• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:56
CET 11:56
KST 19:56
  • 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
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Team Liquid Map Contest - Preparation Notice6Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Team Liquid Map Contest - Preparation Notice ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026 RSL Season 4 announced for March-April Sea Duckling Open (Global, Bronze-Diamond) PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
Effort misses out on ASL S21 BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Gypsy to Korea BSL 22 Map Contest — Submissions OPEN to March 10
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifier #1 - Sunday 21:00 CET Small VOD Thread 2.0 BWCL Season 64 Announcement
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Diablo 2 thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread UK Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
ONE GREAT AMERICAN MARINE…
XenOsky
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2179 users

[M] (2) Crux Whirlwind

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 5 Next All
winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2012-05-24 10:53:33
April 07 2012 12:56 GMT
#1
[image loading]

Map overview

[image loading]

Crux GSL Whirlwind

Created by Crux_Winpark(=WinparkPrime)
Suggest players 2-4
Playable 160 X 160

Published KR(GSL_돌개바람)/NA,EU(GSL Whirlwind)

In 2012 GSTL Season 2

http://esports.gomtv.com/gsl/
TeamCrux.tistory.com
www.SC2Prime.com

Twitter: @WinparkPrime
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
April 07 2012 13:11 GMT
#2
Looks solid
I will never ever play Mech against Protoss. - MVP
Kmatt
Profile Joined July 2011
United States1019 Posts
April 07 2012 13:24 GMT
#3
At first glance, this feels a lot like that 8-player FFA map, but the way the plateaus bridge them all together seems really natural. As a zerg, however, I feel really cramped trying to engage unless I've already got brood lords over the gaps and high ground.
We CAN have nice things
Shiger
Profile Joined March 2008
Sweden118 Posts
April 07 2012 13:29 GMT
#4
Best map to date, very well done. The scene really needed this. Thank you.
Quidios || Jaedong Symbol Kangho Hero Byun SOS Dear
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
April 07 2012 17:18 GMT
#5
--- Nuked ---
monitor
Profile Blog Joined June 2010
United States2408 Posts
April 07 2012 17:30 GMT
#6
Cool map. I can't say I agree with Barrin that it is my favorite map, but I do like it. I think the biggest problem is that the out paths are all really choked. I don't think there is enough space for Zerg to deal with a Protoss deathball or Terran siege tank push. I'd really like the paths to be a bit more open- it would just take some adjusting of the chokes to make them more open.
https://liquipedia.net/starcraft2/Monitor
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
April 07 2012 18:02 GMT
#7
Looks incredible! I can easily image this map in the pool.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-04-07 18:09:55
April 07 2012 18:09 GMT
#8
I don't like how every base is on high ground. I'd consider taking the 3rds (that hug the mains) and put those on low ground.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
winpark
Profile Joined January 2011
Korea (South)68 Posts
April 07 2012 18:30 GMT
#9
IronManSc, That is too fixed idea... I don't want to make an imitation..
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-04-07 18:33:10
April 07 2012 18:31 GMT
#10
Wow, I think this might be my favourite map as well.

I am torn about the little hole between the natural and 3rd. Without it, it's far too open. With it, it makes it really hard for zerg to engage in the late game. I think it might be better to use a small clump of doodads here instead, like a line of trees. Maybe even something destructible, like overlapping small rocks (or a custom destructible object). The rest of the map seems fine for chokiness. Very nice decision to have LosB at 3,6,9,12 in the middle, providing open space for big engagements but preserving the danger of rounding those obstructing arms.

Nice work!!
Comprehensive strategic intention: DNE
Happystreet
Profile Joined January 2011
550 Posts
April 07 2012 18:34 GMT
#11
Hope this get recognition, looks really nice!
MKP | Jinro | Thorzain | Flash | Bomber | Amaz
monitor
Profile Blog Joined June 2010
United States2408 Posts
April 07 2012 18:49 GMT
#12
On April 08 2012 03:30 winpark wrote:
IronManSc, That is too fixed idea... I don't want to make an imitation..


I agree. I think making the base on lowground would actually make it a bit too standard.
https://liquipedia.net/starcraft2/Monitor
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
Last Edited: 2012-04-07 19:07:04
April 07 2012 19:06 GMT
#13
I really, really love this map. Unique, original concept.

Edit- Already on NA! My life is complete
AnalyZ
Profile Joined January 2011
France32 Posts
April 07 2012 19:24 GMT
#14
omg Upload it on EU pls :D
PolskaGora
Profile Joined May 2011
United States547 Posts
April 07 2012 20:11 GMT
#15
Very nice map, looks like a future tournament map, honestly! From a glance, one thing I think I would probably change is put one of the two 3rds not on the high ground, so that it isn't too easy to turtle up on 4 bases or allow siege tanks for a concave from both sides as the enemy army engages in the center. Also, maybe the space in between the two 3rds would be easy for a FFE wall for Protoss, but I haven't played it yet so I'll play it out tonight and see how that works out and post the results here.
Tracking treasure down
Quotidian
Profile Joined August 2010
Norway1937 Posts
April 07 2012 20:31 GMT
#16
On April 08 2012 02:18 Barrin wrote:
Excellent concept, excellent execution for 8m. Perhaps the concept would fit better with 6m (needs some choke resizing for 6m), but I really love the way it is now for 8m anyway.

10/10, my new favorite 8m map.



can you please stop spamming every map thread with variations on "it would fit better with 6m." It's really, really annoying. If you can't appreciate and comment on the maps for what they are, but rather what you wish they would be, maybe you shouldn't comment at all.
Grohg
Profile Joined March 2011
United States243 Posts
April 07 2012 20:54 GMT
#17
On April 08 2012 02:18 Barrin wrote:
Excellent concept, excellent execution for 8m. Perhaps the concept would fit better with 6m (needs some choke resizing for 6m), but I really love the way it is now for 8m anyway.

10/10, my new favorite 8m map.


I think you need to stop littering every map thread with your 6m concept. It's a cool idea but the game isn't moving that direction in earnest. You're promoting yourself every time I see you post now...please, let people focus on the map that was made, not a hypothetical version that would tickle your fancy more. It's a holier-than-thou type feeling that you're exhibiting now and I don't think you want that image.

This map looks solid...the first four bases seem quite easy to hold, however. Would a base on the low ground be better at the 4th? Attacking up ramps for every base there makes it a difficult nut to crack. This might not be the case but I can see siege tanks on both the 3rd and 4th base ramps making Terran's main-4th hard to touch. The caverns in the middle of the map are good for creating some chokes but there are enough attack paths to allow Zerg to flank and counter. FF should still be strong in each corridor as well so Protoss armies aren't simply overrun in PvT or PvZ with mass bio/roaches. I like the layout overall...it's good to see some new maps like this addressing a lot of the problems previous maps have had. The choke/openness seems just about right and I think that might be the biggest thing most maps have issues with now.
You can't spell slaughter without laughter.
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 07 2012 21:37 GMT
#18
@the two people before me:

When I saw the map I thought great, this is a very standard 4p rotational, overall very solid, just maybe a bit too easy to expand. So I thought this was pretty great for 6m cos you want bases to be a bit easier to take with that concept. And that's what I also said to Barrin^^ So stop hating on him, he is not the only one who thinks like this about this map.

+ Show Spoiler +
I am not a convinced supporter of 6m, I think it's too hard to theorycraft about it...


Nice job winpark! As I said, very solid, good positional balance, nice aesthetics. Maybe just a bit easy to expand and not very innovative. But I still like it, one of the best 4p rotational maps
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Quotidian
Profile Joined August 2010
Norway1937 Posts
April 07 2012 21:56 GMT
#19
On April 08 2012 06:37 Ragoo wrote:
@the two people before me:

When I saw the map I thought great, this is a very standard 4p rotational, overall very solid, just maybe a bit too easy to expand. So I thought this was pretty great for 6m cos you want bases to be a bit easier to take with that concept. And that's what I also said to Barrin^^ So stop hating on him, he is not the only one who thinks like this about this map.


who's hating anybody? It's just not relevant to the thread and seeing it brought up again and again is annoying. If Barrin wants the Crux guys to make 6m maps, maybe he should PM/mail and ask them instead of bringing it up in threads that aren't about the subject. It's extra tiresome because 6m isn't in any way a proven concept, certainly not going by the replays released so far, and I'd even say it's an inherently flawed idea for a number of reasons not related to this thread.
PolskaGora
Profile Joined May 2011
United States547 Posts
Last Edited: 2012-04-08 19:21:44
April 08 2012 02:56 GMT
#20
Alright, so after doing a little bit of testing on this map, here are some quick thoughts and analyses of said thoughts. First of all, before I say anything, I would like to state that this map is enormous. Much bigger than I initially thought. Also, in my opinion I like the 8m concept over a 6m one. It seems that ling run-bys or drops would be very effective with the wideopen entrances to the base, so the 8m concept allows you to more safely set up static defenses.

Doing a FFE....
+ Show Spoiler [FFE Wall-In] +
[image loading]

The bottom ramp works moderately well with a FFE. Especially interesting is the double neutral supply depot, one at the the bottom of the ramp to the main, one on the top of the ramp to the natural. This definitely helps out with a FFE, since it obviously means you need one structure less to finish the wall-off. While we're on the subject of pylon placement, the pylon can be placed in a position to finish the wall-off with a zealot. However, your zealot placement must be perfect since it is essentially the maximum amount of space allowable before lings can squeeze through. This means that lings can get very good surface area on the blocking zealot.

As a result, I would probably recommend that people should finish the wall-in completely with a second cannon as shown below, and simply break down the neutral supply depot when ready to move out. You can also place the cybernetics core in a way so that it can't be hit by roaches while also providing a secondary wall-in should they destroy the neutral supply depot walling you in.
[image loading]


When it comes to the FFE concept I line out in a post above...
+ Show Spoiler [FFE Wall-In #2] +
[image loading]

No, simply no. Forget I even mentioned it. Lol, when I thought of this idea I hadn't taken into account that the map was so big. As you can see, any zerg player can easily run by with no risk at all for reasons that are obvious and won't bother explaining. However, I do believe that in the late game when trying to expand to 5+ bases AKA when trying to expand to the other wings on this map, such a concept could be effectively used to block off aggression and ling run-bys and therefore essentially lock down a whole new 3 bases for you. Placing down a lot of gates and cannons will be especially easy with all the mineral excess you will probably be banking at that point.


Finally, as to the tank concept I also lined out in a post above....
+ Show Spoiler [Tank Placement] +
[image loading]

This is the first image, where I sieged tanks on the ramps leading to the two 3rds, three tanks on the low ground and a tank on the ramp leading to the natural.

[image loading]

This is the same site, however I only kept the tanks on the high ground of the the two 3rds sieged in order to get a better understanding of how far the tanks can reach into the choke between 3rds. Using this information, terran players can better understand how to place tanks strategically when playing TvZ and TvT.

I'm no terran player so my tank placement probably isn't optimal or maybe even very strategically sound but it looks to me that if terrans siege up in a similar fashion, especially with more than the ten tanks I used in this picture, they can very easily defend any pushes directly into the main entrance/choke, especially vs a ling/bling composition.

+ Show Spoiler [Further analysis of tank placement] +
If the terran uses planetary fortresses to defend the 3rd placed away from the main it will make it that much easier for the terran player to set up tanks on that high ground and not have to worry about ling flanks.
[image loading]

However, the 3rd that's directly underneath the main has a mineral field at which a planetary fortress's range isn't large enough to cover the tanks, so additional defense will be required there, as seen below.

[image loading]

Lings will simply be able to do a quick hit-and-run, with no repercussions from the planetary. Maybe planetary fortress range will provide enough coverage to secure this tank placement, although it probably won't be. Siege tanks have a range of 13 while an upgraded planetary fortress has a range of 7, so judging it visually the planetary will only be able to hit enemy units that are closer than half the distance to the tanks. Not enough. Perhaps a forward planetary at the top of that ramp can be an alternative, not sure if that's the most efficient answer though.
+ Show Spoiler +
I suppose if you clicked this spoiler this means you took the initiative to read through this whole post so thank you!




In conclusion, I really love this map! It seems very balanced for the most part. Protoss has a viable FFE and easy enough transition to grab a third, the large size of the map allows zerg to quickly expand to either of the thirds furthest away from the opponent while feeling safe at the same time, and tank placement can be very effective on this map. In fact, I would argue that siege tanks make the main entrance/choke to the terran player's wing too easy to defend, especially when tied in with good planetary/bunker placement.

As a result, the only thing I would change is make one of the two third bases unelevated, so that there is no high ground advantage defending it. This still allows zerg a relatively easy expansion and could also lead players to choose more strategically as to which of the thirds to expand to first.

Great job, I definitely think we will be seeing this map in future tournament map pools soon!
Tracking treasure down
1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 4m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 93
Livibee 17
StarCraft: Brood War
Sea 62937
Britney 23958
Jaedong 1492
Bisu 1298
EffOrt 594
BeSt 578
Hyuk 226
Light 166
yabsab 147
Larva 143
[ Show more ]
Pusan 92
Mini 89
Mind 78
ToSsGirL 59
Hyun 45
sSak 45
Rush 45
Snow 44
Sharp 33
ZergMaN 24
Shinee 23
SilentControl 14
GoRush 14
Terrorterran 12
Bale 11
NaDa 8
Dota 2
XcaliburYe61
League of Legends
JimRising 362
Counter-Strike
shoxiejesuss859
olofmeister553
Heroes of the Storm
Khaldor142
Other Games
ceh9547
Tasteless174
crisheroes147
B2W.Neo54
NeuroSwarm49
Mew2King37
Organizations
Other Games
BasetradeTV189
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1896
• Stunt827
• HappyZerGling108
Upcoming Events
Ultimate Battle
1h 4m
Light vs ZerO
WardiTV Winter Champion…
1h 4m
MaxPax vs Spirit
Rogue vs Bunny
Cure vs SHIN
Solar vs Zoun
OSC
7h 4m
Replay Cast
13h 4m
CranKy Ducklings
23h 4m
WardiTV Winter Champion…
1d 1h
AI Arena Tournament
1d 9h
Replay Cast
1d 13h
Sparkling Tuna Cup
1d 23h
WardiTV Winter Champion…
2 days
[ Show More ]
OSC
2 days
Replay Cast
2 days
Replay Cast
2 days
Monday Night Weeklies
3 days
OSC
3 days
Replay Cast
5 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-04
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
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
BLAST Open Spring 2026
ESL Pro League S23 Finals
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.