• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 15:08
CET 21:08
KST 05:08
  • 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
[BSL21] Non-Korean Championship - Starts Jan 101SC2 All-Star Invitational: Jan 17-1820Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises3Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11
StarCraft 2
General
SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Chinese SC2 server to reopen; live all-star event in Hangzhou Starcraft 2 Zerg Coach ComeBackTV's documentary on Byun's Career !
Tourneys
uThermal 2v2 Circuit OSC Season 13 World Championship WardiTV Mondays $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow
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
Empty tournaments section on Liquipedia A cwal.gg Extension - Easily keep track of anyone I would like to say something about StarCraft StarCraft & BroodWar Campaign Speedrun Quest BGH Auto Balance -> http://bghmmr.eu/
Tourneys
SLON Grand Finals – Season 2 [BSL21] Non-Korean Championship - Starts Jan 10 [Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET
Strategy
Game Theory for Starcraft Current Meta Simple Questions, Simple Answers [G] How to get started on ladder as a new Z player
Other Games
General Games
Beyond All Reason Elden Ring Thread General RTS Discussion Thread Nintendo Switch Thread Awesome Games Done Quick 2026!
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread Canadian Politics Mega-thread 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
Blogs
National Diversity: A Challe…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1062 users

[M] (2) AEM Ion - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
Kiaph
Profile Blog Joined July 2012
112 Posts
February 12 2014 00:44 GMT
#21
10/10 for the map design, you put so much time into this map, and it very easy to see, and maybe even a future competition map,

I would not be suprised to see this in tournaments in the future, or on the ladder, there may be some slight modifications needed, related to balance, but no way to find out.. cause I am to busy looking at the map to actually go and play it
Zax19
Profile Blog Joined August 2010
Czech Republic1136 Posts
February 12 2014 01:49 GMT
#22
So how about the changing the 3rd - rather than blocking the path just have mineral blocking rocks like on Testbug?
Really Blizz, really? - Darnell
Antares777
Profile Joined June 2010
United States1971 Posts
February 12 2014 01:59 GMT
#23
The main-natural design is one of the most creative I've seen in a while. In-base naturals are nothing new, but most of the time are designed in a straightforward way with each expansion having their own clear "area", while here both the main and natural are blended together into the same area.

Most maps with in-base expansions tend to lean towards macro games, since the natural is easy to expand to and defend. Here, that isn't the case. The mineral line is right on the edge of a direct path to your base. This makes it so that the opposing army doesn't have to split forces to harass your natural, they can straight up harass it with their main force.
On February 11 2014 23:58 TheFish7 wrote:
I like the natural a lot because you set up a situation where players need to move down their main ramp to defend it.

The nail has been hit on the head. This is an interesting feature. To add to its vulnerability, the main-nat ramp is 3x once the rocks go down. The natural is deceptively difficult to defend. It looks like an in-base expansion, but plays out like a regular natural expansion. So cool dude!

I honestly don't really know what to think of the rest of the layout. The expansions are ambiguous and spread out, yet there are many choke points as well. I can't really comment on much else.

Timetwister22
Profile Joined March 2011
United States538 Posts
February 12 2014 02:48 GMT
#24
As far as the third, I think it's fine as is for the time being until I get some games on it. The rocks between the nat low ground and the third will probably remain, as the current design of the natural relies on them. If the third becomes too hard for any race, I'll probably make choke size/distance adjustments.
Former ESV Mapmaker | @Timetwister22
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 12 2014 08:43 GMT
#25
This is painful to look at, ow. I keep trying. Like it's cool for sure, but just seems unplayable (aesthetically). But that's not the biggest problem for a map to have, just putting my vote in.

The forward nat choke is pretty rough for any tight build orders, being so far. But it will make for interesting games for sure. I really think you'd see people put their infrastructure on the lowground to make a 2nd wall/simcity in case the rocks are broken to help defend the nat cliff. It's funny to me that this map of all things could be the first successful map to promote building outside the main.

I agree with fish that the 3oclock should be more towards 2oclock. I understand the motivation to keep it far and I assumed this was the intention, but I think it's going to force a basetradey mapsplit, not the harass / poke / multiprong you're looking for. In fact, I think the best thing for this map would be embrace the awkwardness of that area and make them gold bases so they function more the way you want. Or overhaul that area (possibly removing a pathway and creating a cliff vulnerability instead).

The focus of the map will be the unique nat design, so I really don't think it's a huge problem overall. Would like to see this map get used! Below I try and explain why the 2/3oclock area is awkward / not contributing to the map the way I think it's intended to.
+ Show Spoiler [long] +

If a player takes it as a 4th, they need their army to defend it because it's an open-face base location, and the army will need to camp there without constant knowledge of opponent's movements, since the enemy reinforce with the rocks down is so short and the defender travel path from center of mass is long and narrow. In the situation both players expand this way, it creates a very unstable basetrade favored positioning. It's like if your 4th on Daybreak was the base outside their main by air.

If you want to avoid this, you break the rocks to take the righthand 4th, which leads much more naturally to a 5th base anyway (the 3oclock, maybe the center base in some cases). Now you have a much more stable situation where the better player can make better movements than their opponent without being forced into a trade scenario (due to travel distances). This also brings the middle into play nicely. However the problem reemerges at the 5th base, because it bring you so close again (to the opponent's 3rd) and a defensive stance from both players results in a trade scenario again.

These issues are especially bad for zerg because the map doesn't offer a viable secondary location to put an alternate base site, which can be very important in a tight game where they have to sacrifice one of the two recent expansions because they'd be gg to engaging a timing.

Pushing the 3oclock to 2oclock alleviates many of the problems due to short distance and preserves it main vulnerability as an open-facing base, and also maintains the superior defensive position of forward army placement without mandating it. Because of the clever design of the 3rd base's back entrance (which I love), it wouldn't even make it much worse when they belong to opposing players. Redesigning the pathways here could help it along even more.
Comprehensive strategic intention: DNE
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2014-02-12 16:02:04
February 12 2014 15:57 GMT
#26
The 3 o'clock is the intended fourths for player A, while the 2 o'clock are intended fifths/sixths for player B. I want the players to progressively take control of the middle of the map, and eventually take the base there. By forcing armies that close to one another, you will not see base trades. The armies simply will be able to get I to position to defend one another too easily. Instead, you'll see pokes and harass, especially with the little path that goes through the central bases. The 2 and 3 o'clock are not intended to be taken by the same player.

However, I should add that when both players are on four bases, this is when bases trades are most likely to happen since this is when armies are furthest.

As for tthe aesthetics, let's just say it's super shinny in the pictures. After pictures were taken, I dropped the bloom, gamma, "glory settings", and saturation by just a bit to make it playable in game. Not to say it looks entirely different, just less strain on the eyes. Just had to make it look good for public view since I posted it on reddit.
Former ESV Mapmaker | @Timetwister22
Timetwister22
Profile Joined March 2011
United States538 Posts
February 15 2014 22:18 GMT
#27
Map has been updated to version 1.0. The update includes various bug fixes, and some minor aesthetic changes.
Former ESV Mapmaker | @Timetwister22
L3monsta
Profile Joined May 2012
New Zealand149 Posts
February 15 2014 23:23 GMT
#28
I really like it, but the textures look waay too busy in the corner bases
Timetwister22
Profile Joined March 2011
United States538 Posts
February 18 2014 00:40 GMT
#29
ESV Ion has been included in the map pool for Team Dignitas Reverse Race Tournament 3!
Former ESV Mapmaker | @Timetwister22
Timetwister22
Profile Joined March 2011
United States538 Posts
May 02 2014 00:03 GMT
#30
Update to V1.2

Changed large diagonal rocks to collapse rocks. This will have that third path initially open, so Zerg can more easily take a quick third. Yet, the path can still be closed to secure the low ground or cut of forces from third.
Former ESV Mapmaker | @Timetwister22
vult
Profile Blog Joined February 2012
United States9400 Posts
May 02 2014 02:34 GMT
#31
Pretty!

I like the inbase natural design, could make for some interesting plays!
I used to play random, but for you I play very specifically.
Zax19
Profile Blog Joined August 2010
Czech Republic1136 Posts
May 06 2014 23:34 GMT
#32
Cool update, not as good as the Testbug style of mineral block but better than before
Really Blizz, really? - Darnell
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 07 2014 04:21 GMT
#33
Can you simplify textures a bit? Seems like same problem as on early versions of Yeonsu - nice map but textures are hard to fight on except if there is a creep everywhere
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Patches Events
20:00
The 5.4k Patch Clash #10
RotterdaM144
Liquipedia
PSISTORM Gaming Misc
18:00
FSL s9 code B championships
Freeedom20
Liquipedia
OSC
18:00
World Championship: Challenger
WardiTV914
davetesta34
Belair 17
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Liquid`MaNa 233
IndyStarCraft 151
RotterdaM 144
PiGStarcraft104
JuggernautJason96
BRAT_OK 65
Nathanias 45
ProTech42
MindelVK 34
Railgan 27
StarCraft: Brood War
Britney 27093
Shuttle 443
Dewaltoss 82
Mong 68
Hyun 65
Sexy 18
soO 13
ajuk12(nOOB) 11
NaDa 8
Counter-Strike
pashabiceps2275
Heroes of the Storm
Liquid`Hasu550
Other Games
Grubby5650
Liquid`RaSZi2324
FrodaN1737
fl0m812
mouzStarbuck419
DeMusliM370
JimRising 239
B2W.Neo236
ArmadaUGS174
Mew2King72
Livibee55
Organizations
StarCraft 2
angryscii 28
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• printf 111
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• 80smullet 35
• Pr0nogo 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis2727
Other Games
• imaqtpie2239
• Shiphtur371
Upcoming Events
OSC
15h 52m
uThermal 2v2 Circuit
17h 52m
Replay Cast
1d 12h
Wardi Open
1d 15h
RotterdaM Event
1d 21h
Patches Events
1d 23h
PiGosaur Cup
2 days
OSC
2 days
OSC
3 days
OSC
4 days
[ Show More ]
The PondCast
6 days
Liquipedia Results

Completed

Escore Tournament S1: W2
WardiTV 2025
META Madness #9

Ongoing

IPSL Winter 2025-26
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

CSL 2025 WINTER (S19)
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
BLAST Open Spring 2026
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 © 2026 TLnet. All Rights Reserved.