
Gorgc3373
qojqva2567
XcaliburYe375
420jenkins142
Counter-Strike
fl0m1101
ScreaM448
sgares151
Heroes of the Storm
Khaldor187
Other Games
singsing2225
B2W.Neo1222
DeMusliM446
byalli342
Happy286
Hui .227
OptimusSC212
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Berry_CruncH224
• Gemini_19 98
• Reevou 5
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Michael_bg 6
• FirePhoenix6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3427
• WagamamaTV623
League of Legends
• Nemesis2953
• Jankos1249
Upcoming Events
WardiTV European League
2h 2m
ShoWTimE vs Harstem
Shameless vs MaxPax
HeRoMaRinE vs SKillous
ByuN vs TBD
Sparkling Tuna Cup
20h 2m
BSL20 Non-Korean Champi…
1d
Bonyth vs TBD
WardiTV European League
1d 2h
Wardi Open
1d 21h
OSC
2 days
uThermal 2v2 Circuit
4 days
The PondCast
4 days
uThermal 2v2 Circuit
6 days
RSL Revival
6 days
[ Show More ]
RSL Revival
6 days
Liquipedia Results

Completed

BSL 20 Non-Korean Championship
FEL Cracow 2025
Underdog Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20: Qualifier #1
HCC Europe
CC Div. A S7
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025

Upcoming

ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
Thunderpick World Champ.
MESA Nomadic Masters Fall
CAC 2025
Roobet Cup 2025
ESL Pro League S22
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
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.