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[M] (2) TPW Breaking Point

Forum Index > SC2 Maps & Custom Games
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Meerel
Profile Joined March 2012
Germany713 Posts
Last Edited: 2012-08-25 19:24:32
August 21 2012 00:12 GMT
#1
[image loading]


Hello TL Com its Mereel,
here is my newest Map called Breaking Point. I had this nice Main/Nat/Third setup on paper and just had to use it. At first i had problems to make the third actually save for Protoss so i had to change the nat entrance to 2 Gatewaysize and reduce the ramp size towards the fourth back to 2.
The connection between the nat and the third contains a normal 6x6 rock and 2 mineralfields with 20 minerals each (i think the amount doesnt matter here, just more then 15). I added the 2 Mineralfields to get a wider gap so armees can easily walk in that area.
The rest is fairly standard stuff, fourth is a bit exposed with a backcliff and highground right next to it but i think pressure can be handled with 3 bases backup. (3 bases are enough to get 200 supply easily).
The Watchtowers dont have too much power, they see 2 attack pathes from 4, which is ok i think.
I dont think someone would take the middle bases before the regular base progression, so we have a nice tension in the late game because they are quite close to each other.
(Broodlords own that base though tehehee).
I tested the proportions how i always do it with 200 supply blink stalkers. It feld really good. So have fun i guess.
NA upload will come later! (no analyzer pictures with 1.5.0 -.-')

Update:
+ Show Spoiler +
- removed Overlord spots in main bases
- added more space in the middle
- added a starting sound
- certain ramps are 1 size bigger
- areas are bigger in general
- nat entrance is 2 1/2 or 3 gateways (depends on position)
- one more texture
- added an additional ramp
- mapsize increased from 147x150 to 147x158
- more doodads^^


Update Pictures:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]

Size Pictures:
[image loading]
[image loading]
[image loading]


General:
+ Show Spoiler +
Texture: Custom
Playable: 147x158
Expands: 10 + 2 half
Xel'Naga: 2
Uploaded: EU
Nat/Nat: ~120


Overview:
[image loading]

Strategie Map:
+ Show Spoiler +
White = Scouting Route with 1 size ramp
Red = One viable attack path
Green = Second attack path on 3 or 4 bases
[image loading]


Pictures:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
SDMF
Amridell
Profile Joined December 2011
188 Posts
August 21 2012 00:18 GMT
#2
I like it. Very nice looking, and I think it shouldn't be too imba in many ways. Seems to have a LOT of chokes, though. As a protoss, I love it! But may want to make it less close quarters-style fighting.
"As to the pool game. You'll notice he played like a faggot."
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
August 21 2012 00:20 GMT
#3
Love the aesthetics on this map. The high ground/unpathable bits remind me a lot of BW maps as well. Are the natural gasses exploitable from behind the destructible debris if someone like a Terran were to set up there? o.o
Twitter: @iamcaustic
Meerel
Profile Joined March 2012
Germany713 Posts
August 21 2012 01:34 GMT
#4
On August 21 2012 09:20 iamcaustic wrote:
Love the aesthetics on this map. The high ground/unpathable bits remind me a lot of BW maps as well. Are the natural gasses exploitable from behind the destructible debris if someone like a Terran were to set up there? o.o


with siege tanks sure. the point here is that zerg takes a third on the 5 minute mark in every game. (vs protoss there are no tanks). So this cenario with siege tanks behind the rocks will never occur.
SDMF
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 21 2012 01:39 GMT
#5
i love your maps mereel, always feels like bw
starleague forever
Veloh15
Profile Joined January 2012
United States161 Posts
August 21 2012 01:48 GMT
#6
Very cool map I really like what you have done in separating the natural and the 3rd, but I feel the ramp towards the back of the 3rd may make keeping that 3rd safe as a protoss will be very difficult. I would suggest putting vision blockers at that backdoor ramp. That will make attacking there less effective, and more of a flanking position which can only be used in a committed attack. The aesthetics and the potential in this map are fantastic I hope too see it used in the future!
xeqwist
Profile Joined July 2012
55 Posts
August 21 2012 01:55 GMT
#7
Very nice, map I tested it out earlier today vs a bot, just because I was testing out some new settings anyways. I ended up proxy hatching the bot just because I wanted to end the game fast/fun, so I can't talk much about balance.
I can say that the aesthetics work very nice, and give a cool atmosphere to the map.
also for some reason the computer I was facing was called 'Speiler-2' or something along those lines.
xeqwist.195 EU | ♥ BitByBit ♥ MarineKing ♥ | Marine good unit.
Meerel
Profile Joined March 2012
Germany713 Posts
August 21 2012 02:22 GMT
#8
On August 21 2012 10:55 xeqwist wrote:
Very nice, map I tested it out earlier today vs a bot, just because I was testing out some new settings anyways. I ended up proxy hatching the bot just because I wanted to end the game fast/fun, so I can't talk much about balance.
I can say that the aesthetics work very nice, and give a cool atmosphere to the map.
also for some reason the computer I was facing was called 'Speiler-2' or something along those lines.


lol, german editor. i will look into it
SDMF
FlaShFTW
Profile Blog Joined February 2010
United States10182 Posts
August 21 2012 02:23 GMT
#9
POLARIS RHAPSODY!!!! :D

at least it looks like it... kinda? xD

nice map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 21 2012 02:31 GMT
#10
On August 21 2012 11:23 FlaShFTW wrote:
POLARIS RHAPSODY!!!! :D

at least it looks like it... kinda? xD

nice map.


yes
starleague forever
Meerel
Profile Joined March 2012
Germany713 Posts
Last Edited: 2012-08-21 03:35:49
August 21 2012 03:24 GMT
#11
On August 21 2012 11:31 a176 wrote:
Show nested quote +
On August 21 2012 11:23 FlaShFTW wrote:
POLARIS RHAPSODY!!!! :D

at least it looks like it... kinda? xD

nice map.


yes


hehe, yes i looked at polaris rhapsody a bit.....but not much
SDMF
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2012-08-21 06:00:25
August 21 2012 03:53 GMT
#12
Holy crap, this looks almost exactly like the BW space platform tileset - the shades of terrain are pretty much perfect, and I see you even replicated the elevated bio-dome doodads (although to nitpick, in BW you couldn't place those on the lowest terrain level ) The cliffs with the holes in them are a nice touch too, even if they're no longer necessary in SC2.

Normally I tend not to like most layouts with extremely close third bases since it can lead to boring games, but this could be interesting because you'll be rewarded for moving out and controlling the high ground past the third - not sure exactly how it'll work in game. I love the design of the center and how it rewards taking the long way around - again, very reminiscent of BW maps.
vibeo gane,
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
August 21 2012 05:43 GMT
#13
Mereel i think you've really upped your game recently. Awesome map.
Administrator~ Spirit will set you free ~
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-08-21 06:42:56
August 21 2012 06:42 GMT
#14
On August 21 2012 11:23 FlaShFTW wrote:
POLARIS RHAPSODY!!!! :D

at least it looks like it... kinda? xD

nice map.

I actually have a map in the works that's heavily inspired by Polaris Rhapsody. I think this map differentiates itself quite heavily from the BW map, though, in a good way.
Twitter: @iamcaustic
Aunvilgod
Profile Joined December 2011
2653 Posts
August 21 2012 06:43 GMT
#15
Reminds me of Match Point.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
August 21 2012 09:46 GMT
#16
The texture/lighting/overall aesthetics are delicious. I didn't think I would like something so minimal but it really works.

The only thing I'm not sure about is the mineral wall. I think it would probably be neater if it was just rocks/debris. Also siege tanks on the other side of the rocks is something to worry about.

Amazing how quickly it all came together, gj
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-08-21 10:25:27
August 21 2012 10:22 GMT
#17
As I said in my reddit reply, I love those watchtowers. I didn't make a comment about it there as my response was already reaching essay length (and it's a petty complaint to be honest + Show Spoiler +
..then again maybe complaining about too many overlord spots was too. lol
) but I too dislike the mineral wall.

@ the siege tank behind the rocks.. with the naked eye it looks like all it could hit is 1 geyser and nothing else. Maybe not a huge deal, idk. You could probably switch that geyser to the other side of the mineral line without much trouble.
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
Meerel
Profile Joined March 2012
Germany713 Posts
August 21 2012 13:25 GMT
#18
some minor updates are added
SDMF
Acritter
Profile Joined August 2010
Syria7637 Posts
August 21 2012 14:48 GMT
#19
This looks like a very defensive map. I like the Xel'Naga towers in that respect, as they enhance your ability to keep watch and defend. However, one issue I note is that the main base is so large as to be obnoxious. It may be that all-in play relying on some unscouted territory in the main gets to be so strong as to destroy those defensive benefits. Features like the large amount of airspace, especially between main and third, certainly lend themselves to harrassment, but the vulnerability to all-in attacks rather tends to negate that. I would recommend removing some of the open space from the mainbase and moving it to the natural or the third, however that ends up happening. I think the mineral patches are rather clever, as they allow a Zerg player to open up a path between nat and third much earlier on. This means that 2base all-ins from Protoss are easier to hold. At the same time, though, this is very hard to abuse to open up a "back door" to someone's base. All in all a very cool feature. The tight natural choke and backdoor rocks help ensure that each race can readily secure a third base, which I admire. Only thing I'm uncertain about is how to put on pressure. The choke makes any kind of straight-up ground pressure very weak, as a small number of defensive structures can yield very potent results. The layout of the main base reduces the strength of drops targeting the workers, although they are still potent at killing structures. Again, I believe shrinking the main base and expanding the natural or third would give much more power to air-based harassment (less ground space to go over before you reach the mineral line) while lowering the power of cheese (less space in the main that is difficult to scout).

One thing to consider: changing the unwalkable high ground behind the middle bases to platforms with ramps up onto them could yield some interesting Tank-based play. Could be fun.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
KapsyL
Profile Joined November 2011
Sweden704 Posts
August 21 2012 15:07 GMT
#20
how can i play this map on eu? 1.5 refuses to show me the map when i click join games
Jurg Jurg Jurg
Meerel
Profile Joined March 2012
Germany713 Posts
August 21 2012 15:12 GMT
#21
search in arcade mode for tpw maps
SDMF
KapsyL
Profile Joined November 2011
Sweden704 Posts
August 21 2012 15:13 GMT
#22
thanks alot man, found it. gonna play with out with soem friends and see how it works out, reminds me of bw so much i just have to try it : ) ) ) <3
Jurg Jurg Jurg
Aunvilgod
Profile Joined December 2011
2653 Posts
August 21 2012 17:02 GMT
#23
Could you maybe add a little diversity to the textures?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
KapsyL
Profile Joined November 2011
Sweden704 Posts
August 21 2012 17:39 GMT
#24
Hi, I tried it out a bit now and guess i should leave some feedback, it was really hard to hold the expansions versus a terran as zerg, the natural is so easily bunkered off its not even funny and the third is really in a bad spot with the highground just nearby ( SIEGE TANKS QQ ). also my terran opponent qqed about it being too chokey but i dunno.
Jurg Jurg Jurg
Meerel
Profile Joined March 2012
Germany713 Posts
August 21 2012 18:41 GMT
#25
worked some on nat/third:
[image loading]
SDMF
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 22 2012 00:58 GMT
#26
On August 22 2012 02:39 KapsyL wrote:
Hi, I tried it out a bit now and guess i should leave some feedback, it was really hard to hold the expansions versus a terran as zerg, the natural is so easily bunkered off its not even funny and the third is really in a bad spot with the highground just nearby ( SIEGE TANKS QQ ). also my terran opponent qqed about it being too chokey but i dunno.


how should i say this, bw maps had many of these cheese spots. you were required to be on your toes with map vision to stop these, esp drops on cliffs. i can see many sc2 players complaining about exactly this but i mean, its not like that area behind the third is not accessible by you too.
starleague forever
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 22 2012 01:30 GMT
#27
On August 22 2012 09:58 a176 wrote:
Show nested quote +
On August 22 2012 02:39 KapsyL wrote:
Hi, I tried it out a bit now and guess i should leave some feedback, it was really hard to hold the expansions versus a terran as zerg, the natural is so easily bunkered off its not even funny and the third is really in a bad spot with the highground just nearby ( SIEGE TANKS QQ ). also my terran opponent qqed about it being too chokey but i dunno.


how should i say this, bw maps had many of these cheese spots. you were required to be on your toes with map vision to stop these, esp drops on cliffs. i can see many sc2 players complaining about exactly this but i mean, its not like that area behind the third is not accessible by you too.


The 2 bunker wall is a legitimate concern, it can be a problem even on maps with a 3gate wall-off. Mereel, I think you should increase the choke size to 3x.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
KapsyL
Profile Joined November 2011
Sweden704 Posts
August 22 2012 12:19 GMT
#28
On August 22 2012 09:58 a176 wrote:
Show nested quote +
On August 22 2012 02:39 KapsyL wrote:
Hi, I tried it out a bit now and guess i should leave some feedback, it was really hard to hold the expansions versus a terran as zerg, the natural is so easily bunkered off its not even funny and the third is really in a bad spot with the highground just nearby ( SIEGE TANKS QQ ). also my terran opponent qqed about it being too chokey but i dunno.


how should i say this, bw maps had many of these cheese spots. you were required to be on your toes with map vision to stop these, esp drops on cliffs. i can see many sc2 players complaining about exactly this but i mean, its not like that area behind the third is not accessible by you too.



I didnt play play alot of bw so i wouldnt know about that but imo you almost feel too spread out when taking the fourth, theres alot of shit to cover, i guess broodwar style is beyond my capability I still have the replay if needed but i dont think it makes alot of sense to watch since im just diamond kekekekeke
Jurg Jurg Jurg
Meerel
Profile Joined March 2012
Germany713 Posts
August 23 2012 01:26 GMT
#29
talked some more and taking feedback from here, i came up with some more changes.
- certain ramps are 1 size bigger
- areas are bigger in general
- nat entrance is 2 1/2 or 3 gateways (depends on position)
- one more texture

[image loading]
SDMF
NewSunshine
Profile Joined July 2011
United States5938 Posts
August 23 2012 02:18 GMT
#30
On August 23 2012 10:26 Terranlover wrote:
- one more texture

lol
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Fatam
Profile Joined June 2012
1986 Posts
August 23 2012 03:09 GMT
#31
AT LEAST ALL THOSE EXTRA OVERLORD SPOTS ARE GONE NOW OMG F ZERG

:-P
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
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
August 23 2012 03:18 GMT
#32
I actually liked the old texturing better, the new stuff you added looks slightly out of place and ruins the accurate BW resemblance of the map.
vibeo gane,
GDR
Profile Joined July 2011
Canada407 Posts
August 23 2012 03:25 GMT
#33
On August 23 2012 12:18 -NegativeZero- wrote:
I actually liked the old texturing better, the new stuff you added looks slightly out of place and ruins the accurate BW resemblance of the map.


I agree. I actually liked the sort of two-toned texturing, and don't feel it really needed more detail. If it does I don't think this would be the way. I still love the map though. ^_^
Ketch
Profile Joined October 2010
Netherlands7285 Posts
August 23 2012 06:20 GMT
#34
On August 23 2012 12:25 GDR wrote:
Show nested quote +
On August 23 2012 12:18 -NegativeZero- wrote:
I actually liked the old texturing better, the new stuff you added looks slightly out of place and ruins the accurate BW resemblance of the map.


I agree. I actually liked the sort of two-toned texturing, and don't feel it really needed more detail. If it does I don't think this would be the way. I still love the map though. ^_^


+1, BW feel in the map made it very cool, and it showed more in texturing of version 1. Looks like a really nice map though!
No0n
Profile Joined March 2010
United States355 Posts
August 23 2012 07:09 GMT
#35
I really like the way this map looked before you added the new textures, but I guess the layout is the same so still the same awesome map xD. I do feel as though the 4th is a teeny bit far out considering the sizes of armies and structures in SC2 compared to BW. Otherwise, awesome job : )
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
August 23 2012 13:36 GMT
#36
I think the new texture should only be on the blue areas, the map is quite hard to read as-is.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
August 23 2012 13:46 GMT
#37
Both the centre fourth base and the 1 o'clock fourth base are seigeable from the high grounds adjacent to both of them. The fact that the nat and the third and on a low ground and there's high ground chokes surrounding that area make it very hard to defend for zerg against warpgate timing attacks.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
August 23 2012 13:53 GMT
#38
Oh my goodness I love it. Looks amazing to play and as soon as I find someone to play it with, I'd love to play it.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-08-23 14:00:01
August 23 2012 13:57 GMT
#39
/disagree - I like the new texturing better. I do also think that zergs might simply have a hard time on this map, but opening it up helps a lot. You gotta remember that Zergs dont really have a ranged unit in the early game anymore, except for the queen which can only defend on creep - so its not fair to say that BW maps had these little choke spots, because using hydras and lurkers to defend is another thing completely from what zergs have at their disposal today. Whats the deal with the areas that have the little squares chopped out? Are those areas pathable?
~ ~ <°)))><~ ~ ~
Meerel
Profile Joined March 2012
Germany713 Posts
August 23 2012 15:28 GMT
#40
On August 23 2012 22:57 TheFish7 wrote:
/disagree - I like the new texturing better. I do also think that zergs might simply have a hard time on this map, but opening it up helps a lot. You gotta remember that Zergs dont really have a ranged unit in the early game anymore, except for the queen which can only defend on creep - so its not fair to say that BW maps had these little choke spots, because using hydras and lurkers to defend is another thing completely from what zergs have at their disposal today. Whats the deal with the areas that have the little squares chopped out? Are those areas pathable?

nope, i thought the terrain shows that :/

and in general, i guess i cant please everyone with the style. i like both versions.
its hard to read on the overview map thats for sure, but ingame it works ok.
SDMF
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 24 2012 17:40 GMT
#41
is this uploaded to NA?
starleague forever
Meerel
Profile Joined March 2012
Germany713 Posts
August 24 2012 20:44 GMT
#42
Update:
- uploaded to NA (search for tpw in arcade mode)
SDMF
Nisyax
Profile Blog Joined January 2012
Netherlands756 Posts
August 24 2012 20:53 GMT
#43
Looks cool, I just don't like that every expo has the "place base here" feature, would either variate or only give 'm to some. Just a little detail
Meerel
Profile Joined March 2012
Germany713 Posts
August 24 2012 21:02 GMT
#44
On August 25 2012 05:53 Nisyax wrote:
Looks cool, I just don't like that every expo has the "place base here" feature, would either variate or only give 'm to some. Just a little detail

yea, there are changes to come so i might change that aswell. its like super easy to expand with those decals hehe
SDMF
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 25 2012 18:04 GMT
#45
the map feels a bit small. maybe because im used to most maps being average 130 rush distance ...
starleague forever
RFDaemoniac
Profile Joined September 2011
United States544 Posts
August 25 2012 19:01 GMT
#46
Would you be willing to make these textures available for others to use?
Meerel
Profile Joined March 2012
Germany713 Posts
August 25 2012 19:19 GMT
#47
so i noticed in some games that the rush distance nat/nat is actually way too close. I made the map bigger and reshaped the middle and the lowground area infront of the natural and third so it flows better.
I narrowed the middle path so it actually functions the way it should be, as a scouting path and nothing more.

Update:
- added an additional ramp
- mapsize increased from 147x150 to 147x158
- more doodads^^

[image loading]
SDMF
Meerel
Profile Joined March 2012
Germany713 Posts
Last Edited: 2012-08-25 19:46:40
August 25 2012 19:21 GMT
#48
On August 26 2012 04:01 RFDaemoniac wrote:
Would you be willing to make these textures available for others to use?


http://www.2shared.com/file/Jf-q4TID/PlatformTexture.html

Cliff texture need the following path: Assets\Textures
Texture 5,6,7 and 8 use the original normal from the braxis alpha texture
Texture 3 use its own normal
SDMF
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 25 2012 23:41 GMT
#49
rush distance seems perfect now. i hope this map gets a lot of exposure, will def want to see it on the pro circuit.
starleague forever
Samro225am
Profile Joined August 2010
Germany982 Posts
August 28 2012 12:35 GMT
#50
glad you went for a bigger size with this in the meantime.

yet i want to re-articulate my concerns over the nat to third. while you changed the mineral line i think they do not flow into each other as they could. part of this issue is that the rocks mainly have to be understood as defensive rocks. the army movement between nat and third and along that the coverage and penetration over the various attack path are crucial in my opinion. I do not have a solution for now, but maybe you could come up with something better.
imPermanenCe
Profile Joined July 2011
Netherlands595 Posts
August 31 2012 10:41 GMT
#51
Looks sweet, is this tileset currently used in SC2? O_o never seen it like this, I think. Really reminds me of the BW space tileset
Micro at its best is like an elegant dance between two people trying to achieve a similar end.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
August 31 2012 12:36 GMT
#52
I like all the changes, It's looking like a fantastic map now. Only thing that bugs me is the mineral block, I think it would be better just using larger destructible debris personally. The shape of the main isn't quite as smooth as it used to be either.

You should post this update on reddit
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
AssyrianKing
Profile Blog Joined August 2011
Australia2113 Posts
September 01 2012 14:33 GMT
#53
Is this on SEA?
John 15:13
Meerel
Profile Joined March 2012
Germany713 Posts
September 01 2012 14:43 GMT
#54
On September 01 2012 23:33 PiPoGevy wrote:
Is this on SEA?

im sorry i dont have a sea account to upload it
SDMF
AssyrianKing
Profile Blog Joined August 2011
Australia2113 Posts
September 01 2012 15:21 GMT
#55
On September 01 2012 23:43 Terranlover wrote:
Show nested quote +
On September 01 2012 23:33 PiPoGevy wrote:
Is this on SEA?

im sorry i dont have a sea account to upload it

Aww, its alright mate, thanks for quick reply!
John 15:13
HeavenResign
Profile Joined April 2011
United States702 Posts
September 10 2012 00:10 GMT
#56
Once I realized this was a 2p map I immediately saw how great this map is. I hope this gets some serious exposure.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 10 2012 01:01 GMT
#57
This gets better every time I look at it O__O
Lots of tiny features that make this map awesome.
Moderatorshe/her
TL+ Member
Fatam
Profile Joined June 2012
1986 Posts
September 10 2012 01:18 GMT
#58
Map is pretty cool, it's hard to hate on it very much. Only thing I'm not 100% sold on are the charcoal-colored areas, they break the Brood War feeling the map previously had.
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
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
September 16 2012 20:24 GMT
#59
Just played a mech TvT together with Kollin and I definately want to play it again. What an amazingly designed map and I LOVE the way you've put the LOS blockers at the top of the small ramp to give defenders advantage on those cliffs, why on earth has nobody done that before?

Really great map, thanks for making it! :D
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Meerel
Profile Joined March 2012
Germany713 Posts
September 23 2012 19:36 GMT
#60
so now that i got into motm this month :D i had the motivation to do a redesign based on my reworked textures that i used on match point.

Changes:
- new design
- middle ramp is changed back
- starting sound now plays properly
- added broodwar music (turn your normal music on and enable the 'ongoing music' option.
- mapsize increased to 18.8mb (lol)

[image loading]
SDMF
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 23 2012 19:47 GMT
#61
On September 17 2012 05:24 Qikz wrote:
Just played a mech TvT together with Kollin and I definately want to play it again. What an amazingly designed map and I LOVE the way you've put the LOS blockers at the top of the small ramp to give defenders advantage on those cliffs, why on earth has nobody done that before?

Really great map, thanks for making it! :D


LosB on top of a ramp just mitigates the advantage of the ramp. Not sure what you mean..?
Comprehensive strategic intention: DNE
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
September 23 2012 20:16 GMT
#62
On September 24 2012 04:47 EatThePath wrote:
Show nested quote +
On September 17 2012 05:24 Qikz wrote:
Just played a mech TvT together with Kollin and I definately want to play it again. What an amazingly designed map and I LOVE the way you've put the LOS blockers at the top of the small ramp to give defenders advantage on those cliffs, why on earth has nobody done that before?

Really great map, thanks for making it! :D


LosB on top of a ramp just mitigates the advantage of the ramp. Not sure what you mean..?


It doesn't, because you have the top of the ramp, you can get say for example an air unit in safety or even go right up to the cliff and you'll still see the ramp.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 23 2012 21:48 GMT
#63
On September 24 2012 05:16 Qikz wrote:
Show nested quote +
On September 24 2012 04:47 EatThePath wrote:
On September 17 2012 05:24 Qikz wrote:
Just played a mech TvT together with Kollin and I definately want to play it again. What an amazingly designed map and I LOVE the way you've put the LOS blockers at the top of the small ramp to give defenders advantage on those cliffs, why on earth has nobody done that before?

Really great map, thanks for making it! :D


LosB on top of a ramp just mitigates the advantage of the ramp. Not sure what you mean..?


It doesn't, because you have the top of the ramp, you can get say for example an air unit in safety or even go right up to the cliff and you'll still see the ramp.

Oh I realized you were talking about TvT that's different ^^
Comprehensive strategic intention: DNE
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
September 23 2012 22:13 GMT
#64
On September 24 2012 06:48 EatThePath wrote:
Show nested quote +
On September 24 2012 05:16 Qikz wrote:
On September 24 2012 04:47 EatThePath wrote:
On September 17 2012 05:24 Qikz wrote:
Just played a mech TvT together with Kollin and I definately want to play it again. What an amazingly designed map and I LOVE the way you've put the LOS blockers at the top of the small ramp to give defenders advantage on those cliffs, why on earth has nobody done that before?

Really great map, thanks for making it! :D


LosB on top of a ramp just mitigates the advantage of the ramp. Not sure what you mean..?


It doesn't, because you have the top of the ramp, you can get say for example an air unit in safety or even go right up to the cliff and you'll still see the ramp.

Oh I realized you were talking about TvT that's different ^^

I'm not so sure it's any different. TvT revolves a lot around air control in the first place, to get vision for tanks. Both players are going to have air units, either in the form of vikings or medivacs. LOS is completely mitigated by air unit vision. o_o
Twitter: @iamcaustic
Fatam
Profile Joined June 2012
1986 Posts
September 23 2012 22:20 GMT
#65
I like this map and newsunshine's the best of the motm winners.

i did lol at "mapsize increased to 18.8mb"
I'm guessing that's mostly because of the bw music ?
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
Meerel
Profile Joined March 2012
Germany713 Posts
September 23 2012 22:36 GMT
#66
On September 24 2012 07:20 Fatam wrote:
I like this map and newsunshine's the best of the motm winners.

i did lol at "mapsize increased to 18.8mb"
I'm guessing that's mostly because of the bw music ?

yes^^
SDMF
AssyrianKing
Profile Blog Joined August 2011
Australia2113 Posts
October 14 2012 02:29 GMT
#67
Any plans with this map?
John 15:13
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