• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 09:14
CET 15:14
KST 23:14
  • 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 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! Team TLMC #5: Winners Announced! What's the best tug of war? The Grack before Christmas Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies
Tourneys
OSC Season 13 World Championship $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play
Brood War
General
What are former legends up to these days? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion How soO Began His ProGaming Dreams Klaucher discontinued / in-game color settings
Tourneys
[Megathread] Daily Proleagues [BSL21] LB SemiFinals - Saturday 21:00 CET [BSL21] WB & LB Finals - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Nintendo Switch Thread Mechabellum Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Has Anyone Tried Kamagra Chewable for ED? 12 Days of Starcraft The Games Industry And ATVI
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 Where to ask questions and add stream?
Blogs
National Diversity: A Challe…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Saturation point
Uldridge
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1190 users

[M](2) KTV Seleucia Precinct

Forum Index > SC2 Maps & Custom Games
Post a Reply
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2013-11-21 18:51:15
November 21 2013 16:54 GMT
#1
[image loading]




Hi guys, here i'm again once again, this time publishing a map which i consider it to be the best one i have made yet! I'm quite pumped for it because in the test games it proved to be quite interesting, also i really like the way the theme came up even with the limitations i had (keeping it playable and easy to read), this map was built upon Oumanville, Aradia and Cloud Atlas.

Sadly i couldn't add the cars and stuff, not because i couldn't manage to make them with the triggers but because they didn't show up pass the Fog of war inside the game



Map is published in:
[AM],[EU],[KR],[SEA]



[image loading]


Overview:


[image loading]

Information/Analyser:

+ Show Spoiler +

[image loading]

Sadly the map analyzer can't handle the epicness of the light bridges so it crashed when i tried to load the map, so i had to remove the bridges to load the map, the distances for the map are:

Main to Main: ~55 seconds
Natural to Natural: ~45 seconds


Eye Candy:


Image heavy
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]




Small info about the map:


+ Show Spoiler +

◙ No Xel'nagas.
◙ A standard map for my standards.
◙ Good open spaces around tight central areas.
◙ Open natural (quite open).
◙ Quite open third base with an optional third base that can be walled off more easily but it is also farther away.
◙ Custom billboards and light bridges!



I hope you guys enjoy the map, remember that to find it it is easier to search for KTV instead of having to memorize the name!

GG GL HF
@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.
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2013-11-21 17:42:59
November 21 2013 17:19 GMT
#2
I-FUCKING-LIKE-THIS-MAP !

I might steal some ideas for my next map

Also , now you must do that Protoss-City map with golden skyscrapers.
Btw , how did you make the bridges ? You modified some data or just gave them a walkable path ?
Author of Coda and Eastwatch.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 21 2013 17:58 GMT
#3
Actually the sky crappers are for a re-texturing of an older map i'm working on Past Glories, in the entire Vol II my goal was to get out a bunch of different ideas and layouts out of my head more than the texturing of the maps themselves, now that i have more experience in layouts and stuff i want to review their themes and work harder on them so they can look prettier ♥.

Now that i bring back the Vol II, Seleucia here is using a heavily modified layout version of Plank's Orbit mixed in with a bit of Saalok Dreams/Past Glories, this is a layout that i'm quite comfortable with, and it has proven his worth with Cloud Kingdom (between many others) so that's the reason why i think of this map more as of a standard map.

The bridges where a hairy thing because what i used to do to make bridges (swap some models, footprints and alot of actors data) doesn't seem to be working anymore , so for this map i had to place some korhal bridges, edit their data so they don't show up in-game, and also i had to edit their footprints so they would fit the light bridges and not bug out while doing so, there are still a couple bugs with them tho, if you look closer when a unit is going to enter the smaller lateral bridges you will see that the unit moves higher a bit before the unit reaches the bridge, that's because the skewed and hidden model and the edited footprint don't fit all that well, this probably is a bug by blizzard's part because the pathing layer behaves as if the model wasn't skewed/reduced, but oh well at least you won't find that your units fall into the void while passing the bridge, so yeah it works...

Also go ahead, i would be thrilled to have some of my maps features stolen ^^ hehe
@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.
Gfire
Profile Joined March 2011
United States1699 Posts
November 21 2013 18:08 GMT
#4
I think there are some cool ideas here.

I think there's a problem with readability. The layout is complex and the aesthetics don't help. The resource saturation is kinda high.

I like the bases around the main. I think it's neat, and the layout there is the main feature of the map. I'm not such a big fan of the 12/6 bases and the other bases in the corners. The 12/6 are kinda close to the nat taking away from the much cooler bases in the other direction, and in general I think the those three bases should be reduced to two.

At least you could push the 12/6 closer to the cliff so it was a bit more vulnerable. I think that closer, open third would be the preferable option in too many cases despite being pretty wide open. It's just so close, and I think it's the most boring third and the one that would make for the worst games.
all's fair in love and melodies
IeZaeL
Profile Joined July 2012
Italy991 Posts
November 21 2013 18:12 GMT
#5
This reminds me something i did about 6 months ago , i resolved it by placing a bridge unit ( the metallic ones ) and swapping it's model. Always use blizzard units as templates :D
Author of Coda and Eastwatch.
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
November 21 2013 18:13 GMT
#6
Interesting looking map with some creative use of doodads... and the Heroes of the Storm billboards earn brownie points when Blizzard consider a map for the ladder.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 21 2013 18:46 GMT
#7
@Gfire yeah that's one of the main issues when making city themed maps, visibility, but i feel the map is okay in that regard, i mean which is more easy to read this one + Show Spoiler +
[image loading]
or this another one + Show Spoiler +
[image loading]
, i actually wanted to make it feel even more of a city like superhuman's map but i couldn't because it would compromise readability too much.

As for the third yeah, i have a couple of different versions, one has a less open natural with a farther away third (under the cliff as you said) and there are others that have a safer third with a open natural, so yeah i tried a lot of different versions but i choose this one because it stands off enough of other maps but at the same time it still has a "good layout", the problem is that even tho i want the players to make the decision of which base to take, "will i take that highground base as a third or will i take my closer but more exposed third base?" but keeping the closer third close enough so Protoss players could take it without too much hassle. I know this will make the games more macro oriented and slower than otherwise but it also means less 2 base all in from Protoss players. I mean i could go all the way to the suck it up to the Protoss players (i have already done it) but for this map i preferred a more standard layout.

@Lez yeah i used to do the same thing, but it was not working anymore for bridges u.u


@iHiro Ahaha, my favorite ones are the ones from Romantically Apocalyptic, and that one of Jaedong ♥
@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.
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
November 21 2013 18:57 GMT
#8
Did you ever find a use for the Red Bull graphics I made for the TLMC?

+ Show Spoiler +
[image loading]
[image loading]
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Gfire
Profile Joined March 2011
United States1699 Posts
November 21 2013 19:51 GMT
#9
Well generally I think a harder natural should mean a harder third as well, rather than an easier one to "make up for it" or whatever. If your nat is later you won't need a third so fast. An easy third and hard nat means something closer to "as soon as you get your nat, you pretty much get your third," which isn't great imo, or at least not great for a standard.
all's fair in love and melodies
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 21 2013 22:42 GMT
#10
On November 22 2013 03:57 iHirO wrote:
Did you ever find a use for the Red Bull graphics I made for the TLMC?

+ Show Spoiler +
[image loading]
[image loading]

You will have to find out yourself ~

@Gfire Yeah, i see what you mean, delay the players forcing them to be aggressive, the problem i have found is that the bigger the maps and the more exposed the bases are the harder the players will all-in or do timing attacks and attack never again unless for another later "timing attack" instead of constant aggression which is what we want, so with this layout at least i'm encouraging players to macro and harass instead of doing timings. Anyways the change you propose is quite easy to make, so i'll have to see how the games develop now, and if i find any problem i could change it to the way you say without much problems
@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.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2013-11-21 23:43:00
November 21 2013 23:41 GMT
#11
I think there's a lot of good idea here, but I feel that the map would be stronger if some parts of the map were flipped around:
[image loading]
Swapping those two bits around I feel makes the map more interesting as the 6m1g expo becomes a more natural third than the 8m2g but there's still some ambiguity as to which one is better.
1) 6m1g is more natural as a third, but is riskier to take than the 8m2g
2) Reduced income from the 6m1g compared to 8m2g
3) 4th is more natural from the 6m1g base than the 8m2g
4) Could make for some unbalance expansion patterns in matchups like TvZ (T take 8m2g, Z taking 6m1g)
Administrator~ Spirit will set you free ~
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2013-11-22 01:49:06
November 22 2013 01:48 GMT
#12
For this map i'm expecting the players to take the far away 8m2g (3 and 9) expansions as a optional third (while walling off the ramp obviously) instead of the 8m1hyg bases, and then when the thirds are secured take the 8min1hyg as a fourth base, but yeah now that you are pointing it out i have to agree that's really temping to go just ahead and swap the bases, i'll have to consider it.

The only problem i see with this other than having to add some rocks on that big ramp leading to the 8m1hyg is that it would force the non zerg players into a single expanding patron, but other than that, there's not much else, so yeah i'll have to consider it

Thanks for the feedback Gfire & Plexa ^^
@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.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-11-22 07:33:03
November 22 2013 07:26 GMT
#13
Can you forcefield on the bridges? or creep? (It would be cool if not).
Comprehensive strategic intention: DNE
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
November 22 2013 14:16 GMT
#14
On November 22 2013 07:42 Uvantak wrote:
Show nested quote +
On November 22 2013 03:57 iHirO wrote:
Did you ever find a use for the Red Bull graphics I made for the TLMC?

+ Show Spoiler +
[image loading]
[image loading]

You will have to find out yourself ~

@Gfire Yeah, i see what you mean, delay the players forcing them to be aggressive, the problem i have found is that the bigger the maps and the more exposed the bases are the harder the players will all-in or do timing attacks and attack never again unless for another later "timing attack" instead of constant aggression which is what we want, so with this layout at least i'm encouraging players to macro and harass instead of doing timings. Anyways the change you propose is quite easy to make, so i'll have to see how the games develop now, and if i find any problem i could change it to the way you say without much problems


I couldn't find them anywhere... however the animated Tauren Marine sign was awesome!

There's a bug with two gas geysers (one is unbuildable while the other causes the worker to get trapped), due to being too flush to the wall. I assume rotational symmetry was used, so it must be a quirk of the tool that causes the difference.

[image loading]
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 22 2013 16:15 GMT
#15
@eat You can't spread creep on the bridges, and i was thinking about making that you can't trow force fields on the bridges but i'm not sure about it mostly because the bridges are important choke points for the players.

@ihiro That was the combo of pathing tool + symmetry, to fix it i had to move the korhal buildings a bit so no biggie, i also moved some billboards to be more visible, the map is fixed now and uploaded to the four regions!

Also the games have seen between +masters have developed nicely without the need of moving the mineral lines, but i'll have to wait and see how the games develop further on the map ♥
@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.
purakushi
Profile Joined August 2012
United States3301 Posts
November 22 2013 16:31 GMT
#16
This is a really cool map! I would love to see tournaments use this.
T P Z sagi
Please log in or register to reply.
Live Events Refresh
Wardi Open
12:00
#67
WardiTV1453
IndyStarCraft 199
Rex137
IntoTheiNu 11
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko354
IndyStarCraft 199
Rex 137
SKillous 88
StarCraft: Brood War
Jaedong 1906
Soma 1081
Larva 814
Mini 810
Stork 806
Hyuk 613
ZerO 399
Snow 354
Sharp 214
Aegong 189
[ Show more ]
Rush 164
BeSt 153
Hyun 104
JYJ 94
sorry 86
EffOrt 79
910 76
Shuttle 71
Pusan 57
NotJumperer 56
Barracks 54
HiyA 45
Yoon 40
soO 39
Sea.KH 37
ToSsGirL 37
Mind 34
zelot 20
Sexy 19
Shine 15
Movie 13
ajuk12(nOOB) 13
Terrorterran 10
Bale 6
eros_byul 0
Dota 2
qojqva1783
Dendi795
420jenkins295
BananaSlamJamma175
XcaliburYe161
syndereN32
febbydoto31
League of Legends
C9.Mang0412
Counter-Strike
allub268
Other Games
B2W.Neo1649
Grubby1423
singsing959
hiko499
Fuzer 334
Hui .299
QueenE84
Mew2King62
ArmadaUGS48
ZerO(Twitch)14
Organizations
Other Games
gamesdonequick689
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• naamasc237
• Adnapsc2 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• Noizen48
• lizZardDota241
League of Legends
• Jankos2673
Other Games
• WagamamaTV272
Upcoming Events
OSC
21h 46m
Solar vs MaxPax
ByuN vs Krystianer
Spirit vs TBD
OSC
3 days
Korean StarCraft League
4 days
OSC
4 days
OSC
5 days
OSC
5 days
uThermal 2v2 Circuit
5 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL Season 19: Qualifier 2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL Season 21
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025

Upcoming

CSL 2025 WINTER (S19)
Escore Tournament S1: W2
Escore Tournament S1: W3
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
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 © 2025 TLnet. All Rights Reserved.