• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:04
CEST 10:04
KST 17:04
  • 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
Code S Season 1 - RO8 Preview3[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10
Community News
Maestros of The Game 2 announcement and schedule !7Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12Code S Season 1 (2026) - RO12 Results12026 GSL Season 1 Qualifiers25
StarCraft 2
General
Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book Weekly Cups (April 27-May 4): Clem takes triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Code S Season 1 (2026) - RO12 Results
Tourneys
Maestros of The Game 2 announcement and schedule ! GSL Code S Season 1 (2026) Sea Duckling Open (Global, Bronze-Diamond) RSL Revival: Season 5 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 524 Death and Taxes The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base
Brood War
General
Do we have a pimpest plays list? BGH Auto Balance -> http://bghmmr.eu/ (Spoiler) Asl ro8 D winner interview BW General Discussion AI Question
Tourneys
[ASL21] Ro8 Day 4 Escore Tournament StarCraft Season 2 Small VOD Thread 2.0 [BSL22] RO16 Group Stage - 02 - 10 May
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread OutLive 25 (RTS Game) Dawn of War IV
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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 TL Mafia Community Thread Five o'clock TL Mafia
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread The Letting Off Steam Thread Russo-Ukrainian War Thread 3D technology/software discussion
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1780 users

[M] (2) Scorching Dawn - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
lovablemikey
Profile Joined October 2010
264 Posts
December 14 2011 02:13 GMT
#21
You, sir, win the grand prize. I must say, I have never been happier to see a new map. Look at that! There are expansions in the center, and you made it look good! I can't see anything about this map that I don't like. The layout is superb; it flows perfectly. The size is just right; it isn't too big or too small. The tileset is used well. Holy crap, I love it!

Even though everyone knows this is the best map ever, it's time to test it out! I, for one, will be giving it a whirl tonight. It looks so good that the only way to know what to change will come from watching games on it.

Kudos on a map well made! It's easily among my favorites of all time already. I hope this style catches on, because it's been time for a change for a while now.
Timetwister22
Profile Joined March 2011
United States538 Posts
December 14 2011 06:37 GMT
#22
Thanks everyone for the positive feedback thus far. The complaints I have received with the current version so far are that the map is too dark, looks a little too bland, and the mains are pretty tight for terran. Easy fixes at this point, as they're mostly aesthetically. However I probably won't get around to dealing with them until the end of the week, thus continue play testing it as is for now. More feedback is always welcome, good or bad
Former ESV Mapmaker | @Timetwister22
Deshkar
Profile Joined June 2011
Singapore1244 Posts
December 14 2011 06:50 GMT
#23
I totally love the look and layout of the map! You've been a great addition to the map-making community!
eTcetRa
Profile Joined November 2010
Australia822 Posts
December 14 2011 08:16 GMT
#24
Excellent map mate. Layout and visuals look incredible and love the bases in middle.
Retired Mapmaker™
Sirion
Profile Joined August 2010
131 Posts
December 14 2011 10:19 GMT
#25
I like most of the map, except for one thing: the center. Let me elaborate. The center of this map truly is the center of this map. If you manage to park a big army there that dramatically increases your chance of winning in a late game situation. No matter where your opponent has his army you can threaten one of his bases and have a relative short path for defense. That means you can expand more easily, in a case of a strong backstab along the other lanes you can just walk to his main.

So why is this a problem? There is only one center as opposed to two staging points, one for each player. I am afraid that this then promotes deathball play, with a big clash in the middle and the winner of that fight takes the center and then the game. Which sounds boring and does not live up the the potential of this map. The problem is, I have no idea how to fix this. The center of the map is just there, its not like you can move some stuff a little bit and it disappears. Perhaps it is not even such a big deal, but in my experience maps with a strong center position produce boring games.
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2011-12-14 10:55:58
December 14 2011 10:53 GMT
#26
I can kind of understand what you are saying, but to a minor degree. Where I do see you're point, I rarely think the middle will actually be the middle as you describe, simply due to player expansion patterns. The middle would only be the middle in a scenario where both players take the middle expansion as their 4ths. However, in each match up, there is usually one player who expands toward their opponent and one who expands away. Thus, both middle bases won't be mining at the same time, or else one player is at a serious disadvantage. For example, in pvz, if both the protoss and the zerg took the middle expansion as their 4th, the zerg would most likely lose the game. Too easy for toss to abuse the fact that the zerg expanded toward them. Wouldn't be hard for an immobile protoss army to go from their 4th to the zergs 4th, and the zerg wouldn't have much reaction time. So what I'm essentially saying is that the focus points late game really depend on where each player takes their 4th.

However I could very well be wrong. We can speculate all day, but it really comes down to play testing the map to see where things stand.
Former ESV Mapmaker | @Timetwister22
Timetwister22
Profile Joined March 2011
United States538 Posts
December 16 2011 05:18 GMT
#27
Map updated and published for version 1.1
Former ESV Mapmaker | @Timetwister22
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-12-21 07:24:44
December 21 2011 07:24 GMT
#28
Timetwister, I don't know if you came up with this layout solely by yourself or if you even did the texture work all by yourself (I'm just spit-balling and thinking ESV helped you a lot), but I have to say this map is starting to look extremely gorgeous ^^
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
mangoloid
Profile Joined September 2010
100 Posts
December 21 2011 09:24 GMT
#29
I like the map a lot, though I am struggling to imagine games beyond 3-base play. How about adding rocks on the ramp between the high ground 4th/5th and the opposite low-ground base? I feel like that would split the expansions on the map more naturally and would make expanding beyond 3 bases less difficult. Although, doing that, you might have to take out the mid-map 4th/5th because, by securing that, a player would secure the high ground as well. Hmm. I'm no longer sure that suggestion is any good, but I would like to hear your thoughts.

Also, I am curious about the high-ground arm extending into the 3rd. Is that so players can have a high ground advantage when attacking the 3rd? It looks siege-able. And a good place for pylon harass. I don't know if that makes it more or less assault-able than a wider choke. I don't really get it.
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2011-12-21 09:46:23
December 21 2011 09:46 GMT
#30
If you know how to do any texture editing, can I suggest you hue shift that low-ground reddish texture (marking paths) away from purple and closer toward an orange. Right now it clashes with the other textures on the map really, really bad.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-12-21 20:06:39
December 21 2011 19:45 GMT
#31
[image loading]


One of my older maps, Antiga Prime:
[image loading]

For months i've been told to fix the center highground 3rds and I finally got around to doing it, and churned out this:
+ Show Spoiler +
[image loading]



So...similar...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: 2011-12-21 20:23:17
December 21 2011 20:11 GMT
#32
IronMan, I swear this is coincidence :/ The idea of this layout came from Havens, as I really loved how the fourth was in front of the 3rd. The rest just happened from there.

Though, I would say this isn't the first time I've seen two mapmakers come up with nearly identical map layouts. Plexa gave me these examples a while back when he showed me RoV from broodwar and compared it to Havens. Funny enough, these comparisons also include Antiga Prime, though what seems to be a different version of the map.

+ Show Spoiler +
[image loading]
[image loading]


+ Show Spoiler +
[image loading]
[image loading]


EDIT: had broken spoiler

Former ESV Mapmaker | @Timetwister22
Timetwister22
Profile Joined March 2011
United States538 Posts
December 21 2011 20:22 GMT
#33
On December 21 2011 18:24 mangoloid wrote:
I like the map a lot, though I am struggling to imagine games beyond 3-base play. How about adding rocks on the ramp between the high ground 4th/5th and the opposite low-ground base? I feel like that would split the expansions on the map more naturally and would make expanding beyond 3 bases less difficult. Although, doing that, you might have to take out the mid-map 4th/5th because, by securing that, a player would secure the high ground as well. Hmm. I'm no longer sure that suggestion is any good, but I would like to hear your thoughts.

Also, I am curious about the high-ground arm extending into the 3rd. Is that so players can have a high ground advantage when attacking the 3rd? It looks siege-able. And a good place for pylon harass. I don't know if that makes it more or less assault-able than a wider choke. I don't really get it.


Yeah, I don't think rocks would do. I kind of want that high ground base to be a viable 5th from both the middle 4th and the 4th along the main. I may just have to space them out better, but test games that I've played haven't really given to any issues as of yet.

As far as the 3rd extension, it just makes it harder to hold your 3rd. The base itself is not siegable, but a geyser is. Also, I loved how in PvZ roaches, hydras, etc could assault the protoss's wall from the high ground, must like Korhal Compound. Both reasons contribute to the concept of encouraging multi-prong attacks.
Former ESV Mapmaker | @Timetwister22
FlaShFTW
Profile Blog Joined February 2010
United States10397 Posts
December 21 2011 21:13 GMT
#34
I love this map. Was it your intention to allow shelling of the third with that extended high ground?

Looks like a great map though!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Timetwister22
Profile Joined March 2011
United States538 Posts
December 22 2011 07:14 GMT
#35
Well, the base itself cannot be shelled, but it was intended to allow a gas and the potential wall to be shelled from the high ground. Just playing test games on it at the moment, and also reconsidering aesthetics.
Former ESV Mapmaker | @Timetwister22
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
December 22 2011 18:14 GMT
#36
It's okay timetwister, yours is basically a better, updated version (also prettier).
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2011-12-24 23:33:58
December 24 2011 23:17 GMT
#37
Updated for 1.4
-Changed lighting and fixed texturing bugs
-Fixed a few pathing and doodad bugs
-No layout changes
Former ESV Mapmaker | @Timetwister22
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-01-18 22:02:15
January 06 2012 09:50 GMT
#38
Updated for 2.2
-Huge aesthetics update. Finally settled on something I like a lot.
-Slightly changed a few of the chokes in the middle and at the third.

Removed ESV tag. Now version 2.0

Former ESV Mapmaker | @Timetwister22
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 56m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft494
ProTech127
StarCraft: Brood War
Killer 253
Mind 219
Nal_rA 51
910 49
Mong 45
ToSsGirL 36
Hm[arnc] 33
Sharp 25
NotJumperer 16
ZergMaN 11
[ Show more ]
Bale 11
Shinee 10
Terrorterran 2
Horang2 0
Dota 2
monkeys_forever218
NeuroSwarm96
Counter-Strike
ceh9490
allub151
Super Smash Bros
hungrybox384
Westballz41
Other Games
gofns7140
singsing435
Mew2King70
Organizations
Other Games
gamesdonequick975
StarCraft: Brood War
UltimateBattle 69
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• LUISG 19
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis4044
• Stunt731
Upcoming Events
Escore
1h 56m
The PondCast
1h 56m
WardiTV Invitational
2h 56m
Zoun vs Ryung
Lambo vs ShoWTimE
Big Brain Bouts
7h 56m
Fjant vs Bly
Serral vs Shameless
OSC
13h 56m
Replay Cast
15h 56m
CranKy Ducklings
1d 1h
RSL Revival
1d 1h
SHIN vs Bunny
ByuN vs Shameless
WardiTV Invitational
1d 2h
Krystianer vs TriGGeR
Cure vs Rogue
uThermal 2v2 Circuit
1d 6h
[ Show More ]
BSL
1d 10h
Artosis vs TerrOr
spx vs StRyKeR
Replay Cast
1d 15h
Sparkling Tuna Cup
2 days
RSL Revival
2 days
Cure vs Zoun
Clem vs Lambo
WardiTV Invitational
2 days
BSL
2 days
Dewalt vs DragOn
Aether vs Jimin
GSL
2 days
Afreeca Starleague
3 days
Soma vs Leta
Wardi Open
3 days
Monday Night Weeklies
3 days
OSC
3 days
CranKy Ducklings
4 days
Afreeca Starleague
4 days
Light vs Flash
Replay Cast
5 days
Replay Cast
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-05-05
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
Escore Tournament S2: W6
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

KK 2v2 League Season 1
BSL 22 Non-Korean Championship
YSL S3
Escore Tournament S2: W7
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
BLAST Bounty Summer 2026: Closed Qualifier
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
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.