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[M] (2) Emerald Steel - Page 2

Forum Index > SC2 Maps & Custom Games
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Akinokaze
Profile Joined March 2011
Australia326 Posts
March 18 2012 06:42 GMT
#21
Hm, what do you think about rotating the watch towers 180` around but keeping it as a sectioned area on the same level as the plateau? This removes some of the risk in taking the third, and although it'll be harder to take for the attacker, it's just as easy to deny as before.
In the Emperor we trust
Baumvieh
Profile Joined February 2012
Germany67 Posts
March 18 2012 22:48 GMT
#22
Thank you both ArcticRaven and Akinokaze.

I've changed the third and the watchtowers to greatly favor the defending party now and reworked the fifth. Sadly, the big ramp had to be axed due to that. I still want to keep the fifth closer to the sixth than the distance between other bases though as I think that may provide an interesting double expand option to a player who is a bit behind in mid to late game.

updated to v0.2d (see edited main post)
  • reworked/moved fifth and area around fifth/paths to fourth and sixth from there
  • removed high ramp in the process of reworking the fifth
  • changed access to watch towers to favor defender at third
  • slightly moved third and added extra choke cliffs near north/south entrance of third
  • slightly moved sixth

Alright, alright but tomorrow I will start decorating and texturing... (unless anyone still sees some glaring major issue )
"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: 2012-03-19 10:01:21
March 19 2012 09:43 GMT
#23
I think the third might be a bit too favorable for the defender now =s. Having a two building wall across the north/south choke and positioning your army in between the third and east/west ramp leading in greatly reduces the previous 4 Colossi/8 Tank defense I estimated was needed to hold both entrances simultaneously down to 2 Colossi/4 Tanks.

Opening up the choke by having a simple double ramp leading straight up (like the one previously at the 5th) and perhaps reverting the placement of the destructible rock on the east/west ramp (not sure if it's even needed tbh as it's not along the most direct path ala Cloud Kingdom) should strike the right balance between risk and reward. I still like my original idea in my previous post though, so much so that I created a small mockup of the concept

The idea behind this is that the tower is easy to take for the defender, but can be denied by the attacker without needing vision from air. To construct this I used two types of doodads (temple column and wall), set to ignore placement requirements and doodad footprint, and the pathing painter.
+ Show Spoiler +
[image loading]
Pathable Area

[image loading]
Buildable Area - Doodads must be placed precisely if you wish the entire tower area to be buildable on


There is however, a slight problem with this design atm which prevents it from functioning as expected.
+ Show Spoiler +
[image loading]


The numbers above the Zerglings indicate the range a unit directly on the other side of the wall would require to hit said Zerglings. The problem is every Zergling is within range of the tower to activate it, even the outer most one, so with careful placement it's possible to hold the tower against everything on the ground except seiged tanks and Thermal Lanced Colossi.

The only way to get around this problem is to change the activating range of the watchtowers which will force the map to be a custom (moving the tower itself any closer to the wall will mean it can be activated from the other side). Still, it's my completely personal and bias opinion that it's a more elegant looking and functional solution than the current one, with or without addressing the above problem
In the Emperor we trust
Baumvieh
Profile Joined February 2012
Germany67 Posts
March 19 2012 11:16 GMT
#24
Ok, so I have de-choked the north/south entrances by moving the ramps leading up to the towers, placed the rocks on the east/west ramps back to where they were before and added access to the towers for the attacking party.

The towers now still favor the defender but an attacker can attempt to deny them without air vision. Also, with the rocks back there an attacker can attempt to sneak in a few units outside of the tower vision range when facing a careless defender.

[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
March 19 2012 12:40 GMT
#25
Hm, I like your alternative The side ramp being just out of tower range is an excellent change, I don't believe sneaking by was possible in 2.0c (correct me if I'm wrong). The tower change for the attacker is a little bit debatable as you've now opened up a new path into the third, but I think some testing is needed before any changes are made.
In the Emperor we trust
madhyene
Profile Joined March 2011
France43 Posts
March 21 2012 23:52 GMT
#26
I don't know if what i see is updated or not, but i think that the third expansion is just terrible. Imagine tanks siege up in range of your natural's exit, or a protoss comes in and forcefields the ramp.
Also, i don't know if you access the main from the high grounds behind the main, but if you can, reapers are going to be imba on this map.

Keep in mind this is from a zerg's point of view.
iTzSnypah
Profile Blog Joined February 2011
United States1738 Posts
Last Edited: 2012-03-22 01:30:04
March 22 2012 01:26 GMT
#27
This map just feels too large with a few key chokes. I feel that the 3rd is situated in the main attack path. This in itself is not bad, however the area around the 3rd is vast, proving to be a good staging ground for a light contain. I would think that placing the 3rd on high ground would make it more defendable.

[image loading]
red = highground bounds
blue = ramps
greyish-blue = area that would have to be added to keep the area from being too much of a choke


+ Show Spoiler [misc] +
How do you make it so organic cliffs can be right next to manmade cliffs? whenever I try to do that it just pushes the manmade cliffs away? btw ima newb at the editor lol
Team Liquid needs more Terrans.
Baumvieh
Profile Joined February 2012
Germany67 Posts
March 22 2012 13:58 GMT
#28
On March 19 2012 21:40 Akinokaze wrote:Hm, I like your alternative The side ramp being just out of tower range is an excellent change, I don't believe sneaking by was possible in 2.0c (correct me if I'm wrong). The tower change for the attacker is a little bit debatable as you've now opened up a new path into the third, but I think some testing is needed before any changes are made.
I think the extra path won't be too much of a problem because it is very narrow and due to the searchlight doodads, bigger units can't take that new path but yes, test-games will have to show whether it's ok.

On March 22 2012 08:52 madhyene wrote:I don't know if what i see is updated or not, but i think that the third expansion is just terrible. Imagine tanks siege up in range of your natural's exit, or a protoss comes in and forcefields the ramp.
How are those two scenarios a problem specific to this map? I think that well placed forcefields and siegetanks will always be a problem for zerg. The tanks though could be taken out with some mutalisks.
I really don't know though, should map design be tailored specifically to disallow valid in-game tactics (like containment)? Is that really impossible to counter here?

On March 22 2012 08:52 madhyene wrote:Also, i don't know if you access the main from the high grounds behind the main, but if you can, reapers are going to be imba on this map. Keep in mind this is from a zerg's point of view.
The area around the main and natural (as already written in the main post) will be impassable.

On March 22 2012 10:26 iTzSnypah wrote:This map just feels too large with a few key chokes. I feel that the 3rd is situated in the main attack path. This in itself is not bad, however the area around the 3rd is vast, proving to be a good staging ground for a light contain. I would think that placing the 3rd on high ground would make it more defendable.

[image loading]
red = highground bounds
blue = ramps
greyish-blue = area that would have to be added to keep the area from being too much of a choke

Thanks for that suggestion and for taking the time to illustrate it (diagrams and drawings always help ). I'm currently in the middle of decorating and texturing though, so I won't immediately go on to make any terrain changes at this point.

Also, if I placed the third on high ground, that would open a cliff walk path right into the main, so the high ground for the third would have to be offset a bit, to keep a small gap between that and the main high ground... hm... I'll think about that some more; it could probably work with that gap if the main would be made a bit smaller.

But wouldn't a third on high ground be even easier to deny by the enemy in this case?
I'd rather keep it on low ground and improve the defense possibilities by other means if it's really still too hard to hold.

On March 22 2012 10:26 iTzSnypah wrote:How do you make it so organic cliffs can be right next to manmade cliffs? whenever I try to do that it just pushes the manmade cliffs away? btw ima newb at the editor lol
Tools -> Brush -> Allow Cliff Merging (Shift + I)
"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: 2012-03-22 14:39:04
March 22 2012 14:34 GMT
#29
On March 22 2012 22:58 Baumvieh wrote:
Show nested quote +
On March 19 2012 21:40 Akinokaze wrote:Hm, I like your alternative The side ramp being just out of tower range is an excellent change, I don't believe sneaking by was possible in 2.0c (correct me if I'm wrong). The tower change for the attacker is a little bit debatable as you've now opened up a new path into the third, but I think some testing is needed before any changes are made.
I think the extra path won't be too much of a problem because it is very narrow and due to the searchlight doodads, bigger units can't take that new path but yes, test-games will have to show whether it's ok.

Ah, I was not aware they obstructed movement. Good forward thinking I think the tower can actually brought down a level if it doesn't look too flash aesthetically (I don't think it will but good luck) as the high ground doesn't actually serve much purpose now.


On March 22 2012 22:58 Baumvieh wrote:
Show nested quote +
On March 22 2012 08:52 madhyene wrote:I don't know if what i see is updated or not, but i think that the third expansion is just terrible. Imagine tanks siege up in range of your natural's exit, or a protoss comes in and forcefields the ramp.
How are those two scenarios a problem specific to this map? I think that well placed forcefields and siegetanks will always be a problem for zerg. The tanks though could be taken out with some mutalisks.
I really don't know though, should map design be tailored specifically to disallow valid in-game tactics (like containment)? Is that really impossible to counter here?

It's no more of a problem than it is on other maps with natural ramps such as Antiga...that is to say, they're not much of a problem at all. Zerg should always be roaming around the map, not holed up within their own natural, so if Terran or Protoss is able to contain the bottom of the ramp the fault lies more with the Zerg than the map.

On March 22 2012 22:58 Baumvieh wrote:
Show nested quote +
On March 22 2012 10:26 iTzSnypah wrote:This map just feels too large with a few key chokes. I feel that the 3rd is situated in the main attack path. This in itself is not bad, however the area around the 3rd is vast, proving to be a good staging ground for a light contain. I would think that placing the 3rd on high ground would make it more defendable.

[image loading]
red = highground bounds
blue = ramps
greyish-blue = area that would have to be added to keep the area from being too much of a choke

Thanks for that suggestion and for taking the time to illustrate it (diagrams and drawings always help ). I'm currently in the middle of decorating and texturing though, so I won't immediately go on to make any terrain changes at this point.

Also, if I placed the third on high ground, that would open a cliff walk path right into the main, so the high ground for the third would have to be offset a bit, to keep a small gap between that and the main high ground... hm... I'll think about that some more; it could probably work with that gap if the main would be made a bit smaller.

But wouldn't a third on high ground be even easier to deny by the enemy in this case?
I'd rather keep it on low ground and improve the defense possibilities by other means if it's really still too hard to hold.

I don't quite understand why a vast area would be good for a light contain. Doesn't a wide open area make it easier for the defender to bust the contain as they can spread their units against splash, get a better surround, etc? Your concern about the 3rd being along the shortest attack path is certainly valid, I'm surprised that I actually didn't notice this myself as very few maps have 3rds in this configuration (the only one that comes to mind is Dual Sight, though the close air expansion above/below the main is a viable alternative). Is this really a problem though? I'm not too sure, between the vision granted by the watch tower and the three paths leading into the main, defending your 3rd should not be a Colossal task ()
In the Emperor we trust
derfium
Profile Joined March 2012
Germany2 Posts
March 24 2012 11:26 GMT
#30
This map looks very cool but i think you have not any chance go get up the choke to natural if tanks stay on the high-ground of first.
Baumvieh
Profile Joined February 2012
Germany67 Posts
March 24 2012 11:54 GMT
#31
On March 24 2012 20:26 derfium wrote:
This map looks very cool but i think you have not any chance go get up the choke to natural if tanks stay on the high-ground of first.

Tanks there (see screenshot below) can not cover the whole ramp. Also, I think there are options for an attacker to take out those tanks (e.g. Mutalisks or Blink Stalkers (with air vision)) or sneak past the ramp (Burrowed Roaches or Blink Stalkers again). If a Terran chooses to use his/her tanks just for defense in early game there, he/she'll also not have enough forces to launch efficient attacks, so the other player, I think, would have an easy way of containing the Terran on two bases while gaining control of the rest of the map.

[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
Baumvieh
Profile Joined February 2012
Germany67 Posts
Last Edited: 2012-03-31 22:18:33
March 31 2012 20:28 GMT
#32
Please excuse the double post but it has been a week and I want to announce that I have just published the first playable version as 0.2 to the EU battle.net region ( see updated main post ).

As always, I'd love to see some replays and read your comments (please send replays to baumvieh [at] googlemail [dot] com).

@Akinokaze: Do you want to publish it on SEA and NA, like you did with my first map? That would be nice and of course, if you do so, I will publish your maps on EU should you decide to start mapping yourself.

edit/append:
I noticed it is actually possible for big units to move past the watchtowers... whether that's good or bad will have to be determined in game.
"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
April 01 2012 06:06 GMT
#33
Would be glad to, just send me a PM

I actually have a map that I've been working on for over a year that I'm still not happy with lol. I work on it for a day or two every couple of months or so before getting discouraged by my lack or artistic skills
In the Emperor we trust
Baumvieh
Profile Joined February 2012
Germany67 Posts
April 01 2012 14:42 GMT
#34
On April 01 2012 15:06 Akinokaze wrote:
Would be glad to, just send me a PM

I actually have a map that I've been working on for over a year that I'm still not happy with lol. I work on it for a day or two every couple of months or so before getting discouraged by my lack or artistic skills
Yeah, thanks for uploading. Artistic skills can be practiced so don't let that discourage you.
"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
XenoX101
Profile Joined February 2011
Australia729 Posts
April 02 2012 18:37 GMT
#35
This would be okay without destructible rocks, in general though I feel it is too cramped and restrictive of the flow of gameplay. I also can't think of any way this map would benefit zerg while I can think of many ways that Protoss or Terran could abuse the geography. I would probably suggest removing the two 'wells' where all the ramps converge downward and repositioning the watch towers so they are a bit less intrusive/provide more open space. Aesthetics are great, solid colour scheme and very unique theme with the lavender and green hues.
Adonminus
Profile Joined January 2012
Israel543 Posts
April 02 2012 20:47 GMT
#36
Beautiful work, well done.

About FFE, I notice that you can do a wall adjacent to nexus safer to early ling runbys and a wall closer to ramp safer against mid game attacks, just like in antiga shipyard.

The positions of the 3rd and 4th encourage macro play, while still have multiple attack path or wide entrances so that the enemy could punish too greedy play.

The center design feels a bit unfortable for engagements with the vision blocks and chocky entrances. I'm not sure if it's good or bad, but I think it can disencourage those a-move battles in the middle, and lead to fights in more open areas like near the 4th.
Baumvieh
Profile Joined February 2012
Germany67 Posts
April 03 2012 12:05 GMT
#37
On April 03 2012 03:37 XenoX101 wrote:
This would be okay without destructible rocks, in general though I feel it is too cramped and restrictive of the flow of gameplay. I also can't think of any way this map would benefit zerg while I can think of many ways that Protoss or Terran could abuse the geography. I would probably suggest removing the two 'wells' where all the ramps converge downward and repositioning the watch towers so they are a bit less intrusive/provide more open space. Aesthetics are great, solid colour scheme and very unique theme with the lavender and green hues.
Thank you for your comment. I will have to think about those issues you mentioned. I don't know if it's really too cramped though, I specifically kept all ramps past the natural pretty wide and there is a lot of open space on the map (it might not look like it on the overview but oddly enough, in-game everything feels very open and huge) so Zerg can work their creep spread magic to get a speed advantage almost everywhere. Any Zerg players want to comment on that (try to be unbiased) or think of some good zerg strategies on this map?

On April 03 2012 05:47 Adonminus wrote:
Beautiful work, well done.

About FFE, I notice that you can do a wall adjacent to nexus safer to early ling runbys and a wall closer to ramp safer against mid game attacks, just like in antiga shipyard.

The positions of the 3rd and 4th encourage macro play, while still have multiple attack path or wide entrances so that the enemy could punish too greedy play.

The center design feels a bit unfortable for engagements with the vision blocks and chocky entrances. I'm not sure if it's good or bad, but I think it can disencourage those a-move battles in the middle, and lead to fights in more open areas like near the 4th.
Thanks for commenting. I was actually thinking of adding even more sight blockers (between the fourth and fifth). ^^

So, anyone else played the map yet? I'd really like to see/publish the replays here.

Meanwhile, I have two replays for anyone bored enough to watch (me vs VeryHard AI Protoss and me vs Mojo Zerg). Feel free to comment on the map and on my play too as I'm only Bronze and I always seek to improve:
Emerald Steel v0.2 - Baumvieh(T) v AI VeryHard(P)
Emerald Steel v0.2 - Baumvieh(T) v Mojo(Z)

Also, if you would like to play against me(on EU), I usually hang out in #sc2maps and #taketv on quakenet IRC.
"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
Veloh15
Profile Joined January 2012
United States161 Posts
April 03 2012 15:56 GMT
#38
I would suggest putting the 3rd away from the natural. That way the natural can be attacked without walking past the 3rd. Making only 1 entrance to a base makes for bad gameplay. The 3rd should be away from opponent imho and safe to take, but it should have 2 attack paths leading to it. Depending on how defensible the 3rd is, and how easy the 4th is. The answer is not always easy. Antiga has a very hard 4th. And is still and excellent map. Also I think that there is too much empty space and the map needs to swell up a little. Looks great keep up the good work!
Akinokaze
Profile Joined March 2011
Australia326 Posts
April 03 2012 19:24 GMT
#39
On April 03 2012 21:05 Baumvieh wrote:
Show nested quote +
On April 03 2012 03:37 XenoX101 wrote:
This would be okay without destructible rocks, in general though I feel it is too cramped and restrictive of the flow of gameplay. I also can't think of any way this map would benefit zerg while I can think of many ways that Protoss or Terran could abuse the geography. I would probably suggest removing the two 'wells' where all the ramps converge downward and repositioning the watch towers so they are a bit less intrusive/provide more open space. Aesthetics are great, solid colour scheme and very unique theme with the lavender and green hues.
Thank you for your comment. I will have to think about those issues you mentioned. I don't know if it's really too cramped though, I specifically kept all ramps past the natural pretty wide and there is a lot of open space on the map (it might not look like it on the overview but oddly enough, in-game everything feels very open and huge) so Zerg can work their creep spread magic to get a speed advantage almost everywhere. Any Zerg players want to comment on that (try to be unbiased) or think of some good zerg strategies on this map?

I'm rather indifferent on removing destructible rocks and the two 'wells'. I don't believe the map is cramped at all though. Sure, there are a lot of ramps, but there's no reason to fight at them with all the open ground on either side.

On April 03 2012 21:05 Baumvieh wrote:
So, anyone else played the map yet? I'd really like to see/publish the replays here.

Meanwhile, I have two replays for anyone bored enough to watch (me vs VeryHard AI Protoss and me vs Mojo Zerg). Feel free to comment on the map and on my play too as I'm only Bronze and I always seek to improve:
Emerald Steel v0.2 - Baumvieh(T) v AI VeryHard(P)
Emerald Steel v0.2 - Baumvieh(T) v Mojo(Z)

Also, if you would like to play against me(on EU), I usually hang out in #sc2maps and #taketv on quakenet IRC.

I'll have a look at the replays and also play a few games after my mid semester exams on Thursday

On April 04 2012 00:56 Veloh15 wrote:
I would suggest putting the 3rd away from the natural. That way the natural can be attacked without walking past the 3rd. Making only 1 entrance to a base makes for bad gameplay. The 3rd should be away from opponent imho and safe to take, but it should have 2 attack paths leading to it. Depending on how defensible the 3rd is, and how easy the 4th is. The answer is not always easy. Antiga has a very hard 4th. And is still and excellent map. Also I think that there is too much empty space and the map needs to swell up a little. Looks great keep up the good work!

Could you elaborate more on what you mean by "only 1 entrance to a base". I can only think of one tournament map atm which has more then one entrance to the natural (Entombed Valley) and with the removal of Crossfire from the GSL there most certainly aren't any maps with 2-entranced mains As for moving the 3rd away, I'm rather indifferent on that as well. If you were in such a position that your opponent can capitalise on the fact that the 3rd is on the way to your natural and take both bases out...you probably lost the game 10 minutes ago
In the Emperor we trust
FlaShFTW
Profile Blog Joined February 2010
United States10151 Posts
April 03 2012 20:00 GMT
#40
feel like the bases are too clustered and isolated. maybe if you took out the current third and made the center less chokey. then space out the top left and bottom right bases more.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
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