• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:17
CET 20:17
KST 04:17
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Potential Updates Coming to the SC2 CN Server What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
How much money terran looses from gas steal? mca64Launcher - New Version with StarCraft: Remast RepMastered™: replay sharing and analyzer site ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro24 Group B [ASL21] Ro24 Group C [Megathread] Daily Proleagues 2026 Changsha Offline Cup
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1609 users

[M] (2) Mar Sara's Canyon

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
Last Edited: 2014-02-23 13:38:23
February 20 2014 19:15 GMT
#1
Hello TL. My first finished map.

----Mar Sara's Canyon----
-------by ConCentrate
-------Focus mapmaking (kickass banner soon)

NA EU KR SEA

[image loading]

Playable 152x 128
Distance: main to main 60 sec (worker)

The map

The idea was making a map with a canyon on it. This is the main feature and everything else was adapted to it.

Although small, ground distance from main to main is relative big, 60 sec (v. 1.4), due to the ramps positioning. Reapers will get a much faster time by jumping up and down the canyon. Natural has a standard choke and it is easy to wall-off.

The rocks at your natural are supposed to be a weakness to greedy plays, so it is closer to the mineral line than the rocks on Yeonsu for instance allowing more direct agression. As a trade-off, the third base is close to the natural, no backdoors, rocks choking the ramp, and sight blockers near ramp for defensive advantage. I hope this slightly different set up can be appreciated among all standards main-natural-3rds we have.

Important to note that players can't build on the lower level of the canyon. It not only prevents players from messing with the height tool used for careful sculpting of the river, but it also make the river a neutral zone, any reinforcement from pilons will have to be made across the canyon, as well as spines and whatever Terran may want to build for positional purposes.

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


Feedback is always appreciated.
EDIT: fixes/updates
+ Show Spoiler +
v. 1.2 - fixed straight lines and cliffs
v. 1.4 - mineral patches and middle ramp fixed


I look like someone's uncle after a hard life
moskonia
Profile Joined January 2011
Israel1448 Posts
February 20 2014 19:27 GMT
#2
Love the texture work, overall the map looks really good, although normally straight lines don't look normal, you should try to avoid them.
skdeimos
Profile Joined May 2013
Canada155 Posts
February 20 2014 19:56 GMT
#3
Yeah. The texture work is really nice, but the cliff edges look pretty bad. Focus on making them look natural - look at some other maps (my favourite cliff work is on Frost and Yeonsu) to get an idea of what looks good and what doesn't.

In terms of balance, I'm not sure how the canyon will play out. It might encourage strong positional play trying to control it, or it might encourage very splitty games where no one tries to cross the map. I'm not sure. If playtesting tends towards splitty and passive styles, you could always add another ramp near the center of the canyon with very strong rocks.

I'm also not too happy with only 5 bases, but I'm not sure where you could really squeeze one in. I guess it works.
JessicaSc2
Profile Joined February 2014
Poland123 Posts
February 20 2014 20:33 GMT
#4
Looks like past 12 min mark no one is crossing the canyon!
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 20 2014 21:11 GMT
#5
These aesthetics are really cool. Fix the straight cliffs and it's a work of art.

The layout at this point is really interesting -- it's almost boringly simple but I feel like it has that deceptive quality that made the original Blizzard SC1 and BW maps fun due to a strong concept. I'd like to see how this map plays, I think it could have some really epic moments.
Comprehensive strategic intention: DNE
Semmo
Profile Joined June 2011
Korea (South)627 Posts
February 21 2014 03:10 GMT
#6
Woah, I love the color scheme and the theme + doodads.
Mapmaker of Frost, Fruitland and Bridgehead
Timetwister22
Profile Joined March 2011
United States538 Posts
February 21 2014 06:04 GMT
#7
On February 21 2014 12:10 Semmo wrote:
Woah, I love the color scheme and the theme + doodads.


I was thinking the same thing. The choice in textures and doodads are quite nice. Very creative.
Former ESV Mapmaker | @Timetwister22
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
February 21 2014 06:36 GMT
#8
The edges of the map almost look like an aerial photograph.
Coppermantis
Profile Joined June 2012
United States845 Posts
February 21 2014 09:09 GMT
#9
Textures are cool and the forests are really well done, but shaping your cliffs with fewer straight lines will make the map as a whole look much better.
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
February 21 2014 12:44 GMT
#10
Thanks for feedback.
Straight lines fixed and cliffs around the main and 3rd bases changed.
+ Show Spoiler +
[image loading]


On February 21 2014 05:33 JessicaSc2 wrote:
Looks like past 12 min mark no one is crossing the canyon!

Yeah chances for split map scenario is pretty huge, but maybe with the current meta favouring so much air units, players will won't need the ramps to force engagements or pick up enemy on the other side. Anyway, the ramps are at the ends of the canyon, so I don't think a player can easily block both of them in mid game to turttle in 5 bases.

On February 21 2014 04:56 skdeimos wrote:I'm also not too happy with only 5 bases, but I'm not sure where you could really squeeze one in. I guess it works.
I'm not sure if a 6th base would help. If map gets split (as it probably will) one more base will just prolong a passive game, I don't think a 6th base would spread one army thin enough to become late game weakness, or allow some transition that you can't already do on 5.
I look like someone's uncle after a hard life
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
February 21 2014 15:01 GMT
#11
This map came out really nice, love the aesthetics. What is the rush distance it seems kinda long?
~ ~ <°)))><~ ~ ~
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
February 21 2014 17:53 GMT
#12
Quite long, Main to Main: 80 sec. Nat. to Nat.: 53 sec.
I look like someone's uncle after a hard life
FlaShFTW
Profile Blog Joined February 2010
United States10346 Posts
February 21 2014 18:11 GMT
#13
long rush distances with a super easy to take third. either make the rush distances smaller (i recommend making ramps to allow units going straight through the middle) or make the thirds harder (adding a ramp)
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
February 21 2014 19:43 GMT
#14
By adding ramps in the middle the rush distance gets 20s shorter (60s).
+ Show Spoiler +
[image loading]

Does it make it better or removing the rocks at the 3rds ramp is enough? Doesn't it strenght sentry pushes that will have a shorter free pass till opponent side and then a short walk till they can "hug the wall" on 3rds cliff? On larger ramps you'll need more force fields to push the defender back. If protss fails and need to retrat, zerg can punish whitout being force fielded mid ramp. Or continuous rally from mass rax coming faster trough a choke point instead of taking longer and through a terrain easier to surround?

Not sure if the first 3 bases are as safe as you said, despite the shape of the third. Don't forget that the natural has a blocked side entrance, so your first units can start working on it untill the next cycle comes to finish breaking it, and also there's enough room for the attacker to make a concave or siege, and enough space behind mineral lines for mutas/dropships.

I'll hold the changes for now, but if there's more negative feedback on this point (or another) I'll fix it.
I look like someone's uncle after a hard life
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
February 21 2014 20:13 GMT
#15
Trees on top of cliffs, especially tall trees like you use may block unit views and be annoying. (learned from hard experience)

Looks good expect from that.
aka KanBan85. Working on Starbow.
IeZaeL
Profile Joined July 2012
Italy991 Posts
February 21 2014 20:24 GMT
#16
River needs some work minecraft style.
Author of Coda and Eastwatch.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 21 2014 23:21 GMT
#17
No matter what it's going to be a map where any attack on or before 3 bases is a very deliberate strategy orchestrated from the beginning of the game. For this reason, I think it's fine to keep the rocks because they counteract the ridiculous openness outside them. You could add extremely narrow ramps in the middle (using doodads to make them even narrower than normal) to allow a quicker scout, but it might be cool to have a map with really long scout distance. Does this break anything in the HotS metagame?
Comprehensive strategic intention: DNE
enord
Profile Blog Joined September 2013
France258 Posts
February 22 2014 01:10 GMT
#18
beautiful map
make / have a good tl .. ohhh and i want my icon back :°D
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
February 22 2014 01:18 GMT
#19
On February 22 2014 08:21 EatThePath wrote:You could add extremely narrow ramps in the middle (using doodads to make them even narrower than normal) to allow a quicker scout, but it might be cool to have a map with really long scout distance.Does this break anything in the HotS metagame?

Thats sounds interesting. The thightets choke possible that only workers and small units can pass would make scout faster but wouldn't allow safe/quick army movements. If a add ramps in the middle I will probably do this way. Dont' know if it breaks something, but PvT can be even more coin flipy for terran as the stalker/MSC would be already out, no one would get to the main ramp before terran walling off, could be too late to punish greedy zergs... current game doesn't need more lucky build order wins or blind play. Getting really inclined to do these small ramps.
I look like someone's uncle after a hard life
zelevin
Profile Joined January 2012
United States315 Posts
February 22 2014 03:22 GMT
#20
I was always a fan of Derelict Watcher. Everyone else hated it because of how open it was and the distant expansions. This map keeps the same expansion pattern (while removing a base) and making it heck of a lot tighter in the middle.

I think the ditch in the middle will make playing against swarm hosts heck of a lot easier. The potential for circum-syndrome (armies bypass in the middle and awkward base trade ensues) is there and I like it. I like the map. Good job. I hope to see it on ladder some day.
"You're the idiot, idiot. That's why your fuckin' name is Idiot." - Artosis to CSG
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 43m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 274
elazer 223
OGKoka 187
UpATreeSC 159
TKL 138
ProTech121
JuggernautJason64
MindelVK 52
StarCraft: Brood War
Britney 18200
Calm 3758
Mini 802
EffOrt 528
Shuttle 311
ggaemo 238
actioN 99
Mong 55
Mind 48
Aegong 33
[ Show more ]
Bale 10
IntoTheRainbow 10
Dota 2
Gorgc8032
Counter-Strike
pashabiceps2913
Heroes of the Storm
Liquid`Hasu130
Other Games
Grubby3070
FrodaN1254
Beastyqt626
B2W.Neo334
KnowMe171
QueenE99
C9.Mang063
ZombieGrub20
Organizations
StarCraft 2
ComeBackTV 224
Dota 2
PGL Dota 2 - Main Stream41
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Reevou 4
• intothetv
• Kozan
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• IndyKCrew
StarCraft: Brood War
• 80smullet 5
• FirePhoenix4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV921
• lizZardDota262
League of Legends
• Nemesis2837
• TFBlade762
Other Games
• imaqtpie777
• Shiphtur163
Upcoming Events
Replay Cast
4h 43m
KCM Race Survival
13h 43m
The PondCast
14h 43m
WardiTV Team League
16h 43m
OSC
16h 43m
Replay Cast
1d 4h
WardiTV Team League
1d 16h
Big Brain Bouts
1d 21h
Fjant vs SortOf
YoungYakov vs Krystianer
Reynor vs HeRoMaRinE
RSL Revival
2 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
2 days
[ Show More ]
Platinum Heroes Events
2 days
BSL
3 days
RSL Revival
3 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
3 days
BSL
3 days
Replay Cast
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
Light vs Calm
Royal vs Mind
Wardi Open
4 days
Monday Night Weeklies
4 days
OSC
5 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Rush vs PianO
Flash vs Speed
Replay Cast
6 days
Afreeca Starleague
6 days
BeSt vs Leta
Queen vs Jaedong
Liquipedia Results

Completed

Proleague 2026-03-24
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.