• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:50
CEST 18:50
KST 01:50
  • 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
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
New 3v3 BGH Ladder (and more) on ShieldBattery!32Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7
StarCraft 2
General
Weekly Cups (August 17-23): Zerg dominate the week SC4ALL II: SC2 Player Announcement 6/8 - Maru Daily SC2 Player Grid - feedback wanted Balance hotfix patch 5.0.16b (July 16) How would you feel about frequent/monthly balance patches for SC2?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
Pros React To: Calm's Big Brain Play Vs Mini [Personal Project Share] Terran Defense v0.60 !!!NEW BUG!!! FIRE ARCHONS [Visual] New 3v3 BGH Ladder (and more) on ShieldBattery! BW General Discussion
Tourneys
[ASL22] Ro24 Group F BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS [Megathread] Daily Proleagues Escore Tournament - Season 3
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine The Letting Off Steam Thread Russo-Ukrainian War Thread Artificial Intelligence Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9920 users

[M] (3) Neo Aztec

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-31 23:26:36
December 29 2011 22:49 GMT
#1
[image loading]


I made a new Aztec Map because i didnt like the old one all that much. Also the Textures are now ''equal'' to the original. Only on EU.

Original:
+ Show Spoiler +
[image loading]

General:
+ Show Spoiler +
Texture: Costum
Playable: 151x151
Expands: 15
Xel'Naga: 1

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/T4BDa.jpg

AnalyzerOverview:
+ Show Spoiler +
[image loading]

Analyzer:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Pictures:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Old:
+ Show Spoiler +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=189869

TPW Mapmaking Team
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
December 29 2011 23:00 GMT
#2
The Original had a low ground main :/
Live Fast Die Young :D
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
December 29 2011 23:04 GMT
#3
So much air space inside and outside of landmass should make late game mutas and blords very powerful. Also the mid is very open, but necessary to control if you want to gain a 5th base. Those combined could make lategame (past 25min) zerg very powerful.
diLLa
Profile Joined November 2010
Netherlands247 Posts
December 29 2011 23:14 GMT
#4
On December 30 2011 08:00 TibblesEvilCat wrote:
The Original had a low ground main :/


you know what a low ground main in starcraft 2 means right?
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 29 2011 23:14 GMT
#5
On December 30 2011 08:00 TibblesEvilCat wrote:
The Original had a low ground main :/


And guess why we can't do that in SC2...

... exactly: Warp-In. Protoss fucking up SC2 maps since beta.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2011-12-29 23:24:01
December 29 2011 23:17 GMT
#6
I really like the layout...honestly. Also loving the BW feel with the aesthetics. However, I fear this map shares the same issues all three player maps do. After looking at the overview for a while I began to see some mineral lines look easier to cannon rush or bunker rush than others, as well as differences in key choke points such as at the natural. Not to mention the air space imbalance. Seeing that I don't have an EU account I can't be sure about the mineral lines and the choke points, but if issues are present they can certainly be worked out by lots of play testing.

EDIT: When I mean worked out, I don't think they can be fully worked out just due to the nature of three player maps, but I'm sure you can get very damn close to balance at all three spawn points

The issues I have with the layout are minor.
-I'm not really digging the cliffs behind the natural and 3rd. Even if they aren't pathable, I don't like the fact that mutas have free reign from those cliffs. I certainly don't mind small cliffs for overlords and what not, but those are too large for comfort.

-Without the analyzer summary that shows watch tower range, all I can assume at this point is that the tower in the middle is super strong. There are not only lots of overlord spots, but a tower that sees everything. I could be wrong and there could be a way around the tower, but I'm not sure at this point...

Nevertheless, it is certainly a map I would be excited to test out if I were able to! :D
Former ESV Mapmaker | @Timetwister22
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-29 23:22:29
December 29 2011 23:21 GMT
#7
there is a analyzer summary picture^^
i think the middle is the only place to place a tower....otherwise i would need 3 and thats way too much
TPW Mapmaking Team
Timetwister22
Profile Joined March 2011
United States538 Posts
December 29 2011 23:26 GMT
#8
oops....i missed it, disregard that then :/ Though, this does go to show that it is way too strong. It sees the entire middle. Maybe make those cliffs in the middle a little bigger so overlords/ observers could chill there and just remove the tower. Towers aren't exactly necessary, plus the original didn't have a watchtower :p
Former ESV Mapmaker | @Timetwister22
Mereel
Profile Joined February 2010
Germany895 Posts
December 29 2011 23:35 GMT
#9
yeah...i think you are right. i will post an update when im done with doodads
TPW Mapmaking Team
SkimGuy
Profile Joined December 2010
Canada709 Posts
December 30 2011 00:52 GMT
#10
On December 30 2011 08:14 Ragoo wrote:
Show nested quote +
On December 30 2011 08:00 TibblesEvilCat wrote:
The Original had a low ground main :/


And guess why we can't do that in SC2...

... exactly: Warp-In. Protoss fucking up SC2 maps since beta.

Maps with an inverted high ground promoted a more aggressive play-style in BW due to not wanting to get contained in your main base.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
December 30 2011 00:57 GMT
#11
On December 30 2011 08:14 Ragoo wrote:
Show nested quote +
On December 30 2011 08:00 TibblesEvilCat wrote:
The Original had a low ground main :/


And guess why we can't do that in SC2...

... exactly: Warp-In. Protoss fucking up SC2 maps since beta.

Wouldn't making the only warpable location at the natural help fix that?
ModeratorI am still alive, somehow
TL+ Member
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
December 30 2011 02:22 GMT
#12
Wow, no-one complaining about siege tanks behind the natural. Glad that people are starting to read threads more.

For people worried about air units like mutas behind them, as soon as they attack, they're revealed. Probably the scariest thing that can be hidden there are warp prisms, but then Terran and Zerg have overlords and sensor towers while protoss need to tech to Robo or Stargate to really cover from drops.
Otherwise, top right seems far better defended against air and especially broodlords, since they can't wiggle behind the high third. That may be fixable with air pathing blockers though.

That air space is very powerful, I'd like to see how it works out.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
December 30 2011 06:42 GMT
#13
I feel that this map would play out really well.
Administrator~ Spirit will set you free ~
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2011-12-30 11:09:07
December 30 2011 10:54 GMT
#14
Wow, no one complaining that it's not perfectly symmetrical. This is a really nice looking map. The mild asymmetry while maintaining an extraordinarily similar base layout (lets call the difference +/- 10% Distance to next base/area for current base, I shall dub this equation the asymmetry quotient) for every base is very.... Blizzard like. But in a good sense.

A little more airspace at the top/left may be useful, as the right and bottom sides have enough space that a unit could either travel safely, or at least get a chance to breathe between attacks.

But remember, this is what people call Blizzard maps out for. So either call this beautiful map out, or stop calling Blizzard out on mild asymmetry.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Jayjay54
Profile Blog Joined November 2010
Germany2296 Posts
December 30 2011 11:06 GMT
#15
it's not symmetrical. also, siege tanks behind mineral line.

I like it a lot, might need to play it to see if this setup still makes sense in sc2

Things are laid back in Unidenland. And may the road ahead be lid with dreams and tomorrows. Which are lid with dreams. Also.
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2011-12-30 11:08:44
December 30 2011 11:08 GMT
#16
On December 30 2011 20:06 Jayjay54 wrote:
it's not symmetrical. also, siege tanks behind mineral line.

I like it a lot, might need to play it to see if this setup still makes sense in sc2


You just had to break our little hearts, didn't you? :p
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 30 2011 11:44 GMT
#17
On December 30 2011 20:06 Jayjay54 wrote:
it's not symmetrical. also, siege tanks behind mineral line.

I like it a lot, might need to play it to see if this setup still makes sense in sc2



Look at analyzer overview. Cliffs are not pathable.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Chargelot
Profile Blog Joined December 2010
2275 Posts
December 30 2011 11:51 GMT
#18
On December 30 2011 20:44 Ragoo wrote:
Show nested quote +
On December 30 2011 20:06 Jayjay54 wrote:
it's not symmetrical. also, siege tanks behind mineral line.

I like it a lot, might need to play it to see if this setup still makes sense in sc2



Look at analyzer overview. Cliffs are not pathable.

He was poking fun at the two posts that opened with "Wow, no one is complaining..."
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2011-12-30 12:27:05
December 30 2011 12:26 GMT
#19
I really want to see some reps of this map, now. I don't know if it's up to SCII's aesthetics currently, but it looks like it could be a lot of fun.
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 30 2011 12:31 GMT
#20
On December 30 2011 20:51 Chargelot wrote:
Show nested quote +
On December 30 2011 20:44 Ragoo wrote:
On December 30 2011 20:06 Jayjay54 wrote:
it's not symmetrical. also, siege tanks behind mineral line.

I like it a lot, might need to play it to see if this setup still makes sense in sc2



Look at analyzer overview. Cliffs are not pathable.

He was poking fun at the two posts that opened with "Wow, no one is complaining..."


Sorry but I don't read threads..
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 10m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
BRAT_OK 68
MindelVK 13
StarCraft: Brood War
Britney 39938
Soulkey 719
Shuttle 715
BeSt 411
ZZZero.O 143
firebathero 114
Killer 92
Liquid`Ret 79
Mind 42
Pusan 40
[ Show more ]
Sexy 36
hero 33
Barracks 33
ToSsGirL 28
soO 25
Hm[arnc] 22
Bale 15
Sacsri 14
NaDa 13
Rock 13
Shine 13
SilentControl 10
scan(afreeca) 7
Dota 2
Gorgc5567
qojqva3392
Dendi1802
League of Legends
KnowMe40
Counter-Strike
fl0m3715
Heroes of the Storm
Khaldor275
Other Games
singsing1725
Beastyqt672
FrodaN565
crisheroes470
Mlord469
Hui .169
elazer95
Mew2King84
Chillindude59
Organizations
Other Games
gamesdonequick3971
EGCTV817
StarCraft 2
WardiTV725
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH372
• Shameless 40
• poizon28 34
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Michael_bg 9
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV726
League of Legends
• Jankos1714
Other Games
• Shiphtur238
Upcoming Events
AI Arena Tournament
10m
Replay Cast
7h 10m
WardiTV Weekly
18h 10m
Sparkling Tuna Cup
1d 17h
Afreeca Starleague
1d 17h
Monday Night Weeklies
1d 23h
GSL
2 days
PiGosaur Cup
3 days
Replay Cast
4 days
The PondCast
4 days
[ Show More ]
IntoTheTV X SOOP
5 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2026-08-27
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 2
BSL 2026 LAN: Kraków
RSL Revival: Season 6
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL 2026 AUTUMN (S22)
Escore Tournament S3: King of Kings
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
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.