• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:17
CEST 18:17
KST 01:17
  • 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 2914Serral 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
Neeb returns to progaming; rejoins ONSYDE12Weekly Cups (July 20-26): Early returns on 5.0.16b8IntoTheTV X SOOP SC2 League : Weekly & Monthly4Clem: "I don't have that much hope in Blizzard"9ZeroSpace Early Access is Now Live!42
StarCraft 2
General
Clem: "I don't have that much hope in Blizzard" Neeb returns to progaming; rejoins ONSYDE Weekly Cups (July 20-26): Early returns on 5.0.16b Balance hotfix patch 5.0.16b (July 16) Terran or Protoss
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament IntoTheTV X SOOP SC2 League : Weekly & Monthly INu's Battles#18 - Cure, herO, Rogue & ByuN
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 536 Railroad Switch The PondCast: SC2 News & Results Mutation # 535 Assembly of Vengeance Mutation # 534 Burning Evacuation
Brood War
General
Making an Online Broodwar Manager Game BW General Discussion ASL22 General Discussion screpdb: new Starcraft reporting tool ASL 22 Proposed Map Pool
Tourneys
2v2v2v2 Tournament [Megathread] Daily Proleagues Star Con San Diego 2026 Escore Tournament - Season 3
Strategy
Fighting Spirit mining rates Odyssey Mineral Stack Saturation Simple Questions, Simple Answers PvT advise for noobs
Other Games
General Games
Path of Exile ZeroSpace Early Access is Now Live! Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
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 Artificial Intelligence Thread US Politics Mega-thread European Politico-economics QA Mega-thread How to buy a book - shipping from Korea to Europe
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread 2026-27 Football Thread placeholder TeamLiquid Health and Fitness Initiative For 2023 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
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Games, Hormones, and "Dark" …
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 21060 users

[M] (4) TPW Nimbus

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2013-05-06 22:23:26
May 06 2013 21:33 GMT
#1
[image loading]
TPW Nimbus
Layout by Icetoad
Aesthetics by wrl
Version: 0.2
Based on the BW map MoonLight Shadow by sTY_leZerG-eX
Published: [NA]

[image loading]
Angled Overview:+ Show Spoiler +
[image loading]

HD Overview
Details Album
HD Angled View

Features:
Map Size:152x152
XNT:1
Bases:16 8m2g
Rush Distance:
Close Position main to main: 52s
Cross Position maint to main: 59s

Aesthetic Information:
+ Show Spoiler +
Umoja Panels Medium Light
Moros Panels Large
Skygeirr Lab Inner Grid Medium
Korhal Platform Panels Medium
Korhal Platform Panels Small Dark
Castanar Small Tiles
Umoja Grid Small
Korhal Platform Manmade Cliffs
Skygeirr Platform Manmade Cliffs
Custom Skygeirr Platform skybox


Description:
Main has an in-base natural. The main ramp is a large ramp but blocked by debris to have the ramp wall-off like a normal main ramp. The natural has the mineral line oriented towards the center which favours air harass. The third is rather close, but can be harassed by the side cliff and has a fairly open space just in-front of the third.

For your forth, you will probably want to expand away from the opponent. In the center, you have a xel'naga tower that can only be approached by small and medium unit, which means that archon, thor, ultra,etc... Can not go near it because of the small choke surrounding the tower.

In conclusion, the map favours macro game, but offers a lot of harass opportunity.

Changelog:
Map Maker of Nimbus
wrl
Profile Joined April 2011
United States209 Posts
May 06 2013 21:43 GMT
#2
Wow, what a pretty map!
It's funny; I dream a lot, but I'm not a very good sleeper.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 06 2013 21:43 GMT
#3
Good map.
SC2 Mapmaker
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 06 2013 21:43 GMT
#4
On May 07 2013 06:43 wrl wrote:
Wow, what a pretty map!

Lol, think so? ahah
SC2 Mapmaker
MarcusRife
Profile Joined March 2011
343 Posts
May 06 2013 21:45 GMT
#5
IMO the debris should be removed from the main base entrance since there are two full bases behind it. Kespa made the change to the entrance to the natural on Planet S because it was too easy to wall off at the natural and have two bases behind it. I think the same logic applies here.
yoigen
Profile Joined September 2010
Germany369 Posts
May 06 2013 21:57 GMT
#6
your map looks like a swastika
Today I didn't even have to use my AK, I gotta say it was a good day.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
May 06 2013 22:04 GMT
#7
On May 07 2013 06:45 MarcusRife wrote:
IMO the debris should be removed from the main base entrance since there are two full bases behind it. Kespa made the change to the entrance to the natural on Planet S because it was too easy to wall off at the natural and have two bases behind it. I think the same logic applies here.

Planet S does not have an in base natural
SC2 Mapmaker
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2013-05-06 22:08:57
May 06 2013 22:07 GMT
#8
On May 07 2013 06:45 MarcusRife wrote:
IMO the debris should be removed from the main base entrance since there are two full bases behind it. Kespa made the change to the entrance to the natural on Planet S because it was too easy to wall off at the natural and have two bases behind it. I think the same logic applies here.


That's a valid point. We obviously didn't want to have just a single-wide ramp to the main, but because the natural is so exposed to air we didn't want the main to be too vulnerable either. This is the safer route which we decided to go with, its possible, given testing, that an unblocked 2-wide ramp may suffice.

On May 07 2013 06:57 yoigen wrote:
your map looks like a swastika


sigh...
It's funny; I dream a lot, but I'm not a very good sleeper.
llIH
Profile Joined June 2011
Norway2147 Posts
May 06 2013 22:44 GMT
#9
Really crisp and clean
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 06 2013 22:46 GMT
#10
Damn this thing looks sexy as fuck :drools:

In the layout, i would remove the central xel'naga since i feel it removes from the game more than it adds to it, but other than that the map is good, maybe too good....
@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.
Veloh15
Profile Joined January 2012
United States161 Posts
May 06 2013 23:06 GMT
#11
I hate to say it but... It does resemble a swastika. If you remove the intersection at the end of each road it should fix that.
monitor
Profile Blog Joined June 2010
United States2409 Posts
May 06 2013 23:35 GMT
#12
Oh no it's a swastica! Hitler has risen from the dead and he's going to gas anybody that plays the map!
https://liquipedia.net/starcraft2/Monitor
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2013-05-07 00:35:19
May 07 2013 00:10 GMT
#13
In all seriousness the swastika is not only the symbol of the Nazi, it's even a symbol for many ancient religion.
I would also like to quote something very interesting that Nightmarjoo said on a post on Broodwarmaps.net about swastika:
Either math is a code of nazism, blizzard is a wing of neo-nazism, or fractals are a very inherant part of mapping; which makes sense since chaos theory and fractal behavior is very much so part of landscape and of nature and shapes

But for me I don't see a swastika...
Map Maker of Nimbus
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 07 2013 01:16 GMT
#14
Well, it's better than Crevasse and Calm Before the Storm, so
Comprehensive strategic intention: DNE
Icetoad
Profile Joined May 2010
Canada262 Posts
May 07 2013 01:24 GMT
#15
On May 07 2013 10:16 EatThePath wrote:
Well, it's better than Crevasse and Calm Before the Storm, so

Thank you
Map Maker of Nimbus
Semmo
Profile Joined June 2011
Korea (South)627 Posts
May 07 2013 01:34 GMT
#16
Could I see the original map as well?

Btw, map looks really good.
Mapmaker of Frost, Fruitland and Bridgehead
SidianTheBard
Profile Joined October 2010
United States2475 Posts
May 07 2013 01:39 GMT
#17
The TPW circlejerk is strong in this thread. I can make out a swastika, but it's not bad at all, so I don't think arguing about it is necessary.

Now, regarding the map.

I'd like maybe a little more room behind the mineral line in the in-base natural. It'd make the base a little safer from air because you could plant more static defense or units behind the mineral line, yet it'd still be exposed quite a bit. With Air being much stronger in HotS I think doing that would help out quite a bit.

I worry about the single wide ramp above the 3rds. Terran could abuse that extremely hard and Protoss could abuse that even harder. 2 base all-in, get above the zerg 3rd and you can easily defend yourself with the single forcefield ramp.

Cross positions I like, but close might be a problem. How fast is it main ramp to main ramp in close positions? I assume you did the main hall to main hall to measure the distance, but it'd probably be another ~15 seconds closer if measured from ramp to ramp. Also getting off a 3rd base close positions might prove to be very difficult.

XWT, I'm on the fence about. I like having it in the middle, you see a lot, but you can also sneak around the sides. With that said, have you tried it without a watchtower? The map itself isn't very complicated so maybe you might be better without one?

Aesthetics are great. Props on using the orange outline because without that the map would be very bland and not as appealing.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Coppermantis
Profile Joined June 2012
United States845 Posts
May 07 2013 01:40 GMT
#18
This doesn't resemble a Swastika any more than other rotationally symmetric maps.

That said, I really like the map, especially the aesthetics. Although I agree that the debris on the main ramp could probably be removed.
wrl
Profile Joined April 2011
United States209 Posts
May 07 2013 02:01 GMT
#19
On May 07 2013 10:39 SidianTheBard wrote:
The TPW circlejerk is strong in this thread. I can make out a swastika, but it's not bad at all, so I don't think arguing about it is necessary.

Now, regarding the map.

I'd like maybe a little more room behind the mineral line in the in-base natural. It'd make the base a little safer from air because you could plant more static defense or units behind the mineral line, yet it'd still be exposed quite a bit. With Air being much stronger in HotS I think doing that would help out quite a bit.

I worry about the single wide ramp above the 3rds. Terran could abuse that extremely hard and Protoss could abuse that even harder. 2 base all-in, get above the zerg 3rd and you can easily defend yourself with the single forcefield ramp.

Cross positions I like, but close might be a problem. How fast is it main ramp to main ramp in close positions? I assume you did the main hall to main hall to measure the distance, but it'd probably be another ~15 seconds closer if measured from ramp to ramp. Also getting off a 3rd base close positions might prove to be very difficult.

XWT, I'm on the fence about. I like having it in the middle, you see a lot, but you can also sneak around the sides. With that said, have you tried it without a watchtower? The map itself isn't very complicated so maybe you might be better without one?

Aesthetics are great. Props on using the orange outline because without that the map would be very bland and not as appealing.


What circlejerk? Icetoad and I both worked on the map, Monitor and I both made jokes.

Area behind the Nat: We went back and forth about that, the consensus was that you can't be able to tank the fourth mineral line from the nat, or vice versa, and the resulting amount of space is what we have, that said the minerals could probably be moved in a tick or two to make it easier to defend without static d.

Ramp above third: it certainly favors zerg the least, I'm a bit worried about it, and if testing proves it, changing it to a 2-wide is definitely doable.

XWT: I really see no problem with the tower on this map other than the fact that its a tower and has all inherent problems every other tower has. There is PLENTY of space to avoid the tower on this map and the center is very wide open, making it difficult to defend.

Cheers.
It's funny; I dream a lot, but I'm not a very good sleeper.
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2013-05-07 02:03:16
May 07 2013 02:02 GMT
#20
On May 07 2013 10:34 Semmo wrote:
Could I see the original map as well?

Btw, map looks really good.

[image loading]

On May 07 2013 10:39 SidianTheBard wrote:
I worry about the single wide ramp above the 3rds. Terran could abuse that extremely hard and Protoss could abuse that even harder. 2 base all-in, get above the zerg 3rd and you can easily defend yourself with the single forcefield ramp.

Well I've talked with Sasquatch about it and said that section above the third will only see it being used in TvT and maybe PvZ, PvT, but he said it wouldn't cause that much of a problem since you could easily stop before it happens. However, it's true that he pointed that it would probably be abused a bit by a 3base all-in with a collosi timing or a blink stalker 2 base all-in. But overall he wasn't very concern about that part.

Map Maker of Nimbus
1 2 Next All
Please log in or register to reply.
Live Events Refresh
OSC
13:00
King of the Hill #257
WardiTV630
EmpressLilyy34
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ByuN 528
ProTech88
StarCraft: Brood War
Britney 38484
Calm 6617
EffOrt 947
Soma 558
Soulkey 423
Shuttle 341
Snow 282
BeSt 262
Rush 230
hero 108
[ Show more ]
Dewaltoss 95
Sharp 77
Killer 74
Hyun 61
Mind 51
ToSsGirL 44
Sexy 30
HiyA 29
Terrorterran 25
zelot 15
Shine 13
IntoTheRainbow 11
Mong 1
Dota 2
Gorgc9508
qojqva1437
Dendi1285
League of Legends
Trikslyr37
Counter-Strike
fl0m4315
x6flipin375
Other Games
FrodaN2696
singsing1619
hiko840
B2W.Neo615
Mlord580
DeMusliM310
uThermal202
ToD168
XaKoH 121
crisheroes120
QueenE65
MindelVK3
Organizations
StarCraft 2
TaKeTV 152
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Shameless 17
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 3215
• WagamamaTV486
League of Legends
• Nemesis3374
Other Games
• Shiphtur201
Upcoming Events
Patches Events
43m
Reynor vs Solar
ByuN vs TBD
OSC
1h 13m
Replay Cast
7h 43m
Escore
17h 43m
CrankTV Team League
18h 43m
OSC
1d 6h
Replay Cast
1d 7h
Afreeca Starleague
1d 11h
RSL Revival
1d 16h
ByuN vs SHIN
Solar vs Lambo
WardiTV Summer Champion…
1d 18h
[ Show More ]
Afreeca Starleague
2 days
RSL Revival
2 days
Clem vs Serral
herO vs Rogue
WardiTV Summer Champion…
2 days
WardiTV Weekly
3 days
Sparkling Tuna Cup
4 days
PiGosaur Cup
5 days
Replay Cast
5 days
Kung Fu Cup
5 days
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-07-29
SCTL 2026 Spring
Eternal Conflict S2 Finale

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W5
ASL Season 22: Qualifier #1
ASL Season 22: Qualifier #2
Acropolis #5
Escore Tournament S3: W6
Escore Tournament S3: W7
Escore Tournament S3: W8
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Light Tournament 2026
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 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.