• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:36
CEST 05:36
KST 12:36
  • 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
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL60Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event19Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
Program: SC2 / XSplit / OBS Scene Switcher Statistics for vetoed/disliked maps The SCII GOAT: A statistical Evaluation Weekly Cups (June 23-29): Reynor in world title form? PiG Sty Festival #5: Playoffs Preview + Groups Recap
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series Korean Starcraft League Week 77 Master Swan Open (Global Bronze-Master 2) [GSL 2025] Code S: Season 2 - Semi Finals & Finals
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
ASL20 Preliminary Maps Player “Jedi” cheat on CSL SC uni coach streams logging into betting site Flash Announces Hiatus From ASL BGH Mineral Boosts Tutorial Video
Tourneys
[BSL20] Grand Finals - Sunday 20:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
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 Trading/Investing Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 567 users

[M][2] Wolf Hall

Forum Index > SC2 Maps & Custom Games
Post a Reply
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2015-06-13 18:49:55
June 08 2015 05:53 GMT
#1
[image loading]
--- Wolf Hall ---
MAP IS PUBLISHED IN:
Na, Eu
Map Size (Playable) 148 x 134


[image loading]

90:
+ Show Spoiler +
[image loading]


ANALYZER:
+ Show Spoiler +
[image loading]


BASES:
+ Show Spoiler +

OUT DATED
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


ABOUT THE MAP:
+ Show Spoiler +

OUT DATED
First part is that the middle has 2 collapseable rocks (If both are taken down path gets closed ling tight), this can be used to delay an incoming push, forcing opponent to take the long way around to reach your base.
[image loading]

There are also some destructible rocks that is taken down helps players have a more direct path of attack.
[image loading]

All bases including nat have at least 1 more available attack or harass path.
[image loading]

Map is full of back doors and passages where you can move your army or part of your army around to have maximum efficiency. Mobile armies get rewarded.
[image loading]


EDIT:
Map has been UP DATED! Suggestions have been added to map. I have also added a couple of doodads such as ramp doodads, vision doodads and bridge doodads (But the complete deco is still missing).
So give me your thoughts on this new version?
Also I have tested this map a couple of times with my friends and works fine!


10%
Fatam
Profile Joined June 2012
1986 Posts
June 08 2015 06:21 GMT
#2
Looks promising. My initial thought was that maybe it's a little easy to sit on 3 bases? Not sure if that is a valid complaint but in my head I was thinking you just park your army inbetween the nat and 3rd that's against the main and then have a guy sitting on the XNT and that pretty much covers you.

are there going to be los blockers where the black/gray tiling is on the lowgrounds?
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
SwedenTheKid
Profile Joined July 2014
567 Posts
June 08 2015 16:35 GMT
#3
Id first agree with Fatam that sitting on 3 bases would be a bit to easy on this map. However, that should be easily fixed by removing the watchtower (u dislike watchtowers that have obvious favoring to one player, or that are just easy to secure), and/or removing the rocks by the forward 3rd, and/or making the x1 and x2 ramps counterclockwise to the forward 3rd one large ramp, to reward attackers taking the long route(maybe?).

You know what's cool and not used often enough now days? Gold bases. If you remove the watchtower near the 3rd, you could put a gold base (6min, 2gas) there, like on the edge of the cliff making it vulnerable. That would help bring the base count up, 10 is to low imo for HotS and LotV, but that's debatable. The corner bases could also be gold bases (with preferably 8min, 2gas) since they are so out of the way. Just a thought.

I dislike the fact that there is no real benefit to holding the middle of the map. There are no tactical high grounds or obvious chokes to make use of, or any forward expos. Collapsible rocks are cool but don't see a reason for the destructible ones, they just block early movement and can be easily destroyed later on.

The specific rocks you are using are collapsible rock tower debris, and they won't show up on the mini map. If you still want to use the same models just use regular 6x6 destructible rocks and search them up in the data editor under models. From there it's pretty straightforward. Altering the models slightly won't change it from a melee map (at least I don't think it does...).

Good luck.
Casual Mapmaker
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2015-06-08 18:07:29
June 08 2015 17:21 GMT
#4
+ Show Spoiler +
On June 08 2015 15:21 Fatam wrote:
Looks promising. My initial thought was that maybe it's a little easy to sit on 3 bases? Not sure if that is a valid complaint but in my head I was thinking you just park your army inbetween the nat and 3rd that's against the main and then have a guy sitting on the XNT and that pretty much covers you.
are there going to be los blockers where the black/gray tiling is on the lowgrounds?

Ty ty, maybe you are right I see now that the forward 3rd base might be too easy to secure specially with that watch tower. Or are you talking about the easy pocket 3rd expo? That one is close by, and can be easily reinforced if you take that rocks by your nat out, but in my defense there are 3 possible ways base can be attacked/ harassed by ground, but maybe with the right army positioning and some static defense base is 2 easy to secure (I will look into it). And yes about the blockers, ty 4 the idea

+ Show Spoiler +
On June 09 2015 01:35 SwedenTheKid wrote:
Id first agree with Fatam that sitting on 3 bases would be a bit to easy on this map. However, that should be easily fixed by removing the watchtower (u dislike watchtowers that have obvious favoring to one player, or that are just easy to secure), and/or removing the rocks by the forward 3rd, and/or making the x1 and x2 ramps counterclockwise to the forward 3rd one large ramp, to reward attackers taking the long route(maybe?).

You know what's cool and not used often enough now days? Gold bases. If you remove the watchtower near the 3rd, you could put a gold base (6min, 2gas) there, like on the edge of the cliff making it vulnerable. That would help bring the base count up, 10 is to low imo for HotS and LotV, but that's debatable. The corner bases could also be gold bases (with preferably 8min, 2gas) since they are so out of the way. Just a thought.

I dislike the fact that there is no real benefit to holding the middle of the map. There are no tactical high grounds or obvious chokes to make use of, or any forward expos. Collapsible rocks are cool but don't see a reason for the destructible ones, they just block early movement and can be easily destroyed later on.

The specific rocks you are using are collapsible rock tower debris, and they won't show up on the mini map. If you still want to use the same models just use regular 6x6 destructible rocks and search them up in the data editor under models. From there it's pretty straightforward. Altering the models slightly won't change it from a melee map (at least I don't think it does...).

Good luck.

Wow much thanks for this great comment, just what I'm looking for!
Yes ill fix the watchtower issue, and I do like forward gold base idea, I had thought about it, but in my initial designee I could not find the proper room for it, but maybe with some restructuring I can find the its right place. And it would fix the low base count you mention. And could also help with what you said about no real benefit of controlling the middle.
I will see what I can do about the destructible rocks, I will also add the proper ones,
10%
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
June 08 2015 20:16 GMT
#5
Well my first concern are possible cannon rush spots on the map, it looks as if the area between the geyser and the main base cliff on the natural could be cannoned easily, I would test this, but the map is not available, so yeah I would recommend you to check for 2 pylon cannon rushes and for 3 pylon ones, you can have a couple of 3 pylon cannon rushes in the natural, but you must be mindful of them, here in sc2 pylons can be used to easily block the access to the cannon, so you must think of cannon rushes up the third bases, I can see that in the counter-clockwise third base there are spots that are possibly exploitable, the clockwise third also has possible places that can be exploited behind the mineral line, these things are very dangerous in ZvP, so be mindful.

My second concern are the inefficient vespene geysers, your natural bases seem to have at least one for each player, I would recommend you to use standard mineral lines to try and fix them, one of the big advantages about the standard mineral placement is that they are more compact than other mineral lines, so you will have more space behind the mineral lines so it is easier to avoid cannon rushes spots.

With that out of the way, I must say that I really like the core layout, but there are problems with the corner bases, sc2 has the issue of 3base, but because the corner bases are so far away I don't see them as a potential base to take for any matchup, they are simply too far away, and the nearer "optional thirds" are easier to take without exposing you much to circle syndrome issues, or leaving the base too exposed (you need to destroy rocks to be able to swiftly defend the base because of army positioning).

Some small ideas:
[image loading]

The overall ideas of the map are quite nice, but the detail work needs some improvement.

If you decide to move the natural/third ramps, I would suggest you to reduce the HP of the rocks too, even right now the third bases look too far away for Z. In the current meta zerg has issues holding his third vs the timing pushes of Terran, so one must be careful.
@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.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2015-06-13 19:13:27
June 13 2015 19:09 GMT
#6
MAP UPDATE
Ok thanx for the feedback guys!
(special thanks to Uvantak, ik analysis and posts like that take time, it helped a lot)
Ok so I have fixed what you guys told me.
What changed?
+ Show Spoiler +
- Watchtowers has been moved to middle (Now each grants access to half the destructible rocks, see analyzer)
- Gold bases on the middle low ground have been added (With this bases and the watch towers, fighting for middle will now be worthwhile) Also that brings the total base count up to 12.
- Rocks have all been fixed (Now they can all be seen on the fog of war)
- Cannon rush spots have all been fixed
- All inefficient vespene geysers and minerals have been fixed
- All 3rd possible bases have been brought considerable closer with some map restructuring.
- Ramps pointed out by Uvantak have all been enlarged, as has high ground space on thirds
- Middle destructible rocks have been repositioned
- Far away corner bases have been brought closer.
- Middle has received restructuring
- Some rocks blocking the paths have been changed to destructible rocks, giving the options for players to decide what paths they want to close off.
- Far away side paths have been enlarged, ramps have also been enlarged (Making players willing to take logger paths for an attack receive a reward)

Old Overview / New Overview (Compare)
+ Show Spoiler +
[image loading]
10%
Please log in or register to reply.
Live Events Refresh
Next event in 6h 24m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 252
RuFF_SC2 199
ROOTCatZ 47
StarCraft: Brood War
NaDa 164
Leta 99
Icarus 7
LuMiX 3
League of Legends
JimRising 759
Heroes of the Storm
Khaldor160
Other Games
summit1g10117
tarik_tv6783
ViBE176
WinterStarcraft121
ProTech48
Organizations
Other Games
BasetradeTV46
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Berry_CruncH286
• Hupsaiya 84
• davetesta54
• practicex 27
• Kozan
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Pr0nogo 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• masondota2789
• Lourlo545
• Stunt351
Other Games
• Scarra3204
Upcoming Events
RSL Revival
6h 24m
Clem vs Classic
SHIN vs Cure
FEL
8h 24m
WardiTV European League
8h 24m
BSL: ProLeague
14h 24m
Dewalt vs Bonyth
Replay Cast
1d 20h
Sparkling Tuna Cup
2 days
WardiTV European League
2 days
The PondCast
3 days
Replay Cast
3 days
RSL Revival
4 days
[ Show More ]
Replay Cast
4 days
RSL Revival
5 days
FEL
5 days
RSL Revival
6 days
FEL
6 days
FEL
6 days
Liquipedia Results

Completed

BSL 2v2 Season 3
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
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
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.