• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:42
CEST 18:42
KST 01:42
  • 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] Ro24 Preview: Summer's End6Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
GSTL Returns in 2026!43Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) SC4ALL: II Talent Announcement! Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
SC4ALL II: Brood War Player Announcement 3/4 - soO Rush's Odyssey Controversy [ASL22] Ro24 Preview: Summer's End BW General Discussion StarCraft 64 is coming to Philly at SC4ALL II
Tourneys
[ASL22] Ro24 Group A Small VOD Thread 2.0 CSLAN 4 is Coming! ASL Season 22 LIVESTREAM with English Commentary
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
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 Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8882 users

[M] (2) TPW Natural Selection (HotS) - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
November 18 2012 19:59 GMT
#21
Wow really beautiful map, looks like we're going to be getting more varied maps in hots!
11/5/14 CATACLYSM | The South West's worst Falco main
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 18 2012 20:36 GMT
#22
On November 19 2012 04:11 RFDaemoniac wrote:
You could also make part of the connection a mineral patch so that zerg can use a few drones to break a hole through it, ala Breaking Point style.
Probably the best solution, either third is currently almost untakable for Zerg.

You could also make it close enough to the hatches in the natural and third so that the queens can pick away at it, but I'm not sure how long it takes two queens to kill rocks.
Extremely long, Queens do 4 damage on a 0.5 cooldown effectively, rocks have 3 armour.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Fatam
Profile Joined June 2012
1986 Posts
November 18 2012 23:47 GMT
#23
Rocks OP
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
Last Edited: 2012-11-19 01:03:17
November 19 2012 01:03 GMT
#24
changed up the backdoor a bit, can be blocked with 1 forcefield

[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 19 2012 02:24 GMT
#25
Why not try out the collapsible rocks at the backdoor? Leave the path initially open so zergs can take the early 3rd, but it can be quickly blocked off for the other 2 races since the rocks only have 500 hp. You could move the ramp closer to the primary nat entrance so that a cannon built at the front for an FFE could kill off the collapsible rocks early.

In any case, a completely and permanently open backdoor is pretty terrible for T and especially P.
vibeo gane,
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 19 2012 05:44 GMT
#26
On November 19 2012 11:24 -NegativeZero- wrote:
Why not try out the collapsible rocks at the backdoor? Leave the path initially open so zergs can take the early 3rd, but it can be quickly blocked off for the other 2 races since the rocks only have 500 hp. You could move the ramp closer to the primary nat entrance so that a cannon built at the front for an FFE could kill off the collapsible rocks early.

In any case, a completely and permanently open backdoor is pretty terrible for T and especially P.
Yeah, that's probably a better idea honestly. Also, just putting an almost depleted mineral patch there works I guess.

In any case, normal 2000 hp 3 armour rocks are unlikely to work. It's just very hard for Zerg to respond to banshee or void ray pressure if they can't hurl queens around.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
necrimanci
Profile Joined March 2011
70 Posts
Last Edited: 2012-11-19 15:35:58
November 19 2012 15:33 GMT
#27
On November 18 2012 04:27 SiskosGoatee wrote:
- thirds are actually ridiculously closer together and they can be sieged from the lowground, Zerg is forced to either expand towards Terran or break those rocks because the way around to those rocks is extremely long. T can use their third as a staging point to siege Zerg's third from the lowground a stone's throw away. Same thing with a stalker/colossus push coming from the third, colossi can harass the third which is extremely close (...)


...so? maybe if zerg is battered in the early game and not allowed to expand safely/freely with no units at all so early in the game, they enter the lategame weaker and infestor/broodlord is easier to handle/actually balanced? you dont know that, you're just following this community's opinion of 'what sucks in maps' that's based on beta/early stages gameplay, when players sucked balls and no one knew how to deal with certain types of aggression

we will never know unless some good players actually test this. and they cant test this if everyone is like 'hurr durr map imba mega suck'

unitless expands shouldnt exist in this game - they cause most of the imbalance and deathballs. and all maps we see follow into that type of play :S
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 19 2012 15:48 GMT
#28
On November 20 2012 00:33 necrimanci wrote:
Show nested quote +
On November 18 2012 04:27 SiskosGoatee wrote:
- thirds are actually ridiculously closer together and they can be sieged from the lowground, Zerg is forced to either expand towards Terran or break those rocks because the way around to those rocks is extremely long. T can use their third as a staging point to siege Zerg's third from the lowground a stone's throw away. Same thing with a stalker/colossus push coming from the third, colossi can harass the third which is extremely close (...)


...so? maybe if zerg is battered in the early game and not allowed to expand safely/freely with no units at all so early in the game, they enter the lategame weaker and infestor/broodlord is easier to handle/actually balanced?
Do you really have to turn this into a balance discussion?

you dont know that, you're just following this community's opinion of 'what sucks in maps' that's based on beta/early stages gameplay, when players sucked balls and no one knew how to deal with certain types of aggression
Ehh, these maps were pretty common in the beta and more balanced back then because people expanded less quickly. Zerg just needs a gasless third to be able to compete with P's forge expand.

we will never know unless some good players actually test this. and they cant test this if everyone is like 'hurr durr map imba mega suck'
Nope, we will never know for sure, but these threads exist for people to give feedback.

unitless expands shouldnt exist in this game - they cause most of the imbalance and deathballs. and all maps we see follow into that type of play :S
I agree, I don't like them, the issue is that this map makes unitless expands easier for P and T and harder for Z. Z just doesn't want to expand towards their opponent, T does.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
chuky500
Profile Blog Joined March 2010
France473 Posts
Last Edited: 2012-11-19 16:21:14
November 19 2012 16:06 GMT
#29
Depleted minerals suck too because the attacker can just bring 2 or 3 workers, make a gas and mine the minerals then gas then minerals back and forth and kill the patches faster than rocks.

I agree that zerg being able to double expand before 4 minutes with no units in ZvP is pretty assymetrical and I doubt that it was planned when the game was made and balanced. It's silly to say zergs need 3 expansions to compete with a FFE, because with a FFE you don't have as many units as with a 1 gate expand because you delay everything. Zergs probably need a macro hatch for the production but we never see zergs put down a macro hatch nowadays unless the zerg is in really bad shape. Zergs just take a 3rd which tells it isn't that hard to expand as zerg. And I'm sorry but talking about a unitless expand being "easier" as Protoss is nonsense, in PvT you have bunker rushes which work 100% of times and in PvZ it's kind of doable if the zerg is being greedy but you take a risk, while tbh zergs don't take that much risks by double expanding against protoss.

In my opinon a general issue is a hard to take 3rd unfavors protoss more than zerg, because in PvZ even though the protoss kills the 3rd the zerg can stay for a very long time on 2 bases + macro hatch and keep making roaches and upgrades and win the game, but if a protoss does a regular push and goes back to his base then a hard 3rd is close to impossible to take for the protoss due to immobility. That's what we saw on Dual Sight and maps like that, hard to take 3rd unfavor protoss in PvZ not the other way around. But on this map you can wall the 3rd as protoss so even if it's far it's probably the same kind of difficulty as Taldarim altar so it's kind of ok I guess.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2012-11-19 16:29:59
November 19 2012 16:26 GMT
#30
On November 20 2012 01:06 chuky500 wrote:
Depleted minerals suck too because the attacker can just bring 2 or 3 workers, make a gas and mine the minerals then gas then minerals back and forth and kill the patches faster than rocks.
Yeah, that's a pretty good point as well, but I guess that all in would at least require some commitment.

I agree that zerg being able to double expand before 4 minutes with no units in ZvP is pretty assymetrical and I doubt that it was planned when the game was made and balanced. It's silly to say zergs need 3 expansions to compete with a FFE, because with a FFE you don't have as many units as with a 1 gate expand because you delay everything. Zergs probably need a macro hatch for the production but we never see zergs put down a macro hatch nowadays unless the zerg is in really bad shape. Zergs just take a 3rd which tells it isn't that hard to expand as zerg. And I'm sorry but talking about a unitless expand being "easier" as Protoss is nonsense, in PvT you have bunker rushes which work 100% of times and in PvZ it's kind of doable if the zerg is being greedy but you take a risk, while tbh zergs don't take that much risks by double expanding against protoss.
P units are just more cost effective until the lategame where it turns around. Z needs that extra gas to hold of 2base timings definitely, the immortal/sentry is hard enough to hold from 3 bases, to hold it on 2 bases is pretty hard.

As for my own ZvP, I never take a gasless third and instead rather do 2base muta or 2base roach timings with an expand behind it, but these are semi all in and have to do some form of damage or catch someone by surprise or you just lose. It's not something you can really do if your opponent knows it's coming and just makes 3 cannons.

In my opinon a general issue is a hard to take 3rd unfavors protoss more than zerg, because in PvZ even though the protoss kills the 3rd the zerg can stay for a very long time on 2 bases + macro hatch and keep making roaches and upgrades and win the game, but if a protoss does a regular push and goes back to his base then a hard 3rd is close to impossible to take for the protoss due to immobility. That's what we saw on Dual Sight and maps like that, hard to take 3rd unfavor protoss in PvZ not the other way around. But on this map you can wall the 3rd as protoss so even if it's far it's probably the same kind of difficulty as Taldarim altar so it's kind of ok I guess.
Dual Sight wasn't balanced either though. But the overal layout of this map I just don't like in general, even with solving the third, I really don't like the forward expansion which is siegeable from the lowground. You just put tanks on that lowground area as T and you're basically a stone's throw away from everything Zerg.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2012-11-19 17:04:32
November 19 2012 17:02 GMT
#31
just fyi, since i haven't mentioned it before:
unless you have long range units, you will need to move up the ramps to attack the mineral line on the forward base. marines, roaches and stalkers cannot hit workers from the low ground. should make it a little more viable

i also agree with chucky that zergs doesn't neccesarily need a 3rd base, but a third hatchery for lava. the main reason why they usually build their third hatch at the third base is because they're so easy to take.

imho, maps shouldn't be 100% comfortable to play on for every race. there need to be some spots with vulnerabilities, but you shouldn't be prematurely calling a map unbalanced, broken or even "impossible to take a 3rd". i am personally growing very tired of it :D why do players have to be able to apply the exact same build on every map without having to adapt?
Map of the Month | The Planetary Workshop | SC2Melee.net
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 19 2012 17:15 GMT
#32
On November 20 2012 02:02 lefix wrote:
just fyi, since i haven't mentioned it before:
unless you have long range units, you will need to move up the ramps to attack the mineral line on the forward base. marines, roaches and stalkers cannot hit workers from the low ground. should make it a little more viable
Doesn't that only serve to further it for a good TvZ map? Zerg doesn't have long ranged units before hive.

i also agree with chucky that zergs doesn't neccesarily need a 3rd base, but a third hatchery for lava. the main reason why they usually build their third hatch at the third base is because they're so easy to take.
I'm pretty sure you can't hold a soulfully executed immortal/sentry from just a macro hatch, with 3 hatches and 6 gas mining it's hard enough as it is. The drone count Zergs are usually at to hold it, around 55-60 drones well oversaturates 2 bases.

imho, maps shouldn't be 100% comfortable to play on for every race. there need to be some spots with vulnerabilities, but you shouldn't be prematurely calling a map unbalanced, broken or even "impossible to take a 3rd". i am personally growing very tired of it :D why do players have to be able to apply the exact same build on every map without having to adapt?
I agree, the major point of contention here is that T and P don't have the same problem. If you make it harder to take for all races it may work out, but in this case the expansion is very easy for T and to a lesser extend P to take but very hard for Z to defend.

Making them half rocks of course solves a lot because Z can now take the other third comfortably, but I don't feel like placing a third almost in the centre of the map in general is ever a good idea, it's why Jungle Basin wasn't exactly a spectacular success.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2012-11-19 17:38:47
November 19 2012 17:38 GMT
#33
On November 20 2012 02:15 SiskosGoatee wrote:
Doesn't that only serve to further it for a good TvZ map? Zerg doesn't have long ranged units before hive.


Well, it turns it more into a defenders advantage. while marine/roach/stalkers cannot attack the third from the lowground, they certainly can defend it against siege tanks from the highground. i don't think comparisons to steppes of war or jungle basin are justified either, since there is a longer ground distance between these thirds than the naturals on steppes, and especially the thirds on jungle basin. i feel you are greatly underestimating the map size and proportions of this map.

[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
Fatam
Profile Joined June 2012
1986 Posts
November 19 2012 20:17 GMT
#34
There is the 2 base early infestation pit build that has become moderately popular. Pretty sure it is designed to hold early aggression such as immortal/sentry.

But regardless of whether immortal sentry can be held on 2 bases, I think it's probably not good to have a single, narrow choke as the only reasonable way for the defender to defend his 3rd. There needs to be a relatively easy way to go around, such as on Ohana. I guess it's just like - FFs are powerful enough already without the map making them more powerful
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
Duvon
Profile Joined October 2011
Sweden2360 Posts
November 19 2012 20:53 GMT
#35
On November 20 2012 02:38 lefix wrote:
Show nested quote +
On November 20 2012 02:15 SiskosGoatee wrote:
Doesn't that only serve to further it for a good TvZ map? Zerg doesn't have long ranged units before hive.


Well, it turns it more into a defenders advantage. while marine/roach/stalkers cannot attack the third from the lowground, they certainly can defend it against siege tanks from the highground. i don't think comparisons to steppes of war or jungle basin are justified either, since there is a longer ground distance between these thirds than the naturals on steppes, and especially the thirds on jungle basin. i feel you are greatly underestimating the map size and proportions of this map.
+ Show Spoiler +

[image loading]

Mineral and gas nodes serve very well as funnels though, increasing aoe damage...
Nothing is impossible, only some things for some people.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 20 2012 04:23 GMT
#36
The real danger of the tanks under the cliff scenario is not just fighting the tanks there. The zerg player can easily just run down to the low ground, even with a flank from two sides, and engage on wide open ground. It's a full surround if they want to use the high ground too and they take a few seconds to set it up. Then it's a matter of whether or not they can engage a push. We see this all the time. It's the central pillar of ZvT. Nothing extraordinary at all.

The difficulty is that elevator tactics are super strong if the terran is able to install himself there initially. Is it too strong? There are plenty of other bases on the map, so no, especially with the new change. It's nothing like the natural on Tal'Darim Altar for example.

On November 20 2012 02:02 lefix wrote:
just fyi, since i haven't mentioned it before:
unless you have long range units, you will need to move up the ramps to attack the mineral line on the forward base. marines, roaches and stalkers cannot hit workers from the low ground. should make it a little more viable

i also agree with chucky that zergs doesn't neccesarily need a 3rd base, but a third hatchery for lava. the main reason why they usually build their third hatch at the third base is because they're so easy to take.

imho, maps shouldn't be 100% comfortable to play on for every race. there need to be some spots with vulnerabilities, but you shouldn't be prematurely calling a map unbalanced, broken or even "impossible to take a 3rd". i am personally growing very tired of it :D why do players have to be able to apply the exact same build on every map without having to adapt?

Exactly.

If lefix's intention vis a vis the 3rd options wasn't immediately apparent when you looked at the map, you should take more time to think before you post.
Comprehensive strategic intention: DNE
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
The Patches Monday
16:15
#3
RotterdaM641
TKL 265
TaKeTV 227
IndyStarCraft 110
SteadfastSC82
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 641
TKL 265
ByuN 262
IndyStarCraft 110
SteadfastSC 82
ProTech71
UpATreeSC 41
RushiSC 25
StarCraft: Brood War
Calm 4705
Shuttle 1392
BeSt 728
Mini 538
Soma 359
Stork 293
Soulkey 277
Larva 247
ggaemo 160
Mong 156
[ Show more ]
Dewaltoss 102
sSak 51
Hyun 51
sorry 27
Bale 22
Terrorterran 20
yabsab 13
ajuk12(nOOB) 11
Dota 2
qojqva4225
Counter-Strike
x6flipin1019
pashabiceps805
ceh9454
Super Smash Bros
C9.Mang0104
Other Games
singsing1699
Liquid`RaSZi1609
FrodaN811
Beastyqt706
B2W.Neo679
Hui .160
ToD118
ArmadaUGS106
Livibee96
QueenE78
Mew2King55
KnowMe54
Trikslyr36
[ Show 17 non-featured ]
StarCraft 2
• StrangeGG 50
• mYiSmile126
• Reevou 1
• Kozan
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 24
• Pr0nogo 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV1331
League of Legends
• Jankos2623
• TFBlade953
Other Games
• Shiphtur298
Upcoming Events
Afreeca Starleague
17h 18m
Sharp vs Shinee
Action vs Shine
GSL
18h 18m
PiGosaur Cup
1d 7h
Replay Cast
1d 16h
Afreeca Starleague
1d 17h
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
1d 18h
Replay Cast
2 days
The PondCast
2 days
KCM Race Survival
2 days
Replay Cast
3 days
[ Show More ]
PiG Sty Festival
3 days
CranKy Ducklings
4 days
PiG Sty Festival
4 days
Sparkling Tuna Cup
5 days
PiG Sty Festival
5 days
The Patches Monday
6 days
Liquipedia Results

Completed

CSLAN 4
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 1
Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open 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.