• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 12:38
CET 18:38
KST 02:38
  • 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!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
[BSL23] RO16 Group Stage7Weekly Cups (Nov 2-8): herO back on top?1Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23
StarCraft 2
General
Serral's getting trashed by New Catsle's Mind No more SC2 streamers on team liquid? Weekly Cups (Nov 2-8): herO back on top? StarCraft open world shooter announced at BlizzCon [D] Hacker peak in sc2 ?
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 Tasteless Time Warp: SC Evo Showmatch (May 25) Sparkling Tuna Cup - Weekly Open Tournament SC2 iNu's Battles #22 SC4ALL: II Venue Change Announcement!
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Starcraft 2 Advance [G] How to playtest arcade maps [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
[BSL23] RO16 Group Stage [Megathread] Daily Funny Videos List of top players active on ShieldBattery screpdb: new Starcraft reporting tool BW General Discussion
Tourneys
[$1250] International ShieldBattery League 2v2v2v2 Tournament Stage 1: Community Poll [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Nuke strategy worked in K-League 2026-11-09 50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy)
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread ZeroSpace Early Access is Now Live! Path of Exile Stormgate/Frost Giant Megathread
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 Trading/Investing Thread Russo-Ukrainian War Thread Dating: How's your luck? Things Aren’t Peaceful in Palestine
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
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
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12504 users

[M] (2) Omen

Forum Index > SC2 Maps & Custom Games
Post a Reply
Zolek
Profile Joined September 2011
United States86 Posts
Last Edited: 2012-02-09 11:03:35
January 22 2012 09:48 GMT
#1
[image loading]

v 0.8

By: Zolek
Published on: NA
Playable bounds: 142x134
[image loading]

Angled Image
+ Show Spoiler +
[image loading]


Texture/Lighting Info
+ Show Spoiler +
Doodad Count: 4045
Light: Customized Haven (Darker)
Water: Bel'shir

Analyzer Images
+ Show Spoiler +

[image loading]


[image loading]


[image loading]



12 Total bases
10 bases are 8 minerals 2 gas, 2 forward bases are 6 minerals 1 rich gas

- 47 second rush ramp to ramp
- Main to nat in 1 creep tumor
- FFE
+ Show Spoiler +
[image loading]

- Main base has a reaper ramp (hard to see in overview)

Old Versions+ Show Spoiler +

0.1+ Show Spoiler +
[image loading]

0.5+ Show Spoiler +
[image loading]

0.6+ Show Spoiler +
[image loading]

0.7+ Show Spoiler +
[image loading]



Analyzer overstates the openness a bit since doodads choke many edges (particularly by the 6th).
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
January 22 2012 11:42 GMT
#2
This map suffers pretty nastily from circle syndrome. By the time you take a fourth base, you're almost guaranteed to have a map width longer or as long as the map length, making it pretty hard to hold on to more than 3 bases.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Zolek
Profile Joined September 2011
United States86 Posts
January 22 2012 22:07 GMT
#3
V 0.5

-Map is now 142x134 to make defending easier.
Old: + Show Spoiler +
[image loading]

New: + Show Spoiler +
[image loading]

-6th base very slightly closer.
-Various reworks to make new size work (middle, doodads)
Antares777
Profile Joined June 2010
United States1971 Posts
January 23 2012 04:14 GMT
#4
This is a very interesting concept. In a way, I find the middle to be like a combination of Daybreak and Shakuras Plateau, and in my opinion, it's really awesome and was executed quite well!

There is still a slight amount of circle syndrome, enough to get noticed during games anyway. I think combined with the rocks at that expansion above the half base make it worse than it could be. Currently, if Zerg wants to get a fast third, they wind up expanding on the low ground expansion hugging the main. From there, the fourth would be in the opposite direction blocked by rocks. Zergs in general don't like destructible rocks, or expanding in the opposite direction of their previous base. I am not saying that this is imbalanced, because it isn't, I am just saying that it is the exact opposite of how a Zerg would normally expand. Interesting.

As for your attempt at a three option third concept, you might want to check out Guardian by Timetwister, which has the closest thing to a tri-option third on any starcraft 2 map that I am aware of. It's very different from this map though, so I don't know if it will help you a lot. Generally, rocks blocking one of the thirds will simply make it a two option third map instead of three, because not a lot of players will take down the rocks to get a third when there are two other options. I understand why the rocks are there though, and I am not sure if moving them to one of the ramps would have the same desired effect, but it might.

Anyway, I think to solve the circle syndrome issue on this map would be to make the sixth expansion further away from the expansion hugging the opponent's main. An alternative to that would be to remove the expansion hugging the main, but that would clearly ruin the map. If you have any other, better ideas I hope you implement them in the next version of Omen.

This is a very good map, keep it up and maybe TPW or ESV will pick you up^^

RumbleBadger
Profile Joined July 2011
322 Posts
January 23 2012 05:53 GMT
#5
I actually really like this map. I don't know what I like about it (which is strange, usually I can tell immediately) but I really like this map... and it's bothering me why I can't figure out why I like it. Will post sometime later in the week with more specifics.

Although I agree pushing the sixth back would help fix circle syndrome. Something like this maybe? That's personally what I would do, but that's me not you, so do whatever you want.
Games before dames.
Zolek
Profile Joined September 2011
United States86 Posts
January 23 2012 06:15 GMT
#6
Some sort of modification to the 6th to push it away from the against base 3rd on the other side is something I will definitely do for the next update.

The high ground 3rd clearly needs some kind of rocks to keep it from just being the best (its the farthest from the opponent and easiest to defend). If I move the rock to the close ramp so its more like the blue 3rd on Xel'naga do you think that would be more appealing?
RumbleBadger
Profile Joined July 2011
322 Posts
January 23 2012 14:37 GMT
#7
On January 23 2012 15:15 Zolek wrote:
The high ground 3rd clearly needs some kind of rocks to keep it from just being the best (its the farthest from the opponent and easiest to defend). If I move the rock to the close ramp so its more like the blue 3rd on Xel'naga do you think that would be more appealing?

I prefer rocks at the expansion over at the ramp, but that's personal opinion. I'd even more prefer rocks just blocking the minerals and stuff though... =D
Games before dames.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 23 2012 15:36 GMT
#8
I prefer rocks. Period.


then again, im back-to-back dustin browder award winner for a reason

I agree with Zolek tho.
KCCO!
Antares777
Profile Joined June 2010
United States1971 Posts
January 23 2012 20:55 GMT
#9
Yes, moving the rocks to the ramp from the base is a good idea in my opinion, and if it isn't, oh well, at least you tried it^^
Zolek
Profile Joined September 2011
United States86 Posts
Last Edited: 2012-01-24 04:25:40
January 24 2012 04:23 GMT
#10
How does this look as far as pulling the 6th away from the opponent to make it easier to defend. The rocks at the back base are also moved to the ramp in this image. This actually makes them much harder to break for zerg due to poor surface area for zerglings so I'm not too sure about it.
+ Show Spoiler +
[image loading]


I also tried testbug style rocks (allowing base to be built but blocking the minerals) but I didn't really like them for a lot of reasons.
Fearlezz
Profile Joined April 2010
Croatia176 Posts
January 24 2012 04:45 GMT
#11
Why not put the rocks over the gas geysers
docvoc
Profile Blog Joined July 2011
United States5491 Posts
January 24 2012 05:19 GMT
#12
This looks really cool, would this be a map that could see real use? its got a great concept but it seems like for toss the 3rd would be so difficult to hold.
User was warned for too many mimes.
RumbleBadger
Profile Joined July 2011
322 Posts
January 25 2012 06:21 GMT
#13
My problem with the rocks at the ramp has to do with exactly what you said: surface area.

That third is the third that zerg really, really want. Essentially need as the other thirds are too close to the center and thereby shorten rush distance too much or have somewhat abusable high grounds nearby. Zerg is going to be the main user of that third (toss and terran will generally take the third inset into the main due to lower rush distance, kind of like how shakuras works). Therefore, I think rocks at the expand are better because zerglings can kill them faster. And I don't think being able to plant the expand before breaking the rocks is enough of an advantage to justify the lower surface area (imo).
Games before dames.
Zolek
Profile Joined September 2011
United States86 Posts
January 26 2012 22:03 GMT
#14
V 0.6

- 6th base much farther from opponent
- 3rd in front of main slightly farther from opponent and slightly more tucked behind the ramp.
- slimmed top and bottom terrain down a bit
- better reaper ramp design
- restarting doodads from scratch due to editor issue =(

I moved the rocks back off the ramp because it just made zerglings sooooooo bad at breaking them due to low surface area. The in front of base 3rd is a little more defendable now and is a reasonable choice for a fast zerg 3rd in my opinion. The combined change in distance between the in front of base 3rd and the 6th is pretty huge and should make defending a lot easier at high base counts. I'm not really happy with the Xel naga tower positions anymore if anyone has a good suggestion for where to put them

Because I greatly enjoy flipping back and forth between the images:
Old: + Show Spoiler +
[image loading]

New: + Show Spoiler +
[image loading]
lost_artz
Profile Joined January 2012
United States366 Posts
Last Edited: 2012-01-27 05:56:52
January 27 2012 05:53 GMT
#15
On January 27 2012 07:03 Zolek wrote:
V 0.6

- 6th base much farther from opponent
- 3rd in front of main slightly farther from opponent and slightly more tucked behind the ramp.
- slimmed top and bottom terrain down a bit
- better reaper ramp design
- restarting doodads from scratch due to editor issue =(

I moved the rocks back off the ramp because it just made zerglings sooooooo bad at breaking them due to low surface area. The in front of base 3rd is a little more defendable now and is a reasonable choice for a fast zerg 3rd in my opinion. The combined change in distance between the in front of base 3rd and the 6th is pretty huge and should make defending a lot easier at high base counts. I'm not really happy with the Xel naga tower positions anymore if anyone has a good suggestion for where to put them

Because I greatly enjoy flipping back and forth between the images:
Old: + Show Spoiler +
[image loading]

New: + Show Spoiler +
[image loading]


You could move the towers slightly further north/south to be behind the groups of trees. This would also probably make the Expos by them slightly easier to attack into as your opponent may not be able to see it coming depending on where the Towers sight range ends. (Analyzer pics would be useful for this)
Zolek
Profile Joined September 2011
United States86 Posts
February 05 2012 12:16 GMT
#16
Worked on this some more today and updated it to 0.7

- New, vastly improved, watch tower locations (more on this below)
- More doodad progress
- slight reshaping of some cliffs and minerals lines
- new line of sight blockers.
- 6th a bit more choked (doodads)

I like the new watch tower position much better than the old one. The new location means that breaking your opponents center rocks allows you to sneak by their watch tower in middle if you are careful. This creates an incentive for rock breaking in the middle. The watch tower can see that the rocks are broken but not anything walking through that space. They also now provide limited vision of the high ground side path, a careful player can sneak around but a careless one, or one taking the shorter path up the smaller ramp will be seen, which should help bring more focus to the middle as far as map control goes.

Probably going to start cliff, water, weather, etc doodads soon which should polish the look up quite a bit.
Please log in or register to reply.
Live Events Refresh
Next event in 5h 22m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Serral 1955
BRAT_OK 56
MindelVK 10
EnDerr 1
StarCraft: Brood War
Britney 13495
Rain 1608
Soulkey 196
ProTech94
Dewaltoss 87
Zeus 74
Barracks 50
sSak 35
scan(afreeca) 27
Rock 26
[ Show more ]
Aegong 22
Killer 21
Bale 20
sOs 19
JYJ 18
Hm[arnc] 15
Movie 15
ajuk12(nOOB) 13
sorry 10
Dota 2
qojqva2563
Dendi1182
420jenkins290
monkeys_forever170
febbydoto12
Counter-Strike
zeus1302
x6flipin422
edward179
jkaem125
Heroes of the Storm
Trikslyr61
Other Games
singsing1856
FrodaN1151
ceh9598
Liquid`VortiX217
crisheroes180
ArmadaUGS135
QueenE99
NeuroSwarm35
Railgan32
Organizations
StarCraft 2
TaKeTV 141
StarCraft: Brood War
lovetv 7
[ Show 13 non-featured ]
StarCraft 2
• Adnapsc2 16
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2142
League of Legends
• Nemesis2949
• TFBlade839
Other Games
• Shiphtur646
Upcoming Events
OSC
5h 22m
ByuN vs MaxPax
herO vs Krystianer
Percival vs Shameless
LetaleX vs YoungYakov
Nicoract vs Gerald
GgMaChine vs ArT
PiGosaur Cup
7h 22m
INu's Battles
18h 22m
ByuN vs Classic
3D!Clan Event
22h 52m
The PondCast
1d 16h
KCM Race Survival
1d 16h
WardiTV Invitational
1d 18h
OSC
2 days
Ultimate Battle
2 days
CranKy Ducklings
3 days
[ Show More ]
IPSL
3 days
TerrOr vs IJ_Terran
rasowy vs Hazorath
BSL
4 days
TerrOr vs OyAji
UltrA vs Gosudark
Sparkling Tuna Cup
4 days
IPSL
4 days
Art_Of_Turtle vs KameZerg
Radley vs George
BSL
5 days
Artosis vs Dewalt
Ret vs Tech
WardiTV Weekly
5 days
Liquipedia Results

Completed

Proleague 2026-11-09
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
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

Upcoming

YSL S4
Sector 951
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 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.