• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:19
CEST 16:19
KST 23:19
  • 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 1 - Final Week6[ASL19] Finals Recap: Standing Tall12HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed10Weekly Cups (July 7-13): Classic continues to roll4Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
The GOAT ranking of GOAT rankings RSL Revival patreon money discussion thread Who will win EWC 2025? Weekly Cups (July 7-13): Classic continues to roll Esports World Cup 2025 - Brackets Revealed
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
Flash Announces (and Retracts) Hiatus From ASL BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Starcraft in widescreen A cwal.gg Extension - Easily keep track of anyone
Tourneys
[Megathread] Daily Proleagues Cosmonarchy Pro Showmatches CSL Xiamen International Invitational [BSL20] Non-Korean Championship 4x BSL + 4x China
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread CCLP - Command & Conquer League Project The PlayStation 5
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
US Politics Mega-thread Future of Porn Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2025!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 610 users

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

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
lefix
Profile Joined February 2011
Germany1082 Posts
November 17 2012 19:11 GMT
#1
[image loading]

TPW Natural Selection
by lefix
Map Size: 144x152
Tileset: Zerus
Spawns: 2
Bases: 14
Published: HotS (Beta)

About:
My first HotS map, losely based on a bw map called Star Gates. First time working with HotS tilesets and loving it.

Screenshots:
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Map of the Month | The Planetary Workshop | SC2Melee.net
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
November 17 2012 19:13 GMT
#2
You're so quick :O

Good map anyway. Nice proportions and an interesting base layout.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
IeZaeL
Profile Joined July 2012
Italy991 Posts
November 17 2012 19:17 GMT
#3
Beautiful map ! Are you planning to make something like this on a City Tileset ?

I'm going online to try this !
Author of Coda and Eastwatch.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 17 2012 19:27 GMT
#4
- 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

- I am absolutely not really happy with the side expansion, it's very far away and only has one entrance which is quite narrow. Say the left player takes the left side expansion, he is closer by air but quite far removed from ground, if the right player takes the left expansion he is closer by ground, but again, can be sieged from the lowground with the third as staging point.

My hunch says that the way you're forced to just expand so boldly forward taking your third which is extreely close to the third of your opponent might make the map unplayable altogether.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Prog
Profile Joined December 2009
United Kingdom1470 Posts
November 17 2012 19:47 GMT
#5
You are not forced at all to expand forward with the third. Just get those rocks and play with an expansion pattern like on ohana. I don't see any problem with that - except that we already have a map played like that and I don't see what this map does better than ohana.

Aesthetics are nice though.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 17 2012 20:04 GMT
#6
Ohana doesn't force you to walk such a very long length around to reach it though with the rocks down. A lot of Zergs do not have the rocks killed already when a sentry/immortal hits on Ohana because to defend a sentry/immortal you have to drone pretty hard up to that point and you don't have the units to kill it yet and what units you have need to be used to counter.

Of course, HotS sentry/immortal will be held differently but I'm illustrating the point that Z in general doesn't have the rocks killed already when attacks hit because they had no units up to that point and it's an extremely far way around on this map compared to Ohana.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-11-17 21:00:35
November 17 2012 20:11 GMT
#7
really nice lefix


edit: After looking at it for a little bit, I think you should widen the first ramp that leads to the last base. This would make it a lot easier to move up the ramp into that base from the middle, which I think is necessary to make it more vulnerable.

+ Show Spoiler [like this] +

[image loading]
Comprehensive strategic intention: DNE
Elche
Profile Joined June 2011
Finland170 Posts
November 17 2012 21:05 GMT
#8
I really like this map.
only thing I would change is to make this a ohana style 5bases per player map and combine the two bases in top right and bottom left in to one base.
good job.
Befall
Profile Joined September 2010
United States69 Posts
November 17 2012 21:22 GMT
#9
Agreed with the sentiment of taking a third being really difficult for Zerg, especially since the non-rock expo is far more exposed with the two ramps. That being said, if you take away the rocks, the layout for those bottom/top four bases is nearly identical to Daybreak, which isn't terrible. I'd have to see games played out to 100% judge expo difficulty.

That being said, love the layout, love the aesthetics. Wish I money to pre-order HOTS so I could play with these gorgeous tilesets.
"Envy is ignorance, imitation is suicide." -Emerson
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-11-18 04:48:58
November 17 2012 23:08 GMT
#10
edit: I think the lowground third needs an extra path around it near the ramp so that FF pushes aren't so imba as people have been mentioning. Also I noticed a little clerical error - there's only 12 bases but the map description says 14

hots textures are pretty cool-looking
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
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
November 17 2012 23:39 GMT
#11
Absolutely gorgeous map. I'm an enormous fan. Great work
Aunvilgod
Profile Joined December 2011
2653 Posts
November 18 2012 00:09 GMT
#12
Splitty.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 18 2012 00:17 GMT
#13
Very nice!
~ ~ <°)))><~ ~ ~
chuky500
Profile Blog Joined March 2010
France473 Posts
Last Edited: 2012-11-18 01:07:45
November 18 2012 01:00 GMT
#14
From a WOL point of view it's a really bad map. The 4th is siegable, the third looks siegable and the 6th is siegable. You can separate the enemy main, natural, and 3rd with just 3 forcefields so in PvZ sentry pushes and sentry drops are really strong. PFs at the 3rd and 4th would be too good because of the chokes. The 2 parallel attack path are too far from each other so it'll favor base trades. But also if in PvZ the protoss attacks the 3rd and blocks the small ramp, the zerg can't easily counter because the distance 3rd-natural is shorter than natural-natural, so the zerg will have more distance to travel, unlike Daybreak. The 6th looks like a free proxy place for terran, like when terrans make reapers and proxy a starport and drop. Or proxy reapers since they're popular in HOTS. There's no way you'd scout there unless you want to lose a ton of mining time. It also looks like a free hidden expansion for terran, whereas on Ohana the terran hidden expansion is more a place you'd expand to.

Also I doubt people will expand to the center expansion before their 5th, so the expansion pattern will be a straight line of the whole map width. There's no way to cut corners and go back defend another base faster with blink or air like on Cloud Kingdom where the 4 first bases are like a N. There's no way to optimize how you move through your bases as you have to go through it all, regardless of the tech you have.

And I don't really like big airspace near the main because it helps cloaked banshees and mutas too, but I don't really know about HOTS. Now the Oracle and Tempest have changed I'm not sure this kind of airspace is balanced for protoss anymore. For WOL the third looks a bit far for an isolated base like this but I don't know about HOTS.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 18 2012 03:31 GMT
#15
On November 18 2012 10:00 chuky500 wrote:
Also I doubt people will expand to the center expansion before their 5th, so the expansion pattern will be a straight line of the whole map width.
Terran will, I'm also interested to see how a 3base stalker/colossus with the forward third as a staging point in PvZ will go, seem like a very strong strat on this map.

Otherwise, with the rocks there, I'm not sure what else Zerg is going to do, it's a very long way around to the other third. Responding to a 4gate zealot pressure without the rocks down is going to be really tough. Or stargate pressure, you just won't get the rocks down and there's no way to spread creep over in time to send queens ever.

Theorycraft to me seems to indicate that this map is worse for Zerg than Steppes of War.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
NewSunshine
Profile Joined July 2011
United States5938 Posts
November 18 2012 05:12 GMT
#16
On November 18 2012 12:31 SiskosGoatee wrote:
Theorycraft to me seems to indicate that this map is worse for Zerg than Steppes of War.

I'm... not sure that's even possible.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Typhoon1789
Profile Blog Joined July 2011
Australia292 Posts
November 18 2012 13:28 GMT
#17
Nice map! I like it.

To the people bitching about how hard it is to take a 3rd: The problem is, its way to easy to take a 3rd these days. Who really enjoys mega quick 3 base into late game? i'd prefer all bases after natural to get progressively way harder. Maybe then people will attack each other for once instead of just building a 200 supply army then moving out.
Professional Cunt.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
November 18 2012 13:37 GMT
#18
It's not the fact that thirds are hard to take, they aren't, not for Terran anyway, it's that thirds are extremely hard to take for Zerg on this map. I like hard to take thirds myself and I advocate it, but not this racially imbalanced. T loves the forward third,. very easy to place tanks on the low between them and siege Zerg's forward third from the lowground, if Z takes the backward third it's going to be very hard to defend anything with the rocks not being down, Zerg in general has a hard time breaking rocks because with Zerg, if you have an army it should serve a purpose, else the army could've been drones, so they should attack or defend or stall an attack, anything, Zerg very rarely just has army 'sitting there' and if you have you're not playing Zerg well.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Acertos
Profile Joined February 2012
France852 Posts
November 18 2012 17:42 GMT
#19
Why not put rocks outside the third?
RFDaemoniac
Profile Joined September 2011
United States544 Posts
November 18 2012 19:11 GMT
#20
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.

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.
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 States2141 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
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 1h 41m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Vindicta 197
StarCraft: Brood War
Britney 46418
Rain 5918
EffOrt 1537
BeSt 1260
Larva 662
firebathero 428
Stork 381
Mini 311
Rush 227
Light 191
[ Show more ]
PianO 160
Mind 132
Pusan 76
Aegong 56
GoRush 53
JulyZerg 52
sSak 51
Movie 39
sas.Sziky 39
Shinee 37
Noble 24
yabsab 19
scan(afreeca) 15
SilentControl 10
Shine 7
ivOry 5
Bale 4
Terrorterran 3
Dota 2
qojqva3496
Fuzer 220
League of Legends
Dendi1780
Counter-Strike
sgares548
byalli398
Super Smash Bros
amsayoshi39
Other Games
B2W.Neo2813
singsing2148
crisheroes395
Lowko391
DeMusliM387
ArmadaUGS95
Mew2King88
Pyrionflax72
QueenE58
markeloff51
ToD48
Trikslyr32
Organizations
Other Games
gamesdonequick4119
StarCraft: Brood War
Kim Chul Min (afreeca) 5
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1469
League of Legends
• Nemesis2994
• Jankos1511
Upcoming Events
WardiTV European League
1h 41m
ShoWTimE vs sebesdes
Percival vs NightPhoenix
Shameless vs Nicoract
Krystianer vs Scarlett
ByuN vs uThermal
Harstem vs HeRoMaRinE
PiGosaur Monday
9h 41m
uThermal 2v2 Circuit
1d 1h
Replay Cast
1d 9h
The PondCast
1d 19h
WardiTV European League
2 days
Replay Cast
2 days
Epic.LAN
2 days
CranKy Ducklings
3 days
Epic.LAN
3 days
[ Show More ]
CSO Contender
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
4 days
Online Event
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Esports World Cup
6 days
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Liquipedia Results

Completed

2025 ACS Season 2: Qualifier
RSL Revival: Season 1
Murky Cup #2

Ongoing

JPL Season 2
BSL 2v2 Season 3
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
FISSURE Playground #1
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

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
ESL Pro League S22
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
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.