• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:17
CEST 11:17
KST 18:17
  • 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
uThermal's 2v2 Tour: $15,000 Main Event5Serral wins EWC 202543Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9
Community News
SC2's Safe House 2 - October 18 & 193Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments5[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4
StarCraft 2
General
Rogue Talks: "Koreans could dominate again" uThermal's 2v2 Tour: $15,000 Main Event The GOAT ranking of GOAT rankings RSL Revival patreon money discussion thread Official Ladder Map Pool Update (April 28, 2025)
Tourneys
SC2's Safe House 2 - October 18 & 19 LiuLi Cup - August 2025 Tournaments $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays RSL Season 2 Qualifier Links and Dates
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
ASL Season 20 Ro24 Groups Player “Jedi” cheat on CSL BGH Auto Balance -> http://bghmmr.eu/ StarCraft player reflex TE scores BW General Discussion
Tourneys
KCM 2025 Season 3 Small VOD Thread 2.0 [Megathread] Daily Proleagues [ASL20] Online Qualifiers Day 2
Strategy
Fighting Spirit mining rates [G] Mineral Boosting Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Total Annihilation Server - TAForever Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
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 Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread [Manga] One Piece Movie Discussion! Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Gaming After Dark: Poor Slee…
TrAiDoS
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 590 users

[M] (2) DF Atlas - Page 6

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 4 5 6 7 8 Next All
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2013-02-18 03:40:07
February 18 2013 03:36 GMT
#101
Oh yeah great arguement. I can read fine, thank you. If they're breaking the rocks (which takes a while to do) and the zerg is atleast half competent in scouting they can get in position WELL before-hand. Hell, alot of terrans breaking rocks will do so with unsieged tanks because siege mode does lower single-target dps to the rocks, thats also a moment of weakness to exploit.

[image loading]

Just because its a slight choke doesnt mean its a nightmare for zerg. My point still applies, just flank pumpkin.

Oh and if I'm not mistaken, this area at the third is quite open for engagement...

[image loading]

As far as I'm concerned, and im sure others will agree, the only arguement you can legitimately make is the shorter distance gives the zerg less time to react. But continue to argue away if you like. I've chimed in with my two cents, enjoy your day.

Edit:

On February 18 2013 12:22 Zennith wrote:
Yeah, and actually, honest to god, rank is important when discussing this. You can't argue about whether or not it is possible to defend a high level immortal sentry on this map if you're incapable of defending against it anywhere else. Also, I have to agree with Siskos' rebuttal.


Rank really doesn't mean shit in a discussion. Anyone can understand how to defend an immortal sentry allin even if they are unable to replicate it in their own play.
Retired Mapmaker™
Zennith
Profile Blog Joined July 2011
United States795 Posts
February 18 2013 03:55 GMT
#102
It does matter, because you think that's reasonable, and that spot is NOT enough space to get a good attack against a immortal sentry build.
Sentinel Gaming Competitive Team Manager | 1500+ points Masters Zerg | twitch.tv/zennith6
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-02-18 03:56:36
February 18 2013 03:56 GMT
#103
Well, while someone who is higher rank doesn't automatically have a good opinion on balance (IdrA), it is unlikely that someone of a lower rank can speak of the effectiveness of strategies on a higher rank.

That said, it wasn't a rebuttal, a rebuttal implies I invalidated his argument, I didn't, technically, his argument is solid and I even agree. He was just arguing something that was never in dispute, no one is denying that this push can be stopped if it goes through the centre. People are debating if it can be stopped well if it goes around the edges.


Show nested quote +
On February 18 2013 12:22 Zennith wrote:
Yeah, and actually, honest to god, rank is important when discussing this. You can't argue about whether or not it is possible to defend a high level immortal sentry on this map if you're incapable of defending against it anywhere else. Also, I have to agree with Siskos' rebuttal.


Rank really doesn't mean shit in a discussion. Anyone can understand how to defend an immortal sentry allin even if they are unable to replicate it in their own play.


I'm sorry, but looking at how you adjusted your arrows you have no clue how to defend a high master sentry/immortal all in. That stuff you drew there will never fly. THere is no way to ever flank that, 2 forcefields on that ramp stop you and make you donate half of your army against a decent protoss player with half of those forcefields. You don't have a clue of what you're talking about. You're seriously telling a 1300+ point master Zerg and a 1200+ point master random that we need to learn how to play? Zenith is a coach for a semipro team competing in IPTL telling you that the entire team pretty much feels this map is imbalanced and you're argument is 'You need to learn how to use your race'? The sheer hubris.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
eTcetRa
Profile Joined November 2010
Australia822 Posts
February 18 2013 04:09 GMT
#104
I wasn't telling Zennith anything of the sort, that part was directed at you.

You see pro zergs bait forcefields without losing half their army all the time in all kinds of situations, and in this case if they forcefield that ramp they just delayed their push for an entire forcefield duration. Having said that, the majority of my arguement was based on a TvZ push rather than an immortal sentry allin, and the only reason i mentioned that strategy was because Zennith was using it in his arguement about lower leagues joining in discussion.

Retired Mapmaker™
Veloh15
Profile Joined January 2012
United States161 Posts
February 18 2013 04:15 GMT
#105
Actually SiskosGoatee I would be interested if you could be able to draw out the attack paths and where you are seeing the lack of surface area. If a map has surface area in even just one spot a Zerg can engage there. I agree with you that there can be strong pushes, but I see no evidence that supports your claims. Its one thing to say you think something is strong, and it is another to bet that someone's map will fail on the thread that is advertising it, and it another thing completely to vocally support these claims with little to no substantial evidence. So if you could provide some replays or even put in as much effort as me or eTcetRa in demonstrating what you are saying would be really helpful.

SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 18 2013 04:16 GMT
#106
On February 18 2013 13:09 eTcetRa wrote:
I wasn't telling Zennith anything of the sort, that part was directed at you.

You see pro zergs bait forcefields without losing half their army all the time in all kinds of situations, and in this case if they forcefield that ramp they just delayed their push for an entire forcefield duration.
No they haven't the ramp of which I spoke they don't even need to cross, it's a flanking path.

Having said that, the majority of my arguement was based on a TvZ push rather than an immortal sentry allin, and the only reason i mentioned that strategy was because Zennith was using it in his arguement about lower leagues joining in discussion.
Even so, the flanking paths you suggest for that are huge chokes and/or completely implausible. Your best bet is a wide arc at the other end of the rocks. If you honestly believe in the plausibility of the flanking paths you illustrated you deliver naught but evidence for Zennith's case about skill level (one I don't necessarily agree with in full).
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Veloh15
Profile Joined January 2012
United States161 Posts
February 18 2013 04:25 GMT
#107
On February 18 2013 12:22 Zennith wrote:
You can't argue about whether or not it is possible to defend a high level immortal sentry on this map if you're incapable of defending against it anywhere else.


So you are telling me that the gold level map maker IronmanSC was unable to understand his own map Ohana? That everything he did just happened to be good? And that Cloud Kingdom made by the platinum level map maker Superouman cloudn't comprehend mech executed by a non-platinum level Terran and couldn't make a map which allows for that level of play? Understanding a concept and executing it are two different things.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 18 2013 04:52 GMT
#108
On February 18 2013 13:25 Veloh15 wrote:
Show nested quote +
On February 18 2013 12:22 Zennith wrote:
You can't argue about whether or not it is possible to defend a high level immortal sentry on this map if you're incapable of defending against it anywhere else.


So you are telling me that the gold level map maker IronmanSC was unable to understand his own map Ohana? That everything he did just happened to be good? And that Cloud Kingdom made by the platinum level map maker Superouman cloudn't comprehend mech executed by a non-platinum level Terran and couldn't make a map which allows for that level of play? Understanding a concept and executing it are two different things.
Yes, he was unable to understand that. How many maps have both made and how many became successful and balanced? If you put a monkey on a typewriter and let him slam random keys, wait a billion years and eventually in that gibberish you will find something better than Shakespeare. I've said this before, whether a map becomes good or not is largely just luck. Have you seen the site of team Crux, how many maps they have made. How many found their way into the GSL and became good? Metropolis, Atlantis Spaceship and Dual Site are generally regarded as balanced disasters. While Terminus and TDA are quite balanced. Yet all five maps are made by the same person. Take a look at some of the other maps that Superouman and IronManSC made. Testbug? Khaydaria? Both regarded as minor flops and these are only the maps that have seen tournament circulation.

Ohana was voted by the staff as the lowest of the five finalists, CK was voted second. Ohana and CK turned out to be balanced and sustainable maps. However the same staff loved Korhal Compound and voted it first. A map which was quickly removed from ladder and tournament play because of its lamentable balance. The very same staff who with its 'understanding' was able to pinpoint a good map in Cloud Kingdom (which at the beginning before it was figured out was considered very hard for TvP) and Ohana, yet their insight spectacularly failed them for Korhal Compound? What could be at play here? There's a thing called luck.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
February 18 2013 04:58 GMT
#109
This is the end of the argument. I emphasize point 1.

1) Dream Forge is actively monitoring the situation with DF Atlas (and TPW Silver Sands) for that matter amongst other maps of ours -- if we see an issue that we feel needs addressing we will address it to the best of our abilities. However, we will not rely on theory-crafting to make such a determination, nor will we rely on the argument of one or two vocal opinions (expert or otherwise) without substantial evidence in support of their argument. This is not to say that they are not correct and we are incorrect, but rather to say we need to see additional, observable, evidence in support of said argument.

2) The map is an official map in the IPTL and GSTL Pre-Season -- as such it is now up to those tournament organizations to determine whether the map is good or bad.

The players and teams have an obligation to play the map to the best of their abilities per the participatory rules of the tournament series they are participating in. If they feel uncomfortable on a map, that is unfortunate but it is not our job to cater to every single balance issue. If we did -- we would inevitably end up right back where we were 6 months ago with the community ticked off, tournaments organizers not rotating maps in their pools, and possible stagnation occurring. I am sorry that this makes it rough on the players -- I really am -- as such though it is no different than professional or semi-professional golfers playing different courses for different tournaments in rough conditions (rain, wind, etc. . .). At the end of the day, do the best you can in the situation you have.

3) This is one step towards procedural advancement of the map making community into a more prominent role in the Starcraft II community. It is not the beginning, it is most certainly not the end. Lets see what happens. Continuously bashing a map and/or the team behind it and the concepts therein will not yield positive results overall, and it is not appreciated. We have noted the argument and it is on our list. We apologize if you are dissatisfied, for the players we will try to take this matter under higher scrutiny. As map-makers if you do not like it: point it out, make a better map, promote said map, and get it in a tournament to prove us wrong. Please leave it at that.

Thank you.
https://johnemerson.artstation.com/
Fatam
Profile Joined June 2012
1986 Posts
February 18 2013 08:37 GMT
#110
actually i'm right cuz

+ Show Spoiler +
[image loading]
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
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 18 2013 10:01 GMT
#111
On February 18 2013 17:37 Fatam wrote:
actually i'm right cuz

+ Show Spoiler +
[image loading]

^____^
Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 18 2013 13:06 GMT
#112
On February 18 2013 13:58 SigmaFiE wrote:

The players and teams have an obligation to play the map to the best of their abilities per the participatory rules of the tournament series they are participating in. If they feel uncomfortable on a map, that is unfortunate but it is not our job to cater to every single balance issue. If we did -- we would inevitably end up right back where we were 6 months ago with the community ticked off, tournaments organizers not rotating maps in their pools, and possible stagnation occurring. I am sorry that this makes it rough on the players -- I really am -- as such though it is no different than professional or semi-professional golfers playing different courses for different tournaments in rough conditions (rain, wind, etc. . .). At the end of the day, do the best you can in the situation you have.
Ah yes, it's only the job of mappers to make FFE as easy as humanly possible on all maps even though it isn't actually a real balance concern and completely neglect to even consider ZvZ all the while considering PvP right? Let's not forget how the third can 't be too far away for PvZ and air space can't be too abundant to make drops too powerful in TvP. Oh no, mappers can't cater to balance. Unless of course it meagerly compromises the Protoss standard of living and comfort.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
February 18 2013 14:38 GMT
#113
On February 18 2013 22:06 SiskosGoatee wrote:
Show nested quote +
On February 18 2013 13:58 SigmaFiE wrote:

The players and teams have an obligation to play the map to the best of their abilities per the participatory rules of the tournament series they are participating in. If they feel uncomfortable on a map, that is unfortunate but it is not our job to cater to every single balance issue. If we did -- we would inevitably end up right back where we were 6 months ago with the community ticked off, tournaments organizers not rotating maps in their pools, and possible stagnation occurring. I am sorry that this makes it rough on the players -- I really am -- as such though it is no different than professional or semi-professional golfers playing different courses for different tournaments in rough conditions (rain, wind, etc. . .). At the end of the day, do the best you can in the situation you have.
Ah yes, it's only the job of mappers to make FFE as easy as humanly possible on all maps even though it isn't actually a real balance concern and completely neglect to even consider ZvZ all the while considering PvP right? Let's not forget how the third can 't be too far away for PvZ and air space can't be too abundant to make drops too powerful in TvP. Oh no, mappers can't cater to balance. Unless of course it meagerly compromises the Protoss standard of living and comfort.

I feel somebody is being subjective.

If you think all mappers but yourself favor FFE too much, go ahead and take the discussion to another thread; it doesn't really belong here. I am interested in what you're saying about the attack paths though. However, while little to no real evidence is available as of now, I don't think it's worth all the bashing.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 18 2013 15:00 GMT
#114
I agree, rescinded.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 22 2013 03:19 GMT
#115
Just a heads up for anyone interested, Day9 daily is a game on this map RIGHT NOW
Comprehensive strategic intention: DNE
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 22 2013 03:29 GMT
#116
On February 22 2013 12:19 EatThePath wrote:
Just a heads up for anyone interested, Day9 daily is a game on this map RIGHT NOW

Nice catch, man
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
February 22 2013 10:37 GMT
#117
Day9 Daily 45min ZvP Atlas

Also make sure to tune in to ASSEMBLY Winter 2013 starting in a few hours!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
moskonia
Profile Joined January 2011
Israel1448 Posts
February 26 2013 15:25 GMT
#118
A serious overlook caused polt to lose his medivac in the game between polt and creator, check this:


Very sloppy I must say, please fix this and look if there are more areas which should not be pathable but are really are. These kind of things might make tournaments more hesitant to get community maps since this map is the first new map in quite a while from what I know.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
February 26 2013 15:57 GMT
#119
On February 27 2013 00:25 moskonia wrote:
A serious overlook caused polt to lose his medivac in the game between polt and creator, check this: http://www.youtube.com/watch?v=lQ4RMrFj_dg#t=09m22s

Very sloppy I must say, please fix this and look if there are more areas which should not be pathable but are really are. These kind of things might make tournaments more hesitant to get community maps since this map is the first new map in quite a while from what I know.

Fixed immediately after it happened.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
GameHeart
Profile Blog Joined February 2012
286 Posts
Last Edited: 2013-03-05 06:50:05
March 05 2013 06:48 GMT
#120
I would like to offer this map with the GameHeart overlay if you are interested. I would just need a copy of the map and your permission. I also ask map makers to provide a 600x600 credits image to go into the GameHeart lobby for their map.

So, for example here is the credits image wrl made for TPW Phantasm.

Anyways I hope you are interested, the GameHeart project is on track to be adopted by at least a couple of major tournaments and many smaller organizations (I have been contacted by over a dozen organizations big and small) within the next couple of months so I think GameHeart could bring some attention/more users to your map, and your map could bring some much needed diversity to our map pool.

PM me here on liquid, hit me up on skype as rtschutter, or by email at TeamGameHeart@gmail.com

Thanks!
Gameheart
Prev 1 4 5 6 7 8 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 43m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Crank 39
StarCraft: Brood War
firebathero 788
Barracks 733
Larva 610
Flash 554
BeSt 302
Stork 246
EffOrt 192
ggaemo 181
hero 172
Killer 164
[ Show more ]
Dewaltoss 118
JulyZerg 71
Soma 70
yabsab 17
IntoTheRainbow 14
Noble 14
Dota 2
XcaliburYe1135
XaKoH 632
Fuzer 184
League of Legends
JimRising 500
Counter-Strike
Stewie2K803
allub400
Super Smash Bros
Westballz46
Heroes of the Storm
Khaldor170
Other Games
summit1g9857
singsing325
SortOf162
ArmadaUGS19
EmSc Tv 15
Organizations
Other Games
gamesdonequick863
BasetradeTV33
EmSc Tv 15
StarCraft 2
EmSc2Tv 15
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• davetesta21
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
RSL Revival
43m
SC Evo League
2h 43m
uThermal 2v2 Circuit
5h 43m
CSO Cup
6h 43m
Sparkling Tuna Cup
1d
uThermal 2v2 Circuit
1d 5h
Wardi Open
2 days
RotterdaM Event
2 days
Replay Cast
2 days
WardiTV Summer Champion…
3 days
[ Show More ]
RSL Revival
3 days
PiGosaur Monday
3 days
WardiTV Summer Champion…
4 days
The PondCast
5 days
WardiTV Summer Champion…
5 days
Replay Cast
5 days
LiuLi Cup
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #2
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
uThermal 2v2 Main Event
HCC Europe
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
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
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.