• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 04:11
CET 10:11
KST 18:11
  • 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 - Playoffs Preview0RSL 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
Community News
BGE Stara Zagora 2026 announced11[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2
StarCraft 2
General
BGE Stara Zagora 2026 announced SC: Evo Complete - Ranked Ladder OPEN ALPHA When will we find out if there are more tournament Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge
Tourneys
Constellation Cup - Main Event - Stellar Fest RSL Revival: Season 3 Tenacious Turtle Tussle [Alpha Pro Series] Nice vs Cure $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ A cwal.gg Extension - Easily keep track of anyone Which season is the best in ASL? soO on: FanTaSy's Potential Return to StarCraft
Tourneys
[Megathread] Daily Proleagues [BSL21] RO16 Group B - Sunday 21:00 CET [BSL21] RO16 Group C - Saturday 21:00 CET Small VOD Thread 2.0
Strategy
Game Theory for Starcraft How to stay on top of macro? Current Meta PvZ map balance
Other Games
General Games
Nintendo Switch Thread The Perfect Game Stormgate/Frost Giant Megathread Beyond All Reason Should offensive tower rushing be viable in RTS games?
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
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Big Programming Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread
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
Computer Build, Upgrade & Buying Resource Thread
TL Community
Where to ask questions and add stream? The Automated Ban List
Blogs
Esports Earnings: Bigger Pri…
TrAiDoS
Thanks for the RSL
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2193 users

[M](2) Havens Lagoon

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 Next All
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-04-16 03:31:39
November 11 2011 03:09 GMT
#1
Havens Lagoon (1.5)
Made by: Timetwister22
Published on: [NA][EU][SEA]

If you followed this map through TLMC, check out ESV Havens Lagoon RE

[image loading]

In-Game Description:
Two player map where using the terrain will be critical to your success. As the game progresses, your forces should move up the map - but don't forget about sneaky counter attacks using the low ground!

Introduction/Inspiration:
Despite the comparison, Rise of Valkyries was not an inspiration, as I didn't play broodwar nearly enough to even know how to play, let alone know the hundreds of maps. The concept of expanding upward simply came to me after drawing map layouts on paper for quite some time. Though, my biggest inspiration was the layout of the main, natural, and 3rd of Metalopolis, as the 3rd isn't nestled up against the main. Took that idea and applied it to a 2 player map. Of course there is much variation, but it was the only layout that would fit the concept of expanding upward.

Pictures (Aesthetics):
[image loading]
[image loading]
[image loading]

Data (Aesthetics):
Texture Set:
Bel'Shir Dirt Light
Bel'Shir Dirt Dark
Bel'Shir Grass Light
Monlyth Dunes
Xil Sand
Xil Dirt Rocky
Xil Dirt
Mienhoff Sand Dunes

Cliff Type:
Bel'Shir Organic Cliffs



Pictures (Gameplay):
+ Show Spoiler +
[image loading]] [image loading][image loading]
[Angled Overview]
[image loading]


Data (Gameplay):
Playable Bounds: 134x137
Main Choke <-> Main Choke Distance(s): 35 in in-game seconds
Nat Choke <-> Nat Choke Distance(s): 20 in in-game seconds
Mineral/Gas Counts:
+ Show Spoiler +
[image loading]


All standard bases are 8 blue mineral patches 2 vespene gyser layouts with the exception of the high yields, which are 6 mineral patches with 2 vespene gysers.

Would also like to mention that without being on a mapmaking team at the time of creating Haven Lagoons, mostly all of my valuable feedback came from NA friends Munk (Master Zerg), Lonelyhat (Master Zerg, but plays other races at a high diamond/low master level), and Jamileon (Master Protoss) :D

EDIT: Edited for newest version. Pages 1&2 of this thread discuss V1.3 and V1.4, which you can see below.

+ Show Spoiler +
Havens Lagoon (1.3)
Made by: Timetwister22
Published on: [NA][EU][SEA]

[image loading]

In-Game Description:
Two player map where using the terrain will be critical to your success. As the game progresses, your forces should move up the map - but don't forget about sneaky counter attacks using the low ground!

Introduction/Inspiration:
Despite the comparison, Rise of Valkyries was not an inspiration, as I didn't play broodwar nearly enough to even know how to play, let alone know the hundreds of maps. The concept of expanding upward simply came to me after drawing map layouts on paper for quite some time. Though, my biggest inspiration was the layout of the main, natural, and 3rd of Metalopolis, as the 3rd isn't nestled up against the main. Took that idea and applied it to a 2 player map. Of course there is much variation, but it was the only layout that would fit the concept of expanding upward.

Pictures (Aesthetics):
[image loading]
[image loading]
[image loading]

Data (Aesthetics):
Texture Set:
Bel'Shir Dirt Light
Bel'Shir Dirt Dark
Bel'Shir Grass Light
Monlyth Dunes
Xil Sand
Xil Dirt Rocky
Xil Dirt
Mienhoff Sand Dunes

Cliff Type:
Bel'Shir Organic Cliffs



Pictures (Gameplay):
My analyzer isn't working, I'll get this up as soon as I can
[Angled Overview]
[image loading]

Data (Gameplay):
Playable Bounds: 134x137
Main Choke <-> Main Choke Distance(s): 35 in in-game seconds
Nat Choke <-> Nat Choke Distance(s): 20 in in-game seconds
Mineral/Gas Counts:
[image loading]
All standard bases are 8 blue mineral patches 2 vespene gyser layouts with the exception of the high yields, which are 6 mineral patches with 2 vespene gysers.

Comments: Many tend to believe this map is highly unfavorable for protoss, and slightly favors zerg. However I feel it just forces a different style of play. We'll see what the map has to offer in the TLopen.


Would also like to mention that without being on a mapmaking team at the time of creating Haven Lagoons, mostly all of my valuable feedback came from NA friends Munk (Master Zerg), Lonelyhat (Master Zerg, but plays other races at a high diamond/low master level), and Jamileon (Master Protoss) :D


Former ESV Mapmaker | @Timetwister22
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 11 2011 03:17 GMT
#2
I'd walk on water to defeat zerg on this map.
Moderatorshe/her
TL+ Member
Deshkar
Profile Joined June 2011
Singapore1244 Posts
November 11 2011 03:51 GMT
#3
Somehow I feel if the 3rd is a little closer or 2nd a lil easier to defend, would go a long way in balancing this map for toss.
Proko
Profile Joined February 2011
United States1022 Posts
November 11 2011 03:59 GMT
#4
I really like this map's look. I don't think it's good for toss, but I do really like its look.
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
Antares777
Profile Joined June 2010
United States1971 Posts
November 11 2011 03:59 GMT
#5
Whoa. You've been working hard on the aesthetics a lot. The map looks much prettier. I really like how you use the arch rock doodads, they look interesting.

I find the location of the gold expansion interesting. I would have placed it where the other expansion in between the mains is because each player would have a higher influence on that location. The path it exists on would see more action and the base would in general be more difficult to expand to and defend and very accessible by both players. It's also revealed by the Xel'naga Tower and can be easily harassed by air. I think that that expansion should be gold and the one at the 9 o'clock should be a normal expansion.

The natural is very open. Because of its openness, a lot of openers for Terran Protoss that rely on fast expands are made much more risky than they would be normally. In general, I enjoy watching games and playing games on maps that are extremely flexible and allow many builds to be possible. You will want to read this thread on spectator value if you have not already. I overall feel that the choke to the natural should be made tighter to make fast expands more viable for Terran and Protoss.

The layout of your map clearly resembles Ride of Valkyries from Brood War. They both have use the same style of symmetry, which isn't used in many maps. Usually this type of symmetry yields a close air distance and expansions that are far away from both players. Like on Ride of Valkyries, players can always expand away from your opponent. The third, fourth, and maybe even fifth expansions are fairly far away from your opponent and have a good amount of distance from one another. This means that an enemy player with a death ball will not be able to steamroll through multiple expansions as efficiently as if they were placed together because the ball with have to travel from point A to point B. The death ball will also be extremely out of position; if a counter-attack occurred, the natural would be in a lot of trouble, and since the natural is right next to the main, that player will win the base race if he is ahead on expansions because of how close the two bases are. This gives the expansions their own kind of security. The bases will be harassed, but almost never directly attack with an entire army because of how out of position the army would be. Also, none of these expansions can be dropped. There are no cliffs by any of these expansions. There probably should be so that these expansions are not as easy to expand to. I think that a cliff behind the intended third would be a good addition, and maybe even one behind the base labeled as the fifth expansion, but I'm not so sure one is necessary there.

Overall, Haven's Lagoon is very open. There are no significant chokes other than the ramp of the main into the natural. The natural doesn't have a choke, and all of the ramps on the map are very wide. An analyzer image would help a lot for determining balanced proportions. They have an average openness feature which is pretty awesome and extremely helpful. The openness of the natural and other expansions, combined with the reasons I've stated above about their low risk, put Zerg at an extremely large advantage over Protoss and a less large advantage over Terran. This thread on base vulnerabilities would be worth your while as a nice read as well. I think that the obstructions outside of the naturals and in front of the gold expansion should be made larger and that some of the ramps should be shrunk, specifically the ones into the third and the ones that lead to the Xel'naga Tower, to make the map less open.

This suggestion is a bit extreme, but if the Protoss death ball gets out of position too much, then maybe the height of the map should be shrunk. This should be a last resort if everything else fails.

I'd like to apologize for my immature behavior about the results of the TL map contest. I meant no offense to you as a map maker and am always happy to see more and more people delve into the community, especially those willing to improve, and your aesthetic update has convinced me that you are one of those people. What bothered me was that the judges picked your map over some other quality maps that I would have rather seen as finalists, and I am sorry for funneling my anger out on the map. I'd also like to mention that this map is so much better than my first SCII map. I was also really really really excited for the competition and viewed it as something that would bring community maps into the spotlight, which only fueled my disappointment at the results.

Congratulations on Haven's Lagoon being a finalist, and good luck with the competition!

Namrufus
Profile Blog Joined August 2011
United States396 Posts
November 11 2011 05:10 GMT
#6
congrats on your map getting a finalist's position!
This is it... the alpaca lips.
Destructicon
Profile Blog Joined September 2011
4713 Posts
November 11 2011 05:25 GMT
#7
Ah, nice work on the visuals, I'm glad too see where you took some of your inspiration from
Last thing you probably need to do now is find the analyzer and see what it says about your map.
In general you want an average openness between 3.90 and 4.15 give or take. If your map is too open you can make it more chokey by adding cliffs in strategic places, or by filling out some parts of the map with unpalatable doodads, like trees, rocks etc.
The trick is to know when to use cliffs and when to use doodads, but that comes with time.

Anyway congrats again on making the final 7 and looking forward to seeing how your map progresses.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Idianci13
Profile Joined May 2011
United States39 Posts
November 11 2011 05:28 GMT
#8
IMO should change contested 6th base to gold base and change contested 6th to a semi-island with 1 gas (high yield)... Just my opinion, but otherwise looks good. Might be problematic for Terran/Toss to hold natural and 3rd without expanding to center though.
I'm only here to help you. But I really don't want to.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
Last Edited: 2011-11-11 05:58:59
November 11 2011 05:56 GMT
#9
I'm Terran.

One small thing that makes me very happy is that both of the mains are on the right side of the map. It's *really really* nice to not worry about addons screwing up your sim city. I wish that was something that all 2 player maps featured.

I can see how people would say that this is a Zerg-favored map. But there's a lot of other good things going for it. The low ground expo with the WT kissing it saves TvZ. It's a perfect position for a planetary, just like the rocked gold on XNC. However because the expo is more open (both to ground and air) it's not nearly as imbalanced.

Another thing not immediately obvious is that the 3rds and 4ths, as well as 5ths and gold, are REALLY close together. If you drop (or warpin) at one expo with a bunch of static defense, then it is soooo easy to waltz over and hit another expo instead. So spines, spores, cannons, and PFs (except for the low ground expo) all kinda suck on this map. Which I think is a good thing, because it makes it difficult to turtle beyond 1 base, and it rewards multitasking.

I'm curious why so many people think the map is bad for Protoss. I would agree that the tough third makes it difficult to pull off the standard 3 base collossi into HT build. And the lack of chokes sucks for forcefield. But the map's lack of WTs really hurts Zerg with respect to spotting warp-ins. The pockets outside the main opposite of the ramps are perfectly sized for high ground warpins and Stargate play. And all the different map levels make it super easy to hide proxy pylons. Cliff walking Collosi can absolutely murder the 4th expos. The open naturals are kinda bad for PvZ forge builds, but it's also really good against every Terran fast expand.
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2011-11-11 09:28:33
November 11 2011 09:22 GMT
#10
After getting some feedback, I've made some changes. These are not published in the TLMC version yet, so let me know what you think.

+ Show Spoiler +
[image loading]
Tightened choke between main and island infront of natural. Allows protoss to wall off their main with three 3x3 buildings.


+ Show Spoiler +
[image loading] It only takes three 3x3 buildings to wall off 3rd. Ramp width has been decreased from 4 to 3, and the minerals have been moved slightly closer to ramp for shorter distance.


+ Show Spoiler +
[image loading] More trees and doodads have been added to decrease some openness in the middle area.


+ Show Spoiler +
[image loading] Small change, but a change nevertheless. Curtain has been added to the extended land that wraps around main to make room for other uses than just robo blink in PvP, which was its original purpose.
Former ESV Mapmaker | @Timetwister22
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
November 11 2011 09:30 GMT
#11
1. no protoss will use that wall off, it is fine atm
2. 3 3x3 is okay, not particularly necessary but won't change much. The width decrease on the ramp I don't understand - can you elaborate on why you want that changed?
3. Seems good.
4. Indifferent!
Administrator~ Spirit will set you free ~
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
November 11 2011 09:35 GMT
#12
On November 11 2011 18:30 Plexa wrote:
1. no protoss will use that wall off.

I play protoss and I sure will.

The changes are good but they dont fix all problems.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-11-11 09:44:15
November 11 2011 09:41 GMT
#13
On November 11 2011 18:35 Sea_Food wrote:
Show nested quote +
On November 11 2011 18:30 Plexa wrote:
1. no protoss will use that wall off.

I play protoss and I sure will.

The changes are good but they dont fix all problems.

It's a bad wall because
1) two attack paths = twice the number of cannons you need to defend all ins
2) Exposes your cycore, a lot (no one will build the 2nd gate)
3) Requires 2 pylons to complete - roach timings will hit around then and you're stuffed
4) Can only wall off one entrance in time for standard speedpool ling prod

By the time you get that wall up, most of the builds that you want to wall off against are no longer a threat
Administrator~ Spirit will set you free ~
Skawuscha
Profile Joined January 2011
Austria110 Posts
November 11 2011 10:05 GMT
#14
Is there a reason you put both gas on the natural to the left side?? Seems to be very vulnarable to air play...
and can you show a picture with a wall off from the main ramp to nexus??
Meltage
Profile Joined October 2010
Germany613 Posts
November 11 2011 16:35 GMT
#15
Have you tested this for lag issues? There is a lot of mist/fog doodads used in the air-areas along the map borders. Might be worth to check out before the map is used in high level tournament play. The same goes for the water areas and those with a lot of trees.
http://mentalbalans.se/aggedesign
Ares[Effort] *
Profile Blog Joined February 2009
DEMACIA6550 Posts
November 11 2011 16:42 GMT
#16
I like the color now
Moderatorgold coin
Venomsflame
Profile Joined February 2011
United States613 Posts
November 11 2011 16:45 GMT
#17
It's cute, but not really balanced at all. Congrats on the competition though.
Ares[Effort] *
Profile Blog Joined February 2009
DEMACIA6550 Posts
November 11 2011 16:48 GMT
#18
On November 12 2011 01:45 Venomsflame wrote:
It's cute, but not really balanced at all. Congrats on the competition though.

What parts of the map make it an imbalanced one?
Moderatorgold coin
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-11-11 18:46:38
November 11 2011 18:46 GMT
#19
On November 12 2011 01:48 Ares[Effort] wrote:
Show nested quote +
On November 12 2011 01:45 Venomsflame wrote:
It's cute, but not really balanced at all. Congrats on the competition though.

What parts of the map make it an imbalanced one?


The third is pretty far, and to make it worse, the expansion patter there is a straight line, meaning defending vs air, especially muta will be about impossible as protoss.
Munk200
Profile Joined November 2011
United States52 Posts
November 11 2011 20:53 GMT
#20
I'm just curious why people are complaining about the "openness" of this maps natural. I mean the distance from the ramp to the natural is so small. I think its only 5 squares..... so for the tosses out there who claim you cant FFE on this map i ask you. "Whu.....? why the hell not? you can FFE on metal and that natural is far more open than on this map."

Also, @ Time, i don't think making that ramp smaller, and the flat "choke" into the 3rd smaller is necessary. You can make one or the other smaller, but making them both smaller is not needed IMO. People should not be able to get a "free" expo.

One last thing to all the haters out there. Please go play this map before you decide to super theory craft about how IMBA it is. Its easy to look at something and be like, dam that shits broken, the expos are way too far away. Go play the map a few times then make a decision. Its nice playing on something new, and not the same old routine layout of a map.

You cant choose what happens to you, you can only chose how to react.
1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 49m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Britney 26941
Larva 753
Rush 190
Soma 120
ggaemo 74
Sharp 68
ajuk12(nOOB) 63
JulyZerg 46
ZergMaN 19
NotJumperer 9
[ Show more ]
IntoTheRainbow 8
Noble 8
Terrorterran 3
Dota 2
qojqva1586
NeuroSwarm211
XcaliburYe199
Other Games
summit1g14434
Happy329
Fuzer 189
Mew2King36
Organizations
Other Games
gamesdonequick903
Dota 2
PGL Dota 2 - Main Stream306
StarCraft: Brood War
lovetv 16
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Sammyuel 48
• LUISG 31
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 32
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush2030
• Jankos576
Other Games
• Shiphtur277
Upcoming Events
Sparkling Tuna Cup
49m
NightMare vs YoungYakov
Krystianer vs Classic
ByuN vs Shameless
SKillous vs Percival
WardiTV Korean Royale
2h 49m
Zoun vs SHIN
TBD vs Reynor
TBD vs herO
Solar vs TBD
BSL 21
10h 49m
Hawk vs Kyrie
spx vs Cross
Replay Cast
14h 49m
Wardi Open
1d 2h
Monday Night Weeklies
1d 7h
StarCraft2.fi
1d 7h
Replay Cast
1d 14h
Wardi Open
2 days
StarCraft2.fi
2 days
[ Show More ]
PiGosaur Monday
2 days
Wardi Open
3 days
StarCraft2.fi
3 days
Replay Cast
3 days
The PondCast
4 days
Replay Cast
4 days
Korean StarCraft League
5 days
CranKy Ducklings
6 days
SC Evo League
6 days
BSL 21
6 days
Sziky vs OyAji
Gypsy vs eOnzErG
Liquipedia Results

Completed

SOOP Univ League 2025
RSL Revival: Season 3
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
CSCL: Masked Kings S3
Slon Tour Season 2
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
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

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
Kuram Kup
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 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.