• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:52
CEST 14:52
KST 21:52
  • 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
Serral wins EWC 20258Tournament Spotlight: FEL Cracow 20259Power Rank - Esports World Cup 202579RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder1EWC 2025 - Replay Pack2Google Play ASL (Season 20) Announced26BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0
StarCraft 2
General
Greatest Players of All Time: 2025 Update Serral wins EWC 2025 EWC 2025 - Replay Pack Power Rank - Esports World Cup 2025 #1: Maru - Greatest Players of All Time
Tourneys
TaeJa vs Creator Bo7 SC Evo Showmatch FEL Cracov 2025 (July 27) - $10,000 live event Esports World Cup 2025 $25,000 Streamerzone StarCraft Pro Series announced $5,000 WardiTV Summer Championship 2025
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Afreeca app available on Samsung smart TV [BSL 2025] H2 - Team Wars, Weeklies & SB Ladder Google Play ASL (Season 20) Announced [Update] ShieldBattery: 2025 Redesign
Tourneys
[Megathread] Daily Proleagues [BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational [CSLPRO] It's CSLAN Season! - Last Chance
Strategy
Does 1 second matter in StarCraft? Simple Questions, Simple Answers [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Total Annihilation Server - TAForever [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
How many questions are in the Publix survey?
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
UK Politics Mega-thread US Politics Mega-thread Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Things Aren’t Peaceful in Palestine
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Eight Anniversary as a TL…
Mizenhauer
Customize Sidebar...

Website Feedback

Closed Threads



Active: 651 users

[M] (2) Sandstone

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2013-02-12 00:57:42
February 09 2013 10:19 GMT
#1
Hots Beta
By TImetwister22
v0.2


[image loading]

Playable: 162x124

Concept
+ Show Spoiler +
This is my second attempt at this concept. My first attempt was with Agma Crossing, which played out alright but not nearly as well as I thought it would. Overall, the concept is to encourage outer map army movement, while still giving the option to do an early attack through the center of the map. Additionally, I decided to mess around with forward positioning, of which the player will need to do in order to hold three bases. To be able to properly defend, the player will have to properly maintain map control and awareness, while spreading out when necessary.


Concerns
+ Show Spoiler +
I am mostly concerned about being able to take a third as protoss. Where my intention is to not be able to take an easy fast third, I do not want it to be nearly impossible to take a third all together. I already have several change ideas to make this third easier if need be, but decided to see how this current third plays as I look for a balance between feasible and difficult.


Tileset
+ Show Spoiler +

Phaeton tileset from Hots.


Aesthetic Shots
+ Show Spoiler +

Some screenshots are outdated and show previous version of the map layout.

[image loading]

[image loading]

[image loading]

[image loading]


Change Log
+ Show Spoiler +

v0.1
+ Show Spoiler +
[image loading]

Changes from 0.1 to 0.2:
-Third has been brought closser to the natural.
-Backdoor into third now features collapsible rocks.
-The high ground chokes/bridges have been tightened and slightly rearranged.
-Tower position slightly different.
-Slightly smaller mains.
-Minor adjustments to ramps and pathing at the fifths.


As always, feedback is more than welcome
Former ESV Mapmaker | @Timetwister22
Sumadin
Profile Joined August 2011
Denmark588 Posts
February 09 2013 10:58 GMT
#2
Hmm 5 bases is on the small side when the expansions are so spread. It will limit options for Zerg. I guess the map itself isn't that big but that Center takes alot of space.

Have you considered the option to close the center down futher? Like having rock towers that closes off the center entrances on your opponents side.

Map looks decent through. I think it will play out alright.
The basic key to beating a priest is playing a deck that is terrible.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 09 2013 11:39 GMT
#3
I do have to say, despite our differences in map philosophy I really like the centre of this map. The only problem with it is that it's basically only a travel point and there are no bases there to make it more important to actually hold position on it. Especially with the low expo count it might be interesting to wrestle a half base onto that centre high ground.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
eTcetRa
Profile Joined November 2010
Australia822 Posts
February 09 2013 13:51 GMT
#4
On February 09 2013 20:39 SiskosGoatee wrote:
I do have to say, despite our differences in map philosophy I really like the centre of this map. The only problem with it is that it's basically only a travel point and there are no bases there to make it more important to actually hold position on it. Especially with the low expo count it might be interesting to wrestle a half base onto that centre high ground.


Not sure if you are talking about the very centre or the high-grounds surrounding it, but there are plenty of reasons to park your army on the high-grounds already, once you take your third. I do agree about the possibility of adding a half base to the middle high-grounds, though not neccesary.

I also like that possible change, adding the rocks to the low-ground path to the third, protoss could break it to make the third easier to defend but will need to break them again to take fourth.

Overall, I like. Nice work!
Retired Mapmaker™
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-02-09 14:10:20
February 09 2013 14:07 GMT
#5
Huge maps with bases far away from each other is something I support - it was one of the main things I wanted to do on Mammoth, at least in regards to the later bases.

Saying spread out bases are flat out bad for zerg is a bit iffy, because a) that can be changed quite a bit by very open areas, and b) while it can be bad for zerg, it can be bad for all races in various ways. In fact, if you're talking about 4ths/5ths/6ths, I would say far away bases hurt zerg the least.

Spread out bases can make for different games because you don't lose 2 bases in rapid succession, which can happen quite a lot on most maps when you have 2 bases within 20-25 squares of each other. And it forces people to split their armies more, which is usually thought of as a good thing.

@ the map I think I like it, it's not doing anything crazy but when you think about it there aren't tons of "standard" maps like this. So I guess maybe it isn't so standard :-P I love the phaeton tileset, even though it doesn't look too dramatic in the overview. it looks good in-game
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
Sumadin
Profile Joined August 2011
Denmark588 Posts
February 09 2013 15:02 GMT
#6
On February 09 2013 23:07 Fatam wrote:
Huge maps with bases far away from each other is something I support - it was one of the main things I wanted to do on Mammoth, at least in regards to the later bases.

Saying spread out bases are flat out bad for zerg is a bit iffy, because a) that can be changed quite a bit by very open areas, and b) while it can be bad for zerg, it can be bad for all races in various ways. In fact, if you're talking about 4ths/5ths/6ths, I would say far away bases hurt zerg the least.

Spread out bases can make for different games because you don't lose 2 bases in rapid succession, which can happen quite a lot on most maps when you have 2 bases within 20-25 squares of each other. And it forces people to split their armies more, which is usually thought of as a good thing.

@ the map I think I like it, it's not doing anything crazy but when you think about it there aren't tons of "standard" maps like this. So I guess maybe it isn't so standard :-P I love the phaeton tileset, even though it doesn't look too dramatic in the overview. it looks good in-game


It is not spread out bases as much as it is few bases really. Ling/Bling/Muta into ultras for example want 5 bases to work, and securing all 5 bases is going to be a little tough. This will probably mean Zerg will stick to the more stale Brood Lord armies, which tends to work better with a more limited economy. I do realise it is a HOTS map.

Of course protoss and terran is going to be affected by this aswell. I could see alot of games going up to 4 bases and then be decided by whoever denies the other player their fifth.
The basic key to beating a priest is playing a deck that is terrible.
Mullet_Ben
Profile Joined August 2011
United States54 Posts
February 09 2013 20:05 GMT
#7
I like the idea of moving the third a little closer. You basically have to take the high ground to defend the third, which is cool, but that forces you to come further out of position for defending your natural, as well as that other little path to the third. As I say that, though, your natural is super easy to wall off, so maybe it doesn't matter.

I also want to point out that there's no large, continuous path to your opponent; you have to go through some sort of choke to get to your enemy's base. Maybe this will lead to some interesting positioning, I don't know.

Because it only has 10 bases and fifths are so hard to take, expect it to play out similar to Ohana in that the fifth will be denied repeatedly. Do not expect the games on this map to be anything like the maxed out 200/200 battles we're used to. I'd like to see another 2 bases incorporated somewhere, just to give the possibility of a macro game, since there's no way this map will produce one. We'll have to see whether this leads to some cool, scrappy games with bases constantly denied and basetrades and those sorts of things, or whether it'll just be 3 base all-ins.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 10 2013 00:08 GMT
#8
How much ground can siege tanks at the high ground between the natural and the third cover? Its hard to tell from the picture.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 10 2013 07:48 GMT
#9
On February 10 2013 05:05 Mullet_Ben wrote:
I like the idea of moving the third a little closer. You basically have to take the high ground to defend the third, which is cool, but that forces you to come further out of position for defending your natural, as well as that other little path to the third. As I say that, though, your natural is super easy to wall off, so maybe it doesn't matter.

I also want to point out that there's no large, continuous path to your opponent; you have to go through some sort of choke to get to your enemy's base. Maybe this will lead to some interesting positioning, I don't know.

Because it only has 10 bases and fifths are so hard to take, expect it to play out similar to Ohana in that the fifth will be denied repeatedly. Do not expect the games on this map to be anything like the maxed out 200/200 battles we're used to. I'd like to see another 2 bases incorporated somewhere, just to give the possibility of a macro game, since there's no way this map will produce one. We'll have to see whether this leads to some cool, scrappy games with bases constantly denied and basetrades and those sorts of things, or whether it'll just be 3 base all-ins.

This. The problem with this style of map (and I agree with the Ohana comparison but that result is for different reasons here of course) is that there's no way to actually secure position in SC2 in a relevant way that allows strategic deployment of expansions. The deployment of expansions is based on revolving tactical ploys, basically threats exploiting map route intersections and mobility. The 5th base on this map just asks for base trades if the players can't maneuvre each other into a reason to defend irrelevant map locations that are only important in blocking access to other places based on enemy movement. In other words, there's no center. And I know that's the point of the concept, but at least in WoL this doesn't make for strategic play. Maybe it can in HotS though, so go for it.

Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 10 2013 09:06 GMT
#10
However is there no way to secure position in WoL? There is plenty, but when there is people complain about vast imbalances. Take infsetor/broodlord as a composition, it secures position. You generally don't want to go where it is at all. The infsetors fungal whatever comes up to kill the broods and the broods outrange it. But hey, then people complain about imbalance rather than going around it. And I never considered too strong area control a good idea anyway because it encourages turtling, which is exactly what tanks and brood lords do.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
February 10 2013 09:51 GMT
#11
The 5th base on this map just asks for base trades


I actually disagree, well atleast mainly.

The bases are spread out far enough that losing a single base means you still can get back and defend, where as on Ohana for example as all your bases are on top of each other you lose everything before you get home.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Fatam
Profile Joined June 2012
1986 Posts
February 10 2013 12:27 GMT
#12
Why is anyone discussing whether a map is viable in WOL anymore? WOL is over (basically). Not to mention this map is published for HOTS lol
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
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 10 2013 13:19 GMT
#13
No idea, people always judge HotS maps based on WoL metagame. I loved how someone from ESV was judging Newkirk City, a HotS map and the entire theory was completely WoL based at a point where the beta was rapidly changing and there was no HotS metagame yet.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
lefix
Profile Joined February 2011
Germany1082 Posts
February 10 2013 14:24 GMT
#14
Tbh, i don't think that wol and hots are THAT different. Most maps will transfer over pretty well.
Map of the Month | The Planetary Workshop | SC2Melee.net
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 10 2013 15:14 GMT
#15
Pretty much any decent WoL map will play on HotS I feel. The reverse isn't true at all.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 10 2013 19:13 GMT
#16
It's more unknown than untrue. I don't see deathball centered play going away though.
Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 10 2013 19:22 GMT
#17
There is no 'deathball centred play'. It's also funny how that word cahnged in meaning. It used to refer to an army that was almost impossible to beat in PvZ before the infestor was buffed. After that people started to refer to any Protoss army over 60 supply to 'deathball'. Then to any large army and finally it started to mean keeping your entire army in one position. Which is like such a myth that it happens more in WoL than in BW these days.

Honestly. I have the feeling how people look back on BW is how people look back on 70's music. They compare the greatest hits from a decade of music to the music that was in the charts the last 2 months like they compare the greatest BW games of an era of 10 years to whatever WoL games were played last week. If you pick a random BW game over that time the chance is you're going to get a game that was largely decided in one engagement since most BW games actually were. Just not the fantastic games we all remember.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
monitor
Profile Blog Joined June 2010
United States2404 Posts
February 10 2013 20:45 GMT
#18
This would be a cool map with highground advantage :p

I do like it. It could possibly use another expo, like two half expos in the middle or something. Kinda boring as a whole, but solid. And its got a cool concept.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 11 2013 17:52 GMT
#19
On February 11 2013 04:22 SiskosGoatee wrote:
There is no 'deathball centred play'. It's also funny how that word cahnged in meaning. It used to refer to an army that was almost impossible to beat in PvZ before the infestor was buffed. After that people started to refer to any Protoss army over 60 supply to 'deathball'. Then to any large army and finally it started to mean keeping your entire army in one position. Which is like such a myth that it happens more in WoL than in BW these days.

Honestly. I have the feeling how people look back on BW is how people look back on 70's music. They compare the greatest hits from a decade of music to the music that was in the charts the last 2 months like they compare the greatest BW games of an era of 10 years to whatever WoL games were played last week. If you pick a random BW game over that time the chance is you're going to get a game that was largely decided in one engagement since most BW games actually were. Just not the fantastic games we all remember.

Actually, people have been using that word since beta to mean a lot of different things.

I use it as shorthand for 1 control group + fluid clump path AI ---> move your single army around is more effective 95% of the time than intricate positioning. HotS is probably not going to change that underlying dynamic from how it works in WoL, because the units that were added don't cause any fundamental changes in space control versus unit mobility or major strategic adjustments, as far as I can tell.

The entire evolution of SC2 play has been predicated on the primacy of the deathball.
Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
February 11 2013 17:55 GMT
#20
Yeah, and it's really not true that 'deathballing' in that sense occurs that much more in SC2. What does occur in SC2 though is that armies take up less surface area and a maxed army is smaller and less expensive because workers cost more supply and units in general cost more supply. But what people have is about as spread out.

Not to say that I'm defending SC2. As I articulated before. I think the 200 pop limit isn't enough for SC2. It should be 250 or 300 for the simple reason that in SC2 workers and units just cost too much supply for a 200 pop cap.
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
Wardi Open
11:00
Mondays #45
WardiTV709
Rex144
CranKy Ducklings139
IntoTheiNu 4
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 551
Lowko226
Rex 144
StarCraft: Brood War
Bisu 2227
Shuttle 1420
Barracks 1235
EffOrt 1085
Larva 654
Mini 525
Stork 470
Hyun 364
Killer 238
ToSsGirL 237
[ Show more ]
Soma 216
Snow 187
ZerO 181
Mind 153
Rush 81
Dewaltoss 78
Sharp 58
soO 55
Movie 49
Sea.KH 43
sSak 36
[sc1f]eonzerg 34
sorry 33
Backho 32
Free 32
scan(afreeca) 29
Icarus 28
sas.Sziky 25
Shinee 22
Noble 20
ajuk12(nOOB) 19
JulyZerg 14
yabsab 13
Terrorterran 6
ivOry 5
eros_byul 0
Dota 2
Gorgc4513
qojqva1496
Dendi945
KheZu682
XcaliburYe401
Counter-Strike
olofmeister1024
x6flipin591
sgares272
oskar132
Other Games
singsing1848
hiko505
B2W.Neo468
crisheroes429
XaKoH 221
ZerO(Twitch)14
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH142
• StrangeGG 52
• davetesta50
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3753
• WagamamaTV535
League of Legends
• Nemesis4888
• Jankos849
Upcoming Events
Sparkling Tuna Cup
21h 8m
WardiTV European League
1d 3h
PiGosaur Monday
1d 11h
uThermal 2v2 Circuit
2 days
The PondCast
2 days
Replay Cast
3 days
Korean StarCraft League
4 days
CranKy Ducklings
4 days
Online Event
5 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

BSL 20 Non-Korean Championship
FEL Cracow 2025
Underdog Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
CC Div. A S7
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

BSL 21 Qualifiers
ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
HCC Europe
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
BLAST Bounty Fall Qual
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.