• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:48
CET 04:48
KST 12:48
  • 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 Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1822Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises3Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11
StarCraft 2
General
SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Chinese SC2 server to reopen; live all-star event in Hangzhou Starcraft 2 Zerg Coach ComeBackTV's documentary on Byun's Career !
Tourneys
uThermal 2v2 Circuit OSC Season 13 World Championship WardiTV Mondays $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution
Brood War
General
Data analysis on 70 million replays I would like to say something about StarCraft BGH Auto Balance -> http://bghmmr.eu/ Empty tournaments section on Liquipedia A cwal.gg Extension - Easily keep track of anyone
Tourneys
[BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 [Megathread] Daily Proleagues SLON Grand Finals – Season 2
Strategy
Game Theory for Starcraft Current Meta Simple Questions, Simple Answers [G] How to get started on ladder as a new Z player
Other Games
General Games
Nintendo Switch Thread Awesome Games Done Quick 2026! General RTS Discussion Thread Beyond All Reason Elden Ring 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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Russo-Ukrainian War Thread The Big Programming Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
Psychological Factors That D…
TrAiDoS
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
GOAT of Goats list
BisuDagger
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2360 users

[M] (2) Isle of the Ancients

Forum Index > SC2 Maps & Custom Games
Post a Reply
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2012-02-10 23:39:17
November 05 2011 00:13 GMT
#1
Another update?! MADNESS!


Info-mation:
+ Show Spoiler +
Texture: Bel'shir
Bounds: 139x139
Doodads: 1501
Bases: 14 blue (8M2G), 1 gold (6HYM2G)
Watchtowers: 2


Changelog:
+ Show Spoiler +
0.1 Basic layout.
0.2 Watchtowers placed.
0.3 12 of the 13 bases placed, 1 watchtower adjusted, minor aesthetics.
0.4 Texture work.
0.5 2 watchtowers adjusted, 1 and 2 o'clock bases changed from 8M2G to 7M1G, ridge added above natural.
0.6 More aesthetics.
0.7 13th base added, trees placed at ridges above naturals, ridges aforementioned made unpathable.
0.8 1 watchtower adjusted. (Same one as 0.3 and one of 0.5, man was that one hard ) Also more texture work and ridge above the 13th base I mentioned made unbuildable.
0.9 Hundreds of doodads, along with LoS blockers, added.
1.0 Published!
1.1 Aesthetic work.
1.2 Got rid of pod above bottom nat, replaced it with pod above third.
1.3 Got rid of really ugly terrain in top right.
1.4 Added an extra path to make navigating around the middle easier.
1.5 Changed all blue bases to 8M2G, fixed pathing.
1.6 Added another base, moved pod to 4th.
1.7 Added trees, fixed pathing. (current version)

1.8-1.19: Bunch of aesthetic changes+made thirds easier.


Side note:
+ Show Spoiler +
Note that asymmetrical maps are difficult to balance, so I could use as much feedback as possible to make this map amazing.


Here's the map!
[image loading]

Moderatorshe/her
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-11-05 00:54:38
November 05 2011 00:53 GMT
#2
asymmetric, very cool.

That pod outside of south's natural is weird though. It will give that player, especially zergs imo, a much greater challange I think.
This is it... the alpaca lips.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 05 2011 01:15 GMT
#3
On November 05 2011 09:53 Namrufus wrote:
asymmetric, very cool.

That pod outside of south's natural is weird though. It will give that player, especially zergs imo, a much greater challange I think.



Asymmetric maps are really unexplored imo.
Regarding the pod above the south natural, should I move it farther away from the natural to give players an opportunity to either defend the natural or "camp" the pod, or should I remove it, or should I align it with something, or something else?

+ Show Spoiler +
That concept was inspired by brood war maps.
Moderatorshe/her
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 05 2011 01:33 GMT
#4
Added analysis of the map from my perspective and balance changes for the next update.
Moderatorshe/her
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
November 05 2011 01:40 GMT
#5
On November 05 2011 10:15 TehTemplar wrote:
Show nested quote +
On November 05 2011 09:53 Namrufus wrote:
asymmetric, very cool.

That pod outside of south's natural is weird though. It will give that player, especially zergs imo, a much greater challange I think.



Asymmetric maps are really unexplored imo.
Regarding the pod above the south natural, should I move it farther away from the natural to give players an opportunity to either defend the natural or "camp" the pod, or should I remove it, or should I align it with something, or something else?

+ Show Spoiler +
That concept was inspired by brood war maps.


I think it would be fine if the map was symmetrical, but as it is, one spawn has the super-standard shakuras-type choke on the natural, while the other has to defend off of the funky high-ground thing quite a bit farther away (and the highground advantage probably being nullified by the watchtower anyways), or defend at a disadvantage from the lowground.

imo, if you make it a little harder to defend the northern natural, it would be better. or make the southern one easier to defend, like making the pod a little less long or slightly wider near the nat ramp, and/or give the player some way to escape if they are being contained at the pod, like a rock/mineralblocked backdoor. That's just my thoughts though.
This is it... the alpaca lips.
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
November 05 2011 03:57 GMT
#6
I can see the concern about the pod and there should probably be something done with it. My main concern though is the 9 o'clock 3rd/4th? that looks like it is just sitting in the middle of a major attack path. If the land were extended "west" and the 9 were pushed back I think it would flow better.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 05 2011 04:09 GMT
#7
On November 05 2011 10:40 Namrufus wrote:
Show nested quote +
On November 05 2011 10:15 TehTemplar wrote:
On November 05 2011 09:53 Namrufus wrote:
asymmetric, very cool.

That pod outside of south's natural is weird though. It will give that player, especially zergs imo, a much greater challange I think.



Asymmetric maps are really unexplored imo.
Regarding the pod above the south natural, should I move it farther away from the natural to give players an opportunity to either defend the natural or "camp" the pod, or should I remove it, or should I align it with something, or something else?

+ Show Spoiler +
That concept was inspired by brood war maps.


I think it would be fine if the map was symmetrical, but as it is, one spawn has the super-standard shakuras-type choke on the natural, while the other has to defend off of the funky high-ground thing quite a bit farther away (and the highground advantage probably being nullified by the watchtower anyways), or defend at a disadvantage from the lowground.

imo, if you make it a little harder to defend the northern natural, it would be better. or make the southern one easier to defend, like making the pod a little less long or slightly wider near the nat ramp, and/or give the player some way to escape if they are being contained at the pod, like a rock/mineralblocked backdoor. That's just my thoughts though.


This, I noticed immediately. The third bases begin to make up for it but not nearly enough. Once you decide how to balance the asymmetric naturals, we can better judge the rest of the map. The first expansion is where the majority of the action will be, so it has to be good.
Comprehensive strategic intention: DNE
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
November 05 2011 04:33 GMT
#8
I like the layout overall. Those middle expos are close together and each hard to hold, but I can see PFs there and maybe at choke to hold a large area. I dig it.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
November 05 2011 04:49 GMT
#9
Nice Terran map!! Doesn't even matter where you start and that it's asymmetrical, the gold will always be the quick 3rd and from there on, smooth sailing ahead. Also the part that I'd consider the bottom part contains 5 bases, while the top part got 7 (HY excluded in both). Also not really sure what that random cliff nibble is doing next to the 12 o'clock HY ramp.

You have now officially replaced our old buddy baskerville at making totally ludicrous maps^^
I guess you could also say that, probably thanks to funcmodes texturing tutorial, you're making baby turtle steps towards better aesthetics

Btw. I think you forgot to include some stuff in your changelog like when you open the map to look at it or play vs AI.

Looking forward to more of your work!
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 05 2011 12:45 GMT
#10
@Namrufus:
I will work on balancing the pod idea.
@HypertonicHydroponic: The 9 o'clock base is one of 2 possible 3rd/4th bases for the top player.
I guess I can push that land west, as the base probably makes attacking through that path difficult as it is.
@EatThePath: Yes sir!
@TheAmazombie: I agree with the expos in the middle being hard to hold and close together.
My concerns are that there are only two attack paths that are close to each other and North has like 3 free bases between 1 o'clock and 3 o'clock.
Should I add another path to make the expansions harder?
@FlopTurnReaver: That gold is not nearly as easy as it looks. If the top takes it then the bottom player can harass it very easily as any race. If the bottom player takes it then he is exceedingly open to attack around the sides.
The cliff nibble was my pathetic attempt at making overlord spotters, I will change them to make them more useful.
Who is baskerville?
I was also unaware of any texture tutorial. I'm actually teaching myself how to texture.
I only forgot the design phase in my changelog (I don't consider testing to be an update).
@All TY for feedback!
Moderatorshe/her
TL+ Member
Duvon
Profile Joined October 2011
Sweden2360 Posts
November 05 2011 13:35 GMT
#11
It seems a player on bottom spawn will want to take the gold quickly, and position his army at the top of the north ramp in the middle. His army will be protecting the choke to the left, and the high ground easily.
Getting there will be the hard part though..
Nothing is impossible, only some things for some people.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 30 2011 23:29 GMT
#12
Can you say "update?"
Messed around with a bunch of things people suggested.
Hope it's better now.
Moderatorshe/her
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 10 2012 23:40 GMT
#13
update
aesthetic changes
thirds easier to take
couple of places slightly more chokey
Moderatorshe/her
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 11 2012 04:32 GMT
#14
Cmon, someone's got to care!
Moderatorshe/her
TL+ Member
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
February 11 2012 07:44 GMT
#15
This map is just so different and crazy, i completely have to test it before passing on any suggestions. Pretty cool idea though, that's for sure. Not too sure about the balance, but again, with asymmetry, it's just something you have to test because you will never be able to predict it right.

The biggest thing I can see is that the left spawn gets more "free" bases than the right spawn. But yea.... mind=blown
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 11 2012 12:01 GMT
#16
On February 11 2012 16:44 DYEAlabaster wrote:
This map is just so different and crazy, i completely have to test it before passing on any suggestions. Pretty cool idea though, that's for sure. Not too sure about the balance, but again, with asymmetry, it's just something you have to test because you will never be able to predict it right.

The biggest thing I can see is that the left spawn gets more "free" bases than the right spawn. But yea.... mind=blown

More bases yes, but are they not significantly harder to defend?
Moderatorshe/her
TL+ Member
Please log in or register to reply.
Live Events Refresh
Next event in 5h 12m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 237
Ketroc 71
StarCraft: Brood War
JulyZerg 100
Shuttle 89
GoRush 68
ZergMaN 53
Hm[arnc] 16
Bale 12
Icarus 2
Dota 2
NeuroSwarm135
League of Legends
C9.Mang0494
Counter-Strike
summit1g11230
tarik_tv5356
fl0m1041
Super Smash Bros
Mew2King45
Other Games
JimRising 499
Maynarde147
ViBE32
minikerr29
Organizations
Other Games
gamesdonequick41501
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 25
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift5809
• Rush892
Other Games
• Scarra1472
• Shiphtur274
Upcoming Events
Replay Cast
5h 12m
Wardi Open
8h 12m
RotterdaM Event
13h 42m
Patches Events
16h 12m
PiGosaur Cup
21h 12m
OSC
1d 8h
SOOP
2 days
OSC
2 days
OSC
3 days
SOOP
5 days
[ Show More ]
The PondCast
5 days
Sparkling Tuna Cup
6 days
IPSL
6 days
DragOn vs Sziky
Liquipedia Results

Completed

BSL Season 21
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

Escore Tournament S1: W3
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 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 © 2026 TLnet. All Rights Reserved.