• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:13
CEST 06:13
KST 13:13
  • 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
Maestros of the Game: Week 1/Play-in Preview9[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy13
Community News
LiuLi Cup - September 2025 Tournaments2Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris48Weekly Cups (Aug 11-17): MaxPax triples again!15
StarCraft 2
General
Team Liquid Map Contest #21 - Presented by Monster Energy Weekly Cups (August 25-31): Clem's Last Straw? Heaven's Balance Suggestions (roast me) Geoff 'iNcontroL' Robinson has passed away Speculation of future Wardii series
Tourneys
RSL: Revival, a new crowdfunded tournament series Maestros of The Game—$20k event w/ live finals in Paris LiuLi Cup - September 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
External Content
Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies
Brood War
General
Pros React To: herO's Baffling Game ASL20 General Discussion BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL Polish World Championship 2025 20-21 September
Tourneys
Is there English video for group selection for ASL Small VOD Thread 2.0 [Megathread] Daily Proleagues [ASL20] Ro24 Group F
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Warcraft III: The Frozen Throne
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
How Culture and Conflict Imp…
TrAiDoS
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 987 users

[M] (2) Ancient Realm

Forum Index > SC2 Maps & Custom Games
Post a Reply
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-02-11 21:08:47
February 02 2015 00:53 GMT
#1
Overview:

[image loading]

Details:
  • Size: 148 x 116
  • Main to main: 61.1 seconds
  • Nat to nat: 43.5 seconds
  • Watchtowers: 0
  • Destructible Rocks: 1 pair
  • Bases: 12
  • Theme: Mystical jungle
  • Title Set: Valhalla (modified)
  • Textures: Valhalla Dirt, Port Zion Grass, Umoja Grid Small, Typhon Brick, Valhalla Cracked Dirt, Korhal Platform Panels Small, Immortal Forge Concrete, Castanar Small Tiles


Published: NA

Analyzer:

[image loading]

+ Show Spoiler [Natural-to-Natural Distance] +
[image loading]


+ Show Spoiler [Blink and Photon Overcharge Range] +
[image loading]


Description:
This is currently the second version. I decided after all that the watchtower set up that I had going on wasn't going to work out on this map, but I'm keeping the idea for later. I know I'll be able to make it work someway .

Ancient Realm still has a strong focus on the center of the map, since that is the main area where you can cross sides, excluding the natural, which is more choked and initially blocked with rocks. The center choke can be walled off with one 3x3 building. There are two choices for a third, and beyond that, the expansion pattern is pretty flexible. The map has circle syndrome, but with the way the center is, I hope to minimize the negative effects.

Aesthetics:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Thanks for the feedback so far. I will probably be submitting this for the TLMC.
moskonia
Profile Joined January 2011
Israel1448 Posts
February 02 2015 01:06 GMT
#2
Having so few attack paths feels a bit awkward to me, as well as having a split main path which causes scouts to be less effective, as well as increase the amount of basetrades. I think changing the middle into being more open would make the map easier to play on, although removing a bit of its unique parts.

The map looks very good anyways. It's nice to see a relatively dark map, those are not really common nowadays. The flow is also good, while the 3rd is a bit hard, and there exists a circle syndrome, the bases layout is pretty standard.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 02 2015 05:53 GMT
#3
That map is sexy as hell ! And very interesting in its layout/concept too, gj.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
February 02 2015 09:24 GMT
#4
Looks pretty cool, but you end up having a very split map. I would suggest you to add a middle path, much like what I did on Lyote.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 02 2015 09:57 GMT
#5
I like it when antares makes maps :D

p.s. very nice decal work
Comprehensive strategic intention: DNE
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2015-02-02 10:34:25
February 02 2015 10:33 GMT
#6
Agreed with moskonia and scorp, pathing's extremely restricted right now - I think a very small scout/rush path past the watchtower would be a good addition, and it would remove Z's disadvantage in holding the tower in the early game. The man-made texturing is awesome, although the use of artificial cliffs with the natural low ground terrain is bizarre, why not just use natural cliffs?
vibeo gane,
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-02-02 19:11:49
February 02 2015 18:41 GMT
#7
On February 02 2015 10:06 moskonia wrote:
Having so few attack paths feels a bit awkward to me, as well as having a split main path which causes scouts to be less effective, as well as increase the amount of basetrades. I think changing the middle into being more open would make the map easier to play on, although removing a bit of its unique parts.

The map looks very good anyways. It's nice to see a relatively dark map, those are not really common nowadays. The flow is also good, while the 3rd is a bit hard, and there exists a circle syndrome, the bases layout is pretty standard.


The split main path was essential for the whole plan around the watchtower that I came up with. I really want the center idea to work, but if I have to change it, I will. I think the increase in probability of base trades is negligible. The middle is already very open, it is the most open area on the map by far. I most likely will not increase the openness there.

On February 02 2015 18:24 ScorpSCII wrote:
Looks pretty cool, but you end up having a very split map. I would suggest you to add a middle path, much like what I did on Lyote.


Hmm ok.

On February 02 2015 19:33 -NegativeZero- wrote:
Agreed with moskonia and scorp, pathing's extremely restricted right now - I think a very small scout/rush path past the watchtower would be a good addition, and it would remove Z's disadvantage in holding the tower in the early game. The man-made texturing is awesome, although the use of artificial cliffs with the natural low ground terrain is bizarre, why not just use natural cliffs?


Yes, Zerg does have a disadvantage in scouting early game due to the watchtower, which is really unfortunate because they are the most reactionary of the three races. I tried to have many Overlord spots that they can abuse. I will try to add more before redesigning the middle though.

I honestly am not understanding what you guys mean when you say the pathing is restricted. I may be acting stubborn here, but I don't get it. There are multiple routes you can take through the map. They are restricting in the sense that they require more commitment since you can't disengage and attack at a different angle easily, and that by moving out you won't cover all the counterattack paths. Or are you guys mostly talking about the middle? I just went and looked at some other threads and realized that most maps do not have a split middle like Ancient Realm does, and those that do implement it in a much less extreme way (ie a group of doodads in the center, or a hole). What I can do is shrink the divide. I don't want to remove it entirely.

I'm going to experiment in the editor and see if I can come up with something that fixes some of the problems that a two-path map would have without compromising the watchtower idea in the center. If you guys have any suggestions, please post them.

EDIT: I just came up with this:
+ Show Spoiler +
[image loading]


The middle is shrunk. That way, I keep the watchtower, add more paths, and diminish the size of the divide through the middle. Obviously I'll need to modify the side paths slightly to make up for it. Is this the direction that Ancient Realm should head in?

EDIT 2: I already dislike the idea... it makes the map too standard and now the attack paths are less significant than before. The tower's importance is also diminished too much since an attack around the high ground is much easier. Those are my thoughts.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2015-02-02 23:02:04
February 02 2015 22:59 GMT
#8
If you add a small path in the center (which is not the worst idea -- it makes the most sense as an "easy fix" for any design issues) it ruins the concept of the map, so while objectively I somewhat support it I'd much rather see the map without. The key point is that in the original design the tower watches every attack path in the early game while being nearly impossible to hold indefinitely. While zerg gets the short end of the stick on this one, I don't think they need the tower to scout attacks anyway, and the tower is a bonus, not a necessity. Indeed on this map it's zero sum. But I love that it really really pushes being in the middle of the map in the early game.

I think the design is fine tbh. I see the map this way: in the early game you have the cool tower dynamic that looks like a split path scenario but is really a closely tied open center due to the tower. As the game progresses and bases are taken ccw, the axis of movement and engagement shifts 90deg to go bottom-left to top-right across the center, making the tower area into an important but less polarizing split path area. I envision holding your own half of the plateau with continual skirmishing over the tower and a tense watch to keep an eye out for attacks pushing onto your lowground corner.
Comprehensive strategic intention: DNE
Existor
Profile Joined July 2010
Russian Federation4295 Posts
February 03 2015 00:37 GMT
#9
Epic design, but one unbalanced thing I found - marine can take xelnaga, while zergling can't
Antares777
Profile Joined June 2010
United States1971 Posts
February 03 2015 04:30 GMT
#10
I'm thinking that if Zerg really wants the tower, they can put Zerglings on the opponent's side. It's not that long of a route around.

I am going to add another spot for Overlords in between the natural and the center high ground. This will be out of range of the tower, and still be able to see units moving on the high ground. This will give Zerg a slight boost in scouting ability. I'm also thinking about making the thirds larger and pushing the wide ramp from the high ground back towards the center and further away from the natural. I'm not considering any drastic changes right now. I'm going to try to get some test games going tomorrow and see how it plays out.

Thanks for the feedback everyone!
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2015-02-09 03:43:42
February 09 2015 03:43 GMT
#11
Ancient Realm 1.1

[image loading]

Aesthetics:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


I decided to change the center to a more standard and acceptable layout, but I'll definitely try the watchtower idea in a different map in the future.

Changes:
-Removed the rocks on the 3x ramp to the third, and shrunk the ramp to a 2x size.
-Increased the size of the third.
-Changed the natural ramp from a 3x to a 2x.
-Added line-of-sight blockers and a new path between the third and the high ground to add more maneuvering options.
-Changed the middle by removing the tower and opening up the path slightly.
-Added an Overlord spot in between the natural and the center.

Thanks for the feedback so far! I will probably be submitting this for the TLMC.
Please log in or register to reply.
Live Events Refresh
OSC
03:00
Mid Season Playoffs
MaNa vs SHIN
SKillous vs ShoWTimE
Bunny vs TBD
Cham vs TBD
CranKy Ducklings116
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 86
StarCraft: Brood War
Britney 4184
sSak 359
Leta 223
Noble 112
Aegong 63
NaDa 29
Icarus 11
Dota 2
monkeys_forever949
Counter-Strike
Stewie2K864
Super Smash Bros
C9.Mang0429
Other Games
summit1g9120
shahzam728
JimRising 539
WinterStarcraft470
Maynarde143
ViBE129
RuFF_SC285
Mew2King80
NeuroSwarm57
semphis_15
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH317
• practicex 23
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra883
• Shiphtur203
Upcoming Events
RSL Revival
5h 48m
Reynor vs Astrea
Classic vs sOs
Maestros of the Game
12h 48m
Serral vs Ryung
ByuN vs Zoun
BSL Team Wars
14h 48m
Team Bonyth vs Team Dewalt
CranKy Ducklings
1d 5h
RSL Revival
1d 5h
GuMiho vs Cham
ByuN vs TriGGeR
Cosmonarchy
1d 9h
TriGGeR vs YoungYakov
YoungYakov vs HonMonO
HonMonO vs TriGGeR
Maestros of the Game
1d 12h
Solar vs Bunny
Clem vs Rogue
[BSL 2025] Weekly
1d 13h
RSL Revival
2 days
Cure vs Bunny
Creator vs Zoun
Maestros of the Game
2 days
Maru vs Lambo
herO vs ShoWTimE
[ Show More ]
BSL Team Wars
2 days
Team Hawk vs Team Sziky
Sparkling Tuna Cup
3 days
Monday Night Weeklies
3 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 18: Qualifier 2
SEL Season 2 Championship
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025: Warsaw LAN
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
EC S1
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
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.