• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:42
CET 12:42
KST 20:42
  • 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
Rongyi Cup S3 - RO16 Preview3herO wins SC2 All-Star Invitational10SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)19Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
Oliveira Would Have Returned If EWC Continued StarCraft 2 not at the Esports World Cup 2026 Stellar Fest "01" Jersey Charity Auction PhD study /w SC2 - help with a survey! Rongyi Cup S3 - RO16 Preview
Tourneys
OSC Season 13 World Championship $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
BW General Discussion Gypsy to Korea [ASL21] Potential Map Candidates Which foreign pros are considered the best? BW AKA finder tool
Tourneys
Azhi's Colosseum - Season 2 [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026!
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread NASA and the Private Sector Canadian Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Navigating the Risks and Rew…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1354 users

[M] (2) Sacred

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-02-13 10:29:22
December 30 2011 20:37 GMT
#1
[image loading]

TPW Sacred
by Meltage


[image loading]

Angled view:
+ Show Spoiler +
[image loading]


Stats
+ Show Spoiler +
Size: 140x130 playable
Bases: 12 (10 regular, 2x 6 mineral, 1 rich gas)
Towers: 0
Start locations: 2
Nat-to-nat rush distance: 131
Main-to-main air distance: 103
Nat Choke size: 3 gateways/barracks
Main size: ~34 CCs
Tileset: Aiur (Agira lighting)


Features
+ Show Spoiler +
- Forward third with one rich gas. Mainly because that's what people are used with now from Daybreak (which is the reason it's half base to begin with). I believe the idea is to make the base attractive for other races, not just T, while not being too powerful for T.

- Dropzones in the SE and NW in between the nat and third. Divided into two small pods, one on low ground and one on middle ground. You can gain vision over the middle ground part from the nat. Tank range can only reach the area behind the nat mineral line (so it's not a threat to the mineral line itself). Tanks can siege most of the third, but don't have much space and can't escape an attack from the defender. Example: + Show Spoiler +
[image loading]


- Balanced air vulnerability of the main, nat and third. Since the main is somewhat vulnerable to air harrass, I didn't want the airspace between nat and third to be too powerful. For air to reach the dropzone, or the free air space, they need to pass over defendable terrain. The main and third have vulnerable sides, but strong air harrass of the nat can be prevented, is the idea.

- The Reaper/Collossi ledge between the high ground main and the low ground forward third is pathable.

- There is also another reaper/collossi opening in the SE/NW corner of the main. Obviously, also stalkers can warp in that way and tanks siege into the main platform (although not the mineral line or CC spot).



Analyzer
+ Show Spoiler +


[image loading]


[image loading]


[image loading]


[image loading]




Detail Images
+ Show Spoiler +


Bases:

+ Show Spoiler +


Fifth
[image loading]


Fourth
[image loading]


Third
[image loading]


Nat
[image loading]


Main
[image loading]


Alt Third
[image loading]


Center:
+ Show Spoiler +
[image loading]


Dropzone:
+ Show Spoiler +
[image loading]


Eye Candy:
+ Show Spoiler +


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]







Published on EU and NA as TPW Sacred






-- Version history --
I always look into making my maps as good as they can be before meta game moves on and makes the general layout totally outdated


Version - 1.8 ( current )
- Moved nat gas back to it's previous position, out of siege tank drop zone range.

Version - 1.7
- Rocks and Tower removed.
- The ramp into 4th adjusted.
- Removed LoSB on the high ground by the 4th.
- Moved main slighlty and gave fwd third more space in the process.

Version 1.6
+ Show Spoiler +

- Towers moved and the ramp into 4th changed as result.
- Rocks added.
- Main pushed back towards the nat to give more space in front of forward third.
- Moved gas in nat to the other side of the mineral line
- Moved HY gas in fwd third to the other side of the mineral line
- LoSB changed so that they cover the wider paths through center, rather than the narrow center path. The towers can't see past them

Overview:
+ Show Spoiler +
[image loading]


Zoomed in:
+ Show Spoiler +
[image loading]





Version 1,5
+ Show Spoiler +

Tower covering the attack paths towards 4th and 5th.

Overview:
[image loading]


http://mentalbalans.se/aggedesign
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
Last Edited: 2011-12-30 20:48:22
December 30 2011 20:47 GMT
#2
Assuming the start locations are 12 and 6, I officially love this map, although I don't get why the centre bases are only half bases.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
December 30 2011 20:53 GMT
#3
The map is amazingly gorgeous, and it's very nice to look at. I believe the half bases in the center have rich gases, right?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Timetwister22
Profile Joined March 2011
United States538 Posts
December 30 2011 21:07 GMT
#4
I really like this map. I'm assuming the towers can't see the narrow path in the middle, which is actually super cool. I have never really been a fan of half bases, but I suppose I can settle with this if that gas is rich.
Former ESV Mapmaker | @Timetwister22
RumbleBadger
Profile Joined July 2011
322 Posts
December 30 2011 22:22 GMT
#5
This map is really cool, though I would personally like some of the chokes/ramps in the center opened up a little bit more. It's a little too choky for my tastes right now, but overall very cool.

There's a really nice flow of expansions from nat to fifth, but the fifth isn't too close to the enemies main, but still remains approachable and possible to attack. All very cool. And of course the rich gases in the middle allow a greedy player to mix things up a bit. This is the type of map I wish I could make. xD Well done.
Games before dames.
Apoo
Profile Joined January 2011
413 Posts
December 30 2011 22:57 GMT
#6
Wow. You made a really really good map. This map is so great. I love the Natural to Third Layout and the Watch Towers and ... just everything Dont understand the base in the middle with only 6 (?) Mineral patches, everything else ... well done!
Kmatt
Profile Joined July 2011
United States1019 Posts
December 30 2011 23:07 GMT
#7
I was actually thinking of making a map very similar to this, but different textures and having the spawns at 9 and 3 o'clock.
We CAN have nice things
Nightshake
Profile Joined November 2010
France412 Posts
December 31 2011 01:24 GMT
#8
Wow this looks good !
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 31 2011 11:38 GMT
#9
Very very nice simple map

You definitely understood what Circle Syndrome means and how to prevent it. This looks like the new standard 2p map

Don't have much to say about aesthetics and overall execution, cos you are as good as always.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
December 31 2011 11:42 GMT
#10
beautiful, interesting map :D thanks! please upload to NA sometime? :D
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
zpikduM
Profile Joined August 2011
Australia36 Posts
December 31 2011 12:07 GMT
#11
the ledges inbetween the nat and the third remind me of the lost temple ledges where tank drops would happen all the time. thats the only thing that concerns me about this very solid map.
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-01-01 01:48:37
December 31 2011 12:48 GMT
#12
Glad you guys appreciate the map!

I'll provide some detail images for further analysis, when it's not new years eve. As for now:

- Forward third is supposed to be one rich gas. Mainly because that's what people are used with now from Daybreak (which is the reason it's half base to begin with). I believe the idea is to make the base attractive for other races, not just T, while not being too powerful for T.

- Dropzones in the SE and NW in between the nat and third, but tank range can only reach the area behind the nat mineral line (so it's not a threat to the mineral line itself). Tanks dropped there reaches half of the third base. It's easy to prevent drops there, since the air units have to fly over pathable terrain to get there, or past the third mineral line (there isnt a lot of air-only space).

- XelNaga Watchtower range is indicated by the Line of Sight Blockers.They don't see into the main, they don't see the narrow middle path. They don't see beyond the LoSB.
+ Show Spoiler +
[image loading]


- The Reaper/Collossi ledge between the high ground main and the low ground forward third is pathable.

- There is also another reaper/collossi opening in the SE/NW corner of the main. Obviously, also stalkers can warp in that way and tanks siege into the main platform (although not the mineral line or base).
http://mentalbalans.se/aggedesign
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 31 2011 12:54 GMT
#13
One suggestion: Make some Omni Light on the rich gas. This should become standard to make rich gas easily distinguishable.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-12-31 13:23:21
December 31 2011 13:11 GMT
#14
On December 31 2011 21:54 Ragoo wrote:
One suggestion: Make some Omni Light on the rich gas. This should become standard to make rich gas easily distinguishable.


I have, on the published map. Yet to update the image. Large, with low height is fine?
http://mentalbalans.se/aggedesign
Ragoo
Profile Joined March 2010
Germany2773 Posts
December 31 2011 15:09 GMT
#15
On December 31 2011 22:11 Meltage wrote:
Show nested quote +
On December 31 2011 21:54 Ragoo wrote:
One suggestion: Make some Omni Light on the rich gas. This should become standard to make rich gas easily distinguishable.


I have, on the published map. Yet to update the image. Large, with low height is fine?


I have no idea ; ) You will know when it looks fine and is recognizable I guess^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Big J
Profile Joined March 2011
Austria16289 Posts
December 31 2011 17:07 GMT
#16
very nice map. a little too much airspace though imo
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-01-01 15:44:49
January 01 2012 14:56 GMT
#17
Map Update

- Reduced some of the airspace at top and bottom by changing playable size to 142x134 from 140x144
- Changed nat choke to 3 gateways from ~4 gateways.
- Added green glow to forward third's rich geyser.
- Aesthetics at map borders, done roughly.
http://mentalbalans.se/aggedesign
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
January 01 2012 18:41 GMT
#18
Brilliant map. Only problem I can see is the easiness of split map as we have 3 narrow chokes in the center.
Moderatorshe/her
TL+ Member
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-01-02 02:18:56
January 01 2012 22:58 GMT
#19
On January 02 2012 03:41 TehTemplar wrote:
Brilliant map. Only problem I can see is the easiness of split map as we have 3 narrow chokes in the center.


Thanks man. Yeah, I hope players use air late game Seriously, though ...

Map Update
- Pushed the central 12 and 6 o'clock wide ramps back a few units. In addition, the gaps in the middle were made slightly smaller. The paths through the middle should be more open now.
http://mentalbalans.se/aggedesign
Akinokaze
Profile Joined March 2011
Australia326 Posts
January 02 2012 15:54 GMT
#20
The layout is simply amazing. Just to confirm, are the bridge sections overlooking the 3rds pathable?
In the Emperor we trust
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
RongYI Cup
11:00
Group B
Clem vs ShoWTimELIVE!
Zoun vs Bunny
ComeBackTV 681
RotterdaM672
mouzHeroMarine186
IndyStarCraft 158
BRAT_OK 91
Rex89
3DClanTV 66
EnkiAlexander 27
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 672
mouzHeroMarine 186
IndyStarCraft 158
SortOf 155
BRAT_OK 91
Rex 89
StarCraft: Brood War
Calm 4158
PianO 1646
GuemChi 1545
Horang2 1152
Jaedong 734
Hyuk 560
Shuttle 481
Stork 345
BeSt 318
Soma 295
[ Show more ]
Soulkey 240
Light 226
firebathero 198
Larva 180
Sharp 127
Hyun 121
ggaemo 97
Mong 96
Killer 83
Mind 67
hero 54
Backho 49
ToSsGirL 47
scan(afreeca) 38
JYJ 36
Hm[arnc] 34
Barracks 30
Yoon 30
Shinee 28
Snow 23
Shine 22
zelot 18
Free 18
NaDa 8
Terrorterran 1
Dota 2
singsing1807
XcaliburYe117
NeuroSwarm98
League of Legends
JimRising 397
Counter-Strike
kennyS2726
olofmeister1624
shoxiejesuss1353
allub285
Super Smash Bros
Mew2King78
Other Games
summit1g5934
crisheroes257
Sick134
Fuzer 124
XaKoH 82
Organizations
Other Games
gamesdonequick806
StarCraft: Brood War
UltimateBattle 23
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• LUISG 19
• Kozan
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• IndyKCrew
• LaughNgamezSOOP
• Laughngamez YouTube
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Jankos1486
• Stunt829
• TFBlade348
Upcoming Events
Big Brain Bouts
5h 18m
Percival vs Gerald
Serral vs MaxPax
RongYI Cup
23h 18m
SHIN vs Creator
Classic vs Percival
OSC
1d 1h
BSL 21
1d 3h
RongYI Cup
1d 23h
Maru vs Cyan
Solar vs Krystianer
uThermal 2v2 Circuit
2 days
BSL 21
2 days
Wardi Open
3 days
Monday Night Weeklies
3 days
OSC
3 days
[ Show More ]
WardiTV Invitational
4 days
WardiTV Invitational
5 days
The PondCast
5 days
Liquipedia Results

Completed

Proleague 2026-01-20
OSC Championship Season 13
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Escore Tournament S1: W5
Rongyi Cup S3
Underdog Cup #3
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025

Upcoming

Acropolis #4 - TS4
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Nations Cup 2026
Tektek Cup #1
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 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.