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[M] (4) TPW Strangewood Mire

Forum Index > SC2 Maps & Custom Games
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Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-05-28 18:17:43
May 21 2013 05:47 GMT
#1
[image loading]


TPW Strangewood Mire v1.1

Map created by:Samro225am
Uploaded to: [NA] [EU] [KR] [SEA] - search for TLMC

TLMC #2 Finalist!


[image loading]
+ Show Spoiler [v1.0] +
[image loading]



Features
  • 160x148 (v1.0 156x144)
  • all spawn enabled, 1, 5, 7, 11.
  • spawn setups differ in rush distance and create differnet game experiences
  • complex geometry mixing 180° (2spawn) and 90° (4spawn) rotational symmetry
  • accessible thirds regardless of starting locations
  • collapsible rocks at 3 and 9 can be used to slow down early-midgame attacks
  • collapsible rocks at 6 and 12 can additionally be used to make drops and air harass against thirds more effective
  • pathwork, chokes and highrounds motivate maneuvering and precise positioning
  • main extends over natural choke (similar to Neo Planet S)


Additional Images
+ Show Spoiler +

(Please note that these images are still showing version 1.0)
[image loading]
(11:00 main)
[image loading]
(10:30 nat)
[image loading]
(chocke is small enough to wall-off with two 3x3 and pylon going flower to flower; here the 6:30 nat)
[image loading]
(09:00 third)
[image loading]
(12:00 third left side)
[image loading]
(12:00 third right side)


Change Log:

v1.1
+ Show Spoiler +
  • map size increased by 4 in height and width
  • no more rocks beside the vertical rocks at 12 and 6 - where the LoSBs is now gone
  • rock towers instead of wonky 12 and 6 rocks on ramps
  • no more watchtower
  • middle cleaner and a bit more open, added LoSBs
  • adjusted size of "chokes" between low thirds and middle to fit (5 3x3) to have same size and bigger openings from all four sides to the middle
  • natural choke is now longer and blockable with 3 3x3 completely or forge+pylon+gate with blocking unit
  • all dodads repositioned to fit increase map size
  • many dooadads scaled down to not block flying units
  • adjusted texturing where needed



Known Issues:
none

Edit1(130522) - added two lines to 'known issues'
Edit2(130529) - Updated to 1.1. Please refer to the changelog. Overview of old version spoilered.
Fatam
Profile Joined June 2012
1986 Posts
May 21 2013 06:13 GMT
#2
Grats on finalist, good map!

I actually feel like the XNT might be unnecessary given that the map is somewhat on the chokey side ("chokey" here not being a bad thing, just how the map is).
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
moskonia
Profile Joined January 2011
Israel1448 Posts
May 21 2013 07:02 GMT
#3
The symmetry is very cool, I like it.
onewaystyx
Profile Joined September 2011
Switzerland46 Posts
May 21 2013 10:08 GMT
#4
I honestly dislike this map. I think that mapmakes should start going back to different styles and also start looking up some old bw maps. Im so tired of boring maps like this. How about you stop making maps where the third and fourth are basically identical and instead make a really easy third but a very difficult 4th. It would make the game so much better and wed stop seeing people actually win by being terrible and just doing some cheap backstab tactics that blossom on these kind of maps.
:D
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-05-21 10:43:14
May 21 2013 10:34 GMT
#5
On May 21 2013 19:08 onewaystyx wrote:
I honestly dislike this map. I think that mapmakes should start going back to different styles and also start looking up some old bw maps. Im so tired of boring maps like this. How about you stop making maps where the third and fourth are basically identical and instead make a really easy third but a very difficult 4th. It would make the game so much better and wed stop seeing people actually win by being terrible and just doing some cheap backstab tactics that blossom on these kind of maps.


have you played the map yet?

one hint: while the design of thirds and fourth is same/similar to have rotational balance, they will play out very differently in relation to when you take them; e.g. the right 6:00 base taken as fourth will need a different way of defending than the left which you could be take as third. It is true that you need same thirds and fourths deisgn on 4p maps, yet this map provides much more diversity than whirlwind, because of all spawns enabled and also because of the 3:00 and 9:00 bases.

maybe your comment was not very well informed, but anyway, comments like yours help map makers very little. this map actually tackles some problems very well that we have with whirlwind (positional-uber-balance > boring).
sCnDiamond
Profile Joined January 2011
Germany340 Posts
Last Edited: 2013-05-21 10:44:52
May 21 2013 10:41 GMT
#6
On May 21 2013 19:08 onewaystyx wrote:
I honestly dislike this map. I think that mapmakes should start going back to different styles and also start looking up some old bw maps. Im so tired of boring maps like this. How about you stop making maps where the third and fourth are basically identical and instead make a really easy third but a very difficult 4th. It would make the game so much better and wed stop seeing people actually win by being terrible and just doing some cheap backstab tactics that blossom on these kind of maps.
We do look at old BW maps, but a lot of their features can't be done because of forcefield, warp-in and the lack of a real high-ground advantage. Samro's map isn't a standard one, you'll have to work for your 3rd quite a bit more than on akilon wastes for example. I want to see how it plays out.
Vent your ladder frustration somewhere else please.
formerly spinnaker.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
May 21 2013 11:11 GMT
#7
This is one of the only TLMC finalist maps I haven't had a chance to play yet so I'll add my meching terran opinion properly when I've gotten a chance to play it today, but from the overview I really like some of the ways you've used the rock towers and I especially like the way (much like in Planet S) how the main juts out over the natural choke. It's hard to really quantify into words just how much that helps mech openings against Toss, especially mine which is a siege expand. It's part of the reason Bel'shir vestige is really hard to mech vs toss on as there's not really any highground for you to shell them from.

Whether it works as well as it looks like it will I don't know, but I like the look of it from the overview. ^^
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
DBS
Profile Joined July 2012
515 Posts
May 21 2013 11:35 GMT
#8
On May 21 2013 19:08 onewaystyx wrote:
I honestly dislike this map. I think that mapmakes should start going back to different styles and also start looking up some old bw maps. Im so tired of boring maps like this. How about you stop making maps where the third and fourth are basically identical and instead make a really easy third but a very difficult 4th. It would make the game so much better and wed stop seeing people actually win by being terrible and just doing some cheap backstab tactics that blossom on these kind of maps.

Easy third and impossible 4th= antiga. I'm pretty sure most people were happy to see that map go. Also those "cheap backstabs" are what made life so successful. Doing those backstab attacks well is actually very difficult
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-05-21 21:55:53
May 21 2013 21:48 GMT
#9
ESVision/Ironman just streamed a few games on the TLMC#2 maps and the single game on that map was quite entertaning. TvZ from vertical spawns and ling agression ended up in a complete mech game from both sides with all bases taken at some point. very strong positioning from both players expanding horizontally taking away rocks as they grabbed more space (well, at least after they got that part ) and harass/snipes against the far away bases.

This is not what one can expect from the first publicly streamed game on a map and in general not from the vertical spawn setup, yet it showcased the possibilities and issues with the rock and ramp setups between vertical spawns.

I am looking forward to many more games and if you are up for a few games to join the TLMC channel on NA and play the new maps, they are all pretty interesting!
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
Last Edited: 2013-05-21 23:55:10
May 21 2013 22:49 GMT
#10
This is not what one can expect from the first publicly streamed game on a map and in general not from the vertical spawn setup, yet it showcased the possibilities and issues with the rock and ramp setups between vertical spawns.


Does this mean you hated the game or liked it? I can't figure it out :p

Playing this map I really enjoyed the positioning aspects on it and I think for a change it's a really, really nice map for mech. For me personally I can't think of much I'd like changed.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
eTcetRa
Profile Joined November 2010
Australia822 Posts
May 22 2013 01:33 GMT
#11
Looking at this map more and more I would love to see it win, alongside Frost.
Retired Mapmaker™
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-05-22 06:41:41
May 22 2013 06:41 GMT
#12
On May 21 2013 14:47 Samro225am wrote:
Known Issues:
we are currently looking into the 'issue' of too many rocks. while they are integreal to the map's concept, we might be able to make the design work with less rocks.


so what are your experiences with rocks on this map?
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 22 2013 07:37 GMT
#13
While I haven't played the map yet, we talked about it a little while obsing the game earlier today (yesterday now?), the long TvZ. They didn't really come into play much during the game, other than the players were diligent in removing them when it was to their benefit. That's always cool, but I think this map just has too many rocks in general. Part of the reason I say that is because top level play is too tight to allow time for the destruction of so many rocks at crucial early timings, so balance shouldn't depend on it all across the map. This is most relevant probably in the middle where the long vertical rocks increase the openness.

Now, those long vertical rocks and the long horizontal rocks at the 6/12 highgrounds seem to be meant to increase the rush distance and impede pushes in horizontal spawns. A similar set of rocks is used for vertical spawns, the little 2x6 horizontal rocks on the inner highground at 3/9.

Those rocks all seem like they are fixes, not part of the map design itself. And in addition to the rock towers and the rocks on both ramps to the 3/9 bases, it's a bit overwhelming. Personally I think the 2x6 rocks at 3/9 are completely extraneous and could be removed. The others I can understand why you need them, but I still think it'd be better to use less rocks, although I don't have a really good reason. Except for the inner rocks at 6/12, which are a chore for zerg to destroy to make the middle more zerg friendly, and they won't have a good opportunity to do that in horizontal spawns.


My suggestion would be to have rock towers over the ramps at the 6/12 highgrounds, analogous to how they function for vertical spawns. The current long horizontal rock not only looks funny, but it doesn't buy you much increased rush distance. So in my eyes it really only serves to create a narrow ramp, but I can't really envision a scenario in the early game where you would defend at that chokepoint in horizontal spawns.

The long vertical rocks in the LosB seem like they might be better as a permanent barrier. I am wondering about: what if you remove the rocks, make the current LosB line unpathable, and replace the inner doodad clump with LosB. This makes the center more open, retains the LosB feature which will be very relevant in horizontal spawns and many other situations, and simplifies the rocks situation. It is also really not that different functionally than the current situation with rocks. It would also emphasize the 6/12 highground position because it permanently takes longer to go around to the ramp on the opposing side.

Here is a picture to illustrates some possible changes to think about:

[image loading]

Of course these are just my thoughts from observing one game and giving the map some thought for the better part of an hour while looking at the in-game proportions and distances. And I may have missed some of the motivations behind the rock usage.
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
May 22 2013 08:37 GMT
#14
thanks for the input! With some observation you are right, other analysis are not completely correct, but I agree with what you think needs to be looked at.

  • vertical rocks in losb are part of the design, like the rock towers between vertical spawns they are meant to slow down pushes and force players to take other routes. think of a 2p axial symmetry with the shortest path blocked.
  • the long horizontal rocks (12 and 6) used to be rock towers during the design process before.
  • the middle could use a bit more space, but i am not so sure about your suggestion with even more permanent obstructions. i rather have more permanent obstruction gone and leave the vertical rocks in an important position. with the idea of smaller hole/doodad cluster at its end you are correct though.


your in depth discussion is very much appreciated!
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
May 22 2013 11:17 GMT
#15
Playing it yesterday although I didn't notice some of the rocks (like the ones in the LoSB, thought that was just a wall I couldn't break) I didn't mind your rock placement. If anything it benefits my very slow, high tank count style due to the fact it chokes off quite a lot of areas which in my opinion is badly needed on atleast one map in the map pool to make mech a lot more viable on it. There's lots of flanking oppurtunities for the other player, but if you've got a mech player sieged up well, they'll still be able to cover those flanks and at least do some damage before the tanks died.

I'd love to play it in a couple of more games today and play some more agressive mech styles, but I shut down my own push yesterday when I trapped myself in the wrong place :p
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-05-28 18:14:44
May 28 2013 18:14 GMT
#16
Map is updated to v1.1

Changes
  • map size increased by 4 in height and width
  • no more rocks beside the vertical rocks at 12 and 6 - where the LoSBs is now gone
  • rock towers instead of wonky 12 and 6 rocks on ramps
  • no more watchtower
  • middle cleaner and a bit more open, added LoSBs
  • adjusted size of "chokes" between low thirds and middle to fit (5 3x3) to have same size and bigger openings from all four sides to the middle
  • natural choke is now longer and blockable with 3 3x3 completely or forge+pylon+gate with blocking unit
  • all dodads repositioned to fit increase map size
  • many dooadads scaled down to not block flying units
  • adjusted texturing where needed
Fatam
Profile Joined June 2012
1986 Posts
May 28 2013 21:09 GMT
#17
I like the changes.

I didn't notice this before (not sure how), but I think the vertical spawn rush distances are pretty worrisome.

Ohana (a pretty short rush distance map) has a nat ramp to nat ramp of around 34 worker seconds.. the nat choke to nat choke for the vertical spawns here is only 26-28! (depending on where exactly you consider the choke to be). Horizontal is more reasonable at around 34-35.
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: 2013-05-28 22:04:18
May 28 2013 21:32 GMT
#18
On May 29 2013 06:09 Fatam wrote:
I like the changes.

I didn't notice this before (not sure how), but I think the vertical spawn rush distances are pretty worrisome.

Ohana (a pretty short rush distance map) has a nat ramp to nat ramp of around 34 worker seconds.. the nat choke to nat choke for the vertical spawns here is only 26-28! (depending on where exactly you consider the choke to be). Horizontal is more reasonable at around 34-35.


Please check the possible wall-ins before throwing around false numbers! No idea how you calculated it, if you used an analyzer or if you measured from some strange position.

The wall can be build from ramp/plant to flower or flower to flower. Measuring on the central point on that line I receice 33 and measuring CC to CC I get 40.
Sure, if you wall off at the outmost point of the choke you get other results. The outmost point of the nat choke indeed is the smallest being blockable by 3 forcefields.

Please note that the choke is designed to be quite narrow and longish and is overlooked by the main (tank vs roach push).
All rush distances were checked over and over again. The design was adjusted in many small steps constantly looking out to get the numbers reasonable but different enough from each other, while keeping a space efficent design with thirds in a good and manageable distance.

So far the design works with all spawns enabled.

edit: now that is set: glad you like the changes

edit2: the whole design revolves around getting the possibility of aggression and macro in one map. if players spawn vertically and bring the aggression early one games can be short,but it can totally go into a macro game even with the short rush distance - because of the way the terrain is made between these spawns although this comes into play after the very first aggression. The shortest distance is made to be played micro-intensive in order to make it slow. I am sure there will be pressure builds, agression early on and even cheese but by design the game might be slower on vertical spawns (later nat and third in most cases) and more aggressive than on horizontal. That is what many actually ask for: make a map that allows aggression and macro games from all spawns and plays out differently often enough.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 28 2013 21:40 GMT
#19
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.
Comprehensive strategic intention: DNE
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
May 28 2013 21:58 GMT
#20
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.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
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 Kingdom12022 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 States2474 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
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-06-12 14:00:04
June 12 2013 13:55 GMT
#41
2013 Ritmix Russian StarCraft II League Season 5 to use Strangewood Mire
Samro225am
Profile Joined August 2010
Germany982 Posts
June 13 2013 22:24 GMT
#42
RSL Strangewood - Hero vs Lowely
game starts at 6:45
meatpudding
Profile Joined March 2011
Australia520 Posts
June 13 2013 23:27 GMT
#43
Can't watch right now... but nice work man!
Be excellent to each other.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-06-14 01:57:10
June 14 2013 00:57 GMT
#44
Can't wait to watch as soon as chanman's show is over.

[edit] Holy what, that was a wacky game. Good stuff!
Comprehensive strategic intention: DNE
Semmo
Profile Joined June 2011
Korea (South)627 Posts
June 14 2013 01:13 GMT
#45
Cross spawn was really good. Constant denying of bases etc
Mapmaker of Frost, Fruitland and Bridgehead
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-07-29 20:20:14
July 29 2013 20:18 GMT
#46
with RSL season 5 taken by life over bomber (and me finally having time to catch up with the last month of starcraft) i made a small collection of tournament games. From this small sample one cannot really discuss balance, but maybe see a few things that work well on that map as well as stuff one would like to do differently next time.

unsure when one can say it is time to actually judge a map, but in my opinion Strangewood Mire showed its potential to produce different games. it's symmetry is something i will keep in mind for new maps at least.

lookingback at its small history of exposure (TLMC2 and RSL season5) i am quite happy how it turned out. except: avocado! (:


HerO vs Lowely

Husky - RSL PvZ HerO vs Lowely - Game 1 - Match 1, Group C
+ Show Spoiler +
  • cross spawn;
  • nice back and forth until Hero goes mainly air and powers through, because Lowely was maxed but never strong enough to kill him off;
  • 30min game

+ Show Spoiler +
i was very well entertained, husky says map looks diskusting like moldy avocado ^^


Hyun vs HuK

Nathanias - RSL ZvP Hyun vs HuK Game 1 - Match 2, Group F
+ Show Spoiler +
  • cross spawn;
  • huk with late third; being flanked on his natural's plateau and killed by hydras from two sides;
  • 15min game
    + Show Spoiler +
Hyun really just outplayed huk imho.


Bly vs Bomber

Savage K1ller - RSL - ZvT Bly vs Bomber - Match 1, Ro16
+ Show Spoiler +
  • horizontal spawn;
  • bomber expanding towards Bly and dropping on away 3o'clock third, Bly's bane ling counterattack being killed for the win between Boxer's nat and third
  • 15min game

+ Show Spoiler +
interesting to see in comparison to the next game.


LucifroN vs. HyuN

cRY - RSL - TvZ - LucifroN vs. HyuN - Match 1, Quarterfinal
+ Show Spoiler +
  • horizontal spawn;
  • hyun speedling runs over the close third, baneling into nat and shortly after another bust into the nat and after pushing twice (not realizing the possibility to go through) lucifron kinda starved.
  • 15min game

+ Show Spoiler +
I feel like exanding towards zerg does not help under all circumstances. zerg can just replenish again and again, use the highround with mutas going back and forth etc. a more defensive posture and a few tanks might be needed to expand towards, but gas will be running short.. i guess only bomber can do it lol
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