• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:33
CET 19:33
KST 03:33
  • 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
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros9[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3
Community News
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win52025 RSL Offline Finals Dates + Ticket Sales!10BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION2Crank Gathers Season 2: SC II Pro Teams10Merivale 8 Open - LAN - Stellar Fest5
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Intel X Team Liquid Seoul event: Showmatches and Meet the Pros Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win Weekly Cups (Oct 13-19): Clem Goes for Four DreamHack Open 2013 revealed
Tourneys
Merivale 8 Open - LAN - Stellar Fest SC4ALL $6,000 Open LAN in Philadelphia Kirktown Chat Brawl #9 $50 8:30PM EST 2025 RSL Offline Finals Dates + Ticket Sales! Crank Gathers Season 2: SC II Pro Teams
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Ladder Map Matchup Stats Map pack for 3v3/4v4/FFA games BW General Discussion SnOw's ASL S20 Finals Review
Tourneys
[ASL20] Grand Finals BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION Small VOD Thread 2.0 The Casual Games of the Week Thread
Strategy
How to stay on top of macro? PvZ map balance Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread The Perfect Game Beyond All Reason Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread The Big Programming Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 2024 - 2026 Football Thread NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Career Paths and Skills for …
TrAiDoS
KPDH "Golden" as Squid Game…
Peanutsc
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1774 users

[M] 6m FRB Braxis Delta by Barrin

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 01 2012 20:55 GMT
#1
--- Nuked ---
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
April 01 2012 21:05 GMT
#2
I don't usually post in the map section, but just had to say this map looks amazing. Great aesthetic work!
Superouman
Profile Blog Joined August 2007
France2195 Posts
April 01 2012 21:05 GMT
#3
What do you mean by destructible units?
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
monitor
Profile Blog Joined June 2010
United States2408 Posts
April 01 2012 21:12 GMT
#4
Looks nice. I dislike that taking lategame expansions doesn't require much map control. Here's a drawing to show what I mean.

I think this map could benefit a lot from removing some expansions and changing their vulnerabilities. The problem I have is that taking some bases essentially gives you a "free" base that is almost invulnerable.

[image loading]

Compared to Cloud Kingdom:

[image loading]
Note: The fourth does make the third somewhat free. Other than that though, the expansions are spread out enough so that it is easy to catch the opponent out of position. Imo not the case on Braxis Delta.

I would suggest making some changes like this so it is less turtle and there is more harass/multi-prong aggression potential.

[image loading]

Small adjustments:
-Spread out corner bases
-move the 2gas base closer to the natural, remove min only or make it 4 minerals
-move the lowground corner base closer
-make the highground corner base more vulnerable
https://liquipedia.net/starcraft2/Monitor
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-04-01 22:25:14
April 01 2012 22:21 GMT
#5
This is suffering the same deal that was a problem on Cross Point. A protoss FFE, zerg takes gold as nat or 3rd = win.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
monitor
Profile Blog Joined June 2010
United States2408 Posts
April 01 2012 22:46 GMT
#6
On April 02 2012 07:21 IronManSC wrote:
This is suffering the same deal that was a problem on Cross Point. A protoss FFE, zerg takes gold as nat or 3rd = win.


This might not be the case because protoss can take a safe inbase expo and the third is a lot easier than Cross Point. I don't think it warrants any changes yet. If you find that zerg taking the gold is indeed overpowered like Cross Point, I suggest simply adding rocks to the gold to prevent taking it too early against a forge FE.
https://liquipedia.net/starcraft2/Monitor
Aunvilgod
Profile Joined December 2011
2653 Posts
April 01 2012 23:12 GMT
#7
I would agree on removing the base right beneath the backdoor.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 01 2012 23:41 GMT
#8
--- Nuked ---
Kmatt
Profile Joined July 2011
United States1019 Posts
April 02 2012 01:14 GMT
#9
In 6m, you have to be able to take many bases, so the large amount of progressively outward bases is the ideal scenario, right? However I am definitely in favor of making the gold base blue.

By the way, do you want me to upload the replays of the test games we did on here last night?

We CAN have nice things
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 02 2012 01:16 GMT
#10
--- Nuked ---
Kmatt
Profile Joined July 2011
United States1019 Posts
Last Edited: 2012-04-02 02:46:33
April 02 2012 01:23 GMT
#11
Sounds good, though except for the nydus one (a.k.a. every ladder ZvP I play anymore), almost every replay has me macro-ing up a storm, then making a dump mistake and losing right there TT.


REPLAYS

Barrin [Z] vs Kmatt [Z]
Barrin [Z] vs Kmatt [Z]
Barrin [P] vs Kmatt [Z]
Barrin [P] vs Kmatt [Z]
Barrin [P] vs Kmatt [Z]
Barrin [T] vs ZenoAkoop [Z]
Barrin [T] vs Kmatt [Z]
Barrin [T] vs ZenoAkoop [Z]
JCITWTTTL (Cho) [Z] vs ChewToy [P]
Kmatt [Z] vs SpaceSteak [T]
Kmatt [Z] vs Kallo [T]
We CAN have nice things
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-04-02 06:17:33
April 02 2012 06:02 GMT
#12
On April 02 2012 08:41 Barrin wrote:
Show nested quote +
On April 02 2012 07:21 IronManSC wrote:
This is suffering the same deal that was a problem on Cross Point. A protoss FFE, zerg takes gold as nat or 3rd = win.

What monitor said. The ease of taking a 3rd (and 4th, 5th, etc, but particularly third and to a less extent fourth) is worlds apart, in such a way that shouldn't hurt Protoss nearly as much.



Are you kidding me? It is super easy to take because it's way more hidden and is an easy 3rd.

Because it's that close, you should add the rocks anyways. On Cross Point, the gold was in the center of the map and zergs still took it as their nat/3rd which became a problem, but somehow it's not an issue on a tucked away gold on your own map because it's "worlds apart?" ...it's tucked away around the corner of your natural barrin.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Nerski
Profile Blog Joined November 2010
United States1095 Posts
Last Edited: 2012-04-02 09:15:58
April 02 2012 09:03 GMT
#13
My suggestions for this map, and i'll TLDR the reasons why, based on loading the map up in scII. Then messing with it for about an hour or two with Zerg and Terran. I think these small tweaks can keep it as having a more 'macro' feel without playing more or less like your standard 8m 2g map.

[image loading]

1) 'Natural' base removed: This done because otherwise defending the initial 3 bases is fairly 'easy' which puts you on an income level greater then 2 bases in 8m 2g, which essentially defeats the whole purpose of 6m1hyg.

Additionally this base is extremely vulnerable to fast 1 base medivac / tank pushes (see lost temple) because the ground distance from the ground to the cliff for the defender is just to large. Which imbalances the map in favor of Terran. Illustration in spoiler.

+ Show Spoiler +
[image loading]


2) Gold bases at minimum moved/if not removed: Z v P as a zerg player I'd take the gold as my third versus any non 1 basing protoss. Essentially giving me a huge advantage. I tested this, and with my first 2 queens initial tumor, I need only move it once and connect the main, the remaining 'natural', and the gold base. Illustration in spoiler as well.

+ Show Spoiler +
[image loading]


Tested how long it would take to max out, with no upgrades on three base it took 10.5 minutes to max out on Z/R with only zergling speed upgraded on gas. Took me 13 minutes to max and to get a slew of lair upgrades (burrow, roach speed, overlord speed) and 2 attack for missile and meele (started not finished). I also could have started my hive at 13 minutes and been on 4 bases (without the removal of the in base natural).
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 02 2012 09:27 GMT
#14
This is fine as a temporary "hopefully good-for-Protoss" map, but I don't see in-base natural working well on this style of 2player generally or in this map specifically. It's so blunt-instrument and the map doesn't seem like it's built to accomodate auto-macro games especially. The features meant to compensate (as I read them) create these weird delayed mandatory incentives. (For example the gold base.) I would much prefer a port of Calm Before the Storm with an extra set of 4ths or something.

Also, there's so much potential for creative and interesting arrangements of semi-easy/free 3rd bases that just isn't possible in the 8m paradigm (for obvious reasons we've all grown familiar with). Drastic example: back door rocks that hook up in the front with the natural entrance with a 3rd base. Or a semi-island arrangement. All sorts of things... time delayed block using hostile spine crawlers. ;D

The point is I see a huge amount of possibilities that are just not there in 8m that we can sift through -again- or for the first time in 6m because providing various less vulnerable / easier 3rd bases isn't affecting the lategame directly.

I hope you don't take this too harshly but I really think you can do better. (We as mappers can do better -- that's a challenge folks.)
Comprehensive strategic intention: DNE
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-04-02 14:55:16
April 02 2012 14:40 GMT
#15
--- Nuked ---
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 02 2012 14:45 GMT
#16
--- Nuked ---
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 02 2012 15:35 GMT
#17
Those watchtowers are completely unnecessary and just encourage lazy play. They dont reaveal any airspace, so just let the play actually use units to secure the middle instead of just taking their ball and camping the tower.

It though the whole point of 6m was to spread things out and encourage positional play. That idea should be reflected in tower placement as well. I though we were moving past the point of just sticking towers in all the high traffic locations because they exist.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-04-02 18:32:45
April 02 2012 18:13 GMT
#18
--- Nuked ---
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 02 2012 18:38 GMT
#19
i can see the expansion flow you were trying to go for, and i think i see some certain inspirations in this map from bw. but at first glance i going to have to agree the base placement seems a bit congested. i'd have to play it to get a better idea of how the gameplay spans out over time.
starleague forever
BoggieMan
Profile Blog Joined August 2011
520 Posts
April 02 2012 20:52 GMT
#20
The map seems nice on the way it favours macro, but still opens oppurtunities for playing aggressive, for example the fourth is placed so the player needs to rearrange his defenses to take it.
I like that the map does not encourage a particular style like all the stupid ladder maps we have right now.
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
Last Edited: 2012-04-02 21:42:12
April 02 2012 21:37 GMT
#21
I have to say, I don't like this map superficially compared to some of your others, Barrin. It feels almost contrived, in that very Shakuras-y way for half-map vs. half-map endgames. I don't know a lot about mapmaking- even some of the discussion above while I can understand I certainly don't belong as a part of so I'll refrain from suggesting things, but this map seems very partitioned almost, and while I'm all for epic lategames, the base layout just doesn't strike me, from a spectator's standpoint as being very engaging.

Edit: I hope this is helpful, it's tough to articulate haha.
Nerski
Profile Blog Joined November 2010
United States1095 Posts
Last Edited: 2012-04-03 08:18:12
April 03 2012 00:40 GMT
#22
I guess the best way I could exemplify that ZvP would be an issue due to the power of the gold base. Is with pictures as they say, "a picture is worth a thousand words".

From your braxis replays income level at 50 harversters on 3 base for zerg 2 blue and one gold.

[image loading]

Income for zerg on 3 base and 60 drones on korhal compound

[image loading]

As you can see the income levels are near identical though on korhal I have more mineral patches available and 10 additional drones. The match up/suppy is irrelevant what matters is the income levels.

So what's the point? The point is that compared to the normal 8m2g meta game....

Zerg Player: Has to do less to be in the same situation they would normally be in ZvP on 60 drones and 3 bases economically speaking.

Protoss Player: Has to do more to be in the same situation they would normally be in ZvP on 2bases economically speaking. (the 3rd nexus drop)

So if the Zerg player is required to do less, and the protoss player is required to do more. This is going to favor the Zerg player in every way shape and form. Thusly making the gold base location an issue moving forward as it's giving the Zerg player an advantage just comparing to the current meta game and map structure.

Remove the Gold Base or Move it: Zerg has to take a 4th as an additional step to get to the same point, and the game is even.

I think it's pretty clear cut that the gold base is/will be an issue and needs to be addressed. This all just based on statistics which are a very reliable indicator as to how things will play out.

I looked at the replays since you mentioned them as proof that it seems fine. Being blunt the level of play in those game is bad, which invalidates them as proof of concept. You have to have cleaner build timings, macro, and decision making to accurately test a maps balance.

In case you would argue they do....I can put 2players on Steppes of War one Platinum Zerg and one Gold Terran. The Zerg player could very well win 9 out of 10 at this level of play just by making less bad decisions. We know however at the highest level of play the Terran will win 9 out of 10 games because the map is terribly in favor of T.

I think it's worth saying the only reason I'm being a bit of a pain is I like the FRB concept, but if you test it on a map with issues you won't get great results.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 04 2012 16:41 GMT
#23
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 10 2012 03:02 GMT
#24
Where is this promised OP update?? =p
Comprehensive strategic intention: DNE
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 10 2012 03:30 GMT
#25
--- Nuked ---
Gfire
Profile Joined March 2011
United States1699 Posts
April 14 2012 22:45 GMT
#26
That sort of tower doodad on the left side backdoor expansion is kinda distracting and gets in the way for me as a spectator. It would be nice if you could swap that out for a shorter doodad.

Anyway, I think the proportions on this map are better than I had originally thought when I first saw it. It seems really nice. Great job.
all's fair in love and melodies
Normal
Please log in or register to reply.
Live Events Refresh
SC4ALL
14:00
SC4All Day 1
LiquipediaDiscussion
SC4ALL
14:00
SC4ALL - Day 1
Artosis850
RotterdaM547
ComeBackTV 537
SteadfastSC208
IndyStarCraft 179
CranKy Ducklings149
LiquipediaDiscussion
Epic.LAN
12:00
Epic.LAN 46 Playoffs Stage
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Artosis 850
RotterdaM 547
SteadfastSC 208
IndyStarCraft 179
ProTech103
BRAT_OK 65
MindelVK 14
LaughNgamez 1
StarCraft: Brood War
Calm 4182
Barracks 378
PianO 240
Dewaltoss 96
Rock 44
HiyA 19
Dota 2
monkeys_forever330
Counter-Strike
fl0m2073
Heroes of the Storm
Khaldor346
Other Games
Grubby3086
Gorgc2978
Beastyqt769
WinterStarcraft196
Hui .151
QueenE91
Skadoodle91
Trikslyr61
Mew2King52
nookyyy 47
Organizations
Counter-Strike
PGL18523
Other Games
gamesdonequick1386
StarCraft 2
angryscii 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• StrangeGG 55
• printf 35
• Adnapsc2 13
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Azhi_Dahaki42
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2153
• Ler84
League of Legends
• Nemesis3168
• Shiphtur457
Other Games
• imaqtpie968
Upcoming Events
BSL 21
27m
BSL Team A[vengers]
19h 27m
Cross vs Sobenz
Sziky vs IcaruS
SC4ALL
20h 27m
SC4ALL
20h 27m
BSL 21
1d
Replay Cast
1d 14h
Wardi Open
1d 17h
Monday Night Weeklies
1d 22h
Replay Cast
2 days
Sparkling Tuna Cup
2 days
[ Show More ]
WardiTV Korean Royale
2 days
Replay Cast
3 days
WardiTV Korean Royale
3 days
The PondCast
4 days
Korean StarCraft League
6 days
CranKy Ducklings
6 days
IPSL
6 days
dxtr13 vs OldBoy
Napoleon vs Doodle
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
CranK Gathers Season 2: SC II Pro Teams
Eternal Conflict S1

Ongoing

BSL 21 Points
BSL 21 Team A
C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
SC4ALL: Brood War
SC4ALL: StarCraft II
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025

Upcoming

YSL S2
BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 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.