• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:22
CEST 15:22
KST 22:22
  • 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 HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
GSTL Returns in 2026!18Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
GSTL Returns in 2026! SC4ALL: II Talent Announcement! Balance hotfix patch 5.0.16b (July 16) Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
Best Games Kespa era BW General Discussion StarCraft 64 is coming to Philly at SC4ALL II ASL22 General Discussion [Personal Project Share] Terran Defense v0.60
Tourneys
Escore Tournament - Season 3 Small VOD Thread 2.0 [Megathread] Daily Proleagues SC4ALL II: Brood War - $2500 - Dec 5-6
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread European Politico-economics QA Mega-thread Artificial Intelligence Thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3957 users

[M] Mortem Marsh.

Forum Index > SC2 Maps & Custom Games
Post a Reply
Dellron
Profile Joined October 2012
United States69 Posts
Last Edited: 2013-04-26 21:26:35
April 25 2013 19:32 GMT
#1
Mortem Marsh
Version: 2.0
Uploaded to [NA] [EU]
Created by Dellron


[image loading]


Stats:
4 spawn points
24 bases
playable bounds: 209x215
main to main distance:
70 seconds for vertical spawn,
85 seconds for cross spawn
Natural to Natural Distance:
65 seconds for vertical spawn,
80 seconds for cross spawn



here it is, my first 2v2 map. there aren't many swamp maps yet so i decided to make one. this map is designed for long macro games, with many easy to take bases. the mains are separated but there is a bridge in between them in case of rushes.


Additional photos:
+ Show Spoiler +
the main:
[image loading]
the bridge in between the main's
[image loading]
the natural:
[image loading]
The third
[image loading]
the fourth
[image loading]
the middle area/XNT
[image loading]
the Fifth
[image loading]
the sixth
[image loading]
the center expo
[image loading]


Previous Version:
+ Show Spoiler +
[image loading]


Concerns:
+ Show Spoiler +
there might be too much dead space.
not sure about the xel'naga watchtowers


Changelog:
+ Show Spoiler +
Version 2.0:
removed on of the thirds and moved the other one to the center.
made major changes to middle.(including removing the island and making more room)
Added Xel'naga watchtowers.
removed some dead space
flipped the fifth
Published on the EU server



i'm thinking of maybe entering this in the team liquid map contest, so tell me if you think i should use one of my spots or if i should make a different map.
"too much freedom is bad" -day9 the dictator
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
April 25 2013 19:49 GMT
#2
I feel like there really isn't a lot of space for engagements on this map. You'd just have armies bashing into each other with no real jockeying for position. Plus the amount of thin chokepoints.

Translation: everybody has to go air.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Callynn
Profile Joined December 2010
Netherlands917 Posts
April 26 2013 10:12 GMT
#3
While I like the generaly idea of this map's layout, everything is just too narrow. Especially in 2v2, there should be tactical choices to be made by each team. For example:

1. Who takes the (natural) or (third)?
2. Do we move as one deathball (and then open ourselves up to possible counterattack) or do we position seperately for counterattack/defense?
3. Will we go for an all ground, all air or hybrid composition?

I don't see those options. The players must choose for a single option. This map makes it feel like a 1v1 map that is copied, because there is no sharing or choice making as a team involved.

All that being said, as I noted in the opening: the map does have potential. So what I suggest:

- Open it up for a combined ground army to position tactically.
- Open up counterattack paths.
- Force third expansion choices (by only making one 'safe' per team) and thus forcing the map into a position that doesn't create a border that motivates turtle play.
- Add gold bases in the middle, they force a team to take action if it's taken.

To achieve this I would start by narrowing the water a lot. Removing an expansion as third in a mirrored spot is easy to do as well, and you can turn two center islands (not the exact middle!) into golds (though you should block them against Terran command centers with a tumor).

Good luck on improving your layout!
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.
gronnelg
Profile Joined December 2010
Norway354 Posts
April 26 2013 11:33 GMT
#4
This could be cool as a 2v2 map, or as a fooling around and having fun map.

Some concerns:
1. Drop and airplay will be really powerfull, as ground armies have to go around the edges to get anywhere.
2. Long range units (primarly colo and siege) can take out island expands while on the mainland, and (primarly sieges) could be really powerfull defensive if put on the islands (and shoot to mainland).
3. A bit chokey (lack of open spaces) for zerg armies.
Lulzez || My stream: http://www.twitch.tv/gronnelg
Dellron
Profile Joined October 2012
United States69 Posts
April 26 2013 21:29 GMT
#5
Ok guys, thanks for all your Help. i made major change to the center and i have updated it. so please give me any feedback you can.
"too much freedom is bad" -day9 the dictator
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-04-26 22:05:12
April 26 2013 22:04 GMT
#6
Also, this is just a really big map. The ground distance between your main ramp and your own corner semi-island base location is like the nat2nat on most 1v1 maps. The bounds, imo, could easily be reduced to approx 180x180 and produce a better map. Here's a few thoughts on why:

The main base and nat2nat entrances are quite far apart for the defenders to coordinate. This makes the cheesy parts of 2v2 much stronger, and amplifies the strength of mobile armies, which are already strong in 2v2 by the nature of it.

The rush distance is quite far, which makes it hard to do any kind of reactive play. The reason is that your timing windows are all collapsed due to travel time. This creates two choices in the exreme: make a blind all-in, or play blind macro. That is a recipe for coinflip games AND blowouts without chance for comeback (those things often go together). This is also sort of the dynamic of 2v2, so it should me mitigated not emphasized by the map.

This feedback is based on your new version which is an improvement for sure, but becomes almost a new map and still has some problems. So this has some quick ideas on what you could do to fix some of those but preserve the ideas of the layout:

[image loading]

Basically this just simplifies and condenses the prominent parts of the map and adjusts the proportions in a few places. I reduced the width by just smushing the bases together more and bringing the corner peninsula closer. Food for thought, and I would be happy to talk about it more if this is useful.
Comprehensive strategic intention: DNE
Dellron
Profile Joined October 2012
United States69 Posts
Last Edited: 2013-04-27 02:56:19
April 27 2013 02:55 GMT
#7
On April 27 2013 07:04 EatThePath wrote:
Also, this is just a really big map. The ground distance between your main ramp and your own corner semi-island base location is like the nat2nat on most 1v1 maps. The bounds, imo, could easily be reduced to approx 180x180 and produce a better map. Here's a few thoughts on why:

The main base and nat2nat entrances are quite far apart for the defenders to coordinate. This makes the cheesy parts of 2v2 much stronger, and amplifies the strength of mobile armies, which are already strong in 2v2 by the nature of it.

The rush distance is quite far, which makes it hard to do any kind of reactive play. The reason is that your timing windows are all collapsed due to travel time. This creates two choices in the exreme: make a blind all-in, or play blind macro. That is a recipe for coinflip games AND blowouts without chance for comeback (those things often go together). This is also sort of the dynamic of 2v2, so it should me mitigated not emphasized by the map.

This feedback is based on your new version which is an improvement for sure, but becomes almost a new map and still has some problems. So this has some quick ideas on what you could do to fix some of those but preserve the ideas of the layout:

+ Show Spoiler +
[image loading]


Basically this just simplifies and condenses the prominent parts of the map and adjusts the proportions in a few places. I reduced the width by just smushing the bases together more and bringing the corner peninsula closer. Food for thought, and I would be happy to talk about it more if this is useful.


hmmmm, that looks interesting. looks a little narrow in some area's but i would like to talk more, i could use all the help i can get.
"too much freedom is bad" -day9 the dictator
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
April 27 2013 06:48 GMT
#8
Also don't use the height tool. Makes everything looks like a mess.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Dellron
Profile Joined October 2012
United States69 Posts
April 27 2013 20:47 GMT
#9
On April 27 2013 15:48 ScorpSCII wrote:
Also don't use the height tool. Makes everything looks like a mess.

i thought it made it look more natural. like a swamp, the ground isn't flat.
"too much freedom is bad" -day9 the dictator
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 27 2013 23:55 GMT
#10
On April 28 2013 05:47 Dellron wrote:
Show nested quote +
On April 27 2013 15:48 ScorpSCII wrote:
Also don't use the height tool. Makes everything looks like a mess.

i thought it made it look more natural. like a swamp, the ground isn't flat.

Indeed, but it just doesn't look good if you use it everywhere :p
@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.
Please log in or register to reply.
Live Events Refresh
PiG Sty Festival
12:00
PiGfest 8.0 Group B
ByuN vs HeRoMaRinE
ShoWTimE vs Zoun
PiGStarcraft841
BRAT_OK 69
3DClanTV 38
LiquipediaDiscussion
Escore
10:00
Season 3 Week 7
escodisco3267
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft841
mouzHeroMarine 230
Rex 98
BRAT_OK 69
StarCraft: Brood War
Britney 61814
Mini 1274
EffOrt 360
actioN 317
Hyuk 305
Pusan 162
Mong 138
Rush 133
Barracks 104
Sharp 73
[ Show more ]
hero 70
ToSsGirL 46
soO 33
HiyA 31
Terrorterran 25
scan(afreeca) 22
Free 21
Noble 18
Sexy 18
Sacsri 16
Rock 4
Dota 2
The International53281
KheZu194
Counter-Strike
fl0m1608
zeus120
kRYSTAL_57
edward23
Other Games
singsing1950
B2W.Neo675
hiko591
Lowko420
crisheroes336
byalli272
Hui .167
Liquid`VortiX97
Mew2King82
djWHEAT60
Livibee55
ArmadaUGS12
Organizations
StarCraft 2
IntoTheiNu 1517
ComeBackTV 380
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Michael_bg 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1482
League of Legends
• Jankos1512
• Stunt369
• TFBlade347
Other Games
• WagamamaTV139
Upcoming Events
Big Brain Bouts
2h 38m
Nicoract vs Neeb
TriGGeR vs ShoWTimE
CranKy Ducklings
20h 38m
PiG Sty Festival
22h 38m
herO vs Krystianer
Solar vs Cure
IPSL
1d 2h
Sparkling Tuna Cup
1d 20h
PiG Sty Festival
1d 22h
Maru vs Shameless
Reynor vs TriGGeR
IPSL
2 days
OSC
2 days
Afreeca Starleague
2 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
2 days
[ Show More ]
The Patches Monday
3 days
Afreeca Starleague
3 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
4 days
The PondCast
5 days
KCM Race Survival
5 days
Replay Cast
6 days
PiG Sty Festival
6 days
Liquipedia Results

Completed

Proleague 2026-08-13
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
Escore Tournament S3: W7
RSL Revival: Season 6
PiG Sty Festival 8.0
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
META DYMY #4
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
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 © 2026 TLnet. All Rights Reserved.