• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:24
CEST 23:24
KST 06:24
  • 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
Maestros of the Game: Week 1/Play-in Preview9[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy12
Community News
LiuLi Cup - September 2025 Tournaments2Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris48Weekly Cups (Aug 11-17): MaxPax triples again!15
StarCraft 2
General
Weekly Cups (August 25-31): Clem's Last Straw? Team Liquid Map Contest #21 - Presented by Monster Energy Heaven's Balance Suggestions (roast me) Geoff 'iNcontroL' Robinson has passed away Speculation of future Wardii series
Tourneys
RSL: Revival, a new crowdfunded tournament series Maestros of The Game—$20k event w/ live finals in Paris LiuLi Cup - September 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
External Content
Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies
Brood War
General
BW General Discussion Pros React To: herO's Baffling Game BGH Auto Balance -> http://bghmmr.eu/ BSL Polish World Championship 2025 20-21 September ASL20 General Discussion
Tourneys
Is there English video for group selection for ASL Small VOD Thread 2.0 [Megathread] Daily Proleagues [ASL20] Ro24 Group F
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne
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 Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
How Culture and Conflict Imp…
TrAiDoS
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1258 users

[M] (2) ESV Afterglow by monitor

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
monitor
Profile Blog Joined June 2010
United States2405 Posts
Last Edited: 2012-04-21 04:35:59
April 01 2012 02:47 GMT
#1
[image loading]
[image loading]

ESV Afterglow by monitor

Afterglow is really the first map I've seriously worked on and gotten close to finishing since Korhal Compound. I tried to focus on highground control, and how it plays a role in different areas of the map. As you look around you'll notice different ways map control play into expanding.

(4/20/12) - Version 1.3
[image loading]


(4/5/12) - Version 1.1 Aesthetics by Timetwister
+ Show Spoiler +
[image loading]


Features
-Lowground third that encourages controlling part of the central highground.
-Highground center that can be used for positioning and map control
-Middle expansions for aggressive players and lategame expanding
-Small access expansions at the bottom of the map, out of the "war zone"

Information
Size: 144x116
Tileset: BelShir, Agria, Tarsonis, Xil
Players: 2
Main to Main: 50s
Natural to Natural: 44s

Brief explanations
No towers: This map is all about map control. For that reason, I chose to emphasize highground and lowground differences. A tower(s) was not necessary for any area; on highground, a tower would make contains to powerful; on lowground, a tower defeats the purpose of controlling highground.

No rocks: Everybody tends to hate rocks. Luckily there aren't any of those demons either. In the original version there were rocks places on the choke outside the natural to allow Protoss to hold the third expansion easier, but I decided they were unnecessary. If testing shows that it is imbalanced, rocks may be added.

Inspiration: I based this map's layout off of a brood war map, Acrid. I enhanced the concept to fit Starcraft 2 as best I could. The aesthetics for version 1.0 were based off of prodiG's remake of God's Garden from brood war. After I failed to make the aesthetics decent, I handed the map off to Timetwister to make version 1.1. He did a truly incredible job with them. In version 1.2 though, I decided to change the maps layout entirely and had to redo the aesthetics as a result.

+ Show Spoiler [Change Log] +

-Added XelNaga tower in middle
-Center expansions rotated 180 degrees
-Added rocks to third choke
-Ramp to third now 1x instead of 2x
-Added LoS blockers at the fourth, various texture improvements in center
-Map layout and aesthetics revamped
-Aesthetics revamped by Timetwister
-6 o'clock base removed
-Ramps adjusted at the fourth expansion and near the XelNaga Tower
-Highground barriers near the 1gas expansions extended
-Rocks added to the highground defending the third


Version 1.1 uploaded to NA and EU
[image loading]
https://liquipedia.net/starcraft2/Monitor
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
April 01 2012 03:30 GMT
#2
It seems to me like you really have to have the highground above your natural or else you die.
Maybe that's just me :/
Moderatorshe/her
TL+ Member
InsidiA
Profile Blog Joined August 2011
Canada1169 Posts
April 01 2012 03:35 GMT
#3
Yea it seems really difficult holding your natural when you have to hold attacks coming from above. Not sure how this will work out with say mid game when terran does a push that allows them to siege up in the high ground (after forcing zerg back) and all units zerg produces gets sieged
GraphicsInsidiA | StarCraft 2 Manager for Team eLevate | Graphic Designer for Red Bull eSports & HTC | @iamjasonpun
monitor
Profile Blog Joined June 2010
United States2405 Posts
April 01 2012 03:46 GMT
#4
I don't think the natural is going to be a big issue. ZvP isn't an issue. In TvZ, the area above the natural is actually really open. Tanks on the highground can't hit anything in the natural either- I doubt pushes will be any stronger than on other maps (say for example Korhal Comp or Cloud Kingdom with tight areas outside the natural. I actually think PvT could be the biggest issue, with colossi breaking down bunkers at the natural. It could be really difficult for Terran to expand greedily like they usually do.
https://liquipedia.net/starcraft2/Monitor
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 01 2012 12:35 GMT
#5
This looks pretty cool I like how the upper path works, with the tower and the 1x ramps and all.

Obviously the highground in front of natural is quite experimental but I can see it work out well.

Only 4 and a half bases that you can realistically take isn't quite optimal but probably sufficient for most games to be good.

For the longest time I thought prodiG's aesthetics on God's Garden were the sexiest thing ever, so it's cool you used that
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
April 01 2012 13:11 GMT
#6
Upon first sight it had me, in many ways, thinking of Shakuras close air spawns but of course this is far more interesting. Like how you accounted for blink stalker plays into the main, putting LOS blockers up there.

The highground outside of natural is rather experimental, especially with no Towers giving direct sight of the rush path. Meaning that in TvZ a clever Terran could do a drop in the main and then quickly sprint to the nat to set up a midgame contain. But it seems pretty circumstantial and, possibly, entirely legitimate.

Intelligent use of the towers and rocks especially, and the small bases outside the naturals is a stroke of genius that I think (and hope) will become a common feature in good maps.

I really like it - it does feel more like a BW map and I think it will play out like one. I'm a fan of that.
They're coming to get you, Barbara.
monitor
Profile Blog Joined June 2010
United States2405 Posts
April 01 2012 16:45 GMT
#7
On April 01 2012 21:35 Ragoo wrote:
This looks pretty cool I like how the upper path works, with the tower and the 1x ramps and all.

Obviously the highground in front of natural is quite experimental but I can see it work out well.

Only 4 and a half bases that you can realistically take isn't quite optimal but probably sufficient for most games to be good.

For the longest time I thought prodiG's aesthetics on God's Garden were the sexiest thing ever, so it's cool you used that


The lack of five bases (max is really 4.5 per player) is my biggest concern too. I am trying to figure out how to fix it- one of my ideas is to make the 6 oclock base an island expansion. It would really only be taken by zerg, but maybe that's a good thing.

On April 01 2012 22:11 SeinGalton wrote:
Upon first sight it had me, in many ways, thinking of Shakuras close air spawns but of course this is far more interesting. Like how you accounted for blink stalker plays into the main, putting LOS blockers up there.

The highground outside of natural is rather experimental, especially with no Towers giving direct sight of the rush path. Meaning that in TvZ a clever Terran could do a drop in the main and then quickly sprint to the nat to set up a midgame contain. But it seems pretty circumstantial and, possibly, entirely legitimate.

Intelligent use of the towers and rocks especially, and the small bases outside the naturals is a stroke of genius that I think (and hope) will become a common feature in good maps.

I really like it - it does feel more like a BW map and I think it will play out like one. I'm a fan of that.


Thank you!
https://liquipedia.net/starcraft2/Monitor
monitor
Profile Blog Joined June 2010
United States2405 Posts
April 06 2012 04:07 GMT
#8
Big OP update. Timetwister graciously gave his time and aesthetics skills to redo the aesthetics! A number of other changes, including:

-6 o'clock base removed
-Ramps adjusted at the fourth expansion and near the XelNaga Tower
-Highground barriers near the 1gas expansions extended
-Rocks added to the highground defending the third

I am still concerned that there may be too few bases. I'm looking for solutions.
https://liquipedia.net/starcraft2/Monitor
AssyrianKing
Profile Blog Joined August 2011
Australia2114 Posts
April 06 2012 04:17 GMT
#9
Reminds me of WC3
John 15:13
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
April 06 2012 06:08 GMT
#10
i think there should be at least one neutral base, either at the top or the bottom
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
April 06 2012 08:00 GMT
#11
1-2 more bases are really needed here imo
I will never ever play Mech against Protoss. - MVP
Natespank
Profile Joined November 2011
Canada449 Posts
April 06 2012 08:11 GMT
#12
nice
Kaleidos
Profile Joined October 2010
Italy172 Posts
Last Edited: 2012-04-06 08:40:26
April 06 2012 08:39 GMT
#13
On April 06 2012 13:07 monitor wrote:
I am still concerned that there may be too few bases. I'm looking for solutions.


What about a 12 o'clock base then?
KapsyL
Profile Joined November 2011
Sweden704 Posts
April 06 2012 09:57 GMT
#14
I believe you could have bases at the 6 or 12 o'clock positions. I like the map overall though
I'm curious. @ the fourth base waterpool, can siege tanks cover the lowground from the highground?
Jurg Jurg Jurg
slane04
Profile Joined March 2012
Canada23 Posts
Last Edited: 2012-04-06 17:49:41
April 06 2012 17:29 GMT
#15
Love the map. Just throwing ideas around, but what do you think of adding an elevation element to the center of the map? Like this:

[image loading]

This change may not leave enough room for big engagements, but it does give a larger reward for holding the center of the map if the center is changed to a high ground. If the center becomes lower ground, your grasp of the center become more precarious. This might be desirable as countrol of the zel-naga tower may not allow for many unscouted flanking opportunities for the zerg once a strong center map presence is established. (I guess the top and bottom-most lanes are still available).
titanicnewbie
Profile Joined February 2011
63 Posts
April 06 2012 17:32 GMT
#16
On April 06 2012 13:07 monitor wrote:
I am still concerned that there may be too few bases. I'm looking for solutions.


Just looking at it, I think you could fit a 6th base just south of the 5th in the middle.

If you converted the southern low-ground into a high-ground and blocked the ramps with rocks then that could open opportunities for attack via high-ground or siege tanks.
I'm assuming that the area between the main and 5th is unpathable. Leave it that way and you have a really cool effect where bases 2-4 are oriented north, but then your 5th and 6th are back to the other side of the map, and closer to your opponent.
SpecFire
Profile Joined December 2010
United States1681 Posts
Last Edited: 2012-04-08 22:38:47
April 06 2012 17:52 GMT
#17
nvm
•|SlayerS_MMA| • Ryung • Fin • Puzzle •
monitor
Profile Blog Joined June 2010
United States2405 Posts
April 06 2012 18:10 GMT
#18
On April 07 2012 02:29 slane04 wrote:
Love the map. Just throwing ideas around, but what do you think of adding an elevation element to the center of the map? Like this:

[image loading]

This change may not leave enough room for big engagements, but it does give a larger reward for holding the center of the map if the center is changed to a high ground. If the center becomes lower ground, your grasp of the center become more precarious. This might be desirable as countrol of the zel-naga tower may not allow for many unscouted flanking opportunities for the zerg once a strong center map presence is established. (I guess the top and bottom-most lanes are still available).


I think a highground center could really well, thanks for the suggestion. It'd encourage more highground control.

On April 07 2012 02:52 SpecFire wrote:
uh.. looks exactly like daybreak...


?? The only similarity I see that ties Afterglow to daybreak is the 1gas; you're right in that regard. But Afterglow is reflection symmetry, requires lots of highground map control to expand, has one tower seeing the attack paths, has a wide open middle, etc.
https://liquipedia.net/starcraft2/Monitor
skatbone
Profile Joined August 2010
United States1005 Posts
April 06 2012 18:31 GMT
#19
On April 07 2012 02:52 SpecFire wrote:
uh.. looks exactly like daybreak...


"exactly like"?

Not only is the map structurally dissimilar to Daybreak, but even on a purely superficial level of aesthetics, this map looks nothing like Daybreak. Perhaps I can jive with "sort of like" Daybreak in some respects. But even then, you don't list those specifics. What is the point of your post?

I like the layout as it seems to encourage expanding up the side of the map. This is pretty novel in terms of the current Blizz and tournament map pool.
Mercurial#1193
RDCKraken
Profile Joined April 2012
Denmark4 Posts
April 06 2012 19:50 GMT
#20
On April 07 2012 02:52 SpecFire wrote:
uh.. looks exactly like daybreak...


Uhm no? Sorry, but your not really right about that. Center control is ALOT more impotent in this map, than Daybreak.
Really nice map Moniter, i just think i would like to see something else then these textures. Something like Ohana! Using different textures from all the other maps, would make your maps even more popular.
Never Give Up, Never Surrender.
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 5h 36m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
JuggernautJason263
ProTech81
StarCraft: Brood War
Britney 19385
EffOrt 922
Larva 333
hero 232
TY 114
firebathero 103
sSak 54
Aegong 29
NaDa 22
Dota 2
The International21650
420jenkins263
monkeys_forever200
Counter-Strike
Stewie2K607
Heroes of the Storm
Liquid`Hasu459
Other Games
summit1g7530
FrodaN1130
fl0m541
ToD227
C9.Mang0145
SortOf114
Livibee109
Sick109
Mew2King39
PPMD28
ViBE17
Nathanias8
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• musti20045 41
• davetesta36
• StrangeGG 33
• Reevou 5
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Michael_bg 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21783
League of Legends
• TFBlade945
Counter-Strike
• imaqtpie1153
• Shiphtur200
Upcoming Events
OSC
5h 36m
MaNa vs SHIN
SKillous vs ShoWTimE
Bunny vs TBD
Cham vs TBD
RSL Revival
12h 36m
Reynor vs Astrea
Classic vs sOs
Maestros of the Game
19h 36m
Serral vs Ryung
ByuN vs Zoun
BSL Team Wars
21h 36m
Team Bonyth vs Team Dewalt
CranKy Ducklings
1d 12h
RSL Revival
1d 12h
GuMiho vs Cham
ByuN vs TriGGeR
Cosmonarchy
1d 16h
TriGGeR vs YoungYakov
YoungYakov vs HonMonO
HonMonO vs TriGGeR
Maestros of the Game
1d 19h
Solar vs Bunny
Clem vs Rogue
[BSL 2025] Weekly
1d 20h
RSL Revival
2 days
Cure vs Bunny
Creator vs Zoun
[ Show More ]
Maestros of the Game
2 days
Maru vs Lambo
herO vs ShoWTimE
BSL Team Wars
2 days
Team Hawk vs Team Sziky
Sparkling Tuna Cup
3 days
Monday Night Weeklies
3 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 18: Qualifier 2
SEL Season 2 Championship
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL 2025 AUTUMN (S18)
RSL Revival: Season 2
Maestros of the Game
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

LASL Season 20
2025 Chongqing Offline CUP
BSL Polish World Championship 2025 – Warsaw LAN
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
EC S1
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 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.