• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:19
CEST 00:19
KST 07:19
  • 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
Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)5Code S Season 1 (2026) - RO4 & Finals Preview5
Community News
Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1
StarCraft 2
General
Code S Season 2 (2026) - RO8 Preview Weekly Cups (May 18-25): MaxPax wins doubles herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO12 Preview Weekly Cups (May 11-17): Classic wins double
Tourneys
GSL Code S Season 2 (2026) Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune
Brood War
General
Pros React to: TvT Masterclass in FlaSh vs Light vespene.gg — BW replays in browser (Spoiler) ASL21 Winner's Interview Pros React To: ASL S21 Finals RepMastered™: replay sharing and analyzer site
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 Small VOD Thread 2.0
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Dawn of War IV ZeroSpace Megathread
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Trading/Investing Thread Dating: How's your luck? European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software)
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1835 users

[M] (2) Devils Bluff

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-05-03 01:40:57
April 06 2012 23:25 GMT
#1
[image loading]
Published on NA Playable map bounds 130 x 130

This is another iteration of the map here.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=324640
The map was changed so much it has an entirely different character. I thought it warranted a new name and thread.

The goal is still to have different expansion path options and for the map to play slightly differently in each match-up.

Analyzer
+ Show Spoiler +

[image loading]

[image loading]


Screenshots
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]



The design of this map makes it possible achieve different base layouts depending on when it is standard to take 2nd and 3rd bases in a given matchup.

Scenarios

ZvP
+ Show Spoiler +

[image loading]
This is the most likely scenario to start the game in a ZvP match. Protoss FFE and Zerg takes a fast three bases. I don't believe Zergs will mind so much that the easiest to quickly take 3rd base is open because they do better out in the open. But, if for whatever reason they don't want this base as their third they could do.

[image loading]
or
[image loading]
and knock down the appropriate rocks between bases as soon as possible.

Lets say though that we are in the assumed most likely scenario. The first one depicted. When protoss goes for their third they have options.
[image loading]

[image loading]

[image loading]
The idea is that one of them suits the playstyle of the particular protoss player. Expanding toward your opponent tends to be more aggressive and away more defensive.


ZvT
+ Show Spoiler +

In ZvT the Zerg does not commonly take a third as fast as they do in ZvP and a Terran does not take his natural as quickly as a protoss on average as well either. Therefore I see this matchup being even more flexible. Here are a few of the options.

[image loading]

[image loading]

[image loading]

Hopefully, you can see the possibilties.


TvP
+ Show Spoiler +

Expansions come on average even slower in this matchup so it is probably the most flexible. Therefore we can get.
[image loading]

[image loading]

[image loading]


Another feature of this map is that it has many attack paths. No matter what 2 or 3 base scenario you are on there is always a "backdoor" to try and go for. Effort was made so that none of these "backdoors" are a much shorter distant than the front. Additionally, they are defensible. Hopefully, this encourages more attacking and/or sneak attacks while assigning proper risk/reward values to these options so that it is interesting.

Feedback welcome!

There seems to be some general distaste for the second main base ramp. I still don't understand why the second ramp in the main will not work under any circumstances. I have not heard a specific reason. But, since public opinion matters I present an alternate version without the second ramp and a poll.

[image loading]

Poll: What do you think of the second main base ramp?

The way it has been implemented on this map deserves testing (17)
 
81%

Its not going to work. Get rid of it. (4)
 
19%

21 total votes

Your vote: What do you think of the second main base ramp?

(Vote): The way it has been implemented on this map deserves testing
(Vote): Its not going to work. Get rid of it.



Other maps by me
Aiur Refuge - http://www.teamliquid.net/forum/viewmessage.php?topic_id=333094
Deep Space Alpha - http://www.teamliquid.net/forum/viewmessage.php?topic_id=330893
Look A Distraction
Profile Joined March 2012
United States10 Posts
April 07 2012 00:28 GMT
#2
I like it. Taking the high ground base makes it easy to defend with your army in position at the middle base, but leaves the backdoor to the main vulnerable. Plenty of areas to fight, with open areas on the low ground and chokes at the ramps makes chossing where to fight important. Would love to see some games on this.
DashedHopes
Profile Blog Joined November 2010
Canada414 Posts
April 07 2012 05:34 GMT
#3
Cool map, but the back rock in the main has never been a good idea IMO. Try adjusting that maybe a path to the left side expansion behind the rocks. Or maybe an alternate whole route to the back rocks. I don't know it might work, blistering it didn't really work, crossfire, nor kulas
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
April 07 2012 07:48 GMT
#4
It's good except for main-back-door. Don't do that, ever, please.
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-04-07 10:43:17
April 07 2012 08:07 GMT
#5
On April 07 2012 14:34 DashedHopes wrote:
Cool map, but the back rock in the main has never been a good idea IMO. Try adjusting that maybe a path to the left side expansion behind the rocks. Or maybe an alternate whole route to the back rocks. I don't know it might work, blistering it didn't really work, crossfire, nor kulas


I think a lot of people feel that way about back rocks. It certainly has received a negative stigma due to those maps and other failures of the past. Let's look at the maps you mentioned though.

Blistering Sands
+ Show Spoiler +

[image loading]

I believe that this is the one of the three where the back rocks were a major contributor to the map not working. In my opinion there were 3 major reasons why the rocks were a problem.

1. They were out front, basically on the way to the front of the natural. Its position was such that it quite often was the preferred place to attack.

2. The defender had to travel further than the attacker between the two fronts (i.e. the back door and the front of the natural). How many times did you see a zerg breaking down the rocks, protoss move his army to defend them, then when the rocks were down the zerg just bounced over to the natural?

3. There was no additional reason to position your army near the rocks beside for defending them. Positioning your army near them did not give you good control of an additional base.

The rocks that lead into the main on my map are:

1. On a completely different path than to the front of the base. A path that gets your army way out of position and is hard to retreat from.

2. It is not possible for the attacker to bounce between them and the front with more ease than the defender.

3. By securing the rocks you essentially secure another base.


Crossfire
+ Show Spoiler +

[image loading]

I realize that this is not the GSL version that received the most play but it is close enough for the purposes here. Of all the games I saw on this map in the GSL, I don't remember the back rocks being a problem. In fact they were rarely in play. The path to get to them was so far around players would only try for them in a desperate all-in and it was usually defended. (Keep in mind this is from my experience spectating games.) In my opinion what made this map bad was hard to take third bases and too many chokes. Not the back rocks.


Kulas Ravine
+ Show Spoiler +

[image loading]

My experience with this map is limited because I don't remember it being around long. At least not during a time that resembles anything like the current metagame. I don't believe rocks were a huge problem here either. This one does grant access to additional bases through rocks though. However, I think what did this map in was the high ground overlooking the naturals.
MarcusRife
Profile Joined March 2011
343 Posts
April 07 2012 08:09 GMT
#6
On April 07 2012 16:48 DYEAlabaster wrote:
It's good except for main-back-door. Don't do that, ever, please.


Why do you feel so strongly about that? What problem does it cause on this map? I'm not saying I KNOW it will be fine, but I think it seems legitimate enough to receive testing.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
April 07 2012 09:39 GMT
#7
On April 07 2012 17:09 MarcusRife wrote:
Show nested quote +
On April 07 2012 16:48 DYEAlabaster wrote:
It's good except for main-back-door. Don't do that, ever, please.


Why do you feel so strongly about that? What problem does it cause on this map? I'm not saying I KNOW it will be fine, but I think it seems legitimate enough to receive testing.


It has been experimented wayy to much.
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
April 08 2012 07:48 GMT
#8
On April 07 2012 17:09 MarcusRife wrote:
Show nested quote +
On April 07 2012 16:48 DYEAlabaster wrote:
It's good except for main-back-door. Don't do that, ever, please.


Why do you feel so strongly about that? What problem does it cause on this map? I'm not saying I KNOW it will be fine, but I think it seems legitimate enough to receive testing.



Everymap to ever have a backdoor in the history of Sc2 has been panned into the ground, whether it be through testing, through play, or through the simply fact that a backdoor means that you have ZERO guaranteed bases. Which provokes a very turtley, 1base all-in style of play.

The only map with precedent of having "functional" backdoor rocks is Crossfire LE, which you can refer to the above "1base turtle all-in" dominating that map.
MarcusRife
Profile Joined March 2011
343 Posts
April 15 2012 19:54 GMT
#9
On April 07 2012 18:39 Sea_Food wrote:

It has been experimented wayy to much.


Has it? I admit I could be ignorant to all the details of how we arrived at our current conclusions about maps. If you are correct can you cite more examples besides the ones already discussed? That way we can look at what went wrong with those maps in detail and therefore might learn something from it.
Gfire
Profile Joined March 2011
United States1699 Posts
April 15 2012 20:22 GMT
#10
The backdoor here seems okay. The main problem is that to swing from the backdoor expansions to the regular natural, you'll have to either go through the main (a pain with a larger army,) or all the way around to almost the center of the map. This is good if you're defending both the front and back entrances to the main, because the enemy has a long way to go in between, but it makes it difficult lategame to expand in both directions. However, the center design of the map is genius and pretty much allows you to post your army way out there without being too close to the opponent's army. The front main ramp is also really close to the back one, so that helps a lot, too.

Generally, it will encourage aggression and battles more than most maps, which is probably good. It's worth testing, at the very least.

You do need to move the debris down onto the ramp so you can't get vision into the main by walking partway up.

I don't really like the watchtowers. I feel like it would be better without them. Maybe you could put them in the very empty corners to spot drops or something.
all's fair in love and melodies
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-04-15 20:33:24
April 15 2012 20:29 GMT
#11
On April 16 2012 05:22 Gfire wrote:
The backdoor here seems okay. The main problem is that to swing from the backdoor expansions to the regular natural, you'll have to either go through the main (a pain with a larger army,) or all the way around to almost the center of the map. This is good if you're defending both the front and back entrances to the main, because the enemy has a long way to go in between, but it makes it difficult lategame to expand in both directions. However, the center design of the map is genius and pretty much allows you to post your army way out there without being too close to the opponent's army. The front main ramp is also really close to the back one, so that helps a lot, too.

Generally, it will encourage aggression and battles more than most maps, which is probably good. It's worth testing, at the very least.

You do need to move the debris down onto the ramp so you can't get vision into the main by walking partway up.

I don't really like the watchtowers. I feel like it would be better without them. Maybe you could put them in the very empty corners to spot drops or something.


I did that already with the debris. I should probably update the images.

I'll examine the towers.
Gfire
Profile Joined March 2011
United States1699 Posts
April 15 2012 21:36 GMT
#12
Yeah, you should probably get some more opinions on the towers. It just seems to me that the highground setup in the center would be cooler without the towers there.
all's fair in love and melodies
Sinedd
Profile Joined July 2008
Poland7052 Posts
April 15 2012 21:45 GMT
#13
all thse maps look the same..

wtf..
T H C makes ppl happy
MarcusRife
Profile Joined March 2011
343 Posts
April 15 2012 22:34 GMT
#14
On April 16 2012 06:36 Gfire wrote:
Yeah, you should probably get some more opinions on the towers. It just seems to me that the highground setup in the center would be cooler without the towers there.


How about if I placed the towers here where the white dots are. It would allow for some vision of the middle and you can watch your backdoor.

[image loading]
MarcusRife
Profile Joined March 2011
343 Posts
May 02 2012 18:30 GMT
#15
Changes made

Minor texture updates
Moved watchtowers per gfire's suggestion
Gfire
Profile Joined March 2011
United States1699 Posts
May 02 2012 20:25 GMT
#16
Do the watchtowers reach to the end of the map, or can you slip drops around them?
all's fair in love and melodies
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
May 02 2012 20:35 GMT
#17
The problem with main back-door-ramps is as follows:

More often than not, it means that you don't have a guaranteed base. A guaranteed base is one that you can hold, baring unique circumstances, without fear of a huge attack destroying you in seconds. In other words, you don't constantly have to watch your back for a killmove to come and take out a guaranteed base.

The way that Sc2 has been moving at present is towards having TWO guaranteed bases/player. Usually, a player can get their main and their natural without worrying too much about being blindsided by something weird. Of course, there are lots of all ins/drops that can dismantle you, but compare metropolis' "guaranteed" natural to metalopolis' rather open one. On Metropolis it's much easier to get a natural, but on metal, so many random things can blindside you (hellions, ling runbys, etc). It makes that base fairly hard to hold comparatively.

Another bad thing about the backdoor rocks you have implemented is that it significantly shortens the distance between your opponent and you. This has two major problems associated with it. Firstly is something called attack-arcs. If you look at Blistering Sands, the attacker has a smaller attack arc than the defender (ie, an attacker has to move less in order to be in position to do damage than the defender has to move in order to defend). What this did is make the map have a defenders DISADVANTAGE when on two bases.

Ideally, you always want a defenders ADVANTAGE, so having an defending attack arc should always be SMALLER than an attackers attack arch, as per map terrain (if someone sim-cities like a retard, it's their own fault). This map has an attack arch that is smaller than a defender's (to recap, a smaller attack arcs are better, less distance to move). If someone has three bases (natural, back-door base, main, and the attacker takes out the wide-rocks, he has to move a significantly smaller (and easier to traverse distance due to lack of ramps) in order to attack the defender.

Secondly, because of the above point, it encourages a certain playstyle over another (namely, aggression), which means that your back-door base, put in for purpose of macro, defeats itself by its own design, because players are going to hesitate to take it because of the necessity to be aggressive.

In historical SC2, there has only ever been 1 map that had back door rocks and has been considered "good". That map was Crossfire SE, which, while now generally reviled, was considered a good map back in the day. However, looking at match history in that map, you'll rarely ever see people taking 3 bases, and usually you have a terran 1-1-1 haven, zergs slitting their wrists crying little zerg tears, etc etc. However, the reason that the map itself had backdoor rocks that weren't an issue is because there was no way to really attack them efficiently. You had to funnel your entire army into a choke past a base, on low ground. In retrospect, this was done to help the defending player have an easier time getting a third (back when thirds were unknown territory), rather than allowing the attacker some weird advantage.

A map that I feel does backdoor rocks well is SenSeSC2 Akdang Hideout (found on these forums). It also gives some attacking options, but the defenders arc for 3 base is smaller than the attacking arc. Also there are double-rocks.

Hope this helps with explaining why back-door rocks are bad. You mentioned that people didn't let you know why they were generally hated
Gfire
Profile Joined March 2011
United States1699 Posts
May 02 2012 20:53 GMT
#18
If you take those three bases, you shouldn't still be keeping your army in the main. If you do, and they destroy two sets of rocks and you take the backdoor third (which is not the only third option,) then you are at a disadvantage. If you want to take that base, after the wide rocks are destroyed you are forced to control your high ground pod or else be at a disadvantage. It's similar to having to control the high ground to take a third on Korhal Compound. Once you control that high ground, it can be pretty easy to secure a fourth, a lot like Korhal, as well.

It's possible that when you position your army on that high ground, you will be spread too thin. It's possible that the map overall is too small, and the distances everywhere need to be bigger. Maybe the high ground in the middle needs to be pulled back a bit towards the main, to reduce the curve of whoever is controlling that space after the rocks go down.

This concept gives the advantage to the player who controls the forward points on the map, whether the attacker or the defender. Generally it might be a little easier for the attacker to secure the location in the early game, but that's okay up until the time when the rocks go down. If the defender is out of position (still turtling in their main,) then they don't know how to defend those three bases and they deserve a disadvantage.

Only if they are unable to secure the high ground pod, or they do and still can't defend, then you can argue that there are some problems. That's not something I can say just by looking at the map.

Anyway, the map forces the defender to have to pay attention to things, and actually work for a defender's advantage instead of getting it free. I don't think it's a bad thing. The map might favor aggression more than other maps, but I think that's fine.
all's fair in love and melodies
MarcusRife
Profile Joined March 2011
343 Posts
May 02 2012 21:49 GMT
#19
On May 03 2012 05:25 Gfire wrote:
Do the watchtowers reach to the end of the map, or can you slip drops around them?


If you look at the analyzer summary it shows there is space to slip drops by.
Gfire
Profile Joined March 2011
United States1699 Posts
May 02 2012 23:31 GMT
#20
On May 03 2012 06:49 MarcusRife wrote:
Show nested quote +
On May 03 2012 05:25 Gfire wrote:
Do the watchtowers reach to the end of the map, or can you slip drops around them?


If you look at the analyzer summary it shows there is space to slip drops by.

Lol, I'm an idiot.

Hmmm... I do think that maybe moving the high ground bits near the middle a little further away from each other and back towards the bases might help this map out a bit, the more I think about it.
all's fair in love and melodies
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 41m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft459
UpATreeSC 157
JuggernautJason61
StarCraft: Brood War
NaDa 18
Dota 2
NeuroSwarm40
League of Legends
Doublelift3729
JimRising 546
Counter-Strike
kRYSTAL_57
Super Smash Bros
PPMD34
Heroes of the Storm
Liquid`Hasu388
Other Games
summit1g11380
tarik_tv4241
Grubby3995
Liquid`RaSZi1251
FrodaN1172
hungrybox700
C9.Mang0193
uThermal174
ViBE105
Mew2King39
Organizations
Other Games
BasetradeTV266
Counter-Strike
PGL258
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• davetesta25
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21055
Other Games
• imaqtpie1638
• Scarra1072
• WagamamaTV187
Upcoming Events
PiGosaur Cup
1h 41m
GSL
11h 11m
herO vs Classic
Cure vs Clem
uThermal 2v2 Circuit
16h 41m
Replay Cast
1d 1h
GSL
1d 11h
Maru vs SHIN
Zoun vs Rogue
WardiTV Spring Champion…
1d 13h
SKillous vs Strange
Lambo vs Strange
Ryung vs Strange
Lambo vs Ryung
Ryung vs SKillous
Lambo vs SKillous
OSC
1d 20h
Replay Cast
2 days
Maestros of the Game
2 days
Replay Cast
3 days
[ Show More ]
RSL Revival
3 days
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
Maestros of the Game
3 days
IPSL
3 days
ZZZero vs WorsT
Julia vs eOnzErG
Replay Cast
4 days
RSL Revival
4 days
Maestros of the Game
4 days
IPSL
4 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
4 days
Wardi Open
5 days
Monday Night Weeklies
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
WardiTV Spring Champion…
6 days
Maestros of the Game
6 days
Liquipedia Results

Completed

ASL Season 21
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
YSL S3
Acropolis #4
CSCL: Masked Kings S4
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals

Upcoming

Escore Tournament S2: King of Kings
BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
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.