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Active: 8119 users

[M] (3) Crux Merry-go-round

Forum Index > SC2 Maps & Custom Games
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winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2014-02-09 03:44:33
December 30 2013 14:19 GMT
#1
[image loading]

Overview

[image loading]


*Map Name : Crux Merry-go-round (회전목마)

*Published : KR/AM/EU/SEA

*Size : 160x166

*Players : 2 - 3

Created by Crux_Winpark(=WinparkPrime)
Teamcrux.tistory.com
SC2Prime.com
winpark21@gmail.com

Distances: 47 seconds(Nat. to Nat.)

Thanks to Crux_Eastwindy
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
fedexfan
Profile Joined September 2010
Bulgaria40 Posts
December 30 2013 14:43 GMT
#2
For the love of all that is holy, finally a 3 player map
Phaenoman
Profile Joined February 2013
568 Posts
December 30 2013 15:46 GMT
#3
It's very unfortunate that the degree of symmetry of a 3 or 5 player map can not be as high as that of 2 or 4 player maps caused by the fact that ramps and cliffs can only have direction of (n x 45°).
But nice map!
Random is hard work dude...
Big J
Profile Joined March 2011
Austria16289 Posts
December 30 2013 16:10 GMT
#4
On December 31 2013 00:46 Phaenoman wrote:
It's very unfortunate that the degree of symmetry of a 3 or 5 player map can not be as high as that of 2 or 4 player maps caused by the fact that ramps and cliffs can only have direction of (n x 45°).
But nice map!


Since "rotational symmetry" means massive assymetry in close positions and we use such maps all the time, I dont see a problem with such tiny extra assymetry.

Nice map!
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
December 30 2013 16:42 GMT
#5
yeah finally. Please tell me you file this map for a future GSL
enord
Profile Blog Joined September 2013
France258 Posts
December 31 2013 01:48 GMT
#6
<3 threesomes
not so fond of 50 shades of grey though :^{
make / have a good tl .. ohhh and i want my icon back :°D
FlaShFTW
Profile Blog Joined February 2010
United States10528 Posts
December 31 2013 17:50 GMT
#7
3rd seems kinda hard to take especially with that higher ground above the 3rds in the counter-clockwise direction.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
InfCereal
Profile Joined December 2011
Canada1759 Posts
December 31 2013 21:14 GMT
#8
On January 01 2014 02:50 FlaShFTW wrote:
3rd seems kinda hard to take especially with that higher ground above the 3rds in the counter-clockwise direction.


You can actually take the base in the clockwise direction as the third. I think it might be closer, in general to be honest.
Cereal
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
January 01 2014 00:00 GMT
#9
On January 01 2014 06:14 InfCereal wrote:
Show nested quote +
On January 01 2014 02:50 FlaShFTW wrote:
3rd seems kinda hard to take especially with that higher ground above the 3rds in the counter-clockwise direction.


You can actually take the base in the clockwise direction as the third. I think it might be closer, in general to be honest.

But with this map layout you need to be able to expand in either direction to prevent massive positional imbalance.
vibeo gane,
winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2014-01-04 14:48:13
January 04 2014 14:48 GMT
#10
the center expansions are modified to reduce positional imbalance.
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
Gene(S)is
Profile Joined May 2010
Sweden419 Posts
January 04 2014 21:29 GMT
#11
looks quite promesing
For the swarm
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 04 2014 22:13 GMT
#12
Thank heaven you made the air borders look nicer. Just looked like a bunch of spam before.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Existor
Profile Joined July 2010
Russian Federation4295 Posts
January 04 2014 22:21 GMT
#13
Don't know why, but reminds me about one of Red Alert 3: Uprising maps
FlaShFTW
Profile Blog Joined February 2010
United States10528 Posts
January 05 2014 20:03 GMT
#14
dont realy like the islands that much. the rocks on the outside are good because they stop any possible path from that base to the third. maybe get rid of the rocks on the inside so terrans dont just lift and get a free base.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
winpark
Profile Joined January 2011
Korea (South)68 Posts
January 06 2014 17:34 GMT
#15
FlaShFTW // I removed the rocks on the inside expansions
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
FlaShFTW
Profile Blog Joined February 2010
United States10528 Posts
January 06 2014 21:06 GMT
#16
sorry, my poor word choice to describe my opinion. see the terrible paint picture below.

[image loading]

i meant keep the rocks that point the to outer ring while removing the rocks that are in the center of the map. hope that clears up any issues
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
iMrising
Profile Blog Joined March 2012
United States1099 Posts
January 07 2014 06:52 GMT
#17
I feel like there should be a tad of airspace at the top in order to make it more equal on all sides. the 12 o clock base has no airspace so its harder to harass w/ mutas etc
$O$ | soO
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
January 07 2014 20:39 GMT
#18
On January 07 2014 15:52 iMrising wrote:
I feel like there should be a tad of airspace at the top in order to make it more equal on all sides. the 12 o clock base has no airspace so its harder to harass w/ mutas etc

I'm assuming the forcefield wall around the outside marks the edge of flight-blocked areas, so all of the bases have an equal lack of airspace.
vibeo gane,
winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2014-01-09 15:41:01
January 09 2014 15:40 GMT
#19
-NegativeZero- // That way is the easiest way to make an equality on lack of airspace. but I don't want to use this way because of too many blank on the minimap.
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
winpark
Profile Joined January 2011
Korea (South)68 Posts
January 10 2014 18:01 GMT
#20
[image loading]

I tried to reduce massive positional imbalance.
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
winpark
Profile Joined January 2011
Korea (South)68 Posts
Last Edited: 2014-02-13 16:11:43
February 13 2014 15:31 GMT
#21
I reduced the space for the stalker's blink.

[image loading]
Winpark, author of Daybreak, Whirlwind, and Merry go round, SC2 Mapping team CruX
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
February 13 2014 21:55 GMT
#22
These updates are starting to make this map look really good. Keep it up!
Twitter: @iamcaustic
TheFlexN
Profile Joined March 2012
Israel472 Posts
February 13 2014 22:02 GMT
#23
winpark, could you add the original version of the map to the OP? I would like to be able to compare the current version of the map to its origin.
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
zelevin
Profile Joined January 2012
United States321 Posts
February 13 2014 22:19 GMT
#24
Dang it! I'm tired of seeing all of these great maps on the forums and never seeing them in tournaments or on ladder!
"You're the idiot, idiot. That's why your fuckin' name is Idiot." - Artosis to CSG
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
February 16 2014 06:26 GMT
#25
Mmm, interesting. I want to see more wonky maps on the ladder. Getting so tired of same map, different tileset syndrome that we've had for the last several seasons now.
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
MrBarryObama
Profile Joined August 2010
Korea (South)141 Posts
February 16 2014 16:51 GMT
#26
3 player map. dats beautiful
FlaShFTW
Profile Blog Joined February 2010
United States10528 Posts
February 16 2014 23:27 GMT
#27
shaped up really nicely nice work.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
DaRKMaTT3r
Profile Joined November 2010
Brazil553 Posts
February 17 2014 01:01 GMT
#28
The space behind/around the bottom base is massive! Is it like that or is just the picture? Brings back bad memories of Broodlords sieging my 3rd on Daybreak from unreachable space.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
February 17 2014 01:46 GMT
#29
On February 17 2014 10:01 DaRKMaTT3r wrote:
The space behind/around the bottom base is massive! Is it like that or is just the picture? Brings back bad memories of Broodlords sieging my 3rd on Daybreak from unreachable space.

Pretty sure the energy wall surrounding the map signifies the air boundaries. There is such a thing as un-pathable air.
Twitter: @iamcaustic
L3monsta
Profile Joined May 2012
New Zealand149 Posts
February 17 2014 02:39 GMT
#30
On February 14 2014 07:19 zelevin wrote:
Dang it! I'm tired of seeing all of these great maps on the forums and never seeing them in tournaments or on ladder!

Are 3 player maps ever used in tournaments? I don't recall ever seeing one in a tournament..
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 17 2014 03:13 GMT
#31
On February 17 2014 11:39 L3monsta wrote:
Show nested quote +
On February 14 2014 07:19 zelevin wrote:
Dang it! I'm tired of seeing all of these great maps on the forums and never seeing them in tournaments or on ladder!

Are 3 player maps ever used in tournaments? I don't recall ever seeing one in a tournament..

Testbug
SC2 Mapmaker
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
February 17 2014 03:54 GMT
#32
On February 17 2014 12:13 lorestarcraft wrote:
Show nested quote +
On February 17 2014 11:39 L3monsta wrote:
On February 14 2014 07:19 zelevin wrote:
Dang it! I'm tired of seeing all of these great maps on the forums and never seeing them in tournaments or on ladder!

Are 3 player maps ever used in tournaments? I don't recall ever seeing one in a tournament..

Testbug

Also, Xel'Naga Fortress.
Twitter: @iamcaustic
zelevin
Profile Joined January 2012
United States321 Posts
February 20 2014 00:41 GMT
#33
On February 17 2014 11:39 L3monsta wrote:
Show nested quote +
On February 14 2014 07:19 zelevin wrote:
Dang it! I'm tired of seeing all of these great maps on the forums and never seeing them in tournaments or on ladder!

Are 3 player maps ever used in tournaments? I don't recall ever seeing one in a tournament..

Traditional use isn't necessarily good. Even if Testbug and Xel'naga Fortress didn't exist, the lack of 3 player maps isn't a reason to not use it; it's a reason TO use it! All the "problems" in Starcraft are being blamed on the maps, and I think that I am right when I say we need something different. This map is completely different, and it would add a great deal of variety in the game play -- which is what blizzard tried to do with Alterzim and Deadbase (Daedalus).
"You're the idiot, idiot. That's why your fuckin' name is Idiot." - Artosis to CSG
MidnightZL
Profile Joined August 2012
Sweden203 Posts
February 22 2014 17:22 GMT
#34
Seems like a superawesome map, always loved team crux style on maps, at least visually, i don't think i have the skills to go into the balancetalk
- I'm fairly certain YOLO is just Carpe Diem for stupid people - Jack Black
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-03-26 21:20:30
March 26 2014 21:20 GMT
#35
ALL HAIL THE FIRST 3 PLAYERS MAP ON THE LADDER !
rly ?
TheFlexN
Profile Joined March 2012
Israel472 Posts
March 26 2014 21:37 GMT
#36
On March 27 2014 06:20 algue wrote:
ALL HAIL THE FIRST 3 PLAYERS MAP ON THE LADDER !

Its the 2nd, never forget Elysium, 27 July 2010.
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
moskonia
Profile Joined January 2011
Israel1448 Posts
March 26 2014 22:36 GMT
#37
I never really understood the hype of 3 player maps, I don't really see the advantage they give over 2 player maps or more so to 4 player maps with no close spawns which basically make it a 3 spawn map with no spawn position advantage. Anyways the map does look decent, and congraz on getting into the ladder with it.
NewSunshine
Profile Joined July 2011
United States5938 Posts
March 26 2014 22:54 GMT
#38
On March 27 2014 07:36 moskonia wrote:
I never really understood the hype of 3 player maps, I don't really see the advantage they give over 2 player maps or more so to 4 player maps with no close spawns which basically make it a 3 spawn map with no spawn position advantage. Anyways the map does look decent, and congraz on getting into the ladder with it.

4p with no close spawns is essentially a 2p map. The main thing a 3p map does is the exact opposite of a 4p mirror map. With 4p mirror you have multiple spawn combinations, and everything is perfectly symmetric between the two players every time. With 3p you can only have close spawns, the difference is merely which side you're on, and asymmetry has to be accepted because there's no other way. Just depends on what you're looking for and this time, Blizzard wants the latter.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
zelevin
Profile Joined January 2012
United States321 Posts
March 26 2014 23:42 GMT
#39
On February 20 2014 09:41 zelevin wrote:
Show nested quote +
On February 17 2014 11:39 L3monsta wrote:
On February 14 2014 07:19 zelevin wrote:
Dang it! I'm tired of seeing all of these great maps on the forums and never seeing them in tournaments or on ladder!

Are 3 player maps ever used in tournaments? I don't recall ever seeing one in a tournament..

Traditional use isn't necessarily good. Even if Testbug and Xel'naga Fortress didn't exist, the lack of 3 player maps isn't a reason to not use it; it's a reason TO use it! All the "problems" in Starcraft are being blamed on the maps, and I think that I am right when I say we need something different. This map is completely different, and it would add a great deal of variety in the game play -- which is what blizzard tried to do with Alterzim and Deadbase (Daedalus).


... Oh my god... Blizzard saw what I saw...
"You're the idiot, idiot. That's why your fuckin' name is Idiot." - Artosis to CSG
moskonia
Profile Joined January 2011
Israel1448 Posts
March 27 2014 00:19 GMT
#40
On March 27 2014 07:54 NewSunshine wrote:
Show nested quote +
On March 27 2014 07:36 moskonia wrote:
I never really understood the hype of 3 player maps, I don't really see the advantage they give over 2 player maps or more so to 4 player maps with no close spawns which basically make it a 3 spawn map with no spawn position advantage. Anyways the map does look decent, and congraz on getting into the ladder with it.

4p with no close spawns is essentially a 2p map. The main thing a 3p map does is the exact opposite of a 4p mirror map. With 4p mirror you have multiple spawn combinations, and everything is perfectly symmetric between the two players every time. With 3p you can only have close spawns, the difference is merely which side you're on, and asymmetry has to be accepted because there's no other way. Just depends on what you're looking for and this time, Blizzard wants the latter.

I still don't see a point in 3 player maps. Having rotational spawns mean there is luck involved, unlike mirror symmetry, which normally it is best to scout the close spawns first, thus negating luck while still allowing multiple spawns. 2 in 1 maps reduce the luck factor even more, which is good imo. I am all for asymmetry, but I think rotational symmetry is the wrong way to achieve it.

In my opinion the reason people are so excited for a 3 player map is the same reason people were so excited about New Polaris, because it's new and weird, and it's a cool gimmick. While seeing it in shourcraft clan wars have made me gain much more respect for the map, I still keep the opinion that the reason it won the poll was because of a gimmick and not map quality. IMO 3 player maps with rotational symmetry (as well as rotational symmetry in general) is a silly concept, and there is nothing it does better than 2 player asymmetrical maps or 4 player maps with 1 spawn disabled.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
March 27 2014 03:24 GMT
#41
On March 27 2014 09:19 moskonia wrote:
Show nested quote +
On March 27 2014 07:54 NewSunshine wrote:
On March 27 2014 07:36 moskonia wrote:
I never really understood the hype of 3 player maps, I don't really see the advantage they give over 2 player maps or more so to 4 player maps with no close spawns which basically make it a 3 spawn map with no spawn position advantage. Anyways the map does look decent, and congraz on getting into the ladder with it.

4p with no close spawns is essentially a 2p map. The main thing a 3p map does is the exact opposite of a 4p mirror map. With 4p mirror you have multiple spawn combinations, and everything is perfectly symmetric between the two players every time. With 3p you can only have close spawns, the difference is merely which side you're on, and asymmetry has to be accepted because there's no other way. Just depends on what you're looking for and this time, Blizzard wants the latter.

I still don't see a point in 3 player maps. Having rotational spawns mean there is luck involved, unlike mirror symmetry, which normally it is best to scout the close spawns first, thus negating luck while still allowing multiple spawns. 2 in 1 maps reduce the luck factor even more, which is good imo. I am all for asymmetry, but I think rotational symmetry is the wrong way to achieve it.

In my opinion the reason people are so excited for a 3 player map is the same reason people were so excited about New Polaris, because it's new and weird, and it's a cool gimmick. While seeing it in shourcraft clan wars have made me gain much more respect for the map, I still keep the opinion that the reason it won the poll was because of a gimmick and not map quality. IMO 3 player maps with rotational symmetry (as well as rotational symmetry in general) is a silly concept, and there is nothing it does better than 2 player asymmetrical maps or 4 player maps with 1 spawn disabled.

I feel like you're splitting hairs, really. If there's any serious issue with positional differences, it lay with Blizzard's desire to make air play so dominant in SC2.
Twitter: @iamcaustic
JessicaSc2
Profile Joined February 2014
Poland123 Posts
March 27 2014 07:02 GMT
#42
While there is nothing really significant about this map I'm happy that a 3p map made it into the pool. A breath of a fresh air.
enord
Profile Blog Joined September 2013
France258 Posts
March 27 2014 12:02 GMT
#43
gratz on map pool
make / have a good tl .. ohhh and i want my icon back :°D
And G
Profile Joined May 2012
Germany491 Posts
March 27 2014 12:33 GMT
#44
Rotational three player maps are the same as rotational four player maps with cross spawns disabled and increased positional imbalance because all ramps are 45° rather than 30°/60°. I fully agree with moskonia that this is a gimmicky map rather than a good one, and I think the only reason why people don't hate rotational 3/4 player maps as much as completely asymmetric maps is that they don't realize those are actually the same thing. Basically, this is an asymmetric map under the guise of rotational "symmetry".

Let's see how long it lasts...
not a community mapmaker
Ej_
Profile Blog Joined January 2013
47656 Posts
March 27 2014 13:23 GMT
#45
On March 27 2014 21:33 And G wrote:
Rotational three player maps are the same as rotational four player maps with cross spawns disabled and increased positional imbalance because all ramps are 45° rather than 30°/60°. I fully agree with moskonia that this is a gimmicky map rather than a good one, and I think the only reason why people don't hate rotational 3/4 player maps as much as completely asymmetric maps is that they don't realize those are actually the same thing. Basically, this is an asymmetric map under the guise of rotational "symmetry".

Let's see how long it lasts...

oh man yeah, whirlwind was such an awful imbalanced map too
"Technically the dictionary has zero authority on the meaning or words" - Rodya
And G
Profile Joined May 2012
Germany491 Posts
March 27 2014 13:32 GMT
#46
I'm talking about positional imbalance, not racial imbalance. Whirlwind with cross spawns disabled would not be a good map, although arguably still better than "Merry Go Round", because at least on Whirlwind NW vs NE was imbalanced the exact same way as SE vs SW.

Maybe post less throwaway one-liners, or at least not in the map forum?
not a community mapmaker
moskonia
Profile Joined January 2011
Israel1448 Posts
March 27 2014 13:45 GMT
#47
Finally another one who gets what I was trying to say. Anyways though, I think the spawn imbalance in WW was pretty small, while it did exist, it's nothing like the one in 3-player maps. A better example would be Antiga, which had quite a difference between spawn locations, which eventually led to it being cross only, which is silly, as a 4 player map that is cross only would be better off as a 2-player map, as the 2 extra spawns don't give you anything but restrictions.

The spawn imbalance on this map was minimized as much as it could have been, but still it's silly to have any unwanted spawn imbalance just because you want your map to be a 3-player one.
And G
Profile Joined May 2012
Germany491 Posts
March 27 2014 14:05 GMT
#48
On March 27 2014 22:45 moskonia wrote:
I think the spawn imbalance in WW was pretty small
If you only look at how good a player's chances of winning are, then yes, they were indeed pretty small. In terms of how many options each player had, however, I would say they were quite substantial, and that this made the map feel old and boring rather quickly especially when compared to Frost with its axial symmetry where not only each spawning pattern (vertical, horizontal, cross) inherently plays out differently, but also each player has a comparably large arsenal of viable strategies.

By the way, have there ever been winrate stats for clockwise vs counterclockwise spawns on rotational maps? I don't think I've ever seen those recorded separately.
not a community mapmaker
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2014-03-27 14:36:59
March 27 2014 14:36 GMT
#49
I have never seen any stats about it, and it would be interesting to see, it's just that it would require a very large amount of games to have any significant results because of all the different matchups and positions.
ETisME
Profile Blog Joined April 2011
12782 Posts
March 27 2014 15:41 GMT
#50
I hope you can add a little bit more aesthetics to it.
I always find this tile set looks extremely plain compared to others.
D.point was quite a good looking one imo.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
moskonia
Profile Joined January 2011
Israel1448 Posts
March 27 2014 15:58 GMT
#51
On March 28 2014 00:41 ETisME wrote:
I hope you can add a little bit more aesthetics to it.
I always find this tile set looks extremely plain compared to others.
D.point was quite a good looking one imo.

Daedalus is amazing imo, but I think it is too late for this map, I doubt Blizzard will allow changes after showing it to the public, although hopefully since it is not yet on the ladder maybe they will allow.
enord
Profile Blog Joined September 2013
France258 Posts
Last Edited: 2014-03-27 18:55:49
March 27 2014 18:52 GMT
#52
it is always "fun" to see just how much blizz cares about making map makers feel ...
edit:+ Show Spoiler +
uhhh.. feel ... uhhh... lost my train of thought looking at the map pools since beta ...

uhhh ... duhhh..

it seems they are on a fast train to incorporating new maps ...

someone should really make graphs and anal ethical stuff about it


+ Show Spoiler +
guess i should stfu since we do have galaxy and bnet2° .. sigh ..
i'll admit i'm a bit sad that no tl mapmaker(s) cares enough to put up a [D] Map pool evolution discussion thread..
here! in this forum
guess blizz gets it better than i do (since i don't "get it"), they just might be right on: let mapmakers be .. they have no weight/way/say in this
make / have a good tl .. ohhh and i want my icon back :°D
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
March 27 2014 19:51 GMT
#53
On March 28 2014 03:52 enord wrote:
i'll admit i'm a bit sad that no tl mapmaker(s) cares enough to put up a [D] Map pool evolution discussion thread..
here! in this forum

Probably because it's casually (or in Ragoo's case, angrily ) discussed almost every day in the TL map community skype chat. What's the point of having a thread dedicated to it?
Twitter: @iamcaustic
moskonia
Profile Joined January 2011
Israel1448 Posts
March 27 2014 20:00 GMT
#54
I keep hearing about this TL map community skype group, is there any way to get into that skype group?
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
March 27 2014 20:03 GMT
#55
On March 28 2014 05:00 moskonia wrote:
I keep hearing about this TL map community skype group, is there any way to get into that skype group?

You have to know the secret pass code.
Twitter: @iamcaustic
moskonia
Profile Joined January 2011
Israel1448 Posts
March 27 2014 20:47 GMT
#56
Is it "I got 2nd place in FPL"?
starslayer
Profile Joined August 2011
United States696 Posts
Last Edited: 2014-03-27 22:14:25
March 27 2014 22:14 GMT
#57
On March 28 2014 05:00 moskonia wrote:
I keep hearing about this TL map community skype group, is there any way to get into that skype group?

thats pretty cool if there really is a skype group. hopefully there is, cause then we can start seeing some really sick maps coming out if theres a big group of ppl just trying to make good maps and not just blizz cause most blizz maps make me sad. also if there is get the guy who made frost best map out atm.
i came here to kickass and chew bubblegum and i'm all out of bubble gum
And G
Profile Joined May 2012
Germany491 Posts
March 27 2014 22:24 GMT
#58
There are already tons of "really sick maps" floating around—just not on the ladder.
not a community mapmaker
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
March 27 2014 22:52 GMT
#59
assumed zerg spawns on red one, terran on 6, doesn't that create huge windows for reaper/hellion aggression on zerg's third (red 3), which forces zerg to expand below red 2, which creates huge drop/siege zone on the expansion which would be the potential 4th? not sure about this map, let's see how it will play out.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
March 27 2014 22:57 GMT
#60
On March 28 2014 07:14 starslayer wrote:
Show nested quote +
On March 28 2014 05:00 moskonia wrote:
I keep hearing about this TL map community skype group, is there any way to get into that skype group?

thats pretty cool if there really is a skype group. hopefully there is, cause then we can start seeing some really sick maps coming out if theres a big group of ppl just trying to make good maps and not just blizz cause most blizz maps make me sad. also if there is get the guy who made frost best map out atm.

The chat has existed for years. It includes members of ESV, the now defunct Dream Forge and TPW map teams, Galaxy (hi), Crux, a few prominent indie mapmakers, and some prominent eSports community folks. Where do you think TB found the maps for his current ShoutCraft Clan Wars series?
Twitter: @iamcaustic
chefchef
Profile Joined July 2012
Netherlands19 Posts
May 01 2014 14:53 GMT
#61
I encountered a strange bug on this map today. I had a group of mutas on shift-move command over the southern natural expansion to the bottom right corner of the map, but all my mutas seemed to get stuck on one of the towers in the airspace behind the nat. Don't know if it was just a weird coincidence, but maybe it's something to look into
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