• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:37
CEST 19:37
KST 02:37
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL, and the Limitations of Standard Play1Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)68ZeroSpace at Steam NextFest - Last free demo31Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611
StarCraft 2
General
5.0.16 patch for SC2 goes live (8 worker start) Is the larve respawn broken? The Death of Cheese: From a Professional Cheeser Mizenhauer's Douyu Cup Preview ByuL, and the Limitations of Standard Play
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) RSL Revival: Season 6 - Qualifiers and Main Event INu's Battles#17 <BO.9> Sparkling Tuna Cup - Weekly Open Tournament GSL CK #4 20-21th June
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 531 Experimental Artillery Mutation # 530 One For All Mutation # 529 Opportunities Unleashed
Brood War
General
ASL 22 Proposed Map Pool BW General Discussion Farewell Beloved Starcraft (Youtube Videos) vespene.gg — BW replays in browser Quality of life changes in BW that you will like ?
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues The Casual Games of the Week Thread [BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST
Strategy
Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration? Simple Questions, Simple Answers
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Beyond All Reason Nintendo Switch Thread ZeroSpace at Steam NextFest - Last free demo
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
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
The Games Industry And ATVI US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Listen To The Coaches!
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10566 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
Big Brain Bouts
16:00
#120
Harstem vs sebesdesLIVE!
TriGGeR vs HeRoMaRinE
RotterdaM820
IndyStarCraft 156
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 820
LamboSC2 475
IndyStarCraft 156
ProTech149
BRAT_OK 49
MindelVK 24
EmSc Tv 14
StarCraft: Brood War
Britney 20836
EffOrt 1454
Shuttle 819
Jaedong 646
Soulkey 500
ggaemo 290
firebathero 190
Snow 187
actioN 125
Mong 89
[ Show more ]
Dewaltoss 61
Pusan 39
Hm[arnc] 27
GoRush 16
Rock 14
ajuk12(nOOB) 12
Dota 2
Gorgc10270
qojqva1722
420jenkins180
League of Legends
JimRising 491
Counter-Strike
fl0m2838
zeus711
Heroes of the Storm
Grubby2058
Other Games
FrodaN2502
singsing1546
KnowMe116
ArmadaUGS109
Trikslyr59
Mew2King46
Organizations
Dota 2
PGL Dota 2 - Main Stream10214
StarCraft 2
TaKeTV 469
EmSc Tv 14
EmSc2Tv 14
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• mYiSmile126
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• FirePhoenix13
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV238
League of Legends
• Nemesis5081
Other Games
• Shiphtur348
Upcoming Events
Douyu Cup 2020
11h 23m
Maestros of the Game
18h 53m
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
20h 23m
Douyu Cup 2020
1d 11h
BSL22 NKC (BSL vs China)
1d 20h
Online Event
1d 21h
RSL Revival
2 days
WardiTV Weekly
2 days
RSL Revival
3 days
RSL Revival
3 days
[ Show More ]
Bombastic Starleague
4 days
Kung Fu Cup
4 days
OSC
5 days
CrankTV Team League
5 days
Bombastic Starleague
6 days
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

CSCL: Masked Kings S4
WardiTV Spring 2026
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
CSL Season 21: Qualifier 2
SCTL 2026 Spring
Douyu Cup 2026
Maestros of the Game 2
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

Upcoming

CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
BCC 2026
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E1
Heroes Pulsing #3
FISSURE Playground #5
BLAST Open Fall 2026
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.