• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:20
CEST 09:20
KST 16:20
  • 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: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?131Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!46
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner will earn a spot at HSC 30! SC4ALL II: StarCraft 2 Player Announcement 7/8
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 KSL Week #92 IntoTheTV X SOOP SC2 League : Weekly & Monthly 2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
Broodwar Prediction Market Official StarCraft website teases new content ahead of BlizzCon? [D] Brainstorming a balance patch for Brood war BGH Auto Balance -> http://bghmmr.eu/ Terran or Protoss
Tourneys
[ASL22] Ro16 Group A [ASL22] Ro16 Group B Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
EVE Corporation Nintendo Switch Thread Diablo IV [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
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 European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion!
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
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8918 users

[M] YGL Nightfall

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
lawol
Profile Joined February 2011
91 Posts
Last Edited: 2012-09-07 21:24:40
August 18 2012 18:46 GMT
#1


Map Name: immi Nightfall
Download: Search for "immi Nightfall" in game (EU only atm! Will sort NA later!)

Map size: 156x128
Game types: 1v1
Number of player spawns: 2
Number of bases: 10

Destructable rocks block the shortest route to the 3rd.
Xel'Naga towers provide vision of middle crossing.
None of the high grounds are drop able.

Current images are from version 1.6.

Top down picture:
[image loading]

Change log:
07 / 09 / 2011
- published version 1.6 to Bnet (EU)

Preview images:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Map analyser pictures:
+ Show Spoiler +
brb, bumping analyser thread...


Building placement pictures:
+ Show Spoiler +
[image loading]

[image loading]


Old pictures - in no particular order or naming:
I'm just saying for those who need to be careful about a lot of images, there are loads in the spoiler below.
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
@lawolawol
ameob1
Profile Joined May 2012
United States3 Posts
August 18 2012 19:19 GMT
#2
I like the map, but I think that there should be some sort of highground in the middle, its too open. Otherwise good map!
Naniwa! Huk! gogo Protoss!
Infernal_dream
Profile Joined September 2011
United States2359 Posts
August 18 2012 19:23 GMT
#3
You need something blocking one of the routes into the natural. Starting it off with two openings makes it hard for protoss/terran to fast expo against zerg.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-08-18 20:08:20
August 18 2012 20:06 GMT
#4
The 3rd and 4th are way too close. That's the biggest problem.

As you say, this is basically just Daybreak. Except you have a lot of proportion issues (open space, closeness -- chokes are somewhat okay). Your map differs from Daybreak how? In that it is worse. What does it do differently? It puts the rocks on the side paths, the towers are on the sides, and there's no center base. Why do you want it this way? Unless you redesign some major elements of the map, you'll have to directly compare it to Daybreak (which is a fine map to compare to generally) and come up with real reasons for why you want something else. Then you have to think about what effect this has in all the matchups at all points in the game, and compensate for anything you didn't foresee at first. I'm not saying these are insignificant changes; nor am I saying the above is why it's worse. It's worse for a lot of reasons, mostly use of space (bad proportions). What I'm talking about is thinking intentionally about what kind of map you are trying to make and a really helpful way to get this thought process started is compare it to other maps you know intimately (like ladder/tournament maps).

Also... just pick a name. You can change it later, the mods are pretty quick about especially with a PM. We are in double digits "no name WIP" threads.

----

Not a bad effort but it lacks raison d'etre and refinement.
Comprehensive strategic intention: DNE
killy666
Profile Joined July 2012
France204 Posts
August 18 2012 21:02 GMT
#5
I'm not a fan of Z shaped choke in the middle. Eventhough it's pretty large for a choke, i still think it can be abused by siege / deathballs.
My life is sicker than your band
FlaShFTW
Profile Blog Joined February 2010
United States10556 Posts
August 18 2012 21:44 GMT
#6
Barren Wasteland.

4th too close to 3rd, move it more toward the center bases. dontl ike all the middle ground open space. maybe some high ground pods or something.

3rd seems too far from natural. also the path going to the third from natural seems weird.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Glexarn
Profile Joined December 2010
United States40 Posts
August 18 2012 23:16 GMT
#7
If you stick your army in that open field and turtle up (walling off the far ramp to the 4th), you defend all 4 bases from one position. That's really dangerous.
"I am greatful for the sharpest criticism, as long as it is factual." -Otto von Bismarck
BreakfastBurrito
Profile Joined November 2011
United States893 Posts
August 19 2012 00:19 GMT
#8
You should call it... Nightfall.
twitch.tv/jaytherey | Yapper891 if you are reading this, PM me. its Twisty.
Scurvy
Profile Joined March 2012
United States117 Posts
August 19 2012 01:42 GMT
#9
That is a lot of empty space there in the middle.
With it or on it.
lawol
Profile Joined February 2011
91 Posts
August 19 2012 12:26 GMT
#10
Hey! Thanks for all the replies! I was actually not sure if it was worth it posting on here first. Mega feedback :D

On August 19 2012 05:06 EatThePath wrote:
The 3rd and 4th are way too close. That's the biggest problem.

As you say, this is basically just Daybreak. Except you have a lot of proportion issues (open space, closeness -- chokes are somewhat okay). Your map differs from Daybreak how? In that it is worse. What does it do differently? It puts the rocks on the side paths, the towers are on the sides, and there's no center base. Why do you want it this way? Unless you redesign some major elements of the map, you'll have to directly compare it to Daybreak (which is a fine map to compare to generally) and come up with real reasons for why you want something else. Then you have to think about what effect this has in all the matchups at all points in the game, and compensate for anything you didn't foresee at first. I'm not saying these are insignificant changes; nor am I saying the above is why it's worse. It's worse for a lot of reasons, mostly use of space (bad proportions). What I'm talking about is thinking intentionally about what kind of map you are trying to make and a really helpful way to get this thought process started is compare it to other maps you know intimately (like ladder/tournament maps).

Also... just pick a name. You can change it later, the mods are pretty quick about especially with a PM. We are in double digits "no name WIP" threads.

----

Not a bad effort but it lacks raison d'etre and refinement.


Pfft I had to google "raison d'etre"! You're right though its basically a crummy version of daybreak atm. I just wanted to make a map with some of the similar features to daybreak - as its an awesome map. I'll deffo have to start thinking of how I can make some of the changes, but also why they are needed. Thanks! :D

So from what I can gather to apparent main issues are:

- too much openess ~ maybe add some form of high ground or move the 4th a bit more to the center.

- two entrances to the natural being bad ~ I assume rocks wont be such a terrible fix

- 3rd and 4th are too close together ~ will look at re-arranging both (probly move 5th about as well, though not sure)

- the mid choke needs changing ~ probably make it bigger I guess lol

- no reason for existence Q_Q ~ maybe learn french to think of an appropriate comeback

On August 19 2012 09:19 BreakfastBurrito wrote:
You should call it... Nightfall.

=o
@lawolawol
TwistedFate
Profile Joined September 2011
United Kingdom9 Posts
August 19 2012 18:41 GMT
#11
On August 19 2012 09:19 BreakfastBurrito wrote:
You should call it... Nightfall.



+1

Nice looking map, should be interesting to see how it turns out!
lawol
Profile Joined February 2011
91 Posts
Last Edited: 2012-08-20 17:26:45
August 20 2012 17:26 GMT
#12
I've tried to add some of the changes and it's starting to look better, I think anyway. Not sure if moving the 4th to where it currently is, is a good or bad thing. Also wondering if I should bring the 3rd a bit closer as well.

Anyway thanks for the help guys! IMO its really improved thanks to your replies, if possible any more would be highly appreciated! On a less map related note, who do you PM for a topic change? And is it possible to label spoilers? So that it doesn't just say "+ Spoiler +" but something like "+ Old Pictures+" or something.

- edit: updated the OP with new pics.
@lawolawol
Scurvy
Profile Joined March 2012
United States117 Posts
August 20 2012 22:08 GMT
#13
Looks much better with the high ground in the middle areas. Thats just my untrained, complete map-making noob thoughts
With it or on it.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 20 2012 22:11 GMT
#14
On August 21 2012 07:08 Scurvy wrote:
Looks much better with the high ground in the middle areas. Thats just my untrained, complete map-making noob thoughts

I must be an untrained, complete map-making noob too, because I agree
ModeratorI am still alive, somehow
TL+ Member
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2012-08-20 22:56:22
August 20 2012 22:56 GMT
#15
Fix the mineral lines at the 5ths, right now they are asymmetrical.

Also, I'm curious as to why you put rocks on the ramps at the 5ths. Personally I'd probably remove them since they don't seem necessary, but maybe you had a good reason for doing it.
vibeo gane,
Jambo101
Profile Joined January 2012
United States7 Posts
August 21 2012 00:45 GMT
#16
For me it seems like the 4th is still kind of in a strange spot (idk if it's just from this angle but it seems too far out in the middle of the map and yet too much of a choke from the third or the front of your other bases and seems like your opponent would have you in a choke no matter which angle you attack from to protect the 4th). Other than that it looks good. Maybe put a ramp up to the high ground behind the 4th? I like the upper and lower attack paths (nice and open good placement for tanks and things of that nature) also as long as the other high grounds in the middle areas is big enough to put a tank on I dig it.
"I came here to kick ass and chew bubble gum... and I'm all out of gum"
Amridell
Profile Joined December 2011
188 Posts
August 21 2012 02:52 GMT
#17
On August 19 2012 09:19 BreakfastBurrito wrote:
You should call it... Nightfall.


I have always loved that name...and now a map to be called it...I like...

+5^120,000,000,000
"As to the pool game. You'll notice he played like a faggot."
lawol
Profile Joined February 2011
91 Posts
August 22 2012 20:11 GMT
#18
On August 21 2012 07:56 -NegativeZero- wrote:
Fix the mineral lines at the 5ths, right now they are asymmetrical.

Also, I'm curious as to why you put rocks on the ramps at the 5ths. Personally I'd probably remove them since they don't seem necessary, but maybe you had a good reason for doing it.

The rocks were one of the first things I added when I first started messing around, they dont really belong anymore your'e right. And thanks for the mineral misplacement notice! =p

I've added newer pics. Made some tiny changes here and there. Mostly just smoothing out the edges of cliffs to make it look a bit more natural. Still not so sure what to do with the 4th but I think it will have to stay there for now. I also started messing with the textures and trying some doodads ~ man it's hard to decorate this texture set =o

I think I shall claim Nightfall! I just don't know who to PM to change the topic title.
@lawolawol
Aunvilgod
Profile Joined December 2011
2653 Posts
August 22 2012 20:27 GMT
#19
[image loading]
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
Last Edited: 2012-08-22 23:48:51
August 22 2012 20:48 GMT
#20
On August 23 2012 05:11 lawol wrote:
Show nested quote +
On August 21 2012 07:56 -NegativeZero- wrote:
Fix the mineral lines at the 5ths, right now they are asymmetrical.

Also, I'm curious as to why you put rocks on the ramps at the 5ths. Personally I'd probably remove them since they don't seem necessary, but maybe you had a good reason for doing it.

The rocks were one of the first things I added when I first started messing around, they dont really belong anymore your'e right. And thanks for the mineral misplacement notice! =p

I've added newer pics. Made some tiny changes here and there. Mostly just smoothing out the edges of cliffs to make it look a bit more natural. Still not so sure what to do with the 4th but I think it will have to stay there for now. I also started messing with the textures and trying some doodads ~ man it's hard to decorate this texture set =o

I think I shall claim Nightfall! I just don't know who to PM to change the topic title.

I think Aunvilgod makes some good suggestions but I might keep some of that high ground around the 4th and simply put a ramp on one of the two ends for strategic drop/air harass and defense. If you just push the base back over to the edge of the map you get something that is less unique incomparison daybreak. A ramp toward the third is better for surprise drop/nydus play earlier in the game and is more conducive to harass type units; a ramp toward the fifth is better for siege and cliff abuse and it would help to pull the army further out of position for a backstab at the natural.

EDIT: I forgot to add that you can ask Barrin to rename your map as I think he is still the mod for this forum (send him a PM). I think Plexa has done this before, too, since he has been known to frequent this forum.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 40m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech4
StarCraft: Brood War
Hyuk 3236
Shinee 85
yabsab 19
SilentControl 16
Noble 16
ajuk12(nOOB) 15
Shuttle 0
Dota 2
ODPixel198
XcaliburYe68
League of Legends
JimRising 611
Other Games
Hui .137
KnowMe89
Happy29
[ Show 11 non-featured ]
StarCraft 2
• StrangeGG 67
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2496
League of Legends
• Jankos1407
Upcoming Events
CranKy Ducklings
2h 40m
WardiTV Invitational
3h 40m
Cure vs Zoun
SHIN vs Classic
ByuN vs MaxPax
Percival vs YoungYakov
AI Arena Tournament
9h 40m
OSC
13h 10m
Sparkling Tuna Cup
1d 2h
WardiTV Invitational
1d 3h
Shopify Rebellion Sundays
1d 7h
Spirit vs Mixu
Clem vs TBD
RSL Revival
1d 8h
Serral vs Rogue
BlizzCon
1d 11h
IdrA vs MC
Replay Cast
1d 16h
[ Show More ]
Afreeca Starleague
2 days
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
2 days
Monday Night Weeklies
2 days
Afreeca Starleague
3 days
Snow vs Shinee
Shine vs EffOrt
GSL
3 days
PiGosaur Cup
3 days
The PondCast
4 days
Kung Fu Cup
4 days
Replay Cast
4 days
KCM Race Survival
5 days
IntoTheTV X SOOP
5 days
Replay Cast
5 days
IntoTheTV X SOOP
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
PiG Sty Festival 8.0
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
RSL Revival: Season 6
Calamity Invitational
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

Blizzard Classic Cup 2026
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
Blizzard Classic Cup 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
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
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.