• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 09:30
CET 15:30
KST 23:30
  • 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
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump0Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3
StarCraft 2
General
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump Chinese SC2 server to reopen; live all-star event in Hangzhou Maestros of the Game: Live Finals Preview (RO4) BGE Stara Zagora 2026 announced Weekly Cups (Nov 24-30): MaxPax, Clem, herO win
Tourneys
StarCraft2.fi 15th Anniversary Cup Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament RSL Offline Finals Info - Dec 13 and 14! StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress Mutation # 500 Fright night
Brood War
General
BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Foreign Brood War Data analysis on 70 million replays MBCGame Torrents
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] RO16 Group D - Sunday 21:00 CET [BSL21] RO16 Group A - Saturday 21:00 CET
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile ZeroSpace Megathread The Perfect Game
Dota 2
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 Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread Russo-Ukrainian War Thread The Big Programming Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Where to ask questions and add stream? The Automated Ban List
Blogs
I decided to write a webnov…
DjKniteX
Physical Exertion During Gam…
TrAiDoS
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1769 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 Kingdom20322 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)1704 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
Wardi Open
12:00
#64
WardiTV1033
OGKoka 328
Rex151
IntoTheiNu 20
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Reynor 406
Lowko351
OGKoka 328
Harstem 305
Fuzer 258
Rex 151
ProTech131
StarCraft: Brood War
Calm 3284
Shuttle 1160
Mini 956
EffOrt 747
Larva 741
Soma 695
Stork 555
Light 554
ZerO 457
BeSt 382
[ Show more ]
firebathero 327
hero 258
Snow 254
Hyun 155
Rush 147
910 120
Barracks 119
ggaemo 111
Shine 61
JYJ52
Sharp 47
soO 44
Mind 40
sorry 36
ToSsGirL 32
Free 28
Terrorterran 21
zelot 16
scan(afreeca) 15
ajuk12(nOOB) 13
SilentControl 9
Icarus 6
Rock 5
Dota 2
singsing2945
qojqva2571
Gorgc1619
Dendi998
syndereN245
XcaliburYe134
febbydoto21
Counter-Strike
olofmeister2064
allub312
markeloff127
edward78
oskar77
chrisJcsgo59
adren_tv8
Other Games
B2W.Neo1385
hiko551
crisheroes418
Hui .326
XaKoH 121
Mew2King74
QueenE47
ZerO(Twitch)22
ArmadaUGS0
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 10
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 10 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
StarCraft2.fi
1h 31m
Monday Night Weeklies
2h 31m
Replay Cast
9h 31m
WardiTV 2025
21h 31m
StarCraft2.fi
1d 1h
PiGosaur Monday
1d 10h
StarCraft2.fi
2 days
Tenacious Turtle Tussle
2 days
The PondCast
2 days
WardiTV 2025
2 days
[ Show More ]
StarCraft2.fi
3 days
WardiTV 2025
3 days
StarCraft2.fi
4 days
RSL Revival
4 days
IPSL
5 days
Sziky vs JDConan
RSL Revival
5 days
Classic vs TBD
herO vs Zoun
WardiTV 2025
5 days
IPSL
6 days
Tarson vs DragOn
Wardi Open
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Revival: Season 3
Kuram Kup

Ongoing

IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
RSL Offline Finals
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
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 © 2025 TLnet. All Rights Reserved.