• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:21
CEST 14:21
KST 21:21
  • 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 Maestros of the Game 226ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon405.0.16 Hotfix (June 30) - Balance + Bug Fixes38Weekly Cups (June 22-28): Zergs thrive in new patch5[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)102
StarCraft 2
General
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon Is the larve respawn broken? 5.0.16 patch for SC2 goes live (8 worker start) Weekly Cups (June 29-July 5): Solar Doubles Serral wins Maestros of the Game 2
Tourneys
HomeStory Cup 29 GSL CK #5 race war RSL Revival: Season 6 - Qualifiers and Main Event Vespene Cup #1 — $300+ USD, July 10 Douyu Cup 2026: $20,000 Legends Event (June 26-28)
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 # 533 Die Together The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL22 General Discussion ASL 22 Proposed Map Pool Snow On New ASL S22 Map, Zerg Nerf BW General Discussion
Tourneys
CSLAN 4 is Coming! Escore Tournament StarCraft Season 2 The Casual Games of the Week Thread [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV Summer Games Done Quick 2026! ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
Five o'clock TL Mafia NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
The HerO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Cricket [SPORT]
World Cup 2022
Tech Support
How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 17306 users

[M] (2) Astro Haze

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-10-08 22:14:32
September 24 2012 22:48 GMT
#1
[image loading]

[M] (2) TPW Astro Haze by Samro
EU (custom Melee) , NA (custom Meleey) - thx TPW/Mereel!
Top5 MotM September - read thread


Overviews:

90degree:
+ Show Spoiler +
[image loading]


60degree:
+ Show Spoiler +
[image loading]




Playable Size: 156x144

Concept: The expansion pattern gives several optionsstarting with the third base. The layout opens up with each base taken, demanding scouting, positioning and area control.



Features:
  • 12 regular bases, 1 XWT low in between two large central multi-path highrounds.

  • Nats behind smaller choke, Nats' plateaus have two ramps and additional choke wheras 3 high yield mineral patches with 48min each block half of one of the ramps and 6x6rocks block half of the other.

  • low dropable cliffs at regular Thirds and losb-field close to lowground Thirds.

  • Two-way highground cliffs reaching around corner Fourths, other late bases connected via small bridge to your bases.



images base by base:

Mains

+ Show Spoiler +
[image loading]

[image loading]


Nats

+ Show Spoiler +
[image loading]

[image loading]


regular Thirds with low droppods

+ Show Spoiler +
[image loading]

[image loading]


lowground Thirds with losb fields

+ Show Spoiler +
[image loading]

[image loading]


corner bases with highrounds
+ Show Spoiler +
[image loading]

[image loading]


bases behind bridges
+ Show Spoiler +

[image loading]

[image loading]


XWT with central highround pods
+ Show Spoiler +
[image loading]

[image loading]

[image loading]


top and low highround pods
+ Show Spoiler +
[image loading]

[image loading]



thanks to madsquare for feedback and suggestions!

edit: added TPW
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 25 2012 00:17 GMT
#2
As far as I can work out from a cursory look, it strikes me as similar to Ohana, but with another expansion in the opposite direction. Obviously this ends up making the map quite a bit bigger, so it won't be the same, but the layout doesn't strike me as any sort of technical, similar to what I think of Ohana(boring). As for the partial mineral block on the ramp, it should be moved to the top of the ramps instead, so it makes walloffs on that ramp a bit easier, and makes a more noticeable impact in general.

In summary, I'd say it's a very pretty map, and also a solid one at first glance, but I want to see maps which have something that are exciting, mentally stimulating, and cool. I don't see that here. It's got those sorta basics that have been established with recent maps, i.e. choice of expos, use of harass-paths, etc. but it doesn't go any further than that, so I guess it sorta falls flat for me.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Fatam
Profile Joined June 2012
1986 Posts
September 25 2012 01:23 GMT
#3
Map is really pretty. I can't comment on balance until I play on it b/c it's sort of hard to read the different heights from the overview. Looks like it will probably be good though.
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
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 25 2012 02:26 GMT
#4
Honestly the expansion pattern bores me and I worry about CS, but it has a lot of cool things going for it and samro put a lot of work into tweaking it into shape, which shows. And it is very pretty of course. ^^

The best part is the tower + center high grounds, everything else is so many miscellaneous pieces of furniture in a nice enough room. I really wish there was something more interesting along the extremes of the meridian, however the LosB will in fact create cool positioning adjustments if two armies are circling at 12 or 6. If we get some macro games I'm sure we'll see this. Too much mobility there though, imo.

I will take back my "harsh" criticism (which is sent with love) if someone provides enlightenment. (Don't be fooled, this map is an easy 7/ or 8/10 at least, but I wish it had a more apparent "concept". Am I missing something?)
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-09-25 07:12:22
September 25 2012 06:58 GMT
#5
On September 25 2012 09:17 NewSunshine wrote:
As far as I can work out from a cursory look, it strikes me as similar to Ohana, but with another expansion in the opposite direction. Obviously this ends up making the map quite a bit bigger, so it won't be the same, but the layout doesn't strike me as any sort of technical, similar to what I think of Ohana(boring). As for the partial mineral block on the ramp, it should be moved to the top of the ramps instead, so it makes walloffs on that ramp a bit easier, and makes a more noticeable impact in general.

In summary, I'd say it's a very pretty map, and also a solid one at first glance, but I want to see maps which have something that are exciting, mentally stimulating, and cool. I don't see that here. It's got those sorta basics that have been established with recent maps, i.e. choice of expos, use of harass-paths, etc. but it doesn't go any further than that, so I guess it sorta falls flat for me.


Go and play it before trying a comparison with Ohana or I have to take your comparison with Ohana as a cheap shot to discredit the map only because both look good

Actually I do see your point and you are not really wrong with the comparison. This is quite logical because that is the map's starting point. It tries to position itself as a potential replacement. The map has a two-path (four!) layout like Ohana or you could say the four bases are taken from Daybreak:
The map does not try to do something experimental or super-cool ( i could do that, but that was not what I was up to here), it tries to be solid with a new and very wide open middle. Most of the time went into getting the spacing the way it should be, tweaking each ramp and corner to make things flow well. It starts with map concepts like Ohana and Daybreak and goes a step further with the middle that might be the maps main feature.

The mineral block is where it should be. It is not there to help you wall-in, but restrict movement in and out a bit in-front of the area that you can easily observe. If that does not work I will try moving it or eventually take it away.

Your general idea to promote cool conceptual maps is something I support, but it is just wrong to condemn a map for being solid. I am not intersted in giving a base away almost for free for example or just move it a bit further away just for the sake of innovation

On September 25 2012 10:23 Fatam wrote:
Map is really pretty. I can't comment on balance until I play on it b/c it's sort of hard to read the different heights from the overview. Looks like it will probably be good though.



The 60degree image should be good enough, no? I could have had another texturing that shows the second level clearly, but i opted for the graphical pattern. In-game that should be quite nice actually. But it is true, many texturing seems to be designed to work in Overview-only because people tend to judge from the overview ion many cases alone.

On September 25 2012 11:26 EatThePath wrote:
Honestly the expansion pattern bores me and I worry about CS, but it has a lot of cool things going for it and samro put a lot of work into tweaking it into shape, which shows. And it is very pretty of course. ^^

The best part is the tower + center high grounds, everything else is so many miscellaneous pieces of furniture in a nice enough room. I really wish there was something more interesting along the extremes of the meridian, however the LosB will in fact create cool positioning adjustments if two armies are circling at 12 or 6. If we get some macro games I'm sure we'll see this. Too much mobility there though, imo.

I will take back my "harsh" criticism (which is sent with love) if someone provides enlightenment. (Don't be fooled, this map is an easy 7/ or 8/10 at least, but I wish it had a more apparent "concept". Am I missing something?)


Tweaking into shape: Thank you very much for pointing this out! <3

As you say it is not about the expansion pattern, but the middle. I want to add something: it is mainly how the bases are connected with the map's middle area. I hope it shows in some games how the lowest and highest bases connect to the centre. Too bad it is not set before the final

Your criticism is not harsh, or at least not formulated too harsh. I see where you are coming from, but I disagree with your judgement obviously: People just look for features and not so much to how areas are connected. Example: The bases behind the bridge is difficult to reinforce without having control of the central highround in the middle. The fourths can be controlled with an arm yclose by third area, but you would need much time to get there to defend against harassment from ther fourth cliff, etc... It is the small things here.

Interesting how you say that there is too much mobility while NewSunshine says it is similar to static Ohana :D Might be someone wrong here? Anyway, we will see.
Fatam
Profile Joined June 2012
1986 Posts
September 25 2012 09:48 GMT
#6
But it is true, many texturing seems to be designed to work in Overview-only because people tend to judge from the overview ion many cases alone.


Yeah, basically. We are shoehorned into trying to please people right off the bat with an awesome overview. A sad reality. I have no probs with the texturing. As I said, I think it's pretty (so I do like the texturing) and I'll play it before I love on it or hate on it too strongly, whichever the case may be :-P

Maybe it sounds silly but I think just because of the middle (different shape, only 1 XNT) it should (probably) play different enough from ohana. Not to mention there's a slew of other fairly major differences (I think it's much more similar to daybreak than ohana tbh). But games will tell the tale.
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
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 25 2012 11:02 GMT
#7
On September 25 2012 15:58 Samro225am wrote:
Go and play it before trying a comparison with Ohana or I have to take your comparison with Ohana as a cheap shot to discredit the map only because both look good

Actually I do see your point and you are not really wrong with the comparison. This is quite logical because that is the map's starting point. It tries to position itself as a potential replacement. The map has a two-path (four!) layout like Ohana or you could say the four bases are taken from Daybreak:
The map does not try to do something experimental or super-cool ( i could do that, but that was not what I was up to here), it tries to be solid with a new and very wide open middle. Most of the time went into getting the spacing the way it should be, tweaking each ramp and corner to make things flow well. It starts with map concepts like Ohana and Daybreak and goes a step further with the middle that might be the maps main feature.

The mineral block is where it should be. It is not there to help you wall-in, but restrict movement in and out a bit in-front of the area that you can easily observe. If that does not work I will try moving it or eventually take it away.

Your general idea to promote cool conceptual maps is something I support, but it is just wrong to condemn a map for being solid. I am not intersted in giving a base away almost for free for example or just move it a bit further away just for the sake of innovation


Your points are fair, and don't take any comparisons with Ohana too seriously, they are very well different maps. I don't condemn the map though, I do think it is quite solid which is your goal, I just think it's not as interesting as it perhaps could be, since it's trying to be solid by established standards. I will watch the games on it and see how it all plays out though - I realize a map can often have a very different presence once you're in it.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Rukis
Profile Joined April 2009
United States252 Posts
September 25 2012 12:58 GMT
#8
Can't find it on NA ):
Flash was the Genius, Nada was the true god.
Samro225am
Profile Joined August 2010
Germany982 Posts
September 25 2012 13:26 GMT
#9
On September 25 2012 21:58 Rukis wrote:
Can't find it on NA ):


very sorry for that. i thought it should be up as a melee. maybe check arcade, too?
Rukis
Profile Joined April 2009
United States252 Posts
September 26 2012 12:23 GMT
#10
It wasnt in Arcade either, you sure you published it on NA?
Flash was the Genius, Nada was the true god.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-09-26 19:25:01
September 26 2012 19:24 GMT
#11
UPDATE

TPW uploaded my map to NA - following monitor's idea it is custom melee, not Arcade.
Apologies for the inconvenience and delay. Thanks Mereel!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 26 2012 19:55 GMT
#12
woot I can finally play it.

The comment about mobility is specifically about the ease of east/west movement and repositioning at those top and bottom expansion. It would be ideal if it was more constricted/circuitous here to make up for the huuuuge width of the map split, so it was more meaningful to control the high ground area in the middle. But I will play and we shall see.
Comprehensive strategic intention: DNE
Icetoad
Profile Joined May 2010
Canada262 Posts
September 26 2012 21:54 GMT
#13
I will upload Astro Haze friday in the afternoon. So sorry for the inconvenience on NA.
Map Maker of Nimbus
Rukis
Profile Joined April 2009
United States252 Posts
September 27 2012 00:23 GMT
#14
WOOT thank you Sma :D
Flash was the Genius, Nada was the true god.
Samro225am
Profile Joined August 2010
Germany982 Posts
September 27 2012 03:13 GMT
#15
On September 27 2012 06:54 Icetoad wrote:
I will upload Astro Haze friday in the afternoon. So sorry for the inconvenience on NA.


it is up already, icetoad, no woories!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 28 2012 20:22 GMT
#16
Okay, the proportions and base distances are significantly different in-game than the overview picture would lead you to believe. I was convinced they were "good", now everything seems... perfect. ^^

This map should definitely be on ladder. Because of the rush distance and the nice small outside choke bridge at the 3rd base, it's a "macro" map, but it has way more interesting things going on than daybreak, the closest thing for comparison. The low ground 3rd is a lot more viable than I first thought and the north and south edge bases are farther apart than I thought. This should provide enough stability in all stages of the game.
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
September 30 2012 22:07 GMT
#17
On September 29 2012 05:22 EatThePath wrote:
Okay, the proportions and base distances are significantly different in-game than the overview picture would lead you to believe. I was convinced they were "good", now everything seems... perfect. ^^

This map should definitely be on ladder. Because of the rush distance and the nice small outside choke bridge at the 3rd base, it's a "macro" map, but it has way more interesting things going on than daybreak, the closest thing for comparison. The low ground 3rd is a lot more viable than I first thought and the north and south edge bases are farther apart than I thought. This should provide enough stability in all stages of the game.


thank you very much for your very positive reply after playing the map

now please help spread the news!
johnmac12
Profile Joined September 2012
Bangladesh28 Posts
October 01 2012 04:52 GMT
#18
Map is really awesome and also looking pretty cool. but its matter of sorrow that i have never played it.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-10-01 17:54:40
October 01 2012 16:37 GMT
#19
On October 01 2012 13:52 johnmac12 wrote:
Map is really awesome and also looking pretty cool. but its matter of sorrow that i have never played it.

SEA/KR anyone?
Fatam
Profile Joined June 2012
1986 Posts
October 02 2012 00:17 GMT
#20
voted for your map here

http://www.teamliquid.net/forum/viewmessage.php?topic_id=372472

Sorta wanted to vote for wightbane as well but alas I only have the 1 vote.
(was a tad surprised that bel'shir was winning, great map but I think this is probably better. But then again people seem to always like pretty, green maps)
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
1 2 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Weekly
11:00
WardiTV Mondays #94
IntoTheiNu 1111
WardiTV572
TKL 161
Rex140
IndyStarCraft 120
CranKy Ducklings44
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko358
TKL 161
Rex 140
IndyStarCraft 120
RushiSC 6
StarCraft: Brood War
Britney 38317
Shuttle 2016
Hyuk 1761
Jaedong 1045
Mini 558
Soulkey 449
EffOrt 351
Larva 291
firebathero 265
BeSt 242
[ Show more ]
ZerO 187
Light 154
Snow 146
Rush 132
ggaemo 125
Movie 120
Hyun 98
Pusan 93
hero 73
Killer 70
Sea.KH 55
ToSsGirL 49
soO 47
Sharp 46
[sc1f]eonzerg 39
910 33
Free 30
Icarus 20
sorry 19
Barracks 18
Bale 16
scan(afreeca) 14
GoRush 11
Hm[arnc] 11
Terrorterran 8
Dota 2
Gorgc6114
Dendi757
Counter-Strike
olofmeister2053
x6flipin477
kRYSTAL_55
Super Smash Bros
Mew2King68
Other Games
singsing1630
B2W.Neo507
QueenE35
ZerO(Twitch)10
Organizations
Other Games
gamesdonequick18472
StarCraft: Brood War
UltimateBattle 33
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV249
• lizZardDota273
League of Legends
• Stunt755
Upcoming Events
PiGosaur Cup
11h 39m
The PondCast
21h 39m
Replay Cast
1d 20h
CrankTV Team League
1d 22h
OSC
2 days
Replay Cast
2 days
Replay Cast
2 days
CrankTV Team League
2 days
OSC
3 days
Replay Cast
3 days
[ Show More ]
RSL Revival
3 days
Serral vs Bunny
ByuN vs GgMaChine
CranKy Ducklings
3 days
Afreeca Starleague
3 days
Snow vs Jaedong
YSC vs hero
RSL Revival
4 days
Solar vs Rogue
Maru vs NightMare
Sparkling Tuna Cup
4 days
GSL
5 days
Replay Cast
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

CSL Season 21: Qualifier 2
HSC XXIX
Eternal Conflict S2 E1

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
SCTL 2026 Spring
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
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W2
ASL Season 22: Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Eternal Conflict S2 E2
Heroes Pulsing #3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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.