• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:11
CET 10:11
KST 18:11
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy5ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool39Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Potential Updates Coming to the SC2 CN Server Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (August 25-31): Clem's Last Straw? Weekly Cups (March 9-15): herO, Clem, ByuN win
Tourneys
World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 518 Radiation Zone The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
Soulkey's decision to leave C9 JaeDong's form before ASL BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Ro24 Preview Pt1: New Chaos ASL21 General Discussion
Tourneys
ASL Season 21 LIVESTREAM with English Commentary [ASL21] Ro24 Group A [Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion 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
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
U4GM Tips Counter Enemy Gadgets Fast in Black Ops rsvsr How to Keep Reward Chains Rolling in Monopol u4gm What to Do First in MLB The Show 26 Spring
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3993 users

[M](2) Graveside

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
eTcetRa
Profile Joined November 2010
Australia822 Posts
Last Edited: 2015-01-21 10:22:05
October 28 2013 14:34 GMT
#1


[image loading]

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



Map Details

                  Name DF Graveside RE
                  Version 2.0 (20/01/2015)
                  Bounds 132x132
                  Bases 10 Normal Yield
                  Rocks 3 Sets
                  Towers Nil



Eye Candy

+ Show Spoiler [Click for images] +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]





+ Show Spoiler +
not quite new, eh?
Retired Mapmaker™
Qikz
Profile Blog Joined November 2009
United Kingdom12025 Posts
October 28 2013 15:38 GMT
#2
I personally think it'd be more interesting if the in base natural was a mineral only to promote pushing out on the map to get a third gas base. but I like all the chokes as someone who used to play mech all the time.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
moskonia
Profile Joined January 2011
Israel1448 Posts
October 28 2013 15:41 GMT
#3
Why rocks on the 3/9 bases?

I think you have 3 bases really too easy, either make the in-base expo a half base or make the 3rd much harder somehow. If you choose to keep it this way then you will see a lot of passive games, especially in PvZ. I think a cool solution would be to make the in-base expo semi blocked by creep, sort of like the one that was on that kespa map with all the rocks, you can just use a nydus worm to do it.
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
October 28 2013 16:45 GMT
#4
I don't like that both the natural and the third are cliffable. I think that the outside expansion shouldn't be cliffable to promote circumstances where that base is a better natural than the in-base one.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
October 28 2013 17:18 GMT
#5
Cool map, awesome aesthetics!
~ ~ <°)))><~ ~ ~
Meltage
Profile Joined October 2010
Germany613 Posts
October 28 2013 17:29 GMT
#6
Nice. Isnt the third a bit boring and safe given that you have an inbase nat?
http://mentalbalans.se/aggedesign
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
October 28 2013 18:24 GMT
#7
Breath taking, the theme is astonishing!

But! i must agree with the guys and say that these rocks at the 3/9 bases should be at the inside natural instead, i think you put those rocks there in fear that a player may camp the lowground while having a wall at the natural and stay on four bases all the time, but by that time the opposing player could harass the main and inside natural of the camping player without much problems forcing him to burn resources into defenses for his main and inside base, so yeah, i would switch the rocks from the 3/9 bases into the inside base instead.

Also damn this map is pretty.
@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.
RFDaemoniac
Profile Joined September 2011
United States544 Posts
October 28 2013 19:26 GMT
#8
Aren't mineral-only bases profoundly Terran favored?

I don't think the plates at the bottom of the ramp are too important. If they wall you into 2 bases that's not nearly as bad as being walled into 1 base, and it might actually be nice to see that as a way to punish a fast 3rd.

I also don't understand the rocks at the 4th.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
October 28 2013 20:04 GMT
#9
I much prefer Viper Pit over this one. Acquiring a 4th base is reasonably difficult, but I've never been a fan of the whole full economy for free idea. SC2 caps at 3 base economy; there should be some effort required to obtaining it, otherwise games just become silly city.
Twitter: @iamcaustic
eTcetRa
Profile Joined November 2010
Australia822 Posts
October 29 2013 12:35 GMT
#10
Hey guys revisiting an older version of the map with a few tweaks, I think it is a lot more interesting of a map this way.

[image loading]

Changes:
            There is a rocked entrance to the in-base natural expansion. (2x ramps).
             The 3/9 o'clock bases have had their ramp directions changed.

Proposed Changes:
             Perhaps will add a 1x ramp back door to the 1 & 7 o'clock bases.
             Pull back the ramp at the 3 & 9 o'clock bases to widen the path to the 2 & 8 o'clock bases.

Thoughts?
Retired Mapmaker™
meatpudding
Profile Joined March 2011
Australia520 Posts
October 29 2013 13:13 GMT
#11
Interesting. Back doors into the main need to be explored more in HotS I think.

I feel like the 'other' natural is pretty defensible too. Since you can only approach via the one ramp or a long choke, any kind of poke would be risky. Once all rocks are cleared the dynamic changes completely though.
Be excellent to each other.
Gfire
Profile Joined March 2011
United States1699 Posts
November 02 2013 17:29 GMT
#12
I think the wind placed in the main bases is really messing with the visuals. The dust in it is really heavy so it's hard to see. I hope something can be done about that.
all's fair in love and melodies
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 02 2013 18:45 GMT
#13
On October 29 2013 21:35 eTcetRa wrote:
Proposed Changes:
             Perhaps will add a 1x ramp back door to the 1 & 7 o'clock bases.
             Pull back the ramp at the 3 & 9 o'clock bases to widen the path to the 2 & 8 o'clock bases.

Thoughts?


No to the new backdoor, yes to the wider path
~ ~ <°)))><~ ~ ~
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 02 2013 19:21 GMT
#14
I like the concept of the backdoor to make 3 base economy less of a freebie, but not the execution. With the current version, we're looking at a backdoor that's faster to reach than the normal entrance. This ends up getting really weird, Blistering Sands style. Not as bad as that map, naturally, but along the same lines.
Twitter: @iamcaustic
Gfire
Profile Joined March 2011
United States1699 Posts
November 02 2013 19:26 GMT
#15
On November 03 2013 04:21 iamcaustic wrote:
I like the concept of the backdoor to make 3 base economy less of a freebie, but not the execution. With the current version, we're looking at a backdoor that's faster to reach than the normal entrance. This ends up getting really weird, Blistering Sands style. Not as bad as that map, naturally, but along the same lines.

Blistering sands had a problem where the distance between the entrance of the nat and the backdoor (of the same player) were way WAY closer on the outside than the inside. That doesn't exist here. The fact that the backdoor is closer to the opponent's nat than the front door isn't really an issue. It fact considering the natural is actually towards the backdoor ramp it's actually closer to standard. The small front main ramp acts more like the back door once the rocks are down.
all's fair in love and melodies
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2013-11-05 02:53:55
November 05 2013 02:49 GMT
#16
On November 03 2013 04:26 Gfire wrote:
Show nested quote +
On November 03 2013 04:21 iamcaustic wrote:
I like the concept of the backdoor to make 3 base economy less of a freebie, but not the execution. With the current version, we're looking at a backdoor that's faster to reach than the normal entrance. This ends up getting really weird, Blistering Sands style. Not as bad as that map, naturally, but along the same lines.

Blistering sands had a problem where the distance between the entrance of the nat and the backdoor (of the same player) were way WAY closer on the outside than the inside. That doesn't exist here. The fact that the backdoor is closer to the opponent's nat than the front door isn't really an issue. It fact considering the natural is actually towards the backdoor ramp it's actually closer to standard. The small front main ramp acts more like the back door once the rocks are down.

The distance thing is why this isn't as bad as Blistering (I thought that was obvious) and why I labelled it weird instead of broken.

EDIT: Elaborating more... my biggest issue is that attacking the rocked path becomes the faster choice, and as a defender you end up with a bigger ramp into the main to defend. It's awkward from a defensive standpoint. Not the end of the world, methinks, but I'm not sold on it being the most direct attack path.
Twitter: @iamcaustic
Gfire
Profile Joined March 2011
United States1699 Posts
November 05 2013 06:01 GMT
#17
Having the backdoor sort of turn into the front door doesn't seem like a problem to me. I thought that was cool on Blistering Sands.
all's fair in love and melodies
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
November 05 2013 06:52 GMT
#18
On November 05 2013 15:01 Gfire wrote:
Having the backdoor sort of turn into the front door doesn't seem like a problem to me. I thought that was cool on Blistering Sands.

Whether it's a problem (I'm assuming you mean balance issue) or not is something for play testing to help determine. I was just saying I don't like it in the same way you think it's cool. Kinda the same reason I don't like Polar Night that much; maps that muck with the fundamentals in a way that doesn't seem to serve much purpose nor affect the meta game. Not the end of the world like I said before, but I'm still meh on the execution.
Twitter: @iamcaustic
imre
Profile Blog Joined November 2011
France9263 Posts
January 15 2014 18:38 GMT
#19
There is a problem in the map, your reapers can get stuck on the little deep space if you don't actually move them manually.
http://drop.sc/371041
Zest fanboy.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
January 20 2014 23:36 GMT
#20
Looks like a ramp is glitched
SC2 Mapmaker
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
January 21 2014 00:36 GMT
#21
I still don't get why this map didn't make it to the map pool.. Was by far the best map with best games IMO in the RBTG tournament.. Perhaps cause there are few too many good proxy-locations though.. IDK

As a map feels much better than the lava-rising one IMO.. But yah - things and special effects like that probably win the crowd overall
Another world, another place, another universe, won the race.. :) ;) :P
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 23 2014 04:05 GMT
#22
I'll fix the pathing issues that I can find in a few hours, hopefully!

Retired Mapmaker™
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 20 2015 15:13 GMT
#23
New update. Thanks for opening the thread back up Plexa. You the man!
Retired Mapmaker™
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 20 2015 15:39 GMT
#24
np anytime
Administrator~ Spirit will set you free ~
moskonia
Profile Joined January 2011
Israel1448 Posts
January 20 2015 17:53 GMT
#25
What was changed exactly?
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 21 2015 10:00 GMT
#26
- Complete aesthetics (texture and doodad) overhaul.
- Tightened up the bounds (down to 132x132).
- Fixed mineral placements on most bases.
- Fixed more pathing issues.
- Added various quality of life features to the map for Zerg (like overlord vision spots).
- Added some drop-pods around the map. Near center and around 1 & 7 o'clock bases.
- Slimmed down the main bases.
- Enlarged backdoor ramp to 3-width ramp with XL rocks (from 2-width ramp and 6x6 rocks).
- Terrain at 6 & 12 o'clock revamped.
- Terrain at center revamped.

Though looking at the map you might have noticed this.
Retired Mapmaker™
Normal
Please log in or register to reply.
Live Events Refresh
Replay Cast
09:00
WardiTV Mondays #75
CranKy Ducklings27
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Livibee 132
ProTech126
StarCraft: Brood War
Larva 324
firebathero 286
Hyuk 259
NotJumperer 70
Shinee 69
Jaedong 50
ToSsGirL 49
Killer 44
Dewaltoss 38
Nal_rA 33
[ Show more ]
Leta 29
yabsab 29
ZergMaN 20
Terrorterran 17
Movie 15
Hm[arnc] 14
Bale 13
soO 11
GoRush 11
SilentControl 7
Dota 2
XcaliburYe99
canceldota61
League of Legends
Reynor82
Counter-Strike
Stewie2K1174
Other Games
ceh9522
Happy296
Fuzer 149
Sick89
crisheroes85
Mew2King65
olofmeister28
ViBE26
Organizations
Other Games
gamesdonequick574
Dota 2
PGL Dota 2 - Main Stream120
Other Games
BasetradeTV109
StarCraft: Brood War
lovetv 9
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• LUISG 14
• CranKy Ducklings SOOP3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• HappyZerGling116
Upcoming Events
Afreeca Starleague
49m
Sharp vs Scan
Rain vs Mong
Wardi Open
2h 49m
Monday Night Weeklies
7h 49m
Sparkling Tuna Cup
1d
Afreeca Starleague
1d
Soulkey vs Ample
JyJ vs sSak
Replay Cast
1d 23h
Afreeca Starleague
2 days
hero vs YSC
Larva vs Shine
Kung Fu Cup
2 days
Replay Cast
2 days
KCM Race Survival
2 days
[ Show More ]
The PondCast
3 days
WardiTV Team League
3 days
Replay Cast
3 days
WardiTV Team League
4 days
RSL Revival
5 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
5 days
Platinum Heroes Events
5 days
BSL
5 days
RSL Revival
6 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
6 days
BSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-22
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
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
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.