• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:24
CEST 17:24
KST 00:24
  • 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] Ro16 Preview: Holy Diver0[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
StarCraft open world shooter announced at BlizzCon72Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?172Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 KSL Week #92 IntoTheTV X SOOP SC2 League : Weekly & Monthly 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice Mutation # 540 Dodge This
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? [ASL22] Ro16 Preview: Holy Diver ASL22 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Broodwar Prediction Market
Tourneys
[ASL22] Ro16 Group C [ASL22] Ro16 Group B [ASL22] Ro16 Group A Escore Tournament - Season 3
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Diablo IV Nintendo Switch Thread EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
UK Politics Mega-thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Diablo Animated Series on Netflix
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 Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6179 users

Map Design: Understanding Choke Points

Forum Index > SC2 Maps & Custom Games
Post a Reply
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
March 11 2012 09:24 GMT
#1
It has now come to our 6th map design topic for melee map-making. For the next few days, let's discuss choke points. Choke points are one of the prime features in the metagame, and they always will be. They shape the way the game is played. They create advantages and disadvantages. They force players to position properly, and they can help you protect a particular base, and so on. Choke points have all kinds of perks that make the game more strategic and tactical, which is why it's important to understand how to utilize them into your map to keep the game fresh while still retaining the current state of the metagame.

This is a bit of a difficult topic to work with, because there are several more questions I could ask but they would be hard to comprehend or answer. Forgive me if I missed any important details, but I added an optional question in the mix to let mappers voice any more perspectives or opinions on the topic if they wish. Basically I boiled down to five general questions that should give new mappers at least a decent feel of what choke points and openness are when making a map.

***NOTE: A choke point can be defined as an entrance into a base, whether it be a ramp or a flat choke. It can also be defined as the general open space (or 'openness') around your map.

So, my dear fellow Map-makers, let's answer a few questions about choke points for anyone who might be interested in melee map-making. I don't want to keep these threads for map-maker answers only however... any discussion on the topic matters!

+ Show Spoiler [What are these threads about anyways?] +

For anyone who is unaware, these map design questions are specifically for map-makers to gather and give their perspectives and feedback on melee map design according to each topic. This has nothing to do with gameplay balance or player perspectives, but for map-maker's opinions and thoughts. In the end I'll make a nice collaboration thread containing all the topics ^^


________________________________________________________




Understanding: Choke Points


• We've heard mappers and players say that a map is "too chokey." What does this mean?
• Why is having an elevated ramp into your main base better than a flat choke?
• How wide, or open, should the choke into your natural be? What about your third?
• "Maps can be wide open in the middle as long as you have chokes into every base." What do you think of this statement?
• Where do you generally want the bigger choke points, or openness, on your map?

• (Optional): Do you have anything you would like to add concerning choke points and map-making?

• (Optional): Please provide at least one example of a map that utilizes good chokes (and/or openness) all throughout the map, ensuring its playability in the early, mid, and late game altogether. Also, please provide a bad example where chokes are not properly used or placed.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
March 11 2012 10:49 GMT
#2
My opinions:

• We've heard mappers and players say that a map is "too chokey." What does this mean?

It means that the main attack paths have too many thin passageways in it. Meaning a player can easily start standing behind the choke, so enemy does not ever want to push trough that choke. If chokes are too frequent, its too easy to stop an enemy army moving trough. Also vs zerg, especially the ones that goes muta ling bane, players keeping army on a choke makes them unteachable, or if there is always a choke nearby, players can always kite the zerg army to the choke which is unfair for zerg.

• Why is having an elevated ramp into your main base better than a flat choke?

Many complain that early aggression is too strong in SC2. Elevated ramps make defending early game aggression easier in almost every match up.
TvZ: If there were no ramp, zergs could shoot baracks and supply depots in wall for free with roaches in early game. But with ramp they need to come into range of marines behind the wall to gain vision.
TvP: Same but stalkers and sentries instead of roaches.
TvT: With ramp you can place your marines in the edges of the ramp so they gain free shots at enemy marines that are trying to power trough before enemy gets vision to shoot back.
PvZ: Same as in TvZ, but this really does not matter at all because a zerg never attacks a protoss on one base anyway.
PvP: Most impact on this match up. If there is no ramp then enemy can warp in or blink units trough the choke even if you forcefield the ramp. If there is ramp then one forcefield is enough to deny all vision.
PvT: With ramp you can hold position zealots right above the ramp, so enemy marines that walk up are greeted with zealots right in their face when they get vision.
ZvZ: Cant think how it helps here.
ZvP: Does not matter as zerg cant go and defend main behind choke anyway and leave natural. In maps with natural behind main zergs really can place spine above ramp, and they get a few extra shots before protoss gains vision for their ranged units.
ZvT: With ramp zerg can place queens on hold position on top of ramp so helions need to come in range of queens to get vision to shoot at them. With flat choke the helions can just outrange the queens.

• How wide, or open, should the choke into your natural be? What about your third?

I like macro maps so I like it when natural choke can be walled with 3 or 4 gates or barracks. Choke to third should be 4-6 gates or barracks wide.

• "Maps can be wide open in the middle as long as you have chokes into every base." What do you think of this statement?

This is correct if you there are also other viable attacks paths in late game except right trough middle. Even though I don't like Shattered Temple overall, it is a map where this is done right.

• Where do you generally want the bigger choke points, or openness, on your map?

Open area should be right after the choke to bases. This is because especially in mid-lategame zerg does not usually want to fight enemies in a choke, so open area after choke to bases acts as zergs defensive prime area.

• (Optional): Please provide at least one example of a map that utilizes good chokes (and/or openness) all throughout the map, ensuring its playability in the early, mid, and late game altogether. Also, please provide a bad example where chokes are not properly used or placed.

Good:
[image loading]
Small choke to natural, but right after it comes an open area which is good place for zergs to engage. Same goes for the 3rd base. Also the middle has alot of those big structures that allows wall hugging for armies pushing trough so surrounding them is not easy, but possible. A feature I like alot.

Bad:
[image loading]
Look at that horror. The natural is very hard to defend in early game because the choke is so damn wide there, and main ramp is too far from naturl. Also if you spawn close positions then you can easily use the backdoor as an attack path meaning there is no way a zerg can engage an opponent attack trough that choke.
Aunvilgod
Profile Joined December 2011
2653 Posts
March 11 2012 11:47 GMT
#3
- A map could be too chokey if a zerg is forced to engage straight into the enemy and can´t go for surrounds. That makes it just imbalanced. I would actually rather use the term "paths being not connected enough" to describe this matter. If it makes sense.

- Because ramps increase the defenders advantage which leads to longer games which are more enjoyable in most people´s´s opinion. Of course you can very well make flat jokes and increase the defenders advantage with natural-overlapping mains instead. But it affects the balance too, of course. Longer games require more skill, so the better player will win more often.

- I prefer maps like Shakuras plateau. But there is no real perfect way to do it. I mean, different maps should be different. If every map has the same chokes it would become kinda boring.

- As I described in my first point maps should not favor O or T because of the chokes. But if zerg has the option for surrounds and all that maps with more chokes require more skill because you have to do the positioning of your units based on the enviroment.
I don´t see how this affects the chokes into bases but as a general suggestion I´d say that your 3rd should be relatively easy to defend while the 4th and on should be hard to take or, better, hold for P & T. How easy it is to defend is of course not only defined by the chokes. The only thing I can say here is again: Different maps should be different.

- The middle should be open enough for a 200 deathball to cross without losing the shape of a circle. Either the main or the nat should be blockable with one forcefield. Other than that different maps should different.

- NEED MOAR AIR MAPS

- I think Calm Before the Storm is a great map, especially the middle is a perfect example of how a middle should be choked. Shakuras is my favourite map and the only Blizzard map that does not suck. Backdoors into the main/nat don´t fit the metagame.

ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2012-03-11 14:08:20
March 11 2012 14:06 GMT
#4
On March 11 2012 20:47 Aunvilgod wrote:

- NEED MOAR AIR MAPS


You mean this ?
http://wiki.teamliquid.net/starcraft2/Debris_Field

Games would be so messy and probably imbalanced !

Broodlord + corruptor + Muta VS Pheonix + Voidray + Mothership Vs Viking

I think this map would have a weird metagame :/
rly ?
Aunvilgod
Profile Joined December 2011
2653 Posts
Last Edited: 2012-03-11 14:42:17
March 11 2012 14:41 GMT
#5
On March 11 2012 23:06 algue wrote:
Show nested quote +
On March 11 2012 20:47 Aunvilgod wrote:

- NEED MOAR AIR MAPS


You mean this ?
http://wiki.teamliquid.net/starcraft2/Debris_Field

Games would be so messy and probably imbalanced !

Broodlord + corruptor + Muta VS Pheonix + Voidray + Mothership Vs Viking

I think this map would have a weird metagame :/


No no, just maps with more airspace. Airspace in the middle of the map. I don´t think this has been explored enough yet.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
RumbleBadger
Profile Joined July 2011
322 Posts
March 11 2012 22:05 GMT
#6
What do we mean when we say too choky?

This could mean multiple things:
1) Too many chokes (often occurs when there are lots of ways to move through the map, also if there are lots of dots of removed terrain this can be a result)
2) Chokes are too skinny (lots of chokes that are around two gateways wide... too small, 3 is a pretty good minimum for choke width, with exceptions of course)
3) Chokes are too long. The chokes may be an acceptable width (3 gateways) but they are too long and thus a zerg player is very underpowered moving through that region and a toss will dominate that part of the map.

In order of commonality, it's probably 3 and 1 are tied and then 2.
Games before dames.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
March 11 2012 23:09 GMT
#7
We've heard mappers and players say that a map is "too chokey." What does this mean?

Too many tight paths.
Why is having an elevated ramp into your main base better than a flat choke?

4 gate. Tal'darim is/was basically 4 gate every game or else you die. Because you can't block the choke with 1 force field, you can't stop a gateway force from rolling into your main if you have an inferior force. You can't have a small force field blockable choke because then you can wall with basically one building as Terran.

Of course, if you make the choke unbuildable then you can't wall it off and recently, 4 gate has been decreasing even on Tal'Darim if I'm up to date. So yeah, not much reason not to have it flat.
How wide, or open, should the choke into your natural be? What about your third?

2-wide if it's small. 3-wide if you want big. It's up to the rest of the map. Small nat chokes tend to help Toss because they can wall against Zerg, but wider choke points help Terran against Zerg a tad because it's easier to move hellions around. For the third, it doesn't really matter as long as it's not completely open.
"Maps can be wide open in the middle as long as you have chokes into every base." What do you think of this statement?

No.

How is a Protoss army supposed to move out at all? Toss is the race that relies on making chokes the most. That's what they have forcefield for. However, even forcefields can't completely get a good choke point. You need the map to help out. Terran will also have a harder time against a Zerg who can move around as he will.
Where do you generally want the bigger choke points, or openness, on your map?

When you want Zerg to be better.
Please log in or register to reply.
Live Events Refresh
Shopify Rebellion Sundays
15:00
#13
Spirit vs Mixu
Clem vs TBD
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 430
Rex 102
StarCraft: Brood War
Britney 53173
Calm 5585
Jaedong 942
PianO 782
firebathero 355
ggaemo 202
Pusan 95
910 91
Sea.KH 79
Hyun 70
[ Show more ]
Mong 67
Mini 46
sSak 36
Trap 35
Sharp 27
Bonyth 20
Rock 18
HiyA 17
Hm[arnc] 14
Liquid`Ret 12
SilentControl 11
Shine 9
Dota 2
qojqva4022
syndereN931
Fuzer 251
LuMiX0
Super Smash Bros
Mew2King80
Other Games
Grubby3747
singsing1357
Liquid`RaSZi1112
Hui .209
QueenE128
Organizations
Other Games
EGCTV1410
StarCraft: Brood War
Kim Chul Min (afreeca) 12
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 65
• Adnapsc2 43
• mYiSmile129
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Michael_bg 12
• FirePhoenix7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3715
Upcoming Events
RSL Revival
36m
Serral vs Rogue
BlizzCon
3h 6m
IdrA vs MC
Afreeca Starleague
18h 36m
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
19h 36m
Monday Night Weeklies
1d
Afreeca Starleague
1d 18h
Snow vs Shinee
Shine vs EffOrt
GSL
1d 19h
PiGosaur Cup
2 days
The PondCast
2 days
Kung Fu Cup
2 days
[ Show More ]
Replay Cast
3 days
KCM Race Survival
3 days
IntoTheTV X SOOP
3 days
Replay Cast
4 days
IntoTheTV X SOOP
4 days
Replay Cast
5 days
GSL
5 days
Replay Cast
6 days
GSL
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Blizzard Classic Cup 2026
Blizzard Classic Cup 2026
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #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

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
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
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.