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[M] (2) The Path Not Taken

Forum Index > SC2 Maps & Custom Games
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And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-10-12 14:37:15
October 12 2014 14:32 GMT
#1
[image loading]

1v1
152 x 144
10 regular bases
3 gold bases
8 desctructible rocks

EU | NA | KR

This map was inspired by Habitation Station and Scrap Station.


So I made another map with backdoor expansions, but this time the textures aren't just shades of grey. I had written a paragraph that was supposed to explain all the weird stuff but it was under 1000 words so I made a picture instead:

+ Show Spoiler +
[image loading]


GLHF!
not a community mapmaker
algue
Profile Joined July 2011
France1436 Posts
October 12 2014 14:40 GMT
#2
Love the secret pathway ! I don't like the rocks at 5 and 7 o'clock though.
The blue-ish textures are kinda ugly in the overview but most of the time it looks nicer in game.

Why do you love white and red cristals so much ?
rly ?
Big J
Profile Joined March 2011
Austria16289 Posts
October 12 2014 14:48 GMT
#3
I think there are too many rocks on the map that cover against attacks before being taken down.

In particular: The big rocks from the gold to the middle seem to make the gold base a very safe third option for Terran.
And the ones at the ramp from that leads into the space between the third and the natural as well, given how narrow all other ramps are.
The bottom area looks very interesting, but on the same page feels very useless with how many expansions are around the main area. People are probably not going to expand down their, safe of the well done hidden gold base. I'd remove one of the bases you describe as "easy third for Protoss", "easy 4th for Zerg" and "forward 3rd for Terran".
With the gold base, the forward 3rd and the safe third, you already have 3 third base options. And the easy 4th doesn't really feel easier than just taking the gold or the forward third as Zerg, which also makes for 3 4th options (given you haven't taken one of those as third, which would then leave the easy third as 4th option).

Otherwise it looks like a good map. Love the useage of creep and vision blockers and the watchtower! Like the aesthetics but could use some more polishing in that regard.
algue
Profile Joined July 2011
France1436 Posts
October 12 2014 14:51 GMT
#4
On October 12 2014 23:48 Big J wrote:
In particular: The big rocks from the gold to the middle seem to make the gold base a very safe third option for Terran.


That's not a problem, that's a feature !
rly ?
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2014-10-12 14:56:18
October 12 2014 14:52 GMT
#5
That map looks so good, and the fact that it's eshetically simple makes it even better ! I also like the layout a lot, it feels innovative and interesting (even though it would probably not make for long games), except maybe the gold, I'm not sure if it is really beneficiary to the map.
The only other thing I dislike is the unbuildable zone instead of rocks ; you deny players the possibilty of making a building there once the rocks are down for no apparent reason.

Edit : also best map name since a very long time
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
[PkF] Wire
Profile Joined March 2013
France24193 Posts
October 12 2014 15:47 GMT
#6
A lot of innovative features, but I'm really concerned about some of them, especially the huge ramp to defend that makes expanding in PvZ very hazardous. Speedlings won't really mind taking the "sneaky, sneaky" path. This map deserves some playtesting and is most definitely gorgeous, but I fear you tried to introduce too many things at once.
Zealously
Profile Blog Joined October 2011
East Gorteau22261 Posts
October 12 2014 16:34 GMT
#7
If nothing else, I love the map name!
AdministratorBreak the chains
And G
Profile Joined May 2012
Germany491 Posts
October 12 2014 16:35 GMT
#8
On October 12 2014 23:40 algue wrote:
I don't like the rocks at 5 and 7 o'clock though.

Problem is that without them you can't realistically defend an early natural at the forward ramp. The way it is now, if you can't go up that narrow ramp you either need to break down some rocks or take the looooong way around the bottom part of the map.


On October 12 2014 23:40 algue wrote:
Why do you love white and red cristals so much ?

Because it doesn't take a lot of work filling unpathable areas with them. I don't care much about aesthetics to be honest...


On October 12 2014 23:48 Big J wrote:
I think there are too many rocks on the map that cover against attacks before being taken down.

In particular: The big rocks from the gold to the middle seem to make the gold base a very safe third option for Terran.
And the ones at the ramp from that leads into the space between the third and the natural as well, given how narrow all other ramps are.
The bottom area looks very interesting, but on the same page feels very useless with how many expansions are around the main area. People are probably not going to expand down their, safe of the well done hidden gold base. I'd remove one of the bases you describe as "easy third for Protoss", "easy 4th for Zerg" and "forward 3rd for Terran".
With the gold base, the forward 3rd and the safe third, you already have 3 third base options. And the easy 4th doesn't really feel easier than just taking the gold or the forward third as Zerg, which also makes for 3 4th options (given you haven't taken one of those as third, which would then leave the easy third as 4th option).

Consider that it is very easy for Zerg to spread creep towards the bottom because the rocks will keep Hellions confined to the central areas. I feel that the best option for Zerg (in ZvT at least) is to expand towards the bottom and then maybe take the bottom gold as a fifth.


On October 13 2014 00:47 [PkF] Wire wrote:
Speedlings won't really mind taking the "sneaky, sneaky" path.

Before any of the rocks are broken down you can defend at the fourth where the bottom pathway ends with a handful of units as long as you have sentries. It's a very narrow ramp; as long as you know when the speedlings will be coming you'll be fine.


On October 12 2014 23:52 OtherWorld wrote:
The only other thing I dislike is the unbuildable zone instead of rocks ; you deny players the possibilty of making a building there once the rocks are down for no apparent reason.

I could easily replace that with unbuildable rocks if it's a problem. But serious question: When would you ever want to build anything there?



Also, poll.

Poll: Backdoor gold bases on The Path Not Taken?

No changes. (10)
 
50%

Remove the backdoor to the main and the rocks at the wide ramp. (4)
 
20%

Make it a regular base. (3)
 
15%

Add unbuildable rocks at the base location (less health). (2)
 
10%

Remove the rocks at the wide ramp. (1)
 
5%

Add destructible rocks at the base location. (0)
 
0%

Add creep at the base location (like on Arkanoid). (0)
 
0%

Remove the backdoor to the main. (0)
 
0%

20 total votes

Your vote: Backdoor gold bases on The Path Not Taken?

(Vote): No changes.
(Vote): Add destructible rocks at the base location.
(Vote): Add unbuildable rocks at the base location (less health).
(Vote): Add creep at the base location (like on Arkanoid).
(Vote): Remove the rocks at the wide ramp.
(Vote): Remove the backdoor to the main.
(Vote): Remove the backdoor to the main and the rocks at the wide ramp.
(Vote): Make it a regular base.



Keep in mind that in TvZ it will be very difficult to prevent overlords spreading creep at the gold before vikings or medivacs are out, and that mutalisks are very strong before the rocks at the ramp to the main have been broken down. So I feel that Terrans either need to float their second CC there (which seems risky) or will be forced to choose between a normal third and a delayed gold third. Or you could go for some sort of two-base all-in that wouldn't be an all-in because even if it failed the gold base might pull you back into the game.
not a community mapmaker
[PkF] Wire
Profile Joined March 2013
France24193 Posts
Last Edited: 2014-10-12 17:14:23
October 12 2014 17:06 GMT
#9
On October 13 2014 01:35 And G wrote:
Show nested quote +
On October 13 2014 00:47 [PkF] Wire wrote:
Speedlings won't really mind taking the "sneaky, sneaky" path.

Before any of the rocks are broken down you can defend at the fourth where the bottom pathway ends with a handful of units as long as you have sentries. It's a very narrow ramp; as long as you know when the speedlings will be coming you'll be fine.


I just tried it. It's unwallable ; both the ramps are quite big and the sneaky path is always a danger. Consider at least making the natural "sim city-able" (it's quite close to already be, just remove the space to wall near the geysers) or reducing the size of the backdoor ramp. As the map stands, I don't see how I can, as Protoss, safely expand in PvZ.

EDIT : maybe the sneaky path is too long for my concerns to be backed with something real, but if it is, then this path is just useless, which wouldn't be a good thing either.
Big J
Profile Joined March 2011
Austria16289 Posts
October 12 2014 17:27 GMT
#10
On October 12 2014 23:51 algue wrote:
Show nested quote +
On October 12 2014 23:48 Big J wrote:
In particular: The big rocks from the gold to the middle seem to make the gold base a very safe third option for Terran.


That's not a problem, that's a feature !

Hm, given how the base is backdoor to the main and additionally still has a ramp after breaking down the rocks I feel like it makes the whole 3base Terran setup nearly inpenetrable. From there on, there are still 2bases that play out very easy. I think like that basedenying becomes too hard for zerg and well, that is the current ZvT wincondition in macro games.
rgbAndraxxus
Profile Joined August 2012
32 Posts
October 12 2014 17:34 GMT
#11
Great map, great name, I hope it gets added to the pool or in one of the competitions. And that spoiler is just icing on the cake.
Only when you are able to see the qualities of your enemy, will you have what it takes to see your flaws.
And G
Profile Joined May 2012
Germany491 Posts
October 12 2014 17:36 GMT
#12
On October 13 2014 02:06 [PkF] Wire wrote:
Consider at least making the natural "sim city-able" (it's quite close to already be, just remove the space to wall near the geysers) or reducing the size of the backdoor ramp. As the map stands, I don't see how I can, as Protoss, safely expand in PvZ.

Just to make sure we're talking about the same thing, here's what is (I think) the shortest completely tight wall you can do:

+ Show Spoiler +
[image loading]


The space you want removed is where the pylon is, is that correct?

Also, how would reducing the size of the backdoor ramp help? I mean, it's protected by two sets of rocks...
not a community mapmaker
IeZaeL
Profile Joined July 2012
Italy991 Posts
October 12 2014 17:39 GMT
#13
rofl awesome. both the map and the spoiler
Author of Coda and Eastwatch.
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
October 12 2014 17:55 GMT
#14
That spoiler was great!

Just theory crafting here but couldn't a Terran lift to the gold and then go cc first without being penalised (versus non terrans) as they're protected by the rocks?
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 12 2014 17:59 GMT
#15
On October 13 2014 01:35 And G wrote:
Show nested quote +
On October 12 2014 23:52 OtherWorld wrote:
The only other thing I dislike is the unbuildable zone instead of rocks ; you deny players the possibilty of making a building there once the rocks are down for no apparent reason.

I could easily replace that with unbuildable rocks if it's a problem. But serious question: When would you ever want to build anything there?

Hmm you sometimes see Terran 2-raxing and killing the rocks to wall in the Zerg ; a Protoss could also want to place a pylon there ; a Zerg a spine in ZvZ ; a Terran a bunker in case of huge all-in from the opponent... I dunno, yes it is not a "normal" place to put a building down, but I don't see the point in preventing the players to build there. It's not a big deal though
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Big J
Profile Joined March 2011
Austria16289 Posts
October 12 2014 18:11 GMT
#16
On October 13 2014 02:55 iHirO wrote:
That spoiler was great!

Just theory crafting here but couldn't a Terran lift to the gold and then go cc first without being penalised (versus non terrans) as they're protected by the rocks?

Yeah, but how do you take the expansion then? There's gonna be units inside your former mainbase with highground advantage while you just start your production/tech after the CC first and then need to take down rocks.
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-10-12 18:16:14
October 12 2014 18:14 GMT
#17
On October 13 2014 02:59 OtherWorld wrote:
Show nested quote +
On October 13 2014 01:35 And G wrote:
On October 12 2014 23:52 OtherWorld wrote:
The only other thing I dislike is the unbuildable zone instead of rocks ; you deny players the possibilty of making a building there once the rocks are down for no apparent reason.

I could easily replace that with unbuildable rocks if it's a problem. But serious question: When would you ever want to build anything there?

Hmm you sometimes see Terran 2-raxing and killing the rocks to wall in the Zerg ; a Protoss could also want to place a pylon there ; a Zerg a spine in ZvZ ; a Terran a bunker in case of huge all-in from the opponent... I dunno, yes it is not a "normal" place to put a building down, but I don't see the point in preventing the players to build there. It's not a big deal though

I haven't seen any of that actually happen in like forever. Pylons, spines and bunkers are usually placed on the other side of the ramp, where Protoss would wall off if they wall at the Nexus, right? The 2-rax wall-in makes sense, but I've never seen that actually happen, either.


On October 13 2014 02:55 iHirO wrote:
Just theory crafting here but couldn't a Terran lift to the gold and then go cc first without being penalised (versus non terrans) as they're protected by the rocks?

Do you mean floating your initial CC over there and then re-taking your main base with a CC first? One problem would be that the point of floating the main base to the gold as on Habitation Station or Metalopolis is usually to put on early pressure, but that sort of requires that your marines can walk across the map to do damage, which isn't really possible until the rocks at the wide ramps are down or you have medivacs, right? Also, as long as the rocks on the small ramp exist I don't see how you're going to defend oracles or mutalisks on two bases. Plus the scouting drone/probe can just stay in your main base and keep your second CC from landing, or maybe do a pylon block / proxy hatch.

I'm not saying it's impossible, but I'm pretty sure (read in Kaelaris' voice) that it wouldn't become standard if this map were on ladder.
not a community mapmaker
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
Last Edited: 2014-10-12 18:21:11
October 12 2014 18:20 GMT
#18
On October 13 2014 03:14 And G wrote:
Show nested quote +
On October 13 2014 02:55 iHirO wrote:
Just theory crafting here but couldn't a Terran lift to the gold and then go cc first without being penalised (versus non terrans) as they're protected by the rocks?

Do you mean floating your initial CC over there, and then re-take your main base with a CC first? One problem would be that the point of floating the main base to the gold as on Habitation Station or Metalopolis is usually to put on early pressure, but that sort of requires that your marines can walk across the map to do damage, which isn't really possible until the rocks at the wide ramps are down or you have medivacs, right? Also, as long as the rocks on the small ramp exist I don't see how you're going to defend oracles or mutalisks on two bases. Plus the scouting drone/probe can just stay in your main base and keep your second CC from landing, or maybe do a pylon block / proxy hatch.

I'm not saying it's impossible, but I'm pretty sure (read in Kaelaris' voice) that it wouldn't become standard if this map were on ladder.

You could build the second CC straight away but leave it parked at the gold for double mules/scv production, while the rax are building.

I guess a chronoed out mothership core would probably hit the gold mineral line before there were sufficient marines to defend it, so maybe it would only be viable in TvZ.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
And G
Profile Joined May 2012
Germany491 Posts
October 12 2014 18:41 GMT
#19
On October 13 2014 03:20 iHirO wrote:
You could build the second CC straight away but leave it parked at the gold for double mules/scv production, while the rax are building.

Wouldn't that kind of defeat the purpose? I mean, mules don't mine any faster at gold bases, and what are you going to do with your few marines? Break down the rocks? Meanwhile, Zerg go triple hatch before pool which would totally work because you effectively only need to defend one 2-width ramp on four bases. Or they go one-base muta and straight up kill you...
not a community mapmaker
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 12 2014 20:12 GMT
#20
On October 13 2014 03:14 And G wrote:
Show nested quote +
On October 13 2014 02:59 OtherWorld wrote:
On October 13 2014 01:35 And G wrote:
On October 12 2014 23:52 OtherWorld wrote:
The only other thing I dislike is the unbuildable zone instead of rocks ; you deny players the possibilty of making a building there once the rocks are down for no apparent reason.

I could easily replace that with unbuildable rocks if it's a problem. But serious question: When would you ever want to build anything there?

Hmm you sometimes see Terran 2-raxing and killing the rocks to wall in the Zerg ; a Protoss could also want to place a pylon there ; a Zerg a spine in ZvZ ; a Terran a bunker in case of huge all-in from the opponent... I dunno, yes it is not a "normal" place to put a building down, but I don't see the point in preventing the players to build there. It's not a big deal though

I haven't seen any of that actually happen in like forever. Pylons, spines and bunkers are usually placed on the other side of the ramp, where Protoss would wall off if they wall at the Nexus, right? The 2-rax wall-in makes sense, but I've never seen that actually happen, either.


I've seen the 2-rax thingy this year, I believe it was a Maru game. Not sure I'm going to find it though
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
TheFlexN
Profile Joined March 2012
Israel472 Posts
Last Edited: 2014-10-12 21:39:56
October 12 2014 21:39 GMT
#21
I love this map, but I think that sometimes blocking your own ramp with buildings can be useful, so I feel continuing with the flat rocks will be better than an unbuildable area.
Could you add some aesthetic pictures, it looks really good, I wish I could see it up close. (on max graphics, potato computer is potato)
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
October 12 2014 21:47 GMT
#22
Regarding the gold base as a natural for Terran, one thing to remember is that you can load 5 SCVs into a CC before it turns into an orbital. So you can get some SCVs over there straight away without taking the rocks down. I don't see it as too big of a problem however, just wanted to mention it because I used to use that build on team maps to abuse island bases, and it's not something many people will do.

Awesome map, and I particularly like the annotated overview haha
~ ~ <°)))><~ ~ ~
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2014-10-13 03:47:19
October 13 2014 03:40 GMT
#23
I don't think the floating cc is bad map design with the rocks removed (not OP), and would prolly be just bad with the rocks. But backdoor makes it an easy gold, specially with rocks on ramp. Easy gold is a bad idea imo.
But great map, except for that gold backdoor.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
Isarios
Profile Joined March 2014
United States153 Posts
October 13 2014 05:11 GMT
#24
I like it!

Well thought out map. Lots of options. Good use of blockers. I like the sneaky path.

Yes, some simcity-able ness is good.

Looks good too.

Blahhh
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-10-13 11:59:38
October 13 2014 11:58 GMT
#25
On October 13 2014 06:47 TheFish7 wrote:
Regarding the gold base as a natural for Terran, one thing to remember is that you can load 5 SCVs into a CC before it turns into an orbital. So you can get some SCVs over there straight away without taking the rocks down. I don't see it as too big of a problem however, just wanted to mention it because I used to use that build on team maps to abuse island bases, and it's not something many people will do.

Yeah I know, in fact you can get all 6 SCVs over there quickly with a bit of drop micro since it's just across a cliff. Otherwise iHirO's concern wouldn't make any sense. I agree with you however; I don't see it as much of a problem either.


On October 13 2014 06:39 TheFlexN wrote:
Could you add some aesthetic pictures, it looks really good, I wish I could see it up close. (on max graphics, potato computer is potato)

Prepare to be disappointed.

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


I guess you could say it looks "clean"...
not a community mapmaker
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
October 13 2014 12:18 GMT
#26
pro tip, use the foliage option, that should make it feel tons less empty
"Not you."
TheFlexN
Profile Joined March 2012
Israel472 Posts
October 13 2014 14:15 GMT
#27
On October 13 2014 20:58 And G wrote:
Show nested quote +
On October 13 2014 06:47 TheFish7 wrote:
Regarding the gold base as a natural for Terran, one thing to remember is that you can load 5 SCVs into a CC before it turns into an orbital. So you can get some SCVs over there straight away without taking the rocks down. I don't see it as too big of a problem however, just wanted to mention it because I used to use that build on team maps to abuse island bases, and it's not something many people will do.

Yeah I know, in fact you can get all 6 SCVs over there quickly with a bit of drop micro since it's just across a cliff. Otherwise iHirO's concern wouldn't make any sense. I agree with you however; I don't see it as much of a problem either.


Show nested quote +
On October 13 2014 06:39 TheFlexN wrote:
Could you add some aesthetic pictures, it looks really good, I wish I could see it up close. (on max graphics, potato computer is potato)

Prepare to be disappointed.

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


I guess you could say it looks "clean"...

Not disappointed at all, I love those red crystals and it seems you arent focusing on aesthetics and its fine, the map still has really nice colors. Your info overview with all the text is something that other map makers should learn from you.
An Esports fan, playing SC2 and LoL because they are fun. Huge fan of mapmaking, Cloud Kingdom = best map ever made EVER.
And G
Profile Joined May 2012
Germany491 Posts
October 14 2014 13:40 GMT
#28
Alright, I've exchanged the unbuildable pathing for your standard unbuildable rocks. Also I've fixed the fog which wasn't there for some reason; I had to disable and re-enable the fog checkbox in the terrain type to make it work.


Poll: Backdoor gold bases on The Path Not Taken?

No changes. (10)
 
50%

Remove the backdoor to the main and the rocks at the wide ramp. (4)
 
20%

Make it a regular base. (3)
 
15%

Add unbuildable rocks at the base location (less health). (2)
 
10%

Remove the rocks at the wide ramp. (1)
 
5%

Add destructible rocks at the base location. (0)
 
0%

Add creep at the base location (like on Arkanoid). (0)
 
0%

Remove the backdoor to the main. (0)
 
0%

20 total votes

Your vote: Backdoor gold bases on The Path Not Taken?

(Vote): No changes.
(Vote): Add destructible rocks at the base location.
(Vote): Add unbuildable rocks at the base location (less health).
(Vote): Add creep at the base location (like on Arkanoid).
(Vote): Remove the rocks at the wide ramp.
(Vote): Remove the backdoor to the main.
(Vote): Remove the backdoor to the main and the rocks at the wide ramp.
(Vote): Make it a regular base.



I'm starting to think that there is no way to make this map less Terran-favoured without also making it way less interesting. If you remove the backdoor and the rocks to the middle, it will become pretty much impossible for both players to hold the golds at the same time, and the watchtower would also be much less interesting. It wouldn't be much different from there being a single gold base at where the watchtower is, except for Protoss being able to blink into the main from the gold. If you make the golds into regular bases Zerg will never expand there and also you throw the whole idea of early golds leading to non-standard builds and timings like on Habitation Station out of the window. Removing only the rocks at the wide ramp would probably be my favourite option, but I think this might just lead to other imbalances because then the backdoor would only be protected by one set of rocks and it isn't out of the way for an attacker either (although I did make sure that Zerg has plenty of room to defend in their main against sentry/immortal all-ins and similar stuff). And so on, and so on.

Ladder maps would be much more innovative if you could actually veto two maps in each of the two non-mirror matchups, and then maybe have an additional general downvote. The way it is now, maps like TPNT only realistically have a chance to be played on in Proleague because even if they do make it to ladder they get downvoted and then removed next season. Which is a shame because many racially imbalanced maps are actually amazing for mirror matchups.
not a community mapmaker
Thyriaen
Profile Joined December 2011
Switzerland41 Posts
October 14 2014 15:35 GMT
#29
stop being so god damn awesome innovative !
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2014-10-14 16:24:21
October 14 2014 16:18 GMT
#30
Hmm looks like you haven't updated the overview pic.
Now with unbuildable rocks I guess it's an insanely good map now
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 14 2014 17:04 GMT
#31
This map is ... too good! Send it back.
www.alonetone.com/xenotolerance
And G
Profile Joined May 2012
Germany491 Posts
October 16 2014 13:53 GMT
#32
On October 15 2014 01:18 OtherWorld wrote:
Hmm looks like you haven't updated the overview pic.

Ugh, too lazy. The unbuildable rocks are in the same spot, so...

I'll update the overview if I make any changes to the natural sim city or the gold bases. Amusingly, when I quoted the poll the top two options ("no changes" and "remove backdoor and rocks") were both at 4 votes each; since then there have been 5 votes for "no changes" and 0 votes for "remove backdoor and rocks"...

I guess I'll just leave things as they are.
not a community mapmaker
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