• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:31
CEST 18:31
KST 01:31
  • 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] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Evil Geniuses - shutting down14ISSL (IntoTheTV x SOOP SC2 League): Premier5Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League58Weekly Cups (October 5-11): Farewell to 5.0.167
StarCraft 2
General
REPORT: StarCraft 2: Remastered In Development No more SC2 streamers on team liquid? Evil Geniuses - shutting down How do you feel about the mass reverts in the 5.0.17 PTR? Daily SC2 Player Grid - feedback wanted
Tourneys
ScienceCraft (October 24-25) - Live Event RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier Sparkling Tuna Cup - Weekly Open Tournament WORTEX Challenger Series — Open SC2 LAN in Budapes
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands
External Content
Mutation # 548 Shining Bright The PondCast: SC2 News & Results Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train
Brood War
General
Bot on ladder Battle.net abbreviations list Starcraft player cRuZa Passed away. Young Players Tournament Announced by SOOP Do we even care about balance?
Tourneys
[$1250] International ShieldBattery League [BSL23] RO24 Group C Small VOD Thread 2.0 2v2v2v2 Tournament
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) 50,000-Word Terran Builds Memo 2026-10-22 Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Armies of Exigo - YesYes? General RTS Discussion Thread Dawn of War IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Artificial Intelligence Thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10742 users

[M](2) Expedition Lost

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-10-04 12:35:29
August 19 2014 10:00 GMT
#1
Expedition Lost

Published on : NA, EU, KR, SEA

made by me

map inspired by the 6p map "Frozen Field"

map submitted to the Map-ximum map contest
►Winning map of the Map-ximum Map Contest !◄
+ Show Spoiler +
I originaly had an other map planned for this month and this contest but since the balance of the map is really questionable without any play testing (but potentially really easy to fix) I prefered to go for the safer option and post this map. I'll post the other map later. See the other map here


[image loading]

Features :
  • Size 134x138
  • Rush distance Main to Main : 61.5 secondes
  • Rush distance Natural to Natural : 44.4 secondes
  • Backdoor rocks (rush distance main to main becomes 59.4secondes when both rocks are down)
  • 2 XNT
  • 12 normal bases
  • 2 gold bases
  • Dead mammoths
Analyzer :
+ Show Spoiler +
[image loading]
For some reasons the backdoor rocks aren't showing...


Description that I forgot to add in my email to the map-ximum map contest T_T :
+ Show Spoiler +

  • The map is almost blink stalker all in-proof
  • I'm quite proud of my back door rock, it doesn't reduce the rush distance too much, it doesn't seem too exposed to all in and early game agressions. It's also easy to wall off and if your opponent comes up you'll be able to get a nice concave while the 1 FF ramp and the vespene geyser will mess up his positionning. If the defender is bold enough to risk the move, he can destroy the collapsable rock which would leave only one path of attack to the ennemy. The back door rock offers a nice 4th or 5th base once it's destroyed, or either a 3rd but it seems way harder to do eventhough it shares a lot of similarities with Alterzim Stronghold's third base.
  • the xel naga towers are offering a great control of the low ground but the highground stays hidden in the fog of war.
  • The gold bases are quite close from each other but they are really hard to take and secure, I was wondering if I should keep them of remove them and add a ramp instead. I decided to keep, they look cool. An other reason is that with an other ramp, the center area of the map (grey textures) would be over-used and no one would ever use the snowish area where the XNT are.


Replays & VoD :
+ Show Spoiler +

  • Replays TvP : redirecting to google drive
  • Replays TvZ : redirecting to google drive
  • VoD ZvZ : redirecting to Twitch



As always, comments and feedbacks appreciated.
rly ?
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 19 2014 11:40 GMT
#2
Don't have the time right now to do a thorough analysis (sorry), but the base at 8 is missing 2 mineral patches.
vibeo gane,
Big J
Profile Joined March 2011
Austria16289 Posts
August 19 2014 12:15 GMT
#3
Hope I get the chance to play this map on the ladder.
algue
Profile Joined July 2011
France1436 Posts
August 19 2014 12:18 GMT
#4
Thanks Big J, that's very flattering :3

@NegativeZero : thanks, I fixed the picture in the OP and I'll update the map on Bnet as soon a the maintenance will end.
rly ?
FlaShFTW
Profile Blog Joined February 2010
United States10584 Posts
August 19 2014 16:15 GMT
#5
id like to see the smaller ramp outside the naturals to be made a bit bigger so that the rocks can only cover half the ramp. the map is way too split
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 19 2014 20:29 GMT
#6
the corner high ground bases should be combined into one I think since the map is pretty split already.
ModeratorI am still alive, somehow
TL+ Member
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-08-20 12:43:46
August 20 2014 12:37 GMT
#7
As requested I made a few changes. I enlarged the 4 middle ramps. Now the collapsable rock only blocks half of the ramp and the other ramp is fucking huge but it doesn't look weird so it's ok.

Now the mail sent to the Map-ximum contest is obsolete T_T. Semmo help !
rly ?
IeZaeL
Profile Joined July 2012
Italy991 Posts
September 10 2014 13:58 GMT
#8
Good job.
Author of Coda and Eastwatch.
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
September 10 2014 14:44 GMT
#9
Blizzard 3v3 maps are good inspiration apparently.
ModeratorI am still alive, somehow
TL+ Member
FlaShFTW
Profile Blog Joined February 2010
United States10584 Posts
September 11 2014 02:18 GMT
#10
good changes.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
September 11 2014 09:27 GMT
#11
On September 10 2014 23:44 The_Templar wrote:
Blizzard 3v3 maps are good inspiration apparently.


eh, wouldn't say that, the original is pretty horrible, this map however is extremely well designed, but time will tell if algue can reproduce this quality, the aesthetics need a boost atleast imo. well deserved first place in terms of design, just would like to see it look better.
"Not you."
abiahabiah1243
Profile Joined September 2014
United States1 Post
Last Edited: 2014-09-17 14:07:38
September 17 2014 14:04 GMT
#12
Bot edit.

User was banned for this post.
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-09-26 10:17:51
September 26 2014 10:06 GMT
#13
Shameless bump to announce that the map will be used (along with Proleague's Outboxer) during the Underdogs, a french competition featuring the best french players (Dayshi, Lilbow, Firecake and MarineLorD to name a few) and organised by O'Gaming (the same who did Nation Wars and IronSquid).

The first games will be played on monday (2014/09/29) on Ogaming's stream (I guess it's this one). However there's no guarantee that the map will be played. I'll try to get the replays or the VoDs of the games.

We will see how it goes
rly ?
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
October 03 2014 22:26 GMT
#14
Hey! Nice looking map, and congrats on getting it into a tourney.

A couple of notes from my very biased Terran perspective (so take them with a grain of salt), it looks to me like turtling on 3 bases is going to be extremely easy for a Protoss because of how close the bases are by land, and harassing them is also very, very difficult because there's not a lot of dead air, and it looks like a couple of Stalkers at both the nat and third can actually prevent anything from getting into the main full stop.

Looking at King Sejong for instance, the land distance from left of nat to right of third is quite a bit longer (50%), so it's harder to defend, and on top of that the main, nat, and third are all wide open to drop harass.

I'm not good enough to just playtest them and see but I hope this is useful for you anyway!
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
[PkF] Wire
Profile Joined March 2013
France24239 Posts
October 03 2014 23:32 GMT
#15
On October 04 2014 07:26 pure.Wasted wrote:
Hey! Nice looking map, and congrats on getting it into a tourney.

A couple of notes from my very biased Terran perspective (so take them with a grain of salt), it looks to me like turtling on 3 bases is going to be extremely easy for a Protoss because of how close the bases are by land, and harassing them is also very, very difficult because there's not a lot of dead air, and it looks like a couple of Stalkers at both the nat and third can actually prevent anything from getting into the main full stop.

Looking at King Sejong for instance, the land distance from left of nat to right of third is quite a bit longer (50%), so it's harder to defend, and on top of that the main, nat, and third are all wide open to drop harass.

I'm not good enough to just playtest them and see but I hope this is useful for you anyway!


Honestly the setup doesn't look that easy to defend, especially because there doesn't seem to be a place where you can have your main army defending two bases at once without being really in the open, so you'll still be open to harass if your positioning isn't really crisp, which is a good thing. I still think this will be a fine map for Protoss 3 bases play, but I'm pretty sure it won't be broken.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
October 04 2014 00:10 GMT
#16
On October 04 2014 08:32 [PkF] Wire wrote:
Show nested quote +
On October 04 2014 07:26 pure.Wasted wrote:
Hey! Nice looking map, and congrats on getting it into a tourney.

A couple of notes from my very biased Terran perspective (so take them with a grain of salt), it looks to me like turtling on 3 bases is going to be extremely easy for a Protoss because of how close the bases are by land, and harassing them is also very, very difficult because there's not a lot of dead air, and it looks like a couple of Stalkers at both the nat and third can actually prevent anything from getting into the main full stop.

Looking at King Sejong for instance, the land distance from left of nat to right of third is quite a bit longer (50%), so it's harder to defend, and on top of that the main, nat, and third are all wide open to drop harass.

I'm not good enough to just playtest them and see but I hope this is useful for you anyway!


Honestly the setup doesn't look that easy to defend, especially because there doesn't seem to be a place where you can have your main army defending two bases at once without being really in the open, so you'll still be open to harass if your positioning isn't really crisp, which is a good thing. I still think this will be a fine map for Protoss 3 bases play, but I'm pretty sure it won't be broken.

Actually the easiest 3rd for P might involve breaking the backdoor and taking the adjacent base. If you do this, you could build a full wall of the nat and keep your army close to the 3rd, and your army won't ever be out in the open.
vibeo gane,
[PkF] Wire
Profile Joined March 2013
France24239 Posts
October 04 2014 10:59 GMT
#17
Against Z, I'm OK with walling the nat, but against T I'm not so sure. Your army takes a lot of time to go from the third to the nat, and I think that wall would get busted again and again.
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2014-10-04 11:41:17
October 04 2014 11:32 GMT
#18
Sadly I have very little data on this topic (3 base protoss on this map). However I just updated the OP with the replays and the VoD of the GongSL. It's not much but it produced interesting games. 3 replays and one VoD isn't making a relevant sample size but from what i've seen :
  • The backdoor harass has a lot of potential (see the [recommended] TvZ replay)
  • The "secret" path between the 3rd (12 and 6 o'clock) and the 4th (4 and 10 o'clock) shows a lot of potential too, it offers a lot of possibilities to the players to harass and escape.
  • Most of the map is being used, the players are roaming around quite nicely. They don't make a beeline to the opponent's base while ignoring the rest of the map.
  • The games tend to drag into the macro games which is nice since most played tend to go for an all in when playing on a new map.
Based on these assumptions, i'd say that using your multasking to harass the main through the backdoor while harassing the third through the secret path is encouraged and can really throw off a protoss player camping on 3 bases.

PS : Play test it if you want, no matter what your league is. Ultimately the aim of a map is to be played by everyone, not the pro players only. Don't forget to send the replay though
rly ?
And G
Profile Joined May 2012
Germany491 Posts
October 06 2014 19:40 GMT
#19
I watched the recommended TvZ VOD from GongSL but was disappointed. T attacks early, basically winning the game, and Z is gas-starved for a long while; but for some reason T doesn't take the gasses at the third either and allows Z to come back. Meanwhile, like 5 or 6 lings slooooooowly break down T's back door, which goes unnoticed because T doesn't even bother to get any vision there. T's inaction allows Z to get to 4, then 5 bases, while T stays on 4 geysers on 3 bases. Z then slowly kills T by having way more stuff. The most interesting part about the VOD was Z burrowing blings on the backdoor ramp and saving lots of drones at the 4th base from being slaughtered by evacuating them through the "secret" pathway.

In general, I really like this map. It has a nice flow to it, and I'm a big fan of backdoors as well as asymmetrical expansion patterns and ambiguous thirds/fourths. In fact this map very much reminds me of one of my own WIP maps, but with one additional base.

Here's a couple of things I'd consider improvements:
  • Moving the unbuildable bricks to the other side of the ramp would allow P to wall at the Nexus.
  • If reapers could jump into the main from near the backdoor, TvP would get a little less volatile and more interesting.
  • Adding rocks to the ramp at the third near the "secret" path would make that base more viable to take early, especially for P. Consider that the defender's position is already potentially more stretched than on other maps because of the backdoor. It would also make the "secret" path more interesting.
  • The rocks at the backdoor ramp look weird since the rocks are 6x6 but the ramp is narrow. Maybe use smaller rocks? You can also scale rocks, I think.
Also, I believe the map would be better without the collapsible rocks, but I don't like those things much in general so take this with a grain of salt.

By the way, since you said you're not sure about the gold bases, have you considered turning them around and putting them on the low ground? This would allow them to be taken more often in games while still being difficult to defend, and it would keep the strategic value of the central high ground area. Either way, I like the fact that there are central gold bases very much, so whatever you do please don't remove them altogether.

Overall, this is a great design, and certainly much better than any of the recently added ladder maps.
not a community mapmaker
Hexe
Profile Joined August 2014
United States332 Posts
October 06 2014 21:42 GMT
#20
Someone could really lock down a zerg player if they get a decent position at the natural.
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Patches Events
22:00
Patch Clash S1: Bonus Cup #1
Liquipedia
FEL
18:00
ScienceCraft - Day 1
RotterdaM764
IndyStarCraft 340
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 764
IndyStarCraft 340
BRAT_OK 64
Classic 35
EmSc Tv 15
StarCraft: Brood War
Shuttle 2838
Bisu 2097
BeSt 713
EffOrt 649
Stork 583
Hyuk 472
ggaemo 392
firebathero 344
hero 314
Rush 295
[ Show more ]
Barracks 132
Shinee 55
Mong 44
Pusan 32
Sexy 31
Terrorterran 25
Aegong 20
ToSsGirL 20
Trap 19
Rock 17
Bishop 17
Sacsri 14
yabsab 11
Dota 2
Gorgc14210
syndereN571
febbydoto6
League of Legends
Reynor66
Counter-Strike
fl0m3953
Heroes of the Storm
MindelVK11
Other Games
singsing2108
Liquid`RaSZi1354
B2W.Neo868
Beastyqt848
FrodaN345
mouzStarbuck229
Hui .185
KnowMe116
Trikslyr52
QueenE43
Chillindude29
CosmosSc2 9
Organizations
Counter-Strike
PGL25055
StarCraft 2
TaKeTV 108
EmSc Tv 15
EmSc2Tv 15
StarCraft: Brood War
lovetv 9
[ Show 15 non-featured ]
StarCraft 2
• HeavenSC 38
• Adnapsc2 37
• Airneanach11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2786
• Nemesis2533
Other Games
• Shiphtur545
• tFFMrPink 9
Upcoming Events
AI Arena Tournament
29m
FEL
17h 29m
Sparkling Tuna Cup
17h 29m
Replay Cast
1d 6h
WardiTV Weekly
1d 18h
IntoTheTV X SOOP
2 days
ByuN vs Lambo
MaxPax vs Bunny
PiGosaur Cup
3 days
The PondCast
3 days
Kung Fu Cup
3 days
IntoTheTV X SOOP
4 days
SHIN vs GuMiho
Clem vs Classic
[ Show More ]
WardiTV Invitational
5 days
Epic.LAN
5 days
Sparkling Tuna Cup
6 days
Epic.LAN
6 days
Liquipedia Results

Completed

Acropolis #5 - GSC
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
BSL Season 23
PGL Masters Bucharest 2026
1win Private Club #2
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
Esports World Cup 2026

Upcoming

IPSL Winter 2026-27
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
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.