• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:39
CEST 23:39
KST 06:39
  • 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
Team Liquid Map Contest #22: Results and Winners6Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
Douyu Cup 2026: $20,000 Legends Event (June 26-28)8[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th153Weekly Cups (May 18-24): MaxPax wins doubles0
StarCraft 2
General
High level ptr replays? where can I find them? StarCraft II 5.0.16 PTR Patch Notes may 26th Team Liquid Map Contest #22: Results and Winners TL Poll: How do you feel about the 5.0.16 PTR balance changes? TL.net Map Contest #22 - Voting & Ladder Map Selection
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
Quality of life changes in BW that you will like ? [BSL22] Non-Korean Championship from 13 to 28 June BGH Auto Balance -> http://bghmmr.eu/ vespene.gg — BW replays in browser The Korean Terminology Thread
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread ZeroSpace Megathread Summer Games Done Quick 2026!
Dota 2
Looking for a Dota Mentor 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
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How Streaming Impacts Game P…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7589 users

[M] (2) TPW Odin

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2012-02-09 22:30:05
February 07 2012 20:43 GMT
#1
[image loading]

ODIN

Author: wrl
Map bounds: 144x124
Nat-nat rush distance: 141, ~132 with rocks down.
Available: EU (out of date), NA


Aesthetic Theme: A space station refining frozen gas from an asteroid.
Aesthetic Approach: I was inspired by the work of Lefix and Funcmode in the aesthetic approach. I wanted a very clean, almost minimalist look for most of the pathable terrain with a focus on lines, patterns, and a clear distinction between cliff levels. (Do not play this map on lowest settings, it will look like garbage)
Aesthetic Details:
Castanar Small Tiles
Castanar Tiles
Castanar Tiles Light (Custom texture)
Castanar Grid
Castanar Rock
Niflheim Ice Smooth (Specularity enhanced)
Niflheim Ice Frosty (Specularity enhanced)
Castanar Organic Cliffs
Braxis Alpha Manmade Cliffs (Custom textures)
Castanar Lighting (Slightly edited)

Latest Updates:
2/9/2012:
Main middle area significantly opened up
Aesthetic enhancements to mains
Slight terrain adjustments to fix a bug with pathing at the low-ground third
Decal changes to fix artifacting bug at low resolutions.

Layout Approach: I felt that there weren't enough solid reflective symmetry maps floating around at the time and I wanted to make one with a fairly simple layout that lended itself to both macro and aggressive playstyles. There are a lot of attack paths to abuse as well as a lot of air vulnerability, so having map awareness is key to defending your base. This was mostly just an aesthetic experiment and a result the layout isn't necessarily groundbreaking, but should play fairly well regardless.

Overview, click for big:
[image loading]
[image loading]

Analyzer
+ Show Spoiler +
[image loading]


Detail shots, click for big:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Archvile's opinion of my map:
+ Show Spoiler +
[image loading]
It's funny; I dream a lot, but I'm not a very good sleeper.
Duvon
Profile Joined October 2011
Sweden2360 Posts
February 07 2012 20:56 GMT
#2
Indeed, Lion King it is.
Concern: Xel'naga coverage of attack routes. Range pic?
Nothing is impossible, only some things for some people.
wrl
Profile Joined April 2011
United States209 Posts
February 07 2012 21:04 GMT
#3
On February 08 2012 05:56 Duvon wrote:
Indeed, Lion King it is.
Concern: Xel'naga coverage of attack routes. Range pic?


You can avoid all tower vision going along the outer edges. I've added an analyzer shot to OP.
It's funny; I dream a lot, but I'm not a very good sleeper.
MachineGunPanda
Profile Joined December 2011
Sweden14 Posts
February 07 2012 21:18 GMT
#4
This map seems really interesting. I will have to play it to get a feel for it though. A question, would you be totally against the idea to actually remove the Xel'naga towers completely from the map? Thus creating a more suspenseful aspect and scout necessity for the map?
NullCurrent
Profile Joined November 2010
Sweden245 Posts
February 07 2012 21:29 GMT
#5
Now uploaded on EU too.
The Planetary Workshop - TPW - Mapmaking Team
wrl
Profile Joined April 2011
United States209 Posts
February 07 2012 21:32 GMT
#6
On February 08 2012 06:18 MachineGunPanda wrote:
This map seems really interesting. I will have to play it to get a feel for it though. A question, would you be totally against the idea to actually remove the Xel'naga towers completely from the map? Thus creating a more suspenseful aspect and scout necessity for the map?


But then it wouldn't look like a face on the minimap anymore!!

In response, though, the tower can't see the outside-most path or the direct flight path so ultimately it will only fool you in to a false sense of security. The purpose of the tower is to assist in defending your half of the map from the high ground when you are on 4-6 bases.
It's funny; I dream a lot, but I'm not a very good sleeper.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-02-07 21:44:24
February 07 2012 21:41 GMT
#7
--- Nuked ---
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2012-02-07 22:21:49
February 07 2012 21:52 GMT
#8
On February 08 2012 06:41 Barrin wrote:
Baller. This is a proper air vertical axis reflection symmetry map.

Plenty of air space in the right places? check
Harassable nat? check
Multiple third choices? check
A very open, longer ground distance third? check
A single-entrance, short air distance third? check
Half-bases in middle to potentially shorten attack distance? check
A base with two entrances, one essentially covered by a previous base, the other leading directly into the center? check
Each player gets a watch tower? check
Proper ground vs air duality? check
Low CS? check
Overall features creating a unique style for an otherwise old category? check.

(btw I don't really do a checklist like this to see if I like a map lol, just pointing out things I like that properly add to it's concept)

--

+ Show Spoiler +
[image loading]


This area should be far more open IMO.


<3 Barrin.

Everyone seems to agree on the mid, but I'm as stubborn as a mule so I at least want to see abit of playtesting first to see how it pans out given that there are two other options to travel through mid besides that area.

Thx for feedback.

Looks like a really nice, solid map. The one thing I don't like so much is the very top middle part. The only real purpose of it seems to be to avoid the XWT vision with big armies. If it was high ground it'd make more sense to go though there imo. Also I'm not sure if that small harass entrance into the nat really is that fun. Kinda ruins Forge FE's.


Originally the concept was that the top was (in addition to avoiding the tower vision) a neutral expansion, I then intended it as a more open attack route than the chokey center. Now its purpose is less clear and I do think it could possibly benefit from being a high ground instead.

As for the natural. I was trying to find a balance between FFE is free every game, and FFE is doable, but you need to be careful of early game pressure. There is plenty of time to get up a standard FFE location, but you may need to get a second cannon up sooner than normal to properly protect yourself.
It's funny; I dream a lot, but I'm not a very good sleeper.
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
February 07 2012 21:59 GMT
#9
Looks like a really nice, solid map. The one thing I don't like so much is the very top middle part. The only real purpose of it seems to be to avoid the XWT vision with big armies. If it was high ground it'd make more sense to go though there imo. Also I'm not sure if that small harass entrance into the nat really is that fun. Kinda ruins Forge FE's.

Oh yes and I have to agree with Barrin about that center part. I don't think it should be much more open, just a tiny bit.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Siracuz
Profile Joined January 2012
United States15 Posts
February 07 2012 22:19 GMT
#10
Great job of merging the natural with the man-made, that's a challenge I always like to see solved, and you did it in a nice way. I also like the square shapes and how the texturing reflects the square terraces nearby. The grey border around the mains gives them a nice kick. Glad to see you carried that border to the other expo's that are the same height as the main.

Also really digging the layout

One suggestion aesthetically would make those skinny rock bridges (near 5 and 7 oclock) look reinforced by steel in some way, may work may not. Kind of like that shiny center piece has those 3 big pipes. Some more detail at the ends of those pipes to really make it look like it's very solid and holding itself in place would work nice too I think.

I just read your text now and see that you were aiming for what I was saying about this map, so nice job! These are the kinds of things I learned studying architecture, it seems like you may have some architectural knowledge yourself

Bi-symmetry is very hard to pull off but I think you did great.
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37095 Posts
February 07 2012 22:30 GMT
#11
OH GOD!!!

Looks so good! I want to play on it!

I love how it's not complex at all. At one glance, people can clearly see which paths to take, which paths to alternatively take and what to do. LOVE IT!
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
FlaShFTW
Profile Blog Joined February 2010
United States10471 Posts
February 07 2012 23:18 GMT
#12
great map. though i feel as if you should take out the top two bases and make it one middle on at the top
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
February 08 2012 00:32 GMT
#13
is there a specific use for the rocks in the middle aside from delaying rushing a bit?
starleague forever
wrl
Profile Joined April 2011
United States209 Posts
February 08 2012 01:17 GMT
#14
On February 08 2012 08:18 FlaShFTW wrote:
great map. though i feel as if you should take out the top two bases and make it one middle on at the top


I'm not crazy about neutral bases if you don't have to have them. If anything I would put one there in addition to all of the other bases if there was a concern about the late late late late late game (which I don't see there being). In the earliest version of this map there was in fact a 13th base there.

On February 08 2012 09:32 a176 wrote:
is there a specific use for the rocks in the middle aside from delaying rushing a bit?


Increases the rush distance, pushes the mid game into the middle area which is tighter and a different dynamic. Once you reach the late game, the rocks are down, giving you a new attack path.

If you are going for a push where reinforcements are key (such as a tank push) you may or may not want to shred those rocks down for faster reinforcements where they are less vulnerable to mutas intercepting.

Overall the impact hasn't proven to be extremely significant in test games, but they haven't had any negative impact either.
It's funny; I dream a lot, but I'm not a very good sleeper.
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
February 08 2012 05:42 GMT
#15
Some days I come on here pumped because I feel like I've done well. Than I see a map like this that in my heart of hearts I know took less time and effort than my best maps that I dumped hours into, and this is better by far. Well played. . . well played!

On more serious (well, less serious I guess from my perspective) -- I really like this, even if the layout is not game changing to current mapmaking.
https://johnemerson.artstation.com/
aiuradun
Profile Joined February 2011
Denmark115 Posts
February 08 2012 09:28 GMT
#16
nice effort, seems really good, but want to try it out to see how it feels playing good job
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
February 08 2012 09:32 GMT
#17
The third seems weird. Sorta a deadend thing, if you let it sit he gets econ, if you go to attack it you are stuck. Damned if you do , damned if you dont...
KCCO!
wrl
Profile Joined April 2011
United States209 Posts
February 08 2012 15:09 GMT
#18
On February 08 2012 18:32 ihasaKAROT wrote:
The third seems weird. Sorta a deadend thing, if you let it sit he gets econ, if you go to attack it you are stuck. Damned if you do , damned if you dont...


The dynamic is that the low ground third is extremely vulnerable to air assaults, if you expand vertically its extremely vulnerable to ground assaults.
It's funny; I dream a lot, but I'm not a very good sleeper.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2012-02-08 17:44:46
February 08 2012 17:43 GMT
#19
Ya know, first glance I loved the third (the closer to your opponent third) yet after thinking about it, and seeing what Karot said, I kind of agree that it does seem kind of weird imo. You said it's extremely vulnerable to air assaults but that's not really true. The minerals are up against your main and with a turret or two on the side close to your opponent you'll be safe to drops. I'd almost say expanding vertically is more vulnerable to ground & air assaults due to the fact you'd have to put more Anti-Air to defend the verticle third as well as it's farther away from your other bases so it'd take ground units much longer to get there to defend.

I could see if you flipped the minerals to face the other way, so the back of the mineral line is facing your opponent, but then they might be too close to each other. Wouldn't want tanks to be able to hit them from the middle etc etc. I'm wondering if you rotate the minerals about 45 degrees so the back of the minerals are exposed to the bottom of the map. I would draw a picture with what I mean but I'm at work atm and really can't haha.

Aesthetics on this map are A+. Didn't you say in your texture video you probably weren't going to make this map a melee map because it had too many "custom" things in it? What changed your mind? Or is this a different map?
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2012-02-09 22:27:41
February 09 2012 18:55 GMT
#20
On February 09 2012 02:43 SidianTheBard wrote:
Ya know, first glance I loved the third (the closer to your opponent third) yet after thinking about it, and seeing what Karot said, I kind of agree that it does seem kind of weird imo. You said it's extremely vulnerable to air assaults but that's not really true. The minerals are up against your main and with a turret or two on the side close to your opponent you'll be safe to drops. I'd almost say expanding vertically is more vulnerable to ground & air assaults due to the fact you'd have to put more Anti-Air to defend the verticle third as well as it's farther away from your other bases so it'd take ground units much longer to get there to defend.

I could see if you flipped the minerals to face the other way, so the back of the mineral line is facing your opponent, but then they might be too close to each other. Wouldn't want tanks to be able to hit them from the middle etc etc. I'm wondering if you rotate the minerals about 45 degrees so the back of the minerals are exposed to the bottom of the map. I would draw a picture with what I mean but I'm at work atm and really can't haha.

Aesthetics on this map are A+. Didn't you say in your texture video you probably weren't going to make this map a melee map because it had too many "custom" things in it? What changed your mind? Or is this a different map?


The reason that base is so vulnerable to air assaults is the complete lack of warning you are given to incoming attacks. If you have an OBS/Ovie/Viking or something hanging out in the high-ground pod between bases, it gives you a very short period of time to react. It is also very easy to assault the bottom base and then fly up to the main and assault that after your opponent has committed forces to the low ground. There is also an area south of the low ground to hang out in that is out of range of ground units. If further testing proves that the base is too safe, I'll take a look at changing it, but I think there are some powerful air assault opportunities with the current setup.

Originally it wasn't intended to be a serious melee map, but the rest of the TPW team liked it and we tweaked the layout enough that we thought it was suitable for serious playtesting.

Also, changes coming soon. Hopefully by the end of the day.

EDIT: UPDATES AWAY
It's funny; I dream a lot, but I'm not a very good sleeper.
wrl
Profile Joined April 2011
United States209 Posts
February 09 2012 23:10 GMT
#21
A few changes based on responses and a few bugs.
It's funny; I dream a lot, but I'm not a very good sleeper.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2012-02-10 02:23:14
February 10 2012 02:20 GMT
#22
This is a great map! I really love the aesthetics and everything! The only change I would make to the current version would be raising the far low ground that loops around outside the range of the tower. I think it can be made the same level as the rest of that plateau area.

Xayvier
Profile Joined November 2010
United States387 Posts
February 10 2012 03:45 GMT
#23
This map is really fucking cool.
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2012-05-03 22:30:32
May 03 2012 22:30 GMT
#24
Well I'm working on adjusting the layout a lot and redoing the aesthetics. I've decided to add a bit more variety in the colors and themes in various parts of the mechanical areas.

Here is what I have so far for the main:

[image loading]
It's funny; I dream a lot, but I'm not a very good sleeper.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-06-02 13:00:33
June 02 2012 12:58 GMT
#25
Amazing map! Very well balanced, designed and fun to play!
This map need to be more popular!
A way better than scrap station.
moskonia
Profile Joined January 2011
Israel1448 Posts
June 02 2012 15:28 GMT
#26
FFE seems to be to hard no? while you can block with nexus, it is very vulnerable and out of style I think , and the nat anyways is really open, I mean XN C open, its crazy. While it might be interesting to see if toss would change their opening, I think you should make the nat a bit less open, maybe put some destructible building where the smoke is? so expanding is easier for everyone.

One more thing, does the rocks in the short path cover all the distance or there is a small place where units can pass through?
Disengaged
Profile Joined July 2010
United States6994 Posts
June 02 2012 16:54 GMT
#27
This map looks like someone or something is wearing a mask
Normal
Please log in or register to reply.
Live Events Refresh
BSL22 NKC (BSL vs China)
19:00
Group Stage - Day 1
eOnzErG vs Mihu
Messiah vs XuanXuan
Jaystar vs TerrOr
Dewalt vs Bonyth
eOnzErG vs XuanXuan
Mihu vs TerrOr
Messiah vs Bonyth
ZZZero.O285
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 528
JuggernautJason117
StarCraft: Brood War
Britney 5917
ZZZero.O 285
Dota 2
LuMiX0
League of Legends
Doublelift5230
JimRising 363
Counter-Strike
fl0m8452
byalli600
Heroes of the Storm
Liquid`Hasu374
Other Games
summit1g8974
Grubby3964
Mlord1078
crisheroes281
Livibee59
Trikslyr34
Tefel17
Organizations
Other Games
EGCTV1433
gamesdonequick825
BasetradeTV170
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• musti20045 32
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• FirePhoenix6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Shiphtur224
• tFFMrPink 12
Upcoming Events
Sparkling Tuna Cup
12h 22m
uThermal 2v2 Circuit
17h 22m
BSL22 NKC (BSL vs China)
21h 22m
Jaystar vs Dewalt
eOnzErG vs TerrOr
XuanXuan vs Bonyth
Mihu vs Dewalt
Messiah vs Jaystar
eOnzErG vs Bonyth
TerrOr vs Dewalt
Wardi Open
1d 13h
OSC
2 days
Replay Cast
3 days
The PondCast
4 days
Replay Cast
5 days
OSC
5 days
CranKy Ducklings
5 days
[ Show More ]
BSL22 NKC (BSL vs China)
6 days
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
Liquipedia Results

Completed

Acropolis #4 - GSB
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
uThermal 2v2 2026 Main Event
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.