• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:55
CEST 00:55
KST 07:55
  • 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
[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
StarCraft open world shooter announced at BlizzCon41Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?158Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner will earn a spot at HSC 30!
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 KSL Week #92 IntoTheTV X SOOP SC2 League : Weekly & Monthly 2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Official StarCraft website teases new content ahead of BlizzCon? Broodwar Prediction Market Practice Partners (Official) [D] Brainstorming a balance patch for Brood war
Tourneys
[ASL22] Ro16 Group A [ASL22] Ro16 Group B Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
EVE Corporation Diablo IV Nintendo Switch Thread [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Diablo Animated Series on Netflix Movie Discussion!
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5907 users

[M] (4) Sacrifice

Forum Index > SC2 Maps & Custom Games
Post a Reply
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2015-02-25 02:23:10
February 21 2015 14:04 GMT
#1
I made a 2v2 map.


[image loading]

2v2
160 x 160
16 regular bases
2 gold bases

EU | NA | KR


Close spawns are allies. The rock towers can be collapsed from the low ground without vision.

+ Show Spoiler [Analyser] +
[image loading]


+ Show Spoiler [Bases] +
[image loading]

[image loading]

[image loading]


+ Show Spoiler [Old version] +
[image loading]

[image loading]


glhf
not a community mapmaker
Phaenoman
Profile Joined February 2013
568 Posts
February 21 2015 15:34 GMT
#2
I love proper 2v2 maps! And I like ur idea here. The only thing that worries me is that if a team with at least one Terran was to rush early, they can build raxes and lift them to the other side so we have 2v1 situation due to the rocks.
Random is hard work dude...
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 21 2015 19:30 GMT
#3
I'm only a very occasional 2v2 player but I like what you did there. Looks like there's been an actual thought process behind the map, unlike for most 2v2 maps.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 21 2015 19:33 GMT
#4
This is a fine layout, but looks weak concerning cheeses due to the short air space between allies and the small rush distance.
ModeratorI am still alive, somehow
TL+ Member
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2015-02-22 13:56:34
February 22 2015 13:55 GMT
#5
I got some feedback on Reddit and talked to some people and watched some VODs and I'm really not sure how to proceed with this map in regards to super early 2v1 aggression. The biggest concern is TZ with T floating Barracks over to produce Reapers, but there are other 2v1 situations possible as well (e.g. involving P warping in across the middle). Unfortunately I have close to zero experience with 2v2 so this is all pure theorycrafting on my part.

Poll: What to do?

Keep everything as it is. (4)
 
40%

Combine the main bases. (4)
 
40%

Other (please specify). (2)
 
20%

Block off main cliffs so Reapers can't jump up. (0)
 
0%

10 total votes

Your vote: What to do?

(Vote): Keep everything as it is.
(Vote): Combine the main bases.
(Vote): Block off main cliffs so Reapers can't jump up.
(Vote): Other (please specify).



Obviously, combining the bases would be the safest option but also the most boring one. I would assume that 2v1 isn't as big an issue here as e.g. on Resupply Tanker since the fourth player isn't threatened at all by early aggression, but this is just me guessing since I really don't know shit about 2v2 where everything seems to be different than 1v1.
not a community mapmaker
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 22 2015 13:59 GMT
#6
Trying to get your map on the next 2v2 tournament to see how it plays out would be my vote.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
NinjaDuckBob
Profile Joined March 2014
187 Posts
Last Edited: 2015-02-22 17:10:51
February 22 2015 16:56 GMT
#7
Really I think the map would be fine without the rocks separating the naturals. Would lessen the effect of 2v1, while still leaving the bases farther apart than many 2v2 maps, making Warp-Ins and floating buildings into a partner's base still possibly better while allowing Zerg to help defend more.
NinjaDuckBob ~ Fear the fuzzy!
And G
Profile Joined May 2012
Germany491 Posts
February 23 2015 02:59 GMT
#8
On February 23 2015 01:56 NinjaDuckBob wrote:
Really I think the map would be fine without the rocks separating the naturals. Would lessen the effect of 2v1, while still leaving the bases farther apart than many 2v2 maps, making Warp-Ins and floating buildings into a partner's base still possibly better while allowing Zerg to help defend more.

It would actually amplify the effect of 2v1 since the attackers could then easily join up forces with the defenders still unable to help each other in the very early game. See Resupply Tanker for an example why this won't work.


On February 22 2015 22:59 OtherWorld wrote:
Trying to get your map on the next 2v2 tournament to see how it plays out would be my vote.

Yes, well, how?
not a community mapmaker
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
February 23 2015 03:20 GMT
#9
I don't consider there is a need to fusion both mains completely, even tho i'll be the first to say that not as experienced on 2v2 as i'm on 1v1, i think that just adding a small terrain bridge between both mains would fix for the most part the issues you are facing.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 23 2015 06:07 GMT
#10
On February 23 2015 11:59 And G wrote:
Show nested quote +
On February 23 2015 01:56 NinjaDuckBob wrote:
Really I think the map would be fine without the rocks separating the naturals. Would lessen the effect of 2v1, while still leaving the bases farther apart than many 2v2 maps, making Warp-Ins and floating buildings into a partner's base still possibly better while allowing Zerg to help defend more.

It would actually amplify the effect of 2v1 since the attackers could then easily join up forces with the defenders still unable to help each other in the very early game. See Resupply Tanker for an example why this won't work.


Show nested quote +
On February 22 2015 22:59 OtherWorld wrote:
Trying to get your map on the next 2v2 tournament to see how it plays out would be my vote.

Yes, well, how?

Meavis almost got his 2v2 map played on BaseTradeTV's 2v2 tourney by just asking in the LR (it would have been played if not for a bug finding the map) so it's definitely possible, unlike with 1v1 maps.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
FlaShFTW
Profile Blog Joined February 2010
United States10556 Posts
February 23 2015 07:37 GMT
#11
this seems super cool imo and i love the design of this map. please keep the rocks there. it makes maps like iron curtain also interesting.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Phaenoman
Profile Joined February 2013
568 Posts
Last Edited: 2015-02-23 09:11:50
February 23 2015 09:05 GMT
#12
I can tell u, if this map was to be in the ladder pool for 2v2s, then u would get to see a lot of this 2v1 situation and thus would be all about destroying those natural rocks as soon as possible. And if there is a map element that u wanna get rid of asap when the game starts, then guess if it's good or not. At this point I have to say that these natural rocks are a great idea and I'd try to keep them, if u can somehow link the bases otherwise preserving ur original idea while preventing 2v1s.

I am not sure if a few tournament matches would reveal that certain 2v1 behavior. But I guess that's better than nothing.
Random is hard work dude...
And G
Profile Joined May 2012
Germany491 Posts
February 24 2015 05:51 GMT
#13
On February 23 2015 12:20 Uvantak wrote:
I don't consider there is a need to fusion both mains completely, even tho i'll be the first to say that not as experienced on 2v2 as i'm on 1v1, i think that just adding a small terrain bridge between both mains would fix for the most part the issues you are facing.

This is actually what I had in mind, just a small connection near the map edge to still preserve some of the split map effect. Here's a mockup:

[image loading]

Not sure about cannon rushes though, maybe I'll have to make it larger.


By the way, are unbuildable bricks still necessary with the mains combined? Or generally in 2v2?
not a community mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 24 2015 06:45 GMT
#14
While people will complain about 2v1, which is the obvious imperative on this map, the correct response from the team under attack should be to counter against the aggressive player who is lending support (and is therefore scanty on defense). Obviously walloffs can make this harder but that's part of the metagame of the map, e.g. zerg should open speed & banes in all circumstances in order to punish their opponent if they go for "other side" plays, or to force them to stay home and prevent the 2v1 from occurring. Indirectly they are affecting the 2v1 even though their units can't physically interact with the "other side" opponent.

In any case, the design will only ever be highly unstable and rush based without a connection between the mains. I think the best solution would be to have a narrow connection like you've shown. Maybe not quite that narrow, more like 4-6 squares, possibly including a rock tower that could be collapsed to split the defending allies.
Comprehensive strategic intention: DNE
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 24 2015 06:52 GMT
#15
^How about a rock tower that can be destroyed from the low-ground to cover the path between the allies?
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
FlaShFTW
Profile Blog Joined February 2010
United States10556 Posts
February 24 2015 08:59 GMT
#16
maybe a set of rocks that separates the two mains? maybe that would help a lot with defense. but yes, this map is very brood war esque in super high unstable gameplay and very base tradey and understanding of how to take objectives together.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2015-02-25 02:23:48
February 24 2015 09:26 GMT
#17
On February 24 2015 17:59 FlaShFTW wrote:
maybe a set of rocks that separates the two mains? maybe that would help a lot with defense.

That would have the exact same problems with very early aggression as completely separate mains.


On February 24 2015 15:52 OtherWorld wrote:
How about a rock tower that can be destroyed from the low-ground to cover the path between the allies?

I quite like this idea. It would make it much easier for the defenders to defend both ramps initially since that path would be close to the naturals so the distance between the ramps for the defenders is very short, however it would preserve the split-map effect in a quite unique way. I generally dislike rock towers but this is a really cool idea and unless I can find any problems with it I'll probably do just that.


Edit: Implemented the collapsible rock towers, updated OP. Also removed the unbuildable rocks.
not a community mapmaker
Please log in or register to reply.
Live Events Refresh
OSC
20:30
Masters Cup #151
davetesta62
Liquipedia
AI Arena Tournament
17:00
Swiss - Round 1
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 433
Nina 116
ViBE108
StarCraft: Brood War
Britney 13623
Artosis 505
NaDa 31
Dota 2
monkeys_forever277
canceldota65
LuMiX2
League of Legends
Doublelift9213
JimRising 492
Counter-Strike
fl0m3022
Coldzera 1431
minikerr63
Super Smash Bros
C9.Mang0263
Chillindude16
Heroes of the Storm
Liquid`Hasu953
Other Games
summit1g10400
Grubby6890
B2W.Neo830
RotterdaM300
XaKoH 171
Trikslyr65
Organizations
Heroes of the Storm
Heroes of the Storm2830
StarCraft 2
StarCraft951
StarCraft: Brood War
Afreeca ASL 506
Other Games
BasetradeTV253
[ Show 12 non-featured ]
StarCraft 2
• Hupsaiya 111
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21358
Other Games
• imaqtpie914
Upcoming Events
Sparkling Tuna Cup
11h 5m
WardiTV Invitational
12h 5m
ByuN vs Percival
Cure vs Classic
Shopify Rebellion Sundays
16h 5m
Spirit vs Mixu
Clem vs TBD
RSL Revival
17h 5m
Serral vs Rogue
BlizzCon
19h 35m
IdrA vs MC
Replay Cast
1d 1h
Afreeca Starleague
1d 11h
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
1d 12h
Monday Night Weeklies
1d 17h
Afreeca Starleague
2 days
Snow vs Shinee
Shine vs EffOrt
[ Show More ]
GSL
2 days
PiGosaur Cup
3 days
The PondCast
3 days
Kung Fu Cup
3 days
Replay Cast
4 days
KCM Race Survival
4 days
IntoTheTV X SOOP
4 days
Replay Cast
5 days
IntoTheTV X SOOP
5 days
Replay Cast
6 days
GSL
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Blizzard Classic Cup 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
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.