• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:32
CEST 02:32
KST 09:32
  • 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
Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection6Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2
Community News
[BSL22] Non-Korean Championship from 13 to 28 June2Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th151Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
TL.net Map Contest #22 - Voting & Ladder Map Selection Code S Season 2 (2026): RO4 and Finals Preview TL Poll: How do you feel about the 5.0.16 PTR balance changes? What kind of tool would you be interested in? Oliveira Would Have Returned If EWC Continued
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament GSL Code S Season 2 (2026) WardiTV Mondays Maestros of The Game 2 announcement and schedule ! Crank Gathers Season 4: BW vs SC2 Team League
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
25 Years Since Brood War Patch 1.08 FlaSh's ASL S21 Finals Review BW animated web series: seeking contributors BGH Auto Balance -> http://bghmmr.eu/ [BSL22] Non-Korean Championship from 13 to 28 June
Tourneys
[BSL22] Grand Finals - Sunday 21:00 CEST [ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Why doesn't anyone use restoration? Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
ZeroSpace Megathread Nintendo Switch Thread PC Games Sales Thread Summer Games Done Quick 2026! The Perfect Game
Dota 2
Looking for a Dota Mentor 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
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine YouTube Thread Russo-Ukrainian War Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Esportsmanship: How to NOT B…
TrAiDoS
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5859 users

M [2] New Amsterdam Medical, or Antiga Shipyard II - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
lorestarcraft
Profile Joined April 2011
United States1049 Posts
November 15 2012 22:52 GMT
#21
Plantaries in TvX and Zerg expoing there for third ZvP mean gold bases in the middle are not balanced!
SC2 Mapmaker
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 16 2012 00:17 GMT
#22
The distance between the main backdoor and the nat entrance is longer for the defender than the attacker, either fix this problem or just remove the backdoor.
vibeo gane,
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-11-16 00:47:55
November 16 2012 00:46 GMT
#23
Gold bases in the middle is imba because of ZvP... , Z will take a gold as their 3rd base against a FFE protoss, the toss now has to deal with like 25% more roach/ling aggression.

Otherwise, this is really quite good. The potential for a 4th base makes antiga a much better concept imo. Definitely an improvement. I am wondering if you can sneak around the towers at the 4th?

also, what made you decide to rotate the whole map like 30 degrees CCW?
~ ~ <°)))><~ ~ ~
Quakecomm
Profile Joined April 2012
United States344 Posts
November 16 2012 01:27 GMT
#24
I like it. Take antiga and make it easier to take a fourth by making it two player. Good job!
gorkey island is the only good map
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 16 2012 01:32 GMT
#25
On November 16 2012 09:46 TheFish7 wrote:
Gold bases in the middle is imba because of ZvP... , Z will take a gold as their 3rd base against a FFE protoss, the toss now has to deal with like 25% more roach/ling aggression.
I don't think so necessarily, a gold base yields as much income as a normal base because it ha only 6 patches, you just need viewer drones to saturate it, there's also only one gas, it's a risk/reward ratio because good luck holding that base against a sentry/immortal all in.

If it was that imbalanced ZvP the Antiga on the ladder, which has a high yield would be unwinnable for PvZ, I've noticed no such thing myself.

The only real problem that I see happening with that gold is TvZ, without ranged units Z cannot deny mining, however I purposefully designed the map to be able to do counter attacks around it quite easily.

I am wondering if you can sneak around the towers at the 4th?
In what way? You can of course sneak past every tower theoretically unless its vision covers the entire map.

also, what made you decide to rotate the whole map like 30 degrees CCW?
The layout just fit that way I guess, I tend to start executing ideas that I have from the centre out, it just happen to fit that way together with the backdoor ramp changes.

Maybe I should doodad it up and add no fly zones though.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
IndyO
Profile Joined June 2012
392 Posts
November 16 2012 03:15 GMT
#26
I'm curious as to how the gold base in the middle works out for balance now. Terran often feels weaker in the lategame in all matchups, so I suppose it could work out.
Fluid
Profile Joined September 2010
Canada136 Posts
November 16 2012 03:34 GMT
#27
On November 16 2012 12:15 IndyO wrote:
I'm curious as to how the gold base in the middle works out for balance now. Terran often feels weaker in the lategame in all matchups, so I suppose it could work out.


That's not really the problem. The problem is that whoever has map control also gets a free gold base, so that makes it almost impossible for the defending player to win.
Timetwister22
Profile Joined March 2011
United States538 Posts
November 16 2012 04:18 GMT
#28
Winner gold bases need to go. I don't mind gold bases appearing in maps again with the mule nerf, however they need to be designed in such a way that if a player already has map control, they don't get gold bases with it. In other words, put golds along the sides with big vulnerabilities that you'd have to give up center map control to defend. Also, I'd like to see the fourth be dropped onto the low ground instead of the high ground, as well as the backdoor into the main be removed. This map has the same blink and drop vulnerabilities as Antiga, so there is really no reason to have an offensive back door. Aside those however, it's a pretty decent map.
Former ESV Mapmaker | @Timetwister22
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 16 2012 05:27 GMT
#29
On November 16 2012 13:18 Timetwister22 wrote:
Winner gold bases need to go. I don't mind gold bases appearing in maps again with the mule nerf, however they need to be designed in such a way that if a player already has map control, they don't get gold bases with it.
I disagree, this is the entire reward of getting map control as in asserting yourself at the centre that I like. That you have the centre far from means that you have 'won' by any stretch, it's a decision you make because it's not the optimal position tot take to defend your main and natural at all, it leaves them quite vulnerable to counter attacks.

In other words, put golds along the sides with big vulnerabilities that you'd have to give up center map control to defend.
This was tried, and often just meant hatch first to the gold because you need to get out of position so much to punish it that you leave yourself open for a counter especially on map with high CS like this one.

Also, I'd like to see the fourth be dropped onto the low ground instead of the high ground
This is honestly a pretty interesting idea that could probably work out well.

as well as the backdoor into the main be removed. This map has the same blink and drop vulnerabilities as Antiga, so there is really no reason to have an offensive back door.
I feel the backdoor helps to defend drops rather than making them harder to defend wouldn't you think? If you break down your own rocks you can very easily just walk into your main to defend a drop rather than having to walk all the way around, which is part of their purpose, the other part is to threaten backstabs when someone vies for control of the centre to mine from the gold.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 20 2012 16:09 GMT
#30
Experimenting with a lowground fourth:

[image loading]

[image loading]

Aesthetics are still a little bit rough of course.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
AssyrianKing
Profile Blog Joined August 2011
Australia2117 Posts
November 24 2012 21:38 GMT
#31
I kind of like the low ground 4th better, it makes it a little harder to defend which I like, but for Protoss it MIGHT be a problem. Please get rid of the gold bases, or make them 6g1hg, it just seems so random and is not balanced nor helps for interesting games
John 15:13
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 24 2012 22:45 GMT
#32
Well, there's nothing random of course, it's supposed to be a high risk/high reward base, I'm not sure what makes that 'imbalanced. Unlike on Antiga it's also not a winners base because there's purposefully a lot of room to counter attack around it. If they weren't gold there would be r no good reason to ever take them. It's very easy to deny mining with a single ranged unit on the other side, doesn't even need to be on the high ground, you can easily kill the gas as well.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
WniO
Profile Blog Joined April 2010
United States2706 Posts
November 25 2012 02:28 GMT
#33
this layout looks really good, nice job. maybe too many small tiles for textures, but it adds some contrast.
iMrising
Profile Blog Joined March 2012
United States1099 Posts
November 25 2012 04:25 GMT
#34
I feel like the third base is even harder to take now, and having a hole in your main base is a TERRIBLE idea, and tournaments will never use it. But I really really like the concept of the new Antiga because right now, the old antiga is kind of boring :|
$O$ | soO
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#85 (PTR Edition)
PiGStarcraft513
davetesta25
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft513
ProTech103
Temp0 18
StarCraft: Brood War
GuemChi 3817
Rain 2951
Artosis 624
Noble 42
NaDa 18
Dota 2
monkeys_forever327
capcasts158
NeuroSwarm107
Super Smash Bros
hungrybox378
Mew2King53
Other Games
summit1g14927
Day[9].tv1296
shahzam797
C9.Mang0514
ViBE113
Maynarde103
UpATreeSC48
minikerr3
Organizations
Other Games
gamesdonequick776
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21262
League of Legends
• Stunt148
Other Games
• Day9tv1296
Upcoming Events
Replay Cast
8h 28m
Kung Fu Cup
10h 28m
Maestros of the Game
14h 28m
Classic vs Lambo
Clem vs Maru
Replay Cast
23h 28m
The PondCast
1d 9h
Maestros of the Game
1d 14h
Serral vs Rogue
herO vs SHIN
OSC
1d 21h
Replay Cast
1d 23h
Maestros of the Game
2 days
Replay Cast
2 days
[ Show More ]
CranKy Ducklings
3 days
uThermal 2v2 Circuit
3 days
Sparkling Tuna Cup
4 days
uThermal 2v2 Circuit
4 days
OSC
4 days
Wardi Open
5 days
Liquipedia Results

Completed

BSL Season 22
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
Acropolis #4 - GSB
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
uThermal 2v2 2026 Main Event
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.