• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:13
CEST 06:13
KST 13:13
  • 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
Maestros of the Game: Week 1/Play-in Preview9[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy13
Community News
LiuLi Cup - September 2025 Tournaments2Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris48Weekly Cups (Aug 11-17): MaxPax triples again!15
StarCraft 2
General
Team Liquid Map Contest #21 - Presented by Monster Energy Weekly Cups (August 25-31): Clem's Last Straw? Heaven's Balance Suggestions (roast me) Geoff 'iNcontroL' Robinson has passed away Speculation of future Wardii series
Tourneys
RSL: Revival, a new crowdfunded tournament series Maestros of The Game—$20k event w/ live finals in Paris LiuLi Cup - September 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
External Content
Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies
Brood War
General
Pros React To: herO's Baffling Game ASL20 General Discussion BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL Polish World Championship 2025 20-21 September
Tourneys
Is there English video for group selection for ASL Small VOD Thread 2.0 [Megathread] Daily Proleagues [ASL20] Ro24 Group F
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Warcraft III: The Frozen Throne
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
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
How Culture and Conflict Imp…
TrAiDoS
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 990 users

[M] (2) TPW Loki II - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 All
Gfire
Profile Joined March 2011
United States1699 Posts
January 29 2012 19:05 GMT
#41
In WC3 and on Bel'Shir Beach, water didn't mark pathable bounds. They were still marked with cliffs, and the water had no impact on whether an area was pathable. In this map it seems like sometimes the edge of the terrain is where the cliffs end, but other places (behind the nat) you can't walk past the water to the edge of the cliff.
all's fair in love and melodies
Samro225am
Profile Joined August 2010
Germany982 Posts
January 29 2012 19:14 GMT
#42
On January 30 2012 02:04 Gfire wrote:
Not a fan of water marking the boundaries, since water is typically pathable and doesn't really represent unpathable space very well, and it's all rounded while pathing boundaries and geometric. Otherwise, it looks really great.


we discussed this (NullCurrent made the finishing touches) and in the end making the waterlevel as the pathable-area's boundary was not most logical, but easiest way to read and play.
FlaShFTW
Profile Blog Joined February 2010
United States10184 Posts
January 29 2012 19:24 GMT
#43
OH MAH GOD ITS LOKIIIIIIIIIIIIIIIIIIIIIIIIII!!!!!

holy crap i love this map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Gfire
Profile Joined March 2011
United States1699 Posts
January 29 2012 19:55 GMT
#44
On January 30 2012 04:14 Samro225am wrote:
Show nested quote +
On January 30 2012 02:04 Gfire wrote:
Not a fan of water marking the boundaries, since water is typically pathable and doesn't really represent unpathable space very well, and it's all rounded while pathing boundaries and geometric. Otherwise, it looks really great.


we discussed this (NullCurrent made the finishing touches) and in the end making the waterlevel as the pathable-area's boundary was not most logical, but easiest way to read and play.

You're saying it's easier to read and play using some pathable water and some unpathable water, than it is use cliffs through the whole thing like it is on part? I'm not sure I understand.
all's fair in love and melodies
Samro225am
Profile Joined August 2010
Germany982 Posts
January 29 2012 22:57 GMT
#45
On January 30 2012 04:55 Gfire wrote:
Show nested quote +
On January 30 2012 04:14 Samro225am wrote:
On January 30 2012 02:04 Gfire wrote:
Not a fan of water marking the boundaries, since water is typically pathable and doesn't really represent unpathable space very well, and it's all rounded while pathing boundaries and geometric. Otherwise, it looks really great.


we discussed this (NullCurrent made the finishing touches) and in the end making the waterlevel as the pathable-area's boundary was not most logical, but easiest way to read and play.

You're saying it's easier to read and play using some pathable water and some unpathable water, than it is use cliffs through the whole thing like it is on part? I'm not sure I understand.


i am unsure if i understand your question (:

the point is that the visual design uses steep cliffs as well as flat beaches (already before the redesign). The waterlevel and shoreline were quite unnatural looking, so terrain was changed in a few spots.

How could a deign signify where the pathable area begins, when you use flat beaches? Where the surf meets the dry sands is the only clearly readable signal if you are on terrain or not. The only other solution would be to have a flat beach, then the surf (pathable), then a steep shallow that signifies unpathable terrain (below water level). But this leads to oher problems, like visibility of units.

therefore water=unpathable is the most simple solution really that works really well. the fact you could actually walk a few metres in the water is a little bit of realism that we do not need. i rather have it easy to read.
Gfire
Profile Joined March 2011
United States1699 Posts
January 29 2012 23:32 GMT
#46
Oh. I see your point. Certainly, if you are going for flat beaches, with no cliffs nearby, it makes sense to put edge of pathability right on the waterline, compared to somewhere else. I'd just prefer to have an underwater cliff (dropoff) marking the line. That would be even more clear.

So is all the water on this map unpathable?
all's fair in love and melodies
RenSC2
Profile Blog Joined August 2011
United States1061 Posts
January 30 2012 09:04 GMT
#47
Looks quite faithful to the original and very beautifully textured/doodaded.

As for the structure fo the map, I like the way the middle of the map is designed. For future designs, I'd be interested in seeing it taken to an even larger extreme by making outer paths ever longer. As it is, they are only slightly longer than the middle path.

Now for the real crticism, I don't have the experience with the map from BW that you guys have, but I don't like it for SC2 at the current time. The fourth looks to be very difficult to take. Meanwhile, the full backdoor expo + the reasonable to hold natural makes three base play very easy. Why would anyone try to put pressure on a third that is as easy to hold as many nats? Why would anyone risk taking a difficult fourth when they can turtle on three?

This map looks like 15 minutes of buildup followed by one major engagement. I can't imagine too many good SC2 games coming from it.

The full backdoor expo just doesn't seem to work well in SC2 and tends to heavily favor P/T vZ. If I was trying to turn this into a competitive map and not just remake for nostalgia purposes, I'd cut the backdoor to zero or one gas and probably also cut mineral patches down to six. With those changes, it'd have a better chance of being balanced.
Playing better than standard requires deviation. This divergence usually results in sub-standard play.
NullCurrent
Profile Joined November 2010
Sweden245 Posts
January 30 2012 10:15 GMT
#48
On January 30 2012 18:04 RenSC2 wrote:
Now for the real crticism, I don't have the experience with the map from BW that you guys have, but I don't like it for SC2 at the current time. The fourth looks to be very difficult to take. Meanwhile, the full backdoor expo + the reasonable to hold natural makes three base play very easy. Why would anyone try to put pressure on a third that is as easy to hold as many nats? Why would anyone risk taking a difficult fourth when they can turtle on three?

This map looks like 15 minutes of buildup followed by one major engagement. I can't imagine too many good SC2 games coming from it.

The full backdoor expo just doesn't seem to work well in SC2 and tends to heavily favor P/T vZ. If I was trying to turn this into a competitive map and not just remake for nostalgia purposes, I'd cut the backdoor to zero or one gas and probably also cut mineral patches down to six. With those changes, it'd have a better chance of being balanced.


Calm Before the Storm also has a layout like that (8 mineral 2 gas inbase expo + relatively safe natural, but also rocks on the potential 4th), so I think that map might be worth looking at to see if it would work or not (as a concept, might be that the rest of the layout is favoring one race over the other).
The Planetary Workshop - TPW - Mapmaking Team
RenSC2
Profile Blog Joined August 2011
United States1061 Posts
Last Edited: 2012-01-30 10:56:24
January 30 2012 10:48 GMT
#49
On January 30 2012 19:15 NullCurrent wrote:
Show nested quote +
On January 30 2012 18:04 RenSC2 wrote:
Now for the real crticism, I don't have the experience with the map from BW that you guys have, but I don't like it for SC2 at the current time. The fourth looks to be very difficult to take. Meanwhile, the full backdoor expo + the reasonable to hold natural makes three base play very easy. Why would anyone try to put pressure on a third that is as easy to hold as many nats? Why would anyone risk taking a difficult fourth when they can turtle on three?

This map looks like 15 minutes of buildup followed by one major engagement. I can't imagine too many good SC2 games coming from it.

The full backdoor expo just doesn't seem to work well in SC2 and tends to heavily favor P/T vZ. If I was trying to turn this into a competitive map and not just remake for nostalgia purposes, I'd cut the backdoor to zero or one gas and probably also cut mineral patches down to six. With those changes, it'd have a better chance of being balanced.


Calm Before the Storm also has a layout like that (8 mineral 2 gas inbase expo + relatively safe natural, but also rocks on the potential 4th), so I think that map might be worth looking at to see if it would work or not (as a concept, might be that the rest of the layout is favoring one race over the other).

Yes, Calm Before the Storm is the primary map I was thinking of when I posted. It was pretty cool that CBtS was accepted into the GSL, but it only lasted one season. From what I understood from Artosis in State of the Game (ep61), the problem was the three-base turtle and 15 minutes of dead-time until the game actually started. Loki looks to have that same problem and possibly even worse with its hard 4th.

In the one season in GSL, CBtS seemed to favor P/T vZ. In Code S+A+U/D combined, PvZ was 3-0 (100%) on CBtS and 23-20 (53.5%) excluding CBtS. TvZ was 4-3 (57.1%) on CBtS and 32-32 (50%) excluding CBtS. Nothing is too conclusive with the small numbers (although it looks like Zerg tended to avoid CBtS), but there is an indication of anti-zerg bias and my guess is the three base formation is the culprit and the reason why I'm pointing it out on Loki II.

Interestingly, PvT was 7-7 (50%) on CBtS, but 29-41 (41.4%) excluding it. Protoss metagame tended to favor 2 or 3 base deathballs during that time and could explain why their win% (balanced, hah!) was higher on that map.

Only thing that I could see making Loki II more likely to not turn into a 3-base turtle than CBtS is that taking the 4th (counter-clockwise) nearly guarantees a 5th, so people may be more willing to take that risk.
Playing better than standard requires deviation. This divergence usually results in sub-standard play.
Sinedd
Profile Joined July 2008
Poland7052 Posts
January 30 2012 13:41 GMT
#50
woah... this looks sweet !
T H C makes ppl happy
CaptainCrush
Profile Blog Joined November 2010
United States785 Posts
January 30 2012 16:01 GMT
#51
I'm not usually a fan of 2 player maps since they tend to promote cheeze but this looks fantastic, I will have to try it out tonight!
Proko
Profile Joined February 2011
United States1022 Posts
January 30 2012 17:22 GMT
#52
This is a great looking map. The mapping community is getting really good.
Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 30 2012 17:59 GMT
#53
oh i like this map, and i guess no xel naga tower fits the map pretty well to make those nasty middle pushes even more evil. Need to play heh.
Prev 1 2 3 All
Please log in or register to reply.
Live Events Refresh
OSC
03:00
Mid Season Playoffs
MaNa vs SHIN
SKillous vs ShoWTimE
Bunny vs TBD
Cham vs TBD
CranKy Ducklings116
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 86
StarCraft: Brood War
Britney 4184
sSak 359
Leta 223
Noble 112
Aegong 63
NaDa 29
Icarus 11
Dota 2
monkeys_forever949
Counter-Strike
Stewie2K864
Super Smash Bros
C9.Mang0429
Other Games
summit1g9120
shahzam728
JimRising 539
WinterStarcraft470
Maynarde143
ViBE129
RuFF_SC285
Mew2King80
NeuroSwarm57
semphis_15
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH317
• practicex 23
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra883
• Shiphtur203
Upcoming Events
RSL Revival
5h 47m
Reynor vs Astrea
Classic vs sOs
Maestros of the Game
12h 47m
Serral vs Ryung
ByuN vs Zoun
BSL Team Wars
14h 47m
Team Bonyth vs Team Dewalt
CranKy Ducklings
1d 5h
RSL Revival
1d 5h
GuMiho vs Cham
ByuN vs TriGGeR
Cosmonarchy
1d 9h
TriGGeR vs YoungYakov
YoungYakov vs HonMonO
HonMonO vs TriGGeR
Maestros of the Game
1d 12h
Solar vs Bunny
Clem vs Rogue
[BSL 2025] Weekly
1d 13h
RSL Revival
2 days
Cure vs Bunny
Creator vs Zoun
Maestros of the Game
2 days
Maru vs Lambo
herO vs ShoWTimE
[ Show More ]
BSL Team Wars
2 days
Team Hawk vs Team Sziky
Sparkling Tuna Cup
3 days
Monday Night Weeklies
3 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 18: Qualifier 2
SEL Season 2 Championship
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025: Warsaw LAN
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
EC S1
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
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.