• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:04
CEST 20:04
KST 03:04
  • 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 Pt2: News Flash1[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy9ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2) Potential Updates Coming to the SC2 CN Server Behind the Blue - Team Liquid History Book herO wins SC2 All-Star Invitational
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
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
[ASL21] Ro24 Preview Pt2: News Flash Pros React To: SoulKey vs Ample ASL21 General Discussion RepMastered™: replay sharing and analyzer site KK Platform will provide 1 million CNY
Tourneys
[ASL21] Ro24 Group D [ASL21] Ro24 Group C [Megathread] Daily Proleagues [ASL21] Ro24 Group B
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Darkest Dungeon Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
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 The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
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
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1248 users

[M] (4) Crusader

Forum Index > SC2 Maps & Custom Games
Post a Reply
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-05-21 17:02:45
April 16 2014 12:29 GMT
#1
[image loading]

160 x 160
16 regular bases
4 gold bases
1v1, FFA

EU | NA | KR

Inspired by Whirlwind, Antiga Shipyard and Entombed Valley.


Obligatory disclaimer in case you haven't read the W-sym thread: This map is an axially symmetric four player map, except that one spawn is inverted, so each of the 6 spawning pattern plays out slightly different, yadda yadda yadda. Seriously, read the linked thread if this concept is new to you. Also, if you have any comments/opinions about W-sym in general rather than its execution on this particular map, or suggestions for major design changes that are unrealistic to be made at this stage, e.g. anything that would alter the overall layout, please post them in the W-sym thread.

So what has changed since the last WIP version I posted a few weeks ago? Not a whole lot really. I've added LOS blockers at the bottom of the natural ramps and at the central unpathable area from which I have also carved out a little space for proxy buildings (a pylon plus two 3x3 buildings fit in each pocket) and maybe some small unit tactics (ghosts/HT). I hope to encourage double worker scouting with this but the area may get filled again in a future version since it may just be an annoyance. Also, the ramp to the backdoor third has been widened and some of the unpathable areas have been enlarged.

[image loading]


Nat-to-nat distances are 39, 44, 44, 48, 54 and 57 seconds. The 39 seconds (NE vs SE) are somewhat short and the respective main-to-main distance is only 51 seconds, which also means that the main-to-nat distance is 45 seconds if you know maths. I have gone to considerable lengths to make this less of an issue (watchtower placement, choke close to natural base plus forward ramp, backdoor third away from opponent, and now also an overlord spot right in front of the natural ramp) but if this map turns out to be unplayable in close spawns anyway (which I really, really don't expect) then the backup plan is to move the backdoor rocks to the ramp of the third instead which would then become an alternative natural, Prometheus-style. I hope this won't be necessary since the Prometheus main/nat/third setup isn't really suited for this map.

Here's an angled view of the main/nat/third area on Crusader:

[image loading]


As you can see, there hasn't been done much aesthetic work beyond basic texturing and a few rocks and trees, and the texturing of the main is rather lacklustre. Also, apparently my shadows disappear when zooming out past a certain point. I had planned to sprinkle some small irregular islets with trees and critters into the ocean and maybe add some unpathable terrain near the mains to make the cliff lines there look a little more organic, but quite honestly I don't have any more time to spend on this map if I want my other map to have any aesthetics at all in time for the TLMC. Also, this may be considered "excessive" use of water, and if that turns out to be the case then I'll simply replace the water with sandstorm-like fog, which of course would require a different approach. So while this is not a WIP map in terms of gameplay design, the aesthetics are very much Work In Progress and will be finalized sometime after the TLMC is over.

For shits and giggles, here are some pictures of previous iterations in chronologic order: + Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]



GLHF!


(Edit: Fixed the lighting and updated the overview picture.)
not a community mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 16 2014 15:55 GMT
#2
That looks pretty! Definitely the best version yet. ^^
Comprehensive strategic intention: DNE
Phaenoman
Profile Joined February 2013
568 Posts
April 16 2014 16:01 GMT
#3
Haha, I was about to say that I know the layout from somewhere, but appearance is totally different. Then I opened previous iterations in chronologic order :D
Random is hard work dude...
And G
Profile Joined May 2012
Germany491 Posts
April 16 2014 16:40 GMT
#4
Yes, I never do serious texturing work before I know the map layout is more or less finished, so for WIP maps I usually just use textures of different lightness to show height levels and unpathable areas more clearly. For example Prometheus: + Show Spoiler +
[image loading]

[image loading]


It's because I'm such a perfectionist, so aesthetics are a lot of work for me since I want every single doodad to line up perfectly in regards to showing pathable and unpathable areas but not obstructing vision, and I hate to do redundant work, i.e. filling an area with doodads/textures once, then changing the terrain geometry or pathing, and then having to redo the whole area. So all my WIP maps look really boring...
not a community mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 16 2014 18:15 GMT
#5
^ this is so me
Comprehensive strategic intention: DNE
Timetwister22
Profile Joined March 2011
United States538 Posts
April 16 2014 20:04 GMT
#6
The lighting. My eyes. Where it looks nice in pictures, it really needs to have actually feasible lighting in game. Both Ohana and Cloud Kingdom had lighting issues. CK with bloom, which you use a shit ton of here, and Ohana's brightness, which you also use a shit ton of. Bloom should be very low, if not 0. The brightness should also be reduced by a bit. Though, you should probably just use the Desert World standard lighting since it was made with sand in mind.
Former ESV Mapmaker | @Timetwister22
And G
Profile Joined May 2012
Germany491 Posts
April 17 2014 07:39 GMT
#7
On April 17 2014 05:04 Timetwister22 wrote:
My eyes.

Thank you SO MUCH for telling me about this lighting problem! I only have my shitty laptop over Easter holidays so I only checked on low/hybrid settings in-game and did the rest in the editor where the lighting looks okay. I stole the lighting from another map with cool sand-based aesthetics that I had discovered here a few days ago and tweaked it to my liking, and there is a lot of bloom there that is partly responsible for the sand colour. I hope I've now fixed this problem by replacing most of the bloom with a mix of colourisation and contrast, but some bloom unfortunately needs to remain. I don't want this map to be much darker, but I've also turned down the exposure a bit, so it should all look much better now in-game, though I can't really check it.

This is how it looks in the editor now, with the second picture copied from the OP:

+ Show Spoiler +
[image loading]

[image loading]


I've uploaded the new version; if I could get some feedback whether the lighting is now okay on ultra-super-duper settings that would be awesome. I'll do more fine-tuning later anyway, but it might be a good idea to submit an actually playable map for the TLMC...

not a community mapmaker
Ferisii
Profile Joined February 2011
Denmark199 Posts
April 17 2014 09:47 GMT
#8
It's very dark ingame still. Album of said issue
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
And G
Profile Joined May 2012
Germany491 Posts
April 17 2014 12:31 GMT
#9
Should be fixed now. The lighting input levels were shifted for some reason, which resulted in dark textures and shadows being even darker than usual. Hopefully they have a good value now while the lighter areas stay the same.

Thanks for uploading those pictures, they were very helpful.

(Man, those version numbers are increasing quickly...)
not a community mapmaker
Please log in or register to reply.
Live Events Refresh
Next event in 57m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 349
BRAT_OK 56
ROOTCatZ 2
Vindicta 0
StarCraft: Brood War
Britney 32771
EffOrt 1011
ggaemo 356
Mini 335
Soulkey 213
firebathero 143
hero 101
Hyun 55
Aegong 29
Bale 21
[ Show more ]
GoRush 18
Dota 2
Gorgc8700
qojqva1632
Counter-Strike
allub1
Super Smash Bros
Mew2King100
Heroes of the Storm
Liquid`Hasu574
Khaldor545
MindelVK10
Other Games
Grubby3570
singsing1666
Liquid`RaSZi1585
B2W.Neo1300
KnowMe329
RotterdaM268
crisheroes163
Hui .126
Organizations
Other Games
gamesdonequick1996
BasetradeTV195
StarCraft 2
angryscii 40
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 24 non-featured ]
StarCraft 2
• Berry_CruncH144
• musti20045 19
• LUISG 12
• Adnapsc2 11
• Reevou 6
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• blackmanpl 40
• Airneanach39
• HerbMon 18
• RayReign 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV613
League of Legends
• Jankos5685
• Nemesis3679
Other Games
• imaqtpie844
• Shiphtur198
Upcoming Events
BSL
57m
Replay Cast
5h 57m
Replay Cast
14h 57m
Afreeca Starleague
15h 57m
Light vs Calm
Royal vs Mind
Wardi Open
16h 57m
Monday Night Weeklies
21h 57m
OSC
1d 5h
Sparkling Tuna Cup
1d 15h
Afreeca Starleague
1d 15h
Rush vs PianO
Flash vs Speed
Replay Cast
2 days
[ Show More ]
Afreeca Starleague
2 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
3 days
The PondCast
3 days
Replay Cast
4 days
RSL Revival
4 days
Replay Cast
5 days
RSL Revival
5 days
BSL
6 days
RSL Revival
6 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

Proleague 2026-03-27
WardiTV Winter 2026
Underdog Cup #3

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
StarCraft2 Community Team League 2026 Spring
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

CSL Season 20: Qualifier 2
Escore Tournament S2: W1
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
IEM Atlanta 2026
Asian Champions League 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.