• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:06
CEST 00:06
KST 07:06
  • 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
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview7[ASL21] Finals Preview: Two Legacies21
Community News
Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611Douyu Cup 2026: $20,000 Legends Event (June 26-28)10[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0
StarCraft 2
General
TL Poll: How do you feel about the 5.0.16 PTR balance changes? Code S Season 2 (2026) - RO8 Preview Updates to The Core/Core Lite for v5.0.16? RSL: S6 Finals played at BlizzCon 2026 Weekly Cups (June 8-14): Clem and Solar double, PTR tested
Tourneys
GSL CK #4 20-21th June Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond)
Strategy
[G] Having the right mentality to improve
Custom Maps
Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
vespene.gg — BW replays in browser Where is EffOrt? BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Quality of life changes in BW that you will like ?
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Relatively freeroll strategies Creating a full chart of Zerg builds Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Beyond All Reason ZeroSpace Megathread Total War: Warhammer 40K Path of Exile
Dota 2
Looking for a Dota Mentor 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
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread [H]Internet/Gaming Cafe Tips and Tricks Trading/Investing Thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT] NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Does Workplace Frustration D…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11102 users

[M] (6) Hextower (1v1 map) - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 All
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 16 2012 12:56 GMT
#41
On June 16 2012 21:15 moskonia wrote:
LOL! just realized the center looks like an eye

Anyways, I don't think the map is to big, what is the distance between the main ramps?


Yeah I want to know that as well, but the thing is the map analyzer doesnt work for me for some reason... Can anyone do it?

Haha it does, I tried to make it as symmetrical as possible, but i dont think complete symmetry is necesary, if you look at blizz maps they're not completely symmetrical.
Mapmaker of Frost, Fruitland and Bridgehead
moskonia
Profile Joined January 2011
Israel1448 Posts
June 16 2012 13:00 GMT
#42
You can manually check the distance by checking how much time it takes for a worker to reach from main ramp to main ramp and comparing it to the known values of this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=324475
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 17 2012 01:15 GMT
#43
On June 16 2012 22:00 moskonia wrote:
You can manually check the distance by checking how much time it takes for a worker to reach from main ramp to main ramp and comparing it to the known values of this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=324475


Ok. That seems like a good idea. WIll try that out. Thanks!
Mapmaker of Frost, Fruitland and Bridgehead
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 17 2012 01:50 GMT
#44
I'm back with the results!
Some interesting things I found:
- Surprisingly, every "closer" spawns all had the same rush distance of 41! I was so shocked.
- Cross spawns have different rush distances, but I think it's ok to have them different because it's cross spawn.
- none of the scouting patterns actually go thru the watchtower! (from ramp to ramp pathing only though)
- Main to ramp is quite similar except for the top and the bottom.
[image loading]
Mapmaker of Frost, Fruitland and Bridgehead
moskonia
Profile Joined January 2011
Israel1448 Posts
June 17 2012 12:55 GMT
#45
These are very standard timings, the map size is good, don't change it
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 18 2012 01:01 GMT
#46
On June 17 2012 21:55 moskonia wrote:
These are very standard timings, the map size is good, don't change it


The distances are from main ramp to main ramp, which kinda worries me a little. Do you think natural to natural dist would be fine?
Mapmaker of Frost, Fruitland and Bridgehead
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 24 2012 07:43 GMT
#47
New Update to the Map!
[image loading]
- Changed the Barriers in the Center so they're clearer for the players
- Filled in spaces between ramps so things like blink stalkers getting stuck there cannot happen anymore
- Changed some looks!
Mapmaker of Frost, Fruitland and Bridgehead
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
June 24 2012 08:23 GMT
#48
Cool map
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 25 2012 10:41 GMT
#49
On June 24 2012 17:23 Bswhunter wrote:
Cool map


Thanks.
Also, Map Update:
[image loading]
Every ramp except the center ones have been standardized (T.T)
There is now a guide in the loading screen that tells you about the map.
Mapmaker of Frost, Fruitland and Bridgehead
xTrim
Profile Joined April 2011
472 Posts
June 25 2012 12:12 GMT
#50
I can imagine tanks on the high ground at the third (?) (which is blocked by the minerals) being a hell to clear up. Some sort of siege tank all in vs 1 rax CC can be devastating.
Guardian85
Profile Joined May 2012
162 Posts
Last Edited: 2012-06-25 12:36:11
June 25 2012 12:33 GMT
#51
Less is more, one universal rule says: once something becomes to complicated, it has to be made simple.
I understand you've put a lot of work into this.
So i commend you for the great effort, but sometimes one have to give up that shiny idea, and look at it from a different perspective.
Keep up the enthusiasm, and try again
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2012-06-26 00:53:37
June 26 2012 00:51 GMT
#52
On June 25 2012 21:12 xTrim wrote:
I can imagine tanks on the high ground at the third (?) (which is blocked by the minerals) being a hell to clear up. Some sort of siege tank all in vs 1 rax CC can be devastating.

You cannot hit the natural from the high ground. I understand it'll be difficult to clear up though.
I guess if you see this coming you should clear the mineral fields? I haven't seen enough games to be sure, though.

On June 25 2012 21:33 Guardian85 wrote:
Less is more, one universal rule says: once something becomes to complicated, it has to be made simple.
I understand you've put a lot of work into this.
So i commend you for the great effort, but sometimes one have to give up that shiny idea, and look at it from a different perspective.
Keep up the enthusiasm, and try again

What? firstly, you're contradicting yourself, you said it has to be made simple, and then you said to give up... Doesn't make sense. Also, I don't think you're in a position to tell people to give up what they're doing; plus, you haven't given ANY reason why, probably because you don't understand much about mapmaking.
Mapmaker of Frost, Fruitland and Bridgehead
FlaShFTW
Profile Blog Joined February 2010
United States10478 Posts
June 26 2012 01:00 GMT
#53
On June 26 2012 09:51 kim9067 wrote:
Show nested quote +
On June 25 2012 21:12 xTrim wrote:
I can imagine tanks on the high ground at the third (?) (which is blocked by the minerals) being a hell to clear up. Some sort of siege tank all in vs 1 rax CC can be devastating.

You cannot hit the natural from the high ground. I understand it'll be difficult to clear up though.
I guess if you see this coming you should clear the mineral fields? I haven't seen enough games to be sure, though.

Show nested quote +
On June 25 2012 21:33 Guardian85 wrote:
Less is more, one universal rule says: once something becomes to complicated, it has to be made simple.
I understand you've put a lot of work into this.
So i commend you for the great effort, but sometimes one have to give up that shiny idea, and look at it from a different perspective.
Keep up the enthusiasm, and try again

What? firstly, you're contradicting yourself, you said it has to be made simple, and then you said to give up... Doesn't make sense. Also, I don't think you're in a position to tell people to give up what they're doing; plus, you haven't given ANY reason why, probably because you don't understand much about mapmaking.

calm down you two. a map is a map. you dont have to give up on anything. guardian dont tell others to give up and stuff until you make a map yourself and see how it feels.

kim, keep going with this. submit it to MotM if you want. Its come a long way. Why waste your efforts here?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Sjokola
Profile Joined November 2010
Netherlands800 Posts
June 29 2012 03:16 GMT
#54
On June 26 2012 10:00 FlaShFTW wrote:
Show nested quote +
On June 26 2012 09:51 kim9067 wrote:
On June 25 2012 21:12 xTrim wrote:
I can imagine tanks on the high ground at the third (?) (which is blocked by the minerals) being a hell to clear up. Some sort of siege tank all in vs 1 rax CC can be devastating.

You cannot hit the natural from the high ground. I understand it'll be difficult to clear up though.
I guess if you see this coming you should clear the mineral fields? I haven't seen enough games to be sure, though.

On June 25 2012 21:33 Guardian85 wrote:
Less is more, one universal rule says: once something becomes to complicated, it has to be made simple.
I understand you've put a lot of work into this.
So i commend you for the great effort, but sometimes one have to give up that shiny idea, and look at it from a different perspective.
Keep up the enthusiasm, and try again

What? firstly, you're contradicting yourself, you said it has to be made simple, and then you said to give up... Doesn't make sense. Also, I don't think you're in a position to tell people to give up what they're doing; plus, you haven't given ANY reason why, probably because you don't understand much about mapmaking.

calm down you two. a map is a map. you dont have to give up on anything. guardian dont tell others to give up and stuff until you make a map yourself and see how it feels.

kim, keep going with this. submit it to MotM if you want. Its come a long way. Why waste your efforts here?

I totaly agree. I like this idea so much. It would be a waste if you'd let go.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 01 2012 00:38 GMT
#55
On June 29 2012 12:16 Sjokola wrote:
Show nested quote +
On June 26 2012 10:00 FlaShFTW wrote:
On June 26 2012 09:51 kim9067 wrote:
On June 25 2012 21:12 xTrim wrote:
I can imagine tanks on the high ground at the third (?) (which is blocked by the minerals) being a hell to clear up. Some sort of siege tank all in vs 1 rax CC can be devastating.

You cannot hit the natural from the high ground. I understand it'll be difficult to clear up though.
I guess if you see this coming you should clear the mineral fields? I haven't seen enough games to be sure, though.

On June 25 2012 21:33 Guardian85 wrote:
Less is more, one universal rule says: once something becomes to complicated, it has to be made simple.
I understand you've put a lot of work into this.
So i commend you for the great effort, but sometimes one have to give up that shiny idea, and look at it from a different perspective.
Keep up the enthusiasm, and try again

What? firstly, you're contradicting yourself, you said it has to be made simple, and then you said to give up... Doesn't make sense. Also, I don't think you're in a position to tell people to give up what they're doing; plus, you haven't given ANY reason why, probably because you don't understand much about mapmaking.

calm down you two. a map is a map. you dont have to give up on anything. guardian dont tell others to give up and stuff until you make a map yourself and see how it feels.

kim, keep going with this. submit it to MotM if you want. Its come a long way. Why waste your efforts here?

I totaly agree. I like this idea so much. It would be a waste if you'd let go.


Thanks, you gave me a confidence booster. I'm working on a few more changes, such as the airspace between the main and the naturals, which some spawns have more than others.
Mapmaker of Frost, Fruitland and Bridgehead
Sjokola
Profile Joined November 2010
Netherlands800 Posts
Last Edited: 2012-07-01 11:10:10
July 01 2012 01:24 GMT
#56
I'm coming off of a bad arm injury, otherwise I would try it out w/ friends and give some feedback.
BluePanther
Profile Joined March 2011
United States2776 Posts
July 01 2012 02:13 GMT
#57
This looks solid, Polish up the visuals and submit it to MotM when you can, I like it, and it looks competitive
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 02 2012 00:32 GMT
#58
On July 01 2012 10:24 Sjokola wrote:
I'm coming off of a bad arm injury, otherwise I would try it out w/ friends and give some feedback.


Thanks for giving me support on my map. I know it's very unconventional, so it may look like it's unplayable, but I want to try my best at it.


On July 01 2012 11:13 BluePanther wrote:
This looks solid, Polish up the visuals and submit it to MotM when you can, I like it, and it looks competitive


I don't know what to do with the visuals actually, hopefully a pro can help me out xP
Mapmaker of Frost, Fruitland and Bridgehead
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 04 2012 10:48 GMT
#59
Map Update:

-Equalized map boundary between main and natural
-Equalized natural size
-Equalized the central bases, the top and the bottom ones
-Fixed Starting positions so that they are all visible now
[image loading]
Mapmaker of Frost, Fruitland and Bridgehead
Prev 1 2 3 All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 54m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech159
BRAT_OK 75
CosmosSc2 35
StarCraft: Brood War
Sea 319
Artosis 132
Dota 2
monkeys_forever309
canceldota80
Super Smash Bros
hungrybox293
Other Games
Grubby4727
shahzam565
FrodaN438
C9.Mang0287
mouzStarbuck206
ROOTCatZ159
ViBE51
Trikslyr41
OptimusSC27
minikerr1
Organizations
Dota 2
PGL Dota 2 - Main Stream2808
Other Games
BasetradeTV246
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 69
• musti20045 32
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• blackmanpl 15
• FirePhoenix6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota2814
League of Legends
• TFBlade1195
Other Games
• imaqtpie837
• Shiphtur220
Upcoming Events
PiGosaur Cup
1h 54m
Replay Cast
10h 54m
The PondCast
1d 11h
OSC
2 days
CranKy Ducklings
2 days
GSL
3 days
Maru vs ShoWTimE
Classic vs Reynor
herO vs Lambo
Solar vs Clem
BSL22 NKC (BSL vs China)
3 days
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
Replay Cast
4 days
GSL
4 days
Patches Events
4 days
[ Show More ]
BSL22 NKC (BSL vs China)
4 days
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Replay Cast
5 days
WardiTV Weekly
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-06-15
uThermal 2v2 2026 Main Event
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 2026
Heroes Pulsing #2
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
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.