• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:13
CEST 20:13
KST 03:13
  • 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
Team Liquid Map Contest #22 - The Finalists14[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21
Community News
2026 GSL Season 1 Qualifiers11Maestros of the Game 2 announced32026 GSL Tour plans announced11Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid21
StarCraft 2
General
MaNa leaves Team Liquid 2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists Weekly Cups (April 6-12): herO doubles, "Villains" prevail Oliveira Would Have Returned If EWC Continued
Tourneys
GSL CK: More events planned pending crowdfunding 2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) SEL Doubles (SC Evo Bimonthly)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
ASL21 General Discussion Pros React To: Tulbo in Ro.16 Group A BGH Auto Balance -> http://bghmmr.eu/ Data needed RepMastered™: replay sharing and analyzer site
Tourneys
Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro16 Group A [ASL21] Ro16 Group B
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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 Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Reappraising The Situation T…
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1816 users

[M] (4) TPW Strangewood Mire - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 Next All
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 28 2013 22:01 GMT
#21
On May 29 2013 06:58 Qikz wrote:
I think the bottom/top bits were better with the previous rocks as it still allowed small units entry, where as now even big units can take that path early.

It wasn't actually blocking any ground units before, it was just a small choke (analogous to a 2x2 size or a 1ramp).
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-05-28 22:12:09
May 28 2013 22:09 GMT
#22
On May 29 2013 06:58 Qikz wrote:
I think the bottom/top bits were better with the previous rocks as it still allowed small units entry, where as now even big units can take that path early.


thanks for the input!
Do you judge from overview/theory or did you have a chance to play the updated streamlined version?
we had the impression the rocks made that part fiddly to an extent it hurt. I hope this version is not too simplistic for your likes


On May 29 2013 06:40 EatThePath wrote:
I like the changes too.

^vert nat2nat is it really that small? I think it's worth trying given the map as a whole, how the 3rds are in those positions, and that will only be 1/3 of the time. By eyeball it looks okay, but still cause for a little anxiety. We shall see! I would like to test.

Map is definitely better for the simplification and adjusted proportions and slightly bigger distances. Really good example of iterating on feedback. All the rock towers seem really important in the applicable spawns, which is very cool.

Now am I thinking about possible watchtower setups, haha. It's totally fine without any, though.


go ahead and test it. It should be up on NA as well. Search for TLMC.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-05-29 00:58:32
May 29 2013 00:56 GMT
#23
Yeah definitely not trying to put false #s up. I remeasured from the flower adjacent to the main ramp (which is a debatable spot to measure from since the choke is narrower farther forward so it is quite conceivable that people would wall-off there) and got 32. If you add 2-3 seconds to each side (by measuring from the forward, narrower spot on the choke) it is easy to see how I got 26-28.

Either way, whether you want to use 28 or 32 as your official number, I think it's worth questioning/having a plan B ready in case it becomes a problem.. Especially considering the nat is behind the main ramp so the main ramp to main ramp is essentially the same distance as the nat choke-> nat choke.. it's a very, very short rush.

I think (were it to win TLMC and make it to ladder) it would be the shortest nat-nat / main-main ever in the ladder pool other than entombed valley horizontal spawns (which most ppl agree were bad) and a couple beta maps.

I'm actually not trying to bash the map too badly though, other than that problem I think the map is really cool, I like a lot of the ideas. Even though the rush for vert spawns is short I like the dual paths there, also.
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
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-05-29 06:25:43
May 29 2013 06:21 GMT
#24
On May 29 2013 09:56 Fatam wrote:
Yeah definitely not trying to put false #s up. I remeasured from the flower adjacent to the main ramp (which is a debatable spot to measure from since the choke is narrower farther forward so it is quite conceivable that people would wall-off there) and got 32. If you add 2-3 seconds to each side (by measuring from the forward, narrower spot on the choke) it is easy to see how I got 26-28.

Either way, whether you want to use 28 or 32 as your official number, I think it's worth questioning/having a plan B ready in case it becomes a problem.. Especially considering the nat is behind the main ramp so the main ramp to main ramp is essentially the same distance as the nat choke-> nat choke.. it's a very, very short rush.

I think (were it to win TLMC and make it to ladder) it would be the shortest nat-nat / main-main ever in the ladder pool other than entombed valley horizontal spawns (which most ppl agree were bad) and a couple beta maps.

I'm actually not trying to bash the map too badly though, other than that problem I think the map is really cool, I like a lot of the ideas. Even though the rush for vert spawns is short I like the dual paths there, also.


it is nice to you have so much interest in the map and show your support here. yet we are obviously monitoring the 32sec rush distance and make changes if needed before TLOpen.

the solutions for it are +2/4/6 seconds with rocks on the near side of the ramp or/and extra height to the map. if we feel okay without these changes after having seen more games i am more than happy though.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 29 2013 06:42 GMT
#25
If 32 is okay, I'm not sure what timing breaks at 4 seconds sooner. Also, the comparison to entombed is a good starting point but of limited use since the 3rd was also even closer to the opponent, and here in vertical spawns the 3rd actively pulls the players farther apart and farther away from the shortest route. The destructible rocks also add a few seconds I assume.

The most dangerous part about it, imo, is the situation that players might have to play overly safe on the chance that the spawns are vertical and the opponent is doing something very fast and cheesy which can't be stopped in vertical positions if you play greedy, before scouting. Of course, you could also have a build that delays the greedy decision until scouting, and you can always scout vertical first.
Comprehensive strategic intention: DNE
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
May 29 2013 07:06 GMT
#26
Okay, I like this map now. Glad you got rid of the rocks at the 3 and 9 positions, and generally reduced the number of rocks in the map. This is shaping up pretty well.
Fatam
Profile Joined June 2012
1986 Posts
May 29 2013 07:40 GMT
#27
On May 29 2013 15:42 EatThePath wrote:
If 32 is okay, I'm not sure what timing breaks at 4 seconds sooner.


Did we ever establish that 32 is ok? I mean, it might be but I don't think we can say that for sure yet. I sort of hope so, as I think the map is in a pretty good place right now and it would be unfortunate to have to mess with things.

I also think that can be a dangerous way to think (that 28 is ok because 32 is ok). Cuz then you can be like "well 28 is ok, so 24 is ok".. etc. - at some point you obviously have to draw the line.
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
Samro225am
Profile Joined August 2010
Germany982 Posts
May 29 2013 10:03 GMT
#28
On May 29 2013 16:40 Fatam wrote:
Show nested quote +
On May 29 2013 15:42 EatThePath wrote:
If 32 is okay, I'm not sure what timing breaks at 4 seconds sooner.


Did we ever establish that 32 is ok? I mean, it might be but I don't think we can say that for sure yet. I sort of hope so, as I think the map is in a pretty good place right now and it would be unfortunate to have to mess with things.

I also think that can be a dangerous way to think (that 28 is ok because 32 is ok). Cuz then you can be like "well 28 is ok, so 24 is ok".. etc. - at some point you obviously have to draw the line.


i think the distance is crucial, but you are making a strange argument here. nobody says -2 is okay and another -2 is okay.

Additionally each map feature needs to be evaluated in its context, similar to what EatThePath wrote:

On May 29 2013 15:42 EatThePath wrote:
If 32 is okay, I'm not sure what timing breaks at 4 seconds sooner. Also, the comparison to entombed is a good starting point but of limited use since the 3rd was also even closer to the opponent, and here in vertical spawns the 3rd actively pulls the players farther apart and farther away from the shortest route. The destructible rocks also add a few seconds I assume.


What is described here is something I am sure we will experience in many games:

On May 29 2013 15:42 EatThePath wrote:
The most dangerous part about it, imo, is the situation that players might have to play overly safe on the chance that the spawns are vertical and the opponent is doing something very fast and cheesy which can't be stopped in vertical positions if you play greedy, before scouting. Of course, you could also have a build that delays the greedy decision until scouting, and you can always scout vertical first.

It just happens when players are challenged with something that diverges from "daybreak clones". We need to play and observe games and give players and the map a chance to play out this way or another.

Qikz
Profile Blog Joined November 2009
United Kingdom12029 Posts
Last Edited: 2013-05-29 16:44:14
May 29 2013 13:41 GMT
#29
On May 29 2013 07:01 EatThePath wrote:
Show nested quote +
On May 29 2013 06:58 Qikz wrote:
I think the bottom/top bits were better with the previous rocks as it still allowed small units entry, where as now even big units can take that path early.

It wasn't actually blocking any ground units before, it was just a small choke (analogous to a 2x2 size or a 1ramp).


I played it and I'm pretty sure my tanks couldn't get up the ramp :p

Either way doesn't matter now. I want to get to play this but I'm a bit busy at the moment, hopefully it'll end up on ladder and I can play it more frequently/easily! :D
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 30 2013 02:50 GMT
#30
On May 29 2013 22:41 Qikz wrote:
Show nested quote +
On May 29 2013 07:01 EatThePath wrote:
On May 29 2013 06:58 Qikz wrote:
I think the bottom/top bits were better with the previous rocks as it still allowed small units entry, where as now even big units can take that path early.

It wasn't actually blocking any ground units before, it was just a small choke (analogous to a 2x2 size or a 1ramp).


I played it and I'm pretty sure my tanks couldn't get up the ramp :p

Either way doesn't matter now. I want to get to play this but I'm a bit busy at the moment, hopefully it'll end up on ladder and I can play it more frequently/easily! :D

Oh I might be wrong then.


About rush distance... there's definitely a "too close" that just makes for imbalance, regardless of intervening terrain. In that kind of situation, the mere threat of an attack abusing the close distance forces the blind response, which puts that player behind regardless of whether the attack is carried out. This kind of "for free" advantage is the real culprit imo, since I assume you can hold 99% of attacks if you know which one it is and players figure it out eventually. This also means that determining imbalance is a lot harder than "does zerg always die to a marauder hellbat push" in the first 2 weeks of a map.

I have no idea if 32 is okay. It is borderline by current standards but it was average at one point. HotS competition maps so far have used the forced macro overly conservative nat2nat developed in WoL and I don't remember any maps in beta that really pushed the nat2nat on the short side. There are certain things like immortal sentry all-in that will be too strong at short distance regardless of HotS changes but we don't actually know what those are. Surely worth pushing the limits imo.
Comprehensive strategic intention: DNE
SidianTheBard
Profile Joined October 2010
United States2475 Posts
May 30 2013 04:08 GMT
#31
How close is Klontas nat2nat assuming you take the little bridge? I know all-ins can be troublesome on that map but I can't recall what the rush distance is on that.
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.
Fatam
Profile Joined June 2012
1986 Posts
May 30 2013 04:20 GMT
#32
klontas nat choke to nat choke is also 32. Of course you're going through that tiny bridge to do so, so that can help in some situations.
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
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-05-30 08:16:52
May 30 2013 06:49 GMT
#33
news: with the extra height of 4 added to the map the distance can go up to "as much as" 35, depending on wheather one forces the scout to take the outiside (3rd base) by adding a small bend into the plateau.


edit: this change will be tested before TLOpen. All other changes of 1.1 will be kept.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-05-30 12:13:48
May 30 2013 06:49 GMT
#34
plz delete this post
Samro225am
Profile Joined August 2010
Germany982 Posts
June 03 2013 13:24 GMT
#35
just a quick information:
we want to stick with the design of the map unless games prove that changes are needed.

the current setup allows three distinctively different rush distances. The closest distance can be abused in the sense that an aggressive undetected cheese will make lots of damage, but so far it seems like many things are defendable and even on close spawn games that make it through the first minutes have a good chance to actually develop macro games.
Samro225am
Profile Joined August 2010
Germany982 Posts
June 08 2013 10:03 GMT
#36
Vote Strangewood now!

Why I think it deserves your vote:
- lefix says it is the best
- most possibilities from agression to macro
- change the Terrain by taking Down Rocks Or Add collabsable Rock towers
- no Features that Force specific tactics beside scouting
- finally all spawn
Fatam
Profile Joined June 2012
1986 Posts
June 08 2013 17:34 GMT
#37
- no Features that Force specific tactics beside scouting


I think this is a big one. A lot of the other maps basically force zerg to go muta which imo is kind of lame / would get boring very quickly.
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
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 08 2013 18:46 GMT
#38
On June 09 2013 02:34 Fatam wrote:
Show nested quote +
- no Features that Force specific tactics beside scouting


I think this is a big one. A lot of the other maps basically force zerg to go muta which imo is kind of lame / would get boring very quickly.

Yeah, I agree. However for this map, the threat of a very close rush distance spawn actually probably does force certain build orders unless you are willing to gamble. But the map overall does not heavily favor or prevent any style.
Comprehensive strategic intention: DNE
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
June 08 2013 18:57 GMT
#39
Every map 'forces' certain build orders. There's essentially no map in the pool where you can go 3 CC before rax. All the maps 'force' that you have to go 1 rax CC or CC first into rax. If you make maps large enough or go play in the practice league or say on Arkanoid. 3 CC before rax is pretty standard meta. There's no theoretical limitation in the game itself that stops you from successfully making a third CC before a single rax. It's a function of the maps we currently use.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 08 2013 19:02 GMT
#40
Yes siskos, I mean relative to "standard", which is not such close rush distances.
Comprehensive strategic intention: DNE
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
IPSL
16:00
Ro24 Group C
WolFix vs nOmaD
dxtr13 vs Razz
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 532
mouzHeroMarine 521
Hui .177
BRAT_OK 61
StarCraft: Brood War
Britney 18955
Calm 3788
Mini 433
firebathero 233
Dewaltoss 105
Pusan 51
910 42
Rock 40
Sexy 33
Dota 2
Gorgc7550
qojqva1905
League of Legends
Reynor53
Counter-Strike
fl0m4803
olofmeister2231
byalli1094
shahzam321
Super Smash Bros
Mew2King96
Heroes of the Storm
Khaldor323
MindelVK9
Other Games
Grubby3260
FrodaN1259
Beastyqt758
Mlord589
Liquid`Hasu166
KnowMe123
QueenE52
Railgan47
Organizations
Dota 2
PGL Dota 2 - Secondary Stream8404
Other Games
gamesdonequick699
BasetradeTV511
StarCraft 2
angryscii 19
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 25 non-featured ]
StarCraft 2
• StrangeGG 70
• printf 55
• Adnapsc2 22
• Response 4
• OhrlRock 1
• Migwel
• LaughNgamezSOOP
• sooper7s
• IndyKCrew
• AfreecaTV YouTube
• Kozan
• intothetv
StarCraft: Brood War
• Airneanach81
• RayReign 20
• 80smullet 16
• FirePhoenix11
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1119
• WagamamaTV178
League of Legends
• Jankos2303
• TFBlade1417
Other Games
• imaqtpie823
• Shiphtur154
Upcoming Events
BSL
47m
UltrA vs KwarK
Gosudark vs cavapoo
dxtr13 vs HBO
Doodle vs Razz
Patches Events
3h 47m
CranKy Ducklings
5h 47m
Sparkling Tuna Cup
15h 47m
WardiTV Map Contest Tou…
16h 47m
Ladder Legends
20h 47m
BSL
1d
StRyKeR vs rasowy
Artosis vs Aether
JDConan vs OyAji
Hawk vs izu
IPSL
1d
JDConan vs TBD
Aegong vs rasowy
Replay Cast
1d 14h
Wardi Open
1d 15h
[ Show More ]
Afreeca Starleague
1d 15h
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
1d 21h
RSL Revival
2 days
Afreeca Starleague
2 days
Barracks vs Leta
Royal vs Light
WardiTV Map Contest Tou…
2 days
RSL Revival
3 days
Replay Cast
4 days
The PondCast
4 days
KCM Race Survival
4 days
WardiTV Map Contest Tou…
4 days
Replay Cast
5 days
Escore
5 days
RSL Revival
5 days
WardiTV Map Contest Tou…
6 days
Ladder Legends
6 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

Escore Tournament S2: W3
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
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
BLAST Rivals Spring 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.