• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 20:49
CET 02:49
KST 10:49
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns6[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1822Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises3Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3
StarCraft 2
General
Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Chinese SC2 server to reopen; live all-star event in Hangzhou Starcraft 2 Zerg Coach
Tourneys
WardiTV Winter Cup WardiTV Mondays SC2 AI Tournament 2026 OSC Season 13 World Championship uThermal 2v2 Circuit
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ I would like to say something about StarCraft BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest Data analysis on 70 million replays
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Awesome Games Done Quick 2026! Should offensive tower rushing be viable in RTS games?
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Trading/Investing Thread The Big Programming Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Psychological Factors That D…
TrAiDoS
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2000 users

[M] (2) Quarry Fields

Forum Index > SC2 Maps & Custom Games
Post a Reply
LComteVarauG
Profile Joined January 2015
Australia158 Posts
Last Edited: 2015-02-21 21:58:34
February 21 2015 08:14 GMT
#1
[image loading]

by LComteVarauG

Available on SEA and NA

--- Version 1.2 ---

--- Preview ---
[image loading]
---

--- Aesthetics ---
[image loading]

[image loading]

[image loading]
---

--- Analyser ---
[image loading]
---

Changes:
+ Show Spoiler +

Version 1.1:
[image loading]

[image loading]

Version 1:
[image loading]

[image loading]


This map was made with Niflheim, Kaldir and Umoja textures. Feedback, as always, is appreciated.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 21 2015 08:38 GMT
#2
Looks like you forgot the destructible plates at the ramp?
Also, what is the thought process behind having a natural ramp that is outside of photon overcharge and very far from the natural hatchery's creep?
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
LComteVarauG
Profile Joined January 2015
Australia158 Posts
February 21 2015 08:49 GMT
#3
On February 21 2015 17:38 OtherWorld wrote:
Looks like you forgot the destructible plates at the ramp?
Also, what is the thought process behind having a natural ramp that is outside of photon overcharge and very far from the natural hatchery's creep?

Yes, oops, I forgot the unbuildable plates.

I was trying to go for a less enclosed natural, where each race does not hide behind a wall with no space to manoeuvre inside. Is it a big issue? I can change it if so, I just wanted to encourage more strategic positioning than just a wall.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 21 2015 09:00 GMT
#4
On February 21 2015 17:49 LComteVarauG wrote:
Show nested quote +
On February 21 2015 17:38 OtherWorld wrote:
Looks like you forgot the destructible plates at the ramp?
Also, what is the thought process behind having a natural ramp that is outside of photon overcharge and very far from the natural hatchery's creep?

Yes, oops, I forgot the unbuildable plates.

I was trying to go for a less enclosed natural, where each race does not hide behind a wall with no space to manoeuvre inside. Is it a big issue? I can change it if so, I just wanted to encourage more strategic positioning than just a wall.

I dunno, I personally hate it because it makes ZvZ a pain and I'm pretty sure most players prefer their standard wall close to the natural. I've yet to see a game where it makes a big improvement compared to a standard wall positioning.
Apart from that the map is cool, although I'd say that there is too much deadspace behind the Gold bases, and the ramps used to access the high-grounds in the middle are too narrow imo (if you want to keep them narrow in the early/mid-game just put rocks on them).
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
LComteVarauG
Profile Joined January 2015
Australia158 Posts
Last Edited: 2015-02-21 09:12:51
February 21 2015 09:12 GMT
#5
On February 21 2015 18:00 OtherWorld wrote:
Show nested quote +
On February 21 2015 17:49 LComteVarauG wrote:
On February 21 2015 17:38 OtherWorld wrote:
Looks like you forgot the destructible plates at the ramp?
Also, what is the thought process behind having a natural ramp that is outside of photon overcharge and very far from the natural hatchery's creep?

Yes, oops, I forgot the unbuildable plates.

I was trying to go for a less enclosed natural, where each race does not hide behind a wall with no space to manoeuvre inside. Is it a big issue? I can change it if so, I just wanted to encourage more strategic positioning than just a wall.

I dunno, I personally hate it because it makes ZvZ a pain and I'm pretty sure most players prefer their standard wall close to the natural. I've yet to see a game where it makes a big improvement compared to a standard wall positioning.
Apart from that the map is cool, although I'd say that there is too much deadspace behind the Gold bases, and the ramps used to access the high-grounds in the middle are too narrow imo (if you want to keep them narrow in the early/mid-game just put rocks on them).

I am going to work on widening the ramps, but what if I moved the rocks that create the "back door" to the far ramp and opened up the back door? That way, the golds are harder to take, the third is moved but the map retains the general shape. On top of widening the ramps to the four central bases, I think it might work.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 21 2015 09:29 GMT
#6
On February 21 2015 18:12 LComteVarauG wrote:
Show nested quote +
On February 21 2015 18:00 OtherWorld wrote:
On February 21 2015 17:49 LComteVarauG wrote:
On February 21 2015 17:38 OtherWorld wrote:
Looks like you forgot the destructible plates at the ramp?
Also, what is the thought process behind having a natural ramp that is outside of photon overcharge and very far from the natural hatchery's creep?

Yes, oops, I forgot the unbuildable plates.

I was trying to go for a less enclosed natural, where each race does not hide behind a wall with no space to manoeuvre inside. Is it a big issue? I can change it if so, I just wanted to encourage more strategic positioning than just a wall.

I dunno, I personally hate it because it makes ZvZ a pain and I'm pretty sure most players prefer their standard wall close to the natural. I've yet to see a game where it makes a big improvement compared to a standard wall positioning.
Apart from that the map is cool, although I'd say that there is too much deadspace behind the Gold bases, and the ramps used to access the high-grounds in the middle are too narrow imo (if you want to keep them narrow in the early/mid-game just put rocks on them).

I am going to work on widening the ramps, but what if I moved the rocks that create the "back door" to the far ramp and opened up the back door? That way, the golds are harder to take, the third is moved but the map retains the general shape. On top of widening the ramps to the four central bases, I think it might work.

I think it might be a good solution, yes. Another thing that came to my mind is that I'd move the 2/8 bases closer to 1/7 positions, because right now I don't really see them being ever taken, but that's personal preference.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
SwedenTheKid
Profile Joined July 2014
567 Posts
February 21 2015 09:32 GMT
#7
Is it just me or is the natural being seigeable from the clockwise low ground a big flaw? And doesn't the easy gold favor Terran a lot? I also agree that that natural ramp setup is pretty messed up. Map has pretty nice lighting and detail though.
Casual Mapmaker
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 21 2015 09:45 GMT
#8
^the siege thingy is not really an issue, it's not broken and has been seen on numerous maps (Pantanal, KSS, Yeonsu) without being broken. It's a feature that encourages siege tank play. The gold doesn't favor Terran as much as the other races because MULEs mine only 30 minerals on gold patches (unless you meant that it favors Terran because marines), but yeah it could be harder to take/defend.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
LComteVarauG
Profile Joined January 2015
Australia158 Posts
February 21 2015 09:50 GMT
#9
On February 21 2015 18:32 SwedenTheKid wrote:
Is it just me or is the natural being seigeable from the clockwise low ground a big flaw? And doesn't the easy gold favor Terran a lot? I also agree that that natural ramp setup is pretty messed up. Map has pretty nice lighting and detail though.

I might put rocks on the gold base then, to make it harder to take But yes, I think that if a Terran went through all the trouble of cramming the tank into a small space near the ramp to hit the geyser then they deserve to be able to take the geyser out if the defender cannot move his or her forces down the ramp. However, if it is an issue I could put no-pathing on that side of the ramp.

And thanks everyone for all your feedback, it has been really constructive and helpful!
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
SwedenTheKid
Profile Joined July 2014
567 Posts
February 21 2015 10:17 GMT
#10
I'd say not to put rocks on the gold. Don't think it's worth that much trouble.
Casual Mapmaker
Antares777
Profile Joined June 2010
United States1971 Posts
February 21 2015 15:36 GMT
#11
I like the main nat third set up and the location of the gold expansions. The layout is unique and interesting.

I think there needs to be some balance adjustments on the map though. The ramps you have for the high grounds do not make a lot of sense to me. You have large ramps leading to the outside path, and small ramps leading into the middle. This is the opposite of what you would want to have.

You have some awkward pockets of space between ramps for the central high grounds. These imo should be made unpathable and probably filled with doodads.

I think there is a little too much empty space behind the gold bases. I don't think they need rocks blocking them, they are fine the way they are. When/if you decrease the empty space, you may need to modify that area so that it doesn't become too open.

Ultimately I think with some changes this can be a great map with a new kind of layout.
LComteVarauG
Profile Joined January 2015
Australia158 Posts
February 21 2015 22:02 GMT
#12
On February 22 2015 00:36 Antares777 wrote:
I like the main nat third set up and the location of the gold expansions. The layout is unique and interesting.

I think there needs to be some balance adjustments on the map though. The ramps you have for the high grounds do not make a lot of sense to me. You have large ramps leading to the outside path, and small ramps leading into the middle. This is the opposite of what you would want to have.

You have some awkward pockets of space between ramps for the central high grounds. These imo should be made unpathable and probably filled with doodads.

I think there is a little too much empty space behind the gold bases. I don't think they need rocks blocking them, they are fine the way they are. When/if you decrease the empty space, you may need to modify that area so that it doesn't become too open.

Ultimately I think with some changes this can be a great map with a new kind of layout.

Thanks Antarres!
I have widened the ramps at the front of the middle ground bases even more, and shrunk the ramps at the back. I think, at least for now, I want to leave the air space behind the golds, but that might change. I also made the gaps between two ramps that were a little small and odd unpathable, with small rocks there to indicate so.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
Quidios
Profile Joined June 2013
Sweden74 Posts
February 21 2015 23:06 GMT
#13
Where's the darn quarry? Are you trying to shanghai me?
LComteVarauG
Profile Joined January 2015
Australia158 Posts
February 22 2015 00:18 GMT
#14
On February 22 2015 08:06 Quidios wrote:
Where's the darn quarry? Are you trying to shanghai me?

If you look at the doodad work, you can see scaffolding and canyons. Those around the mains, naturals and golds are intended to be part of the quarry
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
LComteVarauG
Profile Joined January 2015
Australia158 Posts
February 23 2015 09:06 GMT
#15
Does anybody have any replays they would be willing to share on this map? I would really be interested to see how people play on my map, and to see if that could help me with map making in the future.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
Please log in or register to reply.
Live Events Refresh
Next event in 1d 2h
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft424
Nathanias 117
StarCraft: Brood War
Artosis 692
Larva 130
Shuttle 99
Sexy 57
NaDa 27
Hm[arnc] 2
Dota 2
monkeys_forever288
League of Legends
JimRising 864
C9.Mang0438
Counter-Strike
m0e_tv248
Fnx 246
minikerr49
Other Games
summit1g9739
tarik_tv7058
ViBE146
Maynarde125
Fuzer 42
ZombieGrub1
Organizations
Other Games
gamesdonequick46992
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• davetesta57
• HeavenSC 26
• Mapu2
• IndyKCrew
• sooper7s
• Migwel
• AfreecaTV YouTube
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• RayReign 25
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22936
League of Legends
• Doublelift5448
• Stunt293
Other Games
• imaqtpie1850
• Scarra908
• WagamamaTV252
Upcoming Events
SOOP
1d 2h
SHIN vs GuMiho
Cure vs Creator
The PondCast
1d 8h
Wardi Open
1d 10h
Big Gabe XPERIONCRAFT
1d 11h
Sparkling Tuna Cup
2 days
WardiTV Invitational
2 days
IPSL
2 days
DragOn vs Sziky
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
[ Show More ]
WardiTV Invitational
4 days
WardiTV Invitational
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-01-06
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
Escore Tournament S1: W3
OSC Championship Season 13
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.