• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:39
CEST 09:39
KST 16:39
  • 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] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?131Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!46
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner will earn a spot at HSC 30! SC4ALL II: StarCraft 2 Player Announcement 7/8
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 KSL Week #92 IntoTheTV X SOOP SC2 League : Weekly & Monthly 2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
Broodwar Prediction Market Official StarCraft website teases new content ahead of BlizzCon? [D] Brainstorming a balance patch for Brood war BGH Auto Balance -> http://bghmmr.eu/ Terran or Protoss
Tourneys
[ASL22] Ro16 Group A [ASL22] Ro16 Group B Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
EVE Corporation Nintendo Switch Thread Diablo IV [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
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 Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion!
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8763 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 Kingdom20343 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)1717 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
Next event in 2h 21m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech39
StarCraft: Brood War
Hyuk 3273
Shinee 91
Yoon 65
Killer 27
NaDa 19
Noble 15
SilentControl 14
ajuk12(nOOB) 13
Hm[arnc] 7
Shuttle 0
Dota 2
ODPixel199
XcaliburYe133
League of Legends
JimRising 675
Other Games
Happy276
Hui .142
KnowMe94
Organizations
StarCraft: Brood War
UltimateBattle 8
[ Show 11 non-featured ]
StarCraft 2
• StrangeGG 75
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2425
League of Legends
• Jankos1601
Upcoming Events
CranKy Ducklings
2h 21m
WardiTV Invitational
3h 21m
Cure vs Zoun
SHIN vs Classic
ByuN vs MaxPax
Percival vs YoungYakov
AI Arena Tournament
9h 21m
OSC
12h 51m
Sparkling Tuna Cup
1d 2h
WardiTV Invitational
1d 3h
Shopify Rebellion Sundays
1d 7h
Spirit vs Mixu
Clem vs TBD
RSL Revival
1d 8h
Serral vs Rogue
BlizzCon
1d 10h
IdrA vs MC
Replay Cast
1d 16h
[ Show More ]
Afreeca Starleague
2 days
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
2 days
Monday Night Weeklies
2 days
Afreeca Starleague
3 days
Snow vs Shinee
Shine vs EffOrt
GSL
3 days
PiGosaur Cup
3 days
The PondCast
4 days
Kung Fu Cup
4 days
Replay Cast
4 days
KCM Race Survival
5 days
IntoTheTV X SOOP
5 days
Replay Cast
5 days
IntoTheTV X SOOP
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Blizzard Classic Cup 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
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
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.