• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:52
CEST 01:52
KST 08:52
  • 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 Mirror6[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 (October 5-11): Farewell to 5.0.162Rollback Netcode in Brood War995.0.17 Patch Notes - October 7, 202624Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10
StarCraft 2
General
SCII needs to put more weight on strategy and tact Server Blocker How do you feel about the mass reverts in the 5.0.17 PTR? 5.0.17 Patch Notes - October 7, 2026 ESL Pro Tour for SC2 discontinued
Tourneys
Master Swan Open (Global Bronze-Master 2) $3,500 WardiTV Not-Summer Championship Stellar Fest TWO the Moon (Dec 16-20) ISSL (IntoTheTV x SOOP SC2 League): Premier RSL 2026 Offline Finals LCQ Sign-Ups
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train Mutation # 545 And Drops and Rifts
Brood War
General
Bot on ladder BW General Discussion Sagi.gg Launcher Released BGH Auto Balance -> http://bghmmr.eu/ Rollback Netcode in Brood War
Tourneys
ASL 22 Finals [Women's StarCraft] MonstarZ vs Dreams 2026-10-15 [Megathread] Daily Proleagues [ASL22] Semifinal B
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV General RTS Discussion Thread Warcraft III: The Frozen Throne
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
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 Things Aren’t Peaceful in Palestine Artificial Intelligence Thread Canadian Politics Mega-thread
Fan Clubs
Serral 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
Recent Gifted Posts
Blogs
The Link Between Gaming and …
TrAiDoS
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9775 users

[M] (2) Sandfold- - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 Next All
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
August 19 2012 16:58 GMT
#21
The islands can be removed i think, the map doesnt need them
KCCO!
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2012-08-19 17:26:46
August 19 2012 17:26 GMT
#22
On August 20 2012 01:58 ihasaKAROT wrote:
The islands can be removed i think, the map doesnt need them

They're there so I have 12 bases :p
yay second page
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 02 2012 23:50 GMT
#23
Update :o
ModeratorI am still alive, somehow
TL+ Member
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
September 03 2012 01:27 GMT
#24
Really love the layout of the current version. The base flow is really good, imo. Gives you decent options, doesn't suffer too much from circle syndrome.
Arguably, the plains on either side of the center rocks are a little too open, perhaps a bit of a non-traversible cliff at either one.

As far as other balance quirks I have with it, the rocks near the islands overlooking the base, maybe add a small ramp leading to them.
And drop either some rocks or a neutral creep tumor on the island bases, I think Metropolis sets a pretty strong precedent regarding island bases in competitive play. But w/e, that can be added later, along with the depot, don't worry about it now.

Once you are finished withe the aesthetics, I think it could be a really, really solid map, imho. It for sure has come 1000 miles since version 0.0 so I'm looking forward to the finished product. Good luck.
You mean I just write stuff here and other people can see it?
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 03 2012 02:32 GMT
#25
@shizaep:

Really love the layout of the current version. The base flow is really good, imo. Gives you decent options, doesn't suffer too much from circle syndrome.

Good, they plaguued my previous maps.


Arguably, the plains on either side of the center rocks are a little too open, perhaps a bit of a non-traversible cliff at either one.


You're right. I had that mostly under control in 0.2 but the tweaking I did made it quite a bit more open than I expected. Will fix.

As far as other balance quirks I have with it, the rocks near the islands overlooking the base, maybe add a small ramp leading to them.

I don't really see how that's necessary. The bases on each side of the rocks are on the same level. To do that would require massive reworking. If you can explain how that helps the map I will definitely give it a shot.


And drop either some rocks or a neutral creep tumor on the island bases, I think Metropolis sets a pretty strong precedent regarding island bases in competitive play. But w/e, that can be added later, along with the depot, don't worry about it now.

Hmm. Okay.

Once you are finished withe the aesthetics, I think it could be a really, really solid map, imho. It for sure has come 1000 miles since version 0.0 so I'm looking forward to the finished product. Good luck.

I can't do aesthetics
Thank you!
ModeratorI am still alive, somehow
TL+ Member
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
September 03 2012 03:17 GMT
#26
What I meant when I said "the rocks" was the high ground areas overlooking the bases that are near the islands but part of the mainland. I understand it is for harassment purposes but with no way to access it, it's somewhat Terran favoured. (think LT TvZ)
It's on the 5th/6th base so I don't think it will make too much of a difference but if you want to achieve the best possible balance, it's definitely something to think about.
You mean I just write stuff here and other people can see it?
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 03 2012 03:21 GMT
#27
On September 03 2012 12:17 shizaep wrote:
What I meant when I said "the rocks" was the high ground areas overlooking the bases that are near the islands but part of the mainland. I understand it is for harassment purposes but with no way to access it, it's somewhat Terran favoured. (think LT TvZ)
It's on the 5th/6th base so I don't think it will make too much of a difference but if you want to achieve the best possible balance, it's definitely something to think about.

Oh, I see.
I'm trying to encourage more strategical and positional play, and I'm hoping that highground may help a bit in promoting it. If it turns out to be a problem I'll remove it.
ModeratorI am still alive, somehow
TL+ Member
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
September 03 2012 03:51 GMT
#28
Yeah, theory is one thing but only the play testing will show what is imbalanced and what is not. As a zerg player, it definitely worries me a little bit but perhaps it can work out as a "tactical feature". That base prolly won't be taken until late game so perhaps the later tech like infestors/mutas will make the high ground negligible. But, like you said, everything will float up in playtesting. Anyways, gogo good luck with finishing the map.
You mean I just write stuff here and other people can see it?
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 03 2012 03:52 GMT
#29
On September 03 2012 12:51 shizaep wrote:
Yeah, theory is one thing but only the play testing will show what is imbalanced and what is not. As a zerg player, it definitely worries me a little bit but perhaps it can work out as a "tactical feature". That base prolly won't be taken until late game so perhaps the later tech like infestors/mutas will make the high ground negligible. But, like you said, everything will float up in playtesting. Anyways, gogo good luck with finishing the map.

Exactly my thoughts, thank you.
Just out of curiousity, why are you the only other person posting in this thread? :0
ModeratorI am still alive, somehow
TL+ Member
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
September 03 2012 04:16 GMT
#30
Dunno, the "custom maps" section of TL isn't exactly the most populated place. Many threads here, especially lesser known/amateur mapmakers only get a few comments. I think people here have dropped a decent amount of feedback. Just keep updating the map, bit by bit and and people will say something if they feel it needs to be said.
You mean I just write stuff here and other people can see it?
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 03 2012 14:03 GMT
#31
On September 03 2012 13:16 shizaep wrote:
Dunno, the "custom maps" section of TL isn't exactly the most populated place. Many threads here, especially lesser known/amateur mapmakers only get a few comments. I think people here have dropped a decent amount of feedback. Just keep updating the map, bit by bit and and people will say something if they feel it needs to be said.

Yeah, I know, but eventually I run out of things to fix :D
ModeratorI am still alive, somehow
TL+ Member
FlaShFTW
Profile Blog Joined February 2010
United States10569 Posts
September 03 2012 15:01 GMT
#32
On August 18 2012 13:32 Coppermantis wrote:
Lots of open space in the center. I think it could use a little more chokieness around what I assume is the third base. On a different note, I like how you made the header with terrain. Cool idea, I might try it for one of my threads.

HEY THATS MY JOB!

really good map! i didn't help you on this one
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2012-09-03 15:43:04
September 03 2012 15:42 GMT
#33
On September 04 2012 00:01 FlaShFTW wrote:
Show nested quote +
On August 18 2012 13:32 Coppermantis wrote:
Lots of open space in the center. I think it could use a little more chokieness around what I assume is the third base. On a different note, I like how you made the header with terrain. Cool idea, I might try it for one of my threads.

HEY THATS MY JOB!

XD

really good map! i didn't help you on this one

Sorry, there are a lot of really, really good mappers here :o
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 08 2012 01:19 GMT
#34
Small update.
Is anyone willing to do (decent) aesthetics for this map?
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 08 2012 14:06 GMT
#35
Bug fixes
ModeratorI am still alive, somehow
TL+ Member
RFDaemoniac
Profile Joined September 2011
United States544 Posts
September 08 2012 18:41 GMT
#36
This has really turned into an awesome map ^_^

I would be willing to do some texturing and cliffing work on it. How would you feel about me changing slight things in the outline of cliffs?
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 08 2012 21:15 GMT
#37
On September 09 2012 03:41 RFDaemoniac wrote:
This has really turned into an awesome map ^_^

I would be willing to do some texturing and cliffing work on it. How would you feel about me changing slight things in the outline of cliffs?

I agree it looks good. =]
Comprehensive strategic intention: DNE
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 08 2012 21:49 GMT
#38
On September 09 2012 03:41 RFDaemoniac wrote:
This has really turned into an awesome map ^_^

I would be willing to do some texturing and cliffing work on it. How would you feel about me changing slight things in the outline of cliffs?

I would be perfectly fine with that :D


On September 09 2012 06:15 EatThePath wrote:
Show nested quote +
On September 09 2012 03:41 RFDaemoniac wrote:
This has really turned into an awesome map ^_^

I would be willing to do some texturing and cliffing work on it. How would you feel about me changing slight things in the outline of cliffs?

I agree it looks good. =]

Thanks :D
ModeratorI am still alive, somehow
TL+ Member
Areith
Profile Joined May 2012
Germany19 Posts
September 09 2012 05:04 GMT
#39
no doodads?
:)
ArcticRaven
Profile Joined August 2011
France1406 Posts
September 09 2012 09:15 GMT
#40
Doodads are for weaklings.
[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!
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
OSC
08:00
OSC Elite Rising Star #21
CranKy Ducklings58
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech140
Nathanias 98
ViBE86
SpeCial 47
CosmosSc2 26
StarCraft: Brood War
GuemChi 934
Artosis 547
Rain 372
White-Ra 158
NaDa 35
Dota 2
NeuroSwarm148
capcasts131
PGG 124
League of Legends
Doublelift3120
JimRising 626
Counter-Strike
Fnx 1145
Super Smash Bros
PPMD67
Other Games
summit1g5860
Coldzera 803
shahzam558
FrodaN402
Day[9].tv318
PiGStarcraft212
ToD184
C9.Mang0169
Livibee79
[ Show 20 non-featured ]
StarCraft 2
• musti20045 21
• RyuSc2 18
• CranKy Ducklings SOOP11
• davetesta6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 33
• Azhi_Dahaki8
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis1814
• Jankos1261
Other Games
• imaqtpie807
• Scarra590
• Shiphtur487
• Day9tv318
Upcoming Events
Online Event
11h 9m
Korean StarCraft League
1d 3h
Afreeca Starleague
1d 6h
Rush vs Soulkey
CranKy Ducklings
1d 10h
AI Arena Tournament
1d 16h
BSL Open Qualifier
1d 19h
Sparkling Tuna Cup
2 days
OSC
2 days
IPSL
2 days
BSL Open Qualifier
2 days
[ Show More ]
WardiTV Weekly
3 days
IntoTheTV X SOOP
4 days
PiGosaur Cup
5 days
The PondCast
5 days
Kung Fu Cup
5 days
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Proleague 2026-10-14
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
HCC Season 3
Thunderpick World Champ. '26
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

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
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
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.