• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:25
CEST 18:25
KST 01:25
  • 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
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611SC4ALL II announced - $10,000 prize pool, Dec 5-64
StarCraft 2
General
GSTL Returns in 2026! SC4ALL: II Talent Announcement! https://www.facebook.com/Eco.Fuel.Reviews/ Balance hotfix patch 5.0.16b (July 16) Protoss AoE skill expression
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) https://www.facebook.com/Audileaf.Official/ 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
How to Watch RedNote Short Dramas in the United St u4gm Diablo 4: QoL Secrets for Faster Gameplay u4gm POE2 Frostbolt Build: A Powerful Boss Killer U4GM CFB 27 Guide: Why UTSA’s Offense Is So Danger
Brood War
General
StarCraft 64 is coming to Philly at SC4ALL II ASL22 General Discussion BW General Discussion [Personal Project Share] Terran Defense v0.60 BGH Auto Balance -> http://bghmmr.eu/
Tourneys
SC4ALL II: Brood War - $2500 - Dec 5-6 [Megathread] Daily Proleagues KCM Race Survival 2026 Season 3 2v2v2v2 Tournament
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation General RTS Discussion Thread Diablo 2 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 Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread The Letting Off Steam Thread Iain M Banks Says He Has Cancer And Months To Live Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3506 users

[M] (4) 6m Mokura

Forum Index > SC2 Maps & Custom Games
Post a Reply
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-05-28 23:13:30
April 06 2012 05:32 GMT
#1
Mokura
Made by: TheFish
Published on: NA

[image loading]

Mokura Has been re-released as a standard 2v2 map!

The dream of creating a macro oriented 2v2 map with decent aesthetics continues.

Playable Bounds: 214x132
Main Choke <-> Main Choke Distance(s): ~60s

More pics

+ Show Spoiler +
[image loading]

[image loading]


Original Post (6m version)

+ Show Spoiler +
6m Mokura
Made by: TheFish
Published on: NA

[image loading]

In-Game Description:
2v2 map for 6m!

Introduction/Inspiration:
I spend a lot of time playing / making team maps, and I've been wanting to try doing team maps for 6m. This is an experimental 2v2 map designed with 6m in mind. The aesthetics are also a bit experimental, obviously this takes an idea from Dual Sight. I've been experimenting a bit with weird color schemes and colored doodads. I have no idea if its balanced or not, I'm worried that the rush distances are a bit too long.

2v2 anyone?


Pictures (Aesthetics):

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Data (Aesthetics):

Zhakul'das and Xil textures, Zhakul'das cliffs


Pictures (Analyzer):

+ Show Spoiler +
[image loading]

[image loading]


Data (Gameplay):

Playable Bounds: 214x132
Main Choke <-> Main Choke Distance(s): ~60s

Mineral/Gas Counts:
16 6m1hyg
2 8m 2g
2 5 hym 1hyg

Further Balance Comments:
It might be too big. I'm not sure. Lets try it and find out!
~ ~ <°)))><~ ~ ~
Reeevolt
Profile Joined March 2012
Australia15 Posts
April 06 2012 05:38 GMT
#2
I have a strong suspiscion that there's just going to be a massive stalemate across mid - it's not a very wide area, but other than that it looks good. Aesthetically nice, too.
KapsyL
Profile Joined November 2011
Sweden704 Posts
April 06 2012 10:16 GMT
#3
I like this map but I agree theres going to be a stalemate in the middle.
It is just fine in size though. Bigger 2v2 maps with more bases that acutally allows you to macro instead of 1/2 basepush all the time is exactly what we need for 2v2..

How big is the ramp for the mains? Can a single forcefield block it off completely or would you require 2?
Really hard to see for me TT maybe eye problem ;D

Could you pls put this up on EU so I can try it out?? I really like how it looks.
Jurg Jurg Jurg
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
April 06 2012 16:27 GMT
#4
This map looks awesome
Laserist
Profile Joined September 2011
Turkey4269 Posts
April 06 2012 19:52 GMT
#5
Are the ramps of two bases are identical? right one looks smaller.

I don't liek the "Insta two base " idea. Otherwise it looks cool.
“Are you with the Cartel? Because you’re definitely an Angel.”
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
April 06 2012 20:03 GMT
#6
Good map, interesting layout. However, I don't like how there's only 1 real natural for 2 players, and it is pretty far away/hard to defend - with 6m bases should generally be a bit easier to defend.
vibeo gane,
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 07 2012 22:31 GMT
#7
The ramps at both mains are double ramps, and I think they should require 2 forcefields to block off.
The middle might be a bit too tight, but that is easy to tweak

PM me if you want to host this on another server :D

@NegativeZero - I have thought about those exact things as well. The layout is a bit of a shot in the dark; I don't really know how the expansion layout would play out.I was hoping that players would expand with care on this map, but I also imagine the "naturals" would be the nearby highground double expo. The idea was that the long rush distance would allow players time to defend - plus if you expand south (top left spawn) your opponent has an even longer distance to go to get to your expos. Although like I said, its totally experimental.
~ ~ <°)))><~ ~ ~
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-05-28 23:16:44
May 28 2012 23:15 GMT
#8
I created a new standard version. Also moved one of the bases closer to the mains.

Both regular and 6m versions should be available
~ ~ <°)))><~ ~ ~
moskonia
Profile Joined January 2011
Israel1448 Posts
May 29 2012 18:35 GMT
#9
Hey, I remmember seeing this when it was made and saying to myself that it looks pretty bad but now as a normal map instead of 6m and after I have seen and read many more maps then that time, I think this looks really cool there seems to be a lot of options for harassment and creative play which might qualify this as a competetive 2v2 map .

From what I see, after a team has 5 bases they can easily take 2 more, which lets this map the option to get to real lategame 2v2, which is great but I think the problem here is that getting to 5 bases might be too hard.

While you can get the later bases easily enough, I think taking the 3rd, 4th and 5th bases might prove difficult since you need to spread out your forces in order to defend them, making 2-3 (or more) base pressure very strong (might be to strong) against a team that has 4+ bases.

In order to encourge macro games, at least one expansion should be easy to take and I think even the first 3 expansions should be easy to take. Now, in this map the 3rd base opens up two more paths that can be used against you, this is to punishing for just one expansion, so you might want to consider changing it.

What I suggest is to block the ramp on the far side of the middle high ground, therefore making taking the 4th and 5th bases so much more easily. While the 3rd base is still pretty open, I think the long walking path might be enough to allow macro play

All in all, even without adding rocks in order to make defending easier this looks like a decent map, of course much better then ladder maps, and I would love to try it or see VOD's of games played on it. Lastly, if you want me to publish it on the eu I would love to do it even through I am not that expirienced with map publishing
Qwizzyx
Profile Joined June 2010
Sweden44 Posts
July 19 2012 09:51 GMT
#10
Mokura 1.0 is now up on the EU-server! :D
Qwizzyx
Profile Joined June 2010
Sweden44 Posts
July 19 2012 10:21 GMT
#11
Some thoughts:

In the preview of the map (inside bnet), the tile-set looks very green-ish. why?

In some parts of the map, the snow really have the exact same colour as the pylon power circle. It's very hard to see even where the circle ends.

I know this is really hard to fix without neutral supplydepots, but down the main ramps there are multiple locations where you can wall in a probe with only two pylons and then make a cannon inside the pocket. As well as the possibility to wall in marines behind two bunkers. The only really good defense against this is the fact that the rush distance is so long (compared to blizzard maps).

In order to encourge macro games, at least one expansion should be easy to take and I think even the first 3 expansions should be easy to take. Now, in this map the 3rd base opens up two more paths that can be used against you, this is to punishing for just one expansion

I agree that in order to expand fast on this map you have to plan your strategy really well in order to secure it. Much will depend on what matchup it is. But actually the expand possibilities are really good, you have multiple choices and the distance to your enemy is really long (again, compared to blizzard maps). You also worry about the far side opening on the high ground double expansion. This should be no problem, considering the long distance on the outside from your closest natural, around via the watchtowers, to the far side ramp. You should just be able to place your army down your main ramp, and have a spotter (sensor tower/obs/ovie/worker or what ever) to see if they are running to that ramp, and then you are pretty close to go down and defend
thezanursic
Profile Blog Joined July 2011
5500 Posts
Last Edited: 2012-07-19 12:47:25
July 19 2012 12:46 GMT
#12
'Mokura' means pillow in Japanese, right? Some crazy chick on the internet taught me that.

Why would you name your map 'pillow' ?

I personally like the map tho!
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
July 19 2012 13:53 GMT
#13
Looks interesting but I feel like the map will turn into spilt map down the middle everytime in pvz and TvT
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-07-19 15:30:31
July 19 2012 15:18 GMT
#14
its named after this guy
http://www.mariowiki.com/Mokura

Thanks for uploading to the EU, Qwizzyx! If there are indeed nasty cannon/bunker rush spots I can fix that pretty easily if I know where they are. I don't think it should be too bad of an issue since its 2v2 and typically one teammate at least will have an army of some sort before expanding. I'm really not sure about the preview - i think I used Xil lighting, which is sort of on the white side in game.

I consider this map to be as macro oriented as possible without it being completely ridiculous. This map certainly rewards expanding, with the long rush distance and plentiful bases, but I purposely made it so that you can't really "turtle" up a few bases. In other words, you need to get units out to defend new expansions. My hope is that you would get long macro games but also give attackers a chance to do real damage against a blindly expanding opponent. did I pull this off? I dunno, because I haven't played many games on it to be honest. And yes, TTvTT might suck on it, but I haven't seen one played on it yet.
~ ~ <°)))><~ ~ ~
Qwizzyx
Profile Joined June 2010
Sweden44 Posts
August 01 2012 23:50 GMT
#15
Okey, so now i have played a couple of games on it. And i must say, cannon rushing is not so good at the ramp after all. the rush distance is so long that even the new rocket-ovies can't really get there in time, and more important, potential lings to reenforce take forever to get there. And even if i manage to get some cannons up, it is far to the mineral line, unlike some shitty blizzard maps e.g. tyrador keep.
The only rush that is worth the trouble would be proxy raxes with the other player also proxying (more raxes or gates) since it is possible to make marines stand in total range of the ramp behind a ling-tight wall of 2bunkers while they are constructing. But this requires total commitment and you also have to pull at least 3 SCVs really early, and that hurts your economy even harder.

Getting past that phase is actually really easy on this map. However, it becomes a little unstable again when it's time for the first expansion. A ZZ-team should not have so much trouble, but all the other combinations really have to plan this. This is one of the great features of Mokura, a team really have to think of how their expanding should be done, depending on what our team and the opposing team is doing. On this map you really have different options, the first natural is not an easy choice, and the 3 different possibilities are all very unique and have their pros and cons.

...I feel like the map will turn into spilt map down the middle everytime in pvz and TvT

This is actually not the case there is plenty of room for running around a tankline both with lings and blink, not to mention mutas. I have done some quite epic blink runs, turning it to more of a basetrade if the terran streches too far with a mech-force. but again, it depends on what your style is, and what you are facing. The middle ground are however too large to cover with tanks. Maby if you go hardcore mech and builds PFs across the board, and even that there is ways to deal with it.
At the current state of the game we actually do not know what 2v2 lategame is on a map with enough expansions.
It's a very unexplored area, and I personally would love to explore it, if only blizzard allowed it.

One thing is for sure, on Mokura you REALLY have to work like a team all the way to lategame.
<3
TGGC
Profile Joined March 2010
Germany17 Posts
August 02 2012 07:48 GMT
#16
Maybe putting a neutral depot at the base of the ramp to stop that two bunker rush? It is the default on most 1v1 maps now.
Please log in or register to reply.
Live Events Refresh
OSC
13:00
King of the Hill #259
WardiTV610
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft613
mouzHeroMarine 21
StarCraft: Brood War
Britney 32025
Shuttle 3367
Stork 320
actioN 305
Larva 260
firebathero 217
Rush 190
Snow 177
hero 85
Hyuk 72
[ Show more ]
sSak 28
Sexy 19
yabsab 14
scan(afreeca) 13
Dota 2
qojqva3409
Dendi2127
Counter-Strike
fl0m5080
x6flipin621
Heroes of the Storm
XaKoH 129
Other Games
singsing2017
FrodaN801
Beastyqt474
ceh9386
crisheroes342
Liquid`VortiX165
ArmadaUGS133
Livibee104
KnowMe71
Rex34
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 42
• mYiSmile19
• intothetv
• Kozan
• AfreecaTV YouTube
• Migwel
• IndyKCrew
StarCraft: Brood War
• blackmanpl 12
• Michael_bg 8
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1767
• lizZardDota2151
League of Legends
• Nemesis2138
• TFBlade530
• Shiphtur377
Other Games
• WagamamaTV243
Upcoming Events
OSC
3h 36m
Replay Cast
7h 36m
Escore
17h 36m
PiG Sty Festival
19h 36m
ByuN vs HeRoMaRinE
ShoWTimE vs Zoun
CranKy Ducklings
1d 17h
PiG Sty Festival
1d 19h
herO vs Krystianer
Solar vs Cure
IPSL
1d 23h
Sparkling Tuna Cup
2 days
PiG Sty Festival
2 days
Maru vs Shameless
Reynor vs TriGGeR
IPSL
2 days
[ Show More ]
OSC
3 days
Afreeca Starleague
3 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
3 days
The Patches Monday
3 days
Afreeca Starleague
4 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
5 days
Replay Cast
5 days
Afreeca Starleague
5 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
5 days
The PondCast
6 days
KCM Race Survival
6 days
Liquipedia Results

Completed

Proleague 2026-08-12
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
RSL Revival: Season 6
PiG Sty Festival 8.0
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
META DYMY #4
PGL Masters Bucharest 2026
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open 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.