• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:37
CEST 10:37
KST 17:37
  • 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] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
Weekly Cups (October 5-11): Farewell to 5.0.162Rollback Netcode in Brood War865.0.17 Patch Notes - October 7, 202624Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10
StarCraft 2
General
5.0.17 Patch Notes - October 7, 2026 ESL Pro Tour for SC2 discontinued Weekly Cups (October 5-11): Farewell to 5.0.16 StarCraft open world shooter announced at BlizzCon [Old] StarCraft 3 Reportedly in Development
Tourneys
$3,500 WardiTV Not-Summer Championship Stellar Fest TWO the Moon (Dec 16-20) ISSL (IntoTheTV x SOOP SC2 League): Premier RSL 2026 Offline Finals LCQ Sign-Ups ScienceCraft (October 24-25) - Live Event
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train Mutation # 545 And Drops and Rifts
Brood War
General
BSL23 Confirmations Starts on New BSL Portal Rollback Netcode in Brood War ASL22 General Discussion Sagi.gg Launcher Released New 3v3 BGH Ladder (and more) on ShieldBattery!
Tourneys
ASL 22 Finals [ASL22] Semifinal B [Megathread] Daily Proleagues [ASL22] Semifinal A
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers Replay Review Process - What do you do?
Other Games
General Games
Dawn of War IV Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread Warcraft III: The Frozen Throne
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
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 Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
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
Recent Gifted Posts
Blogs
The Link Between Gaming and …
TrAiDoS
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12827 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 States1000 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 States1000 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 States2142 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 2h 23m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Rain 2237
GuemChi 236
Leta 201
Horang2 161
sSak 59
NaDa 43
PianO 39
NotJumperer 37
Sacsri 12
Sharp 9
[ Show more ]
Britney 0
Dota 2
Fuzer 123
League of Legends
JimRising 581
Counter-Strike
olofmeister844
shoxiejesuss619
Other Games
Coldzera 745
ceh9731
Sick191
Pyrionflax137
B2W.Neo124
BEARDiaguz6
crisheroes4
Organizations
Other Games
gamesdonequick745
StarCraft: Brood War
UltimateBattle 42
lovetv 8
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH338
• LUISG 59
• Letter1414
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 8
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2294
League of Legends
• Stunt747
Upcoming Events
Kung Fu Cup
2h 23m
The PondCast
1d 1h
Online Event
2 days
Korean StarCraft League
2 days
Afreeca Starleague
2 days
Rush vs Soulkey
CranKy Ducklings
3 days
BSL Open Qualifier
3 days
Sparkling Tuna Cup
4 days
IPSL
4 days
BSL Open Qualifier
4 days
[ Show More ]
WardiTV Weekly
5 days
IntoTheTV X SOOP
6 days
PiGosaur Cup
6 days
Liquipedia Results

Completed

Proleague 2026-10-13
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
HCC Season 3
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
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 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
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.