• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:55
CET 07:55
KST 15:55
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Potential Updates Coming to the SC2 CN Server What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw?
Tourneys
WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
Which mirror match you like most or least? How much money terran looses from gas steal? Gypsy to Korea BGH Auto Balance -> http://bghmmr.eu/ mca64Launcher - New Version with StarCraft: Remast
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group C [ASL21] Ro24 Group B 2026 Changsha Offline Cup
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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 Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
Cricket [SPORT] 2024 - 2026 Football Thread Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6395 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
5497 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
Replay Cast
00:00
WardiTV Mondays #76
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 177
ProTech120
StarCraft: Brood War
GuemChi 4245
Zeus 613
sSak 47
ToSsGirL 32
Noble 22
Bale 18
GoRush 14
Icarus 11
Nal_rA 11
SilentControl 9
[ Show more ]
NotJumperer 6
League of Legends
JimRising 630
Counter-Strike
Stewie2K730
m0e_tv596
Super Smash Bros
C9.Mang0384
Other Games
Mew2King139
RuFF_SC250
Organizations
Dota 2
PGL Dota 2 - Main Stream68
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH306
• practicex 14
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1470
Upcoming Events
KCM Race Survival
2h 5m
The PondCast
3h 5m
WardiTV Team League
5h 5m
BASILISK vs Team Liquid
OSC
5h 5m
OSC
11h 5m
Replay Cast
17h 5m
WardiTV Team League
1d 5h
Big Brain Bouts
1d 10h
Fjant vs SortOf
YoungYakov vs Krystianer
Reynor vs HeRoMaRinE
RSL Revival
2 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
2 days
[ Show More ]
Platinum Heroes Events
2 days
BSL
2 days
RSL Revival
3 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
3 days
BSL
3 days
Replay Cast
3 days
Replay Cast
4 days
Afreeca Starleague
4 days
Light vs Calm
Royal vs Mind
Wardi Open
4 days
Monday Night Weeklies
4 days
OSC
4 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Rush vs PianO
Flash vs Speed
Replay Cast
6 days
Afreeca Starleague
6 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-24
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.