• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:48
CEST 06:48
KST 13:48
  • 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
[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
Geoff 'iNcontroL' Robinson has passed away SC4ALL II: SC2 Player Announcement 6/8 - Maru GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) Serral wins Maestros of the Game 2
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 Fall 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
Replay Review Process - What do you do? Pros React To: First 'Fastest' Map in ASL History BW General Discussion [Personal Project Share] Terran Defense v0.60 ASL22 General Discussion
Tourneys
[ASL22] Ro24 Group C Toronto invitational lan 22 august [ASL22] Ro24 Group A [ASL22] Ro24 Group B
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Dating: How's your luck? Artificial Intelligence Thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Young Players Exit Esports E…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5599 users

[M] (2) Fen

Forum Index > SC2 Maps & Custom Games
Post a Reply
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2014-07-10 22:15:46
July 01 2014 00:41 GMT
#1
Fen
Published: [NA/KR/EU/SE]
[image loading]

Old version:
+ Show Spoiler +
[image loading]


Features:
Map Size: 136x136
Bases:14

New Aesthetic:
[image loading]
Aesthetics/Bases
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Description:

The main is fairly well shielded to blink harass, however there is a vulnerable point just south of the ramp. There are also 2 reaper entrances along this section. The natural is fairly easy defend, but huge risk/reward situations open up out from there.

The normal 3rd base is fairly straight-forward but will require visions and good army placement to defend well. The central gold bases offer a high reward 4th or possible sneaky 3rd option, but are vulnerable due to the cliff and destructible debris. Backstabbing the gold is also possible.

A player who doesn't want to vie for the middle may expand along the edges, which features semi-island bases that offer an out of the way source of economy for the quicker, more mobile army that suffers in the middle.

The open low-ground spaces mean that army movement and vision will continue to be critical throughout the game.

Current Update 2.0
SC2 Mapmaker
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2014-07-01 02:59:55
July 01 2014 02:59 GMT
#2
Some very interesting features being put to work here!
+ Show Spoiler +
check your 6 oclock mineral line
~ ~ <°)))><~ ~ ~
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 01 2014 03:08 GMT
#3
must be my most favorite map from you.
Mapmaker of Frost, Fruitland and Bridgehead
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 01 2014 05:34 GMT
#4
I really like the usage of destructible rocks in this map. It makes both expanding and army movement very interesting.
ModeratorI am still alive, somehow
TL+ Member
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
July 01 2014 08:03 GMT
#5
I think this is a map which has some great ideas but could do a lot more to make those ideas stronger in the map. Here's one example, the bottom right/top left bases are super interesting in how they interact with destructible rocks. However being (at the earliest) a 'natural' 5th base means that that feature isn't going to be seen nearly as much as it deserves. Imo a better usage of this idea would be to use the destructible rock idea on the third base (or fourth base) (of course this would need a redesign) with the intention that by opening up access to your 3rd/4th you simultaneously open your bases up to more attacking paths. I think a change like that would put this feature front and center and make this a much more interesting map.
Administrator~ Spirit will set you free ~
algue
Profile Joined July 2011
France1436 Posts
July 01 2014 10:31 GMT
#6
The proportions are weird (though I'm not the most qualified person to talk about that...) but I really like the map. I would vote for your map over any map of the current MotM
rly ?
lorestarcraft
Profile Joined April 2011
United States1049 Posts
July 01 2014 22:28 GMT
#7
On July 01 2014 17:03 Plexa wrote:
I think this is a map which has some great ideas but could do a lot more to make those ideas stronger in the map. Here's one example, the bottom right/top left bases are super interesting in how they interact with destructible rocks. However being (at the earliest) a 'natural' 5th base means that that feature isn't going to be seen nearly as much as it deserves. Imo a better usage of this idea would be to use the destructible rock idea on the third base (or fourth base) (of course this would need a redesign) with the intention that by opening up access to your 3rd/4th you simultaneously open your bases up to more attacking paths. I think a change like that would put this feature front and center and make this a much more interesting map.

Sounds like some good ideas to apply. I think a whole new map might be a good place to try it out.
SC2 Mapmaker
lorestarcraft
Profile Joined April 2011
United States1049 Posts
July 01 2014 22:32 GMT
#8
On July 01 2014 11:59 TheFish7 wrote:
Some very interesting features being put to work here!
+ Show Spoiler +
check your 6 oclock mineral line

Can't believe I didn't notice that! Thanks. (fixed)
SC2 Mapmaker
necrimanci
Profile Joined March 2011
70 Posts
July 07 2014 09:16 GMT
#9
Too defensive
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 07 2014 16:21 GMT
#10
Everything can (and so will) move through the middle. Not sure how to change that, seems to kill the possibility for interesting movement on the map. I like the general shape of the expansion pattern though, it somehow does a lot more work than this style usually does.

Your cliffs look kind of plain, maybe use the height tool to make the water just barely dip up over the edges of the lowground for your fen looks?

Also this map seems to want a larger than normal main base. I'm not sure why, I can't explain. Maybe for the BW feel. Not sure if it's possible to do that though.

Overall cool stuff. Maybe you could use plexa's suggestion on the gold base. gold semi island too spicy?
Comprehensive strategic intention: DNE
lorestarcraft
Profile Joined April 2011
United States1049 Posts
July 10 2014 03:13 GMT
#11
New major update, version 2.0. Expanded on the semi-island base concept, added LoS blocker rivers and updated aesthetics.
SC2 Mapmaker
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 10 2014 03:55 GMT
#12
Now after the change the map is similar to Noah's Ark, and i'm not mad by that at all, those are some really interesting bases lore, my worry about the map is that it lacks places where to park overlords, it is also pretty wide open and that could promote deathballs as seen in many other wide maps.

Other tips and general features could be to move the mineral line of the min closer to the ramp, because it looks a tad too far for zerg, other thing could be to add more zerus plants between the main and the road of the natural so an attacking protoss can't blink as in and out easily. Other small thing is to add LoS blockers or a small highground right behind the mineral line in the third base, it looks like overlords can't be parked there without marines being able to hit them from the main or the third base, it would also help with mutalisks being able to harass the main after the third has being takes, but it may make terran harass drops slightly stronger, when terran drops in the third awaits for the response, picks up and moves to the main base leaving you to walk the looong way around, only to do the same thing again when you arrive there.

Regarding the gold bases i'm not sure how those would work, i'm afraid they may be too much like the gold bases of old where only the ahead player could take them, but i'm not sure i still need to play the map, but from my perspective they look very fun, but i'm worried about that.

Oh! one thing you forgot a Char Crystal Medium (?) at the top right corner of the map, around at 1 right below the top right base.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 10 2014 05:06 GMT
#13
Routes are much better! And the way the semi-island rocks integrate into the routes is very nice design synergy. Do like.

Maybe some doodads along cliff edges to create some soft chokepoints around the map (not too narrow), such as near the rock ridges. Just to add a little more shape and varied distances to the pathing.
Comprehensive strategic intention: DNE
lorestarcraft
Profile Joined April 2011
United States1049 Posts
July 10 2014 22:18 GMT
#14
On July 10 2014 12:55 Uvantak wrote:
Now after the change the map is similar to Noah's Ark, and i'm not mad by that at all, those are some really interesting bases lore, my worry about the map is that it lacks places where to park overlords, it is also pretty wide open and that could promote deathballs as seen in many other wide maps.

Other tips and general features could be to move the mineral line of the min closer to the ramp, because it looks a tad too far for zerg, other thing could be to add more zerus plants between the main and the road of the natural so an attacking protoss can't blink as in and out easily. Other small thing is to add LoS blockers or a small highground right behind the mineral line in the third base, it looks like overlords can't be parked there without marines being able to hit them from the main or the third base, it would also help with mutalisks being able to harass the main after the third has being takes, but it may make terran harass drops slightly stronger, when terran drops in the third awaits for the response, picks up and moves to the main base leaving you to walk the looong way around, only to do the same thing again when you arrive there.

Regarding the gold bases i'm not sure how those would work, i'm afraid they may be too much like the gold bases of old where only the ahead player could take them, but i'm not sure i still need to play the map, but from my perspective they look very fun, but i'm worried about that.

Oh! one thing you forgot a Char Crystal Medium (?) at the top right corner of the map, around at 1 right below the top right base.


I hope that it's not a winner's base. I am hoping that the perimeter bases and attack routes can negate the players that would want to camp there. Of course I feel there will be a huge difference in the way a gold, diamond, or GM game would play out here.
SC2 Mapmaker
Please log in or register to reply.
Live Events Refresh
Next event in 5h 12m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 179
ProTech118
Nina 79
StarCraft: Brood War
Britney 23686
Bale 104
Noble 50
Icarus 8
Dota 2
The International91074
Gorgc5003
NeuroSwarm180
League of Legends
JimRising 719
Super Smash Bros
Mew2King61
Other Games
summit1g8311
WinterStarcraft355
hungrybox354
C9.Mang0304
ViBE145
amsayoshi26
Organizations
Other Games
gamesdonequick701
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH454
• davetesta16
• practicex 10
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki22
• iopq 9
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• Noizen23
League of Legends
• Lourlo923
Upcoming Events
Sparkling Tuna Cup
5h 12m
PiG Sty Festival
7h 12m
Solar vs Reynor
Serral vs TBD
OSC
11h 12m
Afreeca Starleague
1d 5h
hero vs ggaemo
Larva vs Mong
The Patches Monday
1d 11h
Afreeca Starleague
2 days
Soulkey vs PianO
JyJ vs sSak
GSL
2 days
PiGosaur Cup
2 days
Replay Cast
2 days
Afreeca Starleague
3 days
Mini vs Calm
Queen vs EffOrt
[ Show More ]
Replay Cast
3 days
The PondCast
4 days
IntoTheTV X SOOP
5 days
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S3: W8
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
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.