• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 12:40
CET 18:40
KST 02:40
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !8Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
When will we find out if there are more tournament ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
$5,000+ WardiTV 2025 Championship RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2) Winter Warp Gate Amateur Showdown #1: Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ FlaSh on: Biggest Problem With SnOw's Playstyle How Rain Became ProGamer in Just 3 Months screp: Command line app to parse SC rep files [BSL21] RO8 Bracket & Prediction Contest
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Game Theory for Starcraft Current Meta Simple Questions, Simple Answers Fighting Spirit mining rates
Other Games
General Games
PC Games Sales Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile General RTS Discussion Thread
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2127 users

[M] (2) Alpha Y

Forum Index > SC2 Maps & Custom Games
Post a Reply
Lunit
Profile Joined July 2010
United States183 Posts
Last Edited: 2012-05-15 04:48:18
May 14 2012 22:15 GMT
#1
[image loading]

Alpha Y is a 1v1 melee map. My idea behind the map was to create a map where bases were easier to take but the middle was harder to control. I wanted it more open but still in a way where its balanced and none of the races complain. The large ramp leading into the middle makes for some interesting scenarios and proves to work well. Even though there doesn't seem to be a lot of attack paths other than the center and the path that wraps around the fourth, the center ramp is open enough to create multiple angles to nullify the lacking attack paths. Watch towers in the center are defensible making it easier to hold and is usually the area being fought for. Sense if you control either of the towers it gives you certain expansion patterns.

Pictures and what not
(I'll reupload pictures later sense all the terrain changes)

Aesthetics have not been done yet just due to balancing but I plan on doing the best I can to pretty it up and making it look presentable. [ Ignore the obnoxious crystals, just filling space (: ]

Edit: fixed the path to the middle, added another path on 2 and 8 o'clock

Edit: Alright i'm pretty sure this is going to be almost certainly the final layout. After some testing with 1 tower I unfortunetly had to like it. I really wanted to keep two towers but with one it really works out better. I thought that with one tower everything would be focused in that spot too much but it doesn't. I also shifted the ramp leading to the side bases for easier access on the defenders side. The middle ground above the third is unpathable by the way for any confusion. Also the tower in the middle clears up any problems of having to much open ground.
PandaZerg
Profile Joined April 2012
Canada148 Posts
May 14 2012 22:27 GMT
#2
design is fresh and new!
FlaShFTW
Profile Blog Joined February 2010
United States10252 Posts
May 14 2012 23:14 GMT
#3
i think putting in 1 watchtower in the middle is better than the 2. with 2, you cant sneak by the extreme left and right areas.

also, i think there needs to be another ramp coming around the low ground 9/3 positions. with 2 paths to the lowe ground areas, one can just static defense that area while going on 4 bases ez.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Natespank
Profile Joined November 2011
Canada449 Posts
May 14 2012 23:25 GMT
#4
I love the map, but the lack of attack paths is disappointing. The many attack paths is one reason why cloud kingdom was so awesome.

Further, all the doodads in the peripheral could hurt framerates without contributing to the play experience.

Still, a pretty cool map.
Lunit
Profile Joined July 2010
United States183 Posts
May 14 2012 23:38 GMT
#5
Having one watch tower in center really hurts the map and its possibilities. With one tower you need only one point of control and fights would be over just that one spot. With two there's now two places to secure and also if only one is controlled it gives room for better engagements. I am going to now add an additional ramp to the 2 and 8 o'clock positions where there are minerals and flip the minerals around to the other side so there facing the ramp. This will add that extra path that's needed to give more opportunities to the players. This will help with counter attacks and surrounds and just an extra angle for attacks.

And no those doodads are not going to be there just was fooling around taking up space till I finished the layout of the map. Sorry for the blinding of mono-toned crystals
Cure2
Profile Joined May 2012
13 Posts
May 14 2012 23:46 GMT
#6
Hmm, I love the aesthetics man great job!

Along with what the above have said I kinda feel like Protoss can't really FFE in an obvious fashion. But I'm not really a Protoss player, I play random though so it would irk me slightly. A picture would be nice

We really need more icy/snowy maps on ladder. I love the look of every one I've seen on here.
Just chill, have fun.
moskonia
Profile Joined January 2011
Israel1448 Posts
May 15 2012 00:08 GMT
#7
I disagree about the 2 watch towers, they make it so if you have them both, you can't be surprised, there can not be sneak attacks at all. I think that if you want to keep 2 watch towers, you should move them a bit, the right one up, and the left one down, so they keep watching over the side paths, but there is a small space in the middle for units to pass not detected if you control them well.

All in all, this map looks really nice, it has an original concept, which is cool, and it is a snow map, which everyone loves even though I have to ask, is the high ground near the 3rd going to stay? if so it might be interesting thing to see, but not necessarily balanced. since it has a higher ground above it, it wont be like lost temple high ground, but its still a great place for tank drop that will be hard to destroy. Of course you might be planning to make it unpathable and I am just talking silly

What I do think is that it might get rough in the lategame, where the one with the middle can have 1-3 more expansions, depending on the control of the middle and game situation. But it can make nice games where starvation play is strong late in the game.

Oh and one last thing, if you decide to add another path at the 2 and 8 positions while it might encourage more active play and less turtle in the middle, I think right now turtling in the middle wont happen that much, cause there is so much space to cover, even though I might be mistaken. I think that adding more path will make taking a 4th extremely hard in PvZ since counter attacks and runbys will be easier, thus making turtle on 3base the standard play, which is not that good to watch.
PandaZerg
Profile Joined April 2012
Canada148 Posts
May 15 2012 00:10 GMT
#8
I like 2 watch towers personally.
Lunit
Profile Joined July 2010
United States183 Posts
May 15 2012 00:30 GMT
#9
new picture coming up of the fix
moskonia
Profile Joined January 2011
Israel1448 Posts
May 15 2012 00:45 GMT
#10
Hmm, after looking at the changed map, I see 2 contested bases, which will be very hard to take. I think that the two middle bases should be golds, for the simple fact that taking them will be very very hard and should reward for that risk.

Another thing you might think of doing is to remove a base from each side, since currently the bases are so cramped together it is crazy. If you remove the natural 4th it would make it you have to choose for a 4th between the corner base and the side base, but I am not sure at all about this anyways you might want to consider it.
Lunit
Profile Joined July 2010
United States183 Posts
May 15 2012 00:51 GMT
#11
Yes that was the problem when I had the ramp there before, what if I moved the ramp from the side bases (bottom right and top left closer like move it down so its easier to access. Quite the predicament.
TheSwamp
Profile Joined November 2010
United States1497 Posts
May 15 2012 00:53 GMT
#12
I love the aesthetics!
MLG: How is your Protoss? Idra: I make Blink Stalkers, so really, really good.
FlaShFTW
Profile Blog Joined February 2010
United States10252 Posts
May 15 2012 01:06 GMT
#13
Extra ramp addition is a great change. makes it so there are more possibilities to attack from.

again, i mean there will be lots of speculations on the 2 watch towers. for right now, leave them and see how it plays out.

great map. keep at it.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Lunit
Profile Joined July 2010
United States183 Posts
May 15 2012 03:27 GMT
#14
Concerning the two watch towers. When played out, if we are speaking almost maxed army's, your army is going to be at one of the towers. Now youll most likely have one unit at the other tower per say you have control of the entire mid. If say Zerg is counter attacking on the side path it could take that one unit at the watch tower out and they could then say send zerglings to attack the base of the other player before a fight ensues at mid.

The other case is one of the towers isn't controlled and a counter attack is easy and will not be spotted. I'll play some games with some friends to check out the new changes and see if I should move the watch towers but if i moved them outwards so it doesn't cover the middle the towers become less valuable because you wouldn't be able to see a army moving through the center.
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 15 2012 03:44 GMT
#15
On May 15 2012 07:27 PandaZerg wrote:
design is fresh and new!

i second this (: very cool layout, that middle empty highground might need some trimming though.
ntssauce
Profile Joined February 2011
Germany750 Posts
May 15 2012 10:58 GMT
#16
i like the old shattered temple style cliff at the third! it's a tactical element , but you don't kill someones second base but third where he should have the units to clean it up, so it's not that imba like on shattered!
MMA and Alive you are the best! | Goodbye ST_Sound ~
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
May 15 2012 12:25 GMT
#17
I would argue for a ramp from the higher ground to the lower ground next to the third. I do not mean that the cliff next to the third should have a ramp to the third, but should have a ramp to the even higher level.
I love.
Aunvilgod
Profile Joined December 2011
2653 Posts
May 15 2012 12:31 GMT
#18
The main and natural layout appears a bit small. How big is the main? Could you make a few closeups?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Lunit
Profile Joined July 2010
United States183 Posts
May 15 2012 19:18 GMT
#19
On May 15 2012 21:31 Aunvilgod wrote:
The main and natural layout appears a bit small. How big is the main? Could you make a few closeups?


I'm going to reupload the pictures soon. But for the actual size in game its about 1 1/2 screens big maybe even a little bit more. The natural is about 1 screen big. I haven't had any problems with it so far.


And to the idea of having the third connect via 2 ramps to the fourth. I did try that and really disliked the way it played. Makes holding the third awkward and takes away the feel i wanted the map to have.
Please log in or register to reply.
Live Events Refresh
Big Brain Bouts
17:00
#102
YoungYakov vs Jumy
TriGGeR vs Spirit
RotterdaM623
IndyStarCraft 604
Liquipedia
OSC
14:00
King of the Hill #234
SteadfastSC110
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 623
IndyStarCraft 604
Lowko509
SteadfastSC 110
Liquid`VortiX 94
BRAT_OK 45
MindelVK 21
DivinesiaTV 13
StarCraft: Brood War
Britney 24057
Rain 1978
Bisu 1964
Stork 518
Horang2 479
Shuttle 356
Larva 135
Mini 124
firebathero 118
Hyun 100
[ Show more ]
Aegong 69
Dewaltoss 60
Mind 59
Zeus 58
Killer 53
JYJ 50
910 49
ggaemo 46
Mong 36
Shinee 22
soO 18
JulyZerg 17
Yoon 16
GoRush 15
sorry 15
ajuk12(nOOB) 11
Sacsri 11
SilentControl 8
Dota 2
Gorgc6520
singsing4032
qojqva3463
Counter-Strike
Foxcn87
Other Games
FrodaN830
hiko535
crisheroes359
XaKoH 133
KnowMe94
Trikslyr64
Chillindude26
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• poizon28 29
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota236
League of Legends
• Nemesis3394
Other Games
• tFFMrPink 4
Upcoming Events
The PiG Daily
3h 20m
SHIN vs ByuN
Reynor vs Classic
TBD vs herO
Maru vs SHIN
TBD vs Classic
CranKy Ducklings
16h 20m
WardiTV 2025
17h 20m
Reynor vs MaxPax
SHIN vs TBD
Solar vs herO
Classic vs TBD
SC Evo League
18h 50m
Ladder Legends
1d 1h
BSL 21
1d 2h
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
1d 16h
Ladder Legends
1d 23h
BSL 21
2 days
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
2 days
[ Show More ]
Wardi Open
2 days
Monday Night Weeklies
2 days
WardiTV Invitational
4 days
Replay Cast
5 days
WardiTV Invitational
5 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 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.