• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:03
CET 11:03
KST 19:03
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners9Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Mech is the composition that needs teleportation t Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win TL.net Map Contest #21: Winners RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8)
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1451 users

[M] (4) Cactus Valley RE

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2015-07-01 11:19:18
January 08 2015 21:21 GMT
#1

"Even more spiky spines Everywhereee"
Released on: Global - UNLOCKED
2015 SEASON 2 & 3 LADDER MAP

Oh ah Im back with a brand ne-- Remade track! Some might remember the old version of this map, which I submitted to the Team Liquid Map Contest#4! Sadly it didn't (barely I'm told) make the cut into the testing phase. But still there was some interest in seeing the map succeed and after plenty of talking, feedbacking and more testing, I've come up with this new version, Cactus Valley RE.

Bigger map bounds, longer distances, easier third(s) and complete rework of the terrain decorations*, I feel this new version is so much better than the previous one. Still, things can yet change, and I would love to hear feedback about my newest creation, Cactus Valley RE.

* + Show Spoiler +
Minus the cacti... I kinda cheated on that one! Copy+paste ftw!


Map Description:
Scouting is vital to figuring out where to expand next, as all spawns are unlocked! By controlling the Xel'naga tower, movement trough the middle can easily be kept an eye on. That is untill the outskirt rocks are destroyed and new paths are formed.

By Ferisii

Update Log:
~2.1
Made the middle decoration less blinding to look at.
~2.0
Walling-off the natural expansion area has been made slightly easier and clearer on where buildings potentially can be placed. + Show Spoiler +
I'm looking at you, LE version

Aesthetics on the map have been improved upon.
The minimap have been made easier to read, specially the middle area.
Updated Battle.net screenshot showcase.
~1.7
Added in actual team spawn locations. No more shall people fear of cross-spawning allies!
Refined the painted no-creep- and pathing layer.
Removed two types of doodads completely from the map.
Some unpathable cliffs have been made clearer, that they aren't pathable. (Ground units)
Removed all descriptions in the battle.net screenshot showcase.
~1.6
Smashed a bug which prevented the new map description from appearing.
Minor terrain fixes.
~1.5
Updated map- and showcase descriptions.
Fixed some cacti that were colliding with air units.
Reduced the map file size slightly.
Minor detail fixes.
+ Show Spoiler [Click for more patch notes.] +
~1.4
Reduced the size of the natural expansion area slightly.
Minor changes to terrain and decorations.
~1.3
Removed the huge rocks near the expansion entrances that blocked the pathway to the middle.
Added small pathways on the outskirts of the middle area, which are blocked by 6x6 rocks.
Slightly moved the man-made buildings near the Xel'naga Tower due to the above changes.
Updated Battle.net screenshot showscase.
~1.2
Complete rework of the middle area. Movement flow now moves towards the middle area, giving the Xel'naga tower much more value to hold.
New aesthetics has been made for the middle.
Updated Battle.net screenshot showscase.
Reduced the amount of doodads slightly.
~1.1
Moved the natural expansion one inch closer to the entrance, making it easier for Zerg to wall off.
Reduced random generated foliage by 50%
Fixed a bunch of cacti having issues with zerg creep.
More unfortunate creatures has been caught by the birds, who's related to the Shrike species.
~1.0
Non-beta release.



Overview, Analyser and Screenshots:
Overview:
[image loading] [image loading]
2 o'clock Bases
[image loading] [image loading]
[image loading] [image loading]
Details
[image loading] [image loading]
[image loading] [image loading]



Fun times ahead! ~
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
FlaShFTW
Profile Blog Joined February 2010
United States10231 Posts
January 08 2015 22:18 GMT
#2
this is a great map. the aesthetics are amazing and the map layout seems very smooth.

optional thirds on a rotational symmetry map is always crucial in my opinion. your map makes great use of that. taking a fourth and further bases will feel decently smooth without a huge need to really extend yourself for one.

only slight issues is the middle. id make 2 more openings to the very center so its a perfect symmetry in the middle instead of 2 sides being left out.

otherwise, an awesome map. how this makes it onto the ladder, would be a pleasure playing this map. 9/10
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Semmo
Profile Joined June 2011
Korea (South)627 Posts
January 09 2015 00:44 GMT
#3
Back to the 16-base, eh?
Mapmaker of Frost, Fruitland and Bridgehead
ChopTheHassan
Profile Joined June 2014
35 Posts
Last Edited: 2015-01-09 00:50:26
January 09 2015 00:48 GMT
#4
On January 09 2015 09:44 Semmo wrote:
Back to the 16-base, eh?

Makes it LotV proof then I guess.

The XNG watch tower in the center is a very retro design choice.
HassanChop/
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
January 09 2015 00:49 GMT
#5
Agreeing with FlaSh here, nicely done. Think the 3rds are a lot more hold-able now for a defender. Seeing this transformation makes me want to work on some old maps again.
~ ~ <°)))><~ ~ ~
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 09 2015 02:44 GMT
#6
Keep it simple stupid! I love it. Great map. Easily the best 4p map made since Frost. GJ!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
JaredStarr
Profile Joined June 2013
Canada115 Posts
January 09 2015 05:04 GMT
#7
Love the map, the aesthetics really pull you into the environment. Layout is super effective.

On January 09 2015 07:18 FlaShFTW wrote:
only slight issues is the middle. id make 2 more openings to the very center so its a perfect symmetry in the middle instead of 2 sides being left out.


Yup.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 09 2015 07:41 GMT
#8
I loved the version you submitted to TLMC, and I love this one too. Great job
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Ferisii
Profile Joined February 2011
Denmark199 Posts
January 09 2015 15:00 GMT
#9
Thanks for all the nice comments!

I still want give the middle design a chance, as I couldn't figure out a situation where it would be completly "gameplay-breaking". Obviously there's always the popular issues like swarmhost, protoss deathballs and etc. But what map dosn't already have those? Again, if there's a real legitimate issue that can be solved by opening it up, then I'll look in to it.

Also a fully rotational symmetry map gets slightly boring, atleast for me.

@Semmo
It has always been 16base. Only difference is that the gold bases have been converted to blue now. I did try once to make a 4p 12 base map symmetry to work, but I couldn't, as distance, fairness and drop harrass issues became too much of a problem. Would need to figure out a completely new map design to make that work.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Ferisii
Profile Joined February 2011
Denmark199 Posts
January 11 2015 19:35 GMT
#10
Update 1.1 pushed out! Made it easier for Zerg to do a wall off at the entrance to the natural. (The zerg creep just couldn't reach properly)

One thing I would love to hear about, is how you people's game performance is on this map when comparing to other maps. Like, how long does it take to load the map? Are there some areas where your fps takes a dip? etc. From my own research, where I compared performance between my map and the upcomming new season maps, it looks good, even with graphical settings turned to maximum. Home-made-research results.

Besides that, do you recon this is too much overkill or just about right?
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Shkudde
Profile Joined February 2011
Netherlands709 Posts
Last Edited: 2015-01-11 19:46:26
January 11 2015 19:44 GMT
#11
On January 12 2015 04:35 Ferisii wrote:

Besides that, do you recon this is too much overkill or just about right?


It's funny and looks good, but you really need to make sure it doesn't become confusing for players.

Also, ladder-map plox! Looks great, kinda standard but that's the way I like 'em!
$O$ | herO[jOin] | Zest hwaiting!
Ferisii
Profile Joined February 2011
Denmark199 Posts
January 12 2015 07:07 GMT
#12
Yeah, at the moment I'm not worrying too much about it. But, if it ends up being too distracting then I'll darken its colours to make its silhouette become more with the background.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 12 2015 07:11 GMT
#13
Cute. That poor overlord
Retired Mapmaker™
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 12 2015 23:14 GMT
#14
I've thought about what you should do with the center quite a bit. Here's a few things I hope we can agree on:
- The watchtower in the center doesn't actually add much to the map
- The center obstructions are okay, but there's room for improvement

When I'm thinking about how to give more value to the center I'm thinking about ways to incentivise players to take the longer path through the center to gain an advantage as opposed to the fastest route. Of course, I'm not talking about cross-spawn here where the center plays a large role, rather when players spawn next to each other. I dont have any graphics software with me (as I'm on holiday) so bare with me and use your imagination.

Case 1: Both players take the third away from their opponent (i.e. PvZ, sometimes PvT/TvZ)

Draw a line between the thirds. You can see that the obstructions in the center get in the way somewhat. And that it is shorter to attack through the rocks leading out of the natural. Not necessarily a bad thing, merely an observation. The watchtower adds almost nothing in this scenario. Players are most likely going to be controlling the space outside their natural rocks to defend their natural/third from one location.

Case 2: One player expands towards, one player expands away (i.e. most TvZ, some PvT)

Draw a line between the thirds. The aggressive expanding player is looking to smash through the natural area before the rocks (as opposed to in front of the rocks in the previous scenario). The center is reduced to a flanking/run by function as opposed to a position with strategic value.

Observation: both lines between thirds *could* be covered by a watchtower giving incredible power to whoever controls that location. Perhaps it would be interesting to play with the center along these lines? Sure generally people dislike strong watchtowers, but perhaps some clever terrain/pathing could be employed to make fights over these locations really meaningful and important. It's been a long time since we've seen a map with strategically important locations like this, so I think it's worth considering even if the idea seems a bit crazy.
Administrator~ Spirit will set you free ~
Xenotolerance
Profile Joined November 2012
United States464 Posts
January 12 2015 23:30 GMT
#15
Big comment from Plexa = de facto TLMC winner. gratz!
www.alonetone.com/xenotolerance
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2015-01-13 19:02:31
January 13 2015 18:46 GMT
#16
Eyy, Get back onto your holiday Plexa! It's a time of relaxation and having fun, not thinking about map design!
But, thank you very much for taking your time on writing that for me. I very much appreciate it.

And yes, I agree with both of your assumptions, in that the watchtower doesn't add much to the map, and the center itself could use much of an improvement. Hell, even a new design.

I presumed while making this feedback image, that you're talking about a possible 7 o'clock vs. 5 o'clock scenario (mirrored works too) like this.
[image loading]
Example

A problem that arises with the new watchtower location, which by no means is spot on the picture, just one of many, is that there's no good equal coverage spot for both sides. Either the coverage favors one side or another which just doesn't work out.

Currently I'm thinking about making it fully rotational symmetry, so at least the tower "usefullness" is equal for all player corners. Maybe even have some small LoS blocked zones outside the walls, that can be revealed by controlling the tower. Ugh, just don't know yet. Many ideas are flying trough my head for a new design. A design that somehow helps with the Case2 scenario.
Damn you rotational symmetry map designs! It's tricky coming up with a good solution.

Edit: Oh and, a nice graphic software I know of is sumopaint.com which works directly in the browser. I even made the image above in it.
Edit2: Just for the heck of it, here's how it would look if blue was fighting 10 o'clock base instead.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
January 13 2015 18:51 GMT
#17
Now featured on the Community Map Testing Thread!!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 13 2015 22:10 GMT
#18
This is a great map, a job well done!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2015-01-20 08:30:37
January 14 2015 19:41 GMT
#19
So I've been thinking a bit over possible middle design, that can help out on Close-spawn movement and also give meaning to controlling the middle zone. I figured that, if the middle, and specially the watchtower, should be of any use, then players should be slightly forced to move trough the area. Thus, I've come up with this possible design.
PLEASE NOTE this is by any means not the final design.
[image loading]
Example 1

Pros:
Watchtower value increased a ton due to being able to see All incoming units moving trough the middle.
Close-spawn routes mostly unchanged, besides the offensive expand 2nd attack route (See previous post, Case2)
Cons:
Say a defending player wants to defend his 3rd by moving trough the middle from his natural, it'll take slightly more time to get there.
Somewhat limited move-about in the middle now, due to all traffic having to go trough the middle.


Would love to hear what people think of this new design, and if the pros outweight the cons. Or if there's something else I should add to the design that'd make it better overall.


Another idea that people have come up with, is the idea of giving more value to the original middle design.
[image loading]
Example 2

Pros:
Gives value to the watchtower due to giving sight and siege capabilities to whoever controls the middle.
Cons:
Close-spawn route issue still remains.
Middle only becomes useful when players manages to control the extra base and only then.
More bases to the map?


Adding this in here, as some people still like the idea behind the not-so-symmetry map design.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Ferisii
Profile Joined February 2011
Denmark199 Posts
January 15 2015 22:56 GMT
#20
Alright, due to time limits I've gotten this idea about releasing an early test version of the new middle design, which can be found on all realms as "Cactus Valley RE_Mid Design Test"
[image loading]
temp. Cactus Valley RE_Mid Design Test

Tomorrow I'll do a full update with new images, battle.net images and video preview. Aslong I don't get distracted by work.
If anyone happens to find any silly errors, gameplay issues and etc. I would love hear about it.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
CranKy Ducklings
10:00
Sea Duckling Open #140
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech134
StarCraft: Brood War
Sea 6560
actioN 636
Larva 515
Jaedong 428
Soma 359
Killer 190
Stork 144
sorry 96
Backho 91
PianO 88
[ Show more ]
ToSsGirL 86
Mind 40
Sharp 35
NaDa 24
NotJumperer 19
Sacsri 14
HiyA 12
Bale 11
Hm[arnc] 10
soO 9
Hyun 0
League of Legends
JimRising 453
Reynor90
Counter-Strike
fl0m2605
Heroes of the Storm
Khaldor87
Other Games
summit1g17421
C9.Mang0272
XaKoH 122
MindelVK11
Organizations
Other Games
gamesdonequick608
Counter-Strike
PGL139
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• LUISG 33
• Berry_CruncH32
• Adnapsc2 17
• StrangeGG 9
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2382
• Stunt672
Upcoming Events
IPSL
7h 57m
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
7h 57m
Lambo vs Clem
Scarlett vs TriGGeR
ByuN vs TBD
Zoun vs TBD
BSL 21
9h 57m
Gosudark vs Kyrie
Gypsy vs OyAji
UltrA vs Radley
Dandy vs Ptak
Replay Cast
12h 57m
Sparkling Tuna Cup
23h 57m
WardiTV Korean Royale
1d 1h
LAN Event
1d 4h
IPSL
1d 7h
JDConan vs WIZARD
WolFix vs Cross
BSL 21
1d 9h
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
1d 22h
[ Show More ]
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
3 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
4 days
The PondCast
4 days
RSL Revival
4 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
5 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
CranKy Ducklings
6 days
RSL Revival
6 days
herO vs Gerald
ByuN vs SHIN
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.