• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:06
CEST 21:06
KST 04:06
  • 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] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Evil Geniuses - shutting down12ISSL (IntoTheTV x SOOP SC2 League): Premier5Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League55Weekly Cups (October 5-11): Farewell to 5.0.167
StarCraft 2
General
REPORT: StarCraft 2: Remastered In Development How do you feel about the mass reverts in the 5.0.17 PTR? No more SC2 streamers on team liquid? Daily SC2 Player Grid - feedback wanted Evil Geniuses - shutting down
Tourneys
ScienceCraft (October 24-25) - Live Event RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier Sparkling Tuna Cup - Weekly Open Tournament WORTEX Challenger Series — Open SC2 LAN in Budapes
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 548 Shining Bright The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train
Brood War
General
SCHNAIL now supports Remastered BGH Auto Balance -> http://bghmmr.eu/ Young Players Tournament Announced by SOOP BW General Discussion Bot on ladder
Tourneys
[ASL22] Grand Finals [Megathread] Daily Proleagues KCM Race Survival 2026 Season 4 [$1250] International ShieldBattery League
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Armies of Exigo - YesYes? Nintendo Switch Thread General RTS Discussion Thread Dawn of War IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion!
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
How Much Genes Contribute to…
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10055 users

[I] Examples of Expansion Layouts

Forum Index > SC2 Maps & Custom Games
Post a Reply
monitor
Profile Blog Joined June 2010
United States2409 Posts
Last Edited: 2012-01-20 05:04:08
January 20 2012 03:15 GMT
#1
Hello there.

It's been a while since I wrote my last guide, so I'd like to go ahead and begin writing my next one. Circle syndrome, the hottest topic in Starcraft 2 mapmaking, has recently come up as one of the biggest issues facing all of our maps. I am going to go over a few examples of maps with circle syndrome, maps with expansion ambiguity, and maps with defined expansion layouts. But first, I need to define a few things.

Noun: Circle Expansion Pattern [sərkəl ikˈspanSHən patərn] - a two player map expansion layout where each player can expand clockwise or counterclockwise around the map which results in the last base being in close proximity to the opponent

Noun: Expansion Ambiguity [ikˈspanSHənˌambiˈgyo͞o-itē] - a layout where each expansion has its own unique benefits and drawbacks to expanding there, requiring a choice from the player

Noun: Defined Layout [diˈfīnd lāˌout] - a layout where there is a clear progression to expanding, players are meant to expand in an obvious order without any ambiguity

Adjective: Sesquipedalian [seskwəpəˈdālyən] - Characterized by long words



Maps with Circle Expansion Patterns

Bel'Shir Beach Winter by LSPrime
Map Size: 120x128
Number of expansions: 12
[image loading]


The most defining giveaway that this map has a circular expansion pattern is the option between two thirds. Each base is on the same level and the same distance from the natural; they differ slightly in their openness and how close they are to the opponent. Once you take one of these thirds, players can either continue expanding around that side of the map or they can double back and take the third they didn't before (the fourth).

Either way you begin circling around the outside of the map to take the fourth, fifth, and onward. After each player has taken their sixth base, even though it rarely happens, you are under three seconds away from the opponents base (or are below their main).

Dual Sight by LSPrime
Map Size: 150x120
Number of expansions: 10
[image loading]


As usual, the most defining feature that points to a circular expansion pattern on this map is that players can choose between two thirds. And again, each leads to a circular expansion pattern around the edge of the map. Often a Zerg will take the third against the main and Protoss/Terran will take the lowground third, which means players will be very close once each player takes their third (in non-mirrors).

The expansions on this map have a little bit more variety in their distance from the natural, their terrain level, and their openness. However they are still in a circle pattern around the map that arrive just seconds from the opponent on 5 base vs 5 base. Overall this results in game rarely getting past 3 or 4 bases, especially considering many of the expansions are unusually open.

Sungsu Crossing by Monitor
Map Size: 116x130
Number of expansions: 10
[image loading]


Same map as Dual Sight?

Two third options, circular expansion pattern around the map, yeah yeah you've heard it before. I won't bother extending details to this because what I said about the other two maps applies pretty perfectly. This map does feature a small 'blue storm-esque' choke which seperates the map from other circular expansion maps, but the open expansions and small map size sent it to the grave.



Maps with Expansion Ambiguity

Cloud Kingdom by Superouman
Map Size: 126x132
Number of expansions: 12
[image loading]


Cloud Kingdom does not have a circular expansion layout. But it does have expansion ambiguity, which is a nice way to incorporate choices into expanding without ruining the map (see what I did there?). Players can choose between taking a third against the main or a third against the natural, which is less vulnerable to forcefield attacks and runbys and also serves for a more aggressive playstyle.

After the third choice, the fourth, fifth, and sixth expansions are in a very clear order. And once players are on their 6 bases, you aren't seconds from the opponent- infact the only expansions that are close are the corner and the third against the natural. This means many games can easily get past 3 bases unlike most maps with circle syndrome.

Ohana Re by IronMan
Map Size: 128x135
Number of expansions: 10
[image loading]

Ohana Re has a pretty obvious third. The lowground expansion is close to the natural and can be even closer, safe by ground, farther from the opponent, and not very open. So the third expansion isn't very ambiguous (almost the opposite of Cloud Kingdom).

After the third base though, there are two options for a fourth expansion. One is slightly farther on lowground (next to the main) and the other is closer on highground, though it is closer to the opponent too. Either way though, you don't end up going around the map in a circle because you "double back" to expand. Additionally, you never end up getting too close to the opponent.

Sanshorn Mist by Superouman
Map Size: Unkown
Number of expansions: 12
[image loading]


There are actually three options for a third on this map (the island, expansion against the main, or the expo near the natural). Each has positives and negatives, but only one leads to a fourth. So you will go in a definite direction after doubling back to expand to your fourth.



Maps with Defined Layouts

Korhal Compound by Monitor
Map Size: 126x132
Number of expansions: 10
[image loading]


On Korhal Compound, the order which you take your bases is very clear. The lowground third is by far the easiest to hold by ground and it is the closest. Then you take the middle ground fourth, going across the map. Then the highground fifth is obvious because it is close to the fourth and the farthest from the opponent.



Every one of these layouts can work in competitive play (and already have). It is important to be aware of the different styles you are using and decide why you want to use them to make your map special. Keep in mind that many maps currently use circular expansion layotus- this design highly limits what you can do and is discouraged to allow macro games and unique gameplay.

Enjoy!
https://liquipedia.net/starcraft2/Monitor
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-01-20 04:04:36
January 20 2012 04:02 GMT
#2
--- Nuked ---
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
January 20 2012 04:06 GMT
#3
Hello there, Detective Flop here.

As already mentioned, I can't really see a big difference between the expansion layout of Dual Sight and Sanshorn Mist. Yes, Sanshorn has 2 islands that will never be used (especially not as 3rd).

"But I've seen someone using it in one game!!"

Well he had probably already either won the game or lost it later. Or it was a Terran. But let's not discuss balance here. The gold expo, which apparently isn't one anymore, is about 3x as far away as the ccw 3rd, so you won't take that one either. I mean it's not that much towards the enemy to call it an offensive expansion imo. It will be offensive as soon as you take all the expansions until you are at the 3rd near your opponents natural, which makes it very very proxy (CIRCLE SYNDROME ALERT!!).

On to exhibit B: Korhal Compound. I know how much you like drawings on mappictures, so I did the same:

[image loading]

As we can see in this piece of evidence, the base layout is almost exactly identical, even the routes between the bases show an awfully lot of similarity. Allowedly, I had to stretch the picture of Dual Sight a bit vertically to be able to compare it properly. Now you might say something stupid like "But mister officer detective, those lines aren't exactly on top of each other!". Indeed. We all know that people in the mapmaking community don't like to resort to plagiarism and generally steal neither layouts nor terrain features. And that's why the terrain is not exactly the same, which makes those lines vary. You can see that the path from natural to cw third is even longer on Korhal Compound.

So I have to come to the conclusion that I don't fully agree with all the examples you listed in this thread. On the other hand I welcome your effort to enlighten other, lesser knowable people about our new biggest concern in mapmaking, which without a doubt, clearly is called sərkəl ˈsinˌdrōm.

Thank you for the attention, I rest my case.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
monitor
Profile Blog Joined June 2010
United States2409 Posts
Last Edited: 2012-01-20 05:03:36
January 20 2012 04:30 GMT
#4
On January 20 2012 13:06 FlopTurnReaver wrote:
Hello there, Detective Flop here.

As already mentioned, I can't really see a big difference between the expansion layout of Dual Sight and Sanshorn Mist. Yes, Sanshorn has 2 islands that will never be used (especially not as 3rd).

"But I've seen someone using it in one game!!"

Well he had probably already either won the game or lost it later. Or it was a Terran. But let's not discuss balance here. The gold expo, which apparently isn't one anymore, is about 3x as far away as the ccw 3rd, so you won't take that one either. I mean it's not that much towards the enemy to call it an offensive expansion imo. It will be offensive as soon as you take all the expansions until you are at the 3rd near your opponents natural, which makes it very very proxy (CIRCLE SYNDROME ALERT!!).

On to exhibit B: Korhal Compound. I know how much you like drawings on mappictures, so I did the same:

[image loading]

As we can see in this piece of evidence, the base layout is almost exactly identical, even the routes between the bases show an awfully lot of similarity. Allowedly, I had to stretch the picture of Dual Sight a bit vertically to be able to compare it properly. Now you might say something stupid like "But mister officer detective, those lines aren't exactly on top of each other!". Indeed. We all know that people in the mapmaking community don't like to resort to plagiarism and generally steal neither layouts nor terrain features. And that's why the terrain is not exactly the same, which makes those lines vary. You can see that the path from natural to cw third is even longer on Korhal Compound.

So I have to come to the conclusion that I don't fully agree with all the examples you listed in this thread. On the other hand I welcome your effort to enlighten other, lesser knowable people about our new biggest concern in mapmaking, which without a doubt, clearly is called sərkəl ˈsinˌdrōm.

Thank you for the attention, I rest my case.


Okay, yes Sanshorn Mist doesn't exactly have three viable third choices. But I think it illustrates my point that you can have many different kinds of expansion ambiguity without having circle syndrome.

Yes Korhal Compound and Dual Sight have similar expo layouts, but the third on Korhal is much more optimal to take than the highground fifth, unlike Dual Sight's layout. And also you aren't allowed to shrink the map image horizontally to prove a point :p

I'll take the time to revise the OP so my examples are bulletproof.

[edit]

Updated OP and completely removed anything relating to circle syndrome. Now it's just a circular expansion pattern because I don't think circle syndrome really makes sense the way BARRIN USES IT. <3
https://liquipedia.net/starcraft2/Monitor
RumbleBadger
Profile Joined July 2011
322 Posts
January 20 2012 06:07 GMT
#5
The thing with Korhal Compount vs. Dual sight is that the rest of the map layout and some slight size differences make it very clear whose expansions are whose in Korhal compound. Also, since the gold draws both players, dual sight encourages multiply possible expansion patterns, while Korhal is very, very clear about your expansion pattern. Particularly the way the third is set up in Korhal Compound makes for much less circle syndrome.
Games before dames.
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 20 2012 11:13 GMT
#6
For maps with defined layouts, i'd rather use metalopolis
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2012-01-20 13:40:18
January 20 2012 13:37 GMT
#7
On January 20 2012 20:13 Superouman wrote:
For maps with defined layouts, i'd rather use metalopolis


The third, fourth and fifth can be ambiguous because you can expand to the center at any of these moments, usually depending on how aggressive you want to be, and that affects the timing of when you ultimately take the opposite spawn bases as fourth, fifth or sixth bases; shakuras is the same except it has two forward expansions instead of one.
monitor
Profile Blog Joined June 2010
United States2409 Posts
January 20 2012 17:35 GMT
#8
On January 20 2012 22:37 XenoX101 wrote:
Show nested quote +
On January 20 2012 20:13 Superouman wrote:
For maps with defined layouts, i'd rather use metalopolis


The third, fourth and fifth can be ambiguous because you can expand to the center at any of these moments, usually depending on how aggressive you want to be, and that affects the timing of when you ultimately take the opposite spawn bases as fourth, fifth or sixth bases; shakuras is the same except it has two forward expansions instead of one.


Indeed as Xeno says, I didn't use Metalopolis for the defined layout because sometimes players will take the gold as a third, fourth, fifth, or even sixth base. I am looking to get a few more examples or the defined layouts though (right now I'm thinking Odyssey by Lefix).
https://liquipedia.net/starcraft2/Monitor
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 20 2012 17:55 GMT
#9
On January 21 2012 02:35 monitor wrote:
Show nested quote +
On January 20 2012 22:37 XenoX101 wrote:
On January 20 2012 20:13 Superouman wrote:
For maps with defined layouts, i'd rather use metalopolis


The third, fourth and fifth can be ambiguous because you can expand to the center at any of these moments, usually depending on how aggressive you want to be, and that affects the timing of when you ultimately take the opposite spawn bases as fourth, fifth or sixth bases; shakuras is the same except it has two forward expansions instead of one.


Indeed as Xeno says, I didn't use Metalopolis for the defined layout because sometimes players will take the gold as a third, fourth, fifth, or even sixth base. I am looking to get a few more examples or the defined layouts though (right now I'm thinking Odyssey by Lefix).


Odyssey, Korhal Compound, and Dual Sight have practically the exact same base layout design - except odyssey is reversed. The only difference between them is obviously the aesthetics and how the bases are designed, but in terms of the base layout, all 3 are the same, so I don't know if you should use all 3 as "good examples" of defined layouts.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
monitor
Profile Blog Joined June 2010
United States2409 Posts
January 20 2012 18:07 GMT
#10
On January 21 2012 02:55 IronManSC wrote:
Show nested quote +
On January 21 2012 02:35 monitor wrote:
On January 20 2012 22:37 XenoX101 wrote:
On January 20 2012 20:13 Superouman wrote:
For maps with defined layouts, i'd rather use metalopolis


The third, fourth and fifth can be ambiguous because you can expand to the center at any of these moments, usually depending on how aggressive you want to be, and that affects the timing of when you ultimately take the opposite spawn bases as fourth, fifth or sixth bases; shakuras is the same except it has two forward expansions instead of one.


Indeed as Xeno says, I didn't use Metalopolis for the defined layout because sometimes players will take the gold as a third, fourth, fifth, or even sixth base. I am looking to get a few more examples or the defined layouts though (right now I'm thinking Odyssey by Lefix).


Odyssey, Korhal Compound, and Dual Sight have practically the exact same base layout design - except odyssey is reversed. The only difference between them is obviously the aesthetics and how the bases are designed, but in terms of the base layout, all 3 are the same, so I don't know if you should use all 3 as "good examples" of defined layouts.


Yes but you, Flop, and Barrin are also overlooking different features in a map that decrease the expansion ambiguity. Dual Sight has the most ambiguous third by far.

Korhal Compound the close third has a tiny choke to defend, it's seconds from the natural, and is very far from the opponent. The highground expansion is very far from the natural, close to the opponent, is more open, and leaves your natural more exposes. I don't think there will be any games that somebody takes the highground (fifth) as a third.

Dual Sight has a similar layout, except the third is more ambiguous. This is because it actually the expansion against the main isn't actually any closer to the opponent's natural, it has highground to defend with, and it almost shuts down drops into the main (ZvT it can be useful). What proves my point is that many games Zerg will take the expo against the main as a third - never has there been any question about which third to take on Korhal Compound.

Odyssey really only has one third you can possibly take because the other is just so much farther and is on lowground beneath a ramp. And once you take it, there is an obvious fourth and fifth bases.

It's easy to overlook features and just say "but the bases are in the same spot!", without actually considering how the map works as a whole.
https://liquipedia.net/starcraft2/Monitor
Please log in or register to reply.
Live Events Refresh
IntoTheTV X SOOP
01:00
Group B Replay Cast
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 776
BRAT_OK 95
UpATreeSC 76
JuggernautJason52
EmSc Tv 24
MindelVK 14
StarCraft: Brood War
Britney 20495
Mini 489
ProTech170
Dewaltoss 150
firebathero 104
soO 28
Dota 2
Gorgc10187
qojqva2061
monkeys_forever188
canceldota0
League of Legends
Doublelift1793
JimRising 552
Counter-Strike
fl0m1441
Heroes of the Storm
Grubby3043
Liquid`Hasu416
Other Games
FrodaN885
mouzStarbuck381
B2W.Neo192
C9.Mang0146
Trikslyr66
KnowMe50
QueenE43
Organizations
Other Games
gamesdonequick1229
StarCraft 2
EmSc Tv 24
EmSc2Tv 24
[ Show 20 non-featured ]
StarCraft 2
• 3DClanTV 34
• Adnapsc2 22
• maralekos22
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• FirePhoenix18
• iopq 7
• Michael_bg 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3096
• Jankos2946
• Scarra788
Other Games
• Shiphtur625
• imaqtpie420
• WagamamaTV336
Upcoming Events
FEL
13h 54m
Patches Events
17h 54m
AI Arena Tournament
21h 54m
FEL
1d 14h
Sparkling Tuna Cup
1d 14h
Replay Cast
2 days
WardiTV Weekly
2 days
IntoTheTV X SOOP
3 days
ByuN vs Lambo
MaxPax vs Bunny
PiGosaur Cup
4 days
The PondCast
4 days
[ Show More ]
Kung Fu Cup
4 days
IntoTheTV X SOOP
5 days
SHIN vs GuMiho
Clem vs Classic
WardiTV Invitational
6 days
Epic.LAN
6 days
Liquipedia Results

Completed

Proleague 2026-10-22
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
Acropolis #5 - GSC
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
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

BSL Season 23
IPSL Winter 2026-27
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 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.