• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:55
CET 14:55
KST 22:55
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw? Team Liquid Map Contest #22 - Presented by Monster Energy
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
ASL21 General Discussion RepMastered™: replay sharing and analyzer site mca64Launcher - New Version with StarCraft: Remast BGH Auto Balance -> http://bghmmr.eu/ Soulkey's decision to leave C9
Tourneys
[ASL21] Ro24 Group C [Megathread] Daily Proleagues [ASL21] Ro24 Group B 2026 Changsha Offline Cup
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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 Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1620 users

[M] (2) TPW Doomsday

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2012-05-30 14:32:35
May 20 2012 18:29 GMT
#1
[image loading]
TPW Doomsday
by Ragoo

Version 1.2 uploaded on NA & EU



[image loading]
Overview

Size: 124 x 144
Starting positions: 2
Bases: 8 full bases, 4 half bases (with rich gas)
Towers: 0

Analyzer pictures:
+ Show Spoiler [Analyzer] +
+ Show Spoiler [Overview] +
[image loading]

+ Show Spoiler [Nat2Nat] +
[image loading]


Hey beloved mapmaking community!

After quite some time of inactivity – at least regarding actually making maps – here is my new map Doomsday.
I used many things that I have been theorycrafting a lot in the past months and that I decided I would like to see in more maps:

- half base third to prevent the 3 base cap scenario where players just take 3 bases and have enough economy for 200/200 and everything without the need to expand further (similar logic to Barrin's 6m1g but less extreme obviously)

- bigger focus on positional play and defender's advantage through terrain; so because in SC2 the highground advantage is ridiculously bad past early game (blizzard, please do sth), this mainly comes down to a good distribution of open areas and chokes, making it hard to brute force your way into the enemy more often

- low amount if Circle Syndrome; while I don't see this problem in TPW/ESV maps anymore, many teamless mapmakers and Koreans oftentimes ignore this problem completely; while this CS doesn't need to be avoided 100% I can safely say that this map doesn't have any problems with this

- dead-end base that is quite far away from the actual battlefield and behind a small choke puts some more emphasis on harrassing (by air) than sending your whole deathball to deal with it

- emphasis on map control to control bases; now obviously I don't want to take this to the extreme like Antiga Shipyard where sometimes every base past the third feels like a winner base, but especially in 4p mirrored maps like Metropolis it makes it really turtly if you don't need to control the map at all to take up to 5 bases; in this map the highgrounds are clearly worth fighting for even tho as we know SC2 doesn't have any notable highground advantage and there is definitely good ways around the middle

Other notable features:
+ Show Spoiler [features] +
+ Show Spoiler [natural choke] +
[image loading]
Natural choke is rather small. Example wall-off with 2 gateways and a Zealot for a tight wall

+ Show Spoiler [third air border] +
[image loading]
While the natural is rather easy to air harrass because of the cliff over it, this changes a lot when you take your third and can defend air harrass easily from there since it's right next to the map border.
(still you need to watch out for air harrass coming to the main)


Close Ups:
+ Show Spoiler [closeups] +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Changelog:
+ Show Spoiler [changelog] +
1.1 – minor texturing and pathing changes
1.2 – added another base


Any comments, feedback, criticism, compliments and (constructive) insults are welcome!
Also a big shoutout to TPW, Timetwister and especially monitor from ESV for helping with this map!

Ragoo
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
May 20 2012 19:01 GMT
#2
Fourth and Fifth seem quite far out, looks like you'd need to control a lot of space to defend them. PArticularly since the natural fifth seems to be the one next to your opponent's base.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Shiger
Profile Joined March 2008
Sweden118 Posts
May 20 2012 19:26 GMT
#3
If you increase the width of the map you can increase the distance between your 4th (zerg 3rd) and the opponent's natural, which I think is a problem right now. Corner-expansions also need a little rework. Otherwise, I like idea. Good job.
Quidios || Jaedong Symbol Kangho Hero Byun SOS Dear
ArcticRaven
Profile Joined August 2011
France1406 Posts
May 20 2012 19:42 GMT
#4
I like all of your ideas a lot, except the natural choke. However, i am concerned about the fourth : it seems too close to the opponent and too far from the fourth, and the cliff above doesn't help.
[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!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 20 2012 19:43 GMT
#5
Impossible for Zerg/Toss to take a 5th base unless it's an early proxy/hidden base or something... otherwise it's easy for Terran to lift off and head on over to the semi-island.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ragoo
Profile Joined March 2010
Germany2773 Posts
May 20 2012 19:52 GMT
#6
On May 21 2012 04:43 IronManSC wrote:
Impossible for Zerg/Toss to take a 5th base unless it's an early proxy/hidden base or something... otherwise it's easy for Terran to lift off and head on over to the semi-island.


Semi-island actually means the ground path to it is blocked which is not the case

And I don't understand why it's impossible to take, care to explain?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Gfire
Profile Joined March 2011
United States1699 Posts
May 20 2012 20:22 GMT
#7
I like this map a lot. It features some of the things I've been thinking about in maps lately, and with good execution.

Every base seems to flow into the next, even if it's a bit difficult to expand. It feels like you can take a base, and then you need to control some space in front of it to really secure it, and then once you have that you get easier access to the nest base. Very well done, overall.
all's fair in love and melodies
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
May 20 2012 21:20 GMT
#8
theres only 4 and a half bases? even steppes of war had more. i think you need to add another expo or two
Aunvilgod
Profile Joined December 2011
2653 Posts
May 20 2012 21:45 GMT
#9
Finally a map with a red-grey colourstyle. Love it.

No idea how the gameplay would look like but it certainly looks strange.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
PandaZerg
Profile Joined April 2012
Canada148 Posts
May 20 2012 21:50 GMT
#10
i like the middle
Natespank
Profile Joined November 2011
Canada449 Posts
May 21 2012 04:46 GMT
#11
typos in OP
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 21 2012 05:03 GMT
#12
On May 21 2012 06:20 EcstatiC wrote:
theres only 4 and a half bases? even steppes of war had more. i think you need to add another expo or two


GOD DANGIT I HATE THESE COMMENTS!!!!

Sorry...

The amount of expos had literally nothing to do with why Steppes of War was bad. The problems originated from the nat-nat distance, the restricting middle, and the wide natural. No map needs more than 5 bases per player if its designed right, because games don't go longer than that most of the time- they don't need to.

That being said, I do think the fourth might be a bit difficult to defend the more I look. I now I suggested it in the first place, but I think you should consider some ways to make it easier to defend.
https://liquipedia.net/starcraft2/Monitor
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
May 21 2012 06:43 GMT
#13
Where are the rocks? You cant have this be a GSL map without the rocks man!

Not good enough, see me after class


On a more serious note, sick map, the natural/3rd setup is really really dangerous, curious how that will play out.
KCCO!
Aunvilgod
Profile Joined December 2011
2653 Posts
May 21 2012 07:48 GMT
#14
On May 21 2012 04:43 IronManSC wrote:
Impossible for Zerg/Toss to take a 5th base unless it's an early proxy/hidden base or something... otherwise it's easy for Terran to lift off and head on over to the semi-island.


I kinda agree with the liftoff. It is not gamebreaking at all in my opinion though.

I don´t see the problem with the hidden bases. No cheese? Why not?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-05-21 19:08:40
May 21 2012 19:06 GMT
#15
[image loading]

Circled in red, I strongly feel the entire area is going to cause a lot of problems. It is one thing if a third base were to be "cut off" and handled by the enemy opponent, but the entire area itself is extremely choked up. Assume for a second that your third got cut off and is being attacked. You can either A) surrender it, or B) Try to save it. If you try to save it (especially as a zerg player), it can be very hard to engage anywhere in the red circle. If I give anything constructive on it, it would be to re-work that area and make it a little more open so Zerg can have a fighting chance.

The other main issue I see is that siege units (whether doing a timed push on the natural or 3rd), can eventually park along the edge of the 3rd and seize the choke into the natural, or at least some of it it looks like.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
FlaShFTW
Profile Blog Joined February 2010
United States10342 Posts
May 21 2012 22:39 GMT
#16
AHHHH circle syndrome!!!

personally, i dont like the outer bases at top left, bot right. personally, i think you should get rid of it and add in a base in between the current 5th and the main in that low ground area.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
May 21 2012 23:26 GMT
#17
On May 22 2012 07:39 FlaShFTW wrote:
AHHHH circle syndrome!!!

personally, i dont like the outer bases at top left, bot right. personally, i think you should get rid of it and add in a base in between the current 5th and the main in that low ground area.


Please read this post I made about Circle Syndrome once. I think it's the easiest explanation to understand what CS and what it isn't, check out the examples.

I can assure you this map has no noteworthy CS.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 22 2012 02:05 GMT
#18
Yeah there really isn't any circle syndrome. And the corner bases are my favorite part of the map- they're 100% what sc2 needs right now imo. Not very vulnerable by ground and the can be defended w/ spores, cannons, etc. to stop drops. What they require is spreading out and controlling areas of the map. Definitely do not remove them.

The fourth could be an issue, as I said- I think either rocks or moving it farther from the opponent is the solution.
https://liquipedia.net/starcraft2/Monitor
Gfire
Profile Joined March 2011
United States1699 Posts
May 22 2012 02:29 GMT
#19
Maybe reduce the size of the wide ramp leading from the middle-ground by the fourth down into the low ground towards the opponent? If you know what I mean. Or do something creative like replace it with one single- and one double-wide ramp. I agree that it feels a bit too close to the enemy.
all's fair in love and melodies
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 22 2012 04:08 GMT
#20
i dont like the tiny tiles, but wow i really dig the layout, that highround by nat is a little scary though
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Kung Fu Cup
11:00
2026 Week 2
WardiTV856
TKL 224
SteadfastSC173
IndyStarCraft 163
Rex136
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko334
TKL 224
SteadfastSC 173
IndyStarCraft 163
Rex 136
StarCraft: Brood War
Britney 72422
Sea 26140
Calm 4788
Jaedong 2047
ggaemo 1057
Hyuk 851
Horang2 840
Mini 666
EffOrt 603
firebathero 489
[ Show more ]
Rush 438
Shine 383
actioN 359
ZerO 314
Light 291
Snow 211
Mind 171
Soma 153
Barracks 124
Sharp 99
ToSsGirL 84
Pusan 77
Aegong 48
Backho 46
sorry 43
Bale 17
ajuk12(nOOB) 16
zelot 16
IntoTheRainbow 15
Nal_rA 14
Terrorterran 14
910 11
GoRush 10
Noble 9
Rock 9
ivOry 9
eros_byul 1
Dota 2
Gorgc7446
BananaSlamJamma276
Counter-Strike
byalli411
x6flipin289
Heroes of the Storm
MindelVK13
Other Games
singsing1974
B2W.Neo921
hiko624
shoxiejesuss588
olofmeister535
crisheroes266
Fuzer 174
XaKoH 146
RotterdaM112
Hui .100
ArmadaUGS85
Sick82
QueenE63
kaitlyn13
ZerO(Twitch)12
Organizations
Dota 2
PGL Dota 2 - Main Stream41
StarCraft: Brood War
lovetv 12
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• iHatsuTV 3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV594
League of Legends
• Nemesis1035
• TFBlade641
Upcoming Events
Replay Cast
10h 5m
KCM Race Survival
19h 5m
The PondCast
20h 5m
WardiTV Team League
22h 5m
OSC
22h 5m
Replay Cast
1d 10h
WardiTV Team League
1d 22h
RSL Revival
2 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
2 days
Platinum Heroes Events
3 days
[ Show More ]
BSL
3 days
RSL Revival
3 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
3 days
BSL
4 days
Replay Cast
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
Light vs Calm
Royal vs Mind
Wardi Open
4 days
Monday Night Weeklies
5 days
OSC
5 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Rush vs PianO
Flash vs Speed
Replay Cast
6 days
Afreeca Starleague
6 days
BeSt vs Leta
Queen vs Jaedong
Liquipedia Results

Completed

Proleague 2026-03-24
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.