• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:35
CET 16:35
KST 00:35
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !3Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win2Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win Did they add GM to 2v2? RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship StarCraft2.fi 15th Anniversary Cup RSL Offline Finals Info - Dec 13 and 14! Tenacious Turtle Tussle
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BGH Auto Balance -> http://bghmmr.eu/ How Rain Became ProGamer in Just 3 Months [BSL21] RO8 Bracket & Prediction Contest BW General Discussion
Tourneys
[Megathread] Daily Proleagues [BSL21] RO8 - Day 2 - Sunday 21:00 CET [ASL20] Grand Finals [BSL21] RO8 - Day 1 - Saturday 21:00 CET
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Current Meta Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Dawn of War IV Nintendo Switch Thread PC Games Sales Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
How Sleep Deprivation Affect…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 921 users

[M][2] Leviathan Isle

Forum Index > SC2 Maps & Custom Games
Post a Reply
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-04-14 19:36:06
April 14 2013 04:54 GMT
#1
[image loading]
Leviathan Isle, v1.0
148x124
Published on [NA][HOTS]


Overview:
[image loading]

Aesthetics:

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


Texture set:
+ Show Spoiler +
[image loading]


Other:
+ Show Spoiler +
[image loading]
FFE
[image loading]
Loading Screen


I'm still a pretty noobish mapmaker, but I think I'm getting better. This one's got a more interesting layout than my usual work, I think.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 14 2013 06:58 GMT
#2
Not to sound snippish, but this is the kind of thing that should go in the WIP thread. Or maybe everyone's given up on it? I realize it's slow in there but this map is finished neither in layout or aesthetics. Nevertheless...

Your FFE choke is smaller than it needs to be. 9-10 squares is standard, you have 7. This allows for some questionably exploitable plays like a walloff with a depot and a CC first. Also your unbuildable blocker is on the "wrong" side of the ramp.

This is indeed an interesting layout though. I think you need some proportions refinements, and possibly some reworked pathways. It looks kind of hard to attack before 4 bases because of the travel distance and the long time between changing attack paths. Not sure you designed it as a "macro" map but I would think about providing more connectedness or directness from the middle and across the map to give better aggressive options. Possibly a small connection with rocks to narrow or block it.
Comprehensive strategic intention: DNE
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-04-14 08:38:04
April 14 2013 08:34 GMT
#3
I did post it in the WIP thread but no one said anything about it... I'm not happy with the aesthetics, but I had no other choice for feedback on the layout.

Although, most of the out-of-map stuff doesn't actually show up in-game, so it can basically be disregarded.

I'm not sure what makes the rocks on the "wrong" side of the ramp though. I wasn't even aware that there was a difference.

algue
Profile Joined July 2011
France1436 Posts
April 14 2013 08:54 GMT
#4
You should just widen everything
rly ?
Callynn
Profile Joined December 2010
Netherlands917 Posts
April 14 2013 12:27 GMT
#5
I don't really like all the straight lines in your map. You should roughen it up a little bit to make it appear more natural. The textures are a bit dull as well. The layout seems quite good though.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Caviar
Profile Joined April 2011
70 Posts
April 14 2013 14:22 GMT
#6
For just starting its not to bad. I think an overhaul of middle could completely change the feel of things. Right now your only 45 degree ramps (direct paths base-to-base) are on the widest part of the map. Perhaps connect the middle to make it all level 2 or change the ramps. It just feels a bit awkward as it stands. Good work though keep mapping
ScrubS
Profile Joined September 2010
Netherlands436 Posts
April 14 2013 15:42 GMT
#7
I think that ledge at the third covers both the third and natural with tanks. Tank drops on the ledge would be kinda OP just like it was on Lost Temple back in the days
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-04-14 19:31:22
April 14 2013 19:15 GMT
#8
On April 14 2013 21:27 Callynn wrote:
I don't really like all the straight lines in your map. You should roughen it up a little bit to make it appear more natural. The textures are a bit dull as well. The layout seems quite good though.


The straight lines (I assume you're mostly referring to the ones in the middle) Are actually man-made cliffs, but it's hard to see from the overview. I personally like the texturework, but that's a matter of opinion I suppose.

On April 15 2013 00:42 ScrubS wrote:
I think that ledge at the third covers both the third and natural with tanks. Tank drops on the ledge would be kinda OP just like it was on Lost Temple back in the days


Those were not supposed to be pathable, but I can put some props there to make it obvious.


I put up a new overview with the small, easy changes in. I've got a lot to do today so I'll work on the problem of the middle later on.

Agh
Profile Blog Joined July 2010
United States1014 Posts
Last Edited: 2013-04-14 19:57:23
April 14 2013 19:48 GMT
#9

I actually like the overall design and layout of the map. Some definite improvements which I have highlighted for you.

[image loading]

Upon giving it some additional thought, It might be best to reposition and reface the middle ramps, making the main to main distances shorter.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-04-14 21:09:26
April 14 2013 21:08 GMT
#10
The #1 thing that would make this more aesthetically pleasing is to make sure no cliffs have a straight line for longer than like 4-6 of the smallest grid squares. (assuming it's a natural area and not manmade) The mains and some other areas here would look a lot better with those straight cliffs eliminated.

@ the layout i think it has some potential. I do think it looks sorta hard to take a 4th, and it's probably just about impossible to take the bases below the XNTs.. so maybe those are some things that could be changed. The choke going to the linear 3rd from the nat miiight be too narrow as well, not 100% sure. anyway GL
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
Coppermantis
Profile Joined June 2012
United States845 Posts
Last Edited: 2013-04-14 21:19:09
April 14 2013 21:10 GMT
#11
The black border already does represent the edge (although you can't tell from my overview), and yeah, the pods around the third are undroppable.

I don't understand what you mean by "Make sure symmetry is accounted for," though. The rest of it is understandable .

[image loading]

This is what I have planned for the center right now. It maintains a similar layout but provides more of a direct attack route that EatThePath suggested.
Gene(S)is
Profile Joined May 2010
Sweden419 Posts
April 15 2013 02:49 GMT
#12
And here I was hoping for an island map
For the swarm
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 16 2013 07:19 GMT
#13
Copper, I kind of like that idea for connecting the highgrounds. But the way you've drawn it loses one of the aspects of the map I do like which is the curviness. I know this is kind of contradictory to what I was saying, but: one of the strengths I see in the design of the map is how you need to have a plan beforehand for moving your army around. You can't just a-click the minimap mindlessly, except maybe if you're camping outside your natural and you need to defend one of the first 4 bases.

Maybe adding an additional ramp instead of extending the highground would work just as well? If you make it like you drew, you create kind of a Planet S situation where the middle isn't really useful to move through except in very particular army position situations, and it isn't valuable to hold at all really. (That's fine it just seems like it's not really what this map is about.) That's kind of a complete 180 from how the map was before where holding the middle was amazingly good.

So it's an improvement I think but you're losing something that I don't think it's worth trading. Does that make sense? Hope this helps.
Comprehensive strategic intention: DNE
Coppermantis
Profile Joined June 2012
United States845 Posts
April 16 2013 23:23 GMT
#14
I see what you mean. I think I can work with that.
Please log in or register to reply.
Live Events Refresh
WardiTV 2025
12:00
Playoffs
MaxPax vs ShamelessLIVE!
ByuN vs TBD
Spirit vs ShoWTimE
WardiTV1159
ComeBackTV 643
TaKeTV 315
IndyStarCraft 184
Rex106
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 184
LamboSC2 126
Rex 106
ProTech98
BRAT_OK 67
DivinesiaTV 19
trigger 1
StarCraft: Brood War
Britney 27846
Horang2 3028
Bisu 2289
Jaedong 1904
Shuttle 1205
Larva 1107
Calm 806
Mini 430
Soma 411
EffOrt 401
[ Show more ]
Hyuk 357
Snow 300
Sharp 285
BeSt 260
ZerO 205
ggaemo 204
Rush 175
Zeus 116
Mong 115
Hyun 89
Mind 67
PianO 63
JYJ 63
Movie 53
Aegong 39
Trikslyr31
Rock 31
Shinee 19
scan(afreeca) 15
Shine 13
yabsab 13
Terrorterran 8
Noble 8
Dota 2
singsing3754
qojqva2407
Gorgc1522
Dendi854
syndereN197
League of Legends
rGuardiaN109
Counter-Strike
Foxcn174
edward136
Other Games
hiko570
FrodaN403
Fuzer 378
Beastyqt369
RotterdaM189
DeMusliM125
Sick113
XaKoH 110
ArmadaUGS94
QueenE82
Mew2King73
oskar65
Livibee45
ZerO(Twitch)24
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 14
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV427
League of Legends
• Jankos1770
• Nemesis1676
• TFBlade747
Upcoming Events
OSC
1h 25m
YoungYakov vs Mixu
ForJumy vs TBD
Percival vs TBD
Shameless vs TBD
The PondCast
18h 25m
WardiTV 2025
21h 25m
Cure vs Creator
TBD vs Solar
WardiTV 2025
1d 19h
OSC
1d 22h
CranKy Ducklings
2 days
SC Evo League
2 days
Ladder Legends
3 days
BSL 21
3 days
Sparkling Tuna Cup
3 days
[ Show More ]
Ladder Legends
4 days
BSL 21
4 days
Replay Cast
4 days
Monday Night Weeklies
5 days
WardiTV Invitational
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 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.