• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 14:26
CET 20:26
KST 04:26
  • 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: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation7Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
[TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time? SC: Evo Complete - Ranked Ladder OPEN ALPHA
Tourneys
Master Swan Open (Global Bronze-Master 2) Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
Back In The Day.... BW General Discussion FlaSh on: Biggest Problem With SnOw's Playstyle Terran 1:35 12 Gas Optimization BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET [ASL20] Grand Finals
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread EVE Corporation Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Path of Exile
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
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
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1453 users

[M] (4) Sickle Storm

Forum Index > SC2 Maps & Custom Games
Post a Reply
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2011-11-29 07:49:07
November 29 2011 07:45 GMT
#1
Overview
[image loading]
Analyzer
[image loading]

Map size: 141x138
Main-Main (all positions) =40 seconds (in game)
Nat-Nat (all positions)= 20 seconds (in game)


If you happen to think that this is my second map thread in the last 24 hours, you'd be correct. With this in mind, I'd like to note that this is an experiment. An idea came to me, and thought it was so good I had to share. Then again, I the noob mapper might not notice something those of greater experience may notice with this map, which is also why I'm sharing it.

The idea was to allow for a main and natural to be on the same level, just like Taldarim, while not forcing PvP into a 4gate scenario. The result, 1 width ramp at natural, 2 width ramp in main but blocked by rocks. Granted, this map may not be the best execution of this concept, as I already know of a few flaws, but it will have to do. If the concept is good and works, then I'll spend more time with it on a more perfected map.

Edit: This is a work in progress, forgot to mention so in thread title.
Former ESV Mapmaker | @Timetwister22
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
November 29 2011 07:49 GMT
#2
20 seconds nat to nat? o_O

You definitely need to disable close spawns lol
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2011-11-29 07:52:15
November 29 2011 07:51 GMT
#3
Yes, that is one of the biggest, if not the biggest, flaw as thats the distance cross positions too. However, it is the main and natural concept that i am possibly looking at for a more perfected map. Just didn't know if the concept was good or not, considering I've been told equal level mains and naturals are not allowed, as it breaks PvP.
Former ESV Mapmaker | @Timetwister22
Doof
Profile Joined October 2010
United States204 Posts
November 29 2011 08:15 GMT
#4
On November 29 2011 16:51 Timetwister22 wrote:
Yes, that is one of the biggest, if not the biggest, flaw as thats the distance cross positions too. However, it is the main and natural concept that i am possibly looking at for a more perfected map. Just didn't know if the concept was good or not, considering I've been told equal level mains and naturals are not allowed, as it breaks PvP.

PvP sucks when there's no ramp that can be held by a single force field. But in this map, it looks like the ramp at the natural is narrow enough. Is it? If so, then the Protoss players could simply protect that ramp rather than the choke at their main.
The destructible rocks leading right into the main is the real concept question here. Idk if that's a good idea, especially considering that it would force the defender to split up a lot once those rocks go down. It's definitely interesting though. Like I said, I'm not saying it's a bad idea. I don't know. Would have to test myself. What do others think?
Every day should be a good day to die
Duvon
Profile Joined October 2011
Sweden2360 Posts
November 29 2011 08:21 GMT
#5
The path for attackers between main rocks and natural choke needs to be longer than for the defender.
Nothing is impossible, only some things for some people.
Timetwister22
Profile Joined March 2011
United States538 Posts
November 29 2011 08:23 GMT
#6
The path for attackers between main rocks and natural choke needs to be longer than for the defender.

I agree. Something I must consider if I redo this map with the same concept.
Former ESV Mapmaker | @Timetwister22
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 29 2011 14:06 GMT
#7
Nice idea. In this case I'd strongly prefer it if you'd use mineral blocks for the backdoor ramp tho, so the defender can decide when he opens this path.
Since Protoss can't warpin on ramps anymore you just have to put the mineral patches at the bottom of the ramp and then Protoss can't abuse it.
Also in this case you have to keep MULEs in mind so you either have to stack mineral patches (which sucks cos you can't see how many there are and you can mine all of them at the same time so I wouldn't do that) or you make 2 or even 3 rows of mineral patches.

How exactly can a purely 4p rotational map not be a square? (Map size: 141x138)

Middle is extremely open and not very interesting at all, but I guess you know that.

The idea is very nice, now just execute it well.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
RumbleBadger
Profile Joined July 2011
322 Posts
November 29 2011 14:27 GMT
#8
On November 29 2011 23:06 Ragoo wrote:
How exactly can a purely 4p rotational map not be a square? (Map size: 141x138)

I assume this is not the playable size, just the total map size.

Besides the other things people have said, make sure to watch for spawn imbalance. When spawning clockwise from your opponent, you get a much much easier third than your opponent does. When spawning counterclockwise, both thirds are very hard to take (one is very close to opponent, one is very far away from yourself unless you break rocks, which just makes it easier for opponent to attack you). Though I guess if you forced cross positions then it wouldn't matter.
Games before dames.
Timetwister22
Profile Joined March 2011
United States538 Posts
November 29 2011 18:59 GMT
#9
With this concept, would it be better just to swap main and natural? The reason I had it as such was to make the main choke more interesting for the other match ups. Yet, if the natural choke is going to be treated as if it were the main choke, then why not actually make it the main choke? This would make the natural more of an in base, but as of now it somewhat already is. Any thoughts on such an idea?
Former ESV Mapmaker | @Timetwister22
Antares777
Profile Joined June 2010
United States1971 Posts
November 29 2011 22:20 GMT
#10
Whoa, I think you might need to slow down making maps. I used to make some maps really fast, but I sacrificed quality for quantity, and I really hope that you do not do the same.

Like Ragoo said, a mineral block would be cool idea, but it's your decision depending on how you want the map to play out.

I think swapping the main and natural would be a cool idea. The map would then have a main + natural set up like ESV Katrina, but with a few differences. If you did this, you could remove the choke and add more room into the current natural/future main.

Forced cross-spawns will probably be necessary due to the distances between the adjacent bases. With that in mind, the next thing to do would be come up with a more interesting middle. Other four player maps that force cross spawns have a middle that doesn't follow the rest of the map symmetrically, so that different spawns can cause different styles of gameplay. The middle also has a lot of straight lines and is a little open and bland. Try to be as creative as you can while trying to keep the map balanced.

Good job so far!
Timetwister22
Profile Joined March 2011
United States538 Posts
November 29 2011 22:26 GMT
#11
Keep in mind, this wasn't meant to be a playable, legit map. It was only intended to share a concept that I thought of. Thus, this map will most likely undergo serious changes with a similar concept. This is just me experimenting and trying to understand what I'd have to do to make this concept work from the feedback I get.
Former ESV Mapmaker | @Timetwister22
lovablemikey
Profile Joined October 2010
264 Posts
November 29 2011 22:26 GMT
#12
The middle of your map is a hideously disgusting waste of space! Put some bases in there or something; mix it up, says I.
Please log in or register to reply.
Live Events Refresh
Next event in 3h 35m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 239
UpATreeSC 231
IndyStarCraft 89
StarCraft: Brood War
Calm 2044
Rain 1552
Horang2 723
Shuttle 468
Rock 40
hero 33
Barracks 29
Aegong 26
Killer 11
ivOry 7
Dota 2
qojqva2696
Dendi1191
Fuzer 197
LuMiX1
League of Legends
rGuardiaN36
Counter-Strike
pashabiceps956
Foxcn371
Super Smash Bros
Mew2King64
Heroes of the Storm
Liquid`Hasu252
Other Games
Grubby1207
Beastyqt532
DeMusliM404
C9.Mang058
QueenE56
Trikslyr38
BRAT_OK 36
MindelVK5
fpsfer 1
Organizations
Other Games
BasetradeTV32
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 42
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• imaqtpie2171
• TFBlade1234
Other Games
• WagamamaTV396
• Shiphtur225
Upcoming Events
Tenacious Turtle Tussle
3h 35m
The PondCast
14h 35m
RSL Revival
14h 35m
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
16h 35m
ByuN vs ShoWTimE
Classic vs Cure
Reynor vs TBD
WardiTV Korean Royale
16h 35m
PiGosaur Monday
1d 5h
RSL Revival
1d 14h
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
1d 16h
herO vs TBD
CranKy Ducklings
2 days
RSL Revival
2 days
herO vs Gerald
ByuN vs SHIN
[ Show More ]
Kung Fu Cup
2 days
IPSL
2 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
3 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
3 days
RSL Revival
3 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
3 days
WardiTV Korean Royale
3 days
BSL 21
4 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
4 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
4 days
Wardi Open
4 days
Monday Night Weeklies
4 days
WardiTV Korean Royale
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
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
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 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.