• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:40
CEST 18:40
KST 01:40
  • 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
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy15ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research7Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
ASL21 General Discussion A cwal.gg Extension - Easily keep track of anyone Behind the scenes footage of ASL21 Group E BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro24 Group F [ASL21] Ro24 Group E 🌍 Weekly Foreign Showmatches Azhi's Colosseum - Foreign KCM
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2025 users

[M] (2) The Shortest Straw

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Meerel
Profile Joined March 2012
Germany713 Posts
Last Edited: 2012-10-01 23:22:55
October 01 2012 23:05 GMT
#1
[image loading]


hiho,
i guess im kinda productive atm so here is my next map. its actually a 4 player rota map which is surprising because i barely do those. (and its not a port lol)
It started as a 2 player which didnt work so i just copy pasted main/nat/third and got this.
If you want to talk about positional imbalance go for it. I tried to protect the third as much as i could, maybe there is still imbalance in the attack route length but thats just what it is on a 4 player rota.

You can figure out the meaning of the name for yourself

Uploaded on the Melee Section atm, only EU

General:
+ Show Spoiler +
Texture: Custom
Playable: 166x160
Expands: 12 + 4 half
Xel'Naga: 4
Uploaded: EU


Overview:
[image loading]

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


Screenshots:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]


Have Fun
SDMF
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
October 01 2012 23:20 GMT
#2
This map has everything I love.

A) Third bases that promote army movement, yet still easily defended with good building placement

and

B) Fourth base isn't free, depending on army movement it can be anywhere.

Once again I love your map design. I'll give this a try next time I can. ^^
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
FlaShFTW
Profile Blog Joined February 2010
United States10354 Posts
October 01 2012 23:25 GMT
#3
amazing. though there are a few things i have problems with.

3rds. ikr? flashftw commenting about thirds. xD with the imbalance of spawning (say you spawn bottom right and opponent spawns bottom left) where is ur third? so maybe include a half base like at the inside 5 (below ramp and just out of range of XNT).

chokey. tooooo chokey. really need to make more wider areas.

overall great map!
7/10
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Monochromatic
Profile Blog Joined March 2012
United States998 Posts
October 01 2012 23:26 GMT
#4
Watchtowers will change depending on where you spawn. If P1 spawns on the bottom left, and P2 spawns on the bottom right, P2 can see attacks coming. To walk around is double the rush distance.

Meanwhile P1 has no vision of early attacks with the current watchtower placement.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
monitor
Profile Blog Joined June 2010
United States2408 Posts
October 01 2012 23:36 GMT
#5
is actually one of the smartest maps I've seen it in design philosophy. Like many of the greek philosophers, they had incredible ways of reaching conclusions but the results and theories weren't always right because they didn't know everything we do now. Not to draw a complete parallel, but I think there are a few things on this map that could use improvement.

Namely, the third is mediocre positional balance; the biggest problem is that the fourth really sucks and is difficult for Zerg to take. I think there are a number of solutions, but mine offers an easier "defensive" third that expands away from the opponent. The change I'm about to suggest will also open up the map, which is too choked right now.

[image loading]

Basically the third becomes a deadend expo and the fourth is moved down. Imo this is a good change because it restores positional balance to the third and the fourth is easier. The side paths can also be wider. And there is an easy for no matter where you spawn.
https://liquipedia.net/starcraft2/Monitor
Qikz
Profile Blog Joined November 2009
United Kingdom12027 Posts
Last Edited: 2012-10-01 23:43:25
October 01 2012 23:42 GMT
#6
The trouble with what you just suggested is the fact it then makes the fourth extremely easy to take with little to no army movement which IMO leads to stale games. It makes everything far too easy to defend and I wouldn't normally complain about that as a mech player, but I don't really think it leads to interesting games.

If you limited it to cross position only, then the third thing wouldn't be an issue and the fourth would mean you could move your army around and take another nat/third/main cluster. Also the choke he's put outside the main means you can defend against a big army with a smaller amount of units, which is a good thing.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
monitor
Profile Blog Joined June 2010
United States2408 Posts
October 01 2012 23:56 GMT
#7
On October 02 2012 08:42 Qikz wrote:
The trouble with what you just suggested is the fact it then makes the fourth extremely easy to take with little to no army movement which IMO leads to stale games. It makes everything far too easy to defend and I wouldn't normally complain about that as a mech player, but I don't really think it leads to interesting games.

If you limited it to cross position only, then the third thing wouldn't be an issue and the fourth would mean you could move your army around and take another nat/third/main cluster. Also the choke he's put outside the main means you can defend against a big army with a smaller amount of units, which is a good thing.


Not sure what you mean? I don't think there would be much of a difference. If anything, the change I proposed would make the army move a little farther (but not much). Maybe you mean map control or something else? Anyway here's a picture showing what I mean:

Original-
[image loading]

W/ Changed fourth base (two options for a fourth)-
[image loading]

You are right that my version means Zerg can take a defensive expansion, which may be what you mean that you don't have to move the army much. That is true. I'm just not sure that the original version will be balanced for ZvP an ZvT matchups because of it (Ohana ZvX is pretty terrible because the middle bases are almost impossible to hold). Also this map is very choked so I forsee plenty of balance issues with cutting off armies and such. Maybe the best solution is some testing.
https://liquipedia.net/starcraft2/Monitor
Fatam
Profile Joined June 2012
1986 Posts
October 02 2012 00:10 GMT
#8
Is this tileset your motif now? Like with your motm map, the XNTs are interesting here. Whether they work or not, I like that your first version is trying to make middle bases work. So many maps seem to shy away from that.
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
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
October 02 2012 00:38 GMT
#9
I don't like the towers. I don't see that they help anything, and furthermore think they needlessly hurt the map's harass potential. The paths/chokes it sees are all tight and thus easy to defend. The defender of these paths doesn't need additional defensive aid in the form of maphack.

I don't agree with monitor's problems nor solutions. I agree that it could be hard for zerg to take a 4th as they're comfortable doing currently; but that given the map's size they should be able to take a 4th safely via nydus if other means fail. I don't see that the map is worse than antiga, which is one of the worst zerg maps in the pool. If zergs can win there (they can) then they'll be fine here as well.

Overall I like the map though.

I might recommend shrinking the hole in the center.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Walitgon
Profile Joined May 2012
Australia550 Posts
October 02 2012 00:40 GMT
#10
Absolutely biuriful.
BRB laddering ^_^ ¯\_(ツ)_/¯
RFDaemoniac
Profile Joined September 2011
United States544 Posts
October 02 2012 01:17 GMT
#11
I'd still like to see a little more room between the minerals and the choke at the third, so that zerg has a better opportunity to get a surround for defense. Right now it looks like a siege tank from behind that choke can hit the hatchery.

Other than that I'm loving this map. I think that closing of the third is a bad call because it forces 1 attack path.

I also like the watchtowers because they encourage drops to go either through the center or for the dropping player to pick off watch-tower-holding units, both of which I think are interesting (though there's still a little bit of area outside the watchtower).
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
October 02 2012 01:34 GMT
#12
I don't see that the map is worse than antiga


I was just about to say that I thought this seemed like a less open, 4-base (3.75 kinda) version of antiga, in that a 5th base outside of your quadrant seems very difficult to take/defend.

That being said I think the map has a very neat look to it. I think it will probably need some tweaking, maybe something along the lines that monitor is suggesting, but I'm sure you will figure out something.

I think if you want to keep the towers though, you should stick them in the little corner in the middle area next to where the line of sight blockers end on the low ground. But you should definately keep those pods of land behind where the 4ths are currently as a place to sit some troops defensively.

I think broodlords and mutas will be popular for zerg on this map.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Fatam
Profile Joined June 2012
1986 Posts
October 02 2012 05:23 GMT
#13
It would be a bit time-consuming, but stretching the map bounds by 8 (maybe 16) in both directions and just using the gained space to make the brown / lowground paths a little wider might be a good idea. All those lowground paths are pretty narrow (w/ small chokes to boot), I think most zergs would veto this.

Can't say for sure without some good zergs playtesting it, but imo this is a little worse for Z than antiga, assuming standard BL play and not 2 base muta or something else like that. ZvP would be really hard, FFs would dominate w/ those narrow corridors and not many places to flank.
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
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
October 02 2012 13:08 GMT
#14
I don't think this is one of your best maps. The XNT idea is a cool one, but I don't think it makes up for the fact that in close positions the distance to your opponent's 3rd is waaaay different depending on whether you are clockwise or anti-clockwise. If you spawn anti-clockwise you have to play defensively as attacking into your opponent's 3rd is really difficult and leaves you very open to counter attacks. Then there's the issue of not being able to get past 3.75 bases, which for a map with 16 bases is not great imo.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
algue
Profile Joined July 2011
France1436 Posts
October 02 2012 13:53 GMT
#15
I love this map very good job
The only thing that is bad on it is the spawn imbalance but it can be easily removed like on antiga or entombed
rly ?
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
Last Edited: 2012-10-02 15:17:26
October 02 2012 15:15 GMT
#16
i really like the aesthetics of the map, and it reminds me of crevasse in terms of design. My only worry is that it feels really chokey and might be too tight overall. Just looking at it now, there is almost nowhere that, as a zerg, I would want to engage terran. The whole dark-grey lower ground is just a long, narrow corridor that twists and turns, and never offers any open ground for largescale zerg engagements. And its the same thing with the upper middle ground. It just stays tight everywhere.

Maybe instead of putting the ramp and wasting all that space for the xel'naga towers, you should just put them on the ground behind the single-gas bases. Also i think you need to rework the dead space between the thirds and the mains, just try and make that space more useful, as you need to use all the space you can here.

And another thing is that it seems like it would be very easy for a terran to siege up between your main and natural, in that gap between the dead space, and that would be incredibly hard to deal with, as he can easily elevator his way into your main, and a zerg would have a great deal of trouble getting a terran out of that position cost-effectively.
thezanursic
Profile Blog Joined July 2011
5497 Posts
October 02 2012 18:45 GMT
#17
I'm sorry, but all these maps look so alike it's all well and good, but map design isn't going anywhere.

BW maps were still evolving 12 years after it's release and we stagnated 2 years after release. Very sad.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Samro225am
Profile Joined August 2010
Germany982 Posts
October 02 2012 19:13 GMT
#18
your texture set rocks! geometry looks nice, but base layout is questionable with the obvious ccw problem
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
October 02 2012 19:46 GMT
#19
On October 03 2012 03:45 thezanursic wrote:
I'm sorry, but all these maps look so alike it's all well and good, but map design isn't going anywhere.

BW maps were still evolving 12 years after it's release and we stagnated 2 years after release. Very sad.

Posts like this give me brain cancer. Exactly what other map(s) does this map look "so alike" to? Also worth mentioning in regards to map pools, stagnation in SC2 is a consequence of tournament decision making, not a lack of variety in available maps.
Twitter: @iamcaustic
monitor
Profile Blog Joined June 2010
United States2408 Posts
October 02 2012 23:21 GMT
#20
On October 03 2012 04:46 iamcaustic wrote:
Show nested quote +
On October 03 2012 03:45 thezanursic wrote:
I'm sorry, but all these maps look so alike it's all well and good, but map design isn't going anywhere.

BW maps were still evolving 12 years after it's release and we stagnated 2 years after release. Very sad.

Posts like this give me brain cancer. Exactly what other map(s) does this map look "so alike" to? Also worth mentioning in regards to map pools, stagnation in SC2 is a consequence of tournament decision making, not a lack of variety in available maps.


Ya lol. This map is an example of a lot of creativity in map design. What you mean is that the ladder and GSL maps are very boring; we haven't rotated maps in ages and tournaments don't want to use risky/experimental maps. But infact, this map that you've taken the time to post on happens to be an unusual map that uses very advanced positional balance and map design that is different than any before (4p sym with effectively 12 usable bases).
https://liquipedia.net/starcraft2/Monitor
1 2 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Team League
12:45
Group B
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 621
ProTech125
StarCraft: Brood War
Britney 32165
Calm 5377
Sea 1316
Bisu 1165
Mini 815
EffOrt 787
Soma 248
firebathero 193
ggaemo 189
Rush 135
[ Show more ]
hero 93
HiyA 79
Hyun 38
Shinee 28
Aegong 25
Rock 16
IntoTheRainbow 12
Sexy 11
soO 11
Dota 2
Gorgc5481
canceldota121
Counter-Strike
pashabiceps2300
fl0m1342
kRYSTAL_40
Heroes of the Storm
XaKoH 142
Other Games
FrodaN1855
singsing1569
B2W.Neo789
Beastyqt733
ceh9581
DeMusliM239
KnowMe148
QueenE63
C9.Mang054
Trikslyr25
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3743
• TFBlade1083
Other Games
• Shiphtur153
Upcoming Events
OSC
7h 20m
RSL Revival
17h 20m
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
1d 7h
RSL Revival
1d 17h
Maru vs MaxPax
BSL
2 days
RSL Revival
2 days
uThermal 2v2 Circuit
2 days
BSL
3 days
Afreeca Starleague
3 days
Replay Cast
4 days
[ Show More ]
Sparkling Tuna Cup
4 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-03-31
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
CSL Season 20: Qualifier 2
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 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.