• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:12
CEST 15:12
KST 22:12
  • 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 Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall12HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed10Weekly Cups (July 7-13): Classic continues to roll4Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
The GOAT ranking of GOAT rankings RSL Revival patreon money discussion thread Who will win EWC 2025? Weekly Cups (July 7-13): Classic continues to roll Esports World Cup 2025 - Brackets Revealed
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
Flash Announces (and Retracts) Hiatus From ASL BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Starcraft in widescreen A cwal.gg Extension - Easily keep track of anyone
Tourneys
[Megathread] Daily Proleagues Cosmonarchy Pro Showmatches CSL Xiamen International Invitational [BSL20] Non-Korean Championship 4x BSL + 4x China
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread CCLP - Command & Conquer League Project The PlayStation 5
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Future of Porn US Politics Mega-thread Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2025!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 2024 - 2025 Football Thread NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 657 users

[M] (2) Fallen Dreams

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-01-14 20:38:03
December 29 2013 10:10 GMT
#1
Concept Map - Uploaded to EU

V 1.3

Special thanks to SigmaFiE and ScorpSCII for their amazing concept + layout work !

[image loading]



Map Details

                  Name Fallen Dreams
                  Version 1.3 (14/1/2014)
                  Bounds 132x164
                  Bases 10 Normal Yield + 2 6m




Aesthetics

+ Show Spoiler [Click for images ] +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]




Author of Coda and Eastwatch.
Bluejava
Profile Blog Joined June 2011
Sweden135 Posts
December 29 2013 10:32 GMT
#2
Wow these type of "switch the main base with the natural" kind of maps actually fix a lot of problems:O
"I've learned one thing for sure: Life is random and chaotic. Trying to put things into a pattern will only temporarily solve the problem. Once you embrace the madness, it will stop feeling overwhelming."
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 29 2013 10:55 GMT
#3
Woah, those bridges are epic, also really nice work with water and trees on 1st screenshot.

Idea with deadly bridges really adds something new. Is there visual timer on them? Like on the Raynor's bomb from campaign
DARKING
Profile Blog Joined September 2011
Mexico674 Posts
December 29 2013 11:38 GMT
#4
This.
People should really pay more attention to maps with interesting features. Having the lava map on the Red Bull Battlegrounds was a good start. This, for having the low mains and the bridges, is a map I think deserves notoriety.

Zero idea if the map is actually balanced, but the idea is gold.
LiquipediaMexican Liquipedia staff and Terran player. I tweet things @DARKING665.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
December 29 2013 12:04 GMT
#5
Damn lezael you're churning out some really nice maps lately.
Administrator~ Spirit will set you free ~
InfCereal
Profile Joined December 2011
Canada1759 Posts
December 29 2013 13:22 GMT
#6
Jesus lezael. You make the most gorgeous maps.
Cereal
Semmo
Profile Joined June 2011
Korea (South)627 Posts
December 29 2013 13:36 GMT
#7
Nice map!
Mapmaker of Frost, Fruitland and Bridgehead
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
December 29 2013 13:56 GMT
#8
Awesome concept! Thirty seconds sounds too fast though and people will probably just avoid bridges.
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?
uh-oh
Profile Blog Joined August 2010
Hong Kong135 Posts
December 29 2013 14:19 GMT
#9
Every time I see a wide main entrance I immediately think about 4 gates in PvP.

But I love bridges, they give rise to more asymmetrical fights where a smaller force can hold off a larger force advancing on a bridge. They literally force a deathball to split up, lest risk being caught in a bad spot.
When I get to grandmasters, you have my permission to die!
Syphon8
Profile Joined July 2010
Canada298 Posts
Last Edited: 2014-01-01 21:21:57
January 01 2014 21:21 GMT
#10
This map is entirely unlike anything I've ever seen. It's immaculate. I want to say it's BW-esque, but it really isn't. It's SC2-esque.
',:/
skdeimos
Profile Joined May 2013
Canada155 Posts
January 01 2014 21:34 GMT
#11
On December 29 2013 23:19 uh-oh wrote:
Every time I see a wide main entrance I immediately think about 4 gates in PvP.

But I love bridges, they give rise to more asymmetrical fights where a smaller force can hold off a larger force advancing on a bridge. They literally force a deathball to split up, lest risk being caught in a bad spot.


4gates are rarely held at the ramp these days thanks to the advent of the MSC. I agree about bridges though.
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
January 01 2014 23:45 GMT
#12
I love this map and its gimmick, but I think it might punish players a little too much.
Maybe you could just make it push units to whichever side of the bridge they are closest to? Make it like a 30 second forcefield comes up every minute or so. This would still make bridges really important, but it would avoid that one instance where a player is moving 50 supply worth of units over a bridge just to see them explode.

(Also if you could put some sort of effect leading up to the bridge changing, like a series of lights going on/off, that would be great)
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-01-04 14:01:36
January 04 2014 14:00 GMT
#13
Big news guys. Unfortunately the bridge system crashed at some point , so SigmaFiE had to remake it. I would also thank ScorpSCII for his work. Didnt know you made the layout of the map.

The map should be compatible with any version of gameheart. Go test it on EU !

[image loading]

P.S Png is such a low quality stuff to work with
Author of Coda and Eastwatch.
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 08 2014 16:33 GMT
#14
Decided i really had to make something about the random shit with bridges.

- Changed bridges timer to 30 seconds to 5 minutes.
- Added visual indicator before a bridge effectively retracts. For clarity , map-pings , warning sounds and a timer.
- Added some big led lightings flashing before a bridge retracts.

Hope this will help a lot of the problems ive found during test games.
Author of Coda and Eastwatch.
Samro225am
Profile Joined August 2010
Germany982 Posts
January 08 2014 22:25 GMT
#15
this looks sweet. great work @ all the co-authors!
skdeimos
Profile Joined May 2013
Canada155 Posts
Last Edited: 2014-01-09 17:40:32
January 08 2014 22:55 GMT
#16
One thing I'm kinda worried about is the fact that the attacker has a much shorter distance to bounce between the nat backdoor and main choke than the defender does. Not sure how, for example, Terran can deal with early ling/bane strategies if they have to keep multiple filled bunkers at two far locations.
MarcusRife
Profile Joined March 2011
343 Posts
January 08 2014 23:28 GMT
#17
30 seconds to 5 minutes? That really ruins the map imo. I think the 30 seconds was fine. It makes the bridges interesting. If I approach a bridge with my army and it is extended but I don't know for how long I will be wary to cross it. I now have options go around. Wait for it to cycle so that I can see it extend so I know I have 30 more seconds. So I decide to wait. While I wait my opponent notices that I am waiting to cross and he moves to defend but I don't realize this I go to cross when it extends again but find that my way he blocked by my opponents army. I need to retreat quickly or lose my army on the bridge. 30 seconds is great because it forces players to pay attention to the bridges if they want to cross. It is also good because if I lose track I don't have to wait long for it to cycle.

There is no reason to use the map if the timer is set at 5 minutes.

Also skdeimos is right the natural choke and main choke distance is problematic for the defender. Lefix had the same problem on his remake of Electric Circuit.

I beg you to change it back to 30 seconds.
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 09 2014 07:19 GMT
#18
Why no gas in the corners? Seems like it might be useful for Zerg. But then again I haven't been watching the game at all for months.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
January 09 2014 15:00 GMT
#19
I tried reeeeeeaaally hard to keep quiet. :/

You should change the bridge timers down to more acceptable times. Here's why.

The reason 30 seconds was initially chosen had 3 points particular to it:
1) It forces players to have increased army position awareness and to time their attacks/retreats, making constant re-positioning very important.
2) The kill mechanic incorporated into the bridges increases the risk of using the bridges (as well as making them easily understood by players as not something to just sit on).
3) 30 seconds per bridge pair is easy to understand if not paying attention to the timers

When Scorp and I originally began this, we had not implemented the visual timer feedback, as you know--you did. By incorporating the visual timer feedback, you are correct in solving point 3. Meaning other time frmaes can be opened up to be used. Here is why you should not increase it too much though: the 30 seconds timer has 5 seconds animation transition between the extend/retract positions (effectively eliminating 5 seconds availability of the bridge to 25 seconds). By having the bridges act in pairs as we designed it along with short availability time frames you encourage players to attack aggressively and constantly position. It increases the tension of the game as your force that has made it across the bridge now has to secure a different retreat path than the one just taken. I suggest at most you increase the timer to 45 seconds and leave them acting in pairs, resulting in an effective 40 seconds availability per bridge pair with the offset still in place to encourage movement on both sides of the bridges (as well as some predictability which lessens the pain of a bridge kill mechanic through unpredictability).

As for the natural/main entrance issue-that is already solved as the defender can place units at both the top of the natural area and the bottom of the main area to defend. Units can walk along those little areas where terrain square holes are missing including some of the larger units like stalkers/marauders/etc. . . It is just a matter of players figuring out how to use it properly.
https://johnemerson.artstation.com/
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 09 2014 15:11 GMT
#20
Ok , im sorry. I did a mistake
Changed it to 45 seconds , the reason i changed it was mainly for a clarity issue. Having every 30 seconds visual/sound advisor like these was a pain in the ass.
Author of Coda and Eastwatch.
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
January 09 2014 16:06 GMT
#21
On January 10 2014 00:11 IeZaeL wrote:
Ok , im sorry. I did a mistake
Changed it to 45 seconds , the reason i changed it was mainly for a clarity issue. Having every 30 seconds visual/sound advisor like these was a pain in the ass.


No need to apologize. From that perspective it makes sense as that would be annoying.

As the bridge operations are cyclical -- you might just ping them the first time they run during the opening ~minute of the game and then the ping trigger does not loop. This co-ordinates with the function of visual timers on the bridges themselves and serves the function of informing the player during the low-stress opening minute(s) and simultaenously frees up the minimap from clutter to give players the more necessary information in the later stages of the game.
https://johnemerson.artstation.com/
MarcusRife
Profile Joined March 2011
343 Posts
January 09 2014 16:34 GMT
#22
On January 09 2014 16:19 monitor wrote:
Why no gas in the corners? Seems like it might be useful for Zerg. But then again I haven't been watching the game at all for months.


Completely agree. I noticed that as well but failed to mention it. Those bases are of no use to Zerg. They need gas at that stage in the game not minerals.
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 2h 48m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 429
Vindicta 1
StarCraft: Brood War
Britney 46254
Rain 5645
BeSt 1558
EffOrt 717
Larva 627
Light 463
Stork 417
firebathero 400
Mini 371
PianO 340
[ Show more ]
Rush 214
Mind 149
JulyZerg 137
Pusan 76
Aegong 75
sSak 64
Movie 55
sas.Sziky 36
Shinee 25
Shine 23
Icarus 22
GoRush 20
scan(afreeca) 20
Noble 14
yabsab 11
SilentControl 9
Terrorterran 6
Bale 6
ivOry 6
Dota 2
qojqva3628
XcaliburYe297
canceldota79
League of Legends
Dendi2192
Counter-Strike
x6flipin597
sgares549
byalli357
Super Smash Bros
Mew2King92
amsayoshi34
Other Games
B2W.Neo2279
singsing1875
DeMusliM451
crisheroes426
XaKoH 293
Fuzer 247
Lowko203
markeloff82
ArmadaUGS63
Trikslyr34
QueenE17
Organizations
Other Games
gamesdonequick3682
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis1977
• Jankos1135
Upcoming Events
WardiTV European League
2h 48m
ShoWTimE vs sebesdes
Percival vs NightPhoenix
Shameless vs Nicoract
Krystianer vs Scarlett
ByuN vs uThermal
Harstem vs HeRoMaRinE
PiGosaur Monday
10h 48m
uThermal 2v2 Circuit
1d 2h
Replay Cast
1d 10h
The PondCast
1d 20h
WardiTV European League
2 days
Replay Cast
2 days
Epic.LAN
2 days
CranKy Ducklings
3 days
Epic.LAN
3 days
[ Show More ]
CSO Contender
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
4 days
Online Event
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Esports World Cup
6 days
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Liquipedia Results

Completed

2025 ACS Season 2: Qualifier
RSL Revival: Season 1
Murky Cup #2

Ongoing

JPL Season 2
BSL 2v2 Season 3
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
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.