• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:23
CET 04:23
KST 12:23
  • 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
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation8Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
[TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time? SC: Evo Complete - Ranked Ladder OPEN ALPHA
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle RSL S3 Round of 16 Master Swan Open (Global Bronze-Master 2) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle [ASL20] Ask the mapmakers — Drop your questions BW General Discussion Terran 1:35 12 Gas Optimization BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread EVE Corporation Should offensive tower rushing be viable in RTS games? Path of Exile
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
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
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1612 users

[M] (4) 6m Janus

Forum Index > SC2 Maps & Custom Games
Post a Reply
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 11 2012 06:25 GMT
#1
Janus
Made by: TheFish
Published on: NA

[image loading]


Introduction/Inspiration:

+ Show Spoiler +
From Wikipedia;
"In ancient Roman religion and mythology, Janus is the god of beginnings and transitions, thence also of gates, doors, doorways, endings and time. He is usually a two-faced god since he looks to the future and the past. The Romans dedicated the month of January to Janus."

This is a 4 spawn map modeled after Shakuras Plateau. This map combines alot of the layout and aesthetic ideas I have been working on lately. The concept was to adapt Shakuras for 6m, but add a bit of my own flair with the main bases. I also wanted to have more than one attack path, so I put some highground bases in the middle a la Metalopolis.

The watchtowers should not see any high ground. the plateaus in the middle are pathable.

Close by ground spawns are diabled for 1v1, and its east vs. west for 2v2.


Pictures (Aesthetics):

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]



Data (Gameplay)
+ Show Spoiler +
Playable Bounds: 180 x 162
Number of Starting Positions: 4
Number of Bases: 18
Number of XWT's: 2
Number of Rocks: 4
Close Spawn distance nat to nat - 158
Cross Spawn distance nat to nat - 193
Mineral/Gas Counts: 6m 1hyg


Analyzer pic

+ Show Spoiler +
[image loading]



~ ~ <°)))><~ ~ ~
AmericanUmlaut
Profile Blog Joined November 2010
Germany2581 Posts
April 11 2012 07:54 GMT
#2
Nice!

My first impressions as a Protoss looking at this are that I think taking a 4th would be very difficult in horizontal positions. In cross positions, there's a very nice progression to the 4th, 5th, and 6th bases where taking each base opens up one additional path of attack (the 7th in the opposite main is then basically free), but if you have to expand to the 9/3 o'clock position for a 4th, you add two very wide pathways that have to be defended, so there's going to be a strong incentive to stay on three bases and try to snipe an opponent's 4th in those positions. I'm new to trying to think about how maps are constructed, but maybe it would be possible to narrow the entrances to those bases to make them more defensible?
The frumious Bandersnatch
Aunvilgod
Profile Joined December 2011
2653 Posts
April 11 2012 11:38 GMT
#3
Not a fan of different coloured decals at the mains... but whatever. Are close spawns possible?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 11 2012 16:39 GMT
#4
Close by ground spawns are disabled, in other words, the same spawns as shakuras plateau
~ ~ <°)))><~ ~ ~
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-04-11 17:23:17
April 11 2012 17:19 GMT
#5
The layout is cool, but its really, really big. Assuming the listed rush distances are correct, there is no reason to disable close postions. 158 Nat-Nat is plenty long enough. To give you an idea, both Avalon and Serpent Sands have a Nat-Nat distance of about 110, and that's acceptable. However, there is a general rule that 180 main-main is max. I broke that rule with Frigid Pass to experiment, resulting in 186 and a 52 sec rush distance. Here, yor Nat-Nat distance is over 180 cross positions, which is over a minute rush distance main-main, if not Nat-nat. That is quite frankly way, way too long. Such a long distance discourages aggression, and severely punishes slower armies (Protoss). As a result, I think PvZ would be entirely broken, heavily in the zergs favor. In fact, because of its size I really couldn't even see Terran push across this map TvZ (Discouraging aggression, heavily favoring zerg.) Over all the layout itself is good, reminds me of ESV Helios a bit. However, its the size that kills it.
Former ESV Mapmaker | @Timetwister22
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-04-12 19:57:57
April 12 2012 19:41 GMT
#6
Here are the analyzer pics to give you a better idea of the size.

+ Show Spoiler +
[image loading]

[image loading]

You may be 100% right about it being too big but I would like to play devil's advocate for a moment. The size of the map was intentional, I wanted to give players more breathing room in terms of expansions. The highground 3rd, for example, was actually done with protoss players in mind. The idea that in PvZ protoss players must use timing attacks and slow units like colossi does not necessarily apply to 6m games. Just because the current metagame in standard maps dictates that protoss should do X, does not mean that I should design my experimental map to cater to X. Also, the idea that long distances automatically cater to Zerg is again, mostly because that is how the current metagame is played. (and somewhat because of zerglings and mutalisks)

I have yet to see a successful 1 base all-in on a 6m map, and therefore I don't think the main to main distances are all that relevant for 6m maps. (As I said before, I may be wrong) Realistically, no one is going be pushing out across the map from their main base, but rather from one of the ramps near their natural. This makes the distance a bit more reasonable, though still long.

Anyway, if we do discover that the rush distance favors Z or messes up the gameplay, there is always my previous map, Redstone Fortress, which has a much shorter rush distance but similar base layout :D
~ ~ <°)))><~ ~ ~
Please log in or register to reply.
Live Events Refresh
Tenacious Turtle Tussle
23:00
Biweekly #35
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 173
ProTech124
Nina 90
trigger 50
StarCraft: Brood War
Britney 6284
Artosis 658
Shuttle 655
NaDa 66
Icarus 5
Dota 2
monkeys_forever108
NeuroSwarm65
LuMiX1
Counter-Strike
fl0m2258
Other Games
summit1g13685
shahzam593
JimRising 529
C9.Mang0215
ViBE160
Maynarde119
Liquid`Ken4
Organizations
Other Games
gamesdonequick894
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Light_VIP 12
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt270
Other Games
• Shiphtur156
Upcoming Events
The PondCast
6h 37m
RSL Revival
6h 37m
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
8h 37m
ByuN vs ShoWTimE
Classic vs Cure
Reynor vs TBD
WardiTV Korean Royale
8h 37m
PiGosaur Monday
21h 37m
RSL Revival
1d 6h
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
1d 8h
herO vs TBD
CranKy Ducklings
2 days
RSL Revival
2 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
2 days
[ Show More ]
IPSL
2 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
2 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
3 days
RSL Revival
3 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
3 days
WardiTV Korean Royale
3 days
BSL 21
3 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
3 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
3 days
Wardi Open
4 days
Monday Night Weeklies
4 days
WardiTV Korean Royale
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
RSL Revival: Season 3
BLAST Rivals Fall 2025
IEM Chengdu 2025
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

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 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.