• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:28
CEST 23:28
KST 06:28
  • 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
[ASL22] Ro16 Preview: Holy Diver4[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon98Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16)
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Syncronization issues and can't find games BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Why Protoss Struggles on ASL (Ft. Shuttle, Tulbo) ASL22 General Discussion
Tourneys
[ASL22] Ro16 Group C [ASL22] Ro16 Group D KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Post Your Watch!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6531 users

[M] (2) Crystal Cavern

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-09-17 05:28:01
December 02 2013 05:49 GMT
#1
[image loading]

Crystal Cavern
(by Travis "Caustic" Willis)

Tileset: Kaldir
Map Size: 132x132
Published on: [NA] [EU] [SEA] [KR]
+ Show Spoiler [Publishing Legend] +
Green means the map is live and up-to-date in the region.
Blue means the map is live in the region but on an outdated version.
Red means the map is not published to the region.


(click on an image to view a larger version)
[image loading]

[image loading]

+ Show Spoiler [Eye Candy] +

[image loading]
[image loading]
[image loading]
[image loading]


+ Show Spoiler [v1.0] +

[image loading]

[image loading]

+ Show Spoiler [Eye Candy] +

[image loading]
[image loading]
[image loading]
[image loading]





Changelog:
+ Show Spoiler +

v1.3

General
  • Updated battle.net info to better reflect the current version of the app



v1.2

General
  • Minor aesthetic updates



v1.1

General
  • Low-ground aesthetics adjusted to provide greater contrast
  • Adjusted low-ground map pathing

Balance
  • Added a Xel'Naga Tower to the middle of the map



v1.0

General
  • Initial release





Introduction / Map Concept:

I wanted another 2-player map in my arsenal, so I went ahead and did one. I've been wanting to do Kaldir for a while now, but never ended up doing it because it was the hot commodity for mapmakers during and even a while after HotS' release. With the large slow-down of the foreign mapmaking community, I don't feel like as much of a bandwagon junkie.

If you've been keeping up with my maps to this point, you know I take a lot of inspiration from Brood War map design. Not just in appearance, but also a lot of side-by-side comparison data to make sure my map proportions are up to snuff. This time was no different, as I was playing in the editor researching unit movement speeds and how they affect rush distances. Basically it seems like SC2 units move about 20% faster than their BW counter-parts -- before you factor in the better pathing of SC2. Feel free to read the math behind this in the Additional Details section.

This helps explain why I find it easier to design in 132x132 than in pure 128x128; the extra bit of space lets me squeeze out slightly longer rush distances through terrain alteration to help compensate for the disparity without negatively impacting the map's overall design.

Back to map design, I wanted to keep the concept simple while feeling unique. The 12/6 o'clock bases feature a layout that greatly favours the player with better positioning and map awareness, whether you're attacking or defending. I also brought back the main-base perch concept from early-WoL with a vengeance. I feel a bit justified doing so since the map is smaller than a lot of Zergs are used to playing these days (cough Alterzim cough). Scouting info helps.



Additional Details:

Crystal Cavern rush distances

Natural-to-natural choke: ~35 worker-seconds
Main-to-main choke: ~48 worker-seconds

Brood War rush info

Natural-to-natural choke rush distances ranged anywhere from 21 to 25 worker-seconds (approx. 30 to 35 SC2 in-game seconds) in Brood War KeSPA maps*. Main-to-main choke rush distances ranged anywhere from 28 to 32 worker-seconds (approx. 40 to 45 SC2 in-game seconds) for those same KeSPA BW maps.

* Tested maps include (Wiki)Fighting Spirit, (Wiki)La Mancha and (Wiki)Ground Zero

Comparing Unit Speeds

Brood War map unit sizes are a necessary part of comparing speeds, since SC2's unit speed metrics appear to be based on the number of map units per second a unit traverses. To find this information for BW, I looked to the BWAI project. Basically, the metrics are as follows:

Walking unit = 8x8 pixels
Building unit = 4x4 walking units = 32x32 pixels

Next, we need the unit speeds from BW (we already know SC2 unit speeds just from the editor). For this one, I relied on Liquipedia BW. In order to keep things simple, I decided to compare the workers of both games.

Worker Speed (BW) = 5 pixels per frame

BW runs at 15 frames per second on normal (100% speed), so to get the pixels per second:

5 * 15 = 75 pixels per second

Now, since we already know a building unit is 32x32 pixels, it's pretty simple to figure out the number of building units per second a worker moves:

75/32 = 2.34375 building units per second
BW to SC2 speed conversion ratio = 0.46875 (e.g. 5 * 0.46875 = 2.34375)

Currently, SC2 worker speeds are 2.8125 building units per second. If we were to use that number in place of the one above, we'd have a speed conversion ratio of 0.5625. After cross comparing all of the other BW units that are also in SC2, they all use this same ratio. Here's the difference between my discovered ratio vs. what's currently used by Blizzard:

0.5625 / 0.46875 = 1.2

Therefore, assuming the information I'm using in my research is correct, SC2 movement speeds are 20% faster than Brood War.

Warning: The rest of this section goes even deeper into the rabbit hole of nerdy stats and data comparisons unrelated to the map. Traverse at your own peril.

UPDATE: So, more in-game testing and discussion with decemberscalm of the Starbow team revealed that in practical application, SC2 units only moved 5% faster than their BW counterparts. Mathematically, this didn't make any sense to me, but the results don't lie.

Since it was obvious I would have to dig deeper to find out the reason for the discrepancy, I continued my research into not just unit speeds, but game engine speeds as well. I came to remember that Brood War had 2 additional speed settings compared to SC2: slowest and fastest.

I retrieved the speed scale specifics of BW from the BWAPI folks and again used Liquipedia as my initial source for my SC2 data. In a nutshell, the fastest BW speed is 60% faster than its normal (100%) speed, while SC2's fastest speed is 40% faster. This means our in-game testing wasn't a 1:1 comparison, which is why my fancy charts weren't lining up like they should.

TL;DR -- SC2 units move 20% faster than in BW, but the BW fastest speed was ~14.3% faster than SC2's fastest speed. The result is SC2 units moving across a map ~5% faster than they did in BW, before pathing differences are taken into consideration.



About Galaxy eSports:
We're an organization focused on helping build the SC2 mapmaking and North American competitive scenes. Follow us and keep up with our progress!

Twitter: @galaxyesports
Facebook: http://facebook.com/galaxyesports
Website: http://galaxyesports.com

Contact the mapmaker by email at caustic [at] galaxyesports [dot] com
Twitter: @iamcaustic
lorestarcraft
Profile Joined April 2011
United States1049 Posts
December 02 2013 05:57 GMT
#2
Good to see another map from you!
SC2 Mapmaker
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 02 2013 05:58 GMT
#3
On December 02 2013 14:57 lorestarcraft wrote:
Good to see another map from you!

I figured it was time.
Twitter: @iamcaustic
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
December 02 2013 06:12 GMT
#4
Looks good! I especially like the center design - you clearly took some inspiration from Heartbreak Ridge lol. Real high ground advantage would make it so much better though.

One minor issue I see is that 5 bases really aren't much more difficult to hold than 4. Once you move your army into the area between the 3 ramps in front of the 3rd/4th, it's just as easy to move up the large ramp into the 5th as it is to move downward into the 4th to defend. (Of course, coming from someone who is currently trying to make a BW style 12 base 4p map with a resulting shared 4th/5th choke I'm being a bit hypocritical lol...)
vibeo gane,
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 02 2013 06:20 GMT
#5
On December 02 2013 15:12 -NegativeZero- wrote:
Looks good! I especially like the center design - you clearly took some inspiration from Heartbreak Ridge lol. Real high ground advantage would make it so much better though.

One minor issue I see is that 5 bases really aren't much more difficult to hold than 4. Once you move your army into the area between the 3 ramps in front of the 3rd/4th, it's just as easy to move up the large ramp into the 5th as it is to move downward into the 4th to defend. (Of course, coming from someone who is currently trying to make a BW style 12 base 4p map with a resulting shared 4th/5th choke I'm being a bit hypocritical lol...)

One thing that needs to be considered is to hold that base with the opponent's better rush distance compared to the 4th, you'd have to commit more of your army on that side of the map, especially given the 5th's more open design. This opens up the other side of the map for more backstabs and harassment.

Saying it more simply, changes in rally timings and terrain are what makes the 5th hard to take. I expect them to be taken when:

a.) Resources become scarce and the pace of the game slows down; or
b.) When one player has a clear game advantage and can take it anyway
Twitter: @iamcaustic
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
December 02 2013 08:08 GMT
#6
looks good, but the aesthetics are to monotone to my feeling.
"Not you."
Broodie
Profile Blog Joined May 2008
Canada832 Posts
December 02 2013 08:33 GMT
#7
This map needs Xel naga I feel, sorry if I just dont see them
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2013-12-02 18:42:32
December 02 2013 18:41 GMT
#8
On December 02 2013 17:33 Broodie wrote:
This map needs Xel naga I feel, sorry if I just dont see them

Hm, my play testing of the map didn't feel this way. Do you have some replays of the games you played that you can share either in the thread or PM? Would really help me out to see the flow of those games so that I could know where watchtowers would be needed, if any.

Thanks!
Twitter: @iamcaustic
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 02 2013 19:45 GMT
#9
On December 02 2013 15:20 iamcaustic wrote:
Show nested quote +
On December 02 2013 15:12 -NegativeZero- wrote:
Looks good! I especially like the center design - you clearly took some inspiration from Heartbreak Ridge lol. Real high ground advantage would make it so much better though.

One minor issue I see is that 5 bases really aren't much more difficult to hold than 4. Once you move your army into the area between the 3 ramps in front of the 3rd/4th, it's just as easy to move up the large ramp into the 5th as it is to move downward into the 4th to defend. (Of course, coming from someone who is currently trying to make a BW style 12 base 4p map with a resulting shared 4th/5th choke I'm being a bit hypocritical lol...)

One thing that needs to be considered is to hold that base with the opponent's better rush distance compared to the 4th, you'd have to commit more of your army on that side of the map, especially given the 5th's more open design. This opens up the other side of the map for more backstabs and harassment.

Saying it more simply, changes in rally timings and terrain are what makes the 5th hard to take. I expect them to be taken when:

a.) Resources become scarce and the pace of the game slows down; or
b.) When one player has a clear game advantage and can take it anyway

Nevertheless there is a sort of ohana syndrome here where the game could be more or less at parity and players have to take a 5th because they must at some point, and then you're left with unstable distances and rally timings. Not that it's nearly at the level of ohana.

You should adjust the lighting so it's more winky-crystally. I think more specular and a slightly more oblique angle. But I'm not a lighting expert.
Comprehensive strategic intention: DNE
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 02 2013 20:39 GMT
#10
On December 03 2013 04:45 EatThePath wrote:
Show nested quote +
On December 02 2013 15:20 iamcaustic wrote:
On December 02 2013 15:12 -NegativeZero- wrote:
Looks good! I especially like the center design - you clearly took some inspiration from Heartbreak Ridge lol. Real high ground advantage would make it so much better though.

One minor issue I see is that 5 bases really aren't much more difficult to hold than 4. Once you move your army into the area between the 3 ramps in front of the 3rd/4th, it's just as easy to move up the large ramp into the 5th as it is to move downward into the 4th to defend. (Of course, coming from someone who is currently trying to make a BW style 12 base 4p map with a resulting shared 4th/5th choke I'm being a bit hypocritical lol...)

One thing that needs to be considered is to hold that base with the opponent's better rush distance compared to the 4th, you'd have to commit more of your army on that side of the map, especially given the 5th's more open design. This opens up the other side of the map for more backstabs and harassment.

Saying it more simply, changes in rally timings and terrain are what makes the 5th hard to take. I expect them to be taken when:

a.) Resources become scarce and the pace of the game slows down; or
b.) When one player has a clear game advantage and can take it anyway

Nevertheless there is a sort of ohana syndrome here where the game could be more or less at parity and players have to take a 5th because they must at some point, and then you're left with unstable distances and rally timings. Not that it's nearly at the level of ohana.

You should adjust the lighting so it's more winky-crystally. I think more specular and a slightly more oblique angle. But I'm not a lighting expert.

Yep, but that's deliberate. I made the map to have a stable early/mid/late game, but getting into that supreme late game becomes more of a scrap session instead of simply extending the late game for longer -- I personally find it more interesting than simply seeing more of the same for an additional 10-15 minutes before someone taps out. That, or as I said before, the bases are used to help solidify an already dominant lead.

As for lighting, one of the problems with the Kaldir tileset is it's very white-dominant. This means eye fatigue has to be considered for the map to be comfortable when playing on it. I switched the default lighting from Kaldir Day to Kaldir Night to dim the brightness and give more of a blue hue to the ambiance. I feel like doing a bunch of specular adjustments would be detrimental to my lighting efforts and therefore detrimental to player comfort.
Twitter: @iamcaustic
lorestarcraft
Profile Joined April 2011
United States1049 Posts
December 02 2013 22:10 GMT
#11
On December 03 2013 05:39 iamcaustic wrote:
Show nested quote +
On December 03 2013 04:45 EatThePath wrote:
On December 02 2013 15:20 iamcaustic wrote:
On December 02 2013 15:12 -NegativeZero- wrote:
Looks good! I especially like the center design - you clearly took some inspiration from Heartbreak Ridge lol. Real high ground advantage would make it so much better though.

One minor issue I see is that 5 bases really aren't much more difficult to hold than 4. Once you move your army into the area between the 3 ramps in front of the 3rd/4th, it's just as easy to move up the large ramp into the 5th as it is to move downward into the 4th to defend. (Of course, coming from someone who is currently trying to make a BW style 12 base 4p map with a resulting shared 4th/5th choke I'm being a bit hypocritical lol...)

One thing that needs to be considered is to hold that base with the opponent's better rush distance compared to the 4th, you'd have to commit more of your army on that side of the map, especially given the 5th's more open design. This opens up the other side of the map for more backstabs and harassment.

Saying it more simply, changes in rally timings and terrain are what makes the 5th hard to take. I expect them to be taken when:

a.) Resources become scarce and the pace of the game slows down; or
b.) When one player has a clear game advantage and can take it anyway

Nevertheless there is a sort of ohana syndrome here where the game could be more or less at parity and players have to take a 5th because they must at some point, and then you're left with unstable distances and rally timings. Not that it's nearly at the level of ohana.

You should adjust the lighting so it's more winky-crystally. I think more specular and a slightly more oblique angle. But I'm not a lighting expert.

Yep, but that's deliberate. I made the map to have a stable early/mid/late game, but getting into that supreme late game becomes more of a scrap session instead of simply extending the late game for longer -- I personally find it more interesting than simply seeing more of the same for an additional 10-15 minutes before someone taps out. That, or as I said before, the bases are used to help solidify an already dominant lead.

As for lighting, one of the problems with the Kaldir tileset is it's very white-dominant. This means eye fatigue has to be considered for the map to be comfortable when playing on it. I switched the default lighting from Kaldir Day to Kaldir Night to dim the brightness and give more of a blue hue to the ambiance. I feel like doing a bunch of specular adjustments would be detrimental to my lighting efforts and therefore detrimental to player comfort.

You can turn the overall brightness down and change the hue while increase the spectral lighting very slightly. I think the map is fine except for the aesthetics. I don't like the third super well, but it is doable.
SC2 Mapmaker
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 03 2013 02:27 GMT
#12
On December 03 2013 07:10 lorestarcraft wrote:
Show nested quote +
On December 03 2013 05:39 iamcaustic wrote:
On December 03 2013 04:45 EatThePath wrote:
On December 02 2013 15:20 iamcaustic wrote:
On December 02 2013 15:12 -NegativeZero- wrote:
Looks good! I especially like the center design - you clearly took some inspiration from Heartbreak Ridge lol. Real high ground advantage would make it so much better though.

One minor issue I see is that 5 bases really aren't much more difficult to hold than 4. Once you move your army into the area between the 3 ramps in front of the 3rd/4th, it's just as easy to move up the large ramp into the 5th as it is to move downward into the 4th to defend. (Of course, coming from someone who is currently trying to make a BW style 12 base 4p map with a resulting shared 4th/5th choke I'm being a bit hypocritical lol...)

One thing that needs to be considered is to hold that base with the opponent's better rush distance compared to the 4th, you'd have to commit more of your army on that side of the map, especially given the 5th's more open design. This opens up the other side of the map for more backstabs and harassment.

Saying it more simply, changes in rally timings and terrain are what makes the 5th hard to take. I expect them to be taken when:

a.) Resources become scarce and the pace of the game slows down; or
b.) When one player has a clear game advantage and can take it anyway

Nevertheless there is a sort of ohana syndrome here where the game could be more or less at parity and players have to take a 5th because they must at some point, and then you're left with unstable distances and rally timings. Not that it's nearly at the level of ohana.

You should adjust the lighting so it's more winky-crystally. I think more specular and a slightly more oblique angle. But I'm not a lighting expert.

Yep, but that's deliberate. I made the map to have a stable early/mid/late game, but getting into that supreme late game becomes more of a scrap session instead of simply extending the late game for longer -- I personally find it more interesting than simply seeing more of the same for an additional 10-15 minutes before someone taps out. That, or as I said before, the bases are used to help solidify an already dominant lead.

As for lighting, one of the problems with the Kaldir tileset is it's very white-dominant. This means eye fatigue has to be considered for the map to be comfortable when playing on it. I switched the default lighting from Kaldir Day to Kaldir Night to dim the brightness and give more of a blue hue to the ambiance. I feel like doing a bunch of specular adjustments would be detrimental to my lighting efforts and therefore detrimental to player comfort.

You can turn the overall brightness down and change the hue while increase the spectral lighting very slightly. I think the map is fine except for the aesthetics. I don't like the third super well, but it is doable.

Kaldir Night already has a low brightness and hue due to its night ambiance. Mucking with the specular made it harsh on the eyes for medium+ settings, while low settings really shows that dark, blue hue. Going any lower would start to make it difficult to see anything on low settings (which I personally play on for regular ladder play).
Twitter: @iamcaustic
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 03 2013 07:06 GMT
#13
On December 03 2013 11:27 iamcaustic wrote:
Show nested quote +
On December 03 2013 07:10 lorestarcraft wrote:
On December 03 2013 05:39 iamcaustic wrote:
On December 03 2013 04:45 EatThePath wrote:
On December 02 2013 15:20 iamcaustic wrote:
On December 02 2013 15:12 -NegativeZero- wrote:
Looks good! I especially like the center design - you clearly took some inspiration from Heartbreak Ridge lol. Real high ground advantage would make it so much better though.

One minor issue I see is that 5 bases really aren't much more difficult to hold than 4. Once you move your army into the area between the 3 ramps in front of the 3rd/4th, it's just as easy to move up the large ramp into the 5th as it is to move downward into the 4th to defend. (Of course, coming from someone who is currently trying to make a BW style 12 base 4p map with a resulting shared 4th/5th choke I'm being a bit hypocritical lol...)

One thing that needs to be considered is to hold that base with the opponent's better rush distance compared to the 4th, you'd have to commit more of your army on that side of the map, especially given the 5th's more open design. This opens up the other side of the map for more backstabs and harassment.

Saying it more simply, changes in rally timings and terrain are what makes the 5th hard to take. I expect them to be taken when:

a.) Resources become scarce and the pace of the game slows down; or
b.) When one player has a clear game advantage and can take it anyway

Nevertheless there is a sort of ohana syndrome here where the game could be more or less at parity and players have to take a 5th because they must at some point, and then you're left with unstable distances and rally timings. Not that it's nearly at the level of ohana.

You should adjust the lighting so it's more winky-crystally. I think more specular and a slightly more oblique angle. But I'm not a lighting expert.

Yep, but that's deliberate. I made the map to have a stable early/mid/late game, but getting into that supreme late game becomes more of a scrap session instead of simply extending the late game for longer -- I personally find it more interesting than simply seeing more of the same for an additional 10-15 minutes before someone taps out. That, or as I said before, the bases are used to help solidify an already dominant lead.

As for lighting, one of the problems with the Kaldir tileset is it's very white-dominant. This means eye fatigue has to be considered for the map to be comfortable when playing on it. I switched the default lighting from Kaldir Day to Kaldir Night to dim the brightness and give more of a blue hue to the ambiance. I feel like doing a bunch of specular adjustments would be detrimental to my lighting efforts and therefore detrimental to player comfort.

You can turn the overall brightness down and change the hue while increase the spectral lighting very slightly. I think the map is fine except for the aesthetics. I don't like the third super well, but it is doable.

Kaldir Night already has a low brightness and hue due to its night ambiance. Mucking with the specular made it harsh on the eyes for medium+ settings, while low settings really shows that dark, blue hue. Going any lower would start to make it difficult to see anything on low settings (which I personally play on for regular ladder play).

Yeah I see now that wouldn't work well because of the low / medium disparity. Maybe when it's in GSL they'll use a sexy graphics version.
Comprehensive strategic intention: DNE
FlaShFTW
Profile Blog Joined February 2010
United States10562 Posts
December 05 2013 03:25 GMT
#14
the third seems awkwardly far and your army positioning is awkward. either protect a very open choke to the natural, or be forced to have a weird positioning between third and natural.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2013-12-05 04:08:53
December 05 2013 04:08 GMT
#15
On December 05 2013 12:25 FlaShFTW wrote:
the third seems awkwardly far and your army positioning is awkward. either protect a very open choke to the natural, or be forced to have a weird positioning between third and natural.

Scouting and map awareness were two of the listed good skills to have on this map. For those that want to play blind/lazy while keeping their army in a ball, it's supposed to feel awkward.
Twitter: @iamcaustic
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 05 2013 05:54 GMT
#16
I can't remember the last time the map forum had 5 [M] threads in the sidebar. This is sick.
Comprehensive strategic intention: DNE
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 17 2013 08:11 GMT
#17
I updated my additional details section with more nerdy math, if you're into that kind of thing! Thanks a lot to decemberscalm (of Starbow fame) for playing around in the two games' respective editors with me and discussing these kind of technical details.

People should check out the mod if they haven't already -- or check it out anyway even if you have.
Twitter: @iamcaustic
FlaShFTW
Profile Blog Joined February 2010
United States10562 Posts
December 17 2013 19:47 GMT
#18
On December 05 2013 13:08 iamcaustic wrote:
Show nested quote +
On December 05 2013 12:25 FlaShFTW wrote:
the third seems awkwardly far and your army positioning is awkward. either protect a very open choke to the natural, or be forced to have a weird positioning between third and natural.

Scouting and map awareness were two of the listed good skills to have on this map. For those that want to play blind/lazy while keeping their army in a ball, it's supposed to feel awkward.

im just saying, your map is really prone to the split engagements of doing something like a hellion runby into the main, forcing the enemy to deal with that while you smash the third with your main army. at least, my opinion and standard for a third is one that is close enough to the natural where you can swiftly deal with any attack at the third while ur army is in between, but far enough where you don't only have to defend one choke point. just my view.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 18 2013 04:23 GMT
#19
On December 18 2013 04:47 FlaShFTW wrote:
Show nested quote +
On December 05 2013 13:08 iamcaustic wrote:
On December 05 2013 12:25 FlaShFTW wrote:
the third seems awkwardly far and your army positioning is awkward. either protect a very open choke to the natural, or be forced to have a weird positioning between third and natural.

Scouting and map awareness were two of the listed good skills to have on this map. For those that want to play blind/lazy while keeping their army in a ball, it's supposed to feel awkward.

im just saying, your map is really prone to the split engagements of doing something like a hellion runby into the main, forcing the enemy to deal with that while you smash the third with your main army. at least, my opinion and standard for a third is one that is close enough to the natural where you can swiftly deal with any attack at the third while ur army is in between, but far enough where you don't only have to defend one choke point. just my view.

Yes, multi-pronged aggression is a thing, and yes, good map awareness to know where your opponent's army is located is also a thing. Your idea of how to hold a third is exactly the kind of blind/lazy play I was talking about -- sit your army in a comfortable position so you can defend everything, even when you don't see it coming despite plenty of tools such as observers, sensor towers, scans, burrow, overlord perches, and so on.

That's all without getting into the third base's terrain design and the dynamics around its chokes.
Twitter: @iamcaustic
SidianTheBard
Profile Joined October 2010
United States2475 Posts
December 18 2013 19:25 GMT
#20
I meant to post this right when you posted this map thread but I forgot. But I had a WIP map named Crystal Cavern that I might go back and end up releasing sometime. Now I have to think of a new name, damn you. Maybe I'll just make it "Krystal Kavern" lol.

I'm a little worried because it seems like after the 3rd it gets a little boring. High ground > Low Ground > High Ground > Low Ground. The 4th/5th just seem so bunched up and close together that I'd like to see something changed with them. Possibly later tonight I'll open this up in photoshop and post an image with my ideas.
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.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 32m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 552
UpATreeSC 87
JuggernautJason74
StarCraft: Brood War
MaD[AoV]22
Dota 2
NeuroSwarm105
League of Legends
Doublelift1954
Counter-Strike
fl0m1369
pashabiceps931
Super Smash Bros
Mew2King113
Heroes of the Storm
Grubby3680
Liquid`Hasu549
Other Games
shahzam462
FrodaN415
C9.Mang0306
summit1g258
XaKoH 145
Livibee106
ZombieGrub96
Railgan24
Liquid`TLO5
Organizations
Other Games
gamesdonequick1579
BasetradeTV28
[ Show 14 non-featured ]
StarCraft 2
• RyuSc2 18
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21808
• WagamamaTV410
League of Legends
• TFBlade1067
Other Games
• imaqtpie821
• Shiphtur134
Upcoming Events
Replay Cast
2h 32m
IntoTheTV X SOOP
13h 32m
Cure vs SHIN
herO vs Solar
Percival vs Classic
ByuN vs Rogue
OSC
1d
Replay Cast
1d 2h
IntoTheTV X SOOP
1d 13h
Replay Cast
2 days
GSL
2 days
Replay Cast
3 days
GSL
3 days
Shopify Rebellion Sundays
3 days
Spirit vs Mixu
[ Show More ]
Replay Cast
4 days
Afreeca Starleague
4 days
Shine vs Rush
WardiTV Weekly
4 days
Monday Night Weeklies
4 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Light vs EffOrt
PiGosaur Cup
6 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.