• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:35
CEST 13:35
KST 20:35
  • 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
BGE Stara Zagora 2025: Info & Preview24Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3The Memories We Share - Facing the Final(?) GSL46Code S RO12 Preview: Cure, Zoun, Solar, Creator4[ASL19] Finals Preview: Daunting Task30
Community News
[BSL20] ProLeague: Bracket Stage & Dates6GSL Ro4 and Finals moved to Sunday June 15th12Weekly Cups (May 27-June 1): ByuN goes back-to-back0EWC 2025 Regional Qualifier Results26Code S RO12 Results + RO8 Groups (2025 Season 2)3
StarCraft 2
General
Magnus Carlsen and Fabi review Clem's chess game. BGE Stara Zagora 2025: Info & Preview Buy driving license without exam for over 41 count The SCII GOAT: A statistical Evaluation Jim claims he and Firefly were involved in match-fixing
Tourneys
Bellum Gens Elite: Stara Zagora 2025 SOOPer7s Showmatches 2025 Cheeseadelphia 2025 - Open Bracket LAN! $25,000+ WardiTV 2025 Series Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance Mutation # 473 Cold is the Void
Brood War
General
BW General Discussion Will foreigners ever be able to challenge Koreans? BGH auto balance -> http://bghmmr.eu/ [BSL20] ProLeague: Bracket Stage & Dates I made an ASL quiz
Tourneys
[BSL20] ProLeague Bracket Stage - Day 2 [BSL20] ProLeague Bracket Stage - Day 1 [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET [ASL19] Grand Finals
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Mechabellum Monster Hunter Wilds
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Heroes of the Storm 2.0 Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Vape Nation Thread European Politico-economics QA Mega-thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard
TL Community
The Automated Ban List
Blogs
Cognitive styles x game perf…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Poker
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 19126 users

[M] (2) DF Hunting Valley

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2013-04-12 19:18:24
January 22 2013 15:11 GMT
#1
[image loading]
[image loading]

Uploaded to [NA] [EU]

Ratings and Reviews: SC2Melee.net


[image loading]

Aesthetics
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

Behind the Scenes
+ Show Spoiler +
It takes effort and knowledge to create a good map, so I decided to save and share my progress for everyone to look at.

Step One: Create a Layout
As a first step, you will need to construct a layout to your liking. Changes may be made later in the development, but getting it some-what right by now is prefered.

[image loading]

Step Two: Adjusting Layout
When you have built a layout, you can now have a closer look at how it turned out. You will in this phase make adjustments - big or small - to your map, as well as start getting a feel of what kind of aesthetics you think will fit.

[image loading]

Step Three: Adding Ground Textures
You should by now be ready to start adding detail and aesthetic feel to your map. Playing around with ground textures should start shape your aesthetic direction pretty quick.

[image loading]

Step Four: Adding Detail
Now that the basic ground texturing has been done, you should be able to start adding doodads. You may also realize that a different fog or lighting may fit your theme better.

[image loading]

Step Five: Feedback
At this point, I was ready to show off my work to others, and received some good feedback. I decided to make some slight layout changes while further detailing the map.

[image loading]

Step Six: Finishing Aesthetics
At the end of this phase, everything should be to your liking and ready to show off to the public.

[image loading]

Step Seven: Last Touch
When you think your map is finished, take a break and have another look. You may also ask for some more feedback. Refine your texture-work and add more plants. You may also want to make slight adjustments to the fog and/or change the lighting once again now that you have finished the aesthetic work.

[image loading]

Step Eight: Releasing Your Map
After countless hours working intensively on your masterpiece, you're now ready to show off what you have been working on to the public. Take your time taking screenshots of your map, and organize your map thread carefully. Remember that, even though it's not the actual map, an unorganized thread is unattractive and may have a bad influence on the general thoughts of your map.



Please leave a comment, all feedback is appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 16:38 GMT
#2
I feel the ramp is too far away from the natural, this often gets overlooked but it creates a real problem in trying to nexus wall, while this is not even a major issue, the major issue is ZvZ, a ramp that far from your natural really makes baneling all ins hard to stop in ZvZ. You of course want to be able to make a spine that guards both the ramp which will be blocked by queens and the hatch as well as if at atll possible make the queens that are blocking the ramp assist in dps roles.

Apart from that the thirds are a bit too open I feel, this might cause some problems in PvZ.

It takes a lot of effort and knowledge to create a map


No it doesn't.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 22 2013 17:13 GMT
#3
--- Nuked ---
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 17:37 GMT
#4
On January 23 2013 02:13 Barrin wrote:
Would you say that it takes a lot of effort and knowledge to create a good map?
I'll just pm you and not devolve this topic. If anyone wants to but in on this fine discussion, make a new topic I guess.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2013-01-22 19:30:32
January 22 2013 18:45 GMT
#5
On January 23 2013 02:37 SiskosGoatee wrote:
Show nested quote +
On January 23 2013 02:13 Barrin wrote:
Would you say that it takes a lot of effort and knowledge to create a good map?
I'll just pm you and not devolve this topic. If anyone wants to but in on this fine discussion, make a new topic I guess.

I would be interested in reading such discussion. Feel free to start a topic.

As for the map itself, it's pretty good. Really like the design of the middle, and the cliff behind the fourth is a pretty neat feature.

However, like any map it has some room for improvement. As of now, the third is kinda boring, and reminds me of the third on Condemned Ridge just a bit. The natural ramp is a bit far, but that should be just fine for WoL. With Hots though, I would like to see the natural ramp closer to the base so the Mothership Core can be utilized in defending the natural ramp. Additionally, the fourth and fifth of opposing players seem quite close from the overview. Sure, there are rocks to help alliterative this, but I feel some change in pathing would be a more solid solution. Overall though, this map should play just fine, and the middle concept is pretty neat.
Former ESV Mapmaker | @Timetwister22
ArcticRaven
Profile Joined August 2011
France1406 Posts
January 22 2013 19:23 GMT
#6
Siskos crusade gogogo !

On the map itself, i'd like the nat and left and rightmost bases to have their minerals rotated so that they are easier to harass by air and/or to siege from lowground.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 22 2013 19:28 GMT
#7
On January 23 2013 04:23 ArcticRaven wrote:
Siskos crusade gogogo !

On the map itself, i'd like the nat and left and rightmost bases to have their minerals rotated so that they are easier to harass by air and/or to siege from lowground.

I call assassins as my faction. Please tell me we can all agree that in the version of history, Steppes of War will be Jerusalem.
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 22 2013 19:32 GMT
#8
I like the changes you made since the wip thread scorp. I agree with timetwister though. Except for the ramp from natural thing. Can someone explain what the trouble is with this? Personally, I like that in theory, a player can gain positional advantage by advancing on the map, even at the very early stage of the game stepping from the natural CC site to nearby where the chokepoint is. Collapsing these just removes depth from the possibilities of the map. But is there a concrete reason why this distance is too far?
Comprehensive strategic intention: DNE
Timetwister22
Profile Joined March 2011
United States538 Posts
January 22 2013 19:41 GMT
#9
On January 23 2013 04:32 EatThePath wrote:
I like the changes you made since the wip thread scorp. I agree with timetwister though. Except for the ramp from natural thing. Can someone explain what the trouble is with this? Personally, I like that in theory, a player can gain positional advantage by advancing on the map, even at the very early stage of the game stepping from the natural CC site to nearby where the chokepoint is. Collapsing these just removes depth from the possibilities of the map. But is there a concrete reason why this distance is too far?


If gateway expands become viable PvZ in Hots due to the mothership core, I would highly recommend mapmakers take such into consideration. Will make you map much more dynamic in terms of early game PvZ. Otherwise, if the msc cannot be used to defend the ramp, then the toss is essentially forced to forge fast expand. I would consider that a bad thing imo.
Former ESV Mapmaker | @Timetwister22
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-01-22 19:51:55
January 22 2013 19:51 GMT
#10
On January 23 2013 04:41 Timetwister22 wrote:
Show nested quote +
On January 23 2013 04:32 EatThePath wrote:
I like the changes you made since the wip thread scorp. I agree with timetwister though. Except for the ramp from natural thing. Can someone explain what the trouble is with this? Personally, I like that in theory, a player can gain positional advantage by advancing on the map, even at the very early stage of the game stepping from the natural CC site to nearby where the chokepoint is. Collapsing these just removes depth from the possibilities of the map. But is there a concrete reason why this distance is too far?


If gateway expands become viable PvZ in Hots due to the mothership core, I would highly recommend mapmakers take such into consideration. Will make you map much more dynamic in terms of early game PvZ. Otherwise, if the msc cannot be used to defend the ramp, then the toss is essentially forced to forge fast expand. I would consider that a bad thing imo.

Why is that? I don't see why protoss can't do: gate at main ramp, cyber near nexus lowground after scout it's not 7pool, nexus, gate lowground, one sentry + mothership core means they're safe. Later they can move up to hold the ramp, as it's a better chokepoint. MSC defending the chokepoint with photon overcharge just seems like gravy for a protoss, not a prerequisite for gateway expand. Like, the point of gateway expand is that the zerg isn't allowed to go straight to 3 bases. The protoss pays for this by spending gas on ensuring safety (sentries). Except now that you have a castable PF at your natural, you don't have to sink so much into sentries and can continue teching, which is what you're really getting at right?

But I don't know about these things for sure.


I'm interested to hear about the zvz issue too.
Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 20:45 GMT
#11
Not even PvZ, the main problem is ZvZ with a ramp far from the expo. You can't ever hope to defend early all ins without it, queens are slow off creep you know.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 22 2013 20:53 GMT
#12
On January 23 2013 05:45 SiskosGoatee wrote:
Not even PvZ, the main problem is ZvZ with a ramp far from the expo. You can't ever hope to defend early all ins without it, queens are slow off creep you know.

What about Daybreak?
Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 21:05 GMT
#13
Daybreak distance is fine, you can hold those quite well on it. It's a lot harder on entombed valley for instance because the ramp is very far away from the hatch.

It also plays a lesser role in holding 2rax. This is the reason almost every Terran 2rax proxies on entombed and Bel'Shir Vestige, it's very hard to defend it because the ramp is so far away from your hatch. Queens are slow bitches off creep.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
January 22 2013 21:12 GMT
#14
Thanks for the feedback (and interesting discussion). I'll be rolling in some changes in the next couple of days.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 21:15 GMT
#15
Truth be told, I think the ZvZ issue is only known to Z players, I see this a lot in maps. They take perfect considerations on the third for PvZ and all that stuff but basically this is never on the agenda. Djinn's delight is a particularly big offender, good luck defending a 2rax on that map, you have to pull your drones an hour and a half.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 22 2013 22:00 GMT
#16
Er, so you mean stopping a bunker wall? Or just a bunker placed to cut between the two hatches? That would be more a function of distance in the main, right? Also, I guess you're saying that zergs try to use simcity and a spine to defend against baneling attacks and the proximity of the ramp closes the window on the success of that style. Is it bad if a map prolongs that window? That's an honest question. I think ling bane wars are silly, but they're impressive and fun to watch. Eventually the aggression will have to stop right? I don't see what the ramp/choke itself has to do with it besides a good spot to make an evo/warren/spine/queen walloff, I guess?
Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 22:08 GMT
#17
No, the issue isn't the drones, it's the queen who's slow off creep and wants to stay on the ramp to retreat to the high ground whenever possible as well as block the ramp in ZvZ regarding ling runbies.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
InfCereal
Profile Joined December 2011
Canada1759 Posts
January 22 2013 23:02 GMT
#18
I'm gunna play devil's advocate here and say you can put a tumour down instead of an inject. Every map doesn't have to facilitate the whole "no rush 10 minutes. Have to be 100% safe and work 100% with current meta game" shit.

It's a mirror matchup meaning you both have to do it to defend properly, leaving no one at an advantage. If they don't do it, go exploit that weakness.
Cereal
Antares777
Profile Joined June 2010
United States1971 Posts
January 22 2013 23:07 GMT
#19
The natural ramp should not be an issue in ZvZ due to the large rush distances in my opinion.

I think the map is pretty solid.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 22 2013 23:20 GMT
#20
On January 23 2013 08:07 Antares777 wrote:
The natural ramp should not be an issue in ZvZ due to the large rush distances in my opinion.
Rush distance really does not matter all that much with ZvZ. It takes waaay longer to actually build lings than to send them over map. In ZvZ you have to respond when units are building (check drone count with an overlord), not when you see them leaving, the you are dead already)
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
11:00
WardiTV June Group B
Creator vs Jumy
ByuN vs Cure
Cure vs Jumy
ByuN vs Creator
Creator vs Cure
ByuN vs Jumy
WardiTV196
LiquipediaDiscussion
Bellum Gens Elite
10:00
Stara Zagora 2025 Day 3
ShoWTimE vs SpiritLIVE!
Ryung vs TriGGeR
Serral vs Zoun
SKillous vs Krystianer
Harstem vs Lambo
Reynor vs Clem
Bellum Gens Elite2090
ComeBackTV 813
TaKeTV 366
IndyStarCraft 206
Rex129
3DClanTV 95
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Bellum Gens Elite2090
Lowko223
IndyStarCraft 206
Rex 129
Hui .101
StarCraft: Brood War
Britney 36318
Hyuk 3201
Light 1393
Jaedong 839
hero 582
EffOrt 542
ToSsGirL 475
Mini 260
Stork 243
BeSt 204
[ Show more ]
ZerO 118
Snow 104
sorry 76
TY 61
soO 42
NaDa 34
sas.Sziky 34
Barracks 33
Mind 25
[sc1f]eonzerg 18
HiyA 16
ajuk12(nOOB) 14
Sacsri 13
Icarus 12
yabsab 12
Backho 11
Noble 8
JYJ7
Yoon 5
Dota 2
XcaliburYe748
Fuzer 279
Counter-Strike
byalli327
Other Games
singsing2260
B2W.Neo618
DeMusliM338
crisheroes330
elazer212
Pyrionflax210
Mew2King157
ArmadaUGS138
XaKoH 65
Has23
ZerO(Twitch)12
Organizations
Dota 2
PGL Dota 2 - Main Stream4185
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 32
• IndyKCrew
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• RaNgeD 9
• iopq 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 6051
League of Legends
• Jankos2020
• Stunt407
Upcoming Events
BSL 2v2 ProLeague
7h 25m
Replay Cast
12h 25m
CranKy Ducklings
22h 25m
SC Evo League
1d
Bellum Gens Elite
1d
Fire Grow Cup
1d 3h
CSO Contender
1d 5h
BSL: ProLeague
1d 6h
StRyKeR vs MadiNho
Cross vs UltrA
TT1 vs JDConan
Bonyth vs Sziky
Replay Cast
1d 12h
SOOP Global
1d 15h
Creator vs Rogue
Cure vs Classic
[ Show More ]
SOOP
1d 21h
Classic vs GuMiho
Sparkling Tuna Cup
1d 22h
AllThingsProtoss
1d 23h
Fire Grow Cup
2 days
BSL: ProLeague
2 days
HBO vs Doodle
spx vs Tech
DragOn vs Hawk
Dewalt vs TerrOr
Replay Cast
2 days
Replay Cast
3 days
Replay Cast
3 days
WardiTV Invitational
3 days
WardiTV Invitational
3 days
GSL Code S
4 days
Rogue vs GuMiho
Maru vs Solar
Replay Cast
5 days
GSL Code S
5 days
herO vs TBD
Classic vs TBD
The PondCast
5 days
Replay Cast
6 days
GSL Code S
6 days
WardiTV Invitational
6 days
Liquipedia Results

Completed

CSL Season 17: Qualifier 1
DreamHack Dallas 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL Season 17: Qualifier 2
2025 GSL S2
BGE Stara Zagora 2025
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025

Upcoming

CSL 17: 2025 SUMMER
Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Murky Cup #2
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.