• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:31
CET 11:31
KST 19:31
  • 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
Behind the Blue - Team Liquid History Book8Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info6herO wins SC2 All-Star Invitational14
Community News
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)9Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April7Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0
StarCraft 2
General
https://www.facebook.com/Orivelle.Fungus.Pen.New.Z How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Rongyi Cup S3 - Preview & Info Behind the Blue - Team Liquid History Book Clem wins HomeStory Cup 28
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) WardiTV Mondays $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 512 Overclocked The PondCast: SC2 News & Results Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation
Brood War
General
Liquipedia.net NEEDS editors for Brood War BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Can someone share very abbreviated BW cliffnotes? StarCraft player reflex TE scores
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
ZeroSpace Megathread Diablo 2 thread Battle Aces/David Kim RTS Megathread EVE Corporation Nintendo Switch 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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1634 users

[M] (4) Crystal-Pool cave

Forum Index > SC2 Maps & Custom Games
Post a Reply
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2012-06-21 22:32:50
June 03 2012 13:31 GMT
#1
Hello Team liquid! today I want to present you with a map I worked quite a while now, it is a 2v2 map that is based for macro, it is not exactly symmetrical, but I can't see major imbalance.

Name: Crystal-Pool cave
Made by: Mosko
Published on: [EU]

Overview:
+ Show Spoiler +
[image loading]

Pretty pictures: (taken on gameplay view)
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


I wanted to make a 2v2 map since I think the 2v2 matchup is underrated and with better maps that are more macro oriented it will produce great games. You can read all about it in my discussion: http://www.teamliquid.net/forum/viewmessage.php?topic_id=334612

This map features 1 inbase expansion which has a backdoor, the inbase expo is the connection between the 2 separate mains, and thus each main has its own ramp. In total there are 8 bases + gold per team for a total for 18 bases in the whole map.

The map is pretty big with playable bounds of 188X165, but I think big distance will further allow macro play, which is what I strive for, so for now the long rush distance is something good.

Any tips, comments and constructive or positive criticism would be nice thank you for you time.

*Oh and one last thing, if anyone is willing to publish my map in any server he can, I would love to give him the map file
Gfire
Profile Joined March 2011
United States1699 Posts
June 03 2012 14:05 GMT
#2
I think it's a lot quicker for the attacker to bounce back and forth between the different entrances to the bases than it is for the defender. It could really cause some problems.

The layout seems pretty cool, though.
all's fair in love and melodies
moskonia
Profile Joined January 2011
Israel1448 Posts
June 03 2012 14:53 GMT
#3
the rocks half blocking the ramp for the 10 and 4 position players used to block it completely, but after play testing it a couple of times it turned out it made the distance between the 2 entrances to long, and it also made it hard to defend each other's expansions, since you had to go through the inner base. If it will clearly show this is to much then I will make small ramps in the hall between the bases to shorten the distance, but I don't think it is that bad.

Right now the distance between the lower part of the ramps is 22 sec for drone and the distance between the upper parts is 28 for drone, not much of a difference, but it could make the game, I'll think about it
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-06-03 15:41:14
June 03 2012 15:41 GMT
#4
It's possibly alright, but also the blocked ramp into the backdoor expo. If those rocks are taken down, you can move from one of the small ramps to that ramp very quickly on the outside. It may be as bad as blistering sands.
all's fair in love and melodies
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2012-06-03 17:08:44
June 03 2012 16:44 GMT
#5
Hmm... ok, I will make 2 small ramps to help defending, I hope it wont be to easy after that, but we will see

EDIT: after the change I feel like breaking the backdoor rocks would make it much better position for the attackers then before when they broke the rocks, but that too needs to be tested
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2012-06-03 17:36:32
June 03 2012 17:35 GMT
#6
The upload image tool is broken for me at least atm, so I will just say that made 1 width ramps very close to the backdoor, to help shorten the defensive distance between the small ramps. Also, I made a very interesting thing, I put 2 ultralisks blocking the small path that is left on the ramp with the rocks on it, that way workers can go through (so scouting this guy is a bit easier), while other units has to kill the ultralisks first, I think it is quite the feature :D

The ultralisks act sort of like small rocks, but with the added abillity to allow workers in without the need to break the ultralisks.
I wonder if people will use it
Gfire
Profile Joined March 2011
United States1699 Posts
June 03 2012 18:55 GMT
#7
Ultralisks? Why not like some eggs like in BW? They have high armor values so low tier units can't kill them very easily. It would probably be a little more easily accepted if they were eggs, too. Mobile units feels kinda weird.
all's fair in love and melodies
moskonia
Profile Joined January 2011
Israel1448 Posts
June 03 2012 19:06 GMT
#8
Well I tested, and they don't move so they work like a wall, sleeping ultralisk wall , and eggs would really favor Zerg, since roaches break these 10 armor things much faster then any other early game unit so it wont be fair play.
Gfire
Profile Joined March 2011
United States1699 Posts
June 03 2012 19:14 GMT
#9
Well, if it's still faster to take out the rocks than the eggs, even for roaches, then it probably wouldn't really matter. Zerg would be the race that needs open space more to being able to take down the eggs faster would probably be a good thing. If there are enough eggs that it would be more effective to take down the rocks, then I think it would be okay.
all's fair in love and melodies
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
June 03 2012 21:19 GMT
#10
I've been watching this thread trying to think of ways to kind of make the two separate main bases work. The layout is pretty cool and its a very interesting way to approach separate bases, but the way I see it there are two main issues with separate mains-
1. As Gfire pointed out, it is often easier for the attacker to switch back and forth between base entrances
2. It is easy to forcefield one teammate into their base and focus on the other.

All of the ladder maps with separate bases have been removed with the exception of Scorched Haven where the nats are tucked behind the main ramps and players should be able to overlook their ramps and see any units coming. I'm actually having trouble trying to wrap my mind around how a potential engagement might go on this map, with all the attack paths backdoors etc. It does seem difficult to orchestrate a defense of the naturals.

I would suggest trying to simplify things, rather than make them more complicated. I drew some sketches of how I thought a base layout might work with separate mains, just for the sake of brainstorming.

+ Show Spoiler +
[image loading]
~ ~ <°)))><~ ~ ~
moskonia
Profile Joined January 2011
Israel1448 Posts
June 03 2012 21:52 GMT
#11
TheFish, I think you got it wrong, the 2 mains are connected with an inbase expansion, your drawing might be cool to try in a new map, but I think the current design for my map works, especially with the new shorter path from main to main (can't upload new pics for some reason, might work tomorrow).

If the FF one player, then the other will soon come through the inbase expansion to help. If your talking about a situation with 5bases for a team, then it should still be pretty easy to stop incoming attack, since there are 2 entrances, 2 blocked at the start, and with taking atleast the closest tower, you can combine the forces and defend where you need, I really don't want to make major redesigns unless the map turns out to be unplayable, and from what I seen so far its not that bad.

I think the base layouts you drew seem cool, but 5bases with only 2 entrances that are pretty close to each other would make turtle style to strong, and it will make 2v2 much like 1v1 turtle maps, I think at least 3 entrances are needed, maybe 1 with rocks on it.
moskonia
Profile Joined January 2011
Israel1448 Posts
June 04 2012 20:54 GMT
#12
Made a new version and uploaded the aesthetics pics. After some feedback I decided to try something, now instead of the path leading to the inbase expo being blocked, the main ramps are, but only with immortals, so it could be cleared fast, you can still send workers through the main ramps via mineral walk, so scouting is easier at the start.
Callynn
Profile Joined December 2010
Netherlands917 Posts
June 04 2012 21:34 GMT
#13
Always good to see another 2v2 submission, I'm actually working on one myself and taking your points into consideration.
Looks pretty good for a layout, but the aesthetics could use some more polishing after the testing is done.

I test 2v2 maps and submit feedback on them whenever I have the time with my partner, which will start to occur more often when I'm done with my exams and thesis for this year.
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.
moskonia
Profile Joined January 2011
Israel1448 Posts
June 04 2012 22:02 GMT
#14
On June 05 2012 06:34 Callynn wrote:
Always good to see another 2v2 submission, I'm actually working on one myself and taking your points into consideration.
Looks pretty good for a layout, but the aesthetics could use some more polishing after the testing is done.

I test 2v2 maps and submit feedback on them whenever I have the time with my partner, which will start to occur more often when I'm done with my exams and thesis for this year.

I don't really know what to do with the aesthetics, everything is so dark, I have made some pools with crystals in them, plants and trees near those, but for the most of the map there is only dirt. I have tried to play with the hight, made it bumpy and painted some pebbles terrain in some places. But it is still pretty dull, any ideas on what to do?

Anyways I always try to get people to play my map for extra testing and I would love to help test other maps, I remember someone suggesting a channel name MeleeMapTesting, or something similar, I think that would help alot to get map testers.
moskonia
Profile Joined January 2011
Israel1448 Posts
June 14 2012 14:02 GMT
#15
Hey people, I just released a new version and I think I got it what to do with the dull colors, I have a added plenty of crystals around the map to lighten things up, it should be brighter and more colorful now

I have also went back to the original design of 2 normal ramps with a backdoor and no shenanigans like before with natural units
PandaZerg
Profile Joined April 2012
Canada148 Posts
June 14 2012 15:22 GMT
#16
looks good for 2v2
Please log in or register to reply.
Live Events Refresh
Replay Cast
09:00
Rongyi Cup S3 - Playoffs Day 4
CranKy Ducklings118
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Livibee 52
herO (Afreeca) 27
StarCraft: Brood War
Sea 9030
Calm 5591
Hyuk 1796
Bisu 1159
BeSt 510
Flash 486
Horang2 450
JulyZerg 434
JYJ 422
Larva 404
[ Show more ]
Soma 309
actioN 207
Zeus 188
Sharp 150
EffOrt 138
PianO 105
Pusan 74
Mini 72
Rush 61
hero 57
ggaemo 45
Mind 44
Sea.KH 43
Backho 40
ToSsGirL 38
Soulkey 33
Shuttle 27
Free 27
Shinee 26
ZerO 26
sorry 22
910 21
HiyA 20
soO 19
GoRush 17
Bale 17
Noble 16
Movie 15
SilentControl 8
Dota 2
ODPixel111
NeuroSwarm99
febbydoto5
Counter-Strike
olofmeister1350
shoxiejesuss1251
zeus811
allub252
kRYSTAL_63
Super Smash Bros
Mew2King111
Other Games
summit1g9919
singsing1355
ceh9562
crisheroes176
Sick74
ZerO(Twitch)6
Organizations
Other Games
BasetradeTV80
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 8
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Wardi Open
1h 30m
Monday Night Weeklies
6h 30m
Replay Cast
13h 30m
Sparkling Tuna Cup
23h 30m
LiuLi Cup
1d
Reynor vs Creator
Maru vs Lambo
PiGosaur Monday
1d 14h
Replay Cast
1d 22h
LiuLi Cup
2 days
Clem vs Rogue
SHIN vs Cyan
The PondCast
2 days
KCM Race Survival
2 days
[ Show More ]
LiuLi Cup
3 days
Scarlett vs TriGGeR
ByuN vs herO
Replay Cast
3 days
Online Event
3 days
LiuLi Cup
4 days
Serral vs Zoun
Cure vs Classic
RSL Revival
4 days
RSL Revival
4 days
LiuLi Cup
5 days
uThermal 2v2 Circuit
5 days
RSL Revival
5 days
Replay Cast
5 days
Sparkling Tuna Cup
5 days
LiuLi Cup
6 days
Replay Cast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL 2025 WINTER (S19)
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
LiuLi Cup: 2025 Grand Finals
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
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.