• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:33
CEST 04:33
KST 11:33
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Stellar Fest TWO the Moon (Dec 16-20)8Weekly Cups (August 24-30): Patches' balance mod takes over2New 3v3 BGH Ladder (and more) on ShieldBattery!40Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles4
StarCraft 2
General
Weekly Cups (August 10-16): SHIN doubles Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game SC4ALL II: SC2 Player Announcement 6/8 - Maru Weekly Cups (August 24-30): Patches' balance mod takes over How would you feel about frequent/monthly balance patches for SC2?
Tourneys
2026 GSTL Announcement Stellar Fest TWO the Moon (Dec 16-20) PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
ASL22 General Discussion BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion [Personal Project Share] Terran Defense v0.60 XUN appreciation thread
Tourneys
[Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS [ASL22] Ro24 Group F Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
[Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread Stratus: Battle for the sky now on steam Early acc Nintendo Switch Thread Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4299 users

[M] (2) Astro Haze

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
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
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-10-02 07:17:30
October 02 2012 07:17 GMT
#21
On October 02 2012 09:17 Fatam wrote:
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)



hehe, cheers!

in the meantime Astro Haze took over Bel'shir for the moment. It is a green map, too, in a certain way!
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-10-05 21:20:13
October 05 2012 21:16 GMT
#22
Based on community poll Astro Haze was included in the Streamer's Community Choice map pool. Thanks everyone for your support. I am looking forward to great entertainment!

+ Show Spoiler [invites as published so far] +
1. EG.iNcontroLRC
2. Empire.Beastyqt
3. ROOT.Slush
4. / MorroW
5. 4Not|Xenocider
6. SsonLighT
7. d.KiLLeR
8. EGLzGamer


edit: motm tourny SHOULD be held this weekend at least as far as i know. I'd be really glad to get your feedback if you played the map in preparation or just for fun in the last days, replays or anything really.

Samro225am
Profile Joined August 2010
Germany982 Posts
October 08 2012 22:14 GMT
#23
invite issue solved
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 09 2012 00:21 GMT
#24
On October 06 2012 06:16 Samro225am wrote:
Based on community poll Astro Haze was included in the Streamer's Community Choice map pool. Thanks everyone for your support. I am looking forward to great entertainment!

+ Show Spoiler [invites as published so far] +
1. EG.iNcontroLRC
2. Empire.Beastyqt
3. ROOT.Slush
4. / MorroW
5. 4Not|Xenocider
6. SsonLighT
7. d.KiLLeR
8. EGLzGamer


edit: motm tourny SHOULD be held this weekend at least as far as i know. I'd be really glad to get your feedback if you played the map in preparation or just for fun in the last days, replays or anything really.


Nice more games. ;D
Comprehensive strategic intention: DNE
GDR
Profile Joined July 2011
Canada407 Posts
October 09 2012 06:40 GMT
#25
On October 02 2012 16:17 Samro225am wrote:
Show nested quote +
On October 02 2012 09:17 Fatam wrote:
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)



hehe, cheers!

in the meantime Astro Haze took over Bel'shir for the moment. It is a green map, too, in a certain way!


You beat me! D:

^_^ Congrats, I think I had already told you I love your map, but I'll say it here too.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2012-10-22 14:22:10
October 22 2012 13:57 GMT
#26
bump

I am preparing a major update that tries to help players and make adapting to the map a bit easier.

aside to big changes around the third (clockwise) i do a complete remake of all cliffs to make the structure simpler and easier to read.

since i have to redo all the doodads anyway, feel free to comment on any aspect if you played some games or watched a few matches. We (TPW, me and a few more guys I am in touch with regularly) will evaluate its impact on the new version and discuss implementation.

Thanks!


(edit: i just want to make sure to ask for feedback on such a wide stage. although there are some very specific ideas already realized, i am curious to see what other people think about the map, after it is out for some time now).
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
October 22 2012 14:47 GMT
#27
On October 22 2012 22:57 Samro225am wrote:
bump

I am preparing a major update that tries to help players and make adapting to the map a bit easier.

aside to big changes around the third (clockwise) i do a complete remake of all cliffs to make the structure simpler and easier to read.

since i have to redo all the doodads anyway, feel free to comment on any aspect if you played some games or watched a few matches. We (TPW, me and a few more guys I am in touch with regularly) will evaluate its impact on the new version and discuss implementation.

Thanks!


(edit: i just want to make sure to ask for feedback on such a wide stage. although there are some very specific ideas already realized, i am curious to see what other people think about the map, after it is out for some time now).


I am being really picky, but hopefully that's what you want.

I would say that the mineral block at the bottom of the ramp outside the nat is kinda confusing and not obvious what it is for. SC2 is a spectator game, and I think map features should be obvious to spectators.

The lights on the vegetation areas look kinda odd when they've been creeped over. It's a shame because it looks awesome otherwise, I'm being really picky with this one damn creep.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Samro225am
Profile Joined August 2010
Germany982 Posts
October 22 2012 16:21 GMT
#28
On October 22 2012 23:47 OxyGenesis wrote:+ Show Spoiler +

On October 22 2012 22:57 Samro225am wrote:
bump

I am preparing a major update that tries to help players and make adapting to the map a bit easier.

aside to big changes around the third (clockwise) i do a complete remake of all cliffs to make the structure simpler and easier to read.

since i have to redo all the doodads anyway, feel free to comment on any aspect if you played some games or watched a few matches. We (TPW, me and a few more guys I am in touch with regularly) will evaluate its impact on the new version and discuss implementation.

Thanks!


(edit: i just want to make sure to ask for feedback on such a wide stage. although there are some very specific ideas already realized, i am curious to see what other people think about the map, after it is out for some time now).


I am being really picky, but hopefully that's what you want.
+ Show Spoiler +

I would say that the mineral block at the bottom of the ramp outside the nat is kinda confusing and not obvious what it is for. SC2 is a spectator game, and I think map features should be obvious to spectators.

The lights on the vegetation areas look kinda odd when they've been creeped over. It's a shame because it looks awesome otherwise, I'm being really picky with this one damn creep.


every picky voice should be raised and will be heard.

both issues will be addressed to a certain degree at least. mineral block was changed already and light be be used a bit differently in the "new-doodadid" version.
Normal
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSTL: Main Stage Day 4
CranKy Ducklings116
Discussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft383
RuFF_SC2 157
ProTech117
ViBE76
StarCraft: Brood War
Rain 2181
GuemChi 1939
Artosis 592
sSak 55
NaDa 28
Dota 2
NeuroSwarm162
League of Legends
Doublelift2421
JimRising 653
Counter-Strike
summit1g6617
minikerr45
Super Smash Bros
Mew2King95
Other Games
XaKoH 386
PiGStarcraft206
Sick153
C9.Mang0151
Livibee120
Maynarde108
[ Show 13 non-featured ]
StarCraft 2
• davetesta55
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• RayReign 12
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22282
League of Legends
• Lourlo850
Other Games
• Scarra918
Upcoming Events
The PondCast
7h 28m
OSC
19h 58m
IntoTheTV X SOOP
1d 8h
CranKy Ducklings
2 days
Sparkling Tuna Cup
3 days
OSC
3 days
Shopify Rebellion Sundays
3 days
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Afreeca Starleague
4 days
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
4 days
Afreeca Starleague
5 days
Leta vs ggaemo
Jaedong vs Queen
[ Show More ]
GSL
5 days
PiGosaur Cup
5 days
Kung Fu Cup
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Acropolis #5
Acropolis #5 - TRS
Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #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.