• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 12:39
CET 18:39
KST 02:39
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns5[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1822Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises3Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3
StarCraft 2
General
Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Chinese SC2 server to reopen; live all-star event in Hangzhou Starcraft 2 Zerg Coach
Tourneys
SC2 AI Tournament 2026 WardiTV Winter Cup OSC Season 13 World Championship uThermal 2v2 Circuit WardiTV Mondays
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution
Brood War
General
I would like to say something about StarCraft StarCraft & BroodWar Campaign Speedrun Quest BGH Auto Balance -> http://bghmmr.eu/ Data analysis on 70 million replays Empty tournaments section on Liquipedia
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread Awesome Games Done Quick 2026! Should offensive tower rushing be viable in RTS games?
Dota 2
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 Survivor II: The Amazon Sengoku Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread The Big Programming Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
How do archons sleep?
8882
Psychological Factors That D…
TrAiDoS
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
GOAT of Goats list
BisuDagger
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1926 users

[M] (2) Zepphyr Jungle

Forum Index > SC2 Maps & Custom Games
Post a Reply
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2013-07-30 03:20:35
July 28 2013 11:32 GMT
#1
[image loading]





Overview

Officially uploaded to [SEA] [NA] [EU] [KR]

[image loading]

Officially uploaded to [SEA] [NA] [EU] [KR]



Map Details

                  Name Zepphyr Jungle
                  Version 1.0 (28/07/2013)
                  Bounds 128x134
                  Bases 12 Normal Yield
                  Rush Distances 60 seconds (worker speed)



Eye Candy

+ Show Spoiler [Click for images (image heavy)] +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]






Change Log
Retired Mapmaker™
partouf
Profile Blog Joined May 2011
Netherlands405 Posts
July 28 2013 11:58 GMT
#2
I Love this map already!
[update twitchuser set banned=1 where lastmessage like '%nohomo%';] - twitter.com/@partouf
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 28 2013 12:03 GMT
#3
Phaeton + Zerus ^_^
^_^.... ^_^.... ^_^.... ^_^.... ^_^...

The third is kinda cool
Mapmaker of Frost, Fruitland and Bridgehead
eTcetRa
Profile Joined November 2010
Australia822 Posts
July 28 2013 12:04 GMT
#4
On July 28 2013 21:03 Semmo wrote:
Phaeton + Zerus ^_^
^_^.... ^_^.... ^_^.... ^_^.... ^_^...

The third is kinda cool


<3 I couldn't get rid of that little pathway just yet, I wanna see how it goes!
Retired Mapmaker™
IeZaeL
Profile Joined July 2012
Italy991 Posts
July 28 2013 12:07 GMT
#5
Fucking cool ! Good job.
Author of Coda and Eastwatch.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
July 28 2013 12:12 GMT
#6
Love the idea with destructible rocks + vision blockers at 5th screenshot
Tminus____
Profile Joined September 2011
249 Posts
July 28 2013 12:18 GMT
#7
NICE minerals in crates even
cmon gimme a break im to old for this shit
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 28 2013 15:15 GMT
#8
Is the third below the main's backdoor seigable from the nearby highground?
Moderatorshe/her
TL+ Member
Aunvilgod
Profile Joined December 2011
2653 Posts
July 28 2013 18:00 GMT
#9
Sexy. But I think the 3rd is a bit easy to take, especially for T.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-07-28 18:14:32
July 28 2013 18:13 GMT
#10
Looks so cool. :D

Third is easy, but... the interesting options for putting pressure on it make it okay maybe. I could see a really interesting fast 3rd metagame on this map. (For P and T.)

One thing I might change, that big open low ground area at 1/7 that doesn't really lead anywhere, why not cut back the edge of the ground and provide some more air space next to the main? I think this would be more "fair" for current map standards for air vulnerability and it would give another option for pressure on a fast-easy-3rd.

[edit] Seriously beautiful doodads.
Comprehensive strategic intention: DNE
lorestarcraft
Profile Joined April 2011
United States1049 Posts
July 28 2013 19:58 GMT
#11
I'm going to claim to have at least partially inspired this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=418263

I do think this is a really cool map. I like the third, faster path to the backdoor than to the natural ramp bothers me some, but I think the flow of the map is actually good.
SC2 Mapmaker
Fatam
Profile Joined June 2012
1986 Posts
July 28 2013 21:00 GMT
#12
Looks cool at first glance. I'm not sure how much rock on the highest level, then sand, then grass on the lowest level makes sense, but it's pretty

Seems like backdoors are becoming more popular, which is great.

One tiny nitpick, I think one of the geysers at the nat is not 100% efficient. Not a big deal but maybe worth looking into.
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
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
July 28 2013 22:38 GMT
#13
I'd worry about the rush distance from the natural to the backdoor rocks entrance.

The biggest issue with backdoor rocks is how does Terran defend two-base all-ins since bunkering in two locations isn't really feasible. I think the best way to resolve this is with a longer rush distance to that location. Terran can easily bunker their natural in such a way that the enemy can't walk past the bunkers to attack the rocks, so would have to go to the backside to attack, but from the third, the enemy can threaten the main and natural simultaneously. That distance is a little further but maybe not far enough given the incredibly short distance between the main and natural attack points on this map.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 29 2013 02:15 GMT
#14
On July 29 2013 07:38 FlyingBeer wrote:
I'd worry about the rush distance from the natural to the backdoor rocks entrance.

The biggest issue with backdoor rocks is how does Terran defend two-base all-ins since bunkering in two locations isn't really feasible. I think the best way to resolve this is with a longer rush distance to that location. Terran can easily bunker their natural in such a way that the enemy can't walk past the bunkers to attack the rocks, so would have to go to the backside to attack, but from the third, the enemy can threaten the main and natural simultaneously. That distance is a little further but maybe not far enough given the incredibly short distance between the main and natural attack points on this map.

For the ZvT bust scenario, I think it's reasonable that the terran can wall the top of the backdoor ramp with their infrastructure while holding the usual timing at their nat, and have a tank out to put on the cliff between the two areas totally shutting down any prolonged bounce back and forth play.
Comprehensive strategic intention: DNE
FlyingBeer
Profile Blog Joined June 2012
United States262 Posts
July 30 2013 02:08 GMT
#15
On July 29 2013 11:15 EatThePath wrote:
Show nested quote +
On July 29 2013 07:38 FlyingBeer wrote:
I'd worry about the rush distance from the natural to the backdoor rocks entrance.

The biggest issue with backdoor rocks is how does Terran defend two-base all-ins since bunkering in two locations isn't really feasible. I think the best way to resolve this is with a longer rush distance to that location. Terran can easily bunker their natural in such a way that the enemy can't walk past the bunkers to attack the rocks, so would have to go to the backside to attack, but from the third, the enemy can threaten the main and natural simultaneously. That distance is a little further but maybe not far enough given the incredibly short distance between the main and natural attack points on this map.

For the ZvT bust scenario, I think it's reasonable that the terran can wall the top of the backdoor ramp with their infrastructure while holding the usual timing at their nat, and have a tank out to put on the cliff between the two areas totally shutting down any prolonged bounce back and forth play.



I assume you're referring to a 2-base roach bust? Most terran build orders don't have a tank out by 7:00 do they? I'm also thinking of some protoss 2-base timings. 5gate/5Oracle all-in, Immortal/Archon all-in, etc. where Terran frequently never gets a tank.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 30 2013 03:10 GMT
#16
On July 30 2013 11:08 FlyingBeer wrote:
Show nested quote +
On July 29 2013 11:15 EatThePath wrote:
On July 29 2013 07:38 FlyingBeer wrote:
I'd worry about the rush distance from the natural to the backdoor rocks entrance.

The biggest issue with backdoor rocks is how does Terran defend two-base all-ins since bunkering in two locations isn't really feasible. I think the best way to resolve this is with a longer rush distance to that location. Terran can easily bunker their natural in such a way that the enemy can't walk past the bunkers to attack the rocks, so would have to go to the backside to attack, but from the third, the enemy can threaten the main and natural simultaneously. That distance is a little further but maybe not far enough given the incredibly short distance between the main and natural attack points on this map.

For the ZvT bust scenario, I think it's reasonable that the terran can wall the top of the backdoor ramp with their infrastructure while holding the usual timing at their nat, and have a tank out to put on the cliff between the two areas totally shutting down any prolonged bounce back and forth play.



I assume you're referring to a 2-base roach bust? Most terran build orders don't have a tank out by 7:00 do they? I'm also thinking of some protoss 2-base timings. 5gate/5Oracle all-in, Immortal/Archon all-in, etc. where Terran frequently never gets a tank.

What I was trying to say is that you might need to alter your build a little but doing so makes defending much easier. Adapting to the map and all.
Comprehensive strategic intention: DNE
Please log in or register to reply.
Live Events Refresh
Next event in 20h 21m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SKillous 338
Harstem 270
TKL 115
BRAT_OK 77
MindelVK 22
StarCraft: Brood War
Britney 41976
Jaedong 818
Shuttle 549
Stork 452
Larva 416
Leta 233
Mong 106
Hyuk 103
Hyun 95
Snow 89
[ Show more ]
Mind 43
Shine 27
Sexy 21
910 19
JYJ 18
Rock 13
Dota 2
BananaSlamJamma31
LuMiX0
League of Legends
C9.Mang0646
Counter-Strike
fl0m1224
oskar144
adren_tv92
Other Games
Gorgc3854
Liquid`RaSZi2046
Grubby1736
FrodaN1252
ceh9380
RotterdaM289
JimRising 273
DeMusliM271
Fuzer 256
ArmadaUGS187
Beastyqt181
KnowMe130
Mew2King72
QueenE69
B2W.Neo13
Organizations
Other Games
gamesdonequick41024
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• naamasc242
• poizon28 23
• HeavenSC 21
• iHatsuTV 8
• sooper7s
• intothetv
• Kozan
• AfreecaTV YouTube
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• HerbMon 26
• FirePhoenix5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Other Games
• Shiphtur319
Upcoming Events
OSC
20h 21m
SOOP
2 days
SHIN vs GuMiho
Cure vs Creator
The PondCast
2 days
Sparkling Tuna Cup
3 days
IPSL
4 days
DragOn vs Sziky
Replay Cast
4 days
Wardi Open
4 days
Monday Night Weeklies
4 days
Liquipedia Results

Completed

Proleague 2026-01-06
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
OSC Championship Season 13
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

Escore Tournament S1: W3
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.