• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:46
CEST 10:46
KST 17:46
  • 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
[ASL19] Finals Recap: Standing Tall6HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL41Weekly Cups (June 23-29): Reynor in world title form?12FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
Statistics for vetoed/disliked maps Esports World Cup 2025 - Final Player Roster The SCII GOAT: A statistical Evaluation How does the number of casters affect your enjoyment of esports? Weekly Cups (June 23-29): Reynor in world title form?
Tourneys
RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S: Season 2 - Semi Finals & Finals $5,100+ SEL Season 2 Championship (SC: Evo) FEL Cracov 2025 (July 27) - $8000 live event HomeStory Cup 27 (June 27-29)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Help: rep cant save Player “Jedi” cheat on CSL Flash Announces Hiatus From ASL [ASL19] Finals Recap: Standing Tall BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET The Casual Games of the Week Thread [BSL20] ProLeague LB Final - Saturday 20:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread NBA General Discussion Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
Game Sound vs. Music: The Im…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 570 users

[I] Proper Mineral Placement

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Monochromatic
Profile Blog Joined March 2012
United States997 Posts
Last Edited: 2015-07-09 23:46:05
November 11 2012 19:21 GMT
#1
This is something I was thinking of doing for a while, but I've put it off until today. I want to catalog every mineral placement as a resource for mapmakers to use. This is mainly for newer mapmakers, but it is still helpful if you are wondering how to make certain base layouts. (IE: Atlantis Spaceship's 3 gas base) If you feel I am missing any important ones or ones that you want to see, please tell me which ones I should add.

They are split into standard, which are normal bases used on multiple maps, and special, which are bases used on only one map.

Without further ado:

Standard: + Show Spoiler +
[image loading]

Gas:
[image loading]

Made by Uvantak


+ Show Spoiler [Old] +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]



Special:
+ Show Spoiler +
[image loading]

Made by Uvantak


Atlantis Spaceship: (I might of messed up the one side, Included LOS blockers.)
+ Show Spoiler +
[image loading]

Shattered Temple:
+ Show Spoiler +
[image loading]



Again, if I messed any up, or if you want to see any specific ones, please ask.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-11 23:32:50
November 11 2012 21:44 GMT
#2
This is cool for newer people to see what is "acceptable". Afaik, the standard is 2 "back" mineral patches, which means those 2 patches are 4 squares away from the CC/Hatch/Nexus instead of 3.

The NEW rule is to try to avoid putting your geysers directly diagonal or 1 square off of diagonal of the town hall, as this can sometimes cause them to require an extra worker. There was a reddit thread/diagram about this which was quite well done. Of course if you have older maps that do this, it's fine, as a lot of GSL and other official maps suffer this problem. The reason it's bad is that even if the map's mineral lines are mirrored perfectly, the top player's geysers' efficiency will be slightly different from the bottom if the geysers are diagonal from the town hall.
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
lefix
Profile Joined February 2011
Germany1082 Posts
November 11 2012 23:04 GMT
#3
http://i.imgur.com/aw0ty.jpg that one seems wrong
Map of the Month | The Planetary Workshop | SC2Melee.net
Quakecomm
Profile Joined April 2012
United States344 Posts
November 11 2012 23:05 GMT
#4
Thanks for this post!
gorkey island is the only good map
AbideWithMe
Profile Joined October 2012
207 Posts
Last Edited: 2012-11-11 23:09:08
November 11 2012 23:08 GMT
#5
Just a general question of somebody who has no idea about map making. Would it be a problem to make a mineral line with every mineral patch equally far away from the CC location?
This would make early double worker stacking and such obsolete. What is the downside of this? Why does nobody do it? It could also be used to get rid of the "mule wasting minerals" problem.
""I abused a child today" -Stephano" - nmetasch
Timetwister22
Profile Joined March 2011
United States538 Posts
November 11 2012 23:52 GMT
#6
On November 12 2012 08:08 AbideWithMe wrote:
Just a general question of somebody who has no idea about map making. Would it be a problem to make a mineral line with every mineral patch equally far away from the CC location?
This would make early double worker stacking and such obsolete. What is the downside of this? Why does nobody do it? It could also be used to get rid of the "mule wasting minerals" problem.


Mineral lines will take up way too much space, making for some very awkward base proportions. Also, making mineral stacking obsolete is a bad thing imo.
Former ESV Mapmaker | @Timetwister22
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-11-12 00:07:46
November 12 2012 00:03 GMT
#7
The last one under "Standard" has one patch behind 2?

imo should look like this

+ Show Spoiler +
[image loading]


I would also include the configurations from Cloud Kingdom's main, and 3rd base. I am fond of those configurations (lol)

Also, the first one can also look like this
+ Show Spoiler +

[image loading]
~ ~ <°)))><~ ~ ~
Fatam
Profile Joined June 2012
1986 Posts
November 12 2012 00:46 GMT
#8
There's like 30+ variations lol it would be a lot of pictures if you want to post all of them
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
Quakecomm
Profile Joined April 2012
United States344 Posts
November 12 2012 04:00 GMT
#9
On November 12 2012 09:03 TheFish7 wrote:
The last one under "Standard" has one patch behind 2?

imo should look like this

+ Show Spoiler +
[image loading]


I would also include the configurations from Cloud Kingdom's main, and 3rd base. I am fond of those configurations (lol)

Also, the first one can also look like this
+ Show Spoiler +

[image loading]

isn't the first one under "standard" the same as the cloud kingdom example?
thanks for correcting the last one, it looked wrong to me as well, but as a newbie mapper, i wasn't sure
gorkey island is the only good map
Quakecomm
Profile Joined April 2012
United States344 Posts
November 12 2012 04:03 GMT
#10
On November 12 2012 13:00 Quakecomm wrote:
Show nested quote +
On November 12 2012 09:03 TheFish7 wrote:
The last one under "Standard" has one patch behind 2?

imo should look like this

+ Show Spoiler +
[image loading]


I would also include the configurations from Cloud Kingdom's main, and 3rd base. I am fond of those configurations (lol)

Also, the first one can also look like this
+ Show Spoiler +

[image loading]

isn't the first one under "standard" the same as the cloud kingdom example?
thanks for correcting the last one, it looked wrong to me as well, but as a newbie mapper, i wasn't sure

oh sorry, i see the diffrence
gorkey island is the only good map
Monochromatic
Profile Blog Joined March 2012
United States997 Posts
Last Edited: 2012-11-12 04:33:12
November 12 2012 04:29 GMT
#11
Sorry about the last one, looks like it moved slightly while copy pasting, I'll fix the photo.

EDIT: Should be fixed now.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
moskonia
Profile Joined January 2011
Israel1448 Posts
November 13 2012 08:36 GMT
#12
Can any "pro" map maker confirm those to be the standard mineral placement?
RFDaemoniac
Profile Joined September 2011
United States544 Posts
November 13 2012 08:59 GMT
#13
I've been trying to avoid minerals that are connected at just the corner, are corner connected mineral patches (in one place) really standard?

Otherwise a safe bet is to just take the mineral placements from Ohana (all but the top natural).
opisska
Profile Blog Joined February 2011
Poland8852 Posts
November 13 2012 09:05 GMT
#14
Wouldn't it be better if the minerals were as nonstandart as it gets? I know that it goes gainst the wishes of Blizzard, since they want everything to be 8m2g, they probably also want it to be pretty standard. But creating minor differences in income (balanced for all positions on the map) could create different builds and strategies for different maps, don't you think?

You could even match this to other features of the map - for example when there is a wider natural, could you make mining in the main more efficient so that we can effort more buildings for the wall and vice versa?
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
November 13 2012 09:46 GMT
#15
On November 13 2012 18:05 opisska wrote:
Wouldn't it be better if the minerals were as nonstandart as it gets? I know that it goes gainst the wishes of Blizzard, since they want everything to be 8m2g, they probably also want it to be pretty standard. But creating minor differences in income (balanced for all positions on the map) could create different builds and strategies for different maps, don't you think?

You could even match this to other features of the map - for example when there is a wider natural, could you make mining in the main more efficient so that we can effort more buildings for the wall and vice versa?

No that is silly, the difference is minor and would really not affect build order at all, only delay them a few if there was reduced income, there is absolutely no reason to go non-standard minerals, that is why I want to know if those here are standard (I keep messing up my mineral lines).
opisska
Profile Blog Joined February 2011
Poland8852 Posts
November 13 2012 11:43 GMT
#16
On November 13 2012 18:46 moskonia wrote:
Show nested quote +
On November 13 2012 18:05 opisska wrote:
Wouldn't it be better if the minerals were as nonstandart as it gets? I know that it goes gainst the wishes of Blizzard, since they want everything to be 8m2g, they probably also want it to be pretty standard. But creating minor differences in income (balanced for all positions on the map) could create different builds and strategies for different maps, don't you think?

You could even match this to other features of the map - for example when there is a wider natural, could you make mining in the main more efficient so that we can effort more buildings for the wall and vice versa?

No that is silly, the difference is minor and would really not affect build order at all, only delay them a few if there was reduced income, there is absolutely no reason to go non-standard minerals, that is why I want to know if those here are standard (I keep messing up my mineral lines).


So if the difference does not matter, why does it matter to you?
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
November 13 2012 12:05 GMT
#17
You should include the configuration from the mains (and several other bases) on Ohana, it is a very useful configuration especially because it is effectively symmetrical along a 45 degree axis.
vibeo gane,
Flopjack
Profile Joined July 2009
United States51 Posts
Last Edited: 2012-11-14 23:27:20
November 14 2012 23:27 GMT
#18
I appreciate that we have some guides on mineral placement, but I don't see many whys or numbers. Is there a set amount of minerals that must always be closer to the base vs those which are further? Does it matter on which base it is? What's the logic here, outside of 'this is how someone else did it"?
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2012-11-14 23:38:40
November 14 2012 23:35 GMT
#19
On November 15 2012 08:27 Flopjack wrote:
I appreciate that we have some guides on mineral placement, but I don't see many whys or numbers. Is there a set amount of minerals that must always be closer to the base vs those which are further? Does it matter on which base it is? What's the logic here, outside of 'this is how someone else did it"?

As far as mineral patches are concerned, Blizzard's standard model has 6 patches being 2 or 3 units away (as close as you can get them to a town hall building), and 2 patches being 4 units away (i.e. an extra space further than the others). This is the model I tend the follow, and recommend newer mapmakers to follow as well.

Beyond that, it's a matter of aesthetic placement.

-----------------

+ Show Spoiler +
[image loading]


This one is wrong, OP. The outer 4 mineral patches and the vespene geysers should be moved down 1 unit.
Twitter: @iamcaustic
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-14 23:37:50
November 14 2012 23:36 GMT
#20
I think 2 back minerals is just the amount that you need to make the mineral line not cover too large of an arc around the town hall. It's not set in stone though, there are some major maps w/ later expansions that have 1, 3 or 4 back minerals.

2 is standard, but I think slight differences is fine, so long as it's the same on both sides of the map.

I'm in the camp that wants to mess with mineral lines and gases greatly (for instance, I think expansions where the gas geysers and mineral patches have a bit of distance between them is very interesting, as you can put your expo right next to the gas for max gas, right next to the minerals for max minerals, or inbetween for a balanced approach), but Pro players will likely resist this kind of thing greatly, as it messes with the timings / build orders they have memorized.

Personally, I think the game should be more about impromptu decision-making and less about memorized build orders and timings. This is the same idea behind a lot of variants of chess (especially the ones where the starting positions of the pieces is randomized) - when you throw a wrench into things it becomes more about the player's skill, and less about his memorization of the standard openings.
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
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 14m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 129
StarCraft: Brood War
Sea 3001
ToSsGirL 736
BeSt 612
actioN 313
Killer 200
GoRush 193
Nal_rA 106
Shinee 60
JulyZerg 56
Mong 46
[ Show more ]
Sharp 27
Noble 21
Sacsri 17
sSak 13
Bale 8
Dota 2
BananaSlamJamma387
XcaliburYe290
League of Legends
JimRising 533
Counter-Strike
shoxiejesuss854
Stewie2K722
Super Smash Bros
Mew2King229
Heroes of the Storm
Khaldor139
Other Games
shahzam1103
ceh9649
Happy317
rGuardiaN65
SortOf29
crisheroes24
DeMusliM10
Organizations
Other Games
gamesdonequick846
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH353
• OhrlRock 50
• LUISG 13
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2100
League of Legends
• Stunt698
Upcoming Events
The PondCast
1h 14m
RSL Revival
1h 14m
ByuN vs Classic
Clem vs Cham
WardiTV European League
7h 14m
ByuN vs NightPhoenix
HeRoMaRinE vs HiGhDrA
Krystianer vs sebesdes
MaxPax vs Babymarine
SKillous vs Mixu
ShoWTimE vs MaNa
Replay Cast
15h 14m
RSL Revival
1d 1h
herO vs SHIN
Reynor vs Cure
WardiTV European League
1d 7h
Scarlett vs Percival
Jumy vs ArT
YoungYakov vs Shameless
uThermal vs Fjant
Nicoract vs goblin
Harstem vs Gerald
FEL
1d 7h
Korean StarCraft League
1d 18h
CranKy Ducklings
2 days
RSL Revival
2 days
[ Show More ]
FEL
2 days
Sparkling Tuna Cup
3 days
RSL Revival
3 days
FEL
3 days
BSL: ProLeague
3 days
Dewalt vs Bonyth
Replay Cast
4 days
Replay Cast
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-06-28
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.