• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:07
CET 05:07
KST 13:07
  • 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
[ASL20] Finals Preview: Arrival12TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9
Community News
2025 RSL Offline Finals Dates + Ticket Sales!9BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION1Crank Gathers Season 2: SC II Pro Teams7Merivale 8 Open - LAN - Stellar Fest3Chinese SC2 server to reopen; live all-star event in Hangzhou22
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" The New Patch Killed Mech! Could we add "Avoid Matchup" Feature for rankgame Smart servos says it affects liberators as well Chinese SC2 server to reopen; live all-star event in Hangzhou
Tourneys
2025 RSL Offline Finals Dates + Ticket Sales! Crank Gathers Season 2: SC II Pro Teams Merivale 8 Open - LAN - Stellar Fest $5,000+ WardiTV 2025 Championship $3,500 WardiTV Korean Royale S4
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment
Brood War
General
BW General Discussion [ASL20] Finals Preview: Arrival BSL Season 21 BSL Team A vs Koreans - Sat-Sun 16:00 CET ASL20 Pre-season Tier List ranking!
Tourneys
[ASL20] Grand Finals BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION ASL final tickets help [ASL20] Semifinal A
Strategy
PvZ map balance Current Meta Soma's 9 hatch build from ASL Game 2 Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile General RTS Discussion Thread Nintendo Switch Thread Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread The Chess Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Korean Music Discussion Series you have seen recently... Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The Benefits Of Limited Comm…
TrAiDoS
Sabrina was soooo lame on S…
Peanutsc
Our Last Hope in th…
KrillinFromwales
Certified Crazy
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1522 users

[M] (2) TPW Polaris

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
lefix
Profile Joined February 2011
Germany1082 Posts
Last Edited: 2012-12-19 00:28:20
December 19 2012 00:25 GMT
#1
[image loading]


TPW Polaris
by lefix
Map Size: 136x144
Tileset: Iceworld
Spawns: 2
Bases: 12
Published: HotS (Beta) - once patch is done

TPW Polaris on sc2melee.net

About:
Made this map because I wanted to figure out how/if air maps will work in HotS. And because I wanted to try a polar theme with the Kaldir tileset
Thoughts and feedback welcome!

Screenshots:
[image loading]
[image loading]
[image loading]


Map of the Month | The Planetary Workshop | SC2Melee.net
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
December 19 2012 00:32 GMT
#2
Wow pretty cool. Might actually work. Spawns are top left / bottom right, correct? Did you think about including cliff walking paths?
~ ~ <°)))><~ ~ ~
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-19 00:56:59
December 19 2012 00:39 GMT
#3
Cool. This is how air maps have to be (lots of land) so that some semblance of a ground army can be viable as well.

I think it might be interesting if you made the XNTs so that air units can use them too (it's a super quick change in the data editor)
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
Qikz
Profile Blog Joined November 2009
United Kingdom12023 Posts
December 19 2012 00:47 GMT
#4
oooo Island map! Can't wait to give this a try if I can find someone to play it with.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2012-12-19 01:04:32
December 19 2012 01:03 GMT
#5
I'm very sceptical towards Island maps, not so much even for the fact that you have to use air, but for the lack of scouting. Though I guess hallucination and the mothership core provide a HotS answer for protoss.

That aside, aesthetics seem a bit rushed.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 19 2012 01:25 GMT
#6
So sexy map. How long does it take to fly a CC to gold? Oh well.

On December 19 2012 10:03 SiskosGoatee wrote:
I'm very sceptical towards Island maps, not so much even for the fact that you have to use air, but for the lack of scouting. Though I guess hallucination and the mothership core provide a HotS answer for protoss.

That aside, aesthetics seem a bit rushed.

...lol?
Comprehensive strategic intention: DNE
a176
Profile Blog Joined August 2009
Canada6688 Posts
December 19 2012 01:29 GMT
#7
try using the niflheim lighting on the tileset rather than the default one
starleague forever
lost_artz
Profile Joined January 2012
United States366 Posts
December 19 2012 02:05 GMT
#8
I understand the goal of trying to create a map that promote mainly air play but at the same time having no ground attack paths, even between the two middle islands, strikes me as a bad idea.

IMO take the 2 middle-most bases and tuck them into the cliff closer to the golds. Then add 2 small bridges by each tower that connect to the other middle island.

Adding ramps to the high-ground on the golds would also make drop/nydus a stronger option to harassing those bases.
FlaShFTW
Profile Blog Joined February 2010
United States10225 Posts
December 19 2012 04:30 GMT
#9
ill be the first to say it, terran OP.

jk looks nice. first island map which i really like. i think the middle should be more of one big island rather than 2 smaller islands.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
December 19 2012 09:57 GMT
#10
I really wonder how this will go, I think Protoss is the strongest here since you can blink from island to island and you have the strongest unit to attack with early on (msc), I think giving reaper platforms might be necessary since Terran is very weak here, unlike in WoL island maps.

I do like that the middle is very large, making ground army possible option, either blink stalkers, MMM or any ground unit using drops or nydus as Zerg. Using many static defenses might make ground armies not possible in the lategame, but until all of the edges are full of those, ground armies will be a valid choice since in a direct fight they win versus non-tier3 air.

While I doubt any island map is balanced, I am sure it would be fun to play or see games on such maps from time to time. Overall the map looks good and even though Protoss might be imbalanced here I think you did an excellent job
Samro225am
Profile Joined August 2010
Germany982 Posts
December 19 2012 10:11 GMT
#11
your cliffs are boring my dear friend! they look man made although they should be natural looking. icy chaos can never be that regular. insert some un-walk-able lowground areas to break up that regular pattern.
Sumadin
Profile Joined August 2011
Denmark588 Posts
December 19 2012 10:40 GMT
#12
I could see this map being really broken for terran. It is not at your fault really, island maps in general favors terran. But nothing here is done to try to mitrigate that advantage.
Since Island maps are kinda tricky i will try to pinpoint flaws.

First what you did right:

2 bases on main islands. That is the correct number, less than that and Zerg is screwed, more and the hole island theme is screwed.

Blink distance islands: A neat touch that can certainly help protoss. Protoss aren't that bad in islands but certainly not as good as terran.

Problems pretty much everything else:

It is 2 player spawn only. This means Terrans can reliably scout using scans. On 4 player island maps scans is too unreliable for initial scouting, and that is one of the ways the advantage of terran can be graducally evened out.

Very low distances compareably: With this size it might as well have been a normal map. Terrans are the least mobile in air meaning they want smaller distances. Viking/Raven however is a combination unbeatable in Air-to-Air straight up. But here there is little room to exploit the added mobility for Phoenixes and Mutas.

Finally this is really not the type of map to put high yield bases on, as much as i like to see them return to competative Starcraft.
The basic key to beating a priest is playing a deck that is terrible.
moskonia
Profile Joined January 2011
Israel1448 Posts
December 19 2012 11:12 GMT
#13
On December 19 2012 19:40 Sumadin wrote:
I could see this map being really broken for terran. It is not at your fault really, island maps in general favors terran. But nothing here is done to try to mitrigate that advantage.
Since Island maps are kinda tricky i will try to pinpoint flaws.

First what you did right:

2 bases on main islands. That is the correct number, less than that and Zerg is screwed, more and the hole island theme is screwed.

Blink distance islands: A neat touch that can certainly help protoss. Protoss aren't that bad in islands but certainly not as good as terran.

Problems pretty much everything else:

It is 2 player spawn only. This means Terrans can reliably scout using scans. On 4 player island maps scans is too unreliable for initial scouting, and that is one of the ways the advantage of terran can be graducally evened out.

Very low distances compareably: With this size it might as well have been a normal map. Terrans are the least mobile in air meaning they want smaller distances. Viking/Raven however is a combination unbeatable in Air-to-Air straight up. But here there is little room to exploit the added mobility for Phoenixes and Mutas.

Finally this is really not the type of map to put high yield bases on, as much as i like to see them return to competative Starcraft.


I really do not understand some of your points, Terran is not the strongest in HotS, in WoL island maps highly favor Terran I agree, but in HotS, especially without reaper access, Terran is the weaker than Protoss. You can't reliably scan since I think you need to scans to check the whole main + nat, could be even 3 scans (depends on how big is the main, hard to tell), therefore using scans early on is not really worth it.

Protoss has msc which can harass and scout, Zerg has overlords for scouting and they have natural defense - queens which are also good later on while Terran has to waste scans, build a barracks and fly it or only scout with air units later. Also Protoss has the fastest form of all in, 4gate prism, which unless scouted can be devastating, especially since Protoss has many other options such as Nexus 1st into tech or blink stalkers which require completely different responses.

While Terran has the strongest air army in a straight fight I think ever since HSM lost its splash damage if you can get HT's or infestors under your army Terran can simply not fight the splash damage, even though I might be wrong.
aiuradun
Profile Joined February 2011
Denmark115 Posts
December 19 2012 12:24 GMT
#14
Yeah I must confess island maps is something i have really missed from starcraft1 even if they where not ballanced at all it was extreamly fun to play dire straits even though it was completely broken it was still a hel of alot of fun to play especially ffa and 2 vs 2's

it's sad taht it is so hard to get fun games going in sc2 (excluding ums'es/arcade games)
Sumadin
Profile Joined August 2011
Denmark588 Posts
December 19 2012 12:34 GMT
#15
On December 19 2012 20:12 moskonia wrote:
Show nested quote +
On December 19 2012 19:40 Sumadin wrote:
I could see this map being really broken for terran. It is not at your fault really, island maps in general favors terran. But nothing here is done to try to mitrigate that advantage.
Since Island maps are kinda tricky i will try to pinpoint flaws.

First what you did right:

2 bases on main islands. That is the correct number, less than that and Zerg is screwed, more and the hole island theme is screwed.

Blink distance islands: A neat touch that can certainly help protoss. Protoss aren't that bad in islands but certainly not as good as terran.

Problems pretty much everything else:

It is 2 player spawn only. This means Terrans can reliably scout using scans. On 4 player island maps scans is too unreliable for initial scouting, and that is one of the ways the advantage of terran can be graducally evened out.

Very low distances compareably: With this size it might as well have been a normal map. Terrans are the least mobile in air meaning they want smaller distances. Viking/Raven however is a combination unbeatable in Air-to-Air straight up. But here there is little room to exploit the added mobility for Phoenixes and Mutas.

Finally this is really not the type of map to put high yield bases on, as much as i like to see them return to competative Starcraft.


I really do not understand some of your points, Terran is not the strongest in HotS, in WoL island maps highly favor Terran I agree, but in HotS, especially without reaper access, Terran is the weaker than Protoss. You can't reliably scan since I think you need to scans to check the whole main + nat, could be even 3 scans (depends on how big is the main, hard to tell), therefore using scans early on is not really worth it.

Protoss has msc which can harass and scout, Zerg has overlords for scouting and they have natural defense - queens which are also good later on while Terran has to waste scans, build a barracks and fly it or only scout with air units later. Also Protoss has the fastest form of all in, 4gate prism, which unless scouted can be devastating, especially since Protoss has many other options such as Nexus 1st into tech or blink stalkers which require completely different responses.

While Terran has the strongest air army in a straight fight I think ever since HSM lost its splash damage if you can get HT's or infestors under your army Terran can simply not fight the splash damage, even though I might be wrong.


Alot of it comes down to the early game. Terran has by far the easiest time expanding and also has the strongest static anti air. A MSC will not get past a turret. it just doesn't work. The hole exercise is to make sure that the map has dissadvantages for terran so that this doesn't snowball too much.

My primary concern only lies in TvZ really. Being forced to get a lair before taking a third is quite the dissadvantage considering todays meta. I think protoss would do alright vs terran on this map.
The basic key to beating a priest is playing a deck that is terrible.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2012-12-19 12:51:29
December 19 2012 12:49 GMT
#16
On December 19 2012 21:34 Sumadin wrote:My primary concern only lies in TvZ really. Being forced to get a lair before taking a third is quite the dissadvantage considering todays meta. I think protoss would do alright vs terran on this map.

It's perfect that Z can't just fucking afk no rush 15 drone to 70 ... what about nydus expand? Also allows defend with a small army against drops. Island maps are different and for sure have to be and don't just have to give you 3 free bases so everyone just maxes till first engagements. I like that Z has to get out of their comfort zone here.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
moskonia
Profile Joined January 2011
Israel1448 Posts
December 19 2012 13:01 GMT
#17
Zerg should be fine versus Terran, with many queens and nydus network you can defend bases very fast, biggest problem might be vikings taking out overlords and flocks of banshees 1 shooting nydus worms, but with good unit placement you will be able to defend I think, and in the midgame nothing on the air stops mutalisks so until the Terran has BC's he has to stay defensive near turrets / thors. I think its a pretty cool balance.
nomyx
Profile Joined June 2012
United States2205 Posts
December 19 2012 13:09 GMT
#18
Hah, thought this was a SC2 remake of Polaris Rhapsody. Oh well.

Anyways, nice use of trying to make a good island map, it looks very pretty.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
December 19 2012 16:50 GMT
#19
On December 19 2012 20:12 moskonia wrote:
Show nested quote +
On December 19 2012 19:40 Sumadin wrote:
I could see this map being really broken for terran. It is not at your fault really, island maps in general favors terran. But nothing here is done to try to mitrigate that advantage.
Since Island maps are kinda tricky i will try to pinpoint flaws.

First what you did right:

2 bases on main islands. That is the correct number, less than that and Zerg is screwed, more and the hole island theme is screwed.

Blink distance islands: A neat touch that can certainly help protoss. Protoss aren't that bad in islands but certainly not as good as terran.

Problems pretty much everything else:

It is 2 player spawn only. This means Terrans can reliably scout using scans. On 4 player island maps scans is too unreliable for initial scouting, and that is one of the ways the advantage of terran can be graducally evened out.

Very low distances compareably: With this size it might as well have been a normal map. Terrans are the least mobile in air meaning they want smaller distances. Viking/Raven however is a combination unbeatable in Air-to-Air straight up. But here there is little room to exploit the added mobility for Phoenixes and Mutas.

Finally this is really not the type of map to put high yield bases on, as much as i like to see them return to competative Starcraft.


I really do not understand some of your points, Terran is not the strongest in HotS,


What? What are you even basing this one? No one even has enough games in to make a judgement on the best race in HotS.
SC2 Mapmaker
moskonia
Profile Joined January 2011
Israel1448 Posts
December 19 2012 18:39 GMT
#20
On December 20 2012 01:50 lorestarcraft wrote:
Show nested quote +
On December 19 2012 20:12 moskonia wrote:
On December 19 2012 19:40 Sumadin wrote:
I could see this map being really broken for terran. It is not at your fault really, island maps in general favors terran. But nothing here is done to try to mitrigate that advantage.
Since Island maps are kinda tricky i will try to pinpoint flaws.

First what you did right:

2 bases on main islands. That is the correct number, less than that and Zerg is screwed, more and the hole island theme is screwed.

Blink distance islands: A neat touch that can certainly help protoss. Protoss aren't that bad in islands but certainly not as good as terran.

Problems pretty much everything else:

It is 2 player spawn only. This means Terrans can reliably scout using scans. On 4 player island maps scans is too unreliable for initial scouting, and that is one of the ways the advantage of terran can be graducally evened out.

Very low distances compareably: With this size it might as well have been a normal map. Terrans are the least mobile in air meaning they want smaller distances. Viking/Raven however is a combination unbeatable in Air-to-Air straight up. But here there is little room to exploit the added mobility for Phoenixes and Mutas.

Finally this is really not the type of map to put high yield bases on, as much as i like to see them return to competative Starcraft.


I really do not understand some of your points, Terran is not the strongest in HotS,


What? What are you even basing this one? No one even has enough games in to make a judgement on the best race in HotS.

I obviously meant in air, and of course its pretty much theorycraft but tempests can kill everything from range, nothing beats void rays per supply (for all I know) and the phoenix is the fastest unit in the air - allowing for harass while preventing harass from the opponent.
Sumadin
Profile Joined August 2011
Denmark588 Posts
December 19 2012 21:07 GMT
#21
On December 20 2012 03:39 moskonia wrote:
Show nested quote +
On December 20 2012 01:50 lorestarcraft wrote:
On December 19 2012 20:12 moskonia wrote:
On December 19 2012 19:40 Sumadin wrote:
I could see this map being really broken for terran. It is not at your fault really, island maps in general favors terran. But nothing here is done to try to mitrigate that advantage.
Since Island maps are kinda tricky i will try to pinpoint flaws.

First what you did right:

2 bases on main islands. That is the correct number, less than that and Zerg is screwed, more and the hole island theme is screwed.

Blink distance islands: A neat touch that can certainly help protoss. Protoss aren't that bad in islands but certainly not as good as terran.

Problems pretty much everything else:

It is 2 player spawn only. This means Terrans can reliably scout using scans. On 4 player island maps scans is too unreliable for initial scouting, and that is one of the ways the advantage of terran can be graducally evened out.

Very low distances compareably: With this size it might as well have been a normal map. Terrans are the least mobile in air meaning they want smaller distances. Viking/Raven however is a combination unbeatable in Air-to-Air straight up. But here there is little room to exploit the added mobility for Phoenixes and Mutas.

Finally this is really not the type of map to put high yield bases on, as much as i like to see them return to competative Starcraft.


I really do not understand some of your points, Terran is not the strongest in HotS,


What? What are you even basing this one? No one even has enough games in to make a judgement on the best race in HotS.

I obviously meant in air, and of course its pretty much theorycraft but tempests can kill everything from range, nothing beats void rays per supply (for all I know) and the phoenix is the fastest unit in the air - allowing for harass while preventing harass from the opponent.


Vikings still beats Void rays, they are faster and have longer range. Phoenix is technically stronger but when ravens deploy their PDD it turns over quickly. Also Battlecruisers if need be.

Tempest is a largely a wild card. It can technically fire from a safe distance, but whatever is providing vision will still be pwned by the vikings.

TvP is basicly hard to predict when it comes to Island/Air maps. Which is good that means it is likely to be balanceable. I am just very worried for Zerg. Their Air-to-Air is by far the weakest of all races now. With Infestors rebuffed they might have a chance. But i am worried.
The basic key to beating a priest is playing a deck that is terrible.
Exigaet
Profile Joined May 2010
Canada355 Posts
December 19 2012 21:28 GMT
#22
On December 20 2012 06:07 Sumadin wrote:
Show nested quote +
On December 20 2012 03:39 moskonia wrote:
On December 20 2012 01:50 lorestarcraft wrote:
On December 19 2012 20:12 moskonia wrote:
On December 19 2012 19:40 Sumadin wrote:
I could see this map being really broken for terran. It is not at your fault really, island maps in general favors terran. But nothing here is done to try to mitrigate that advantage.
Since Island maps are kinda tricky i will try to pinpoint flaws.

First what you did right:

2 bases on main islands. That is the correct number, less than that and Zerg is screwed, more and the hole island theme is screwed.

Blink distance islands: A neat touch that can certainly help protoss. Protoss aren't that bad in islands but certainly not as good as terran.

Problems pretty much everything else:

It is 2 player spawn only. This means Terrans can reliably scout using scans. On 4 player island maps scans is too unreliable for initial scouting, and that is one of the ways the advantage of terran can be graducally evened out.

Very low distances compareably: With this size it might as well have been a normal map. Terrans are the least mobile in air meaning they want smaller distances. Viking/Raven however is a combination unbeatable in Air-to-Air straight up. But here there is little room to exploit the added mobility for Phoenixes and Mutas.

Finally this is really not the type of map to put high yield bases on, as much as i like to see them return to competative Starcraft.


I really do not understand some of your points, Terran is not the strongest in HotS,


What? What are you even basing this one? No one even has enough games in to make a judgement on the best race in HotS.

I obviously meant in air, and of course its pretty much theorycraft but tempests can kill everything from range, nothing beats void rays per supply (for all I know) and the phoenix is the fastest unit in the air - allowing for harass while preventing harass from the opponent.


Vikings still beats Void rays, they are faster and have longer range. Phoenix is technically stronger but when ravens deploy their PDD it turns over quickly. Also Battlecruisers if need be.

Tempest is a largely a wild card. It can technically fire from a safe distance, but whatever is providing vision will still be pwned by the vikings.

TvP is basicly hard to predict when it comes to Island/Air maps. Which is good that means it is likely to be balanceable. I am just very worried for Zerg. Their Air-to-Air is by far the weakest of all races now. With Infestors rebuffed they might have a chance. But i am worried.


You're forgetting about the Oracle's Revelation ability. It gives the Protoss vision of units or buildings affected by the ability at range 9 for 60 seconds, and cannot be removed. So between Revelation and Observers, Protoss should always have the vision to maximize Tempest's 15 range.
TopRamen
Profile Joined February 2011
United States96 Posts
Last Edited: 2012-12-19 21:44:37
December 19 2012 21:39 GMT
#23
I think it'd be cool if you moved the Watch Towers to the mid islands above the mains that have nothing on them.

EDIT: [image loading]
These ones
Use your noodle!
moskonia
Profile Joined January 2011
Israel1448 Posts
December 19 2012 22:10 GMT
#24
TopRamen, you can't just say "I think you should do that", you need to provide reasoning, why should they be moved, what will it improve over the current location, etc. Simply stating an idea without any reasoning is really not helpful.
Mullet_Ben
Profile Joined August 2011
United States54 Posts
December 19 2012 23:32 GMT
#25
What I like most about this map is the lack of air space. It means ground armies might actually be viable. Blink stalkers can make their way between basically every base, which is great.

Unfortunately, as we get to the late game, a clear hierarchy will form in the air armies. Protoss>Terran>Zerg. Between tempests, carriers, void rays, phoenixes, and oracles, Protoss has the most powerful and most diverse air army. It isn't totally clear how useful Ravens will be, however. PDD will counter every anti-air attack from Protoss apart from from void rays, which aren't so good against vikings, while the new Seeker Missile will do pretty great versus carriers and tempests. Meanwhile, Zerg's air army is basically corruptors, which will be completely shut down by PDD and vikings, and aren't even very good against carriers, tempests and battlecruisers, which they are supposed to be good against.

ZvP will be a Protoss opening nexus first into stargate, maybe even double stargate, while the Zerg will likely open mutas, only to be shut down by phoenix, or go for 2 base hydra/roachhydra with drops, which shouldn't be too difficult for a 2 base Protoss to deal with assuming they've already scouted with their phoenixes. After holding off any of Zerg's 2 base pressure, the Protoss will get up a robo and a warp prism and move to take a third. Once Protoss manages to secure their third base, they'll start transitioning to carriers and tempests, at which point Zerg can really only make corruptors. At that point, Zerg will be desperately trying to secure as many bases as they can through nydus/drops, which is a significant expense to them, and defending them with a combination of static defense and corruptors from the much more mobile phoenix/void ray/ oracle harassment fleet of the Protoss. Eventually the Protoss will max out their air army on 3/3 upgrades and attack-move around the map for the win.

ZvT will feature a zerg either going 2 base muta, or some variety of 2 base nydus all-in. Any mutalisk play will be crippled by the necessity of spending gas on drops or nydus to take a third, meaning it won't be hard at all for a 2 base Terran to deal with. The mutas will mainly exist to prevent Terran from taking a third until they develop a large enough viking/raven fleet. The ravens will be essential, using PDD to zone out mutas allowing the CC to transfer to the third and for turrets and other defense to be constructed. Once Terran has secured their third, they will tech to a giant viking/raven army, at which point Zerg can really only make corruptors. Hydras might be a good option, but I think with a couple of banshees and a ton of PDDs, Terran should have no problem cleaning that up. Infestors would be very useful, but ferrying them around to protect different bases would be extremely difficult, and trying to attack with them would be almost impossible.

That's just my theorycrafting from a Zerg player's perspective. Man I wish we had scourge.
monitor
Profile Blog Joined June 2010
United States2408 Posts
December 19 2012 23:34 GMT
#26
I don't really see any of the reasoning behind the design of the map, but island maps have serious potential imo. The expo pattern doesn't really make much sense to me and I'm not sure what kind of gameplay you were going for. I remember a few awesome island maps in bw, here are a few.

http://www.panschk.de/mappage/pics/4471.jpg
http://www.panschk.de/mappage/Twin Headed Snake IMG.jpg

I forgot the names of most of them Point is, my favorite island maps have some sort of purpose behind them and the expo layout has clear reasoning.

https://liquipedia.net/starcraft2/Monitor
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2012-12-20 00:01:06
December 19 2012 23:59 GMT
#27
I think at least the gold bases make sense. To defend them you need your army or at least part of it a good ways from your main, so it's a risk.

I was thinking about the below changes to make it a bit more contiguous and zerg friendly (this way the zerg only needs a single nydus to get stuff from his main to the mainland and he more or less would be fine. Infestors would still be viable, etc. Golds would still be an "island" but are harassable via the cliff.

[image loading]

Maybe also put rocks in 2 of the XNT chokes if you want it to play a bit more macro-y.
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
TopRamen
Profile Joined February 2011
United States96 Posts
December 20 2012 01:15 GMT
#28
On December 20 2012 07:10 moskonia wrote:
TopRamen, you can't just say "I think you should do that", you need to provide reasoning, why should they be moved, what will it improve over the current location, etc. Simply stating an idea without any reasoning is really not helpful.


Well, I don't know that it would be a good change, I think it could be potentially cool.
But I think it'd be cool because it can force players to split up units more. Not by a ton, but some.

Idk, it's a pretty general idea, my bad.
Use your noodle!
Gfire
Profile Joined March 2011
United States1699 Posts
December 20 2012 01:29 GMT
#29
On December 20 2012 10:15 TopRamen wrote:
Show nested quote +
On December 20 2012 07:10 moskonia wrote:
TopRamen, you can't just say "I think you should do that", you need to provide reasoning, why should they be moved, what will it improve over the current location, etc. Simply stating an idea without any reasoning is really not helpful.


Well, I don't know that it would be a good change, I think it could be potentially cool.
But I think it'd be cool because it can force players to split up units more. Not by a ton, but some.

Idk, it's a pretty general idea, my bad.

You can't really have real reasoning at this point other than theorycrafting. I think "it's cool" is as valid a reason as any to change something to an island map at this point, since we have no idea how it will play out.
all's fair in love and melodies
AKA.
Profile Blog Joined December 2010
76 Posts
December 20 2012 03:24 GMT
#30
For a map of this type, I would feature a large central island with a higher resource density in order to provide build variety. Tons of small islands necessitates air play, but the central island would allow tactics based around delivering a strong positional army to middle.

I would at the very least relocate the golds. Gold bases should be in contested areas, and definitely not tucked away safely in a corner. There's absolutely no reason NOT to take that base, no risk/reward. However, the gold provides an influx of minerals, which is not as helpful for air..

Hm... It would be interesting to see gold bases with one vespane on small islands, and regular minerals with rich vespanes on the mid island, giving ground armies a legit reason to contest islands, and air a legit reason to contest the center.

Gfire
Profile Joined March 2011
United States1699 Posts
December 20 2012 03:29 GMT
#31
On a side note, some people are suggesting things like connecting up many of the islands so that ground armies can move between them. That's a fine type of map as well imo, but I think both styles need to be tried separately. This map on its own can only do one or the other, and there doesn't seem to be any point to changing it to the other one.
all's fair in love and melodies
Fatam
Profile Joined June 2012
1986 Posts
December 20 2012 05:33 GMT
#32
I would at the very least relocate the golds. Gold bases should be in contested areas


That's exactly why gold bases shouldn't be in the middle. The player who is ahead will control the middle, so putting gold bases there puts them even farther ahead.
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
AKA.
Profile Blog Joined December 2010
76 Posts
Last Edited: 2012-12-21 01:34:47
December 21 2012 01:33 GMT
#33
On December 20 2012 14:33 Fatam wrote:
Show nested quote +
I would at the very least relocate the golds. Gold bases should be in contested areas


That's exactly why gold bases shouldn't be in the middle. The player who is ahead will control the middle, so putting gold bases there puts them even farther ahead.


That's pretty much the point of an objective. Granted, I don't really like gold bases in general, but they should not be free, otherwise whats the point?
Fatam
Profile Joined June 2012
1986 Posts
December 21 2012 01:45 GMT
#34
I sorta see what you're saying. You could argue that a base in the corner isn't free because you're taking a risk allocating resources into something that's far away from your main and hard/dangerous to defend if it's attacked.
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
Normal
Please log in or register to reply.
Live Events Refresh
BSL 21
01:00
Open Quali #1
LiquipediaDiscussion
The PiG Daily
22:10
Best Games of SC
Rogue vs herO
MaxPax vs Clem
MaxPax vs Lambo
Clem vs herO
Reynor vs Classic
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nathanias 135
ProTech101
StarCraft: Brood War
Artosis 854
Bale 76
Jaeyun 53
ZZZero.O 38
Icarus 8
Dota 2
monkeys_forever966
XaKoH 575
PGG 563
NeuroSwarm96
LuMiX1
League of Legends
JimRising 782
Super Smash Bros
C9.Mang0649
Other Games
summit1g8005
WinterStarcraft383
hungrybox352
Maynarde111
Livibee69
Organizations
Other Games
gamesdonequick922
BasetradeTV48
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH167
• practicex 13
• Kozan
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• RayReign 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift3911
• Rush855
• Stunt696
• Lourlo666
Upcoming Events
Replay Cast
5h 53m
Streamerzone vs Shopify Rebellion
Streamerzone vs Team Vitality
Shopify Rebellion vs Team Vitality
WardiTV Invitational
7h 53m
CrankTV Team League
8h 53m
BASILISK vs Shopify Rebellion
Team Liquid vs Team Falcon
BSL 21
20h 53m
Replay Cast
1d 5h
BASILISK vs TBD
Team Liquid vs Team Falcon
OSC
1d 7h
CrankTV Team League
1d 8h
Replay Cast
1d 18h
The PondCast
2 days
CrankTV Team League
2 days
[ Show More ]
Replay Cast
3 days
WardiTV Invitational
3 days
CrankTV Team League
3 days
Replay Cast
4 days
BSL Team A[vengers]
4 days
Dewalt vs Shine
UltrA vs ZeLoT
BSL 21
4 days
Sparkling Tuna Cup
5 days
BSL Team A[vengers]
5 days
Cross vs Motive
Sziky vs HiyA
BSL 21
5 days
Wardi Open
6 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

ASL Season 20
WardiTV TLMC #15
Eternal Conflict S1

Ongoing

BSL 21 Points
CSL 2025 AUTUMN (S18)
BSL 21 Team A
C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
CranK Gathers Season 2: SC II Pro Teams
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 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

Upcoming

SC4ALL: Brood War
YSL S2
BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
META Madness #9
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 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.