• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:08
CEST 09:08
KST 16:08
  • 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
Team TLMC #5: Vote to Decide Ladder Maps!0[ASL20] Ro8 Preview Pt1: Mile High14Team TLMC #5 - Finalists & Open Tournaments2[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon10
Community News
Classic wins RSL Revival Season 20Weekly Cups (Sept 15-21): herO Goes For Four2SC2 5.0.15 PTR Patch Notes + Sept 22nd update235BSL 2025 Warsaw LAN + Legends Showmatch4Weekly Cups (Sept 8-14): herO & MaxPax split cups4
StarCraft 2
General
Why Storm Should NOT Be Nerfed – A Core Part of Pr SC2 5.0.15 PTR Patch Notes + Sept 22nd update Classic wins RSL Revival Season 2 Question about resolution & DPI settings SC2 Weekly Cups (Sept 15-21): herO Goes For Four
Tourneys
Prome's Evo #1 - Solar vs Classic (SC: Evo) Monday Nights Weeklies RSL: Revival, a new crowdfunded tournament series SC2's Safe House 2 - October 18 & 19 Stellar Fest
Strategy
Custom Maps
External Content
Mutation # 492 Get Out More Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense
Brood War
General
BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ A cwal.gg Extension - Easily keep track of anyone Old rep packs of BW legends [ASL20] Ro8 Preview Pt1: Mile High
Tourneys
[ASL20] Ro8 Day 2 [ASL20] Ro8 Day 1 [ASL20] Ro16 Group D BSL 2025 Warsaw LAN + Legends Showmatch
Strategy
Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Borderlands 3 General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Big Programming Thread UK Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion 2024 - 2026 Football Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
[ASL20] Players bad at pi…
pullarius1
Kendrick, Eminem, and "Self…
Peanutsc
Too Many LANs? Tournament Ov…
TrAiDoS
I <=> 9
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1814 users

[M] (3) Shrouded Harbor

Forum Index > SC2 Maps & Custom Games
Post a Reply
Quidios
Profile Joined June 2013
Sweden74 Posts
Last Edited: 2014-11-05 19:30:05
April 27 2014 17:07 GMT
#1
Shrouded Harbor

Created by Quidios

Published on: EU NA KR SEA
Map-ximum Mapmaking Contest 2nd place and featured in GongSL Season 1
VOD: http://www.twitch.tv/startale_balloon/b/574384350?t=96m03s

      Overview 90°
[image loading]

      Overview 60°
[image loading]



      Specifications
  • 3 Spawning Points
  • 12 Bases (8m 2g) 3 bases (6m 1g)
  • 1 Xel'Naga Tower
  • 9 Destructible Debris
  • 52 ingame seconds natural to natural
  • The mainbase chokes and the bridges are unbuildable areas
  • Equal airspace around the map



      Gallery: http://imgur.com/a/dwtwP



      Idea / Concept

      I wanted to create a 3 player map with a fixed third base and the natural base forward position opens up space that allows
      for that third base setup. The clockwise position gives the option of a forward fourth base which is closer to your opponent
      by air, emphasizing air unit compositions. A narrow bridge connects the natural expansion to the middle, leaving it       vulnerable, but also creates a funnel where you can find yourself in a deathtrap. The bridge is initially blocked by       Destructible Debris and the panels on the ground make the area unbuildable. The small chokes together with the open
      areas create an interesting dynamic. The Xel'Naga Tower in the center is very important but doesn't reveal the       bridgepaths.
      With this map I envision big lategame air army engagements and with room and opportunity for ground harassment and
      counterattacks.


Samro225am
Profile Joined August 2010
Germany982 Posts
April 28 2014 04:18 GMT
#2
the way you set up third and (especially) the fourths the player spawning counterclockwise to the opponent clearly is favored. expanding away via the bridge is not viable really.

what you could have done instead is a third that is further away and use that space to have the nat rotate towards the third / outside edge of the map, which than again allows a fourth below the nat and a shorter path via the bridge. that would help making expanding away a better option.
jamesapjoyce
Profile Joined August 2012
61 Posts
April 28 2014 08:16 GMT
#3
I think the layout is good: how the third seems more defendable than on some other maps.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
April 28 2014 12:03 GMT
#4
I agree with Samro; also the map seems to promote turtling since a single pathway covers 4 bases (aside from the nat backdoors, which are only useful for harass).
vibeo gane,
Samro225am
Profile Joined August 2010
Germany982 Posts
April 28 2014 13:05 GMT
#5
i guess i have to put it differently: not the third, the fourth is the main problem regarding spawn un-equality. a bit moving and rotating nat and third and you should have space for a cw fourth that is viable.
Quidios
Profile Joined June 2013
Sweden74 Posts
April 28 2014 20:30 GMT
#6
The fourth across the bridge is closer than it seems on the overview. It's not far from the natural and your production compared to the other fourth which is further away from your reinforcements. Also the forward fourth in that position can be taken in some situations depending on your opponents strategy.

To NegativeZero's point, there's not one good spot to park your army unless you go down to the very open area. And if you stay up the ramp, the attacker can bounce between the third and the forth.

The main of the player spawning clockwise is much more vulnerable, so it's not really black and white, there are pros and cons for both sides.
Samro225am
Profile Joined August 2010
Germany982 Posts
April 28 2014 20:45 GMT
#7
On April 29 2014 05:30 Quidios wrote:
The fourth across the bridge is closer than it seems on the overview. It's not far from the natural and your production compared to the other fourth which is further away from your reinforcements. Also the forward fourth in that position can be taken in some situations depending on your opponents strategy.


covering your third you cover the fourth. their access points literally meet at the only direct ground path. it is not so much about absolute distances, but area of control.
Quidios
Profile Joined June 2013
Sweden74 Posts
April 28 2014 21:42 GMT
#8
On April 29 2014 05:45 Samro225am wrote:
Show nested quote +
On April 29 2014 05:30 Quidios wrote:
The fourth across the bridge is closer than it seems on the overview. It's not far from the natural and your production compared to the other fourth which is further away from your reinforcements. Also the forward fourth in that position can be taken in some situations depending on your opponents strategy.


covering your third you cover the fourth. their access points literally meet at the only direct ground path. it is not so much about absolute distances, but area of control.

Sure, if you go down to the open area. But then there's also the bridge to the natural and the air vulnerability of the natural and the main. If the other player takes the forward fourth, it's the same for both. That's the nature of the map. If you take the fourth over the bridge, there's more ground area to cover but you got that ramp by the third to stand on. Alot comes down to who's controlling the center.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 28 2014 23:19 GMT
#9
Regardless of spawn inequality I'd be much more concerned about 3 bases behind essentially one choke and a single attack path (through the middle) that is completely covered by a tower. I know the bridge allows a certain amount of ground-based pressure but in 95% of games it will never be used because it's so hard to effectively attack there.
Comprehensive strategic intention: DNE
Quidios
Profile Joined June 2013
Sweden74 Posts
May 08 2014 16:14 GMT
#10
Version 3.0

I made a few updates to the map. I increased the airspace around the map once again to allow for air harassment behind mineral lines and to give air units a chance to escape.

I've also added one more Reaper path to the main base to help Terran scouting. Because it's on a highground it's a bit of a safe spot, but it's not near the main mineral line and because of MSC and Overlord+Queen I don't think it will create any problems.

I updated the thread and the gallery to clarify these changes.

[image loading]




Please log in or register to reply.
Live Events Refresh
Next event in 2h 52m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
PianO 380
sSak 242
sorry 83
Shine 39
Noble 28
ivOry 26
ajuk12(nOOB) 14
Icarus 9
League of Legends
JimRising 538
Counter-Strike
shoxiejesuss13
Heroes of the Storm
Khaldor113
Other Games
summit1g7854
B2W.Neo495
C9.Mang0348
XaKoH 190
NeuroSwarm117
SortOf103
Trikslyr27
kaitlyn17
ceh90
Organizations
Other Games
gamesdonequick678
BasetradeTV79
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH119
• practicex 56
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1528
• Lourlo1053
• Stunt505
Upcoming Events
Sparkling Tuna Cup
2h 52m
Afreeca Starleague
2h 52m
Snow vs EffOrt
Wardi Open
3h 52m
PiGosaur Monday
16h 52m
LiuLi Cup
1d 3h
OSC
1d 7h
The PondCast
2 days
CranKy Ducklings
3 days
Maestros of the Game
4 days
Serral vs herO
Clem vs Reynor
[BSL 2025] Weekly
4 days
[ Show More ]
[BSL 2025] Weekly
4 days
BSL Team Wars
5 days
Wardi Open
6 days
Liquipedia Results

Completed

2025 Chongqing Offline CUP
RSL Revival: Season 2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
Maestros of the Game
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
FISSURE Playground #1

Upcoming

IPSL Winter 2025-26
SC4ALL: Brood War
BSL 21 Team A
BSL Season 21
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
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.