• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:54
CEST 12:54
KST 19:54
  • 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
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
$5,000 WardiTV TLMC tournament - Presented by Monster Energy0GSL CK: More events planned pending crowdfunding0Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage4Weekly Cups (March 23-29): herO takes triple6
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win Rongyi Cup S3 - Preview & Info Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2)
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) $5,000 WardiTV TLMC tournament - Presented by Monster Energy GSL CK: More events planned pending crowdfunding Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
Pros React To: JaeDong vs Queen [BSL22] RO32 Group Stage ASL21 General Discussion so ive been playing broodwar for a week straight. Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group F Escore Tournament StarCraft Season 2 [ASL21] Ro24 Group E
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Starcraft Tabletop Miniature Game General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
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
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Korean words The Chess Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Loot Boxes—Emotions, And Why…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2298 users

[M] (2) Titanic Arena

Forum Index > SC2 Maps & Custom Games
Post a Reply
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2012-07-11 14:40:04
July 11 2012 01:59 GMT
#1
Titanic Arena v0.6
Made by: RFDaemoniac
Published on: [NA]

version 0.5
+ Show Spoiler +
Overview
[image loading]

Pictures (Gameplay):
Analyzer
+ Show Spoiler +

[image loading]

[image loading]

Angled Overview
+ Show Spoiler +

[image loading]


Overview
[image loading]

In-Game Description:
War for sport in this giant circular arena.

14 bases to fight over and plenty of room to maneuver, but you can't fly or land around outside the ring.

Introduction/Inspiration:
I wanted to make a circular map, to play with textures and go for something like the Colosseum. I decided to use a base layout that I've sat on for a while and have been using for testing other concepts, and then just fit them into the format of the circle.

I've decided to submit this for the ProAm competition any feedback would be great, particularly suggestions on how to cut it down in size while still maintaining aesthetics.

Pictures (Aesthetics):
+ Show Spoiler +

no close ups yet!


Data (Aesthetics):
Texture Set:
Mar Sara Dirt
Redstone Rock
Monlyth Bricks
Braxis Alpha Rock
Monolyth Tiles
Mar Sara Sand
Meinhoff Sand Dunes
Tarsonis Cracks

Cliff Type:
Aiur Manmade Cliffs
Bel'Shir Organic Cliffs



Pictures (Gameplay):
Analyzer
+ Show Spoiler +

[image loading]

[image loading]

Angled Overview
+ Show Spoiler +

[image loading]


Data (Gameplay):
Playable Bounds: 152x152
Main Choke <-> Main Choke Distance(s): 45 seconds
Nat Choke <-> Nat Choke Distance(s): 35 seconds
Mineral/Gas Counts: 8m2g at all bases
Number of Resources / (Map Width * Map Height): ( 60000 gas + 144000 minerals ) / 23104 = 8.8

Further Balance Comments:
The map is very big, but a significant portion is cut off because the corners are not even accessible by air (or at least that is the plan, I haven't done the air blockers since scaling the map down from what it used to be).

I dislike 1 base all-ins and discourage them by making the main very easy to defend.

I am also proud that I've made a circular map without circle syndrome


Change Log:
+ Show Spoiler +

v0.5
first put here

v0.6
I've made some updates, taking out a base (the smiley one) and moving the third over in order to create open spaces. I've also re-arranged the 2 bases on the left and right.

made inner walls only 1 high instead of 2.

Made natural and main closer.

The middle is now more choked as a result.



Much love,

RFDaemoniac
Gfire
Profile Joined March 2011
United States1699 Posts
July 11 2012 02:05 GMT
#2
Fascinating design. Not like anything I've seen before, really. Quite cool. The proportions could use some work, but the ideas are pretty interesting.

I think you'll have visual issues if all those cliffs are double-high. It will be too hard to see over them.

I'd be a bit concerned about Terrans lifting off and going to the semi-island, as well. And in general, some of the bases feel a bit too easy to defend.
all's fair in love and melodies
RFDaemoniac
Profile Joined September 2011
United States544 Posts
July 11 2012 02:13 GMT
#3
I feel you on the double high thing, I'll definitely change that. It will also help clarify which ones you can drop on top of. I was also going to do some aesthetic work for the distinction. Currently you can't drop on anything that is part of the outer most ring (including the walls that wrap around the main and natural)

The smiley base that is tucked into the main is definitely awkward, but I'm not all that opposed to having no space behind the mineral lines (other people might be though, and I could probably find a way to change this).

I've noticed that since I started playing protoss exclusively I've made bases that are easier to defend. I'm going to have to find a way to break that. I guess I really do want you to be able to take half the map though, but what could I do to make bases more exposed?
Once you take half the map you have to move a farther distance as a defender between your bases than as an attacker, so that makes all 7 or 5 bases hard to hold, but 1-4 are pretty easy.

About the semi-island, do you think that this is a deal-breaker? If I took out the 2nd set of rocks at that 4th, it would expose the 3rd a little bit more and get rid of the semi-island base. Perhaps that is a good solution.

The original thought was that there were walls everywhere for overlords and protoss is going to be scouting with an observer/phoenix/hallucination anyway, so that would theoretically make up for it. Perhaps it's too safe of a natural though, I hadn't thought of terran's taking it as their 2nd base...
Gfire
Profile Joined March 2011
United States1699 Posts
July 11 2012 02:44 GMT
#4
Cloud Kingdom's third has no space behind the mineral line and it works out fine.

I think 4 bases is too many to be pretty easy. 4 bases is all you need in a 20 or 25 minute game. You need to encourage some conflict with getting the fourth base, I think.

I do like the idea of removing those rocks. That brings up another point, though. Those further corner bases (next to the semi-islands) are pretty linear. Pretty easy to take once you take the semi-island. They don't require you to cover more chokes and or much further distances.
all's fair in love and melodies
RFDaemoniac
Profile Joined September 2011
United States544 Posts
July 11 2012 02:51 GMT
#5
Yeah, definitely. The choke is only marginally wider. I used to have xel'naga towers that covered that base, but they weren't useful enough in the early game so I replaced them with one in the center.

What if I raised that 4th one cliff level? and had a ramp going down into the outer base. It's still harder to defend than having rocks there while maintaining the not-linear aspect.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 11 2012 03:08 GMT
#6
idk about gameplay, but I love the layout
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-07-11 03:19:18
July 11 2012 03:19 GMT
#7
Reminds me about some of Perimeter's (great RTS) singleplayer maps
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 11 2012 05:01 GMT
#8
lol this is awesome! I have to think about it some more, we have to turn this into a competitive map
Comprehensive strategic intention: DNE
monitor
Profile Blog Joined June 2010
United States2408 Posts
July 11 2012 05:12 GMT
#9
I'm going to just list a lot of small stuff so this can become more viable in a competitive scene!

-Natural is too far away from the main
-"Simley face" expansion is awkward and too choked
-Too many expansions clustered on the left/right sides; total expos should be 12 and no higher
-Not enough open space in general, but especially outside the expansions

Also my preference is to have as much of the map flat as possible if you're using this concept. Leave the mains like they are, but the middle highground can go IMO. Not really a big deal but I think its cool to only use the highground where you absolutely need it. And for some inspiration:

[image loading]
https://liquipedia.net/starcraft2/Monitor
RFDaemoniac
Profile Joined September 2011
United States544 Posts
July 11 2012 14:42 GMT
#10
I've made some updates, taking out a base (the smiley one) and moving the third over in order to create open spaces. I've also re-arranged the 2 bases on the left and right.

This has tightened up the middle but left some space out front of each base.

However I'm not sure that I like my solution for making the natural and main closer. Suggestions?

I left the high ground in for now, I like that it's a clear place in the middle to hold and would also break up a spine crawler or planetary fortress wall in the very late game, but I could probably be convinced

I've also reduced the height of the inner walls to only 1 high.

I'll also definitely be doing some 4 spawn maps with the same template. I had never seen that map before, very cool. I really like how far they took broodwar maps from just the built-in editor.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 12 2012 18:44 GMT
#11
The update is definitely an improvement, but the map still has some problems. It would be pretty playable right now if it didn't have 4 bases that were really easy to siege over the wall they hug. The 3rd especially is a problem in ZvT because tanks can hit it from the middle. By retaining the structure around the tower in the middle, you make it very easy to push through the relatively narrow space and set up a strong position that is also a game ending offensive threat.

Have you considered reorienting the map so the main is in the corner? This would give you a lot more space for a conventional main-natural shape, and also provide more space throughout the map so the bases don't have to be crammed into awkward positions. I think the concept of outward facing mineral lines against the walls can work, and work very well, but you'll have to make the siege positions (from across the wall) much harder to reach than a direct short path from the middle.

In the meantime, you might try reducing (but not removing) the structure in the middle. Two pods instead of arcs with flat ground would still break up the space and provide a tactical right and left for maneuvering while providing a bit more space for big engagements and spreading out. And the tower itself would still be a fortified position with some LosB and chokiness.
Comprehensive strategic intention: DNE
RFDaemoniac
Profile Joined September 2011
United States544 Posts
July 25 2012 23:41 GMT
#12
I like your idea for changes to the middle as a simpler solution for now. I'm a little hesitant to move the bases to the corners because of the visual circle, but if people I can get to play on it feel that would make it more playable, then I'd do it.

I have made a couple minor changes, making the high ground unpathable and putting a neutral supply depot at the base of each ramp to prevent a 2 building wall off/pylon blocking/etc
Gene(S)is
Profile Joined May 2010
Sweden419 Posts
Last Edited: 2012-07-26 08:25:26
July 26 2012 08:24 GMT
#13
Looks interesting, but can you drop on top of the walls, that seems a bit scary :S
For the swarm
Insomni7
Profile Joined June 2011
667 Posts
July 26 2012 09:47 GMT
#14
I know this would be a pretty big change and of course you dont have to listen to me if you dont want to, but i would consider opening paths to the far left and right bases to make them the natural thirds while turning the current third into an outward facing positional half-base as on daybreak. It would retain and perhaps even enhance its circular style, open a new attack path and solve the problem of backside sieges on the third. It would also end up looking more similar to other maps in terms of base layout which is perhaps not what you want. Idk just my idea! :D
Never Forget.
Please log in or register to reply.
Live Events Refresh
Replay Cast
09:00
KungFu Cup 2026 Week 3
CranKy Ducklings123
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 128
ProTech103
RotterdaM 82
TKL 51
Rex 39
Lowko35
Codebar 31
Livibee 13
StarCraft: Brood War
Calm 2893
Horang2 1121
Jaedong 995
Bisu 582
Larva 246
Shuttle 244
Aegong 214
Light 188
scan(afreeca) 176
Soma 158
[ Show more ]
Rush 156
Stork 153
actioN 148
Pusan 144
EffOrt 125
Bale 90
Last 89
Leta 87
910 79
PianO 77
ZerO 53
Hyun 45
hero 43
Mini 43
Sharp 38
Shinee 33
ToSsGirL 32
Backho 30
sSak 26
Terrorterran 16
Snow 16
HiyA 16
zelot 16
soO 15
SilentControl 12
Noble 9
Movie 8
GoRush 8
ajuk12(nOOB) 7
Shine 5
Dota 2
XaKoH 485
Counter-Strike
olofmeister3001
x6flipin251
edward82
Super Smash Bros
Mew2King161
Other Games
singsing1471
Liquid`RaSZi961
crisheroes299
Happy295
B2W.Neo41
ZerO(Twitch)8
Organizations
Counter-Strike
PGL11908
Other Games
gamesdonequick575
StarCraft: Brood War
lovetv 10
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1172
Upcoming Events
Kung Fu Cup
6m
Replay Cast
13h 6m
The PondCast
23h 6m
CranKy Ducklings
1d 13h
WardiTV Team League
2 days
Replay Cast
2 days
CranKy Ducklings
2 days
WardiTV Team League
3 days
uThermal 2v2 Circuit
3 days
BSL
3 days
[ Show More ]
Sparkling Tuna Cup
3 days
WardiTV Team League
4 days
BSL
4 days
Replay Cast
4 days
Replay Cast
4 days
Wardi Open
4 days
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL Elite League 2026
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
WardiTV TLMC #16
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
CCT Season 3 Global Finals
IEM Rio 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.