• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:08
CET 16:08
KST 00:08
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Behind the Blue - Team Liquid History Book herO wins SC2 All-Star Invitational Potential Updates Coming to the SC2 CN Server What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
KK Platform will provide 1 million CNY RepMastered™: replay sharing and analyzer site Gypsy to Korea mca64Launcher - New Version with StarCraft: Remast BGH Auto Balance -> http://bghmmr.eu/
Tourneys
2026 Changsha Offline Cup [ASL21] Ro24 Group B [Megathread] Daily Proleagues [ASL21] Ro24 Group A
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Darkest Dungeon General RTS Discussion Thread Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
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 Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5850 users

[M] (2) Veritas et Fortitudo

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2014-10-10 22:51:33
September 30 2014 20:25 GMT
#1
[image loading]

Veritas et Fortitudo is a 1vs1 map with an almost normal layout, except that your nat can be attacked from 2 different angles. And you have a very close 3rd and 4th expansion.
Enjoy!

[image loading]

EDIT:

Map is now finished version! High ground "turbo newbie" situation has been deal with (doodads have been placed), gold base minerals and gas have been re-positioned, watchtowers have been fixed (they no longer grant vision of gold bases minerals or gas), all drop holes have been fixed, deco and textures are now 100% DONE, doodads have been added, Eye CANDY has been added, the map has now been published, analyser has been updated.

MAP IS PUBLISHED IN:
NA, EU

Map Size (Playable) 140 x 124

OVERVIEW:

[image loading]

90º OVERVIEW:

+ Show Spoiler +
[image loading]

ANALYSER:

+ Show Spoiler +
[image loading][image loading]

ABOUT THE MAP:

+ Show Spoiler +
One of the things that makes this map interesting is the units/army pathing. Where will you engage? Where does the harass come from? Knowing what angle the attack is coming from will be key for battle. (Will he come from the right, or the left, both, did he split hes army?) Therefor having control of the watch towers will be specially important.Controlling at least 1 of the towers is going to be very important. Decision making and scouting is going to be important on: - what 3rd am I or my opponent going to take first? - Will I or my opponent go for the gold? - Will I destroy the rocks and take a hidden expo?
Nat Wall Off:
As you can see there is a neutral destructible rock to help with the wall off.
[image loading]
[image loading]

EYE CANDY:

+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

OLD OVERVIEW:

+ Show Spoiler +
[image loading]



Feel free to post your opinion, and give any tips, advice and/or recommendations!

+ Show Spoiler +
Original sketch on my phone for the idea of the map
[image loading]
10%
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 30 2014 20:27 GMT
#2
Ooooh this is cool. I sort of want to see this played a bunch of times in PvZ to see how it would pan out.
Moderatorshe/her
TL+ Member
Hexe
Profile Joined August 2014
United States332 Posts
September 30 2014 20:48 GMT
#3
Now THIS is podracing! Sweet map man, I love the it.
hvylobster
Profile Joined November 2010
United States23 Posts
September 30 2014 21:26 GMT
#4
I like the way it messes with normal map assumptions where 3rd/4th choice is usually between Risky Push Base or Safe Defensive Base; the exactly equal safety of the 3rd and 4th create a unique, almost Big Game Hunters-like dynamic where composition, scouting, and unit control are the heavily emphasized.

The Idiot part of my brain is telling me "HEY MAN! You should totally stretch the map out more and make the mid area more interesting than "Lil' Hole" so you can Zone Control!!!" but I know my motivation for thinking that is the back of my head whispering "How would one implement Company of Heroes-style resource/territory nodes translate into the SC2 engine beyond using Creep/No Creep?"

The Xel'Naga tower placement decision is key; if their vision extends to the geyser on the middle High Yield expansions, then you only need a flash of watchtower control to know if your opponent took a fast Mid-Base on you. I feel that a better design would ensure that you need to actively scout mid or risk facing overwhelming forces.

Final note: so this is Reverse Steppes of War, where taking bases is easy and pushing suddenly feels like a coinflip.
teh
Superbanana
Profile Joined May 2014
2369 Posts
October 01 2014 00:01 GMT
#5
Siege tank behind your natural/third/fourth on the high ground? Or anything there O_O
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2014-10-01 00:43:47
October 01 2014 00:35 GMT
#6
On October 01 2014 09:01 Superbanana wrote:
Siege tank behind your natural/third/fourth on the high ground? Or anything there O_O


Yeah, u can right now, but the idea is to make it unwalkable with some doodads later on. (I did mention this is some part of my Post). Map is stil BETA

On October 01 2014 06:26 hvylobster wrote:
The Xel'Naga tower placement decision is key; if their vision extends to the geyser on the middle High Yield expansions, then you only need a flash of watchtower control to know if your opponent took a fast Mid-Base on you. I feel that a better design would ensure that you need to actively scout mid or risk facing overwhelming forces.

Final note: so this is Reverse Steppes of War, where taking bases is easy and pushing suddenly feels like a coinflip.


Yeah XelNagas are key, im not sure if the watch tower gives u the scout on the gas, its very very close, hard to say even on the editor, I have tried to move the watch towers around but its a tough situation, if u move it south, it gives vision on bottom ramp, if you move it north same problem with other ramp. IMO it is in the best position, but if it does give vision of gas its not ideal, maybe move minerals around a bit? Still, I would not like the gold expos 2 be 2 close 2 each other


And Thnx 2 the 1s that like the map so far!
10%
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
October 01 2014 13:25 GMT
#7
--- Nuked ---
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2014-10-01 14:01:58
October 01 2014 14:01 GMT
#8
On October 01 2014 22:25 SatedSC2 wrote:
How big are the chokes on either side of the natural..?

It looks like they can be walled with a Pylon and a Gateway (or a Supply Depot and a Barracks) but I can't tell from the overview.


U have good eye, it is exacly a rax/depo gate/pylon, I have a picture of this in the section of About the Map.
10%
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
October 01 2014 15:03 GMT
#9
--- Nuked ---
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 01 2014 16:11 GMT
#10
Woops then its my bad 2 lol it should be called Analyser, not Analyser and information because all the info is in About the map lol
10%
[PkF] Wire
Profile Joined March 2013
France24238 Posts
October 01 2014 16:56 GMT
#11
Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ?
hvylobster
Profile Joined November 2010
United States23 Posts
Last Edited: 2014-10-01 20:18:28
October 01 2014 20:15 GMT
#12
On October 02 2014 01:56 [PkF] Wire wrote:
Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ?

Eventually, the area will be filled with doodads and unpathable by ground; maybe the map maker should have filled the area with neutral add-ons and command centers as placeholders for when he eventually adds doodads there to stop flyby posters who look at the map, see a high ground on what is basically a sketch of the map, and go "Oh! Oh! Drops what about drops what about those???" without reading the section in the OP where he specifically points out that yes the way the map looks now would be bad.

Maybe add to the top of the OP "YES I KNOW ABOUT THE HIGH GROUND. I PLAN TO CHANGE IT IN LATER REVISIONS SO YOU CANNOT DROP TANKS ABOVE THE NATURAL LIKE LOST TEMPLE 1.0." to make sure people get the point.


Also, about the Xel'Naga Tower situation: maybe you could simply place the geyser on the other side of the minerals? If this were ever to make ladder it wouldn't be a very good fix considering the golds would be Standardized with 2gas, but for now moving the geyser would at least take it out of Xel'Naga Tower range.
teh
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 01 2014 20:23 GMT
#13
Dude, if your highground is unpathable but you don't have time to decorate it yet, just spam placeholder rocks or trees on it, takes 30 seconds. That is the international symbol of undroppable highground area.

While this looks super fun and I love the idea, it would be pretty ick in "real games" I think. Super easy 4 bases for protoss or mech, then pooooooosh.
Comprehensive strategic intention: DNE
[PkF] Wire
Profile Joined March 2013
France24238 Posts
October 01 2014 20:52 GMT
#14
On October 02 2014 05:15 hvylobster wrote:
Show nested quote +
On October 02 2014 01:56 [PkF] Wire wrote:
Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ?

Eventually, the area will be filled with doodads and unpathable by ground; maybe the map maker should have filled the area with neutral add-ons and command centers as placeholders for when he eventually adds doodads there to stop flyby posters who look at the map, see a high ground on what is basically a sketch of the map, and go "Oh! Oh! Drops what about drops what about those???" without reading the section in the OP where he specifically points out that yes the way the map looks now would be bad.

Maybe add to the top of the OP "YES I KNOW ABOUT THE HIGH GROUND. I PLAN TO CHANGE IT IN LATER REVISIONS SO YOU CANNOT DROP TANKS ABOVE THE NATURAL LIKE LOST TEMPLE 1.0." to make sure people get the point.


I admit I didn't read it and therefore posted too quickly. No need to go berserk on that though.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 01 2014 21:30 GMT
#15
On October 02 2014 01:56 [PkF] Wire wrote:
Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ?


Well, yes drops are powerful, but OP? I’m not so sure, remember mutas will also be powerful, and 2 or 1 base blink could be a thing on this map considering you could hit nat from 2 fronts just with the right proxy pylon placement (I’m assuming you know that high ground of those bases will be un-walkable).

On October 02 2014 05:15 hvylobster wrote:
Eventually, the area will be filled with doodads and unpathable by ground; maybe the map maker should have filled the area with neutral add-ons and command centers as placeholders for when he eventually adds doodads there to stop flyby posters who look at the map, see a high ground on what is basically a sketch of the map, and go "Oh! Oh! Drops what about drops what about those???" without reading the section in the OP where he specifically points out that yes the way the map looks now would be bad.

Maybe add to the top of the OP "YES I KNOW ABOUT THE HIGH GROUND. I PLAN TO CHANGE IT IN LATER REVISIONS SO YOU CANNOT DROP TANKS ABOVE THE NATURAL LIKE LOST TEMPLE 1.0." to make sure people get the point.


Also, about the Xel'Naga Tower situation: maybe you could simply place the geyser on the other side of the minerals? If this were ever to make ladder it wouldn't be a very good fix considering the golds would be Standardized with 2gas, but for now moving the geyser would at least take it out of Xel'Naga Tower range.


I did as you say and now there is a big RED text warring all viewers about the high ground issue.

As for the Xel Nagas, what about removing them? Could that be a solution? Im hesitant, but if not I will move things around to see what I can do to improve this. Another small detail is even if you can’t see the gas with the tower is it not a bit unfair for zerg? Creep for sure will be spotted.
And do the gold bases absolutely need 2 gases?

10%
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 01 2014 21:54 GMT
#16
On October 02 2014 05:23 EatThePath wrote:
Dude, if your highground is unpathable but you don't have time to decorate it yet, just spam placeholder rocks or trees on it, takes 30 seconds. That is the international symbol of undroppable highground area.

While this looks super fun and I love the idea, it would be pretty ick in "real games" I think. Super easy 4 bases for protoss or mech, then pooooooosh.


Yeah u probably right, I should have spammed doodads, I just really hate removing doodads and then putting them back in a different order. Big red text should do it now tho.

As for the Toss and Terran turtle style of play it did cross my mined, and that is probably how I would play it. But this is my thought process: If you know the meta is to play greedy on the map, just play greedy urself? Or get a good timing off (all in or not) 2 punish the greedy play, and exploit the fact that you can attack from 2 different angles?
10%
hvylobster
Profile Joined November 2010
United States23 Posts
October 02 2014 19:34 GMT
#17
On October 02 2014 05:52 [PkF] Wire wrote:
Show nested quote +
On October 02 2014 05:15 hvylobster wrote:
On October 02 2014 01:56 [PkF] Wire wrote:
Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ?

Eventually, the area will be filled with doodads and unpathable by ground; maybe the map maker should have filled the area with neutral add-ons and command centers as placeholders for when he eventually adds doodads there to stop flyby posters who look at the map, see a high ground on what is basically a sketch of the map, and go "Oh! Oh! Drops what about drops what about those???" without reading the section in the OP where he specifically points out that yes the way the map looks now would be bad.

Maybe add to the top of the OP "YES I KNOW ABOUT THE HIGH GROUND. I PLAN TO CHANGE IT IN LATER REVISIONS SO YOU CANNOT DROP TANKS ABOVE THE NATURAL LIKE LOST TEMPLE 1.0." to make sure people get the point.


I admit I didn't read it and therefore posted too quickly. No need to go berserk on that though.

Sorry, the post was half to you and half to the OP; I figured a ton of people would make the same understandable mistake you made so I wanted to stop that ASAP. Constructive criticism of the map is good, an endless parade of people who are correct by the author's admission tends to drown out the healthy criticism.


About Mech and Protoss on this map. . . I know an easy 4th is a Dream for both, but it feels like it might asymmetrically balance itself out; all Zergs would LOVE to go 3hatch before pool, the question is how greedy do you think your opponent is playing? How prepared for harass are they? The middle gold bases provide more aggressive players fuel for a war machine that can eventually break tightly turtled players who want to win in 20 minutes.

Also, remember that the map has two wide ramps into the "Bases" area. Mech and Lategame Protoss tend to function as Deathballs, so they need to push along a single path while being aware of obvious counter-attacks. I can't wait till this map is ready; it seems extremely interesting.
teh
[PkF] Wire
Profile Joined March 2013
France24238 Posts
Last Edited: 2014-10-02 20:41:04
October 02 2014 20:39 GMT
#18
On October 03 2014 04:34 hvylobster wrote:
Show nested quote +
On October 02 2014 05:52 [PkF] Wire wrote:
On October 02 2014 05:15 hvylobster wrote:
On October 02 2014 01:56 [PkF] Wire wrote:
Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ?

Eventually, the area will be filled with doodads and unpathable by ground; maybe the map maker should have filled the area with neutral add-ons and command centers as placeholders for when he eventually adds doodads there to stop flyby posters who look at the map, see a high ground on what is basically a sketch of the map, and go "Oh! Oh! Drops what about drops what about those???" without reading the section in the OP where he specifically points out that yes the way the map looks now would be bad.

Maybe add to the top of the OP "YES I KNOW ABOUT THE HIGH GROUND. I PLAN TO CHANGE IT IN LATER REVISIONS SO YOU CANNOT DROP TANKS ABOVE THE NATURAL LIKE LOST TEMPLE 1.0." to make sure people get the point.


I admit I didn't read it and therefore posted too quickly. No need to go berserk on that though.

Sorry, the post was half to you and half to the OP; I figured a ton of people would make the same understandable mistake you made so I wanted to stop that ASAP. Constructive criticism of the map is good, an endless parade of people who are correct by the author's admission tends to drown out the healthy criticism.


No problem mate, you were absolutely right and I think I overread into your caps.

I kinda like the idea of the map, but once the game goes past the 2 base state (and it will, the setup to defend is quite similar to KSS minus the rocks) I don't really understand how you will be able to avoid a 4 bases vs 4 bases scenario which will end up in a basetrade or a stalemate. With adequate positioning I don't think it would be difficult to turtle on 4 bases so I fear TvP or ZvP (or even vMech) will be really hard on this map.

That is the reason why I would honestly consider making ramps to the 3rd-nat-4th high grounds and let them be walkable, at least in front of the 3rd/4th, so that those bases are more of a point of contention / can be harassed more easily. Maybe that doesn't fit with the idea of the map though. Anyway, interesting and definitely original idea, but I'm not sure it would produce interesting games in its current state. It has too much of both split map and 4 bases stronghold syndromes.
Hexe
Profile Joined August 2014
United States332 Posts
October 02 2014 20:46 GMT
#19
I think adding ramps to the highground is a better idea then simply making a unpathable zone, also maybe bring those far expansions closer towards each player, because they probably will not be used in a later game scenario, like the top right one, move left a few screen inches, and the bottom left right a few screen inches... or IDK, I still love it and would play to test.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
October 02 2014 20:56 GMT
#20
You've successfully managed to encompass (almost) everything I hate in a map. The only missing one is a map size of 160x160 or greater. I certainly won't play it, but I know a lot of lower-level players who just like to have fun who'd probably enjoy this.
Twitter: @iamcaustic
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 02 2014 21:49 GMT
#21
On October 03 2014 05:56 iamcaustic wrote:
You've successfully managed to encompass (almost) everything I hate in a map. The only missing one is a map size of 160x160 or greater. I certainly won't play it, but I know a lot of lower-level players who just like to have fun who'd probably enjoy this.


Well its not for every one, but as for lower levels I cant say I agree. Are u a GM? I would not consider myself a pro but I have reached masters a couple of times, and at least high diamomd with all 3 races. As far as map making gos, I have made maps for a very long time, oc that was in broodwar, but I know I still have much 2 learn in sc2 map making. I am simply trying to map make a bit out of the box and see if it could work.
10%
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
October 02 2014 23:03 GMT
#22
On October 03 2014 06:49 sTYleZerG-eX wrote:
Show nested quote +
On October 03 2014 05:56 iamcaustic wrote:
You've successfully managed to encompass (almost) everything I hate in a map. The only missing one is a map size of 160x160 or greater. I certainly won't play it, but I know a lot of lower-level players who just like to have fun who'd probably enjoy this.


Well its not for every one, but as for lower levels I cant say I agree. Are u a GM? I would not consider myself a pro but I have reached masters a couple of times, and at least high diamomd with all 3 races. As far as map making gos, I have made maps for a very long time, oc that was in broodwar, but I know I still have much 2 learn in sc2 map making. I am simply trying to map make a bit out of the box and see if it could work.

I'm the same (hit Masters a couple of times, currently Diamond) but for Terran. I'm not sure what the relevancy is regarding that, though; my comment about lower-level players having fun is in reference to any extreme money map/mod, such as Big Game Hunters. I used to have tonnes of fun on BGH back in BW. The terrain concept for this map is extremely simplistic as well, so you're not dealing with any need of map presence or scouting awareness re: flanks and run-bys.

Put it all together and you have a map where the strategy and tactics of the game are heavily stripped down, which is very low-level friendly.
Twitter: @iamcaustic
CycoDude
Profile Joined November 2010
United States326 Posts
October 02 2014 23:18 GMT
#23
there is a reason we don't see cliffs above naturals. google "turbo newbie".
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
October 03 2014 00:03 GMT
#24
On October 03 2014 08:18 CycoDude wrote:
there is a reason we don't see cliffs above naturals. google "turbo newbie".

To be fair, I believe it's been pointed out that the cliffs are not pathable.
Twitter: @iamcaustic
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
October 03 2014 08:19 GMT
#25
--- Nuked ---
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 03 2014 14:06 GMT
#26
+ Show Spoiler +
On October 03 2014 17:19 SatedSC2 wrote:
Show nested quote +
On October 03 2014 08:03 iamcaustic wrote:
On October 03 2014 06:49 sTYleZerG-eX wrote:
On October 03 2014 05:56 iamcaustic wrote:
You've successfully managed to encompass (almost) everything I hate in a map. The only missing one is a map size of 160x160 or greater. I certainly won't play it, but I know a lot of lower-level players who just like to have fun who'd probably enjoy this.


Well its not for every one, but as for lower levels I cant say I agree. Are u a GM? I would not consider myself a pro but I have reached masters a couple of times, and at least high diamomd with all 3 races. As far as map making gos, I have made maps for a very long time, oc that was in broodwar, but I know I still have much 2 learn in sc2 map making. I am simply trying to map make a bit out of the box and see if it could work.

I'm the same (hit Masters a couple of times, currently Diamond) but for Terran. I'm not sure what the relevancy is regarding that, though; my comment about lower-level players having fun is in reference to any extreme money map/mod, such as Big Game Hunters. I used to have tonnes of fun on BGH back in BW. The terrain concept for this map is extremely simplistic as well, so you're not dealing with any need of map presence or scouting awareness re: flanks and run-bys.

Map presence is going to be very important on this map because moving out down either side of the map without knowing your opponent isn't moving out down the other side of the map is going to be crucial. This is going to make controlling the towers (or at least one of the towers) very important if you're ever going to be able to move out of your base. I can't speak too much for Terran or Zerg strategy, but if you're playing Protoss on this map and you lose track of your opponent's army then you're risking ending up in a base-trade and that's not something that Protoss usually wants to happen. I think you're really selling this concept short by claiming that you don't need to deal with map presence/scouting.



Cheers, thats what I was trying to say, and what I was aiming for while making the map.
10%
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-10-03 18:04:01
October 03 2014 17:32 GMT
#27
On October 03 2014 17:19 SatedSC2 wrote:
Show nested quote +
On October 03 2014 08:03 iamcaustic wrote:
On October 03 2014 06:49 sTYleZerG-eX wrote:
On October 03 2014 05:56 iamcaustic wrote:
You've successfully managed to encompass (almost) everything I hate in a map. The only missing one is a map size of 160x160 or greater. I certainly won't play it, but I know a lot of lower-level players who just like to have fun who'd probably enjoy this.


Well its not for every one, but as for lower levels I cant say I agree. Are u a GM? I would not consider myself a pro but I have reached masters a couple of times, and at least high diamomd with all 3 races. As far as map making gos, I have made maps for a very long time, oc that was in broodwar, but I know I still have much 2 learn in sc2 map making. I am simply trying to map make a bit out of the box and see if it could work.

I'm the same (hit Masters a couple of times, currently Diamond) but for Terran. I'm not sure what the relevancy is regarding that, though; my comment about lower-level players having fun is in reference to any extreme money map/mod, such as Big Game Hunters. I used to have tonnes of fun on BGH back in BW. The terrain concept for this map is extremely simplistic as well, so you're not dealing with any need of map presence or scouting awareness re: flanks and run-bys.

Map presence is going to be very important on this map because moving out down either side of the map without knowing your opponent isn't moving out down the other side of the map is going to be crucial. This is going to make controlling the towers (or at least one of the towers) very important if you're ever going to be able to move out of your base. I can't speak too much for Terran or Zerg strategy, but if you're playing Protoss on this map and you lose track of your opponent's army then you're risking ending up in a base-trade and that's not something that Protoss usually wants to happen. I think you're really selling this concept short by claiming that you don't need to deal with map presence/scouting.

That's literally moving one unit to the one tower while you move your army the other way. This is one of the most simplistic concepts in the game, and certainly not what I mean when I talk about map presence and scouting awareness. The fact you think there's any depth to that concept is mind-boggling to me.

EDIT: Here's probably the best (or at least most unique) example I could ever give to demonstrate what I mean. BoxeR vs. Hiya on Blue Storm; it's Brood War, but showcases all the different points beautifully.

+ Show Spoiler [BoxeR vs Hiya] +
Part 1:

Part 2:

Part 3:


Breaking it down, the terrain design of Blue Storm:

1. Allows for such a proxy by BoxeR to assert map presence and obtain a dominating forward position early in the game (but also preventable with safer, more thorough scouting). This map's design is so simplistic that any early game strategy short of FE or a standard 1-base all-in is a wasted effort. That's loss of strategy/tactics.

2. Allowed BoxeR to strategically block off alternate routes for Hiya to sneak vultures around. Establishing this required a forward position (map presence) combined with strategic forethought. Although this has died off a bit in modern HotS -- mainly due to map design -- it was a common occurrence even in SC2 (anyone remember ebay blocking the backdoor on Xel'Naga Cavern?). This map, however, offers no such benefits for holding a forward position; the best 'forward' position you can get is the half-way point to the opponent's base to control a watchtower, and that's not particularly beneficial as you leave the other side of the map exposed. The only thing you want to do on this map is sit on your 4 bases, max out, then make sure you push on the same side as your opponent's army to avoid a base trade. Fun for low-level games, but extremely simplistic.

3. Allowed Hiya to circumvent BoxeR's powerful contain via drops (which in turn was also made possible thanks to Blue Storm's terrain design). However, BoxeR's excellent scouting awareness allowed him to spot the drops and shut them down before they could do real damage. Do I really need to explain how this map doesn't offer anything of the sort, in either case? There's just no depth to this map.

Anyway, I apologize Stylezerg. I didn't mean to do a big text-wall critique of the map; I figured my initial comment was obvious enough, but couldn't avoid elaborating after the push back if you're serious about making good maps as opposed to just having fun in the editor. I won't push the issue any further, as there isn't much more to be said on my part.
Twitter: @iamcaustic
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2014-10-04 21:37:27
October 04 2014 17:21 GMT
#28
Wow very interesting edit, I had not seen it. THNX FOR THE INTERESTING POST (Even if it is to criticize my map)
To be fair that is Boxer playing, greatest EVER.
And that is also not only a professional map, but one of the very great maps ever made (This is arguable IK, but no 1 can deny it is a great map) in BW (bw as you know had many many years to let the map makers experiment and make things right). In addition SC2 and BW although they seem alike, they are not, different units/different math = different game.


Yes my map is not as complex as blue storm, I am getting serious about mapmaking, but this is just my 3rd map (For sc2). Obviously this 3rd map of mine is better than the previous 1s due to the debates going on.

Could you give me maybe 2 good examples in sc2 maps where the idea of complexity is well executed? (Not just a map name plz, a link or a pic is better 4 me because im not that good with map names)

With this map I tried to keep things simple from the get go, because in bw I was told by some good old friends of mine in bwmaps.net that i had a tendency of making very cool and interesting maps, but I just added to many crazy things into a single idea. http://www.panschk.de/mappage/maplist.php?wauthor=sTY_leZerG-eX

In my BW mapping days it took me several maps to get good. But eventually I did get good. Take a look at this:
+ Show Spoiler +

http://www.teamliquid.net/forum/sc2-maps/451041-4-nimbus
http://www.panschk.de/mappage/comments.php?mapid=4077
Nimbus was based on a map made by me (not my best map tho).



As far as the complexity of my map, yes it is more simple, but that does not mean its not complex at all, I think it could give epic games, there are the obvious things that have been mentioned to make an attack happen, but there is also plenty of space for, muta/drop/WP play on my map.
[image loading]

Also maps in sc2 started with the tenancy of having your main base and a very weird nat with a really far away 3rd (That lead to a lot of 1 base play, in the times where going 14 hatch was OMG so risky), little by little, maps changed (there are several map examples of this) it changed to the point where maps are giving players very easy nats, and very easy 3rds, and some times relatively easy 4ths (So crazy easy they are, that it would be impossible to have this in BW). So as for my map, simply what I tried to do was give the people and the tendency what they want, and also adding a fun twist of my own (In this case, the fact that players have to choose which side there 3rd expo is going to be at, and what path are they going to chose for there army, and trying to guess what your opponent is going to choose).

But u are probably right, my map is likely to simple.
As for the current map situation, do you or any 1 have any recommendations (other that the ones already mentioned) to improve the current concept? Or should I just finish this map, and apply the new knowledge in my next map?

P.S.
Epic game btw, I had not seen it.
10%
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
October 04 2014 22:52 GMT
#29
At your request, I'll answer your questions.

On October 05 2014 02:21 sTYleZerG-eX wrote:
Could you give me maybe 2 good examples in sc2 maps where the idea of complexity is well executed? (Not just a map name plz, a link or a pic is better 4 me because im not that good with map names)

This one you'll find differing opinions all over the place, but I'll provide some maps that, during their time, were considered amongst the best available. First up is Cloud Kingdom:

+ Show Spoiler +
[image loading]

This map implemented a lot of concepts that made it arguably the best WoL map of all time. It introduced a very dynamic high/low ground relationship at all points on the map, re-introduced the idea of low-ground mineral lines harassable from a high-ground cliff (also a feature in the next map I'll provide), and offered alternate expansion flows that would have a huge impact on how a particular match up was played. Then there's the little things, like small (and blockable) harassment paths, etc. like we saw in the Blue Storm example. It was really rare to see a "bad" game played on this map from a pro level and offered numerous strategic options, from early all-ins all the way up to long macro games.

This next map is pretty retro, but seeing as I already made a reference to it I'll include it as well. Behold Xel'Naga Caverns, arguably the best map of the original WoL ladder pool:

+ Show Spoiler +
[image loading]

While hardly the best map ever made in hindsight, what made it great back in the day was the concepts applied to the map. You had a backdoor harassment path which could be used against both the natural and the third (which, I mentioned earlier, would often be blocked off to protect the nat), an alternative-but-risky third base via the gold, and a forward position on the map that actually provided some benefit: controlling the forward-most watch tower would give you a position to deny the opponent's gold while also restricting movement from their natural, forcing them to either push into your position or go around via the backdoor/low-ground third, which is less ideal. Obviously in this case I'm ignoring the flaws of the map and simply highlighting the good, strategic parts.

Performing drops, etc. on both of these maps are more reasonable than yours, as bases are more spread out to allow for multi-pronged aggression or simply catching your opponent out of position. This is a good segway into:

On October 05 2014 02:21 sTYleZerG-eX wrote:
As far as the complexity of my map, yes it is more simple, but that does not mean its not complex at all, I think it could give epic games, there are the obvious things that have been mentioned to make an attack happen, but there is also plenty of space for, muta/drop/WP play on my map.
+ Show Spoiler +
[image loading]

I'll use a diagram of my own to explain why these options you've highlighted aren't really options at all for producing exciting and dynamic game play.

[image loading]


Some static defence and an army sitting in a centralized location is all you're going to need to fend off any sort of air/drop harassment. In other words, the best way to defend such harassment is to sit around and turtle. It takes less than 30 APM to perform such a feat. This is why I criticized earlier saying that your best option is to sit around and max out your army supply.

On October 05 2014 02:21 sTYleZerG-eX wrote:
Also maps in sc2 started with the tenancy of having your main base and a very weird nat with a really far away 3rd (That lead to a lot of 1 base play, in the times where going 14 hatch was OMG so risky), little by little, maps changed (there are several map examples of this) it changed to the point where maps are giving players very easy nats, and very easy 3rds, and some times relatively easy 4ths (So crazy easy they are, that it would be impossible to have this in BW). So as for my map, simply what I tried to do was give the people and the tendency what they want, and also adding a fun twist of my own (In this case, the fact that players have to choose which side there 3rd expo is going to be at, and what path are they going to chose for there army, and trying to guess what your opponent is going to choose).

While your assessment of the situation is correct, I'd say you're taking the wrong approach by pandering to a poor economic expectation, which only results in much more stale games. This staleness is one of the biggest complaints the community has had about SC2 for a long time, but they always expect Blizzard to change the game so it's dynamic in spite of free economy, rather than accepting that economy should be more difficult to obtain like in BW. When watching 2010/2011 Wings of Liberty games, each game was much more action-packed and dynamic (ignoring the obviously lower skill level of everyone, since the game was new) and, lo and behold, the maps were harder to expand on.

This map heavily favours stale game play due to the free economy. In particular, your best strategies are going to be mech->sky terran, sky toss, and swarm host->brood lord, respectively. All three of these thrive on sitting around and building a large economic bank, then making the strongest late-game armies each race has to offer. Your alternative result is going to be weird all-ins done by players who don't find the former type of strategy to be very fun.

On October 05 2014 02:21 sTYleZerG-eX wrote:
As for the current map situation, do you or any 1 have any recommendations (other that the ones already mentioned) to improve the current concept? Or should I just finish this map, and apply the new knowledge in my next map?

Personally, I'd apply the new knowledge to my next map, rather than tear this map apart and trying to fit new knowledge into its already established concept. The choice is yours, though.
Twitter: @iamcaustic
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 06 2014 09:56 GMT
#30
If you wanted to keep the guts of this map but make it REALLY interesting, turn the natural into a gold base and put it up against a cliff into the middle of the map. At the same time, make it possible to take the left- or right-hand 3rd as a natural (maybe rocks, chokepoint redesign?). Now all of a sudden players have to fight over the middle of the map actually, and the early game has a million interesting choices. I'll make a picture if you want.
Comprehensive strategic intention: DNE
Socke
Profile Joined November 2002
Germany451 Posts
October 06 2014 11:47 GMT
#31
not being able to wall the natural kills pvz. this is worse than foxtrot and daedalus together in that regard.
Big J
Profile Joined March 2011
Austria16289 Posts
October 06 2014 12:41 GMT
#32
On October 06 2014 20:47 Socke wrote:
not being able to wall the natural kills pvz. this is worse than foxtrot and daedalus together in that regard.


you can wall either side with pylon+1big building
In the case of Nexus-->Gate, you could just do your first pylon to the left, build the Nexus, build the gate on the left (full wall at the left), build your next pylon on the right, build the cybercore on the right (=full wall at the right).

So you need 2pylons+2big buildings (cybercore/forge/gateway) to wall, which is much less than on Daedalus, right?
I guess it could be hard for a forge expand though, since you can't defend with a single canon, since you need 1canon per side if you don't have the fast stalker/core against zerglings.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2014-10-06 16:49:11
October 06 2014 14:17 GMT
#33
On October 06 2014 18:56 EatThePath wrote:
If you wanted to keep the guts of this map but make it REALLY interesting, turn the natural into a gold base and put it up against a cliff into the middle of the map. At the same time, make it possible to take the left- or right-hand 3rd as a natural (maybe rocks, chokepoint redesign?). Now all of a sudden players have to fight over the middle of the map actually, and the early game has a million interesting choices. I'll make a picture if you want.


Yeah picture plz, because I dont quite understand what u mean. (sound like a really weird idea, but sure give it a go)

On October 06 2014 20:47 Socke wrote:
not being able to wall the natural kills pvz. this is worse than foxtrot and daedalus together in that regard.


Yes Forge fast expo looks pretty tough on this map, speed ling all in might be hard to stop. But considering that in the current meta most players open gate/core (variations), and full wall of takes gate pylon, I think it should be ok
10%
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 10 2014 22:47 GMT
#34
Map is now finished!!!
(See details on the NEW EDIT on the main POST)
10%
Normal
Please log in or register to reply.
Live Events Refresh
WardiTV Team League
12:00
Group A + B
WardiTV767
IndyStarCraft 137
musti20045 26
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 137
ProTech119
LamboSC2 8
StarCraft: Brood War
Britney 43652
Bisu 4303
Sea 4072
Jaedong 2249
EffOrt 910
Mini 790
Soma 523
ZerO 385
Hyuk 384
Light 342
[ Show more ]
Snow 285
ggaemo 262
Soulkey 260
firebathero 234
Rush 130
Dewaltoss 107
hero 104
Mind 78
ToSsGirL 60
sorry 46
Backho 46
Leta 38
Aegong 35
[sc1f]eonzerg 23
Rock 21
GoRush 19
zelot 19
910 16
IntoTheRainbow 16
yabsab 15
Shine 14
Terrorterran 13
eros_byul 1
Dota 2
Gorgc7917
BananaSlamJamma237
Counter-Strike
fl0m2811
byalli840
oskar53
Heroes of the Storm
Khaldor90
MindelVK9
Other Games
FrodaN4542
singsing1993
B2W.Neo892
Lowko353
shoxiejesuss344
crisheroes260
Hui .188
Fuzer 140
KnowMe129
ArmadaUGS84
XaKoH 83
QueenE77
Trikslyr41
ZerO(Twitch)21
Organizations
Other Games
gamesdonequick952
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• poizon28 9
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• Noizen53
League of Legends
• Nemesis1800
• Jankos1640
Upcoming Events
Big Brain Bouts
1h 52m
Fjant vs SortOf
YoungYakov vs Krystianer
Reynor vs HeRoMaRinE
RSL Revival
18h 52m
Cure vs Zoun
herO vs Rogue
Platinum Heroes Events
23h 52m
BSL
1d 4h
RSL Revival
1d 18h
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
1d 20h
BSL
2 days
Replay Cast
2 days
Replay Cast
2 days
Afreeca Starleague
2 days
Light vs Calm
Royal vs Mind
[ Show More ]
Wardi Open
2 days
Monday Night Weeklies
3 days
OSC
3 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Rush vs PianO
Flash vs Speed
Replay Cast
4 days
Afreeca Starleague
4 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
5 days
The PondCast
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

KCM Race Survival 2026 Season 1
WardiTV Winter 2026
Underdog Cup #3

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.