• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:32
CEST 16:32
KST 23:32
  • 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
Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3BGE Stara Zagora 2025: Info & Preview27Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3The Memories We Share - Facing the Final(?) GSL47
Community News
BGE Stara Zagora 2025 - Replay Pack2Weekly Cups (June 2-8): herO doubles down1[BSL20] ProLeague: Bracket Stage & Dates9GSL Ro4 and Finals moved to Sunday June 15th13Weekly Cups (May 27-June 1): ByuN goes back-to-back0
StarCraft 2
General
The SCII GOAT: A statistical Evaluation Jim claims he and Firefly were involved in match-fixing Code S RO8 Preview: herO, Zoun, Bunny, Classic DreamHack Dallas 2025 - Official Replay Pack BGE Stara Zagora 2025 - Replay Pack
Tourneys
[GSL 2025] Code S: Season 2 - Ro8 - Group B [GSL 2025] Code S: Season 2 - Ro8 - Group A RSL: Revival, a new crowdfunded tournament series SOOPer7s Showmatches 2025 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance
Brood War
General
BGH auto balance -> http://bghmmr.eu/ FlaSh Witnesses SCV Pull Off the Impossible vs Shu BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest Will foreigners ever be able to challenge Koreans?
Tourneys
[ASL19] Grand Finals [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET NA Team League 6/8/2025 [Megathread] Daily Proleagues
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread Beyond All Reason What do you want from future 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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Vape Nation Thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
A Better Routine For Progame…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 29239 users

[M] (2) Engines of War

Forum Index > SC2 Maps & Custom Games
Post a Reply
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-12-23 06:11:05
December 17 2011 17:20 GMT
#1
ENGINES OF WAR v1.1.1
published on NA as "Engines of War"

[image loading]

Under the guidance of the great Emperor, the construction of armaments has transcended science to become an art.

+ Show Spoiler [overview] +
[image loading]

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

+ Show Spoiler [old versions] +

v 1.0
[image loading]

+ Show Spoiler [beauty shots] +

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


STATS

dimensions (playable) = 132x122
rush distance (analyzer main2main) = 151
rush distance (analyzer nat2nat) = 116

spawns = 2
rocks = 4
towers = 2
bases (blue) = 10
bases (gold) = 2

Tileset = Valhalla

FEATURES

As you may have noticed, this is a Steppes of War remake.

I tried to fix the issues with the original map by doing a couple of things:
-increased rush distance
-safer natural (original steppes of war nats could be hit by tanks on the low ground)
-added an extra base for an easier third
-more attack paths through the map

CONCERNS

Gold base? I only have the gold base because steppes of war had a gold, I might remove it or change it to a normal base (or maybe even a half base)

rush distances? might be still too small nat2nat maybe.

Openness? though not as open as the analyzer summary may suggest (due to the small size of the map) the middle of the map is basically a large open field.

probably alot of other things, expert player or mapper I am not.

FEEDBACK, COMMENTS AND SUGGESTIONS

please post your feedback, comments and suggestions to help me improve this map!
This is it... the alpaca lips.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
December 17 2011 17:27 GMT
#2
Seems like a nice map, but the lowgrounds behind naturals seem pathable and that might cause confusion.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-12-22 05:14:48
December 17 2011 17:35 GMT
#3
On December 18 2011 02:27 Sea_Food wrote:
Seems like a nice map, but the lowgrounds behind naturals seem pathable and that might cause confusion.


yeah, I should have mentioned that. Those areas will eventually have doodads on them, so it will be clear that they are not pathable.




Also, i've misspelled the thread title ... Could a mod change it to "Engines of War" please? thanks Barrin!
This is it... the alpaca lips.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
December 17 2011 22:18 GMT
#4
The mains are enormous
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
a176
Profile Blog Joined August 2009
Canada6688 Posts
December 17 2011 22:22 GMT
#5
could you upload a high res version please
starleague forever
lovablemikey
Profile Joined October 2010
264 Posts
December 18 2011 02:32 GMT
#6
This is a nice design, but it's been done to death already. You can look at three fourths of the map threads here and they'll all have a similar design. Try spicing things up by bringing bases away from the edges of the map and putting in less typical walking paths. I would consider this a solid rough draft for something more interesting.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
December 18 2011 03:59 GMT
#7

The mains are enormous

38CCs according to the analyzer, which is on the large end of what seems to be considered standard from what I can tell. The mains didn't seem too huge from the games that I played vs AI on it, unless I am missing something...


could you upload a high res version please


here you go!: http://i.imgur.com/zjkdU.jpg


This is a nice design, but it's been done to death already. You can look at three fourths of the map threads here and they'll all have a similar design. Try spicing things up by bringing bases away from the edges of the map and putting in less typical walking paths. I would consider this a solid rough draft for something more interesting.


I usually like to try to make expansions away from the map edges, but this map is so small (about the same dimensions as steppes of war) that putting bases near the center would not leave much space for anything else really.

I agree that this map has a very plain expansion pattern, I tried to bring in a couple of interesting map features...
This is it... the alpaca lips.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-12-18 08:21:50
December 18 2011 08:20 GMT
#8
This map suffers from blobs on a plain. It's literally a bunch of expansions stapled to the edges of an open field with some holes. Movement is so uninhibited it removes any sort of compartmentalization. Army positioning consists only of anticipating an imminent engagement, never securing territory (because it's impossible--meaningless).

I'm trying to be forthright, not hypercritical; I hope that's coming through.

The two bases nestled at the XWT... that has an interesting flow. But in the late game there will be little reason not to just take both. Mostly, I dislike that. Part of me is into it and is trying to figure out if it might make for a cool game where both players nearly exhaust themselves in a huge 3base war with expo denies, and then both get double expansions for a cagey 2base lategame. Or something. But it just seems like a win more kind of feature.

The lack of central towers really helps enlarge the map though, and makes every inch of central terrain relevant, so that's good. However it feels almost pointless to try and observe enemy movements unless you're just trying to be warned of a timing push (as opposed to two players looking for an opening). Their army can just disappear and show up elsewhere so easily because there are hardly any long barriers.
Comprehensive strategic intention: DNE
Aunvilgod
Profile Joined December 2011
2653 Posts
Last Edited: 2011-12-18 10:36:20
December 18 2011 10:34 GMT
#9
I am not too sure how balanced this map is. Terrans have an easy gold, Zerg can go crazy expanding and covering their half of the map in creep but Protoss will have a hard time, especially considering the relatively wide open natural. I think you should make a single ramp to the natural, that would even things out a bit.

Btw, can you place tanks on these coloumns infront of the main`?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-12-23 06:13:13
December 18 2011 21:33 GMT
#10
EatThePath:
This map suffers from blobs on a plain. It's literally a bunch of expansions stapled to the edges of an open field with some holes. Movement is so uninhibited it removes any sort of compartmentalization. Army positioning consists only of anticipating an imminent engagement, never securing territory (because it's impossible--meaningless).

I'm trying to be forthright, not hypercritical; I hope that's coming through.

The two bases nestled at the XWT... that has an interesting flow. But in the late game there will be little reason not to just take both. Mostly, I dislike that. Part of me is into it and is trying to figure out if it might make for a cool game where both players nearly exhaust themselves in a huge 3base war with expo denies, and then both get double expansions for a cagey 2base lategame. Or something. But it just seems like a win more kind of feature.

The lack of central towers really helps enlarge the map though, and makes every inch of central terrain relevant, so that's good. However it feels almost pointless to try and observe enemy movements unless you're just trying to be warned of a timing push (as opposed to two players looking for an opening). Their army can just disappear and show up elsewhere so easily because there are hardly any long barriers


Thanks for the feedback, criticism is good. I definitely see what you mean.

Aunvilgod:
I am not too sure how balanced this map is. Terrans have an easy gold, Zerg can go crazy expanding and covering their half of the map in creep but Protoss will have a hard time, especially considering the relatively wide open natural. I think you should make a single ramp to the natural, that would even things out a bit.

Btw, can you place tanks on these coloumns infront of the main`?


I've been worried about protoss on this map, I'll try to make it a bit easier for them.

the small high ground pods in front of the natural are pathable, the lowground areas are not.




OK so here is a new version where I've tried to fix some of the problems. explaination below

[image loading]

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


A - changed the geometry of the watchtower and los in this choke, to make the gold more vulnerable if taken from the clockwise direction, to make it a bit harder for one player to take both double bases at once
B - removed ramp from double base to third and reduced the other choke to a tiny size(this doesn't show in the analyzer summary). this is both to help players (especially P) defend a bit better as the attacker will have to go around the long way when flanking if they don't want to be massacred in the tiny choke; as well as stop Zerg from expanding quite as fast into the double base area.
C - increased chokiness in center of map - should help P a little and introduce a bit more definition into the central terrain.
D -the rocks here should increase the defensiveness of the lowground expo in the early game by forcing attackers to go around to flank.
E - added doodads to unpathable lowgrounds to clearly indicate that they are unpathable.

please tell me what you think!
This is it... the alpaca lips.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
December 23 2011 06:13 GMT
#11
Aesthetics Update!
v1.1.1

+ Show Spoiler [beauty shots] +

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


I'm still looking for feedback on the layout!
This is it... the alpaca lips.
TearsOfTheSun
Profile Joined March 2006
Canada995 Posts
December 24 2011 09:32 GMT
#12
i was going to say, i think the 3rd's should have the destructible debris/rocks on the other ramp, and the nat is so wide open toss is fucked if they want to FFE
Dixer_ca^^ | Polt | Byun | MKP | DRG | White-Ra | Beastyqt | Maru | Creator
Please log in or register to reply.
Live Events Refresh
Next event in 6h 28m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Reynor 551
Harstem 284
Hui .260
ProTech97
MindelVK 41
trigger 38
Vindicta 36
StarCraft: Brood War
Calm 10930
Sea 3717
Hyuk 3689
Snow 540
Light 400
Stork 264
Soulkey 218
Last 160
Zeus 137
PianO 123
[ Show more ]
TY 56
ToSsGirL 55
sas.Sziky 50
Rush 49
sorry 41
hero 34
Nal_rA 24
Noble 18
scan(afreeca) 16
Yoon 16
IntoTheRainbow 10
Terrorterran 10
HiyA 8
zelot 7
ivOry 4
Dota 2
Gorgc5675
qojqva3127
XcaliburYe402
syndereN379
Fuzer 271
League of Legends
Dendi172
Counter-Strike
byalli244
Foxcn151
olofmeister68
Heroes of the Storm
Khaldor124
Other Games
singsing2921
B2W.Neo1351
C9.Mang0605
crisheroes448
DeMusliM365
FrodaN331
Lowko289
Beastyqt248
Mew2King144
ArmadaUGS123
Mlord119
XaKoH 101
elazer90
KnowMe37
Organizations
StarCraft 2
WardiTV498
Other Games
BasetradeTV15
StarCraft: Brood War
Kim Chul Min (afreeca) 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• poizon28 15
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 3312
League of Legends
• Nemesis6938
• Jankos2371
• TFBlade961
Upcoming Events
OSC
6h 28m
ArT vs ReBellioN
HonMonO vs Ziomek
Shameless vs LunaSea
MilkiCow vs GgMaChine
Moja vs HiGhDrA
Jumy vs TBD
Demi vs NightPhoenix
Solar vs Cham
Replay Cast
9h 28m
OSC
9h 28m
WardiTV Invitational
20h 28m
OSC
22h 28m
Korean StarCraft League
1d 12h
SOOP
1d 18h
sOs vs Percival
CranKy Ducklings
1d 19h
WardiTV Invitational
1d 20h
Cheesadelphia
2 days
[ Show More ]
CSO Cup
2 days
GSL Code S
2 days
Rogue vs herO
Classic vs GuMiho
Sparkling Tuna Cup
2 days
Replay Cast
3 days
Wardi Open
3 days
Replay Cast
4 days
Replay Cast
4 days
RSL Revival
4 days
Cure vs Percival
ByuN vs Spirit
RSL Revival
5 days
herO vs sOs
Zoun vs Clem
Replay Cast
6 days
The PondCast
6 days
RSL Revival
6 days
Serral vs SHIN
Solar vs Cham
Liquipedia Results

Completed

CSL Season 17: Qualifier 2
BGE Stara Zagora 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
2025 GSL S2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025

Upcoming

Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Murky Cup #2
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.