• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:53
CEST 19:53
KST 02:53
  • 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
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Official StarCraft website teases new content ahead of BlizzCon?79Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!40Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game SC4ALL: II Winner Will Earn a Spot at HSC 30! Weekly Cups (August 24-30): Patches' balance mod takes over Balance hotfix patch 5.0.16b (July 16) September World Ranking: herO leads, Serral climbs
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9] 2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? ASL22 General Discussion Gypsy to Korea [Personal Project Share] Terran Defense v0.60 BW General Discussion
Tourneys
Brood War in Budapest ! WORTEX 2026 BW Finals KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Odyssey Mineral Stack Saturation Replay Review Process - What do you do? Game Theory for Starcraft Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion 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
US Politics Mega-thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread UK Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8158 users

[D] Competitive 2v2 maps. - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 7 8 9 Next All
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-05-04 02:55:24
May 04 2012 02:50 GMT
#21
I've been inspired by this thread.

What does everyone think about this layout?

+ Show Spoiler +
[image loading]


main to main is ~ 55 seconds w/ worker, about 65 seconds if you go the long way, much less if you take the rocks down

you should be able to use the watch towers to spot if the rocks are going down. I might try to move the bottom left and top right most resources a bit closer to the ramps somehow.
~ ~ <°)))><~ ~ ~
Toboe
Profile Blog Joined February 2010
United States276 Posts
May 04 2012 03:25 GMT
#22
On May 04 2012 11:50 TheFish7 wrote:
I've been inspired by this thread.

What does everyone think about this layout?



That actually looks really good for a sketch! Looks like getting up to 5 bases as a team is easy and other expansions are definitely possible with some map control.

I also like that the rocks that open up further paths for more countering opportunities.

I personally don't like the small chokes that are relatively close to each other into the main. As nice as it is to use as defense very early on, it also means it's easy to contain a team to just their main or to snipe a natural with just 2 ff's relatively easily.

The middle high grounds are worrying as far as getting siege units up there, but because that wouldn't really affect anything until the late game it would be more of a quirk than an impedance. But like you said, it's just a layout. I'd really like to see it fleshed out!
Immortals are your friend, you can tell by the way they waddle at you
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2012-05-04 03:35:20
May 04 2012 03:29 GMT
#23
Wow that looks really good.

Someone should make a Tyrador Keep that is a 4-spawn map and actually symmetrical. Because the way it's set up is actually pretty good. With 4 spawns both sides could actually reasonably take bases, which is the main problem with that map imo. It would be called Tyrador Castle because Keeps upgrade into Castles.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2012-07-22 05:43:41
May 04 2012 05:22 GMT
#24
On May 04 2012 12:29 DoubleReed wrote:
Wow that looks really good.

Someone should make a Tyrador Keep that is a 4-spawn map and actually symmetrical. Because the way it's set up is actually pretty good. With 4 spawns both sides could actually reasonably take bases, which is the main problem with that map imo. It would be called Tyrador Castle because Keeps upgrade into Castles.


What do you think of this:

(aesthetics update July 22nd)
[image loading]

+ Show Spoiler [old version] +

[image loading]


it's two teams but there are more bases.
mains are copied from the actual tyrador keep

published on NA as "Tyrador Battlements"
This is it... the alpaca lips.
thezanursic
Profile Blog Joined July 2011
5500 Posts
May 04 2012 05:33 GMT
#25
On May 04 2012 03:27 Maur wrote:
Show nested quote +
On May 04 2012 01:25 RubiksCube wrote:
The sad thing about 2v2 maps is: they are mostly shared bases, which takes away a lot.

If one could find a way of making a 2v2 map that doesn't have shared bases but still isn't totally owned by a rush that would be a good start I think.


You may want to take a look at(Wiki)Iron Curtain. Anyways, i don't think its necessary to have shared bases or the like, BW 2v2 maps didn't have sahred or near based and it as "fine".

shameless selfpromotion: http://www.teamliquid.net/forum/viewmessage.php?topic_id=147942 (thread and pics are old)
or this one with high ground: http://www.teamliquid.net/forum/viewmessage.php?topic_id=316544

I had the idea to make a concept very similar to Iron Curtain but with neutral eggs instead of minerals.

BW didnt have shared bases because the pathing was horrible and having a shared base would only get you stuck
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
PowerDes
Profile Blog Joined September 2010
United States520 Posts
May 04 2012 06:45 GMT
#26
On May 04 2012 14:22 Namrufus wrote:
Show nested quote +
On May 04 2012 12:29 DoubleReed wrote:
Wow that looks really good.

Someone should make a Tyrador Keep that is a 4-spawn map and actually symmetrical. Because the way it's set up is actually pretty good. With 4 spawns both sides could actually reasonably take bases, which is the main problem with that map imo. It would be called Tyrador Castle because Keeps upgrade into Castles.


What do you think of this:

+ Show Spoiler [map image] +

[image loading]


it's two teams but there are more bases.
mains are copied from the actual tyrador keep
aesthetics are very WIP

published on NA as "Tyrador Battlements"


Only if cross spawns are forced, you don't want close range tank shots being fired on those natural expansions.
twitch.tv/PowerDes
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
May 04 2012 13:45 GMT
#27
On May 04 2012 14:22 Namrufus wrote:
Show nested quote +
On May 04 2012 12:29 DoubleReed wrote:
Wow that looks really good.

Someone should make a Tyrador Keep that is a 4-spawn map and actually symmetrical. Because the way it's set up is actually pretty good. With 4 spawns both sides could actually reasonably take bases, which is the main problem with that map imo. It would be called Tyrador Castle because Keeps upgrade into Castles.


What do you think of this:

+ Show Spoiler [map image] +

[image loading]


it's two teams but there are more bases.
mains are copied from the actual tyrador keep
aesthetics are very WIP

published on NA as "Tyrador Battlements"


Hell yea that looks like a fun map to play. Looks like it might be a bit choke heavy but I always say that.
moskonia
Profile Joined January 2011
Israel1448 Posts
May 04 2012 13:52 GMT
#28
TheFish7, I really like the way the map seem to look, even though if the rocks are broken taking expansions might prove very difficult, still, the map is really macro oriented. The one change I would like to do though, is maybe putting the 12 / 6 position expo's at a low ground, this will make it so the other bases are easier to defend, and make the rocks less powerful when they break, since there will still be a ramp there.

Namrufus, the way you used it, the main bases from Tyrador Keep do shine. The map really looks promising, I think these are the kind of maps that should be standard, very easy nat for 1 player, easy nat for the other and a pretty easy 3rd for the 1st player, and on top that of course the possibility for more bases what can lead into macro games, which is the goal here.

So, congraz you too and have fun texturing ^^
paddyz
Profile Joined May 2011
Ireland628 Posts
May 04 2012 15:06 GMT
#29
I got top 50 EU with fenix into carrier as standard in PT vs XX so yes you can definitely see carriers in 2v2. Would love to see new maps in the pool, been a clack of new maps for awhile now. 2v2 definitely has huge potential and i agree that is mostly maps at fault.
Gfire
Profile Joined March 2011
United States1699 Posts
May 04 2012 16:58 GMT
#30
+ Show Spoiler +
[image loading]


What do you guys think of this design? I'm not super familiar with 2v2, is this any good?
all's fair in love and melodies
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 04 2012 17:12 GMT
#31
Hey, a couple days and already we are having better ideas than blizzard!

I think this needs a mapping contest, maybe then we might have a chance at getting noticed.
~ ~ <°)))><~ ~ ~
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 04 2012 18:13 GMT
#32
wow nice job guys keep it up. i like how those expansion paths are going.
PowerDes
Profile Blog Joined September 2010
United States520 Posts
May 04 2012 18:41 GMT
#33
On May 05 2012 01:58 Gfire wrote:
+ Show Spoiler +
[image loading]


What do you guys think of this design? I'm not super familiar with 2v2, is this any good?

Maybe add some mineral patches in the center, so the center becomes an important information to control.
twitch.tv/PowerDes
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 04 2012 19:34 GMT
#34
On May 05 2012 03:41 PowerDes wrote:
Show nested quote +
On May 05 2012 01:58 Gfire wrote:
+ Show Spoiler +
[image loading]


What do you guys think of this design? I'm not super familiar with 2v2, is this any good?

Maybe add some mineral patches in the center, so the center becomes an important information to control.


I think it'd be cool if center control would provide control of the 4th (7th and 8th) bases. Looking good so far
~ ~ <°)))><~ ~ ~
ArcticRaven
Profile Joined August 2011
France1406 Posts
May 04 2012 19:50 GMT
#35
Lunar colony has ridiculous rush distance and expo openness. As zerg it is ok : as any other race it is impossible to expo.

I think the boneyard is actually the best map in the pool because it's the only one tha.t lets both players get their third+
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 04 2012 20:03 GMT
#36
On May 05 2012 04:50 ArcticRaven wrote:
Lunar colony has ridiculous rush distance and expo openness. As zerg it is ok : as any other race it is impossible to expo.

I think the boneyard is actually the best map in the pool because it's the only one tha.t lets both players get their third+


I agree. Boneyard is the only map I've ever had a real macro game on that didn't involve degenerate strategies or de facto starvation base denial because it's suicide to expand, or you've already won. Tyrador keep can sometimes produce games on a similar level but it suffers from a lack of viable expansions, but less so than the other maps.

Most ladder 2v2 maps have 4-5 bases per team that aren't super circle syndrome or as close to the opponent as you. To say nothing of the short rush distances, nonexistent or over-reward for center control, and silly 4wide main ramps WITH backdoor. There is just an endless list of noncompetitive features.

It's not really that hard to make a good 2v2 map either. Just make a good 1v1 map but with 25% larger proportions and a shared base. Bingo. Of course you can do more interesting things but it's sad there is no map like this basic layout in the ladder pool.
Comprehensive strategic intention: DNE
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
May 04 2012 20:40 GMT
#37
You can't possibly complain about lunar colony's rush distance while advocating boneyard.
Gfire
Profile Joined March 2011
United States1699 Posts
May 04 2012 20:58 GMT
#38
+ Show Spoiler +
[image loading]


Here, I updated it a bit. There are now watchtowers on the high ground and bases near the middle, and changed the structure and sizes of some chokes a bit. Is the center too powerful now?
all's fair in love and melodies
moskonia
Profile Joined January 2011
Israel1448 Posts
May 04 2012 22:34 GMT
#39
I like this map, even though I think you should maybe put just 1 watch tower, in the middle, since I think now it just lets you have total vision of every attack path. All in all this seems like a really cool map, a bit chocky, but as a Protoss player I support it

Can't wait till there is a full map pool of good 2v2 maps
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
May 05 2012 00:18 GMT
#40
Hmmm... I don't know about the set up of the mains. Right now it is very easy for the attacker to split the players up. I would suggest bringing the ramps closer to each other. Maybe make it more like Tempest or Khaydarin Depths with it protecting a safe natural. That would allow players possibly wall off the lowground and defend a lot easier.

Personally I don't like backpaths between mains (especially such a long one). That means if its a 1-zerg team, both players essentially can't wall off. Ling/hellion can go through zerg's side and isolate the nonzerg. If you choose to get rid of the backpath, you could tuck the natural in more to have even closer ramps. Just something to think about.
Prev 1 2 3 4 5 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 16h 7m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
BRAT_OK 80
StarCraft: Brood War
Britney 29440
Shuttle 1313
Horang2 596
Hyuk 352
HiyA 197
firebathero 181
Dewaltoss 80
Liquid`Ret 67
Free 27
Sharp 22
[ Show more ]
scan(afreeca) 18
Rock 17
Dota 2
Gorgc4523
qojqva2199
420jenkins462
Counter-Strike
fl0m5451
byalli681
dupreeh138
edward51
Heroes of the Storm
Khaldor417
Liquid`Hasu404
MindelVK11
Other Games
Grubby1347
Beastyqt721
B2W.Neo488
Mlord384
KnowMe234
RotterdaM179
XaKoH 114
Mew2King67
QueenE56
Railgan3
Organizations
Other Games
EGCTV875
gamesdonequick425
StarCraft: Brood War
lovetv 9
[ Show 18 non-featured ]
StarCraft 2
• printf 44
• mYiSmile132
• Adnapsc2 8
• Reevou 3
• Kozan
• Migwel
• AfreecaTV YouTube
• intothetv
• IndyKCrew
StarCraft: Brood War
• Azhi_Dahaki30
• Michael_bg 10
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1820
• WagamamaTV334
Other Games
• imaqtpie1004
• Shiphtur287
Upcoming Events
Sparkling Tuna Cup
16h 7m
OSC
18h 7m
Shopify Rebellion Sundays
21h 7m
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Patches Events
22h 7m
OSC
1d 6h
Afreeca Starleague
1d 16h
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
1d 17h
Monday Night Weeklies
1d 22h
Afreeca Starleague
2 days
Leta vs ggaemo
Jaedong vs Queen
GSL
2 days
[ Show More ]
PiGosaur Cup
3 days
Kung Fu Cup
3 days
Replay Cast
4 days
The PondCast
4 days
KCM Race Survival
4 days
Escore
5 days
IntoTheTV X SOOP
5 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
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

Upcoming

Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
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.