• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:05
CET 04:05
KST 12:05
  • 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
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation0Weekly Cups (Nov 3-9): Clem Conquers in Canada3SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
Terran 1:35 12 Gas Optimization Mech is the composition that needs teleportation t Craziest Micro Moments Of All Time? Weekly Cups (Nov 3-9): Clem Conquers in Canada SC: Evo Complete - Ranked Ladder OPEN ALPHA
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
Terran 1:35 12 Gas Optimization FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET [ASL20] Grand Finals [Megathread] Daily Proleagues
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1398 users

[M] (2) oZz Orbit Brutus <WIP>

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2012-08-01 08:41:56
June 18 2012 13:57 GMT
#1
[image loading]



Overview

[image loading]



Map Details

                  Name Orbit Brutus
                  Version 0.2
                  Bounds 150x166
                  Bases 12
                  Published Privately; soon on US and SEA

Map of the month update! Aesthetics have been mostly completed and the lighting has been updated. Notable changes include:
                   Bounds decreased.
                   Chokes created and removed in certain areas.
                   Third Base significantly tighter.
                   Orientation of LOSB's changed outside third.
                   High ground between natural and fifth made into low ground (path from natural still exists via ramp.
                   LOSB's added between path from middle to fourth.
                   Destructible debris added to ramps from center to high ground near natural (not blocking).
                   Rocks removed from small path to fifth.
                   High ground pod (with ramp) behind sixth base.
                   Mid ground pods between low ground and high ground main, to allow cliff-walking in places.
                   Added three hidden crows to be found. Enjoy that one :D


It takes 1 creep tumour to connect a Zerg's main to it's natural, 2 to connect that natural to the third, and another 3 to connect the third to the fourth. The choke at the natural can be blocked in multiple ways, either with three 3x3 buildings, or you can leave a gap. Also behind the third is a small high ground pod that a Terran can drop onto to harass the mineral line, but the pod is not too large.



Analyzer Image

+ Show Spoiler [Click for image] +

[image loading]




Gameplay Images

+ Show Spoiler [Click for image] +

[image loading]
[image loading]
[image loading]




Eye Candy

+ Show Spoiler [Click for image] +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]





Previous Versions


+ Show Spoiler [Version 0.1] +

[image loading]



Overview

[image loading]



Map Details

Name Orbit Brutus
Version 0.1
Bounds 160x162
Bases 12
Published Privately; soon on US and SEA

This map originally started out a lot smaller but had a lot of issues with CS and having your fifth directly under the main, so it became necessary to increase the bounds and space out the map, overall I believe the map has turned out fairly well but I need your feedback to make it great! Currently I do not have any huge concerns but i am a little blind so help me out! Thanks for checking out my map and hope to hear from you all! Aesthetics Incomplete

It takes 1 creep tumour to connect a Zerg's main to it's natural, 2 to connect that natural to the third, and another 3 to connect the third to the fourth. The choke at the natural can be blocked in multiple ways, either with three 3x3 buildings, or you can leave a gap. Also behind the third is a small high ground pod that a Terran can drop onto to harass the mineral line, but the pod is not too large.



Analyzer Image

+ Show Spoiler [Click for image] +

[image loading]




Gameplay Images

+ Show Spoiler [Click for image] +

[image loading]
[image loading]
[image loading]




Eye Candy

+ Show Spoiler [Click for image] +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Retired Mapmaker™
Aunvilgod
Profile Joined December 2011
2653 Posts
June 18 2012 14:07 GMT
#2
Nice texturing. I think the 4th etc. bases are fine, I´d rather bother with the 3rd. I´d cut the center, small path leading to the natural. Unless your testing proved it to be fine. The problem is that Zerg can split up their forces much more effectively.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
June 18 2012 14:58 GMT
#3
Looks good to me, except it looks too hard to actually attack any bases after the early game.
Moderatorshe/her
TL+ Member
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
June 19 2012 04:41 GMT
#4
Nice work man, any chance we could see a full overview?
~ ~ <°)))><~ ~ ~
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 19 2012 04:42 GMT
#5
The entire top half of the map is hard to look at but I'll do a bit of work to it today and post an overview shortly.
Retired Mapmaker™
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 19 2012 06:36 GMT
#6
The map looks slightly cramped and I have to go with templar on this one, theres no way to have a big engage in an open area since its too easy to control the chokes now (specially T and P)

Aesthetics are yumyum tho!

Maps like these wanna make me install my sc2 and make maps again
KCCO!
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2012-07-15 14:10:40
June 19 2012 11:43 GMT
#7
It might appear cramped but the map is actually quite large, with the playable bounds being 160x162.

Some changes I'm making at the moment:
+ Show Spoiler +
[image loading]


1. Widen ramp to base on low ground
2. Widen the path leading from fourth to sixth and remove dead space behind fifth.
3. Same as 2.
4. Move ramp towards low ground (increasing space on high ground).
5. Add rocks between third and fourth to create a defensible choke (really not sure about this).


Would love some solid feedback before I go further
Retired Mapmaker™
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 19 2012 12:04 GMT
#8
I would widen the ramp to the third ever so slightly
KCCO!
Aunvilgod
Profile Joined December 2011
2653 Posts
June 19 2012 12:57 GMT
#9
On June 19 2012 21:04 ihasaKAROT wrote:
I would widen the ramp to the third ever so slightly


Yes, definately. I like the other changes.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2012-07-15 14:10:53
June 22 2012 08:15 GMT
#10
+ Show Spoiler +
[image loading]


All above changes have been made, work on the aesthetics are well under way. Not quite sure if I should keep those rocks on the ramp to the centre bases or not. Also made the centre less chokey.
Retired Mapmaker™
Aunvilgod
Profile Joined December 2011
2653 Posts
June 22 2012 08:39 GMT
#11
I would keep the rocks. These bases are already very close the the opponent.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 22 2012 08:41 GMT
#12
Im not sure, you are really forcing all the plays to happen in mid with those rocks. Theres alternative routes but they are waaaaay far away, not to mention they are spotted by the xelnagatowers
KCCO!
MQM5K
Profile Blog Joined April 2012
United States53 Posts
Last Edited: 2012-06-22 13:30:32
June 22 2012 13:29 GMT
#13
Map looks good. I like it. Too many choke points though. I'd take the dead space out of the middle and replace it with sight blockers and really widen the choke leading to the open space in front of the naturals and thirds.
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 22 2012 15:37 GMT
#14
On June 22 2012 22:29 MQM5K wrote:
Map looks good. I like it. Too many choke points though. I'd take the dead space out of the middle and replace it with sight blockers and really widen the choke leading to the open space in front of the naturals and thirds.


Funny you mention that part about the middle I was thinking that myself!!
Retired Mapmaker™
FlaShFTW
Profile Blog Joined February 2010
United States10233 Posts
June 22 2012 15:58 GMT
#15
I need an overview to look at this better tbh. but it looks like a really solid map right now. a bit too many chokes and stuff.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
eTcetRa
Profile Joined November 2010
Australia822 Posts
June 24 2012 12:30 GMT
#16
A couple ideas for the middle. One central tower instead of two separate ones.

Option A:
+ Show Spoiler +
[image loading]
[image loading]


Option B:
+ Show Spoiler +
[image loading]
[image loading]
Retired Mapmaker™
Ragoo
Profile Joined March 2010
Germany2773 Posts
June 24 2012 12:47 GMT
#17
This is a very well made standard 2p map, both layout and aesthetics. Congrats you don't suck as a mapmaker at all!

It's sad that there is quite some wasted space next to the mains and third. I guess you could at least use some of it to extend main size to 35 CCs. Also you could make some of the space next to third highground to make air harrass easier.
I expect extraordinary aesthetics work in these areas to make up for how shitty they are

Both middle options are fine. I think I prefer the open one cos all the bases are kinda choky already.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
FlaShFTW
Profile Blog Joined February 2010
United States10233 Posts
June 24 2012 17:02 GMT
#18
I prefer option B, less choky, even though its only applied to one area. I think you still need to make everything less choky, because it's basically guaranteed for big fights for one army to be sandwiched into one choke or with one always having the high ground.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
SidianTheBard
Profile Joined October 2010
United States2474 Posts
June 24 2012 17:12 GMT
#19
Zergs bitch too much about chokes imo. This map is pretty damn big 160x162 which only favors zerg that much more. The 3rd is easily defendable and open enough that we'll see the good ol' 3 base zerg all the time. I think most map makers now a day are stuck in the past where they feel if the map isn't completely open zerg can't win. Which isn't the case at all now a day especially since infestor play is becoming much more popular. Mutas, Infestors, Banelings, Brood Lords all work extremely fine with chokes.

If anything, the more chokes you have the less good Roach play is which only makes ZvZ and ZvP better because we already see enough Roach vs Roach wars in ZvZ and 3 base Roach against Toss is I swear 75% of the games.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
ArcticRaven
Profile Joined August 2011
France1406 Posts
June 24 2012 18:28 GMT
#20
That's becoming a great map !

I think you should make the choke in the nat-to-fifth direct path pathable ; forward chokes and additional paths are always cool to have around. Also the nat choke looks linda weir and somewhat inelegant. Couldn't you enlarge it and make it be in the the middle of the wider main-to-third area so it's nicer ?

I prefer the first version btw.
[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!
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
PiGosaur Cup #55
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech122
Nathanias 115
RuFF_SC2 110
Nina 68
CosmosSc2 33
trigger 25
StarCraft: Brood War
Britney 35440
Artosis 787
Sharp 36
Shine 27
Icarus 0
Dota 2
monkeys_forever281
LuMiX1
Counter-Strike
fl0m1581
taco 375
Super Smash Bros
hungrybox2001
Other Games
summit1g13377
shahzam777
Day[9].tv630
ViBE183
Maynarde135
fpsfer 2
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 75
• Light_VIP 45
• davetesta17
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• IndyKCrew
StarCraft: Brood War
• Azhi_Dahaki15
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21671
League of Legends
• Scarra1727
• Rush992
Other Games
• Day9tv630
Upcoming Events
Replay Cast
5h 55m
OSC
8h 25m
Kung Fu Cup
8h 55m
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
19h 55m
The PondCast
1d 6h
RSL Revival
1d 6h
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
1d 8h
WardiTV Korean Royale
1d 8h
PiGosaur Monday
1d 21h
RSL Revival
2 days
Classic vs Creator
Cure vs TriGGeR
[ Show More ]
Kung Fu Cup
2 days
CranKy Ducklings
3 days
RSL Revival
3 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
3 days
IPSL
3 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
3 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
4 days
RSL Revival
4 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
BSL 21
4 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
4 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Wardi Open
5 days
Monday Night Weeklies
5 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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.