• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:10
CEST 18:10
KST 01:10
  • 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
TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Chinese SC2 server to reopen; live all-star event in Hangzhou17Weekly Cups (Oct 13-19): Clem Goes for Four2BSL Team A vs Koreans - Sat-Sun 16:00 CET7Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)81
StarCraft 2
General
The New Patch Killed Mech! RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8) Weekly Cups (Oct 13-19): Clem Goes for Four Chinese SC2 server to reopen; live all-star event in Hangzhou
Tourneys
Tenacious Turtle Tussle RSL Season 3 Qualifier Links and Dates $1,200 WardiTV October (Oct 21st-31st) SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
SnOw's Awful Building Placements vs barracks BW General Discussion BSL Team A vs Koreans - Sat-Sun 16:00 CET Is there anyway to get a private coach? BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Semifinal B [Megathread] Daily Proleagues 300$ 3D!Community Brood War Super Cup #4 Azhi's Colosseum - Anonymous Tournament
Strategy
Current Meta BW - ajfirecracker Strategy & Training Roaring Currents ASL final [I] Funny Protoss Builds/Strategies
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV ZeroSpace Megathread
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine The Chess Thread Men's Fashion Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Series you have seen recently... [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 Formula 1 Discussion NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Sabrina was soooo lame on S…
Peanutsc
Our Last Hope in th…
KrillinFromwales
Certified Crazy
Hildegard
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1729 users

(2) August Flood

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 16 2014 19:32 GMT
#1
[image loading]

August Flood is the first map I've finished in over a year. I intend on submitting it to the Map-ximum contest. Looking for any feedback people are willing to offer!

+ Show Spoiler [90 Overview] +
[image loading]


Currently published on the America and Europe servers.
https://liquipedia.net/starcraft2/Monitor
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2014-08-16 19:49:45
August 16 2014 19:48 GMT
#2
I really like how tight the tightest chokes are and how open the big areas on each side and corner are. I'm not sure how much I like the backdoor to the natural. I think it works really well as a backdoor, but later on it feels like it'd be quite awkward with that lower ground fourth. I almost wish it had defensive utility in the late mid game.
EDIT: Maybe moving the rocks a little closer to the high ground of the nat so that you could put some pressure on the units attacking the rocks by holding units back there? I'm not sure... /EDIT

I wonder if the skinny paths around the back of the corner bases will get much use for runbys. I could see them being largely ignored because of just how far away they are.

I appreciate how convoluted moving around the map is. Navigation requires consideration.

Why did you put LOSB on the small bridges? Is that to allow a player to be extra punishing by holding the middle?
IeZaeL
Profile Joined July 2012
Italy991 Posts
August 16 2014 20:10 GMT
#3
So nice , so good. This is the type of map i would like to do but i cant :/
Author of Coda and Eastwatch.
Pino
Profile Joined June 2013
1032 Posts
August 16 2014 21:27 GMT
#4
I love the main base on the same height as the natural
algue
Profile Joined July 2011
France1436 Posts
August 16 2014 23:16 GMT
#5
You should change the name. September flood will be more appropriate if you win the Map-ximum contest
rly ?
[PkF] Wire
Profile Joined March 2013
France24229 Posts
August 17 2014 00:39 GMT
#6
I wonder if 4 gates would actually work on this map. It's the only "unusual" feature of this map, which is otherwise very standard but gorgeous too. I wonder if you couldn't put bases on the high grounds close to the xel'nagas too, it was probably a choice from you not to put some there, may I ask why ?
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 17 2014 01:32 GMT
#7
Yayyy, Monitorrr!

The rush distance looks just a tad bit close here, wiith the short distance between nats.

Might want to consider having a centrallish base so that a player can push 'towards' the others with their expansions.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
August 17 2014 05:38 GMT
#8
Yeah that main-nat setup is going to cause a ton of problems. Ignoring the obvious destruction of pvp, bunker rushes vs zerg are also likely to be incredibly broken (as bunkers should be able to wall that off). Just increase the height of the main and you have a really solid and interesting map. You already have a lot of good features on the map, no need to introduce another more or less well established broken feature to ruin the rest of the map!
Administrator~ Spirit will set you free ~
meatpudding
Profile Joined March 2011
Australia520 Posts
August 17 2014 06:35 GMT
#9
Is the same-level-base feature still established as broken in HotS? I feel like it hasn't been explored as much since the end of WoL.
Be excellent to each other.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 17 2014 07:46 GMT
#10
On August 17 2014 15:35 meatpudding wrote:
Is the same-level-base feature still established as broken in HotS? I feel like it hasn't been explored as much since the end of WoL.

Seems like it would be ok in HotS since P can defend 4 gates with the nexus cannon. Just block the choke with unbuildable rocks to prevent bunker/pylon walls. That being said the main could easily be raised 1 level higher, just to be safe, there's no real reason why a flat choke is advantageous here.
vibeo gane,
FlaShFTW
Profile Blog Joined February 2010
United States10219 Posts
August 17 2014 08:29 GMT
#11
map is super cool with all these run arounds and backdoors. i would like a wee bit more space in the 3rd. feels a bit small.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
August 17 2014 08:36 GMT
#12
On August 17 2014 15:35 meatpudding wrote:
Is the same-level-base feature still established as broken in HotS? I feel like it hasn't been explored as much since the end of WoL.
We've had testing of it before, but it typically always comes back to balancing not breaking PvP and not breaking TvZ (via bunker rushes). This map probably would be playable PvP, but TvZ early game would be pretty stupid.
Administrator~ Spirit will set you free ~
Big J
Profile Joined March 2011
Austria16289 Posts
August 17 2014 12:07 GMT
#13
Really nice map.
Just the choke point should be redesigned a little bit, so that it is blockable with 7spaces from the inside and outside. But I find it great that you try to do a same level main-nat setup. I think it combines well with the double-wide ramp at the natural.
Love the long "isolated" middle path with the two highgrounds on each end as well.
InfCereal
Profile Joined December 2011
Canada1759 Posts
August 17 2014 12:39 GMT
#14
On August 17 2014 16:46 -NegativeZero- wrote:Just block the choke with unbuildable rocks to prevent bunker/pylon walls.


That would be interesting, but wouldn't it break walling off your own choke?
Cereal
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2014-08-17 20:54:00
August 17 2014 20:53 GMT
#15
Might be worth narrowing/removing this section [image loading]
Just to add even more strategic importance to the middle ground/high ground


Administrator~ Spirit will set you free ~
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-08-18 10:21:37
August 18 2014 10:17 GMT
#16
--- Nuked ---
Big J
Profile Joined March 2011
Austria16289 Posts
August 18 2014 11:00 GMT
#17
On August 18 2014 19:17 SatedSC2 wrote:
Show nested quote +
On August 17 2014 16:46 -NegativeZero- wrote:
On August 17 2014 15:35 meatpudding wrote:
Is the same-level-base feature still established as broken in HotS? I feel like it hasn't been explored as much since the end of WoL.

Seems like it would be ok in HotS since P can defend 4 gates with the nexus cannon. Just block the choke with unbuildable rocks to prevent bunker/pylon walls. That being said the main could easily be raised 1 level higher, just to be safe, there's no real reason why a flat choke is advantageous here.

I've knocked GM players out of tournaments with 4 Gate builds. I almost beat NightEnD with one in the RBBG qualifier the other day. 4 Gate variants still work if the opponent doesn't scout what you're doing in time, and even then it can be difficult to hold with certain openings. All Photon Overcharge does is buy enough time for you to finish your tech building(s) and to get your own Warpgate research finished, but the 4 Gating player will still have a unit advantage once Photon Overcharge ends and so you can still die quite easily unless the tech you've gone for is Dark Templar. A single Immortal or Void Ray isn't going to overcome the ridiculous unit advantage a 4 Gate has. The most reliable way to stop a 4 Gate is and always will be Sentries preventing the opponent from getting up the ramp using Forcefields, and that obviously doesn't work if the opponent can warp-in across the Forcefield.

Not to mention that there are other viable Warpgate rushes such as the 10 Gate 3 Gate or the MVP 3 Gate to worry about.


You obviously have a massive knowledge advantage on that topic, but what I've seen in terms of 3gate attacks (haven't seen 4gate in quite some time) is that the defender usually gives up the ramp for free and retreats into nexus range and the attacker builds an offensive pylon in the main anyways.
Quidios
Profile Joined June 2013
Sweden74 Posts
August 18 2014 12:19 GMT
#18
Great job! As for the Main Choke, I recommend doing it like I've done on my map (3) Shrouded Harbor

[image loading]
Rest of the gallery.

I have used panel doodads on the ground to indicate the unbuildable area and to make it intuitiv for the players.

I like the backdoor path and the map is a good variation of the "go around the middle"- type of maps.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-08-18 12:47:47
August 18 2014 12:31 GMT
#19
--- Nuked ---
Big J
Profile Joined March 2011
Austria16289 Posts
August 18 2014 14:34 GMT
#20
I think the main differences are vision micro in the early game, for which it does make quite a difference. And that you are not wasting height levels just to get a ramp. Like the ledges left and right of the choke could not be created when the main base was already at maximum height.
Also, there are differences in choke length (you can create shorter and longer choke points when not using the standardized ramps as chokes) and alignment (you don't have to do diagonal ramps, but you can use horzontal/vertical chokes).
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 18 2014 22:16 GMT
#21
Thanks for the comments! I'm considering raising the main. I have no personal attachment to the flat choke. I wanted the map to be one where ramps never got "in the way" because of their size so I went with flat. I used horizontal ramps to use less space too.

Raising main, extending rush distances a bit (by making the bridges longer) and adjusting the area outside the fourth (aka backdoor third).
https://liquipedia.net/starcraft2/Monitor
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
August 19 2014 10:55 GMT
#22
--- Nuked ---
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2014-08-19 22:45:11
August 19 2014 22:44 GMT
#23
This map is definitely sweet but I wish it had another base on it somewhere and/or a little more choice in expansion path. Nevertheless it does everything it's trying to do very well and we don't see nearly enough maps like this. My proclivity is to add mineral wall bases on a map like this given the narrow dividers between lanes. I dunno if this is appealing at all to you.

+ Show Spoiler [for example] +

Also helps with neobowman's request, which I agree with in intention but not sure if it works well on this map.

[image loading]

Of course the resource density is questionable but maintaining that base would be very difficult unless you dedicate to it.


Oh also, it should totally be September Flood, so much more musical. Or if not that then Autumn Flood. ^^
Comprehensive strategic intention: DNE
L3monsta
Profile Joined May 2012
New Zealand149 Posts
August 20 2014 01:29 GMT
#24
On August 18 2014 21:19 Quidios wrote:
Great job! As for the Main Choke, I recommend doing it like I've done on my map (3) Shrouded Harbor

I have used panel doodads on the ground to indicate the unbuildable area and to make it intuitiv for the players.

I like the backdoor path and the map is a good variation of the "go around the middle"- type of maps.

Wow that's a really cool idea.
GeneralSezme
Profile Joined July 2014
United States58 Posts
August 20 2014 16:07 GMT
#25
Layout looks good, try trimming the edges of the map to give it a more natural feel, I don't like how square it is.
Melee map maker
Normal
Please log in or register to reply.
Live Events Refresh
OSC
12:00
King of the Hill #228
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 207
MindelVK 25
UpATreeSC 19
StarCraft: Brood War
Hyuk 1888
Bisu 876
Zeus 838
GuemChi 792
Mini 357
BeSt 257
EffOrt 220
Hyun 201
zelot 117
Soulkey 104
[ Show more ]
Pusan 85
PianO 83
Backho 55
Mind 49
Rush 31
Movie 30
Yoon 27
Free 24
Sexy 21
scan(afreeca) 14
HiyA 10
Noble 8
Dota 2
Gorgc6721
qojqva3314
Dendi1184
Counter-Strike
fl0m2116
markeloff139
FunKaTv 24
Other Games
singsing1960
B2W.Neo1230
FrodaN507
Hui .374
Lowko278
Fuzer 177
Beastyqt139
KnowMe113
Mew2King95
Trikslyr61
QueenE43
Organizations
Counter-Strike
PGL291
Other Games
BasetradeTV48
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 75
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 28
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• Noizen40
League of Legends
• Jankos1223
Other Games
• Shiphtur100
Upcoming Events
WardiTV Invitational
18h 51m
Online Event
23h 51m
RSL Revival
1d 9h
RSL Revival
1d 17h
WardiTV Invitational
1d 18h
OSC
1d 22h
SKillous vs goblin
Spirit vs GgMaChine
ByuN vs MaxPax
Afreeca Starleague
2 days
Snow vs Soma
Sparkling Tuna Cup
2 days
WardiTV Invitational
2 days
CrankTV Team League
2 days
[ Show More ]
RSL Revival
3 days
Wardi Open
3 days
CrankTV Team League
3 days
Replay Cast
4 days
WardiTV Invitational
4 days
CrankTV Team League
4 days
Replay Cast
5 days
CrankTV Team League
5 days
Replay Cast
6 days
The PondCast
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
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

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
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.