• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:37
CEST 08:37
KST 15:37
  • 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
[ASL21] Ro16 Preview Pt1: Fresh Flow3[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21ByuL: The Forgotten Master of ZvT30
Community News
MaNa leaves Team Liquid7$5,000 WardiTV TLMC tournament - Presented by Monster Energy5GSL CK: More events planned pending crowdfunding7Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage5
StarCraft 2
General
MaNa leaves Team Liquid Team Liquid Map Contest #22 - Presented by Monster Energy Quebec Clan still alive ? BGE Stara Zagora 2026 cancelled Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
$5,000 WardiTV TLMC tournament - Presented by Monster Energy Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 5 - Qualifiers and Main Event GSL CK: More events planned pending crowdfunding Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
ASL21 General Discussion [ASL21] Ro16 Preview Pt1: Fresh Flow JD's Ro24 review The Korean Terminology Thread so ive been playing broodwar for a week straight.
Tourneys
[ASL21] Ro16 Group A [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [ASL21] Ro24 Group F
Strategy
Any training maps people recommend? Fighting Spirit mining rates Muta micro map competition What's the deal with APM & what's its true value
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Battle Aces/David Kim RTS Megathread General RTS Discussion Thread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
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 TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread The China Politics Thread Trading/Investing Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
lurker extra damage testi…
StaticNine
How Streamers Inspire Gamers…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2445 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 Country52797 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.
Moderatorshe/her
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
184 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 States10361 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 States10361 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
BSL
19:00
RO32 Group B
Sterling vs Azhi_Dahaki
Napoleon vs Mazur
Jimin vs Nesh
spx vs Strudel
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 206
Nina 138
StarCraft: Brood War
Sea 19821
GuemChi 3693
ggaemo 73
soO 42
Bale 14
yabsab 14
NotJumperer 5
League of Legends
JimRising 681
WinterStarcraft492
Other Games
summit1g18427
m0e_tv473
RuFF_SC270
Mew2King60
Organizations
Counter-Strike
PGL421
Other Games
BasetradeTV238
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH155
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1433
• Stunt550
Upcoming Events
Replay Cast
2h 23m
Wardi Open
3h 23m
Afreeca Starleague
3h 23m
Soma vs YSC
Sharp vs sSak
Monday Night Weeklies
9h 23m
OSC
17h 23m
Afreeca Starleague
1d 3h
Snow vs PianO
hero vs Rain
WardiTV Map Contest Tou…
1d 3h
GSL
1d 5h
Replay Cast
2 days
Kung Fu Cup
2 days
[ Show More ]
The PondCast
3 days
WardiTV Map Contest Tou…
3 days
Escore
4 days
WardiTV Map Contest Tou…
4 days
Korean StarCraft League
4 days
CranKy Ducklings
5 days
WardiTV Map Contest Tou…
5 days
IPSL
5 days
WolFix vs nOmaD
dxtr13 vs Razz
BSL
5 days
Sparkling Tuna Cup
6 days
WardiTV Map Contest Tou…
6 days
Ladder Legends
6 days
BSL
6 days
IPSL
6 days
JDConan vs TBD
Aegong vs rasowy
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W2
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
WardiTV TLMC #16
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 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.