• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:00
CEST 15:00
KST 22:00
  • 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
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Weekly 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 week0SC4ALL II: Brood War - $2500 - Dec 5-611SC4ALL II announced - $10,000 prize pool, Dec 5-64
StarCraft 2
General
SC4ALL: II Talent Announcement! GSTL Returns in 2026! https://www.facebook.com/Eco.Fuel.Reviews/ Balance hotfix patch 5.0.16b (July 16) Protoss AoE skill expression
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
u4gm Diablo 4: QoL Secrets for Faster Gameplay u4gm POE2 Frostbolt Build: A Powerful Boss Killer U4GM CFB 27 Guide: Why UTSA’s Offense Is So Danger Mutation # 538 Media Blackout
Brood War
General
StarCraft 64 is coming to Philly at SC4ALL II ASL22 General Discussion BW General Discussion [Personal Project Share] Terran Defense v0.60 BGH Auto Balance -> http://bghmmr.eu/
Tourneys
SC4ALL II: Brood War - $2500 - Dec 5-6 [Megathread] Daily Proleagues KCM Race Survival 2026 Season 3 2v2v2v2 Tournament
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread EVE Corporation General RTS Discussion Thread Diablo 2 thread
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
European Politico-economics QA Mega-thread US Politics Mega-thread The Letting Off Steam Thread Iain M Banks Says He Has Cancer And Months To Live Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion MLB/Baseball 2023
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
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3942 users

[M] (2) Space Circuit

Forum Index > SC2 Maps & Custom Games
Post a Reply
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2014-09-20 19:12:49
September 12 2014 06:39 GMT
#1
Space Circuit
Created by Scorp

Published: [NA]

[image loading]


Bounds: 148x132
Bases: 12x 8m2g
XNT: 2
Choke-choke: 44s

Aesthetics
(Slightly Outdated)
+ Show Spoiler [Show Images] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Feedback is, as always, welcome and well appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
FlaShFTW
Profile Blog Joined February 2010
United States10537 Posts
September 12 2014 07:24 GMT
#2
hmm. i really like the first 3 base layout. its basically my ideal and perfect setup. however, the 4th seems so far away, and i dont even know which base it would be. lets take the bottom spawn as the example. if you expand to the bottom left corner, its so isolated from you, as well as has that nasty overhang to it.

if you expand to the middle, ur moving ever so closer to your opponent. harass from behind the mineral line could happen, as well as many avenues of attack.

what about that 3oclock? super isolated as well. and again many avenues of attack.

my suggestion? take the inside middle base and move it a touch down and right. so its like more in between the bottom left base and the 3rd. (still on high ground ofc)
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
September 12 2014 11:02 GMT
#3
I agree with FlaSh's suggestion. The 4th bases are indeed to hard and need at least some other changes, if not his idea.

The third I think is a bit too easy, so I think moving it a bit further from the nat would do the map mostly good, as it would make 3 base turtling harder, and getting the 4th base slightly more reasonable.

I was worried at the start about the aesthetic style, but you did it really well. The fact that the middle colors don't go through ramps is a big help to the readability of the map, as well as different colors for different height levels. I would make the main a different color though, to make it similar to the way the 1st and 2nd level difference works, although it's really non important.

Map overall is pretty standard, but super solid, and it's important to have some solid standard maps after all. IMO it has the feel of older maps, with the XNT's in the mid, and the 3 attack paths, which is cool. Finally, I love the corner bases with the cliff above them, would be cool to see how it is played out in the lategame.
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2014-09-12 12:56:03
September 12 2014 12:53 GMT
#4
Yes, the fourths are kinda further than usual. Yet I think it's Ok. T and P can take the center high ground with reasonable ease at that point in the game, and Z can take the clockwise low ground fourth since it's super far from the opponent. Getting a fourth will be the hurdle on this map, but nothing wrong with that imo, as long as it can still be done.

Edit: The relationship between the attack paths and defensive points will play nicely here. Looks like a solid and fun map. Nicely done.
Former ESV Mapmaker | @Timetwister22
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
September 12 2014 13:35 GMT
#5
Thanks for the feedback all of you.

I agree the fourths are more difficult to take than usual (yet not impossible at all) - that's a conscious design decision. I wanted to have multiple viable fourth base options, each with distinct and somewhat bold weaknesses for the opponent to abuse. This obviously results in bases being more attractive to certain races and situations, which is the very essence of what I tried to achieve with this map. However, I may or may not tweak the fourth base options to get them more in line with the standards in terms of difficulty - I'll have to think about that; they're supposed to be challenging.

On September 12 2014 20:02 moskonia wrote:
I was worried at the start about the aesthetic style, but you did it really well. The fact that the middle colors don't go through ramps is a big help to the readability of the map, as well as different colors for different height levels. I would make the main a different color though, to make it similar to the way the 1st and 2nd level difference works, although it's really non important.

I left the main's color profile untouched in comparison to the second cliff level in order to keep it in line of the aesthetic theme, which hardly changes the actual readability of the map due to the third level only being used in mains and a couple of droppable highgrounds that have their own distinct look anyway.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
NewSunshine
Profile Joined July 2011
United States5938 Posts
September 12 2014 14:06 GMT
#6
Looks a bit like Daybreak dynamically, except it's got a harder 4th. Do the watchtowers cover every path between the players?
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
necrogon
Profile Joined September 2011
Canada35 Posts
September 12 2014 14:38 GMT
#7
Really great design, really badass name. Everyone here's been worried about the forth, and I think for zerg that's indeed an issue because their 4th base is like the 3rd base for protoss and terran. But once terran or protoss get 3 bases (which is easy here) They should be comfortable and it can becomes a more strategic game getting more expos instead of, laying down an expo, putting 10 cannons and just keep barreling down the front with more units. I think this map just has a learning curve.
Starcraft 2 is like love, you can lose every engagement but you only need to win once to finish the game.
GeneralSezme
Profile Joined July 2014
United States58 Posts
Last Edited: 2014-09-12 16:41:59
September 12 2014 16:39 GMT
#8
One day we will get past the foxtrot style of terraining, but any ways. It's a good looking map, 4th stretches you really thin to get it appears. Natural choke looks really big, so it will cost a lot to wall
Melee map maker
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
September 13 2014 00:36 GMT
#9
I had to comment because I am surprised how people are saying they are unsure of 4ths. To me it is pretty obvious the map is going to play out with a vertical split. With the watchtower on the low ground, it's seems fairly safe to say that your army would move from between the natural / 3rd on 3 base, to the low ground with a spotter on the tower when on 4 base. Then things get interesting with the 5th/6th since the high ground base is quite close to your opponent's 3rd and vice versa. In any case, I think army movement on this map would be really interesting to see.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
FlaShFTW
Profile Blog Joined February 2010
United States10537 Posts
September 13 2014 04:50 GMT
#10
hmmm... if the 3rd is easy then i guess that would allow the 4th to be more difficult. interesting. i guess this is ok then. and yes i agree that the high ground 4th would be ok to take, but im just saying that its expanding really close to your opponent.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 13 2014 05:04 GMT
#11
On September 13 2014 01:39 GeneralSezme wrote:
One day we will get past the foxtrot style of terraining, but any ways. It's a good looking map, 4th stretches you really thin to get it appears. Natural choke looks really big, so it will cost a lot to wall

what do you mean by "foxtrot style"?
vibeo gane,
GeneralSezme
Profile Joined July 2014
United States58 Posts
Last Edited: 2014-09-13 05:59:10
September 13 2014 05:57 GMT
#12
On September 13 2014 14:04 -NegativeZero- wrote:
Show nested quote +
On September 13 2014 01:39 GeneralSezme wrote:
One day we will get past the foxtrot style of terraining, but any ways. It's a good looking map, 4th stretches you really thin to get it appears. Natural choke looks really big, so it will cost a lot to wall

what do you mean by "foxtrot style"?

Boxy edges, and decal lining of paths etc. im not really a fan of it to be completely honest, it was cool at first but now i just see alot of maps that look the same because of this style of terraining
Melee map maker
ATTx
Profile Joined February 2012
Korea (South)178 Posts
September 13 2014 07:42 GMT
#13
how can i take 4th base?
5one2heal@gmail.com
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
September 13 2014 11:48 GMT
#14
On September 13 2014 16:42 ATTx wrote:
how can i take 4th base?

carefully.

I agree with moskonia, moving the 3rd slightly further might be a good idea to sort of even out the difficulty of taking bases.
vibeo gane,
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2014-09-13 13:23:41
September 13 2014 13:22 GMT
#15
Thanks again for the amount of great feedback, I appreciate it. I am currently working on an update that does a bit of reorganization regarding the 3rd and 4th bases - mostly just minor distance tweaks to bring it more in line with the map standards. I hope to get it out there this weekend.

On September 12 2014 23:06 NewSunshine wrote:
Looks a bit like Daybreak dynamically, except it's got a harder 4th. Do the watchtowers cover every path between the players?

Watchtowers cover the two central paths, leaving the outer path in dark.

On September 13 2014 14:57 GeneralSezme wrote:
Show nested quote +
On September 13 2014 14:04 -NegativeZero- wrote:
On September 13 2014 01:39 GeneralSezme wrote:
One day we will get past the foxtrot style of terraining, but any ways. It's a good looking map, 4th stretches you really thin to get it appears. Natural choke looks really big, so it will cost a lot to wall

what do you mean by "foxtrot style"?

Boxy edges, and decal lining of paths etc. im not really a fan of it to be completely honest, it was cool at first but now i just see alot of maps that look the same because of this style of terraining

I am not entirely sure what you mean. Sure, although subtle, Foxtrot Labs does have a similar texturing, but plenty of maps have had that - it's nothing new. Off the top of my head, here are a few maps I can think of: Phantasm, Atlas (own work), Illumination (own work), The Grid, Hesperium, Aradia, as well as the more subtle uses seen in Tainted Underworld (own work), Korhal Compound, Oumanville, and Korhal Mainstreet. If you look around, you'll probably find a lot more maps than what I listed here. To be honest, pretty much all aesthetic themes have been tried several times at this point in map making - we're bound to find (strong) similarities every now and then - just like map layouts.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
FlaShFTW
Profile Blog Joined February 2010
United States10537 Posts
September 14 2014 07:30 GMT
#16
im excited for when the changes come out. this is a really solid map and i thoroughly enjoy it.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
September 24 2014 20:45 GMT
#17
Space Circuit has been updated to include a couple of changes regarding the corner bases. I'd like to get more changes done, but unfortunately have been unable to due to time constraints - this will have to do for now. Overview has been updated!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Please log in or register to reply.
Live Events Refresh
OSC
13:00
King of the Hill #259
Liquipedia
PiG Sty Festival
12:00
PiGfest 8.0 Group A
Serral vs Lambo
SHIN vs Rogue
PiGStarcraft826
ComeBackTV 336
Rex104
BRAT_OK 57
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft826
IndyStarCraft 122
Rex 104
BRAT_OK 57
StarCraft: Brood War
Britney 33075
Shuttle 3395
Leta 1687
Bisu 1388
Soulkey 553
EffOrt 442
Mini 401
Rush 351
actioN 309
firebathero 304
[ Show more ]
Light 250
Pusan 231
Stork 223
Hyuk 195
Last 172
Snow 142
Larva 141
ZerO 138
hero 60
Sea.KH 50
ToSsGirL 36
Hm[arnc] 30
Sharp 30
Sacsri 26
zelot 23
yabsab 17
sSak 17
HiyA 16
Sexy 16
sorry 13
scan(afreeca) 12
Icarus 9
Dota 2
The International59612
Gorgc15382
singsing3442
XBOCT641
Dendi607
Fuzer 390
BananaSlamJamma198
KheZu40
Counter-Strike
fl0m4895
olofmeister989
byalli763
hiko400
zeus244
Heroes of the Storm
Khaldor0
Other Games
B2W.Neo576
Lowko416
crisheroes262
Hui .184
Liquid`VortiX129
Livibee103
KnowMe65
QueenE53
ZerO(Twitch)7
Organizations
StarCraft 2
IntoTheiNu 1429
WardiTV59
StarCraft: Brood War
UltimateBattle 24
lovetv 14
[ Show 12 non-featured ]
StarCraft 2
• 3DClanTV 45
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 13
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1844
• TFBlade529
Upcoming Events
OSC
7h
Replay Cast
11h
Escore
21h
PiG Sty Festival
23h
ByuN vs HeRoMaRinE
ShoWTimE vs Zoun
CranKy Ducklings
1d 21h
PiG Sty Festival
1d 23h
herO vs Krystianer
Solar vs Cure
Sparkling Tuna Cup
2 days
PiG Sty Festival
2 days
Maru vs Shameless
Reynor vs TriGGeR
OSC
3 days
Afreeca Starleague
3 days
Rush vs Hm
Bisu vs Shuttle
[ Show More ]
WardiTV Weekly
3 days
The Patches Monday
4 days
Afreeca Starleague
4 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
5 days
Replay Cast
5 days
Afreeca Starleague
5 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
5 days
The PondCast
6 days
KCM Race Survival
6 days
Liquipedia Results

Completed

Proleague 2026-08-12
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
RSL Revival: Season 6
PiG Sty Festival 8.0
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

Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
META DYMY #4
PGL Masters Bucharest 2026
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
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.