• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:10
CEST 22:10
KST 05:10
  • 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
ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon185.0.16 Hotfix (June 30) - Balance + Bug Fixes24Weekly Cups (June 22-28): Zergs thrive in new patch2[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)99
StarCraft 2
General
5.0.16 Hotfix (June 30) - Balance + Bug Fixes MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon 5.0.16 patch for SC2 goes live (8 worker start) Is the larve respawn broken? ByuL, and the Limitations of Standard Play
Tourneys
Crank Gathers Season 4: BW vs SC2 Team League RSL Revival: Season 6 - Qualifiers and Main Event Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! INu's Battles#17 <BO.9>
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery Mutation # 530 One For All
Brood War
General
BW General Discussion Best thing happen to StarCraft since Remastered? ASL 22 Proposed Map Pool Starcraft vs Retro Category on Twitch ProGamer Paychecks Story
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals The Casual Games of the Week Thread [BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Dawn of War IV ZeroSpace at Steam NextFest - Last free demo Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread
Dota 2
Looking for a Dota Mentor 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
TL Mafia
[94721]Better Good-Health Signs Than 3-15 Bans/Yea TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Men's Fashion Thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Listen To The Coaches!
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5711 users

[M] (2) Destiny

Forum Index > SC2 Maps & Custom Games
Post a Reply
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2015-04-23 06:00:56
April 23 2015 05:58 GMT
#1
My third TLMC6 submission; it had a very standard layout at first but you know how it goes.

[image loading]

1v1
152 x 136
12 regular bases
3 gold bases
3 desctructible rocks
2 collapsible rock towers

EU | NA | KR | SEA


"VARS 4 life" - Barrin


+ Show Spoiler [Analyser] +
[image loading]


+ Show Spoiler [Pictures] +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


glhf
not a community mapmaker
Antares777
Profile Joined June 2010
United States1971 Posts
April 23 2015 15:40 GMT
#2
This map looks like a lot of fun to play on! I love the layout.

The fact that the bottom gold base does not symmetrically place the geysers bothers me more than it should. Each geyser should be on separate sides imo.
LComteVarauG
Profile Joined January 2015
Australia158 Posts
April 23 2015 21:23 GMT
#3
I really like the way that the natural isn't an extremely easy base to just sit behind with a wall because of the back door, and the fact that the backwards ramp is open, and simply requires a longer route to be taken to access it. It would allow Zerg to be aggressive without going "all-in" and allow Protoss and Terran to go through there to take additional bases more safely.
Author of "[LCV]" maps on SEA and NA. Don't Panic. Member of the clan: JRB (Just Really Bad)
RoomOfMush
Profile Joined March 2015
1296 Posts
April 23 2015 22:21 GMT
#4
The naturals ramp to the center is maybe a little bit too small for late game armies to get through comfortably. Perhaps you could double that ramp in size and add destructible debries? Later on this ramp will become a real bottleneck I fear.
SwedenTheKid
Profile Joined July 2014
567 Posts
April 24 2015 04:13 GMT
#5
On April 24 2015 00:40 Antares777 wrote:
This map looks like a lot of fun to play on! I love the layout.

The fact that the bottom gold base does not symmetrically place the geysers bothers me more than it should. Each geyser should be on separate sides imo.


The geysers are an And G thing
Casual Mapmaker
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
April 24 2015 12:42 GMT
#6
Quickly becoming a big fan of yours. Cool stuff every time I check one of your threads.

A few reservations here however: 1) the way you set up that top-most pathway between the golds makes them really hard to take since they become far too harassable for such forward bases -- I'd drop the rock towers and keep that whole pathway highground instead of having that awkward dip; 2) I'd make the little bridge just south of the golds a tile or two wider, nerfing the XNT importance by a fraction whilst keeping mid-map awareness really important; 3) the LOS'd pods in the main are overkill -- drops and nydus plays already seem quite strong and I think with this kinda close-by-air setup smaller more manageable mains add early game stability; 4) while the base placement is great, the pathways and general proportions between them are kinda bland and monotonous and I'd love to see the map show of a little more attitude in its terrain progression, more variation in openness and a little more complexity to how different areas slot into one another; 5) concomitant to 4) I'd bet the whole map could be a tile or two tighter, but this is minor; 5) and finally I'd just echo what Antares said and voice negligible preference for symmetric gasses on the southern gold.

But I still think it's solid and very cleverly thought out.
They're coming to get you, Barbara.
And G
Profile Joined May 2012
Germany491 Posts
April 25 2015 04:25 GMT
#7
I'll stop with the asymmetric geysers once we have a map pool without rotational 3/4-player maps.


The naturals ramp to the center is maybe a little bit too small for late game armies to get through comfortably. Perhaps you could double that ramp in size and add destructible debries? Later on this ramp will become a real bottleneck I fear.

Part of the central map idea is to move the action towards the bottom half, away from the direct line between the mains/naturals, and the narrow forward ramp helps with that. I'm also not a big fan of rocks that cover ramps only partially, and a two-width ramp from the beginning would be too much. If it proves to be a problem then I'll think of something, but for the time being I'll keep it like it is.


the way you set up that top-most pathway between the golds makes them really hard to take since they become far too harassable for such forward bases

It's important here to differentiate between harassing and attacking. Imagine a ZvP on Habitation Station where Zerg takes the gold as the third while Protoss goes for two-based aggression. If the Protoss attack succeeds, Zerg is likely to lose the gold and ~20 drones since the attack hits in the space between gold and natural, so the drones have nowhere to run. Furthermore, Zerg now needs to expand which is difficult since the Protoss army sits right at the bottom of the natural ramp, preventing Zerg from moving out with inferior forces.

Now imagine the same situation on Destiny with Protoss attacking through the northern pathway. It's easier to deny mining time and even kill the hatchery than on Habitation Station, however it is next to impossible to kill all the drones as well. Zerg now has little trouble expanding to the vertical low ground third instead since the Protoss army is in no position to deny that expansion going down and the natural is easily defended. With the drones still alive, as long as the gold paid for itself this is still something of a win for Zerg since taking the regular third later also means it will mine out later, which puts Zerg under less pressure to take a quick fourth and fifth.

So in effect, the gold on Destiny is easier to harass than on Habitation Station, but more difficult to attack (or to be more precise, it's more difficult to hurt a player by attacking the gold). The rock tower further enhances this dynamic: An inferior harassing force can break it down to protect itself from a superior defending force and deny mining at the gold for longer, while an inferior defending force can break it down to slow down a superior attacking force and keep it from attacking the natural or regular third.

That being said, I might still remove the rock towers since I generally don't like those things very much (although I do seem to use them more frequently lately). I'd like to see more opinions on this, or preferably replays.


the LOS'd pods in the main are overkill

They're mostly a Metalopolis nostalgia thing; I guess I'll get rid of them...


while the base placement is great, the pathways and general proportions between them are kinda bland and monotonous and I'd love to see the map show of a little more attitude in its terrain progression, more variation in openness and a little more complexity to how different areas slot into one another

I was going for something standard-ish that could easily be understood by looking at the overview, especially compared to the map it's most closely related to, The Path Not Taken. My main concern right now is that it might too good for Zerg, what with that pretty open central U shape from the golds to the watchtower area, so if I'm going to change anything it will likely be related to that. Maybe I'll even get some useful feedback from the TLMC strategy team, who knows.


I'd bet the whole map could be a tile or two tighter

No way. It can't be seen from the overview, but as with all my other maps there are 5 grids of airspace on all sides, so the pathable area actually fits into a 142x126 rectangle -- on 15 bases, one less than Frost/Whirlwind/etc. This is map is pretty damn tight already.


I'm surprised no one has complained about the lacklustre aesthetics yet! I guess I know what my next couple of maps will look like...
not a community mapmaker
And G
Profile Joined May 2012
Germany491 Posts
April 28 2015 15:26 GMT
#8
Experimental version with less open top half; tanks can hit the gold base from central high ground:

[image loading]

Not sure if this isn't a little too cute/complicated. Also really unsure about the rock towers, but the LOS blockers will definitely be gone.

Poll: Which version is better?

New version (with collapsible towers) (4)
 
67%

Old version (with collapsible towers) (1)
 
17%

Old version (no collapsible towers) (1)
 
17%

New version (no collapsible towers) (0)
 
0%

6 total votes

Your vote: Which version is better?

(Vote): Old version (with collapsible towers)
(Vote): Old version (no collapsible towers)
(Vote): New version (with collapsible towers)
(Vote): New version (no collapsible towers)

not a community mapmaker
fluidrone
Profile Blog Joined January 2015
France1478 Posts
April 29 2015 01:12 GMT
#9
The choice of name was very astute. I predict success.

+ Show Spoiler +
Does it have any destiny (pazzuzu) at all in it too .. or not?
"not enough rights"
Please log in or register to reply.
Live Events Refresh
Next event in 3h 50m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 448
Railgan 121
Codebar 26
StarCraft: Brood War
Free 34
Bale 8
Dota 2
LuMiX1
Counter-Strike
pashabiceps2152
fl0m1764
Heroes of the Storm
Liquid`Hasu376
Other Games
summit1g4008
Grubby3395
Beastyqt637
Dendi629
C9.Mang0174
UpATreeSC60
Trikslyr56
Mew2King48
JuggernautJason26
Organizations
Dota 2
PGL Dota 2 - Main Stream159
StarCraft 2
angryscii 30
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• FirePhoenix9
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota278
League of Legends
• TFBlade1010
Other Games
• imaqtpie801
• Shiphtur433
• tFFMrPink 12
Upcoming Events
Replay Cast
3h 50m
CrankTV Team League
14h 50m
Bombastic Starleague
23h 50m
The PondCast
1d 13h
HomeStory Cup
1d 14h
Replay Cast
2 days
HomeStory Cup
2 days
Replay Cast
3 days
HomeStory Cup
3 days
OSC
3 days
[ Show More ]
Sparkling Tuna Cup
4 days
WardiTV Weekly
5 days
The PondCast
6 days
Liquipedia Results

Completed

YSL S3
Douyu Cup 2026
Murky Cup 2026

Ongoing

IPSL Spring 2026
Acropolis #4
CSL Season 21: Qualifier 2
SCTL 2026 Spring
XSE Pro League 2026
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
IEM Rio 2026

Upcoming

CSL 2026 Summer (S21)
ASL Season 22:Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Light Tournament 2026
Eternal Conflict S2 Finale
Heroes Pulsing #3
Eternal Conflict S2 E1
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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.