• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:32
CEST 16:32
KST 23:32
  • 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
IntoTheTV X SOOP SC2 League : Weekly & Monthly4Clem: "I don't have that much hope in Blizzard"4ZeroSpace Early Access is Now Live!33Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters2Balance hotfix patch 5.0.16b (July 16)102
StarCraft 2
General
How would you feel about frequent/monthly balance patches for SC2? Balance hotfix patch 5.0.16b (July 16) 3kb/s downloading patch..... are we back to 1998? Clem: "I don't have that much hope in Blizzard" Reynor: GSL Loss Wasn't About Preparation Format
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) RSL Revival: Season 6 - Qualifiers and Main Event IntoTheTV X SOOP SC2 League : Weekly & Monthly INu's Battles#18 - Cure, herO, Rogue & ByuN Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Having the right mentality to improve
Custom Maps
[M] (2) Industrial Park New Map Maker - Looking for Advice - Love or Hate
External Content
Mutation # 536 Railroad Switch The PondCast: SC2 News & Results Mutation # 535 Assembly of Vengeance Mutation # 534 Burning Evacuation
Brood War
General
BW General Discussion ASL22 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Recent recommended BW games screpdb: new Starcraft reporting tool
Tourneys
2v2v2v2 Tournament Escore Tournament - Season 3 [Megathread] Daily Proleagues Star Con San Diego 2026
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! Stormgate/Frost Giant Megathread Path of Exile General RTS Discussion Thread 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 TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread How to buy a book - shipping from Korea to Europe
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread 2026-27 Football Thread placeholder TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023
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
Games, Hormones, and "Dark" …
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6214 users

[M] (4) Vector - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 All
Cyro
Profile Blog Joined June 2011
United Kingdom20342 Posts
October 30 2012 19:43 GMT
#41
I love it.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
rrwrwx
Profile Joined March 2011
United States247 Posts
October 30 2012 19:45 GMT
#42
It's so pretty! :D
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
October 30 2012 19:46 GMT
#43
Pink, what a bold aesthetic choice!
FOR GREAT JUSTICE! Bans for the ban gods!
ShowTheLights
Profile Blog Joined June 2012
Korea (South)1715 Posts
October 30 2012 20:02 GMT
#44
publish on NA Plz
•••Acer.MMA••• <> KT_Puzzle <> JinAir•GreenWings_CoCa <> CJ_herO <> Axiom CranK & Ryung <> IM_Seed <> IM_Squirtle <> le' ToD <> Innovation <> ROOT_CatZ <> inuh! <> Chobra <> SKT1_Fantasy
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
Last Edited: 2012-10-30 20:40:02
October 30 2012 20:38 GMT
#45
OXYYYYYYY WTFFFFFF I am already making a map with mineral field walls. FUCK now people are going to think I am copying you. =(
jks

The problem with the 4th it takes 2 town halls for a player to get full gas income (they are pretty much mineral bases). Which won't really be a problem for zergs and in some cases terran. The point is that I worry for protoss players. They will think that they can't take a 4th. Toss have the hardest time expanding and this map won't help. Making those bases as golds would be good BUT REMOVE THE GAS. The problem with most golds is that they are just normal bases but better. If it's a mineral only, make it a good mineral only.

That's all I got. Pretty sweet. GJ.
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
October 30 2012 20:58 GMT
#46
Damn this a gorgous map.
Master Chief
TR
Profile Joined February 2011
2320 Posts
October 30 2012 22:48 GMT
#47
Wow really nice looking map!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 31 2012 00:28 GMT
#48
On October 31 2012 05:38 Drake Merrwin wrote:
OXYYYYYYY WTFFFFFF I am already making a map with mineral field walls. FUCK now people are going to think I am copying you. =(
jks

The problem with the 4th it takes 2 town halls for a player to get full gas income (they are pretty much mineral bases). Which won't really be a problem for zergs and in some cases terran. The point is that I worry for protoss players. They will think that they can't take a 4th. Toss have the hardest time expanding and this map won't help. Making those bases as golds would be good BUT REMOVE THE GAS. The problem with most golds is that they are just normal bases but better. If it's a mineral only, make it a good mineral only.

That's all I got. Pretty sweet. GJ.

You don't need two town halls because of the 2 depleted mineral patches. This lets you distance mine the other geyser, which would only require 5-6 workers... aka the same number of workers as having 3 standard geysers, the same amount of gas income.
Comprehensive strategic intention: DNE
Bwaaaa
Profile Joined September 2011
Australia969 Posts
October 31 2012 07:54 GMT
#49
can the 3rd be seiged from the center?
SEEDPrebs
Profile Joined March 2012
Norway30 Posts
October 31 2012 09:07 GMT
#50
I just tested the map out in a custom game, and I really like the map! The only part i don't like is the low mineral patches at the "shared" base. The passageway wont be used unless you place the low mineral patches closest to the middle, simply because going through the middle is faster. (If they spawn horizontally)
Snute>Carlsen
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
October 31 2012 13:14 GMT
#51
On October 31 2012 04:00 Plexa wrote:
Show nested quote +
On October 31 2012 01:14 OxyGenesis wrote:
Thanks for the comments everyone. The mule issue I don't think is too bad, the depleted mins will mean that they can get around. The turtley 3rd issue isn't quite as acute as some are suggesting I feel. It slightly depends on whether you spawn cross or close. I've also tried to give attackers a lot of options and generally balance attack and defence. I do share the concerns, but I want to see how it plays out in it's current form before changing it.

One change I am thinking of is changing the 4ths to gold bases. This will hopefully reward those wanting to go to 4 bases, 6 gold min patches and 1 high yield gas is also a more standard mineral configuration. It also means that the patches would be mined out faster, yet mules would mine them at the same rate. Thoughts?


Not a good idea. It straight up benefits some races more than others. For instance, in ZvP a zerg will likely take the gold (because he can) whereas a Protoss can't expand there (nor will he get much benefit from it). You could look at making the thirds 5m/1g as to weaken the strength of holding the first three bases though?

On the fourths, I don't see any good reason why they are the way they are. Yes it's a cute novelty. But what does it really add to this map? Nothing, is what. Unit movement through that path once the minerals are cleared is slower than going through the mid so already is a situational path (think entombed valley side corridors situational). The increased 'harassability' of the base because of having two sides isn't really a good feature when you're trying to discourage 3 base play that is compounded by the fact each side only gets one gas. Moreover there are already two paths to your opponent if you need alternate routes. I would change those into a regular base tucked against the side of the map. That is far more likely to begin to alleviate the turtle on three base problem.


I thought for a long time about whether to use regular bases there. I wanted to push the boat out with this map and after careful consideration I felt there was enough to justify them. Firstly, they do make the rush distances in close positions slightly longer, but more importantly they limit attackers to only 1 attack path. That path is covered by the XNT, making controlling that area very important. It also helps alleviate the problem of Terrans taking centre bases in close positions with PFs (one of the problems with Entombed horizontal spawns).

Overall I would say that this map is like the models you see advertising dating agencies. They are flashy, exciting and new, but at the end of the day are used to get you to buy in to a concept where you are ultimately paired with something more suitable. I know that this map is unlikely to see tournament play, so why should I reign in my ideas to make it tournament viable? Instead I decided to make a map that wasn't incredibly solid, probably wasn't going to stand the test of time, but did have a bunch of interesting features that excited people whilst hopefully not being exploitable. The map is still on the front page of screddit over a day after I submitted it with 2000+ upvotes so in terms of promotion for community maps, which was one of the things that I set out to do, I feel like 'job done' . Plus I had a bunch of fun making it.

Does anyone have further comment on the 4ths-as-golds idea?


On October 31 2012 16:54 Bwaaaa wrote:
can the 3rd be seiged from the center?


No, I tested siege tanks all the way around the edge of the 3rd to make sure there is nothing too abusable.


On October 31 2012 18:07 -Prebs- wrote:
I just tested the map out in a custom game, and I really like the map! The only part i don't like is the low mineral patches at the "shared" base. The passageway wont be used unless you place the low mineral patches closest to the middle, simply because going through the middle is faster. (If they spawn horizontally)


Glad you enjoyed the map. The low mineral patches are on the outside to give better access to the gas on the other side. It's not really meant as a 'secret passageway'
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 31 2012 15:51 GMT
#52
I don't see what having them as gold offers. That would just skew towards mineral income unless you add geysers, which seems like a bad solution either way. They are plenty worthwhile just as an expansion away from the opponent in adjacent spawns, with an extra gas soon after the CC finishes.
Comprehensive strategic intention: DNE
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
October 31 2012 16:40 GMT
#53
On November 01 2012 00:51 EatThePath wrote:
I don't see what having them as gold offers. That would just skew towards mineral income unless you add geysers, which seems like a bad solution either way. They are plenty worthwhile just as an expansion away from the opponent in adjacent spawns, with an extra gas soon after the CC finishes.


My main thinking was that golds are mined out faster, which opens up the route faster. It also means that terran don't have the same mining-out advantage that mules give you. 6 gold mins 1 high yield gas is also a more standard mins/gas ratio than 6 regular mins 1 hyg.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 31 2012 19:31 GMT
#54
On November 01 2012 01:40 OxyGenesis wrote:
Show nested quote +
On November 01 2012 00:51 EatThePath wrote:
I don't see what having them as gold offers. That would just skew towards mineral income unless you add geysers, which seems like a bad solution either way. They are plenty worthwhile just as an expansion away from the opponent in adjacent spawns, with an extra gas soon after the CC finishes.


My main thinking was that golds are mined out faster, which opens up the route faster. It also means that terran don't have the same mining-out advantage that mules give you. 6 gold mins 1 high yield gas is also a more standard mins/gas ratio than 6 regular mins 1 hyg.

6 standard mins 1hyg is 3/4 of a normal base. 6 gold mins would be skewed towards mineral income. However, you could also have a staircase distribution of minerals in the patches so that the base opens up and becomes progressively more mined out faster. Depends on what your goals are. Why do you want it to mine out more quickly? It's only 40% more quickly in the case of gold minerals anyway, which I don't think is fast enough to change the strategic incentives from how the map already plays (in my imaginings).
Comprehensive strategic intention: DNE
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
October 31 2012 19:57 GMT
#55
On November 01 2012 04:31 EatThePath wrote:
Show nested quote +
On November 01 2012 01:40 OxyGenesis wrote:
On November 01 2012 00:51 EatThePath wrote:
I don't see what having them as gold offers. That would just skew towards mineral income unless you add geysers, which seems like a bad solution either way. They are plenty worthwhile just as an expansion away from the opponent in adjacent spawns, with an extra gas soon after the CC finishes.


My main thinking was that golds are mined out faster, which opens up the route faster. It also means that terran don't have the same mining-out advantage that mules give you. 6 gold mins 1 high yield gas is also a more standard mins/gas ratio than 6 regular mins 1 hyg.

6 standard mins 1hyg is 3/4 of a normal base. 6 gold mins would be skewed towards mineral income. However, you could also have a staircase distribution of minerals in the patches so that the base opens up and becomes progressively more mined out faster. Depends on what your goals are. Why do you want it to mine out more quickly? It's only 40% more quickly in the case of gold minerals anyway, which I don't think is fast enough to change the strategic incentives from how the map already plays (in my imaginings).


You're right, I think my brain derped a bit on the min/gas ratio thing. However, with the high yield on the other side it does become comparable. I just think it would be more interesting if the paths were opened up more quickly, how often is a 4th mined out?
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
October 31 2012 20:08 GMT
#56
You could turn it into an Entombed Valley side base. i.e. make the base normal but have rocks on both ramps. Would mean that the paths are opened significantly quicker.
Administrator~ Spirit will set you free ~
Trasko
Profile Blog Joined July 2010
Sweden983 Posts
November 02 2012 09:17 GMT
#57
Loving this design! saw it on reddit, had to play it
Jaedong <3
Incomplet
Profile Blog Joined September 2011
United Kingdom1419 Posts
November 02 2012 12:22 GMT
#58
Sexy map. A few tweaks and I would love to see this in tournament.
Bow down to the sons of Aiur...SKT1_Rain, CreatorPrime, ST_Parting, Liquid_Hero.
Rukis
Profile Joined April 2009
United States252 Posts
November 03 2012 00:50 GMT
#59
Could you be so kind to see what the map would be like with water instead of lava?
Flash was the Genius, Nada was the true god.
Fatam
Profile Joined June 2012
1986 Posts
November 03 2012 01:51 GMT
#60
What would be the point of that

That's a big part of the map's aesthetic appeal, the unexpected but kind of cool magenta lava, and the huge contrast between it and the dark tileset
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 2 3 All
Please log in or register to reply.
Live Events Refresh
WardiTV Weekly
11:00
WardiTV Mondays #97
IntoTheiNu 1592
WardiTV1221
Rex148
Ryung 140
CranKy Ducklings84
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 148
Ryung 140
ProTech81
SHIN 26
RushiSC 20
StarCraft: Brood War
Calm 9589
Rain 5890
Bisu 2213
Jaedong 1279
Shuttle 1196
Zeus 680
Mini 505
Light 446
EffOrt 402
firebathero 366
[ Show more ]
ZerO 240
Stork 229
Snow 184
PianO 131
ggaemo 131
Pusan 119
hero 103
Free 74
Mind 68
Hyun 59
JulyZerg 47
sorry 33
Sexy 31
Terrorterran 25
Barracks 25
Hm[arnc] 24
Killer 23
Sacsri 21
sSak 21
zelot 14
Shine 14
yabsab 13
ajuk12(nOOB) 4
Dota 2
qojqva1728
Gorgc1377
Dendi939
syndereN340
Counter-Strike
byalli779
Other Games
hiko750
Lowko551
B2W.Neo457
crisheroes371
Fuzer 264
Mlord260
uThermal228
Liquid`VortiX195
Hui .143
XaKoH 114
elazer103
Mew2King95
ZerO(Twitch)16
Organizations
StarCraft: Brood War
UltimateBattle 1520
Kim Chul Min (afreeca) 7
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH309
• CranKy Ducklings SOOP10
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1094
• WagamamaTV466
• Noizen33
League of Legends
• Nemesis3188
Upcoming Events
Monday Night Weeklies
1h 28m
Sparkling Tuna Cup
19h 28m
INu's Battles
20h 28m
Cure vs herO
ByuN vs Rogue
PiGosaur Cup
1d 9h
The PondCast
1d 19h
Kung Fu Cup
1d 20h
Patches Events
2 days
Replay Cast
2 days
CrankTV Team League
2 days
OSC
3 days
[ Show More ]
Replay Cast
3 days
Escore
3 days
CrankTV Team League
3 days
Replay Cast
4 days
Afreeca Starleague
4 days
RSL Revival
4 days
ByuN vs SHIN
Solar vs Lambo
WardiTV Summer Champion…
4 days
Afreeca Starleague
5 days
RSL Revival
5 days
Clem vs Serral
herO vs Rogue
WardiTV Summer Champion…
5 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Acropolis #4
SCTL 2026 Spring
Eternal Conflict S2 Finale

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
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: W5
ASL Season 22: Qualifier #1
ASL Season 22: Qualifier #2
Acropolis #5
CSLAN 4
ASL Season 22
Acropolis #5 - TRS
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Light Tournament 2026
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.