• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:56
CET 21:56
KST 05:56
  • 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 Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool44Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw? Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2)
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
mca64Launcher - New Version with StarCraft: Remast BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion Soulkey's decision to leave C9 JaeDong's form before ASL
Tourneys
[ASL21] Ro24 Group B 2026 Changsha Offline Cup [ASL21] Ro24 Group A ASL Season 21 LIVESTREAM with English Commentary
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1893 users

[M] (4) Sacred Sands

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2012-07-31 15:40:12
July 22 2012 20:50 GMT
#1
Sacred Sands 0.2
Created by Scorp

[EU] [NA] [SEA] [KR]

Featured in Starbow Mod and Mapper's Monthly Tournament

[image loading]

+ Show Spoiler [Analyzer] +
[image loading]


I decided to give 4p rotational symmetry an attempt, and here's the outcome. Aesthetics are inspired by Timetwister's Serpent Sands.

Aesthetics
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


Details
Spawns: 4
Playable Bounds: 140x140
Main2Main Close: 152.4
Main2Main Cross: 171.9
All positions enabled

Please leave a comment, all feedback is appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Duvon
Profile Joined October 2011
Sweden2360 Posts
July 22 2012 21:27 GMT
#2
Looks good, textures a bit incoherent but meh, that'll come I'm sure.
Nothing is impossible, only some things for some people.
ArcticRaven
Profile Joined August 2011
France1406 Posts
July 22 2012 21:30 GMT
#3
What do you mean incoherent ?
[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!
Duvon
Profile Joined October 2011
Sweden2360 Posts
July 22 2012 21:47 GMT
#4
Hmm, might be inconsistent I mean. Sacred Sands, with the majority of the map dominated by what looks like metal or concrete floors.
Nothing is impossible, only some things for some people.
ArcticRaven
Profile Joined August 2011
France1406 Posts
July 22 2012 21:48 GMT
#5
Oh. That's very true ^^.
[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!
qiza
Profile Joined April 2011
Germany37 Posts
July 22 2012 22:07 GMT
#6
very tight. to small, dont think u can paly a long macrogame. favours toss really hard. ff will be really good.
Zergrush!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-07-22 22:29:06
July 22 2012 22:28 GMT
#7
Very nice! The proportions are good (very nicely placed ramps, given your space restrictions) for this kind of design, and the expansions flow nicely in both directions. You could remove the tower to make the middle feel more open and dangerous, but it's okay as is. The path outside tower vision is quite long. The different pathways encourage map presence.

You should put some rocks, a doodad clump, or raised ground/hole in order to make the natural choke smaller, 9-10 squares is "standard" and on this map I don't think you should have more than 11-12.

edit: Sands? The whole ground floor in the middle is sand. Which is apparently sacred. Makes sense to me. ^^
Comprehensive strategic intention: DNE
ArcticRaven
Profile Joined August 2011
France1406 Posts
July 22 2012 23:00 GMT
#8
Just took a second look - main 2 main rush distance isn't high enough.

[image loading]

I think rocks in those places should help.
[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!
FlaShFTW
Profile Blog Joined February 2010
United States10342 Posts
July 22 2012 23:07 GMT
#9
On July 23 2012 08:00 ArcticRaven wrote:
Just took a second look - main 2 main rush distance isn't high enough.

[image loading]

I think rocks in those places should help.

i feel like rocks there would increase it too much. maybe, maybe not.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2012-07-22 23:19:33
July 22 2012 23:19 GMT
#10
On July 23 2012 08:07 FlaShFTW wrote:
Show nested quote +
On July 23 2012 08:00 ArcticRaven wrote:
Just took a second look - main 2 main rush distance isn't high enough.

[image loading]

I think rocks in those places should help.

i feel like rocks there would increase it too much. maybe, maybe not.


what about only cross spawn ? Problem solved
rly ?
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2012-07-23 07:48:04
July 23 2012 07:46 GMT
#11
Thanks for all of the nice feedback, guys.

The name is meh, but I couldn't come up with anything better. Feel free to suggest a replacement.

I have played around with the nat and rocks that you have suggested, and these are the results.

+ Show Spoiler [FFE] +
Protoss can now cover the nat with 3x3 buildings. A tiny obstacle can be destroyed to create a path.
[image loading]


+ Show Spoiler [Rocks] +
Increases close position distance, but still allow attacks at the thirds by taking a slightly longer path. Distance increases from 142.0 to 152.4.
[image loading]


I'll be working on the aesthetics in the next couple of days as well as the suggestions you guys come up with. Keep 'em rollin in
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Apoo
Profile Joined January 2011
413 Posts
July 23 2012 10:33 GMT
#12
Great map, i really like it. I think the rocks would work great!
The aesthetics are fine, it looks really clean (a bit Metropolis-like), so it doesnt distract from the gameplay. Great!
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
July 23 2012 10:37 GMT
#13
This map is really nice. I like ArcticRaven's suggestion for the rocks, that helps balance it symmetrically whilst not making the 3rds too easy.

I would love to see some high level games on it. Maybe it could be picked up by Mappers monthly or something. Once the aesthetics are finished of course.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Aunvilgod
Profile Joined December 2011
2653 Posts
July 23 2012 13:46 GMT
#14
I like your aesthetics, especially your water. Could you tell me the settings?

The layout of your bases however is super standard. Not specifically about this map, I would love to see more variations in the layout of the first 3 bases.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2012-07-23 15:03:51
July 23 2012 15:01 GMT
#15
Update
I have updated first post with the new version. Rocks have been added, as suggested by ArticRaven, and aesthetic changes have been made.

On July 23 2012 19:33 Apoo wrote:
Great map, i really like it. I think the rocks would work great!
The aesthetics are fine, it looks really clean (a bit Metropolis-like), so it doesnt distract from the gameplay. Great!
On July 23 2012 19:37 OxyGenesis wrote:
This map is really nice. I like ArcticRaven's suggestion for the rocks, that helps balance it symmetrically whilst not making the 3rds too easy.

I would love to see some high level games on it. Maybe it could be picked up by Mappers monthly or something. Once the aesthetics are finished of course.

Thanks!

On July 23 2012 22:46 Aunvilgod wrote:
I like your aesthetics, especially your water. Could you tell me the settings?

The layout of your bases however is super standard. Not specifically about this map, I would love to see more variations in the layout of the first 3 bases.

I use a modifed Shakuras water with 0 alpha, 1.0 mesh roughness and full texture roughness. I also gave it full reflective effect and disabled shadows.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
July 23 2012 22:01 GMT
#16
Update
Aesthetics have been finished, and lighting has been standardized (no pretty night theme anymore )
Mapmaker | Author of Atlas, Rao Mesa & Paralda
ChaosRefined
Profile Joined July 2011
United States52 Posts
July 24 2012 00:30 GMT
#17
I'm not entirely sure about this, but 30 cc's seems pretty small for the mains. Also, the ramps seem to choke it up a little too much for me. I would widen one of the two ramps by the high ground third, probably the middle-r one of the two. Otherwise it looks pretty good! I really like the middleground, I feel like it could lead to a lot of flanks and tip-toe dance kind of battles. Maybe I'll steal it(;
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 24 2012 03:54 GMT
#18
Ha I like the little destructible doodad. It lets you wall at first, and a cannon can protect it, but is easily opened like a pylon self-kill or the enemy can. Nifty little uniqueness.

Personally the nat2nat is fine without rocks, it's at least as long as xelnaga caverns (the ollllld standard). But adding them is great suggestion for adjusting the map without changing its character. Also it forces to walk past tower for early attacks, which means walking to middle to tag there first is important, creating more interesting midmap dynamics at all stages of the game. Also the rocks make the towards-opponent expansions a little more useful. All in all great change, good suggestion.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
July 25 2012 01:09 GMT
#19
30 CCs is about the minimum acceptable size. I think 30 is ok as long as you have a decently roomy natural. If you have a small natural it is problematic though.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
thurst0n
Profile Blog Joined December 2010
United States611 Posts
Last Edited: 2012-07-25 02:13:54
July 25 2012 02:13 GMT
#20
I like this map, A LOT.
I love how there are options to expand, but it doesn't seem too big.
It also seems to have chokes but a reasonable amount. I'm very interested to see how this plays out..
P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
July 27 2012 07:51 GMT
#21
Thanks for the feedback all of you. 30 CC's is just fine, especially with the nat being well sized too. Changes won't be made to the map as of now, but your feedback will be taken into consideration for future updates.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 3h 4m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 616
elazer 215
IndyStarCraft 117
UpATreeSC 83
StarCraft: Brood War
Shuttle 642
Mini 256
EffOrt 148
firebathero 139
NaDa 7
Dota 2
canceldota52
Counter-Strike
pashabiceps2083
byalli713
Heroes of the Storm
Liquid`Hasu434
Other Games
Grubby3157
FrodaN1113
ceh9610
Beastyqt598
B2W.Neo427
shahzam426
ToD160
C9.Mang0135
ViBE23
Organizations
Dota 2
PGL Dota 2 - Main Stream33
StarCraft 2
angryscii 23
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Reevou 8
• Hinosc 7
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• blackmanpl 41
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift1540
Other Games
• imaqtpie863
• WagamamaTV335
• Shiphtur163
Upcoming Events
PiGosaur Cup
3h 4m
Replay Cast
12h 4m
Afreeca Starleague
13h 4m
hero vs YSC
Larva vs Shine
Kung Fu Cup
14h 4m
Replay Cast
1d 3h
KCM Race Survival
1d 12h
The PondCast
1d 13h
WardiTV Team League
1d 15h
OSC
1d 15h
Replay Cast
2 days
[ Show More ]
WardiTV Team League
2 days
RSL Revival
3 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
3 days
Platinum Heroes Events
3 days
BSL
3 days
RSL Revival
4 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
4 days
BSL
4 days
Replay Cast
5 days
Replay Cast
5 days
Afreeca Starleague
5 days
Light vs Calm
Royal vs Mind
Wardi Open
5 days
Monday Night Weeklies
5 days
OSC
6 days
Sparkling Tuna Cup
6 days
Afreeca Starleague
6 days
Rush vs PianO
Flash vs Speed
Liquipedia Results

Completed

Proleague 2026-03-23
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
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
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 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.