• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:45
CEST 14:45
KST 21:45
  • 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
TL.net Map Contest #22 - Voting & Ladder Map Selection4Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7
Community News
[BSL22] Non-Korean Championship from 13 to 28 June0Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th151Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
My starcraft 2 changes SCFusion - WoL, HotS & LotV Build Order Optimizer TL.net Map Contest #22 - Voting & Ladder Map Selection TL Poll: How do you feel about the 5.0.16 PTR balance changes? StarCraft II 5.0.16 PTR Patch Notes may 26th
Tourneys
Maestros of The Game 2 announcement and schedule ! Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 528 Infection Detected Welcome to the External Content forum Mutation # 527 Hell Train
Brood War
General
Tesagi Viewer - A new era of replay watching 14k games analyzed: Cross Spawn Nexus first good? FlaSh's ASL S21 Finals Review BGH Auto Balance -> http://bghmmr.eu/ VPN experiences
Tourneys
[ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Why doesn't anyone use restoration? Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne Path of Exile ZeroSpace Megathread
Dota 2
Looking for a Dota Mentor 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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Russo-Ukrainian War Thread How cold is too cold to be outdoors? Dating: How's your luck?
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Gauntlet SC2: A Retrospectiv…
Ctone23
Esportsmanship: How to NOT B…
TrAiDoS
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4931 users

[M] (2) Prisoner's Dilemma

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2013-05-05 05:27:54
April 28 2013 17:26 GMT
#1
Prisoner's Dilemma v 0.1

Uploaded to [NA] [EU]

By: Rife

Will you play naughty or nice?

[image loading]

Old Version
+ Show Spoiler +
[image loading]


click for angled view
+ Show Spoiler +
[image loading]


Stats:
Spawns: 2
Playable Map Bounds: 134 x 134
Main to Main: 62 seconds (Town hall to town hall)
Natural to Natural: 48 seconds (Town hall to town hall)
Main to Main: 50 seconds (Ramp to ramp).
Natural to Natural: 39 seconds (Ramp to ramp).
14 Total Bases (2 Gold Bases)
2 XNT


Concept:
+ Show Spoiler +
If you know what a prisoner's dilemma is then you know the concept I was going for. Players have the option in the early game to take the gold base. If they do, it is likely that the opposing player must react to this by killing the gold base or taking their own gold for themselves. Thus the tagline "will you play naughty or nice".


Screenshots:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Replays:
+ Show Spoiler +
Master's PvT
Example PvZ
Example ZvT


Changelog:
+ Show Spoiler +
Created negative space around natural so it is less exposed.
Added a side path between third and sixth.
Added ramps in the middle connecting fourths.
Major aesthetic update.
Added rocks to outer ramp on third. (It is now a two force field ramp).
Reshaped main bases a little.
Added line of sight blockers below Xel'naga towers.
Added line of sight blockers to the side paths.


I would love to hear your comments and feedback!
Psychonian
Profile Joined March 2012
United States2322 Posts
April 28 2013 18:32 GMT
#2
Hmmmm....

I see this being a major problem in TvZ because of tanks. A player can drop some tanks on the ridges above the gold or 3rd/4th bases, and this would completely shut down mining with no real way to deal with it aside from air units without taking heavy damage from the tanks.

I like the elevated natural, however, as static defense can be placed in the corner, giving it a wide reach on units on low ground, and this could lead to more macro games, which the fan base seems to like more. The watchtowers are placed....oddly... and I'm not sure if I like them there or not. I also think that the rush distance is too long.

If this map were added to the ladder rotation, I would foresee a lot of air play. I enjoy air play, and as with the macro games, this seems to be enjoyed more by fans.

I would have to run some matches on this map to see anything else, and I may or may not do this later. Overall, good map, except for a couple things.
Trans Rights
FlaShFTW
Profile Blog Joined February 2010
United States10466 Posts
April 28 2013 18:33 GMT
#3
while i feel that the rest of the map is solid, i dont really like how the middle plays out. it is a bit too clustered. imo just make a plateau high ground with 1 XNT in the center and remove the side 2.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2013-04-28 18:48:06
April 28 2013 18:46 GMT
#4
On April 29 2013 03:32 Psychonian wrote:
Hmmmm....

I see this being a major problem in TvZ because of tanks. A player can drop some tanks on the ridges above the gold or 3rd/4th bases, and this would completely shut down mining with no real way to deal with it aside from air units without taking heavy damage from the tanks.

I like the elevated natural, however, as static defense can be placed in the corner, giving it a wide reach on units on low ground, and this could lead to more macro games, which the fan base seems to like more. The watchtowers are placed....oddly... and I'm not sure if I like them there or not. I also think that the rush distance is too long.

If this map were added to the ladder rotation, I would foresee a lot of air play. I enjoy air play, and as with the macro games, this seems to be enjoyed more by fans.

I would have to run some matches on this map to see anything else, and I may or may not do this later. Overall, good map, except for a couple things.


Having a high ground position over the gold and fourth was intentional. I'm not sure what you mean by the third though. There is no high ground over the third. Unless you mean the main, but if your main is being dropped you have other problems.
moskonia
Profile Joined January 2011
Israel1448 Posts
April 28 2013 19:03 GMT
#5
I like it, although Blink Stalkers might be a bit too strong here, but that stuff is very fun to watch so sure

Can you upload to EU as well, want to give this a shot. Looks like a really solid map, although the looks can be improved.
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
April 28 2013 19:13 GMT
#6
You might look into limiting the cliffs leading into the main due to blink stalkers, but otherwise the map looks pretty solid and different.
I will never ever play Mech against Protoss. - MVP
MarcusRife
Profile Joined March 2011
343 Posts
April 28 2013 19:13 GMT
#7
On April 29 2013 04:03 moskonia wrote:
I like it, although Blink Stalkers might be a bit too strong here, but that stuff is very fun to watch so sure

Can you upload to EU as well, want to give this a shot. Looks like a really solid map, although the looks can be improved.


Ok. I think I did it. It was my first time uploading to EU.
KingCorwin
Profile Joined February 2013
United States134 Posts
April 29 2013 00:10 GMT
#8
that center design gave me a boner. going for the gold base first every time i play this map
Corwin#12780
MarcusRife
Profile Joined March 2011
343 Posts
April 29 2013 14:30 GMT
#9
On April 29 2013 09:10 KingCorwin wrote:
that center design gave me a boner. going for the gold base first every time i play this map


Glad I could make your day. (or night)
Psychonian
Profile Joined March 2012
United States2322 Posts
April 29 2013 16:48 GMT
#10
On April 29 2013 03:46 MarcusRife wrote:
Show nested quote +
On April 29 2013 03:32 Psychonian wrote:
Hmmmm....

I see this being a major problem in TvZ because of tanks. A player can drop some tanks on the ridges above the gold or 3rd/4th bases, and this would completely shut down mining with no real way to deal with it aside from air units without taking heavy damage from the tanks.

I like the elevated natural, however, as static defense can be placed in the corner, giving it a wide reach on units on low ground, and this could lead to more macro games, which the fan base seems to like more. The watchtowers are placed....oddly... and I'm not sure if I like them there or not. I also think that the rush distance is too long.

If this map were added to the ladder rotation, I would foresee a lot of air play. I enjoy air play, and as with the macro games, this seems to be enjoyed more by fans.

I would have to run some matches on this map to see anything else, and I may or may not do this later. Overall, good map, except for a couple things.


Having a high ground position over the gold and fourth was intentional. I'm not sure what you mean by the third though. There is no high ground over the third. Unless you mean the main, but if your main is being dropped you have other problems.



I looked at the map wrong. I meant the fourth. I thought that the third was the natural, and that the 4th could be either the third or fourth, but now i look at it again and see that it wouldn't ever be the third.
Trans Rights
eTcetRa
Profile Joined November 2010
Australia822 Posts
April 29 2013 16:58 GMT
#11
I'm not a huge fan of that middle, any kind of siege up shuts down the opponent's gold base & would be reasonably hard to break (chokes and whatnot).

Maybe evens out with the new strength of air builds in hots, though.

Enjoying watching you progress!
Retired Mapmaker™
Syphon8
Profile Joined July 2010
Canada298 Posts
April 29 2013 17:07 GMT
#12
Reminds a bit of CK, very good job. Everyone's complaining about the golds being siegable, but realistically they aren't necessary as a base because you have well defined 3rds, 4ths, and 5ths for each player.
',:/
Psychonian
Profile Joined March 2012
United States2322 Posts
Last Edited: 2013-04-29 17:56:27
April 29 2013 17:17 GMT
#13
Alright so I'm running a Ai vs Ai Very Hard game on this map at the moment. Will post how it turns out

EDIT: the game lasted 52 minutes. It was a ZvZ. About 30 minutes of the game was green trying to rebuild hatcheries and tech against a deathball of just about every zerg unit in the game. Lol

Anyway, there was no glaring issues in balance in the map in that matchup, and I'm definitely not going to run 5 more 52-minute games, so yeah.
Trans Rights
monitor
Profile Blog Joined June 2010
United States2409 Posts
April 29 2013 21:25 GMT
#14
Someone is taking economics or just watched Game Theory!
https://liquipedia.net/starcraft2/Monitor
MarcusRife
Profile Joined March 2011
343 Posts
April 30 2013 01:04 GMT
#15
On April 30 2013 02:07 Syphon8 wrote:
Reminds a bit of CK, very good job. Everyone's complaining about the golds being siegable, but realistically they aren't necessary as a base because you have well defined 3rds, 4ths, and 5ths for each player.


Very perceptive of you. I started out with the concept for the middle. I made that first. Then I built the map around that. I have been studying Cloud Kingdom, trying to understand what made it a successful map and any general concepts about map making I could take away from it. In other words it was a big influence in this map. I feel like this one has its own flavor though.

And yes the gold bases are not necessary to survive. It is an extra wrinkle that hopefully provides some interesting game play sometimes, but not every game. I think that gold bases are terribly uninteresting if at some point in the game it just becomes one of the logical bases for you to take. Here it is intended to be for special strategies. Hopefully they are not unusable.
MarcusRife
Profile Joined March 2011
343 Posts
April 30 2013 01:06 GMT
#16
On April 30 2013 06:25 monitor wrote:
Someone is taking economics or just watched Game Theory!


I have a Masters in Economics and teach it at a university. The prisoners dilemma is one of the game theoretical constructs with the most interesting dynamics. I have been thinking about how to incorporate it into a map for awhile.
MarcusRife
Profile Joined March 2011
343 Posts
April 30 2013 21:04 GMT
#17
Made the following changes:

Created negative space around natural so it is less exposed.
Added a side path between third and sixth.
Added ramps in the middle connecting fourths.
MarcusRife
Profile Joined March 2011
343 Posts
May 02 2013 11:17 GMT
#18
Made a major aesthetic update.
llIH
Profile Joined June 2011
Norway2147 Posts
May 02 2013 12:15 GMT
#19
Really reminds me of the 2v2 map. But I love the upgrade.
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2013-05-03 00:37:00
May 02 2013 20:02 GMT
#20
I was able to scrounge up a Masters PvT and a PvZ with me playing a guy who was better than me. But I made an attempt to take the gold as my second base. Anyway, I added a replay section.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 16m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 199
BRAT_OK 77
Classic 22
StarCraft: Brood War
Britney 37129
Calm 10683
EffOrt 694
Horang2 556
firebathero 556
Mini 459
Light 299
ggaemo 196
BeSt 186
Last 183
[ Show more ]
ZerO 176
Rush 156
Zeus 155
hero 96
Pusan 92
Leta 86
Hyun 81
Liquid`Ret 68
scan(afreeca) 67
sorry 47
910 42
Mind 33
ToSsGirL 29
Noble 21
Mong 20
yabsab 17
zelot 14
Sacsri 13
IntoTheRainbow 10
GoRush 10
Barracks 9
Terrorterran 6
Icarus 5
Dota 2
Gorgc4991
Dendi578
XcaliburYe170
LuMiX0
Counter-Strike
fl0m4983
byalli618
zeus252
Super Smash Bros
Mew2King78
Heroes of the Storm
Khaldor160
Other Games
singsing3161
B2W.Neo929
Lowko488
Happy178
Sick110
Hui .53
MindelVK15
ZerO(Twitch)13
OptimusSC24
Organizations
StarCraft: Brood War
lovetv 11
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2478
• Jankos1678
Upcoming Events
uThermal 2v2 Circuit
2h 16m
Grudge Match
3h 16m
FlaShFTW vs A.Alm
OSC
8h 16m
MaxPax vs YoungYakov
Krystianer vs Shameless
GgMaChine vs Creature
LetaleX vs MiniZergUA
ReBellioN vs TBD
ArT vs HiGhDrA
Nicoract vs Azura
GSL
19h 16m
herO vs Rogue
Maru vs Cure
Patches Events
1d
uThermal 2v2 Circuit
1d 2h
BSL
1d 6h
Bonyth vs Dewalt
OSC
1d 11h
Monday Night Weeklies
2 days
Replay Cast
2 days
[ Show More ]
Sparkling Tuna Cup
2 days
Replay Cast
3 days
Kung Fu Cup
3 days
Maestros of the Game
4 days
Classic vs Lambo
Clem vs Maru
Replay Cast
4 days
The PondCast
4 days
Replay Cast
5 days
Replay Cast
6 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

KK 2v2 League Season 1
RSL Revival: Season 5
Heroes Pulsing #1

Ongoing

BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
uThermal 2v2 2026 Main Event
2026 GSL S2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.