• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:22
CEST 02:22
KST 09:22
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
ZeroSpace Early Access is Now Live!11Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters2Balance hotfix patch 5.0.16b (July 16)81Reynor: GSL Loss Wasn't About Preparation Format16[IPSL] Spring 2026 Grand Finals - This Weekend!18
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters How would you feel about frequent/monthly balance patches for SC2? Clem: "I don't have that much hope in Blizzard" [D] Wireframe Casting Removed
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026 GSL CK #5 Race War HomeStory Cup 29
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 535 Assembly of Vengeance The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together
Brood War
General
BW General Discussion HORROR STARCRAFT MOVIE BGH Auto Balance -> http://bghmmr.eu/ How Famous was FlaSh before his Debut? screpdb: new Starcraft reporting tool
Tourneys
[Megathread] Daily Proleagues [IPSL] Spring 2026 Grand Finals - This Weekend! Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers PvT advise for noobs Fighting Spirit mining rates Creating a full chart of Zerg builds
Other Games
General Games
ZeroSpace Early Access is Now Live! Path of Exile General RTS Discussion Thread ZeroSpace at Steam NextFest - Last free demo Nintendo Switch Thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread How to buy a book - shipping from Korea to Europe The Games Industry And ATVI
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Series you have seen recently... Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Hello guys!
LIN1s
Role of Gaming on Mental Hea…
TrAiDoS
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5517 users

Work In Progress Melee Maps - Page 16

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 14 15 16 17 18 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-10-28 22:45:26
October 28 2012 22:39 GMT
#301
@NegZero: Bigger high ground w/ tower, wider ramps there. Bigger 4th base. Bigger OR farther away 5th base with a wider ramp OR chokey entrance but farther away to defend. I'd also move the tower closer to the 3rd base corner of the high ground so that it isn't able to see any of the alternate route to the 4th. Alternate version 3rd is too easy imo. Reposition the half base to be a little harder to deny from the middle/cliff.


@Melt: The late game looks kind of static. 5th base covers the 6th and the high grounds are very LEFT or RIGHT, can't easily contest each other. Maybe add a ramp? Or another path somewhere? The proportions mean you can attack plenty well but it will be very sumo, not so much jujitsu. I think the righthand lowground base would be much more interesting if you removed the mineral ramp and put it snug up against the natural cliff. It could be defended against harass / light attack easily this way, but you'd have to have army defense if they have a big attack there. You could fit in another base this way (if you want).


@RxDam: Wow that map is enormous. Needs to be smaller. XD


@Fatam: This map keeps morphing. I like the 4th base but I feel like it's still too close / easy / cramped. It's great for harass but difficult to attack without your whole army there. I'd say this is good except it's so easy to take after the 3rd and close to defend. Not sure what to change there. The middle seems too on/off. I think this should be returned to a more open / multiple routes area. Here's a picture with some changes.+ Show Spoiler [picture] +

[image loading]
Didn't I do this before lol?


I made the harass hallway the same cliff level at the 4th so that it becomes more important and requires active defense. The towers have more interesting LosB, whatevs. The center is now sort of Metalopolis style 6th bases (shouldn't be able to tank the CC). The two wide bridges in the middle are not easy to cross if defended, but far apart so hard to defend both. If you look at the first 5 bases, it's very dynamic but also stable more stable I think. Hope this gives you some ideas.

Oh, and you should add a bricks / tiles texture to use on the 4th base and the bridges.

Also, what if you moved the towers away from the rocks (towards the 6th base) so that when the rocks are broken you can avoid tower vision to move out of your natural?



@Moskonia: That backdoor requires map control to defend against, especially as you take the two bases in your crescent. It's not going to be very fun and will encourage 2base play in certain matchups, as iamcaustic is trying to point out.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-10-29 01:36:10
October 29 2012 01:34 GMT
#302
On October 29 2012 06:19 -NegativeZero- wrote:
Basically another Match Point clone with some notable alterations - also I was experimenting with making the map as unnecessarily symmetrical as possible (3rd/4th/5th are reflected, mains are symmetrical and exactly opposite each other, etc).

[image loading]

Alternate version (removed 1 entrance to 3rd):
+ Show Spoiler +
[image loading]


Looks like it could be cool

- I would probably widen all 4 side entrance ramps to the corner bases by 1 FF.
- Wouldn't the rocks make more sense on the opposite ramp of the 4th? i.e. the attacker would have to kill the rocks to be able to attack from that angle. The 4th is already sort of far away so the defending player shouldn't be further punished by having to kill rocks before he takes his 4th.
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
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-10-29 03:04:20
October 29 2012 01:42 GMT
#303
On October 29 2012 07:39 EatThePath wrote:
@Fatam: This map keeps morphing. I like the 4th base but I feel like it's still too close / easy / cramped. It's great for harass but difficult to attack without your whole army there. I'd say this is good except it's so easy to take after the 3rd and close to defend. Not sure what to change there. The middle seems too on/off. I think this should be returned to a more open / multiple routes area. Here's a picture with some changes.+ Show Spoiler [picture] +

[image loading]
Didn't I do this before lol?


I made the harass hallway the same cliff level at the 4th so that it becomes more important and requires active defense. The towers have more interesting LosB, whatevs. The center is now sort of Metalopolis style 6th bases (shouldn't be able to tank the CC). The two wide bridges in the middle are not easy to cross if defended, but far apart so hard to defend both. If you look at the first 5 bases, it's very dynamic but also stable more stable I think. Hope this gives you some ideas.

Oh, and you should add a bricks / tiles texture to use on the 4th base and the bridges.

Also, what if you moved the towers away from the rocks (towards the 6th base) so that when the rocks are broken you can avoid tower vision to move out of your natural?



Wow those changes are incredible. I think that will inspire me to implement most/all of what you did. This map has given me so many troubles to try and get right, you really have no idea. Take every other map that I've released (which is 5 I think) combined and triple it, and that's how much time I've spent on this map's layout compared to their layouts. And it was still not right lol

And what's sad is yesterday w/ that map competition I made a map in 2-3 hours that was probably better than Yog's. ><
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 States2142 Posts
October 29 2012 02:13 GMT
#304
Updated map:

-Enlarged high ground pods, widened the ramps facing the center
-Widened the side ramps to the 4th, removed rocks
-Revised center terrain and positioning of 6m1hyg bases (those protrusions next to the ramps are unpathable and will be filled with doodads, so basically only tanks can hit the bases from the center)

[image loading]
vibeo gane,
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-10-29 11:14:55
October 29 2012 11:12 GMT
#305
[image loading]

Still might widen the middle bridges slightly, and I think the texturing needs to be cleaned up in a few places. But here's what I have. If the 4th is too easy to attack now I could put rocks on the attacker's ramp. But I don't know if that's necessary

angled: + Show Spoiler +
[image loading]
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
Samro225am
Profile Joined August 2010
Germany982 Posts
October 29 2012 11:52 GMT
#306
Fatam: why do you not address the issue around third? the attacker can bounce from third toward nat via the highround getting the defender in such a bad position. the whole map imho is going to fail because of this. taking the ccw third is not an option in many cases because it is closeer, cannot be defended at a choke and needs to be reinforced via a rocked choke...the map wonÄt go past two bases in most games.
Fatam
Profile Joined June 2012
1986 Posts
October 29 2012 12:26 GMT
#307
On October 29 2012 20:52 Samro225am wrote:
Fatam: why do you not address the issue around third? the attacker can bounce from third toward nat via the highround getting the defender in such a bad position. the whole map imho is going to fail because of this. taking the ccw third is not an option in many cases because it is closeer, cannot be defended at a choke and needs to be reinforced via a rocked choke...the map wonÄt go past two bases in most games.


Probably 20-30 people have commented on the map (it's been around a while, and while a lot has changed, the nat/3rd setup hasn't) and no one has mentioned this as an issue. Of course it's possible that you're right, but I will try to lay out the reasoning behind the setup.

The reason I don't think it's an issue is this: the attacker comes down from the highground if he is going for the nat, but he can't actually shoot anything if he just stays on the highground. In order to -actually attack- he would have to come down that ramp, then he's either getting sandwiched by your reinforcements and your main army coming from the 3rd (in the example you mentioned where he faked you out by feigning at the 3rd), or if your main army is in the nat then you have highground advantage. If you're far enough out of position that he can rush up the nat ramp before you get back, then he won't have any highground advantage cuz you will have vision from your buildings. The only races that could do that kind of rush-up-the-ramp-before-you-get-back are terrans w/ stim and zerg, so rushing in and FF'ing the ramp probably isn't an issue (any more than it is on any other map with a nat ramp).
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
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
October 29 2012 13:01 GMT
#308
On October 29 2012 20:52 Samro225am wrote:
Fatam: why do you not address the issue around third? the attacker can bounce from third toward nat via the highround getting the defender in such a bad position. the whole map imho is going to fail because of this. taking the ccw third is not an option in many cases because it is closeer, cannot be defended at a choke and needs to be reinforced via a rocked choke...the map wonÄt go past two bases in most games.
Seems like a good thing to be possible honestly, punishing people for improperly splitting their army. One of the only things I like about entombed is how the bridge functions and if you let them get up the other side because you just put your army in your natural on one hotkey you can't go there any more into his concave. It's a test of strategy.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-10-29 16:48:06
October 29 2012 16:47 GMT
#309
On October 29 2012 22:01 SiskosGoatee wrote:
Show nested quote +
On October 29 2012 20:52 Samro225am wrote:
Fatam: why do you not address the issue around third? the attacker can bounce from third toward nat via the highround getting the defender in such a bad position. the whole map imho is going to fail because of this. taking the ccw third is not an option in many cases because it is closeer, cannot be defended at a choke and needs to be reinforced via a rocked choke...the map wonÄt go past two bases in most games.
Seems like a good thing to be possible honestly, punishing people for improperly splitting their army. One of the only things I like about entombed is how the bridge functions and if you let them get up the other side because you just put your army in your natural on one hotkey you can't go there any more into his concave. It's a test of strategy.

That's a good comparison I think.

I also like it because the defender is rewarded a lot for moving out and holding that high ground, and that also gives you the tower. If you look at it the distances are about same as Daybreak actually.
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-10-29 16:58:07
October 29 2012 16:54 GMT
#310
On October 30 2012 01:47 EatThePath wrote:
Show nested quote +
On October 29 2012 22:01 SiskosGoatee wrote:
On October 29 2012 20:52 Samro225am wrote:
Fatam: why do you not address the issue around third? the attacker can bounce from third toward nat via the highround getting the defender in such a bad position. the whole map imho is going to fail because of this. taking the ccw third is not an option in many cases because it is closeer, cannot be defended at a choke and needs to be reinforced via a rocked choke...the map wonÄt go past two bases in most games.
Seems like a good thing to be possible honestly, punishing people for improperly splitting their army. One of the only things I like about entombed is how the bridge functions and if you let them get up the other side because you just put your army in your natural on one hotkey you can't go there any more into his concave. It's a test of strategy.

That's a good comparison I think.

I also like it because the defender is rewarded a lot for moving out and holding that high ground, and that also gives you the tower. If you look at it the distances are about same as Daybreak actually.


i like the abstract(!) idea of a player moving out. yet i have my difficulties to picture it in these specific situation on that map.

are you saying that i have to defend on the highround as protoss for example? so i could have access for the tower, but it just needs a drop and i have to move a significant number of forces down the ramp, up in the nat or even up in the main, while he rest of my forces and/or the third falls?

edit: on daybreak i think the path from the centre in front of nat to the third choke is actually quite a bit away. here - when the defender is on the hg, the attacker can switch directions and go against the third if you do not stop him there. falling back takes some time away for you.

unsure, but i feel like there is some choke needed or the path to third a bit longer, etc. just a feeling, but possibily i am just too afraid of hard thirds.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 29 2012 16:58 GMT
#311
On October 30 2012 01:54 Samro225am wrote:
Show nested quote +
On October 30 2012 01:47 EatThePath wrote:
On October 29 2012 22:01 SiskosGoatee wrote:
On October 29 2012 20:52 Samro225am wrote:
Fatam: why do you not address the issue around third? the attacker can bounce from third toward nat via the highround getting the defender in such a bad position. the whole map imho is going to fail because of this. taking the ccw third is not an option in many cases because it is closeer, cannot be defended at a choke and needs to be reinforced via a rocked choke...the map wonÄt go past two bases in most games.
Seems like a good thing to be possible honestly, punishing people for improperly splitting their army. One of the only things I like about entombed is how the bridge functions and if you let them get up the other side because you just put your army in your natural on one hotkey you can't go there any more into his concave. It's a test of strategy.

That's a good comparison I think.

I also like it because the defender is rewarded a lot for moving out and holding that high ground, and that also gives you the tower. If you look at it the distances are about same as Daybreak actually.


i like the abstract(!) idea of a player moving out. yet i have my difficulties to picture it in these specific situation on that map.

are you saying that i have to defend on the highround as protoss for example? so i could have access for the tower, but it just needs a drop and i have to move a significant number of forces down the ramp, up in the nat or even up in the main, while he rest of my forces and/or the third falls?

No, you don't have to move out, but if you can move out (and get the tower) you can feel much more security for your main/nat/3rd for major ground attacks. Drops is a different issue of course, so in PvT after taking the high ground and tower I would just move back to the nat ramp until I get some obs out.

PvZ for example, it looks like a pretty clear cut sentry based 3rd expansions, make a wall with cannons possibly, and then you can keep your army in the low ground alley and defend everything quite easily once the wall is up. Terran should be fine with tanks in the alley.

Of course they can break the rocks at the natural and then you have to be much more aware of their army. (Need obs / ling scout / etc.)
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
October 29 2012 17:12 GMT
#312
On October 30 2012 01:58 EatThePath wrote:
Show nested quote +
On October 30 2012 01:54 Samro225am wrote:
On October 30 2012 01:47 EatThePath wrote:
On October 29 2012 22:01 SiskosGoatee wrote:
On October 29 2012 20:52 Samro225am wrote:
Fatam: why do you not address the issue around third? the attacker can bounce from third toward nat via the highround getting the defender in such a bad position. the whole map imho is going to fail because of this. taking the ccw third is not an option in many cases because it is closeer, cannot be defended at a choke and needs to be reinforced via a rocked choke...the map wonÄt go past two bases in most games.
Seems like a good thing to be possible honestly, punishing people for improperly splitting their army. One of the only things I like about entombed is how the bridge functions and if you let them get up the other side because you just put your army in your natural on one hotkey you can't go there any more into his concave. It's a test of strategy.

That's a good comparison I think.

I also like it because the defender is rewarded a lot for moving out and holding that high ground, and that also gives you the tower. If you look at it the distances are about same as Daybreak actually.


i like the abstract(!) idea of a player moving out. yet i have my difficulties to picture it in these specific situation on that map.

are you saying that i have to defend on the highround as protoss for example? so i could have access for the tower, but it just needs a drop and i have to move a significant number of forces down the ramp, up in the nat or even up in the main, while he rest of my forces and/or the third falls?

No, you don't have to move out, but if you can move out (and get the tower) you can feel much more security for your main/nat/3rd for major ground attacks. Drops is a different issue of course, so in PvT after taking the high ground and tower I would just move back to the nat ramp until I get some obs out.

PvZ for example, it looks like a pretty clear cut sentry based 3rd expansions, make a wall with cannons possibly, and then you can keep your army in the low ground alley and defend everything quite easily once the wall is up. Terran should be fine with tanks in the alley.

Of course they can break the rocks at the natural and then you have to be much more aware of their army. (Need obs / ling scout / etc.)


yeah, i see all this and i quite like it honestly, yet don't you think it defines a lot of things already? it might be good that a map asks for specific units, action, - i mean ever ap does it to a certain extent - but with a lot of discussion around difficult thirds i feels like that map had a better chance with some adjustments in this area.
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
October 29 2012 17:45 GMT
#313
Why not have the manmade base on the lowground now that you have the cliff going round it? Would be a lot tidier and would give you more opportunity to tweak the area outside the 3rd.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
October 29 2012 19:28 GMT
#314
@fatam, I honestly like the first version of the corner expo better. Maybe just making it on the lowground like oxygenesis suggested but putting some chokes with crevasses around it would be better? Centre looks much improved though.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-10-29 21:45:33
October 29 2012 21:44 GMT
#315
On October 30 2012 02:45 OxyGenesis wrote:
Why not have the manmade base on the lowground now that you have the cliff going round it? Would be a lot tidier and would give you more opportunity to tweak the area outside the 3rd.


Personal preference, but I think it would be a little too annoying for the defender to deal with the harass. You would need to run units all the way around and up the ramp to where the harassers are to deal w/ it. If the base + harass hallway are on the same level (like it is now) then you can have some ranged units (or even a cannon/spine) inside your 4th base that can shoot over the small chasm. A counter argument here would be that the 4th on CK has the highground above it. But I always thought the CK highground above the 4th is a bit OP (even though overall it's one of the most balanced maps in the current mappool).

One other thing you might notice w/ the new layout is that the harass hallway is a good way to avoid the XNT and sneak attack the 3rd. I think that can be useful.

I was actually mainly wanting feedback concerning the center bridges - are they too skinny or are they fine? Right now they are ~8 squares wide. If you have an opinion on that, that would be awesome. (I can also re-evaluate the space around the 3rd. One thing I might do is back the nat ramp up a few squares and use that to slightly widen the path between the nat and 3rd. That way it takes a little longer for any attacker to get to the nat, and in general that would let defending armies get surrounds a little easier.)
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
Samro225am
Profile Joined August 2010
Germany982 Posts
October 29 2012 21:47 GMT
#316
On October 30 2012 06:44 Fatam wrote:
Show nested quote +
On October 30 2012 02:45 OxyGenesis wrote:
Why not have the manmade base on the lowground now that you have the cliff going round it? Would be a lot tidier and would give you more opportunity to tweak the area outside the 3rd.


Personal preference, but I think it would be a little too annoying for the defender to deal with the harass. You would need to run units all the way around and up the ramp to where the harassers are to deal w/ it. If the base + harass hallway are on the same level (like it is now) then you can have some ranged units (or even a cannon/spine) inside your 4th base that can shoot over the small chasm. A counter argument here would be that the 4th on CK has the highground above it. But I always thought the CK highground above the 4th is a bit OP (even though overall it's one of the most balanced maps in the current mappool).

One other thing you might notice w/ the new layout is that the harass hallway is a good way to avoid the XNT and sneak attack the 3rd. I think that can be useful.

I was actually mainly wanting feedback concerning the center bridges - are they too skinny or are they fine? Right now they are ~8 squares wide. If you have an opinion on that, that would be awesome. (I can also re-evaluate the space around the 3rd. One thing I might do is back the nat ramp up a few squares and use that to slightly widen the path between the nat and 3rd. That way it takes a little longer for any attacker to get to the nat, and in general that would let defending armies get surrounds a little easier.)


they are fine for a two to three base terran army, toss can FF and broodlords can fly over it. they are perfect :D
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-10-29 22:13:24
October 29 2012 22:12 GMT
#317
On October 30 2012 06:47 Samro225am wrote:
Show nested quote +
On October 30 2012 06:44 Fatam wrote:
On October 30 2012 02:45 OxyGenesis wrote:
Why not have the manmade base on the lowground now that you have the cliff going round it? Would be a lot tidier and would give you more opportunity to tweak the area outside the 3rd.


Personal preference, but I think it would be a little too annoying for the defender to deal with the harass. You would need to run units all the way around and up the ramp to where the harassers are to deal w/ it. If the base + harass hallway are on the same level (like it is now) then you can have some ranged units (or even a cannon/spine) inside your 4th base that can shoot over the small chasm. A counter argument here would be that the 4th on CK has the highground above it. But I always thought the CK highground above the 4th is a bit OP (even though overall it's one of the most balanced maps in the current mappool).

One other thing you might notice w/ the new layout is that the harass hallway is a good way to avoid the XNT and sneak attack the 3rd. I think that can be useful.

I was actually mainly wanting feedback concerning the center bridges - are they too skinny or are they fine? Right now they are ~8 squares wide. If you have an opinion on that, that would be awesome. (I can also re-evaluate the space around the 3rd. One thing I might do is back the nat ramp up a few squares and use that to slightly widen the path between the nat and 3rd. That way it takes a little longer for any attacker to get to the nat, and in general that would let defending armies get surrounds a little easier.)


they are fine for a two to three base terran army, toss can FF and broodlords can fly over it. they are perfect :D

I think they are probably fine. In order to actually attack anything you have to move into wide open areas, so that's okay for each race. The two bridges are far enough apart that it'd be pretty hard to hold both indefinitely, not even including fly-by's and using the other side routes. 3 FF is a good number. I think it works pretty well for Yog.

Also about the main/nat/3rd, it has the rocks to the natural on the opposite side of the 3rd, which I think is something no map has done that's ever been used? So it's not a completely unique expansion setup but definitely could create unique situations with this feature.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
October 29 2012 23:07 GMT
#318
K cool. Sounds like it's getting closer to being in a decent state. I'll definitely play around w/ the third area and see if anything looks better.
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
Coppermantis
Profile Joined June 2012
United States845 Posts
October 30 2012 01:58 GMT
#319
Burning Hatred
[image loading]
3v3 map I'm working on. It's hard to tell but there is a XWT in the center, two more on the raised platforms in front of the natural and the gold mineral line's geysers are High-Yield.
Fatam
Profile Joined June 2012
1986 Posts
October 30 2012 15:23 GMT
#320
Cool. I'd hate to be the third person trying to expand as a part of that 3v3 team..lol. Base would be crazy far away. But I don't know anything about 3v3, maybe that's fine.
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
Prev 1 14 15 16 17 18 217 Next
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#91
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ViBE262
FoxeR 32
StarCraft: Brood War
GuemChi 3649
Artosis 617
League of Legends
Trikslyr55
Counter-Strike
summit1g12295
minikerr49
adren_tv7
Super Smash Bros
hungrybox591
AZ_Axe86
PPMD47
Other Games
tarik_tv6344
Grubby3571
shahzam600
JimRising 574
ToD218
UpATreeSC126
JuggernautJason71
Temp011
Organizations
Other Games
gamesdonequick1626
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• Hupsaiya 100
• RyuSc2 43
• Adnapsc2 18
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra1409
Upcoming Events
The PondCast
9h 38m
Kung Fu Cup
10h 38m
OSC
23h 38m
CrankTV Team League
1d 10h
Replay Cast
1d 23h
CrankTV Team League
2 days
Korean StarCraft League
3 days
Afreeca Starleague
3 days
RSL Revival
3 days
Serral vs SHIN
herO vs Solar
Online Event
3 days
[ Show More ]
Replay Cast
3 days
RSL Revival
4 days
Clem vs ByuN
Rogue vs Lambo
WardiTV Weekly
5 days
Sparkling Tuna Cup
6 days
PiGosaur Cup
6 days
Liquipedia Results

Completed

Proleague 2026-07-21
HSC XXIX
Eternal Conflict S2 E3

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 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.