• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:32
CEST 23:32
KST 06:32
  • 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
TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Weekly Cups (Oct 13-19): Clem Goes for Four0BSL Team A vs Koreans - Sat-Sun 16:00 CET6Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)80Weekly Cups (Sept 29-Oct 5): MaxPax triples up3
StarCraft 2
General
The New Patch Killed Mech! Team Liquid Map Contest #21 - Presented by Monster Energy herO joins T1 Weekly Cups (Oct 13-19): Clem Goes for Four TL.net Map Contest #21: Voting
Tourneys
SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $1,200 WardiTV October (Oct 21st-31st)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
BW caster Sayle BSL Season 21 BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL Team A vs Koreans - Sat-Sun 16:00 CET
Tourneys
Azhi's Colosseum - Anonymous Tournament [ASL20] Semifinal B [Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN
Strategy
Roaring Currents ASL final [I] TvP Strategies and Build [I] TvZ Strategies and Builds Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Men's Fashion Thread Sex and weight loss
Fan Clubs
The herO Fan Club!
Media & Entertainment
Series you have seen recently... Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 NBA General Discussion 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 Recent Gifted Posts
Blogs
The Heroism of Pepe the Fro…
Peanutsc
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1602 users

[M] (4v4) RetroSpork

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-12-23 21:54:17
November 28 2011 02:31 GMT
#1
RETROSPORK v 1.0
v1.0 published on NA as "RetroSpork"
v1.0 published on EU as "RetroSpork" thanks to Chargelot

[image loading]

spork spork spork

+ Show Spoiler [analyzer summary] +
[image loading]


+ Show Spoiler [previous versions] +

v0.3
[image loading]
v0.2
[image loading]
v0.1
image here!


The aesthetics are no longer supposed to be based on the badlands tileset from BW.
+ Show Spoiler [beauty shots] +

[image loading]
[image loading]
[image loading]


when I was blocked on my 1v1 map I decided to try to finish this team map that I had started on a while ago.
it's a 4v4 map that I think should work OK as a 2v2 or 3v3 map as well.

STATS

dimensions(playable) = 177x174
spawns = 8
rocks = 8
towers = 2

Rush distances (analyzer main2main):
shortest:
128 A to D
longest:
164 A to A

Assist Distances (analyzer main2main with rocks):
~90 from A to D

tileset = custom
lighting = iGrok's Desert Night Lights

FEEDBACK COMMENTS AND SUGGESTIONS

please post your feedback, comments, and suggestions to help me improve this map!
This is it... the alpaca lips.
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
November 28 2011 03:23 GMT
#2
This looks really interesting. I tilted my head several times as I studied the terrain. I'd have to see good reps to analyze further, though.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
November 29 2011 05:39 GMT
#3
small map update: 2v2 and 3v3 matches should now have mirrored start positions
(published on NA server)
This is it... the alpaca lips.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 29 2011 07:01 GMT
#4
The textures remind me a bit of badlands in BW! ^^

I appreciate all the nice touches you added trying to create lots of different dynamics for all the spawns and intermediate terrain. Certainly a lot to digest / exploit on this map.

However, I think it's a bit too choky in the choky spots. I think most of these could be fixed by adjusting here and there by a matter of 1-2 squares. It might be best to add more ground and then use doodads to very precisely adjust the proportions. I would err on the side of "too open" considering you don't have any such locations yet, and its for team play. Think of the bundle of 3 clockwise expansions guarded by some tanks...

Also, the current rocks setup leads to egregious army runby situations. The 2 paths circuit is ridiculous long. Maybe you can use two rocks in the middle to leave a very narrow opening across mid? If not that, at least move the towers so they cover those side ramps completely so teams don't end up in base races all the time.

D spawn looks so lonely and vulnerable. I know it has a 1ramp, but imagine if they're zerg, getting double zerg rushed. What are they supposed to do? Their help is far away and the path to get there is very wide open (vulnerable). I would move the D ramp a little closer to C if you can. And all that space in the main just hanging out asking to be dropped, nydus'd, blinked... Maybe put some water in between for part of the span of that cliff and scoot the main towards the corner more to make up the space.

Also 4v4 is a terrible gametype (obv) but this is not a bad stab at making it a little interesting.
Comprehensive strategic intention: DNE
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-12-03 22:18:38
December 03 2011 22:18 GMT
#5
Thanks for the feedback!

On November 29 2011 16:01 EatThePath wrote:
However, I think it's a bit too choky in the choky spots. I think most of these could be fixed by adjusting here and there by a matter of 1-2 squares. It might be best to add more ground and then use doodads to very precisely adjust the proportions. I would err on the side of "too open" considering you don't have any such locations yet, and its for team play. Think of the bundle of 3 clockwise expansions guarded by some tanks...


OK, yeah, I was thinking more 1v1 scale with the choke sizes on some parts of the map I think. I'll open up some places on the map up a bit...


Also, the current rocks setup leads to egregious army runby situations. The 2 paths circuit is ridiculous long. Maybe you can use two rocks in the middle to leave a very narrow opening across mid? If not that, at least move the towers so they cover those side ramps completely so teams don't end up in base races all the time.


the rocks in the center of the map are to split the map up into 2 different halves in the early game, to make it harder for any one player to be quadruple rushed, so it'll be harder to change the placement of those. the watchower placement seems like a good idea though.


D spawn looks so lonely and vulnerable. I know it has a 1ramp, but imagine if they're zerg, getting double zerg rushed. What are they supposed to do? Their help is far away and the path to get there is very wide open (vulnerable). I would move the D ramp a little closer to C if you can. And all that space in the main just hanging out asking to be dropped, nydus'd, blinked... Maybe put some water in between for part of the span of that cliff and scoot the main towards the corner more to make up the space.


I see what you mean, this would be especially true for something like 3v3, and C base spawns empty. (D seems to get the short end of the stick on alot of things actually). I think I will take your suggestion, it should make playing as D a little more enjoyable


Also 4v4 is a terrible gametype (obv) but this is not a bad stab at making it a little interesting.







Also:

Map update (v0.2):
What do you think of this!?

+ Show Spoiler [overview] +

[image loading]


changes:
-more open space near rocked side paths and A and B's backdoor bases.
-changed shape of D base and reduced choke into C and D's shared nat.
-changed watchtower placement to oversee the side rocked path

Next update after this will probably be an aesthetics update.

edit: newest version published on NA server.
This is it... the alpaca lips.
Samcai
Profile Joined March 2011
Belgium58 Posts
December 07 2011 23:12 GMT
#6
I really like it !

Any chance you publishing it on EU ?
Namrufus
Profile Blog Joined August 2011
United States396 Posts
December 08 2011 00:29 GMT
#7
On December 08 2011 08:12 Samcai wrote:
I really like it !

Any chance you publishing it on EU ?


ty!

I don't have a EU account, so It'll only be on EU if someone is willing to publish it for me.



in other news, this map needs a name, does anyone have any suggestions? (I'm actually considering keeping the name RetroSpork)



as always, please post your feedback, comments and suggestions so I can improve this map!
This is it... the alpaca lips.
mikiao
Profile Joined May 2010
United States161 Posts
Last Edited: 2011-12-08 00:32:30
December 08 2011 00:30 GMT
#8
That entrance to the bottom left (and top right) two bases can be walled off with a PF and bunker. Not a complaint...just turned my main (I lifted at the start) and natural into Fort Knox.

I don't know if this is a pro or con...but it was so damned hard to get 8 200 armies to engage anywhere on the map. We pretty much ended up having to take out the two on our side and leave the other half alone. The one time we did all decide to die in the middle of the map...by the time the forth armies got there and fought, reinforcements from the first armies were already there....it was just wave upon wave of death with little accomplished.

Like I said...not sure if that's a plus or not. On the one hand, it promotes smaller strikes and allows you to focus your attention to only one or two enemies. On the other hand...it makes it difficult to combine armies for synergy purposes.

-shrug- I think I like it more than I don't.

[EDIT] Oh...and keep the name! I like RetroSpork....just because I like sporks...
"I must rule with eye and claw — as the hawk among lesser birds. "-Duke Leto Atreides
Chargelot
Profile Blog Joined December 2010
2275 Posts
December 08 2011 01:04 GMT
#9
On December 08 2011 09:29 Namrufus wrote:
Show nested quote +
On December 08 2011 08:12 Samcai wrote:
I really like it !

Any chance you publishing it on EU ?


ty!

I don't have a EU account, so It'll only be on EU if someone is willing to publish it for me.



in other news, this map needs a name, does anyone have any suggestions? (I'm actually considering keeping the name RetroSpork)



as always, please post your feedback, comments and suggestions so I can improve this map!


I can publish it for you. :D shoot me a pm and we'll discuss.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-12-09 01:53:52
December 09 2011 01:53 GMT
#10
On December 08 2011 09:30 mikiao wrote:
+ Show Spoiler +

That entrance to the bottom left (and top right) two bases can be walled off with a PF and bunker. Not a complaint...just turned my main (I lifted at the start) and natural into Fort Knox.

I don't know if this is a pro or con...but it was so damned hard to get 8 200 armies to engage anywhere on the map. We pretty much ended up having to take out the two on our side and leave the other half alone. The one time we did all decide to die in the middle of the map...by the time the forth armies got there and fought, reinforcements from the first armies were already there....it was just wave upon wave of death with little accomplished.

Like I said...not sure if that's a plus or not. On the one hand, it promotes smaller strikes and allows you to focus your attention to only one or two enemies. On the other hand...it makes it difficult to combine armies for synergy purposes.

-shrug- I think I like it more than I don't.
[EDIT] Oh...and keep the name! I like RetroSpork....just because I like sporks...



ooh, you played a game on it! Thanks for posting your experience , this will be useful.

were you playing on the old version or the new version? (you could tell if it was the old version because the old version had some grass textures)

@Chargelot: PM sent

edit: spelling
This is it... the alpaca lips.
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2011-12-09 21:07:09
December 09 2011 21:04 GMT
#11
Uploaded to EU as RetroSpork, hosted by Chargelot.791 (Jesse Spillane).
It plays really nicely. PM me if/when you update it so I can remember to check that email again.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
FlaShFTW
Profile Blog Joined February 2010
United States10217 Posts
December 09 2011 21:49 GMT
#12
put rocks on the smaller ramp for the A and B position so you only have one choke. But then taking an expo as A would be more challenging... maybe take out the backdoor rocks and then move those to the small choke behind the A and B expansions. Then take out the front expos for A and B
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
December 09 2011 22:41 GMT
#13
On December 10 2011 06:04 Chargelot wrote:
Uploaded to EU as RetroSpork, hosted by Chargelot.791 (Jesse Spillane).
It plays really nicely. PM me if/when you update it so I can remember to check that email again.


Thanks!

@FlashFTW:

I don't know about removing expos, there are currently 3 blue bases per player, any less would probably be bad imo. I will probably reduce the size of one of the ramps for the shared main in the next version however, so it'll be 2 standard sized chokes for two players.
This is it... the alpaca lips.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 09 2011 23:16 GMT
#14
I just want to be able to fast expand and not die -_-.
And only one path is available until rocks are broken, which seems silly for a 4v4 map. There should be at least 3 paths.
Moderatorshe/her
TL+ Member
mikiao
Profile Joined May 2010
United States161 Posts
December 10 2011 01:49 GMT
#15
On December 09 2011 10:53 Namrufus wrote:

ooh, you played a game on it! Thanks for posting your experience , this will be useful.

were you playing on the old version or the new version? (you could tell if it was the old version because the old version had some grass textures)

@Chargelot: PM sent

edit: spelling


I played the same day I posted if that helps. I'm too busy trying to kill my teammates....errrr enemies....to notice grass :D
I'm pretty sure it was the new version, but I wouldn't swear to it.

"I must rule with eye and claw — as the hawk among lesser birds. "-Duke Leto Atreides
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37034 Posts
December 10 2011 04:22 GMT
#16
On December 10 2011 07:41 Namrufus wrote:
Show nested quote +
On December 10 2011 06:04 Chargelot wrote:
Uploaded to EU as RetroSpork, hosted by Chargelot.791 (Jesse Spillane).
It plays really nicely. PM me if/when you update it so I can remember to check that email again.


Thanks!

@FlashFTW:

I don't know about removing expos, there are currently 3 blue bases per player, any less would probably be bad imo. I will probably reduce the size of one of the ramps for the shared main in the next version however, so it'll be 2 standard sized chokes for two players.


For expo situation:

Take the destructible rocks for the back entrance and put it at A's expansion.

This way, instead of expanding to the front, A can expand to the back and have a safer expansion.

Then put destructible rocks on the pathway to the back expansion to make sure A can't expand twice. So basically, A can expand once to the back but that expansion right next to it, can't be taken because of destructible rocks in it's way.

Instead of 1 small entrance and 1 big entrance, create 1 giant entrance since A and B are together.

GREAT MAP!!!
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
December 15 2011 22:32 GMT
#17
map update!
version 0.3

+ Show Spoiler [overview] +

[image loading]

the new version should address the concerns some had over the ability to fast expand

I moved the backdoor rock to the front of the shared base expo, so it's possible to expand to the backdoor bases straight away, while keeping the number and size of entrances to the main the same.

The central choke has been widened as well.

currently published to NA

Tell me what you think!
This is it... the alpaca lips.
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2011-12-17 07:15:37
December 16 2011 01:03 GMT
#18
+ Show Spoiler +
Experiencing some weird errors with updating it. I have a support ticket open, and I'll update this post when 0.3 is uploaded to EU.

Still nothing from Euro support. NA support takes less than an hour for every problem for every game. @BlizzardCS doesn't seem to be very helpful either. I'm still actively pursuing an answer, and I will get this published.


RetroSpork v0.3 is now published on the EU server.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-12-23 06:28:47
December 23 2011 06:26 GMT
#19
Aesthetics Update!
v1.0

The aesthetics are no longer supposed to be based on the badlands tileset from BW.
+ Show Spoiler [beauty shots] +

[image loading]
[image loading]
[image loading]


edit: slight gameplay change with this version from 0.3--- larger airspace around the entire map
This is it... the alpaca lips.
Chargelot
Profile Blog Joined December 2010
2275 Posts
December 23 2011 08:22 GMT
#20
Aesthetics are beautiful. It really came together very well. Version 1.0 is now on EU.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Antares777
Profile Joined June 2010
United States1971 Posts
December 23 2011 21:10 GMT
#21
This is a very cool map, I've always wanted to make a 4v4 just for fun to play with my friends.

But then I remembered none of my friends play SCII :'(
FlaShFTW
Profile Blog Joined February 2010
United States10217 Posts
December 23 2011 22:17 GMT
#22
map looks a lot better, i like the backdoor now. very nice!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
darien_jarkeld
Profile Joined July 2011
United States9 Posts
December 24 2011 00:29 GMT
#23
I love what you are doing here. There is massive potential with the asymmetry between teammates. In my mind it adds a significant amount of strategy to the game. I also like how the map is kinda choke heavy, because it forces more independent skirmishes, instead of huge, winner takes all battles. Great work, this is defiantly going into my multi-player collection.
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
December 24 2011 00:59 GMT
#24
Really nice map! It looks pretty awesome, and adds alot to the 'dynamic' (coughcough) of 4v4
Mereel
Profile Joined February 2010
Germany895 Posts
December 24 2011 02:08 GMT
#25
awesome design..very bwish <3
TPW Mapmaking Team
Namrufus
Profile Blog Joined August 2011
United States396 Posts
December 24 2011 07:07 GMT
#26
Thanks all, I'm glad you like it!
This is it... the alpaca lips.
TGGC
Profile Joined March 2010
Germany17 Posts
July 30 2012 16:15 GMT
#27
On November 29 2011 14:39 Namrufus wrote:
small map update: 2v2 and 3v3 matches should now have mirrored start positions
(published on NA server)
Is it possible to have this update on EU too?
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 30 2012 16:37 GMT
#28
Ooooh this map got bumped ;D
Comprehensive strategic intention: DNE
Normal
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#27
Clem vs MaxPaxLIVE!
WardiTV1519
TKL 470
IndyStarCraft 172
BRAT_OK 73
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 470
IndyStarCraft 172
JuggernautJason82
BRAT_OK 73
StarCraft: Brood War
Britney 11721
Calm 2656
Sea 1252
Mini 280
Soulkey 140
Aegong 82
UpATreeSC 81
NaDa 13
Movie 13
Dota 2
monkeys_forever329
Counter-Strike
pashabiceps811
Stewie2K508
Super Smash Bros
PPMD64
Heroes of the Storm
Liquid`Hasu542
Khaldor190
Other Games
Grubby2374
FrodaN2111
ScreaM1297
fl0m829
shahzam452
B2W.Neo370
Mlord319
ToD198
C9.Mang0189
Skadoodle175
Trikslyr50
Maynarde21
Organizations
Counter-Strike
PGL447
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• kabyraGe 166
• davetesta20
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift1746
Other Games
• imaqtpie1929
• Shiphtur283
Upcoming Events
Replay Cast
1h 28m
Wardi Open
13h 28m
Wardi Open
16h 58m
PiGosaur Monday
1d 2h
Replay Cast
1d 12h
Tenacious Turtle Tussle
2 days
The PondCast
2 days
OSC
2 days
WardiTV Invitational
3 days
Online Event
3 days
[ Show More ]
RSL Revival
4 days
RSL Revival
4 days
WardiTV Invitational
4 days
Afreeca Starleague
5 days
Snow vs Soma
Sparkling Tuna Cup
5 days
WardiTV Invitational
5 days
CrankTV Team League
5 days
RSL Revival
5 days
Wardi Open
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
Thunderpick World Champ.
CS Asia Championships 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

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 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.