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Work In Progress Melee Maps - Page 103

Forum Index > SC2 Maps & Custom Games
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Samro225am
Profile Joined August 2010
Germany982 Posts
March 09 2014 22:39 GMT
#2041
On March 10 2014 06:55 And G wrote:
To possibly answer your question: I think that when ground aggression against a three-basing player can only ever hit in one place, and that one place is the third, and it is always in the same location, then that is too little diversity for a four-player map. This is not something I have inferred through conclusive theoretical thought processes, just something that seems empirically true when looking at 4p-maps that often lead to interesting games, and why they lead to those interesting games. You mentioned Frost, and while it's true that the nat2nat distances are pretty similar, it's also true that there are two possible third bases (and once those are taken, two possible fourths) and that which base you expand to impacts where you can be attacked and how you can attack etc. and it seems to add a certain diversity that your map would be missing.

Now I'm only saying this in regards to 4p-maps because I feel that the point of 4p-maps is to have games play out differently just depending on where you spawn, and that a map needs to be sufficiently good at this to overcome the inherently lower balance. Your map seems to go against that, at least in the early and mid game. I know some people are of the opinion that 4p-maps only exist to add an early element of randomness, so if you subscribe to that, please ignore everything I said in regards to ambiguous thirds.


i fully understand where you are coming from. actually what is discussed here is not the design of the third in this specific case, but the general decision in a 4p layout if you want to offer two alternative thirds or not. In most cases there is no true fourth base, but two options for third depending on spawn locations. The second concept asks more from the map maker, needs more work to balance and offers more diversion for the third. Yet the "fourth" has to be a reasonable third base in order to balance cw and ccw spawn locations. Hence a fourth like the fourth presented here would be impossible.

but still, it would be great if anyone has an idea how to deal with the third to make it more interesting, e.g. how I could emphasize my concept for the space between third and centre as described above.
Harreh
Profile Joined September 2013
90 Posts
March 10 2014 01:05 GMT
#2042
New map I whipped up earlier today:

Overhead:
+ Show Spoiler +
[image loading]


Analyzer:
+ Show Spoiler +
[image loading]


Thoughts?
The general intention was to have wide open space infront of the nat and a variety of paths leading to various bases along the perimeter. I wanted a route leading the base up front (3rd/4th) on the high ground using a highground road

I think the low-ground 5th/6th may be a tad cramped but I think that could be addressed. I've been toying with making it a high ground location aswell. (like the main's kinda height).

The layout in the middle might change since the nat2nat distance is so incredibly short once the rocks are gone.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 10 2014 01:21 GMT
#2043
@Harreh if you're going to have the wide open space in front of the natural you should make the third easier to defend for PvZ purposes. Right now it's a large choke on level terrain and it's out of the way of the natural.
Also, late-game seems like a split-map headache since there are three close and not very large openings, and 5 bases are very easy to defend even if the opponent plays very aggressively.

There are also 7 mineral patches in the mains and thirds, you probably want to fix that.
Moderatorshe/her
TL+ Member
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 10 2014 18:02 GMT
#2044
@harreh: I don't like the rocks in the middle with the huge split path to start with. Maybe redesign the center route as two routes? Also the towers are kind of random off on the side, not doing much for most of the game and then making already static lategame bases even easier to defend. I would put those lowground 5th bases on the inside of the looping highground instead, so that they are vulnerable to cliffing from above and attack from the open center, and find somewhere to move the towers accordingly if you want to keep them. Kind of an interesting take on the Daybreak design though, keep at it.

@templar: I like that one, the lowground 3rd is too open I think and maybe the lowground areas in general are too big/open in places. I think the map could be like 4-8 squares smaller? But the spacing on the trenches and ridges looks good, so I'm not sure how to pare it down. I like the concept, I think you should work on the corner bases to make them more interesting than "outlying open lowground base" a la Ohana or that underwater GSL map, I forget its name. Army movements in/around the center would be really interesting I think.

@samro: You and andG kind of covered it already, but I see what you're going for and agree with andG it looks kind of boring in terms of what 3 months in a competitive map pool would show us. I also don't like that the only routes to begin with are quite constricted AND have collapsible rocks. And you need to kill rocks to get a 4th (zerg), which means it's a questionable tvz/pvz setup. In other words I think there's a better way to do these ideas even though I like the ideas. I think we need more maps with main/nats that look like that. What if...

[image loading]

Also looking at the picture more, the push distance between 3rds is quite short, you should definitely work on that given the lack of 3rd option and linearity of defending in adjacent positions.
Comprehensive strategic intention: DNE
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 10 2014 20:20 GMT
#2045
some changes.
[image loading]
Author of Coda and Eastwatch.
And G
Profile Joined May 2012
Germany491 Posts
March 10 2014 21:06 GMT
#2046
I made a few minor changes to one of my WIPs and added some basic aesthetics:

+ Show Spoiler +
[image loading]

[image loading]


The weird islands in the corners represent no fly zones so you can't sneak past the watchtowers (although you can hide in the corners).

Anyway, I have a question: Currently, the gold high grounds are designed so that you can't hit the nearby low ground base from there with tanks. Lately, however, I've started to think whether that wouldn't actually be a good idea; after all it's a fourth base, tanks would have no retreat path against a pincer movement, and on top of that there are two alternative and better protected fourths, so it's a calculated risk you'd take when expanding to the low ground fourth anyway.

Poll: Should the central low ground fourth be in range of tanks at the gold?

Yes (4)
 
44%

Doesn't matter (4)
 
44%

No (1)
 
11%

9 total votes

Your vote: Should the central low ground fourth be in range of tanks at the gold?

(Vote): Yes
(Vote): Doesn't matter
(Vote): No



Also, is there anything else you'd change without destroying the central map concept (the backdoor natural/third)? E.g. changing the width of some of the ramps maybe, or making the central low ground fourth a half-base (6m1g)?
not a community mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 11 2014 01:05 GMT
#2047
@ and g, maybe no lowground central 4th at all? It makes the resource layout very dense and static. Not sure what this would mean for the map. In other words, if you did that you might want to also redo the middle / paths / how the golds work. (Doesn't have to be a huge difference but something other than flat space might be better for the map.)
Comprehensive strategic intention: DNE
And G
Profile Joined May 2012
Germany491 Posts
March 11 2014 12:49 GMT
#2048
Why do you feel the resource layout is "static"? Because everyone will always expand in the same pattern, first the backdoor natural, then the other natural, then to the low ground? Because if so, I replied the following to a similar concern by NegativeZero:

On March 05 2014 22:41 And G wrote:
Show nested quote +
On March 05 2014 12:52 -NegativeZero- wrote:
On "Doublenat" it just seems too easy to secure 3 bases and then a 4th soon after, positioning your army at the base in front of the 2 nats. The other one looks a little turtly too, but that should be easier to fix.
I did think about this a lot, and this is partly why I said ramp sizes weren't finalized at all. However, I do believe that the current layout might work quite well, for the following reasons:
  • It seems to me that in an asymmetrical two-base expansion pattern, a player A taking the open natural will have an advantage over player B who expands to the natural at the rocks. This is because as long as the rocks are up, B will need to move his army way out of position to attack A. More importantly, once B's rocks are down, B needs to defend a 4-width ramp, while A's natural ramp only has a width of two. Even if A's rocks are down as well, A's position is still better as it is more defensible. So you should probably always expand to the open natural (unless your exponents 1-bases or you're Z against T or P).
  • Now, say you've expanded to your open natural, and your rocks are still intact. Will you now expand to the backdoor natural? Let's assume your opponent does just this. Isn't it now better to expand to the high ground third near the watchtower instead? This doesn't widen your line of defense as much, and you can easily attack your opponent's wide ramp. Even if your rocks are taken down, you can still defend at a 2-width ramp near your main. On the other hand, defending both naturals once the rocks are down can be difficult, because the distance between those ramps is shorter on the low ground, meaning the attacker can bounce between those ramps a little faster than the defender. If you're facing Z as T or P, this might pose a huge problem.
  • Taking both naturals and then the low-ground base between them as a fourth should be difficult; you can be attacked from any angle including the cliffs at the gold. If I understand you correctly, you suspect that defending there is currently too easy. If that turns out to be the case, I'll make defending on the low ground harder, e.g. remove the small unpathable area there or even turn the gold base around and add a ramp, but I think this is something that needs to be tested first.
My immediate reaction when hearing the word "turtle" is comparing the respective map to Akilon Wastes, which is very turtly but still a decent map. I agree that Doublenat does indeed encourage turtling to some extent, but much less so than Akilon. In fact, because of the wide ramp at the rocks and the way you can bounce between the two ramps, I think Doublenat also encourages attacking a turtling player much more than Akilon does.

In regards to the gold, the basic idea is to have two parallel attacking paths with a centre similar to Metalopolis, but in a way that keeps the longer distance between the open nats compared to between the backdoor nats and encourages flanking attacks and runbys more.
not a community mapmaker
Harreh
Profile Joined September 2013
90 Posts
March 11 2014 23:02 GMT
#2049
On March 10 2014 10:05 Harreh wrote:
New map I whipped up earlier today:

Overhead:
+ Show Spoiler +
[image loading]


Analyzer:
+ Show Spoiler +
[image loading]


Thoughts?
The general intention was to have wide open space infront of the nat and a variety of paths leading to various bases along the perimeter. I wanted a route leading the base up front (3rd/4th) on the high ground using a highground road

I think the low-ground 5th/6th may be a tad cramped but I think that could be addressed. I've been toying with making it a high ground location aswell. (like the main's kinda height).

The layout in the middle might change since the nat2nat distance is so incredibly short once the rocks are gone.


To be honest I feel like the mistake here is the positioning of the nat. With it going to the left/right of the main, and given that the map has a landscape rectangular orientation, putting the nat there severly limits pathways along the middle, and there isn't much distance from top to bottom.

That, combined with the design of making the main pretty hard to blink in and so much space is eaten up. There's little left to work with after all that.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 12 2014 08:00 GMT
#2050
On March 11 2014 21:49 And G wrote:
Why do you feel the resource layout is "static"? Because everyone will always expand in the same pattern, first the backdoor natural, then the other natural, then to the low ground? Because if so, I replied the following to a similar concern by NegativeZero:

Show nested quote +
On March 05 2014 22:41 And G wrote:
On March 05 2014 12:52 -NegativeZero- wrote:
On "Doublenat" it just seems too easy to secure 3 bases and then a 4th soon after, positioning your army at the base in front of the 2 nats. The other one looks a little turtly too, but that should be easier to fix.
I did think about this a lot, and this is partly why I said ramp sizes weren't finalized at all. However, I do believe that the current layout might work quite well, for the following reasons:
  • It seems to me that in an asymmetrical two-base expansion pattern, a player A taking the open natural will have an advantage over player B who expands to the natural at the rocks. This is because as long as the rocks are up, B will need to move his army way out of position to attack A. More importantly, once B's rocks are down, B needs to defend a 4-width ramp, while A's natural ramp only has a width of two. Even if A's rocks are down as well, A's position is still better as it is more defensible. So you should probably always expand to the open natural (unless your exponents 1-bases or you're Z against T or P).
  • Now, say you've expanded to your open natural, and your rocks are still intact. Will you now expand to the backdoor natural? Let's assume your opponent does just this. Isn't it now better to expand to the high ground third near the watchtower instead? This doesn't widen your line of defense as much, and you can easily attack your opponent's wide ramp. Even if your rocks are taken down, you can still defend at a 2-width ramp near your main. On the other hand, defending both naturals once the rocks are down can be difficult, because the distance between those ramps is shorter on the low ground, meaning the attacker can bounce between those ramps a little faster than the defender. If you're facing Z as T or P, this might pose a huge problem.
  • Taking both naturals and then the low-ground base between them as a fourth should be difficult; you can be attacked from any angle including the cliffs at the gold. If I understand you correctly, you suspect that defending there is currently too easy. If that turns out to be the case, I'll make defending on the low ground harder, e.g. remove the small unpathable area there or even turn the gold base around and add a ramp, but I think this is something that needs to be tested first.
My immediate reaction when hearing the word "turtle" is comparing the respective map to Akilon Wastes, which is very turtly but still a decent map. I agree that Doublenat does indeed encourage turtling to some extent, but much less so than Akilon. In fact, because of the wide ramp at the rocks and the way you can bounce between the two ramps, I think Doublenat also encourages attacking a turtling player much more than Akilon does.

In regards to the gold, the basic idea is to have two parallel attacking paths with a centre similar to Metalopolis, but in a way that keeps the longer distance between the open nats compared to between the backdoor nats and encourages flanking attacks and runbys more.

By static I mostly mean that a player can take 4 bases and sit at the newest one with their army and defend all 4 bases (more or less). Granted maybe zerg will take a side base for a 4th sometimes but even so the principle remains. I can't think of a better solution than removing the base and I think the map will be much better for it. Wish there was an alternative resource that could go there.
Comprehensive strategic intention: DNE
And G
Profile Joined May 2012
Germany491 Posts
March 12 2014 14:26 GMT
#2051
Well I don't want to remove that base completely. So to fix the issue as much as possible while actually keeping a base there, I can make the base a half-base, make it more open, and extend the gold high ground. Anything else I can do?
not a community mapmaker
Samro225am
Profile Joined August 2010
Germany982 Posts
March 13 2014 22:05 GMT
#2052
On March 11 2014 03:02 EatThePath wrote:
@samro: You and andG kind of covered it already, but I see what you're going for and agree with andG it looks kind of boring in terms of what 3 months in a competitive map pool would show us. I also don't like that the only routes to begin with are quite constricted AND have collapsible rocks. And you need to kill rocks to get a 4th (zerg), which means it's a questionable tvz/pvz setup. In other words I think there's a better way to do these ideas even though I like the ideas. I think we need more maps with main/nats that look like that. What if...

[image loading]

Also looking at the picture more, the push distance between 3rds is quite short, you should definitely work on that given the lack of 3rd option and linearity of defending in adjacent positions.


thanks for your analysis EatThePath. Thought through and elaborated as always! Yet I have to disagree with what you put forward about "boring and forseeable matches". restrictions sometimes disallow some things but shift the opportunities to another period in a game. See my latest map Neo Jungle Valley with its ultra-restricted layout. It is just something I am interested in.

Here is the thought process behind it for this specific case : A "forced" third and restrictions do not necessarily develop boring matches. If the third is a regular third (no in-base nat) and is attackable with a well timed push, it is the struggle for fourth that will be the centre of attention. My starting point here is how to grant three bases without giving anything away for free and creating an interesting fourth. The only way to do so is to have a "forced" third. The split between clockwise and counterclockwise does not happen before you take a fourth base.

Collapsible rocks in forward positioning - what I want to create is a possible restriction and cut of of flanking routes. By taking down these towers and blocking the chokes you restrict the angle of attacks when taking fourth or in real late game. The reasoning here is that the forward position of the rock towers creates a situation where a defender on the backfoot cannot utilize them as much as a player who is in control. It strengthens the aspect of area control in between your bases (especially up to the third) and the map's center without blocking a direct path into the third.

I understand your point on the fourth and gave it some more thought. In the end I realized I have to move the third furthers towards the main in order to give myself some working room and change the distances in a meaningfull way. Still I like the idea of utilizing rock blocks in order to open new paths up.

your drawing is super interesting. I might actualy base a whole map on that idea some day. It is nothing new, but something used too little. Is the black stuff rocks or is there no path to the fourth but from centre? what I do not like to much in this suggestion is that my weak execution of my concept now made you put forward an idea that totally makes away with my concept I think first and foremost what I am after here is an emphasize of forward positioning and rewarding area control (even when it is only preventing rock towers to fall in the worst case scenario).

you are correct on the third distance, but it is something one can work with as a player because of the proximity of third in general. It needs some optimization for sure though.

-

so, after all these explanations what I came up with...

Changes include moved third, optimized distances (cw and ccw) to fourth and better use of space. The main difference is the fourth itself that now can be taken immediatley - admittedly it is far enough away for not being further blocked (: Another thing that should make my concept a bit better executed is the enlarged areas infront of the two chokes into third (between third chokes and the collapsible rocks), middle now slightly smaller.

[image loading]

does that make sense?

EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 14 2014 03:55 GMT
#2053
In short, yes, that makes good sense. I like the new one! The way those long rocks work is really cool, not quite seen before. Thank you for a pleasant explanation of your thoughts.
what I do not like to much in this suggestion is that my weak execution of my concept now made you put forward an idea that totally makes away with my concept

I think this is my purpose these days in the map forum. XD

Also forward space control is one of the best things there can be in an SC2 map, don't get me wrong. The way it looks now is much better imo. /antares
Comprehensive strategic intention: DNE
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-03-16 18:24:40
March 16 2014 18:06 GMT
#2054
[image loading]

1v1 all spawns enabled, 176x176
"Not you."
Harreh
Profile Joined September 2013
90 Posts
Last Edited: 2014-03-16 20:06:26
March 16 2014 20:06 GMT
#2055
New map:

[image loading]
Playable size: 140 x 140

Not sure what to say about this map, it seems fairly self explanatory. Plenty of pathways leading through the middle, with bases around the perimeter.
Might change the high-ground bases in the top-left/bottom-right. The base close to the nat may move closer although out of siege range for sure.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2014-03-17 10:33:51
March 17 2014 10:33 GMT
#2056
On March 17 2014 03:06 19Meavis93 wrote:+ Show Spoiler +

[image loading]

1v1 all spawns enabled, 176x176


Why did you place so many bases? Is it a design feature that an army in the middle of the map basically splits an opponent's half of the map in two??

On March 17 2014 05:06 Harreh wrote:+ Show Spoiler +

New map:

[image loading]
Playable size: 140 x 140

Not sure what to say about this map, it seems fairly self explanatory. Plenty of pathways leading through the middle, with bases around the perimeter.
Might change the high-ground bases in the top-left/bottom-right. The base close to the nat may move closer although out of siege range for sure.



third bases are far away and fourths are impossible... late bases are to difficult to control and there is too much of a "circle-syndrome". also the attack paths here are pretty plain and there are no real areas of interest whatsoever.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2014-03-17 12:37:51
March 17 2014 12:37 GMT
#2057
On March 17 2014 19:33 Samro225am wrote:
Show nested quote +
On March 17 2014 03:06 19Meavis93 wrote:+ Show Spoiler +

[image loading]

1v1 all spawns enabled, 176x176


Why did you place so many bases? Is it a design feature that an army in the middle of the map basically splits an opponent's half of the map in two??




to guarantee a viable 3rd base regardless of spawns, the few pathways are part of trying to push drop/air based play.
"Not you."
Harreh
Profile Joined September 2013
90 Posts
March 17 2014 14:50 GMT
#2058

third bases are far away and fourths are impossible... late bases are to difficult to control and there is too much of a "circle-syndrome". also the attack paths here are pretty plain and there are no real areas of interest whatsoever.


I pretty much agree with everything you said, although I'm not totally sure about the CS part. I've read that thread but still confused about it. Could you give an example using that map?

Anyway, some ideas:

- Place a 3rd outside the main ala heavy rain. Problem with this my map becomes too much of a copy imo
- Bring current 3rd 4th waaay closer to main/nat. This will give loads of room to modify the perimeter bases to better position them and make them more interesting.
- Since the map has areas that are irrelevant or uninteresting, I guess this is attributed by the fact that there are so many pathways that lead through the middle. Why take the longer route when you can just take the quicker one?
I guess these pathways need to be reconsidered. Adding watch towers could help make more interesting areas.
Harreh
Profile Joined September 2013
90 Posts
Last Edited: 2014-03-18 17:03:43
March 18 2014 16:44 GMT
#2059
Update:

[image loading]

This change brings the 3rd much closer. Currently it's on the low ground but I think it could easily change to be on the middle ground with a ramp in front.
4th next the nat should be easier to secure now.
4th next to 3rd and the base along with it in corner has changed. I feel this 4th might still be a bit too far away. It could move closer to the 3rd but if the 3rd is on the low ground, putting a ramp close to it for an attacker to use could be bad.


edit:
here's a quick demo for a possible high-ground 3rd design.
+ Show Spoiler +
[image loading]

ConCentrate405
Profile Joined November 2013
Brazil71 Posts
Last Edited: 2014-03-18 17:33:39
March 18 2014 17:32 GMT
#2060
@ Harreh: this closer 3rd base is much better. Increased the blink all in strenght though. Maybe you could try putting back that gap from the original picture by changing the main layout in a way that don't mess with the natural (how?). Man, this blink paranoid is screwing all my projects.

I would keep the lower ground version, it seems to have a better dynamic with two entrances. In the high ground version you can block the ramp with like 3 gateways or just park some tanks there.
I look like someone's uncle after a hard life
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