• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:44
CEST 09:44
KST 16:44
  • 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
[ASL22] Ro4 Preview: Mirror Mirror4[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)75Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3
StarCraft 2
General
StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) How do you feel about the mass reverts in the 5.0.17 PTR? Weekly Cups Results (Sep 28-Oct 4) SC4ALL: II SC2 Complete Invited Player Lineup Back to SC2 after 14 years - Protoss CTRL groups?
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) ISSL (IntoTheTV x SOOP SC2 League): Premier Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Grand Finals Sea Duckling Open (Global, Bronze-Diamond)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 546 Catch the Train The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble
Brood War
General
Sagi.gg Launcher Released 20-year-old Valorant player starting StarCraft Bot on ladder BGH Auto Balance -> http://bghmmr.eu/ Fantasy returning?
Tourneys
[ASL22] Semifinal B [ASL22] Semifinal A [Megathread] Daily Proleagues [ASL22] Ro8 Day 4
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Dating: How's your luck? Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9066 users

[M] (2) Colonial - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-06-18 20:16:44
June 18 2012 19:08 GMT
#21
On June 18 2012 00:11 PandaZerg wrote:
I liked by far the older. Older had a very unique design and it was fresh and cool. Too bad it is not on US (NA) atm to test it. I would like to play on the older version...
EDIT: The newer looks good too, it's just that I liked more the original version.


I think that's doable

EDIT: both versions are up on NA as Colonial and Colonial II
http://mentalbalans.se/aggedesign
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
Last Edited: 2012-06-18 19:25:19
June 18 2012 19:24 GMT
#22
To note:

1- The map is huge. Not necessarily a "bad" thing, but just kind of :/
2- The third base is deceptively hard to hold. Having to move your entire army between the fairly open natural and the third through a teeny choke isn't good.
3- The fourth high-ground is too close to the third. IMO, you should tuck the third away by the side of the main, and fix the path between third-nat. It'll make the third easier to hold, and the fourth a bit harder.
4- 3 watchtowers make it impossible for any counter attacks to happen through any paths. Take off the central tower, then you allow at least some sort of sneak-ability.


While a fun concept, I don't foresee this map being very playable at a competitive level- it's too big and the above issues make it fairly unbalanced.

Edit- for perspective, this map is bigger than Tal'Darim, Atlantis Spaceship, and even Whirlwind.
Insomni7
Profile Joined June 2011
667 Posts
June 18 2012 19:54 GMT
#23
Please please publish this to NA, I would love to play this with some friends. I'd even be willing to do it if you need someone with an NA account.
Never Forget.
Aunvilgod
Profile Joined December 2011
2653 Posts
June 18 2012 21:00 GMT
#24
Colonial II is really cool, but I would suggest to make the center bases normal and the more tucked back bases 6m1hyg.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 18 2012 21:04 GMT
#25
On June 19 2012 04:24 DYEAlabaster wrote:
Edit- for perspective, this map is bigger than Tal'Darim, Atlantis Spaceship, and even Whirlwind.

It isn't, actually. One dimension of the map is larger than those maps, but the other is considerably shorter. It's probably equal in size to Atlantis overall, but is nowhere near as big as Tal'Darim Altar or Whirlwind, and you don't have to scout their position, as it's a 2p map. The aptest of your comparisons is to Atlantis, the other 2 are worlds apart.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Meltage
Profile Joined October 2010
Germany613 Posts
June 18 2012 21:34 GMT
#26
On June 19 2012 04:24 DYEAlabaster wrote:
To note:

1- The map is huge. Not necessarily a "bad" thing, but just kind of :/
2- The third base is deceptively hard to hold. Having to move your entire army between the fairly open natural and the third through a teeny choke isn't good.
3- The fourth high-ground is too close to the third. IMO, you should tuck the third away by the side of the main, and fix the path between third-nat. It'll make the third easier to hold, and the fourth a bit harder.
4- 3 watchtowers make it impossible for any counter attacks to happen through any paths. Take off the central tower, then you allow at least some sort of sneak-ability.


While a fun concept, I don't foresee this map being very playable at a competitive level- it's too big and the above issues make it fairly unbalanced.

Edit- for perspective, this map is bigger than Tal'Darim, Atlantis Spaceship, and even Whirlwind.


I made those changes already. See Colonial II. However, I lost good attack paths and some core stuff in the layout in the process, so I'll prob make a third version. I need feedback from playtesters first, though.

The map is much smaller than tal'darim
http://mentalbalans.se/aggedesign
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
June 18 2012 21:39 GMT
#27
I agree with others, too narrow and splitty.
ModeratorI am still alive, somehow
TL+ Member
PlacidPanda
Profile Joined September 2011
United States246 Posts
June 18 2012 23:14 GMT
#28
Very cool liked the first one, i would like it if you connected the third and the the land next to it with a bridge through the space to open the map up more because currently it feels a bit cramped for counter attacks and the like.
Squirtle Hwaitting!!
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-06-19 15:03:39
June 19 2012 15:02 GMT
#29
Recent Changes:

* Pathing was done (although doodads do not always indicate whats pathable and not)

* The ramps into the middle with rocks have been widened to 3x ramps from 2x ramps.

* The middle tower was removed and the path trough that area was widened.

* There's a small line of LoSB on the plateau by the towers

* The mains were made slightly smaller.

* The nat backdoor destr debris were removed. In additon, the path next to the main and the backdoor ramp was widened a few units.

* The ramp between CCW 3rd and CCW 4th was adjusted

I plan on more changes, obv. Currently, I want to reduce main size, move the CCW third closer to the main and reduce the map size to at least 180 width from 200. Some airspace along the west and east map borders will be cut in the process.
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-06-24 19:24:38
June 24 2012 19:17 GMT
#30
Map update

Map was updated to Colonial 0.3 on EU and NA

[image loading]

Compare to older version, 0.2:
+ Show Spoiler +
[image loading]


- Map size was changed to 184x106 from 200x116
- CCW third moved closer to nat backdoor ramp
- Mains rezised from 50ish to 40ish CCs. Now have more air space on one side, but none on the other.
- Centre low ground now has two bridges instead of one
- There is a ground circle-path around the tower, and vision blockers placed accordingly.
- Ramps into the middle with rocks are now 4x sized (2x sized with rocks)
http://mentalbalans.se/aggedesign
FlaShFTW
Profile Blog Joined February 2010
United States10569 Posts
June 24 2012 19:38 GMT
#31
damn that green area looks so complex lol. i really like this map. has an optional 3rd if you like to get closer to your opponent (dont know why but ok xD). i still feel that this map is too easily splitable. i suggest moving the base next to the natural and move it more to the 6.5/12.5 base or even 7/1 to make this less splity.

because of the enormously long rush distances, the double bases in the corners need to be moved closer to the opponents bases. this will result in you not just throwing up bases and your opponent cant really apply any pressure towards it.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 24 2012 20:02 GMT
#32
I like the towers and the half base much better now. Also like the new middle route.

I still don't like that the half base essentially covers the two expansions behind it, and it has a tower in front of it, but the new openness really changes how effective it is in that role, so it's okay.

Watching a TvZ push unfold on this map would be pretty cool almost every time. ;D
Comprehensive strategic intention: DNE
Meltage
Profile Joined October 2010
Germany613 Posts
June 30 2012 20:28 GMT
#33
The tower in front of the half-base is a vulnerability as well as a protection, depending on whos controlling it. I had that and the openess in mind when redesigning that area. I wonder if the first 3 CW bases are too vulnerable to air and if I should move everything closer to that map edge, to decrease air space behidn nat and main, but increase it in the other end
http://mentalbalans.se/aggedesign
CamoPillbox
Profile Joined April 2012
Czech Republic229 Posts
June 30 2012 22:13 GMT
#34
i love this map best concep long time i see maybe bloodlords here bit op but still i like it......
Czech Terran(Hots) player
Meltage
Profile Joined October 2010
Germany613 Posts
July 05 2012 14:59 GMT
#35
Map Update
ver 0.4 on EU and NA

- Lighting changed to Tarsonis standard lighting from Castanar lighting.
Castanar lighting is very dark on some comps).

- Fixed a bug that allowed small/tiny untis to pass on the inside of the destructible rocks on the ramps towards the middle

- Fixed dependency settings to standard
The map was first made in the SCII Arcade Beta Editor, then carried over to the normal one, which caused the map to loose the Liberty Multiplayer Mod-dependencies.
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-07-10 11:08:58
July 09 2012 10:58 GMT
#36
Updated VODs

Mappers Monthly, July 8th

http://sv.twitch.tv/veloh15/b/324177966

The last game is on Colonial II, picked by SCSLyra
http://mentalbalans.se/aggedesign
Fishriot
Profile Joined May 2010
United States621 Posts
July 10 2012 12:28 GMT
#37
I love the aesthetics. The drastic changes in terrain type remind me a lot of testbug.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 16m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
actioN 623
GuemChi 411
Leta 372
BeSt 163
Soma 93
sSak 38
910 38
sorry 37
Bale 23
yabsab 15
[ Show more ]
ajuk12(nOOB) 14
Noble 13
ZergMaN 10
Dota 2
febbydoto5
League of Legends
JimRising 538
Counter-Strike
shoxiejesuss537
ceh9509
Super Smash Bros
Mew2King112
Other Games
summit1g8432
olofmeister646
Happy312
Trikslyr20
Organizations
Other Games
gamesdonequick480
Dota 2
PGL Dota 2 - Main Stream31
[ Show 13 non-featured ]
StarCraft 2
• killerbeecast34
• Letter145
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2239
League of Legends
• Stunt415
Other Games
• Shiphtur370
Upcoming Events
Kung Fu Cup
3h 16m
Patches Events
8h 16m
The PondCast
1d 2h
INu's Battles
1d 3h
Percival vs SHIN
Zoun vs herO
OSC
1d 14h
Replay Cast
1d 15h
OSC
2 days
BSL: Ladder Tournament
3 days
Sparkling Tuna Cup
4 days
Patches Events
4 days
[ Show More ]
BSL Open Qualifier
4 days
BSL Open Qualifier
4 days
WardiTV Weekly
6 days
PiGosaur Cup
6 days
Liquipedia Results

Completed

CSL 2026 AUTUMN (S22)
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
Acropolis #5 - GSB
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
HCC Season 3
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
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.