• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:55
CEST 08:55
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
Power Rank - Esports World Cup 202532RSL Season 1 - Final Week8[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16
Community News
BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams2Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension4
StarCraft 2
General
Power Rank - Esports World Cup 2025 RSL Revival patreon money discussion thread The GOAT ranking of GOAT rankings Esports World Cup 2025 - Final Player Roster Why doesnt SC2 scene costream tournaments
Tourneys
Esports World Cup 2025 Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame
Brood War
General
ASL20 Preliminary Maps BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Flash Announces (and Retracts) Hiatus From ASL
Tourneys
[CSLPRO] It's CSLAN Season! - Last Chance [Megathread] Daily Proleagues [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile CCLP - Command & Conquer League Project
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[\m/] Heavy Metal Thread Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Customize Sidebar...

Website Feedback

Closed Threads



Active: 620 users

[D] Competitive 2v2 maps. - Page 5

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
Gfire
Profile Joined March 2011
United States1699 Posts
May 08 2012 00:50 GMT
#81
On May 08 2012 09:06 Heh_ wrote:
Show nested quote +
On May 07 2012 05:50 Gfire wrote:
+ Show Spoiler +
[image loading]


Alright, I've updated the entire thing a bit. How does this look? There's only one watchtower now, and I added some rocks at the harder to defend natural, and widened the ramp up to the further bases. The central paths are also a bit wider now.

Not sure what to name it.. I think I'm gonna go with a sort of lava/dungeon theme, though.

Hmm.. nice updates but I'm having second thoughts about the natural layout. As it stands, the attacker can rush up one of the entrances to the main, which causes the defender to scramble because the attacker has a shorter distance from the split path to the choke than the defender (somewhat circle syndromish). This is somewhat negated by good high ground positioning, although careful army movement negates this melee units don't benefit either. Could it be possible to put the two ramps to the main pointing toward each other (but separated a suitable distance) so that the defender doesn't run around like headles chickens, and leaving that to the attackers/

I'm not exactly sure what you are trying to say. The distance from ramp to ramp is shorter for the defender, if that's what you are referring to.
all's fair in love and melodies
moskonia
Profile Joined January 2011
Israel1448 Posts
May 08 2012 00:57 GMT
#82
Yeah war zone was an awesome map really gives me nostalgia, I think it can be good if recreated with a nat for each player and a small bride to connect the players, I might try to do it if no one else would want it.
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
May 08 2012 01:16 GMT
#83
On May 08 2012 09:20 PowerDes wrote:
I would advise taking a second look at the season 1 map (Wiki)War Zone, the size of the map is pretty perfect, only I believe players should have their own ramps.

Holy shit. That map which was rush-fest? There was literally no choke, and the rush distance was also ridiculously short. Grats on Blizzard removing that map after 1 season.

On May 08 2012 09:50 Gfire wrote:
Show nested quote +
On May 08 2012 09:06 Heh_ wrote:
On May 07 2012 05:50 Gfire wrote:
+ Show Spoiler +
[image loading]


Alright, I've updated the entire thing a bit. How does this look? There's only one watchtower now, and I added some rocks at the harder to defend natural, and widened the ramp up to the further bases. The central paths are also a bit wider now.

Not sure what to name it.. I think I'm gonna go with a sort of lava/dungeon theme, though.

Hmm.. nice updates but I'm having second thoughts about the natural layout. As it stands, the attacker can rush up one of the entrances to the main, which causes the defender to scramble because the attacker has a shorter distance from the split path to the choke than the defender (somewhat circle syndromish). This is somewhat negated by good high ground positioning, although careful army movement negates this melee units don't benefit either. Could it be possible to put the two ramps to the main pointing toward each other (but separated a suitable distance) so that the defender doesn't run around like headles chickens, and leaving that to the attackers/

I'm not exactly sure what you are trying to say. The distance from ramp to ramp is shorter for the defender, if that's what you are referring to.

The defenders have to split themselves to defend two separate chokes. It feels like the attackers can commit to attacking one entrance, and the army defending the wrong entrance has to run all the way the other side.
=Þ
Gfire
Profile Joined March 2011
United States1699 Posts
May 08 2012 03:03 GMT
#84
On May 08 2012 10:16 Heh_ wrote:
Show nested quote +
On May 08 2012 09:50 Gfire wrote:
On May 08 2012 09:06 Heh_ wrote:
On May 07 2012 05:50 Gfire wrote:
+ Show Spoiler +
[image loading]


Alright, I've updated the entire thing a bit. How does this look? There's only one watchtower now, and I added some rocks at the harder to defend natural, and widened the ramp up to the further bases. The central paths are also a bit wider now.

Not sure what to name it.. I think I'm gonna go with a sort of lava/dungeon theme, though.

Hmm.. nice updates but I'm having second thoughts about the natural layout. As it stands, the attacker can rush up one of the entrances to the main, which causes the defender to scramble because the attacker has a shorter distance from the split path to the choke than the defender (somewhat circle syndromish). This is somewhat negated by good high ground positioning, although careful army movement negates this melee units don't benefit either. Could it be possible to put the two ramps to the main pointing toward each other (but separated a suitable distance) so that the defender doesn't run around like headles chickens, and leaving that to the attackers/

I'm not exactly sure what you are trying to say. The distance from ramp to ramp is shorter for the defender, if that's what you are referring to.

The defenders have to split themselves to defend two separate chokes. It feels like the attackers can commit to attacking one entrance, and the army defending the wrong entrance has to run all the way the other side.

You mean the natural chokes? Yeah, that's true for the natural chokes, which is why you have to take down the rocks when you expand. Is it broken?
all's fair in love and melodies
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
May 08 2012 03:06 GMT
#85
On May 08 2012 12:03 Gfire wrote:
Show nested quote +
On May 08 2012 10:16 Heh_ wrote:
On May 08 2012 09:50 Gfire wrote:
On May 08 2012 09:06 Heh_ wrote:
On May 07 2012 05:50 Gfire wrote:
+ Show Spoiler +
[image loading]


Alright, I've updated the entire thing a bit. How does this look? There's only one watchtower now, and I added some rocks at the harder to defend natural, and widened the ramp up to the further bases. The central paths are also a bit wider now.

Not sure what to name it.. I think I'm gonna go with a sort of lava/dungeon theme, though.

Hmm.. nice updates but I'm having second thoughts about the natural layout. As it stands, the attacker can rush up one of the entrances to the main, which causes the defender to scramble because the attacker has a shorter distance from the split path to the choke than the defender (somewhat circle syndromish). This is somewhat negated by good high ground positioning, although careful army movement negates this melee units don't benefit either. Could it be possible to put the two ramps to the main pointing toward each other (but separated a suitable distance) so that the defender doesn't run around like headles chickens, and leaving that to the attackers/

I'm not exactly sure what you are trying to say. The distance from ramp to ramp is shorter for the defender, if that's what you are referring to.

The defenders have to split themselves to defend two separate chokes. It feels like the attackers can commit to attacking one entrance, and the army defending the wrong entrance has to run all the way the other side.

You mean the natural chokes? Yeah, that's true for the natural chokes, which is why you have to take down the rocks when you expand. Is it broken?

I meant before expanding, when it's a 1base vs 1base scenario. Worst case scenario is 1 of the naturals is claimed, making defense virtually impossible.
=Þ
Gfire
Profile Joined March 2011
United States1699 Posts
May 08 2012 03:30 GMT
#86
On May 08 2012 12:06 Heh_ wrote:
Show nested quote +
On May 08 2012 12:03 Gfire wrote:
On May 08 2012 10:16 Heh_ wrote:
On May 08 2012 09:50 Gfire wrote:
On May 08 2012 09:06 Heh_ wrote:
On May 07 2012 05:50 Gfire wrote:
+ Show Spoiler +
[image loading]


Alright, I've updated the entire thing a bit. How does this look? There's only one watchtower now, and I added some rocks at the harder to defend natural, and widened the ramp up to the further bases. The central paths are also a bit wider now.

Not sure what to name it.. I think I'm gonna go with a sort of lava/dungeon theme, though.

Hmm.. nice updates but I'm having second thoughts about the natural layout. As it stands, the attacker can rush up one of the entrances to the main, which causes the defender to scramble because the attacker has a shorter distance from the split path to the choke than the defender (somewhat circle syndromish). This is somewhat negated by good high ground positioning, although careful army movement negates this melee units don't benefit either. Could it be possible to put the two ramps to the main pointing toward each other (but separated a suitable distance) so that the defender doesn't run around like headles chickens, and leaving that to the attackers/

I'm not exactly sure what you are trying to say. The distance from ramp to ramp is shorter for the defender, if that's what you are referring to.

The defenders have to split themselves to defend two separate chokes. It feels like the attackers can commit to attacking one entrance, and the army defending the wrong entrance has to run all the way the other side.

You mean the natural chokes? Yeah, that's true for the natural chokes, which is why you have to take down the rocks when you expand. Is it broken?

I meant before expanding, when it's a 1base vs 1base scenario. Worst case scenario is 1 of the naturals is claimed, making defense virtually impossible.

Defending 1 base while the rocks are up, the distance to bounce between the two ramps is shorter on the inside, so it shouldn't be a problem unless they can take down the rocks too easily.
all's fair in love and melodies
Callynn
Profile Joined December 2010
Netherlands917 Posts
May 09 2012 17:05 GMT
#87
Long story short, because I know I'm ending up at a page only a rare few people read:

I play 2v2 competitively.

Every map currently in the ladder pool, with the exception of Tyrador Keep is a nightmare due to their limited size, favoring rushes almost exclusively.

Every map I have seen suggested in this post is better than any map in the current 2v2 ladder pool, even without aesthetics.

How horrifying is it that Blizzard won't commit to better 2v2 maps.. =(
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
robm
Profile Joined November 2011
United States56 Posts
May 09 2012 17:23 GMT
#88
I play 2v2 for an hour a day with a partner on Skype. We're top 8 platinum, so we suck considerably, but we found the same thing. In 2v2 there has not been any of the progression that there has been in 1v1 for map design and gameplay evolution.

We played macro for a long time. We tried making some harass units, and keeping constant worker production. We couldn't get out of platinum.

Recently we've gone to a strategy of doing an all-in rush, catching up macro behind it, lathering, rinsing, and repeating. We've gone on a win streak now.

The problem with the current map pool is exactly what everyone in this thread is trying to fix. You can't expand in a 2v2 game unless you have total domination of the map. To get that domination you have to rush, and either do damage or contain your opponents.

Tyrador is a nightmare for altogether different reasons. The maps have improved since early seasons, but the IPL YOMT shows what 1v1 was like before. Rushes were incredibly effective because of the maps. 2v2 needs to have that evolution also.
locopuyo
Profile Joined January 2010
United States144 Posts
Last Edited: 2012-05-10 02:26:43
May 10 2012 02:23 GMT
#89
On May 10 2012 02:05 Callynn wrote:
Long story short, because I know I'm ending up at a page only a rare few people read:

I play 2v2 competitively.

Every map currently in the ladder pool, with the exception of Tyrador Keep is a nightmare due to their limited size, favoring rushes almost exclusively.

Every map I have seen suggested in this post is better than any map in the current 2v2 ladder pool, even without aesthetics.

How horrifying is it that Blizzard won't commit to better 2v2 maps.. =(


It could be worse. They could layout the minerals like they do on 4v4 maps.
[image loading]


I think our best hope is that blizzard realizes how terrible the 2v2 maps are and releases a bunch of good ones in Heart of the Swarm. It would also be nice if they did for 3v3 and 4v4, but they stated they simply don't care about 3v3 and 4v4.
Competitive RTS Shmup - EliteOwnage.com/poe
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
May 10 2012 03:25 GMT
#90
On May 10 2012 11:23 locopuyo wrote:
Show nested quote +
On May 10 2012 02:05 Callynn wrote:
Long story short, because I know I'm ending up at a page only a rare few people read:

I play 2v2 competitively.

Every map currently in the ladder pool, with the exception of Tyrador Keep is a nightmare due to their limited size, favoring rushes almost exclusively.

Every map I have seen suggested in this post is better than any map in the current 2v2 ladder pool, even without aesthetics.

How horrifying is it that Blizzard won't commit to better 2v2 maps.. =(


It could be worse. They could layout the minerals like they do on 4v4 maps.
[image loading]


I think our best hope is that blizzard realizes how terrible the 2v2 maps are and releases a bunch of good ones in Heart of the Swarm. It would also be nice if they did for 3v3 and 4v4, but they stated they simply don't care about 3v3 and 4v4.

Have you seen the mineral layout on Desert Oasis? Or any old Blizzard map for that matter. I only noticed it during the IPL YOMT. Anyway to fix that dumb drone problem, you have to move it to the "correct" side then resume mining. Something like how pathing sometimes goes crazy around buildings near gas geysers.
=Þ
Jaakoppii
Profile Joined July 2011
Finland5 Posts
Last Edited: 2012-05-11 22:29:14
May 11 2012 22:26 GMT
#91
I would love to see new 2v2 maps. The current ones are just plain bad. I feel like there is no way to take even semi safe natural expand since all those backdoor rocks, wide main ramps and wide natural chokes make it really hard to defend early rushes. I also dislike the general lack of control points in maps. Its not much use to have a Xel Naga tower in areas where no one really travels through.

Also the maps seem to be really rushed out and never botherd to think if they actually work. Like bunch of kids got their hands on galaxy editor and planted some things and stuff without a thought.
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
May 11 2012 22:46 GMT
#92
On May 12 2012 07:26 Jaakoppii wrote:
I would love to see new 2v2 maps. The current ones are just plain bad. I feel like there is no way to take even semi safe natural expand since all those backdoor rocks, wide main ramps and wide natural chokes make it really hard to defend early rushes. I also dislike the general lack of control points in maps. Its not much use to have a Xel Naga tower in areas where no one really travels through.

Also the maps seem to be really rushed out and never botherd to think if they actually work. Like bunch of kids got their hands on galaxy editor and planted some things and stuff without a thought.

Everybody knows the maps are bad. Even the "best" ones (Boneyard) have several negative points. I wish I had 8 vetoes.
=Þ
Jukado
Profile Blog Joined May 2011
805 Posts
May 12 2012 00:10 GMT
#93
This is my brand new Broodwar Map. I know this is the SC2 forum but some may be interested:
[image loading]

Thread CLICK HERE
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
moskonia
Profile Joined January 2011
Israel1448 Posts
May 12 2012 00:39 GMT
#94
Why don't you try to make it into a SC2 map? cause I seriously doubt BW has any future anymore. Also even if it would survive somehow after the kespa / blizz deal, and BW map making will have some future, I don't think many people who look at the SC2 forums play BW, so posting it here is futile.
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
May 12 2012 00:56 GMT
#95
Wrong forum, don't care.

Back on the correct track, TheFish7 is designing a few 2v2 maps. Hope they turn out well!
=Þ
Jukado
Profile Blog Joined May 2011
805 Posts
May 12 2012 01:36 GMT
#96
I meant some may be interested in the layout.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
nebffa
Profile Blog Joined February 2009
Australia776 Posts
May 12 2012 02:17 GMT
#97
Yes I do believe that is what he was going for, just looking at the features of the map and see how they might translate into SC2
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 12 2012 05:11 GMT
#98
On May 12 2012 09:56 Heh_ wrote:
Wrong forum, don't care.

On May 12 2012 09:39 moskonia wrote:
Why don't you try to make it into a SC2 map? cause I seriously doubt BW has any future anymore. Also even if it would survive somehow after the kespa / blizz deal, and BW map making will have some future, I don't think many people who look at the SC2 forums play BW, so posting it here is futile.

Wtf??? Lower your hackles bros.

On May 12 2012 09:10 CardinalAllin wrote:
This is my brand new Broodwar Map. I know this is the SC2 forum but some may be interested:
[image loading]

Thread CLICK HERE

Isn't this a little constricted for a BW map? I guess maybe that's the point of the winding alternate path, to emphasize the bridge to center. Anyway this would make a sweet SC2 map except the 4 and 10 bases would need to the small ramp rearranged to be further away from the small ramp to the corner bases. And it could use at least one more set of bases. Thanks for sharing. ^^
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 12 2012 12:36 GMT
#99
Hello, I created a 2v2 map last week.
+ Show Spoiler +
[image loading]

I tried to make it pretty heavy macro style, please let me know what you think.
Moderatorshe/her
TL+ Member
Kmatt
Profile Joined July 2011
United States1019 Posts
May 12 2012 13:48 GMT
#100
Can you label the spawn points? I can't tell, out of the 4 bases in each corner, which ones are supposed to have players. It's completely asymmetrical, devoid of any pattern or apparent reason whatsoever. Not that that's an inherently negative quality, but it could do for a little explanation.
We CAN have nice things
Prev 1 2 3 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 6m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech72
StarCraft: Brood War
Hyuk 2185
Zeus 489
ToSsGirL 249
Backho 92
Leta 83
Sacsri 50
ajuk12(nOOB) 23
NaDa 3
Dota 2
ODPixel224
XcaliburYe129
Counter-Strike
Stewie2K966
Super Smash Bros
hungrybox490
Other Games
summit1g5762
Organizations
Other Games
gamesdonequick1206
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH427
• Sammyuel 18
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota246
Upcoming Events
Esports World Cup
3h 6m
ByuN vs Zoun
SHIN vs TriGGeR
Cyan vs ShoWTimE
Rogue vs HeRoMaRinE
Clem vs Solar
Reynor vs Maru
herO vs Cure
Serral vs Classic
Esports World Cup
1d 3h
Esports World Cup
2 days
CranKy Ducklings
3 days
BSL20 Non-Korean Champi…
3 days
CSO Cup
3 days
BSL20 Non-Korean Champi…
3 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
4 days
BSL20 Non-Korean Champi…
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
[ Show More ]
Sparkling Tuna Cup
6 days
Online Event
6 days
Liquipedia Results

Completed

CSL Xiamen Invitational
Championship of Russia 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Esports World Cup 2025
CC Div. A S7
Underdog Cup #2
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
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.