• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:36
CEST 10:36
KST 17:36
  • 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
Power Rank - Esports World Cup 202525RSL Season 1 - Final Week8[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16
Community News
Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension4Firefly given lifetime ban by ESIC following match-fixing investigation17
StarCraft 2
General
Power Rank - Esports World Cup 2025 RSL Revival patreon money discussion thread Why doesnt SC2 scene costream tournaments Heaven's Balance Suggestions (roast me) Magnus Carlsen and Fabi review Clem's chess game.
Tourneys
Esports World Cup 2025 Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame
Brood War
General
BW General Discussion Flash Announces (and Retracts) Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ Corsair Pursuit Micro? Pro gamer house photos
Tourneys
[Megathread] Daily Proleagues [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET The Casual Games of the Week Thread BWCL Season 63 Announcement
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile CCLP - Command & Conquer League Project
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Customize Sidebar...

Website Feedback

Closed Threads



Active: 638 users

[M] (2) Oceanic Mountain - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 Next All
Akinokaze
Profile Joined March 2011
Australia326 Posts
February 29 2012 06:38 GMT
#41
Apologies for the double post but the map has now been uploaded to SEA and NA by Akinokaze under the name 'Oceanic Mountain'.
In the Emperor we trust
Baumvieh
Profile Joined February 2012
Germany67 Posts
February 29 2012 09:30 GMT
#42
On February 28 2012 14:27 StaY.qL wrote:I played some games tonight on it.. 1 with Terran and 2 with Toss. good wall-off options, after work i'll try it with zerg.
But the gold is nearly untakekable.. duno if it's even necessary 'cause there are 5 bases for both... and maps without gold being higher in de­mand than maps with gold expansion... at least in the higher leagues/pro scene
But the first impression of the Map is really good
Thank you for playing. I would love to see the replays for evaluation (and perhaps for adding some replays to the main post of this thread if that's ok with you).

I played a couple of AI v AI and me v AI games on the map:
The AI often loses to the other AI because they don't seem to scout efficiently(often they don't scout at all), missing each other armies while taking different paths to the other side (AI seems to like silly all-ins without leaving any protection whatsoever behind at their own base).

I lost most AI games(on very hard) due to not expanding quickly enough or due to having an insufficiently small army.

On February 29 2012 15:38 midnight.tokyo wrote:
Apologies for the double post but the map has now been uploaded to SEA and NA by Akinokaze under the name 'Oceanic Mountain'.
No need to apologize! (unless mods think otherwise, heh). I updated the main post with the new info. Thanks again.

Now to the issues that need fixing for 0.7, just summing them up here from what has been said:
  • make more room in the natural to prevent accidental building over only possible nexus position
  • change gap between main and third to disallow pylon based warp in in PvP
  • fix reaper path-finding between main and third (they currently don't seem to find the outer ledge to go around those trees in the small gap and instead they keep walking around randomly in front of the gap even though the whole gap is marked unpathable)
  • fix a couple of minor asymmetries (one of which affects cliff walking shortest path between bases)


I think I also want to change something about the middle of the map again.

More precisely, I'm thinking of adding a lake or a small cliff wall to seperate the gold bases, so they would become a bit easier to take and defend(they'd still be very exposed to the north/south).

Maybe I even make it so that the middle does not completely seperate them but so it will have a really narrow path there to disallow a ball of death army from just quickly strolling over to take out the gold base on the side.
"We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
February 29 2012 09:49 GMT
#43
Hello.

I really like what you're doing with this map, your disciplined and iterative approach is really paying dividends. The map seems, as far as I can tell, to do a decent job of enabling a wide range of styles: I see both turtle styles and highly aggressive, counter attacking styles being both viable and fun.

I'm concerned about the gold bases a little in that they might enable turtle styles too much: they're placed in locations you'd want your army to be in any case, and I don't see a Zerg or a Protoss busting down the rocks early on. So it seems they'd only really be beneficial to Terran and some Protoss Death ball styles vs Zerg in the late game. But this is purely speculation. I'm going to look for it when I get home and play a couple of games on it.

I like it, keep it up!
They're coming to get you, Barbara.
Akinokaze
Profile Joined March 2011
Australia326 Posts
Last Edited: 2012-02-29 11:20:36
February 29 2012 10:31 GMT
#44
On February 29 2012 18:30 Baumvieh wrote:
I played a couple of AI v AI and me v AI games on the map:
The AI often loses to the other AI because they don't seem to scout efficiently(often they don't scout at all), missing each other armies while taking different paths to the other side (AI seems to like silly all-ins without leaving any protection whatsoever behind at their own base).

I lost most AI games(on very hard) due to not expanding quickly enough or due to having an insufficiently small army.


Not sure about the other difficulties, but Insane AI uses map hacks (and also resource hacks, they mine normal resources at the rate of rich ones).

On February 29 2012 18:30 Baumvieh wrote:
Now to the issues that need fixing for 0.7, just summing them up here from what has been said:
  • make more room in the natural to prevent accidental building over only possible nexus position
  • change gap between main and third to disallow pylon based warp in in PvP
  • fix reaper path-finding between main and third (they currently don't seem to find the outer ledge to go around those trees in the small gap and instead they keep walking around randomly in front of the gap even though the whole gap is marked unpathable)
  • fix a couple of minor asymmetries (one of which affects cliff walking shortest path between bases)


I think I also want to change something about the middle of the map again.

More precisely, I'm thinking of adding a lake or a small cliff wall to seperate the gold bases, so they would become a bit easier to take and defend(they'd still be very exposed to the north/south).

Maybe I even make it so that the middle does not completely seperate them but so it will have a really narrow path there to disallow a ball of death army from just quickly strolling over to take out the gold base on the side.


I think removing the rocks from the gold might be enough to make them viable. The high ground behind it makes it incredibly easy to harass, but at the same time committing to an attack will expose an opening to the natural fourth. Gold bases shouldn't be so risk free and choking the middle would probably create a bigger problem then the one you're solving.

A few things I've found so far:

Places that appear pathable but are actually not
+ Show Spoiler +
[image loading]

[image loading]


Places that reapers can end up in
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


Places that large units cannot pass (Archons/Seige Tanks)
+ Show Spoiler +
[image loading]
(Occurs when the depot is raised, note that the raised depot is in the same spot you'd put a pylon for Protoss)

[image loading]

[image loading]


Other random bits
+ Show Spoiler +
[image loading]
(Seemingly random hold in the ground)

[image loading]
(Very little air space behind natural)
In the Emperor we trust
Baumvieh
Profile Joined February 2012
Germany67 Posts
February 29 2012 16:26 GMT
#45
Thanks a lot for taking the time to report all those issues Mr. Tokyo. I fixed most of them and all the minor asymmetries. Still need to fix warp-in to main problem and natural roominess.

I'm in a bit of a hurry, so I just leave this image here for now instead of writing a wall of text.

+ Show Spoiler [wip 0.7 image (click image to open hug…] +

[image loading]


"We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE
Akinokaze
Profile Joined March 2011
Australia326 Posts
Last Edited: 2012-02-29 16:44:11
February 29 2012 16:38 GMT
#46
Haha no problem, I've applied for a name change to Akinokaze actually so I might not be under this name for much longer With the exception of the two things you mention I don't think there any more glaring issues that need to be addressed.

Edit: Can't quite tell on the overview, but did you replace some of the Overlord Pedestals with doodads or just put them on top? (yes, they actually do serve a purpose in case you weren't aware )
In the Emperor we trust
Baumvieh
Profile Joined February 2012
Germany67 Posts
Last Edited: 2012-03-01 03:44:08
March 01 2012 03:31 GMT
#47
v.0.7 published on EU

On February 29 2012 18:49 SeinGalton wrote:
Hello.

I really like what you're doing with this map, your disciplined and iterative approach is really paying dividends. The map seems, as far as I can tell, to do a decent job of enabling a wide range of styles: I see both turtle styles and highly aggressive, counter attacking styles being both viable and fun.

I'm concerned about the gold bases a little in that they might enable turtle styles too much: they're placed in locations you'd want your army to be in any case, and I don't see a Zerg or a Protoss busting down the rocks early on. So it seems they'd only really be beneficial to Terran and some Protoss Death ball styles vs Zerg in the late game. But this is purely speculation. I'm going to look for it when I get home and play a couple of games on it.

I like it, keep it up!
Thanks. Would like to see the replays. Just published version 0.7 though, so... heh.

On March 01 2012 01:38 midnight.tokyo wrote:
Haha no problem, I've applied for a name change to Akinokaze actually so I might not be under this name for much longer With the exception of the two things you mention I don't think there any more glaring issues that need to be addressed.

Edit: Can't quite tell on the overview, but did you replace some of the Overlord Pedestals with doodads or just put them on top? (yes, they actually do serve a purpose in case you weren't aware )
Yes, I added doodads on top, to make it obvious they are not walk-able by ground units. Overlords can still happily fly/rest over them. All the other issues should be resolved now, see updated main post with information on v.0.7 (PM'ed you the new version).
"We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE
dudecrush
Profile Joined August 2010
Canada418 Posts
March 01 2012 04:15 GMT
#48
This map is really nice!

Small suggestion: move the watchtowers closer to the center of the map so they down cover the exit to the third. It's nice to have some areas that aren't covered by towers.
StaY.qL
Profile Joined August 2011
Germany34 Posts
March 01 2012 05:52 GMT
#49
On February 29 2012 18:30 Baumvieh wrote:
Show nested quote +
On February 28 2012 14:27 StaY.qL wrote:I played some games tonight on it.. 1 with Terran and 2 with Toss. good wall-off options, after work i'll try it with zerg.
But the gold is nearly untakekable.. duno if it's even necessary 'cause there are 5 bases for both... and maps without gold being higher in de­mand than maps with gold expansion... at least in the higher leagues/pro scene
But the first impression of the Map is really good
Thank you for playing. I would love to see the replays for evaluation (and perhaps for adding some replays to the main post of this thread if that's ok with you).


ofc i'll upload the replays after work.
Akinokaze
Profile Joined March 2011
Australia326 Posts
March 01 2012 09:58 GMT
#50
NA and SEA have been updated to v0.7b (the NA version is incorrectly labeled v0.8 as I had to reupload )

Baumvieh, I've PM'd you with a replay of a game I played earlier. It's on v0.6b though so I'm not sure if you'll be able to view it.
In the Emperor we trust
Baumvieh
Profile Joined February 2012
Germany67 Posts
Last Edited: 2012-03-01 20:57:29
March 01 2012 20:11 GMT
#51
Saw the replay, worked nicely and was fun to watch. This also proves that for replays, regions do in fact have access to maps hosted on other regions (it downloaded the old version from the other region before starting the replay). This fact gives me some hope that eventually clients will be able to choose any region (worldwide) before login (like it was in other blizzard games) because the general capability for the client to connect to them seems to be there already.

Haven't started working on 0.8 yet, I'll wait for some replays and play some test games myself before going on to making changes.

Already reported issues in 0.7: can still pylon-warp into main
(thinking of adding LOS blockers along the northeast cliff of the main
edit: just checked and it seems LOS blockers don't help... need to make an even wider gap there)

On March 01 2012 13:15 dudecrush wrote:
This map is really nice!

Small suggestion: move the watchtowers closer to the center of the map so they down cover the exit to the third. It's nice to have some areas that aren't covered by towers.
Thanks. The watchtowers already cover just a small portion of the map as it is and there is a wide open path through the center where large armies can already move freely outside of tower range.
"We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
March 01 2012 21:10 GMT
#52
I like that the gold bases are seigeable, though based on my principals, gold bases shouldn't exist .
The surface that a player must control on 3 bases is huge, like Cloud Kingdom LE, which I don't really like.
The destructible rocks between the nat and the 3rd are a little wierd in my opinion. Like I said, the surface to be convered is already huge, but adding a 3rd entrance to the threshold is just a little too much.
There's no space to fly mutas/drops/banshees/warp prisms/etc behind the main, since the ground goes all the way to the edge of the map.
Thanks for reading my picky remarks!
StaY.qL
Profile Joined August 2011
Germany34 Posts
March 01 2012 21:11 GMT
#53
update: can't upload it today, I unfortunately didn't get around to start my Computer..
i'll pm you tomorrow maybe i can play some more games on it
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
March 01 2012 22:22 GMT
#54
can you blink from 3rd base? warpin
Live Fast Die Young :D
Akinokaze
Profile Joined March 2011
Australia326 Posts
March 02 2012 06:27 GMT
#55
On March 02 2012 06:10 sorrowptoss wrote:
I like that the gold bases are seigeable, though based on my principals, gold bases shouldn't exist .
The surface that a player must control on 3 bases is huge, like Cloud Kingdom LE, which I don't really like.
The destructible rocks between the nat and the 3rd are a little wierd in my opinion. Like I said, the surface to be convered is already huge, but adding a 3rd entrance to the threshold is just a little too much.
There's no space to fly mutas/drops/banshees/warp prisms/etc behind the main, since the ground goes all the way to the edge of the map.
Thanks for reading my picky remarks!


midnight.tokyo here (newly renamed), I'll see if I can address your concerns:

- The distance between the natural and third is a bit on the long side I agree, but I believe this will result in constant small contests over the watchtowers as well as removing a bit of the power from deathballs by forcing players to commit forces to defense and/or wall off/static d.
- The small patch leading to the natural is a bit odd yes, it's a legacy from the original concept of the map when it had a Cloud Kingdom style S going horizontally across. Personally I do not see this path being used offensively in most games but rather defensively to execute flanks on attackers coming into the third/fourth.
- The boundaries of the map were increased from 132x132 to 140x140 in the latest version to allow air units to comfortably fly in to the natural/third. I notice that you specifically mentioned the main so I assume the fix did its job, though I agree it's a little bit too cramped once you fly up to the main. I experimented with a few boundary changes and believe an increase of 4 units to just the camera boundary (not the map boundary) will reduce the risk of approaching the main enough that players may attempt to do so.

On March 02 2012 07:22 TibblesEvilCat wrote:
can you blink from 3rd base? warpin


Yes, you can currently warp/blink in to the main without any additional vision. This will hopefully be fixed in the next update.
In the Emperor we trust
Baumvieh
Profile Joined February 2012
Germany67 Posts
Last Edited: 2012-03-02 16:31:05
March 02 2012 07:20 GMT
#56
On March 02 2012 06:10 sorrowptoss wrote:
Thanks for reading my picky remarks!
You're welcome. :D

On March 02 2012 15:27 Akinokaze wrote:
Show nested quote +
On March 02 2012 07:22 TibblesEvilCat wrote:
can you blink from 3rd base? warpin
Yes, you can currently warp/blink in to the main without any additional vision. This will hopefully be fixed in the next update.


Yes, that will be fixed. I spent a couple of hours this morning (woke up at 4am due an urge to continue mapping(I think I even dreamed about mapping)) trying to increment the gap by small amounts, play-testing each time to check blinking/warping in from the third until it was finally impossible (without already having a scout in the main).
The main lost some space due to that but I added a little space near the ramp (does not fully make up for the lost space but I think there's still enough room for everything important in early to mid game... and if you want more secure space: expand!).


+ Show Spoiler [wip shot of 0.8] +
[image loading]



I also increased the playable bounds again from 140 squared to 142 squared to make slightly more air space around the main.

A couple of hours pass by...

edit/append:
Published v0.8 on EU (Akinokaze, PM'ed you the new version) and updated main post.
"We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE
StaY.qL
Profile Joined August 2011
Germany34 Posts
Last Edited: 2012-03-05 04:26:43
March 05 2012 04:25 GMT
#57
Did you get my PM baumvieh??
I see no replays in your posts
Baumvieh
Profile Joined February 2012
Germany67 Posts
March 05 2012 05:57 GMT
#58
On March 05 2012 13:25 StaY.qL wrote:
Did you get my PM baumvieh??
I see no replays in your posts
No I didn't get any PM from you, try sending it again. I only got replays from Akinokaze so far. My own replays are too boring to show (against AI).

Tomorrow (actually today, been up all night again), I'll publish 1.0 and then I'll add any replays I have gotten so far to the main post (will of course keep adding replays if I get more). But now, sleep.
"We merely create the pallete to which players paint the scene on. But our pallete influences the way in which the brushes are stroked." -SigmaFiE
StaY.qL
Profile Joined August 2011
Germany34 Posts
March 05 2012 06:05 GMT
#59
On March 05 2012 14:57 Baumvieh wrote:
Show nested quote +
On March 05 2012 13:25 StaY.qL wrote:
Did you get my PM baumvieh??
I see no replays in your posts
No I didn't get any PM from you, try sending it again. I only got replays from Akinokaze so far. My own replays are too boring to show (against AI).

Tomorrow (actually today, been up all night again), I'll publish 1.0 and then I'll add any replays I have gotten so far to the main post (will of course keep adding replays if I get more). But now, sleep.


Okay... that's weird.. ~~ i'll try it again when i'm back home from work. gn8 workaholic
AssyrianKing
Profile Blog Joined August 2011
Australia2111 Posts
March 05 2012 06:10 GMT
#60
Awww my <3 <3 <3
John 15:13
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 24m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech60
StarCraft: Brood War
Britney 23608
actioN 502
soO 104
Leta 86
Shine 43
Sharp 40
NotJumperer 22
yabsab 14
Dota 2
XcaliburYe282
ODPixel217
BananaSlamJamma158
canceldota27
League of Legends
JimRising 562
Counter-Strike
allub110
Other Games
summit1g8986
ceh9507
WinterStarcraft350
Trikslyr24
Happy19
Organizations
Other Games
gamesdonequick1434
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH341
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV219
• lizZardDota286
League of Legends
• Rush1883
• Stunt1143
Upcoming Events
Esports World Cup
1h 24m
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
1d 1h
Esports World Cup
2 days
Esports World Cup
3 days
CranKy Ducklings
4 days
BSL20 Non-Korean Champi…
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
5 days
BSL20 Non-Korean Champi…
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Liquipedia Results

Completed

CSL Xiamen Invitational
Championship of Russia 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Esports World Cup 2025
CC Div. A S7
Underdog Cup #2
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
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 © 2025 TLnet. All Rights Reserved.