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[M] (4) Apollo

Forum Index > SC2 Maps & Custom Games
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Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2013-01-23 08:18:08
January 02 2013 11:17 GMT
#1
Map Name: [M] (4) Apollo

Published in: None

Playable Size: 144x144

Tileset: Purely Meinhoff

Overview:
[image loading]

Images:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


[image loading]


[image loading]


Comments:
All spawns enabled.
Feedback welcome.

- Center base ramps with burrowed ultras, you can't block with one FF.
- Center has 4 ridges. Up and Down.
Mapmaker of Frost, Fruitland and Bridgehead
Zrana
Profile Blog Joined August 2010
United Kingdom698 Posts
Last Edited: 2013-01-02 11:57:34
January 02 2013 11:56 GMT
#2
I like the way the paths to close spawns undulate around a lot, so close and cross spawns are both relatively equal except for air. This map looks very well made imo

I personally think protoss 2 base timings would be very harsh here vs zerg; if the protoss gets just a sentry and a handful of units up that ramp the hatchery and drones are lost. Yet if the ramp were made any wider protoss would be incredibly vulnerable to stephano style roach timings. I suppose zerg could take the 4th as a 3rd, but the path to reinforcing it from main+nat is quite long and circuitous. Having said that the protoss 2base all-ins have being seen less success of late and maybe this kind of map is what's needed to maintain balance.

Also an angled view would be great; i have no idea what's going on in the middle, do the ramps go up and then back down or just up to the middle like antiga?
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2013-01-02 12:01:52
January 02 2013 12:01 GMT
#3
On January 02 2013 20:56 Zrana wrote:
I like the way the paths to close spawns undulate around a lot, so close and cross spawns are both relatively equal except for air. This map looks very well made imo

I personally think protoss 2 base timings would be very harsh here vs zerg; if the protoss gets just a sentry and a handful of units up that ramp the hatchery and drones are lost. Yet if the ramp were made any wider protoss would be incredibly vulnerable to stephano style roach timings. I suppose zerg could take the 4th as a 3rd, but the path to reinforcing it from main+nat is quite long and circuitous. Having said that the protoss 2base all-ins have being seen less success of late and maybe this kind of map is what's needed to maintain balance.

Also an angled view would be great; i have no idea what's going on in the middle, do the ramps go up and then back down or just up to the middle like antiga?


This feedback.... Wow so good :D

on the center bases, there are burrowed ultras, which means you can't forcefield it. Maybe I'll add it to the other 3rds.

You choose the thirds based on enemy location.

And yes, it's going up then down
Mapmaker of Frost, Fruitland and Bridgehead
niladorus
Profile Joined September 2011
Greece116 Posts
January 02 2013 12:03 GMT
#4
hi! first of all congrats for the map! what i see as a "problem" for the map is the (haven't played it so everything i am about to say is based on simply viewing the map) difficulty of taking a third.Especialy as a zerg player i would fear to play againt a toss
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2013-01-02 13:38:20
January 02 2013 13:35 GMT
#5
On January 02 2013 21:01 Semmo wrote:

on the center bases, there are burrowed ultras, which means you can't forcefield it.

wowowowowow this is so sick, so genius

please tell me it works 100%
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2013-01-02 13:40:29
January 02 2013 13:38 GMT
#6
I pretty much agree with everything Zrana said.

I would be scared to take a third on this map as a Protoss player, and would just play my 1-2 base all-in of choice.

Such as sentry immortal PvZ and proxy void ray 1-base allin PvT. Though I could see immortal sentry being somewhat awkward to move in with.

On January 02 2013 22:35 Superouman wrote:
Show nested quote +
On January 02 2013 21:01 Semmo wrote:

on the center bases, there are burrowed ultras, which means you can't forcefield it.

wowowowowow this is so sick, so genius

please tell me it works 100%


As far as I am aware they are pretty idiot-proof, stopping all forcefield (you could probably FF right at the bottom and top which would almost block it, but not completely).
Retired Mapmaker™
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 02 2013 13:42 GMT
#7
You would still need more forcefields to block a choke
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2013-01-02 14:06:50
January 02 2013 14:05 GMT
#8
On January 02 2013 22:35 Superouman wrote:
Show nested quote +
On January 02 2013 21:01 Semmo wrote:

on the center bases, there are burrowed ultras, which means you can't forcefield it.

wowowowowow this is so sick, so genius

please tell me it works 100%


Yay Superouman!! Thanks! :D
it works 100%! Etc, that's why I put 2 so you can't do top and bottom. You'll need at least 3 to block the 1x ramp.

And as a toss player you shouldn't worry about third in PvZ; it's really easy to Sim City, man. just simcity and take base yo.

Also, you can stack ultras which means you can basically make a choke indefinitely forcefield-proof.
Mapmaker of Frost, Fruitland and Bridgehead
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-01-02 16:00:52
January 02 2013 15:59 GMT
#9
On January 02 2013 23:05 Semmo wrote:
Show nested quote +
On January 02 2013 22:35 Superouman wrote:
On January 02 2013 21:01 Semmo wrote:

on the center bases, there are burrowed ultras, which means you can't forcefield it.

wowowowowow this is so sick, so genius

please tell me it works 100%


Yay Superouman!! Thanks! :D
it works 100%! Etc, that's why I put 2 so you can't do top and bottom. You'll need at least 3 to block the 1x ramp.

And as a toss player you shouldn't worry about third in PvZ; it's really easy to Sim City, man. just simcity and take base yo.

Also, you can stack ultras which means you can basically make a choke indefinitely forcefield-proof.


the ultra-on-choke idea is very nice indeed, yet i thing the imbalance after third base is quite obvious in close spawn situations. layout is so-so really. so basically you take the four bases close to you, even in close spawn, because it would be terrible to maneuver around if you try to expand away exclusively. expanding towards does not look that bad really, so i think this would be viable.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
January 02 2013 16:33 GMT
#10
On January 03 2013 00:59 Samro225am wrote:
Show nested quote +
On January 02 2013 23:05 Semmo wrote:
On January 02 2013 22:35 Superouman wrote:
On January 02 2013 21:01 Semmo wrote:

on the center bases, there are burrowed ultras, which means you can't forcefield it.

wowowowowow this is so sick, so genius

please tell me it works 100%


Yay Superouman!! Thanks! :D
it works 100%! Etc, that's why I put 2 so you can't do top and bottom. You'll need at least 3 to block the 1x ramp.

And as a toss player you shouldn't worry about third in PvZ; it's really easy to Sim City, man. just simcity and take base yo.

Also, you can stack ultras which means you can basically make a choke indefinitely forcefield-proof.


the ultra-on-choke idea is very nice indeed, yet i thing the imbalance after third base is quite obvious in close spawn situations. layout is so-so really. so basically you take the four bases close to you, even in close spawn, because it would be terrible to maneuver around if you try to expand away exclusively. expanding towards does not look that bad really, so i think this would be viable.


Firstly, why do you think that expanding away from your opponent is not viable? I think they can take it just fine.. They have an advantage from the harrasser in that they have a choke to defend - most of the expansions are singlr entrance.

Secondly, the fourths don't have to be standard in every map... And its just that one spawn is difficult, but even so its probably not harder than antiga.

Why do you think it is a bad layout? :[ I thought i used chokes and bases appropriately and promoted movement rather than stayinone place and defend. I am not sure if there is a layout that enables all spawns AND is small and cozy thqt is vastly different from this, while promoting movement and not turtle (so no inbase)
Mapmaker of Frost, Fruitland and Bridgehead
Visage814
Profile Joined April 2012
United States109 Posts
January 02 2013 16:46 GMT
#11
Burrowed ultras is so amazing. I wouldn't be surprised if we saw some of the Kespa maps doing something similar eventually
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-01-02 17:03:09
January 02 2013 16:50 GMT
#12
On January 03 2013 01:33 Semmo wrote:
Show nested quote +
On January 03 2013 00:59 Samro225am wrote:
On January 02 2013 23:05 Semmo wrote:
On January 02 2013 22:35 Superouman wrote:
On January 02 2013 21:01 Semmo wrote:

on the center bases, there are burrowed ultras, which means you can't forcefield it.

wowowowowow this is so sick, so genius

please tell me it works 100%


Yay Superouman!! Thanks! :D
it works 100%! Etc, that's why I put 2 so you can't do top and bottom. You'll need at least 3 to block the 1x ramp.

And as a toss player you shouldn't worry about third in PvZ; it's really easy to Sim City, man. just simcity and take base yo.

Also, you can stack ultras which means you can basically make a choke indefinitely forcefield-proof.


the ultra-on-choke idea is very nice indeed, yet i thing the imbalance after third base is quite obvious in close spawn situations. layout is so-so really. so basically you take the four bases close to you, even in close spawn, because it would be terrible to maneuver around if you try to expand away exclusively. expanding towards does not look that bad really, so i think this would be viable.


Firstly, why do you think that expanding away from your opponent is not viable? I think they can take it just fine.. They have an advantage from the harrasser in that they have a choke to defend - most of the expansions are singlr entrance.

Secondly, the fourths don't have to be standard in every map... And its just that one spawn is difficult, but even so its probably not harder than antiga.

Why do you think it is a bad layout? :[ I thought i used chokes and bases appropriately and promoted movement rather than stayinone place and defend. I am not sure if there is a layout that enables all spawns AND is small and cozy thqt is vastly different from this, while promoting movement and not turtle (so no inbase)


imbalance is the worng word, sorry. what i want to say is that you do not really have an option for third, there will always be one base to go to first and then you will take the other close by base (your fourth). you will not want to expand away into the next quarter (of the map), because your pathing is a bit odd there. the player with map control will easily dominant expansions that stretch our so far. if you can secure four bases, you basically control even more potentially. that is why i say the layout is so-so. i did not write that i think it is bad! in most game situations the map is played through the middle. it is a bit one dimensional. getting caught on the side path, imagine that. also you can react pretty easily from the area in front of your nat to both third options etc.

what i would like to see really (what i think is a better layout) is a more complex pathwork that allows thirds to be controlled, while also a bit harder. try to no have long paths that limit movement too much.

edit: it would be nice to know the rush distances nat-choke to nat-choke
lorestarcraft
Profile Joined April 2011
United States1049 Posts
January 02 2013 16:57 GMT
#13
1 XWT in the middle that controls all paths.
SC2 Mapmaker
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2013-01-02 17:14:10
January 02 2013 17:02 GMT
#14
On January 03 2013 01:50 Samro225am wrote:
Show nested quote +
On January 03 2013 01:33 Semmo wrote:
On January 03 2013 00:59 Samro225am wrote:
On January 02 2013 23:05 Semmo wrote:
On January 02 2013 22:35 Superouman wrote:
On January 02 2013 21:01 Semmo wrote:

on the center bases, there are burrowed ultras, which means you can't forcefield it.

wowowowowow this is so sick, so genius

please tell me it works 100%


Yay Superouman!! Thanks! :D
it works 100%! Etc, that's why I put 2 so you can't do top and bottom. You'll need at least 3 to block the 1x ramp.

And as a toss player you shouldn't worry about third in PvZ; it's really easy to Sim City, man. just simcity and take base yo.

Also, you can stack ultras which means you can basically make a choke indefinitely forcefield-proof.


the ultra-on-choke idea is very nice indeed, yet i thing the imbalance after third base is quite obvious in close spawn situations. layout is so-so really. so basically you take the four bases close to you, even in close spawn, because it would be terrible to maneuver around if you try to expand away exclusively. expanding towards does not look that bad really, so i think this would be viable.


Firstly, why do you think that expanding away from your opponent is not viable? I think they can take it just fine.. They have an advantage from the harrasser in that they have a choke to defend - most of the expansions are singlr entrance.

Secondly, the fourths don't have to be standard in every map... And its just that one spawn is difficult, but even so its probably not harder than antiga.

Why do you think it is a bad layout? :[ I thought i used chokes and bases appropriately and promoted movement rather than stayinone place and defend. I am not sure if there is a layout that enables all spawns AND is small and cozy thqt is vastly different from this, while promoting movement and not turtle (so no inbase)


imbalance is the worng word, sorry. what i want to say is that you do not really have an option for third, there will always be one base to go to first and then you will take the other close by base (your fourth). you will not want to expand away into the next quarter (of the map), because your pathing is a bit odd there. the player with map control will easily dominant expansions that stretch our so far. if you can secure four bases, you basically control even more potentially. that is why i say the layout is so-so. i did not write that i think it is bad! in most game situations the map is played through the middle. it is a bit one dimensional. getting caught on the side path, imagine that. also you can react pretty easily from the area in front of your nat to both third options etc.

what i would like to see really (what i think is a better layout) is a more complex pathwork that allows thirds to be controlled, while also a bit harder. try to no have long paths that limit movement too much.


Cross - two thirds to choose from.
Vertical - Also two thirds, although one is more agressive.
Horizontal - One third.

Also as I said after the third base you should be stretched thin. Since as zerg close bases to opponent is unfavorable, They will expand away, Even if the pathing is a bit weird. That being said, I'll remove the xelnaga probably.

I think the thirds are fine as is - Why would you need another pathway to "control" it? a closer defenders path would promote sit back and turtle play.

I agree with the one dimensional concern you have though. I have something in mind, although of that doesnt work out the removal of xelnaga should help with the one dimensional issue.

Btw, the side paths are for counter attacks or runbys, obviously not for 200/200 Armies; And i dont really want 200/200 fights on this map, Its not supposed to happen much in closer positions.


EdIT..
Vertical horizontal was 35 i remember. 42 cross.

Ck is 35 dsybreak 48

Mapmaker of Frost, Fruitland and Bridgehead
ChaZzza
Profile Joined May 2011
United Kingdom162 Posts
January 02 2013 17:55 GMT
#15
i really like the tileset and the design but as a zergie i dont like the entrace to the third. it just wouldn't be defensible. you could however, rotate the ramp so it points toward the natural...
"We can't whine, we can't do shit, just fucking play," EE-sama
Semmo
Profile Joined June 2011
Korea (South)627 Posts
January 02 2013 18:12 GMT
#16
On January 03 2013 02:5ChaZzza wrote:
i really like the tileset and the design but as a zergie i dont like the entrace to the third. it just wouldn't be defensible. you could however, rotate the ramp so it points toward the natural...



Oh come on. Why is it impossible to defend? Its only 1 choke to defend. If i move the ramp towards the natural, itd be sooo Turtley. i dont want to promote that.
Mapmaker of Frost, Fruitland and Bridgehead
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
January 02 2013 19:25 GMT
#17
You can have both options too, you can add a small ramp leading to the natural and keep the other ramp on the third base, i think that would work wonderfully.
What i don't like that much about the map is that there isn't a real forth base in horizontal spawn positions in a similar manner as it happens in Entombed Valley, but i think that's mostly derivated of the mapmaker's favorite flavor, and as you say you don't really want very long games on the map, so from that angle the map itself doesn't have big obvious issues.

Anywho i was working in a map with a similar theme, but god it's so hard to avoid these white spots near the cliffs (as you can see in the main and natural bases) so i think i will choose a easier texture set instead -.-
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 02 2013 19:28 GMT
#18
Haha, nice ultralisks.

Are they placed so that they destroy forcefields at the top and bottom of ramp? I mean where you would put 2 forcefields well up on the high ground to block the very top of the ramp.
Comprehensive strategic intention: DNE
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 02 2013 22:12 GMT
#19
maybe but it would still be 1 more forcefield required
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-01-02 22:31:46
January 02 2013 22:31 GMT
#20
Burrowed ultras is a really cool idea. Should be interesting to see how useful they actually are at that location - most early engages probably won't be near there, and once protoss wants to take that base as a 4th, the ultras will be killable within seconds. I guess it makes an immortal sentry push trying to go through there in horizontal spawn PvZ a little bit more vulnerable, but that would only happen in maybe 5% of all games on the map, and even less in the future when immortal sentry inevitably gets phased out in HOTS.

Still the idea itself is great and has potential I think.
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
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
January 02 2013 23:57 GMT
#21
I really like the use of winding paths to make close spawns more even and viable. But now I am wondering, doesn't that also have the effect of making your 4th base really far away? I am glad to see that you have demonstrated how you can use paths like these to control the distance between areas. This is especially cool for a 4-spawn map which have been relegated to cross spawn only primarily because of the distances you inevitably end up with.
~ ~ <°)))><~ ~ ~
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 03 2013 01:12 GMT
#22
On January 03 2013 08:57 TheFish7 wrote:
I really like the use of winding paths to make close spawns more even and viable. But now I am wondering, doesn't that also have the effect of making your 4th base really far away? I am glad to see that you have demonstrated how you can use paths like these to control the distance between areas. This is especially cool for a 4-spawn map which have been relegated to cross spawn only primarily because of the distances you inevitably end up with.

For a map that's too small for adjacent spawns, the only option is to have all paths go through the center or the extreme edge of the map in a loop, buying more distance with zigzags or diagonals. This tends to either make a boring "it's the middle, stupid" type of map, or a map with extremely isolated areas. Or both, as here.

So far this has been avoided for the most part in SC2, but I think at this point in the game's life it'd be more acceptable than previously.
Comprehensive strategic intention: DNE
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2013-01-03 02:28:58
January 03 2013 02:28 GMT
#23
On January 03 2013 07:31 Fatam wrote:
Burrowed ultras is a really cool idea. Should be interesting to see how useful they actually are at that location - most early engages probably won't be near there, and once protoss wants to take that base as a 4th, the ultras will be killable within seconds. I guess it makes an immortal sentry push trying to go through there in horizontal spawn PvZ a little bit more vulnerable, but that would only happen in maybe 5% of all games on the map, and even less in the future when immortal sentry inevitably gets phased out in HOTS.

Still the idea itself is great and has potential I think.



Its a third for vertical spawn. Is used.
Mapmaker of Frost, Fruitland and Bridgehead
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-01-03 09:39:54
January 03 2013 09:38 GMT
#24
On January 03 2013 10:12 EatThePath wrote:
Show nested quote +
On January 03 2013 08:57 TheFish7 wrote:
I really like the use of winding paths to make close spawns more even and viable. But now I am wondering, doesn't that also have the effect of making your 4th base really far away? I am glad to see that you have demonstrated how you can use paths like these to control the distance between areas. This is especially cool for a 4-spawn map which have been relegated to cross spawn only primarily because of the distances you inevitably end up with.

For a map that's too small for adjacent spawns, the only option is to have all paths go through the center or the extreme edge of the map in a loop, buying more distance with zigzags or diagonals. This tends to either make a boring "it's the middle, stupid" type of map, or a map with extremely isolated areas. Or both, as here.

So far this has been avoided for the most part in SC2, but I think at this point in the game's life it'd be more acceptable than previously.


it can be done without crazy paths. With some extra size it should not be a problem.

the long paths create awkward situation where in the end you have a one-path map, where most action goes from base to centre to base.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
January 03 2013 10:28 GMT
#25
On January 03 2013 18:38 Samro225am wrote:
Show nested quote +
On January 03 2013 10:12 EatThePath wrote:
On January 03 2013 08:57 TheFish7 wrote:
I really like the use of winding paths to make close spawns more even and viable. But now I am wondering, doesn't that also have the effect of making your 4th base really far away? I am glad to see that you have demonstrated how you can use paths like these to control the distance between areas. This is especially cool for a 4-spawn map which have been relegated to cross spawn only primarily because of the distances you inevitably end up with.

For a map that's too small for adjacent spawns, the only option is to have all paths go through the center or the extreme edge of the map in a loop, buying more distance with zigzags or diagonals. This tends to either make a boring "it's the middle, stupid" type of map, or a map with extremely isolated areas. Or both, as here.

So far this has been avoided for the most part in SC2, but I think at this point in the game's life it'd be more acceptable than previously.


it can be done without crazy paths. With some extra size it should not be a problem.

the long paths create awkward situation where in the end you have a one-path map, where most action goes from base to centre to base.



Nope. the ideas i had with this map isnt like that. You shouldnt just increase size. Thayd make the map empty in other parts. Just increasing the size is very lazy; just for the sake of distance? what about the other components like the location of bases the just how far away bases are from each other? this is not a 16 base map.
Mapmaker of Frost, Fruitland and Bridgehead
Daumen
Profile Joined July 2011
Germany1073 Posts
January 03 2013 13:41 GMT
#26
burrowed ultras... I heard it here first ;D gg
President of the ReaL Fan Club.
Samro225am
Profile Joined August 2010
Germany982 Posts
January 03 2013 14:27 GMT
#27
On January 03 2013 19:28 Semmo wrote:
Show nested quote +
On January 03 2013 18:38 Samro225am wrote:
On January 03 2013 10:12 EatThePath wrote:
On January 03 2013 08:57 TheFish7 wrote:
I really like the use of winding paths to make close spawns more even and viable. But now I am wondering, doesn't that also have the effect of making your 4th base really far away? I am glad to see that you have demonstrated how you can use paths like these to control the distance between areas. This is especially cool for a 4-spawn map which have been relegated to cross spawn only primarily because of the distances you inevitably end up with.

For a map that's too small for adjacent spawns, the only option is to have all paths go through the center or the extreme edge of the map in a loop, buying more distance with zigzags or diagonals. This tends to either make a boring "it's the middle, stupid" type of map, or a map with extremely isolated areas. Or both, as here.

So far this has been avoided for the most part in SC2, but I think at this point in the game's life it'd be more acceptable than previously.


it can be done without crazy paths. With some extra size it should not be a problem.

the long paths create awkward situation where in the end you have a one-path map, where most action goes from base to centre to base.



Nope. the ideas i had with this map isnt like that. You shouldnt just increase size. Thayd make the map empty in other parts. Just increasing the size is very lazy; just for the sake of distance? what about the other components like the location of bases the just how far away bases are from each other? this is not a 16 base map.


you can achieve 42 cross with mapbound that extend over 144. possibly not square, but still.

you are correct on 12bases and empty space - yet i think the winding path just does not work too well as a features, because the 'connectivity' is so low and as i wrote earlier most action will be back and forth via the middle.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
January 03 2013 14:40 GMT
#28
On January 03 2013 23:27 Samro225am wrote:
Show nested quote +
On January 03 2013 19:28 Semmo wrote:
On January 03 2013 18:38 Samro225am wrote:
On January 03 2013 10:12 EatThePath wrote:
On January 03 2013 08:57 TheFish7 wrote:
I really like the use of winding paths to make close spawns more even and viable. But now I am wondering, doesn't that also have the effect of making your 4th base really far away? I am glad to see that you have demonstrated how you can use paths like these to control the distance between areas. This is especially cool for a 4-spawn map which have been relegated to cross spawn only primarily because of the distances you inevitably end up with.

For a map that's too small for adjacent spawns, the only option is to have all paths go through the center or the extreme edge of the map in a loop, buying more distance with zigzags or diagonals. This tends to either make a boring "it's the middle, stupid" type of map, or a map with extremely isolated areas. Or both, as here.

So far this has been avoided for the most part in SC2, but I think at this point in the game's life it'd be more acceptable than previously.


it can be done without crazy paths. With some extra size it should not be a problem.

the long paths create awkward situation where in the end you have a one-path map, where most action goes from base to centre to base.



Nope. the ideas i had with this map isnt like that. You shouldnt just increase size. Thayd make the map empty in other parts. Just increasing the size is very lazy; just for the sake of distance? what about the other components like the location of bases the just how far away bases are from each other? this is not a 16 base map.


you can achieve 42 cross with mapbound that extend over 144. possibly not square, but still.

you are correct on 12bases and empty space - yet i think the winding path just does not work too well as a features, because the 'connectivity' is so low and as i wrote earlier most action will be back and forth via the middle.


im saying that i do not want a map that large. it is unnecesary. Alsp It is 14 bases btw.
And regarding the center - yeah it is fine that most fights happen in the center. The winding paths are not designed for large armies, they are for counter attacks, Strategical moves, and base defense.
Mapmaker of Frost, Fruitland and Bridgehead
Samro225am
Profile Joined August 2010
Germany982 Posts
January 03 2013 16:20 GMT
#29
On January 03 2013 23:40 Semmo wrote:
+ Show Spoiler +
On January 03 2013 23:27 Samro225am wrote:
Show nested quote +
On January 03 2013 19:28 Semmo wrote:
On January 03 2013 18:38 Samro225am wrote:
On January 03 2013 10:12 EatThePath wrote:
On January 03 2013 08:57 TheFish7 wrote:
I really like the use of winding paths to make close spawns more even and viable. But now I am wondering, doesn't that also have the effect of making your 4th base really far away? I am glad to see that you have demonstrated how you can use paths like these to control the distance between areas. This is especially cool for a 4-spawn map which have been relegated to cross spawn only primarily because of the distances you inevitably end up with.

For a map that's too small for adjacent spawns, the only option is to have all paths go through the center or the extreme edge of the map in a loop, buying more distance with zigzags or diagonals. This tends to either make a boring "it's the middle, stupid" type of map, or a map with extremely isolated areas. Or both, as here.

So far this has been avoided for the most part in SC2, but I think at this point in the game's life it'd be more acceptable than previously.


it can be done without crazy paths. With some extra size it should not be a problem.

the long paths create awkward situation where in the end you have a one-path map, where most action goes from base to centre to base.



Nope. the ideas i had with this map isnt like that. You shouldnt just increase size. Thayd make the map empty in other parts. Just increasing the size is very lazy; just for the sake of distance? what about the other components like the location of bases the just how far away bases are from each other? this is not a 16 base map.


you can achieve 42 cross with mapbound that extend over 144. possibly not square, but still.

you are correct on 12bases and empty space - yet i think the winding path just does not work too well as a features, because the 'connectivity' is so low and as i wrote earlier most action will be back and forth via the middle.


im saying that i do not want a map that large. it is unnecesary. Alsp It is 14 bases btw.
And regarding the center - yeah it is fine that most fights happen in the center.
The winding paths are not designed for large armies, they are for counter attacks, Strategical moves, and base defense.


this is it. and this mechancic is exactly what i doubt to work, because these paths are quite separated from the rest, rendering the map into a one-way battlefield.
Semmo
Profile Joined June 2011
Korea (South)627 Posts
January 03 2013 17:17 GMT
#30
Samro// No it is not. There definitely are counter attack paths, although there is the main one as well.
Ypu cant just disregard the other path just because there is emphasis on the center.

With the removal of the xelnaga should alleviate what you think as well.
Mapmaker of Frost, Fruitland and Bridgehead
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2013-01-03 22:14:24
January 03 2013 22:11 GMT
#31
Uh... It's probably similar to Shakuras. The mid is a similar size and it seems like a similar distance out to the path on the outside. Kinda like Entombed as well. It's far from broken, and, in my opinion, as least somewhat interesting.

I'm interested to see how this map would play out.

Edit: Why do burrowed ultras stop FFs, though? That's kinda weird. Shouldn't they only break them when they unburrow? It's a clever feature, anyway.

FF-proof terrain is really something that could be quite useful to balance things, especially smaller chokes which can often be used for defenders advantage but favor sentry compositions too much.
all's fair in love and melodies
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
January 03 2013 23:36 GMT
#32
Wow. That burrowed Ultra idea is incredible, I seriously hope that gets used in future maps to allow more variance in how chokes can be designed.
11/5/14 CATACLYSM | The South West's worst Falco main
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
January 04 2013 00:12 GMT
#33
The burrowed ultra idea is ingenious. However, forgive me for been a miserable cynic, but by the time those bases actually become contested odds are the Protoss will have the resources (obs/envision) to quickly dispatch the ultras and be free to FF business as usual? Seems a little gimmicky, but I still love the lateral thinking behind it.
Gfire
Profile Joined March 2011
United States1699 Posts
January 04 2013 01:50 GMT
#34
On January 04 2013 09:12 Greendotz wrote:
The burrowed ultra idea is ingenious. However, forgive me for been a miserable cynic, but by the time those bases actually become contested odds are the Protoss will have the resources (obs/envision) to quickly dispatch the ultras and be free to FF business as usual? Seems a little gimmicky, but I still love the lateral thinking behind it.

I think offensive FFS would be more important to stop, but it would be harder to kill the ultra offensively. Sentry drops, etc. could be deadly on a base like that without them, so it helps for that.
all's fair in love and melodies
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-01-04 02:16:03
January 04 2013 02:06 GMT
#35
On January 04 2013 07:11 Gfire wrote:
Uh... It's probably similar to Shakuras. The mid is a similar size and it seems like a similar distance out to the path on the outside. Kinda like Entombed as well. It's far from broken, and, in my opinion, as least somewhat interesting.

I'm interested to see how this map would play out.

Edit: Why do burrowed ultras stop FFs, though? That's kinda weird. Shouldn't they only break them when they unburrow? It's a clever feature, anyway.

FF-proof terrain is really something that could be quite useful to balance things, especially smaller chokes which can often be used for defenders advantage but favor sentry compositions too much.

Forcefields actually go underground in a sphere (I think). So the burrowed ultras still block them there. That begs the question, why does a unit but not inanimate dirt and rocks obstruct a forcefield? It must have to do with psi technology and living things interact where simple matter doesn't.
/lore

The "unforcefieldable" mechanic should definitely be used more. It's sort of a gimmick to use burrowed ultras and not just a data/trigger implementation, but it does have a clarity of purpose and implementation that will be relatively easy for an uninitiated player to understand, even though it doesn't make any sense that there are ultralisks burrowed. You might just as well use neutral colossus duplicates with the "nervous twitch" turned off so they're like statues or deactivated colossus. Although that makes them killable without detection. Etc etc. You can also make unforcefieldable ground by using the new bridges with the cliff level feature over level 0 terrain (holes) which you can't cast FF on (or creep over) but are normal terrain in all other respects. You could imitate the footprint type they use and make any other cosmetic touch to the same approach, e.g. alien lilypads over water.

For the record I never thought of burrowed ultras and it's so sick idea.



On January 03 2013 18:38 Samro225am wrote:
Show nested quote +
On January 03 2013 10:12 EatThePath wrote:
On January 03 2013 08:57 TheFish7 wrote:
I really like the use of winding paths to make close spawns more even and viable. But now I am wondering, doesn't that also have the effect of making your 4th base really far away? I am glad to see that you have demonstrated how you can use paths like these to control the distance between areas. This is especially cool for a 4-spawn map which have been relegated to cross spawn only primarily because of the distances you inevitably end up with.

For a map that's too small for adjacent spawns, the only option is to have all paths go through the center or the extreme edge of the map in a loop, buying more distance with zigzags or diagonals. This tends to either make a boring "it's the middle, stupid" type of map, or a map with extremely isolated areas. Or both, as here.

So far this has been avoided for the most part in SC2, but I think at this point in the game's life it'd be more acceptable than previously.


it can be done without crazy paths. With some extra size it should not be a problem.

the long paths create awkward situation where in the end you have a one-path map, where most action goes from base to centre to base.

Well, I don't mean that the paths have to be "crazy", I was just generalising the (basic) observation that in order to increase ground distance between vertical and horizontal spawns, you must create obstructions that typically lead to a diagonal path that simply must be either through the middle or along the edge.
Comprehensive strategic intention: DNE
althaz
Profile Joined May 2010
Australia1001 Posts
January 04 2013 06:21 GMT
#36
On January 02 2013 20:17 Semmo wrote:
Map Name: [M] (4) Apollo

Published in: US, HOTS BETA

Playable Size: 144x144

Overview:
[image loading]

Comments:
All spawns enabled.
Feedback welcome.

- Center base ramps with burrowed ultras, you can't block with one FF.
- Center has 4 ridges. Up and Down.

It's hard to comment on balance as I haven't been playing Hots very long (and I've just been messing around for the most part), but third base seems wicked-hard (not as much for Zerg) to defend because of the direction the ramp faces. Other than looks pretty interesting.
The first rule we don't talk about race conditions. of race conditions is
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
January 04 2013 08:04 GMT
#37
What's the distance from the natural's ramp to the third's ramp? Antiga Shipyard and Shakuras Plateau have similar features, but on both, the ramp is much closer. Is blinking possible from the third to the main? And in how many places? Tal'darim Altar and Whirlwind have the same issue of short air from third to main with a long ground distance but both make up for it by being large maps, and I don't think the ground vs. air difference is as large as it is here. Tal'darim and Whirlwind also features large ramps vs the small ones on this map. So you've got several features that favor 2 base air play more strongly than any maps in current competitive usage.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 04 2013 09:42 GMT
#38
On January 04 2013 17:04 FlyingBeer wrote:
What's the distance from the natural's ramp to the third's ramp? Antiga Shipyard and Shakuras Plateau have similar features, but on both, the ramp is much closer. Is blinking possible from the third to the main? And in how many places? Tal'darim Altar and Whirlwind have the same issue of short air from third to main with a long ground distance but both make up for it by being large maps, and I don't think the ground vs. air difference is as large as it is here. Tal'darim and Whirlwind also features large ramps vs the small ones on this map. So you've got several features that favor 2 base air play more strongly than any maps in current competitive usage.

I wish there was more feedback like this in the map forums.
Comprehensive strategic intention: DNE
Semmo
Profile Joined June 2011
Korea (South)627 Posts
January 04 2013 10:47 GMT
#39
On January 04 2013 17:04 FlyingBeer wrote:
What's the distance from the natural's ramp to the third's ramp? Antiga Shipyard and Shakuras Plateau have similar features, but on both, the ramp is much closer. Is blinking possible from the third to the main? And in how many places? Tal'darim Altar and Whirlwind have the same issue of short air from third to main with a long ground distance but both make up for it by being large maps, and I don't think the ground vs. air difference is as large as it is here. Tal'darim and Whirlwind also features large ramps vs the small ones on this map. So you've got several features that favor 2 base air play more strongly than any maps in current competitive usage.


8~9 Seconds.
You are right about the air. It is one of the first things I thought of when I made the map. I definitely think one must invest more in air defense on this map - I hope this favors more skilled players.

You cannot blink from third, although this could change since I may enlarge the main.
Mapmaker of Frost, Fruitland and Bridgehead
Semmo
Profile Joined June 2011
Korea (South)627 Posts
January 23 2013 08:16 GMT
#40
Map Update:
[image loading]
- Mains Enlarged
- Aesthetic Changes. Also on the 12 o' clock and 6 o' clock ramps, rocks has been added to show that it's unforcefieldable.

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Mapmaker of Frost, Fruitland and Bridgehead
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