• 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
[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon98Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Has online-only competition during the pandemic changed your enjoyment of pro SC2? How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down StarCraft open world shooter announced at BlizzCon
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Remastered crash fix suggestions Syncronization issues and can't find games a Announcement on the JEDI Ringing ASL22 General Discussion BW General Discussion
Tourneys
[ASL22] Ro16 Group D The Casual Games of the Week Thread Small VOD Thread 2.0 BWCL Season 65 Announcement
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
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 Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread Post Your Watch!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6883 users

[M] (2) Critical Core - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
monitor
Profile Blog Joined June 2010
United States2409 Posts
July 01 2012 22:47 GMT
#21
On July 02 2012 06:29 MarcusRife wrote:
Show nested quote +
On July 01 2012 01:53 monitor wrote:
No, don't take out those rocks, otherwise the middle expos suck. The semi-islands are frickin awesome and they have to be this way for the position balance to work- if you removed any set of rocks, the expansions would become very vulnerable and hard to defend. The thing that makes them viable is that you can break 1 set of rocks or none and have it be very safe for you to hold, regardless of the position. If anything, the solution would be to remove the ramp that the diagonal rocks are on so that it's even less vulnerable.


I liked monitor's suggestion so I went ahead and took out the large ramps in the middle. Also made some aesthetic updates.


Glad you liked it but I was just kind of spouting words haha... I like the change nonetheless.
https://liquipedia.net/starcraft2/Monitor
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-08-09 10:38:51
July 14 2012 20:57 GMT
#22
Removed
Peanutbutter717
Profile Blog Joined June 2011
United States240 Posts
July 14 2012 21:30 GMT
#23
Theres only one big attack path, it splits off but theres a tower there and you can easily spot enemy movements. Ohana has paths through 2 expansion points without rocks, and it cannot be spotted by the towers.

Also I hope its cross spawn only, any other combo of starting locations gives one player an expansion advantage. Nerazim Crypt had that problem. I would say this map is very much like Nerazim Crypt, the differences being the semi-island expos, and the 4 watchtowers were highgrounds and there was no dead space in the middle.
Marine -> masters
Monochromatic
Profile Blog Joined March 2012
United States1000 Posts
July 15 2012 03:17 GMT
#24
I hate how you can defend bases at only 1 choke. You should move the one ramp back so you have another path into your third.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
MarcusRife
Profile Joined March 2011
343 Posts
November 01 2012 19:29 GMT
#25
I added sneak attack paths that go between the main and center bases. I would love to get some good feedback on how the map looks now.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 01 2012 21:22 GMT
#26
Now terran can PF the 4th towards a ccw zerg spawn, and without the wide middle-facing ramp, zerg can't hardly do anything about it. Then it's literally one siege tank radius to the zerg's 3rd.
Comprehensive strategic intention: DNE
MarcusRife
Profile Joined March 2011
343 Posts
November 01 2012 21:40 GMT
#27
On November 02 2012 06:22 EatThePath wrote:
Now terran can PF the 4th towards a ccw zerg spawn, and without the wide middle-facing ramp, zerg can't hardly do anything about it. Then it's literally one siege tank radius to the zerg's 3rd.


The intention was that when Zerg spawns ccw they don't take the cw base as their third. They take the ccw third.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 01 2012 22:50 GMT
#28
On November 02 2012 06:40 MarcusRife wrote:
Show nested quote +
On November 02 2012 06:22 EatThePath wrote:
Now terran can PF the 4th towards a ccw zerg spawn, and without the wide middle-facing ramp, zerg can't hardly do anything about it. Then it's literally one siege tank radius to the zerg's 3rd.


The intention was that when Zerg spawns ccw they don't take the cw base as their third. They take the ccw third.

Well then, two tank radii to cutting off the 3rd from the natural and killing either. It just looks broken in the same way but much more severe that XNC was broken, at least for those spawns.
Comprehensive strategic intention: DNE
Gfire
Profile Joined March 2011
United States1699 Posts
November 01 2012 23:03 GMT
#29
I think it'll be way to hard to see stuff in those little corridors behind the double-high cliffs of the mains in some positions. I do like them, though. I wonder if you could get away with pushing the minerals on the high ground middle bases back against the edge some. Or rather, cut away some of the terrain behind them and then get rid of some of the terrain on the far side of the little path so it remains the same size, but a bit away from the main so you don't have vision issues either. That would improve this map for me.

I think the close thirds are a bit too close, though, and open. Seems like you'll just easily secure it if you have a big enough army, and never secure it with a smaller army. Seems like that makes the skill required to take a third very simple, only about army size, not much positioning or other things.

I do really like the addition of those paths though.
all's fair in love and melodies
MarcusRife
Profile Joined March 2011
343 Posts
November 01 2012 23:42 GMT
#30
On November 02 2012 08:03 Gfire wrote:
I think it'll be way to hard to see stuff in those little corridors behind the double-high cliffs of the mains in some positions. I do like them, though. I wonder if you could get away with pushing the minerals on the high ground middle bases back against the edge some. Or rather, cut away some of the terrain behind them and then get rid of some of the terrain on the far side of the little path so it remains the same size, but a bit away from the main so you don't have vision issues either. That would improve this map for me.


Good point. I created some space between the path and the main so that there are no vision issues. The entirety of the paths are now visible.


On November 02 2012 08:03 Gfire wrote:
I think the close thirds are a bit too close, though, and open. Seems like you'll just easily secure it if you have a big enough army, and never secure it with a smaller army. Seems like that makes the skill required to take a third very simple, only about army size, not much positioning or other things.

I do really like the addition of those paths though.


I'm not sure what I can do about that. If there are any suggestions I would like to hear them. Hopefully the other interesting features of the map compensate for the dullness of the part you describe.
MarcusRife
Profile Joined March 2011
343 Posts
November 03 2012 19:39 GMT
#31
On November 02 2012 08:03 Gfire wrote:
I think the close thirds are a bit too close, though, and open. Seems like you'll just easily secure it if you have a big enough army, and never secure it with a smaller army. Seems like that makes the skill required to take a third very simple, only about army size, not much positioning or other things.


I thought about this some more and decided to move the third around a little and I created a area in the natural that helps you control the third area with siege tanks or collosi or whatever else.
Gfire
Profile Joined March 2011
United States1699 Posts
November 03 2012 20:42 GMT
#32
On November 04 2012 04:39 MarcusRife wrote:
Show nested quote +
On November 02 2012 08:03 Gfire wrote:
I think the close thirds are a bit too close, though, and open. Seems like you'll just easily secure it if you have a big enough army, and never secure it with a smaller army. Seems like that makes the skill required to take a third very simple, only about army size, not much positioning or other things.


I thought about this some more and decided to move the third around a little and I created a area in the natural that helps you control the third area with siege tanks or collosi or whatever else.

Ooh, looks cool. It gives it a bit of flavor, don't you think? Feels a little different from other maps now. Not quite like anything else, so I think it would be worth playing on like this.
all's fair in love and melodies
MarcusRife
Profile Joined March 2011
343 Posts
November 05 2012 01:18 GMT
#33
Did some work on the aesthetics. Still not done but this is the direction I am taking it.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
OSC
22:00
Masters Cup #151
davetesta20
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 374
Nina 85
Nathanias 67
SpeCial 0
StarCraft: Brood War
Artosis 182
League of Legends
Doublelift3657
Heroes of the Storm
Grubby3323
Other Games
summit1g9822
Liquid`RaSZi1785
shahzam447
B2W.Neo287
C9.Mang0174
Livibee156
XaKoH 122
Mew2King87
NeuroSwarm52
JuggernautJason36
ViBE27
SteadfastSC19
Organizations
Other Games
gamesdonequick1868
[ Show 12 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki36
• blackmanpl 9
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie749
• Shiphtur127
Upcoming Events
Replay Cast
1h 55m
IntoTheTV X SOOP
12h 55m
RotterdaM Event
18h 10m
Replay Cast
1d 1h
GSL
1d 12h
Replay Cast
2 days
GSL
2 days
Shopify Rebellion Sundays
2 days
Spirit vs Mixu
Replay Cast
3 days
Afreeca Starleague
3 days
Shine vs Rush
[ Show More ]
WardiTV Weekly
3 days
Monday Night Weeklies
3 days
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Light vs EffOrt
PiGosaur Cup
5 days
Kung Fu Cup
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-09-16
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
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
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
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
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #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.