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Let me tell you why your map sucks - Page 3

Forum Index > SC2 Maps & Custom Games
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Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 06 2016 12:34 GMT
#41
On May 05 2016 19:07 Insidioussc2 wrote:
Show nested quote +
On May 05 2016 14:06 Plexa wrote:
On May 05 2016 06:31 Insidioussc2 wrote:
[image loading]

The proportions here are way off. The telltale sign of this is the massive amounts of deadspace/water that you've put everywhere. In base golds as a natural are way too extreme. I feel like until we see a gold base natural that this is too far. The features on the right side of the map are wasted; so much of any maps action revolves around bases 1-2-3-4 so the stuff going on around bases 5-6-7-8 rarely get any playtime. It's advisable to keep those bases simple for this reason. If you divide your map vertically into quarters, the 2nd quarter from the left should be deleted and everything else moved over (basically from the natural ramp to the center ot the map). That'd do a lot for the map.



Thanks, I am gonna scramble the map and maybe reuse parts of it. On a side note: we already have a ladder map with a gold base natural

Shows what I know I've been knee deep in writing my PhD I haven't kept up with the latest maps lol
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 06 2016 12:47 GMT
#42
On May 05 2016 16:55 Fatam wrote:
Show nested quote +
On May 04 2016 15:28 Plexa wrote:
On May 04 2016 14:30 Fatam wrote:
A second set of eyes is always helpful , thanks much for taking the time.

First one is still pretty raw, haven't iterated on it as much as some of my other templates but I think it might have some potential. Nothing too outlandish here, the biggest thing is the 3rd that can be taken as a nat (and probably should be, in some matchups) as it is the same distance from the main ramp (actually it's a square or two closer). The "safe" nat can be fired upon from below, so unless you are needing the wall-off you might consider the forward nat. XNTs were a recent addition, not 100% sure about them yet. Haven't messed with los blockers or anything.

144x144

[image loading]

You said not to post 10, but maybe I can get away with 2?
If so, here it is. I've been slowly chipping away at it for a while. The top left/bottom right has gone through a crapton of iterations. A bit more experimental to be sure.

182x132

[image loading]

Yeah I like what's going on with the main-nat-third-fourth in the first map. There's an interesting decision to be made between taking the more convenient to defend third or safer natural. So you might see different races deciding to take different bases (i.e. zerg the convenient one, terran the safer one). Changes to emphasize this decision would be good for the map. I don't like the center; seems unreasonably restrictive. Definitely has potential, keep at it.

The second one I'm less enthusiastic about. I don't understand what you're trying to do between the main-nat-third. There's some cute ideas going on in the corner bases (with those small paths providing backdoors) but the rest of the map doesn't support the skirmishing potential those paths offer. I think the big problem here is the high ground third (or fourth) in the middle. They're way too strong positionally and I think the map would be better if you got rid of them (along with the high ground pod) and made improvements from that point. (The strong position of that base is one reason why the bottom right/top left goes to waste).


Thanks for the thoughts! That's a bitter pill to swallow @ the 2nd one, especially since the highground 4th and the horizontal ramp inbetween it and the nat is a major part of the map, maybe even the most inluential. The idea with that highground and it's strong defending power and with the corner bases and the difficulty in bouncing between them and your other bases (among other things) was to encourage airplay (but it may be compromising other things too much).

Now to figure out if I try a new version of this map or just submit another map in its stead.
I'm not sure that it encourages air play as much as you want. Air play is also pretty hard to encourage since that tends to imbalance things (I generally think Terran is strong in those circumstances, and Protoss the weakest). To do that I think you need to have more restrictive terrain design - think Desert Oasis kinds of restrictive - so that air play really is the strongest strategy. At the moment air play makes sense with that lone base, but no other feature on the map supports that. Bring the rest of the map in line with that feature if you want to it to be successful.

Other possibilities are:
http://www.teamliquid.net/forum/sc2-maps/486122-2-arcane-asteroid (with the speed reduction on ramps removed, obviously)
http://www.teamliquid.net/forum/sc2-maps/502168-2-revanscar-relay
http://www.teamliquid.net/forum/sc2-maps/503864-2-the-jungle-sleeps
http://www.teamliquid.net/forum/sc2-maps/498862-2-the-shoals
http://www.teamliquid.net/forum/sc2-maps/499410-2-disperse
or even add a base to one of these old ones:
http://www.teamliquid.net/forum/sc2-maps/421766-2-the-moor
http://www.teamliquid.net/forum/sc2-maps/416510-2-flame-crest

if that's too much to skim through then I can't blame you at all Cheers

Flame Crest had a lot of potential last time I saw it, I think it needs some real games to see how it plays out and go from there. Definitely worth doing a Flame Crest 2.0.

Revanscar is another one that caught my eye, worth getting some games on it to see how all those bases work out. Might be too many easily taken bases and the map ends up boring.

Arcane is nice but standard. Disperse has potential, but I'd prefer one of the previous two to that.
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 06 2016 12:55 GMT
#43
On May 06 2016 04:05 -NegativeZero- wrote:
maps n stuff

[image loading]

[image loading]


The Korean scene would fucking love these maps. The only concerns I have are whether or not there's enough special twist to make these maps stand out from the other standard map submissions. The first map I'd consider making the exposed 'third base' a gold base. More chance of it being taken early and those collapsable rocks being used in an all in counter strategy. It's a fine map without that, but might give it more of a twist to help it stand out. The second map is okay, but the top left/bottom right are a little boring. I like how the center might play out in a longer game though; perhaps some changes to make that more of a feature? Maybe trimming the TL/BR bases allows you some room to make some improvements to the center?
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2016-05-06 13:03:45
May 06 2016 13:02 GMT
#44
On May 06 2016 04:26 NewSunshine wrote:
I'm confident in my other 2 submissions, but if you're still shelling out feedback, feel free to tell me what you think about this one:

[image loading]

Strikes me as being awkward to play =/ hard to envision how this map is supposed to play out in a fun way. Like I get that you want the gold bases in the center to be taken but I'm not sure what the rest of the map does to support that theme. I feel like it will be a really snowbally map in that one player getting an edge probably wins them the game because it's so hard to attack and move around the map.
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 06 2016 13:07 GMT
#45
On May 05 2016 13:59 Uvantak wrote:
Hmm I was wondering if you would be able to keep up with the incoming flood of maps, but nice to see that somehow you still managed to, also regarding Bastion, I agree with you at least partially regarding that the idea behind the map became lost between all the changed I did to it to avoid it becoming too Z favored based on the initial Naturals which were more open, also the general idea of the map, goes more along Dallaire, where the center of the map is secondary to the sidepaths.

Also, here's a small sketch I did a while ago, seen that there's still some time, what do you think of it?

[image loading]

Fuck I missed this one. Strikes me as a playable four player map.... which is an accomplishment. Even the central bases seem holdable and not just win-more bases. Polish it up; if a standard map is what Blizz is looking for then this map could well be it (seeing as 4p maps are always in short supply). Might need a tweak to a few of the ramps to facilitate army movement but this is really promising.
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 06 2016 13:11 GMT
#46
On May 06 2016 05:03 Vilham wrote:
So I worked on this map ages ago and have recently updated it. It has a low protected 2nd and rocks blocking the mid route to slow early game rushes.

[image loading]

Despite the same-height main this is still a pretty standard map. It's pretty good structually which is good to see, needs a few more bases to be LotV friendly. It's not polished enough for it to seriously compete against some of the other standard map submissions but it looks like a good stepping stone map for your own development and that future maps from you will start being of higher quality.
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 06 2016 13:28 GMT
#47
On May 06 2016 06:24 Xenotolerance wrote:
Can I count on your vote in 2016?

[image loading]

I don't get it. All the bases are so safe and the map is so split-mappy with the only thing to counterbalance being a rocked ramp from the third. It just seems really bland I don't see what the gold base adds to the tension on the map (seems like a pretty easy and safe base to take) nor do I see the point of the highground around the edge of the TL/BR of the map. Given that the map is standard and competing against other standard maps this won't get very far. You might get more mileage out of this base layout by making it flip symmetric along the top left/bottom right diagonal. Adjust some of the resulting bases and I think the map probably ends up more interesting.
[image loading]

cassiopeia of old has been complete for ages, new one still needs some love

Better, still needs work. The islands will basically never be used; move them somewhere where they will be or make them more attractive to take in some way else they shouldn't be on the map. Why is the natural ramp only 1x1? Seems really thin and bad for gameplay. Yes I know the rocks are there to offset that, but this is LotV not HotS, you can afford to make the natural less safe than it is. The third with the XNT seems particularly defensive, is that really the best decision for the map? Generally I think the map needs a clearer concept; the island, the third-XNT setup, the rock backdoor into the natural... they're all okay features but none of them compliment each other, and at times even conflict with each other (e.g. the XNT gives you defensive options which gives you greater backdoor coverage). Think about which of those concepts you like the most and rebuild the map around that.
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 06 2016 13:32 GMT
#48
On May 05 2016 16:07 RoomOfMush wrote:
Thanks for the feedback!

I completely agree with the Xel-Naga tower. I added one to the center, it overlooks both gold bases almost completely. I also moved the gold minerals as close to the cliff as possible. Stalkers can now attack most patches from the low ground.

Do you think this is an improvement (with the far corners) or has it become worse?
[image loading]
My goal was to make the side paths less approachable to make the center path more important.

I'm not sure the LOS blockers are accomplishing that. I don't think that the center path is very important still
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 06 2016 13:40 GMT
#49
On May 06 2016 15:03 anon244 wrote:
I'm not particularly good at making maps look aesthetically pleasing, so I'm sure these maps suck in more ways than I care to count. Nonetheless, I don't make maps that often so I'm game to find out just how badly these maps suck. After all, getting better is hard without knowing what exactly can and should be improved.

GoldRushVoid (Macro Map; Forced Cross Spawn) 184x176

[image loading]

StrategicMining (New/Interesting High Yield Usage) 176x130

[image loading]

Both maps fail on basic proportions issues. Study other maps in the map pool to get a feel for base layout distances, open space-empty space proportions as well as how and where features are placed.

On May 06 2016 10:01 BoxedCube wrote:
[image loading]
Would love some feedback on this map. Thanks. New mapmaker here.

Main-nat-third seem appropriately proportioned, but the rest of the map feels off. Thematically I'm not sure what you're going for here. Seems like you're trying to make a standard map? It's still worth having ideas about how you want the map to play out, because at the moment there's not much. The expansion pattern feels boring (very safe, no expansion tension and very splitmapish).
Administrator~ Spirit will set you free ~
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 06 2016 14:51 GMT
#50
On May 06 2016 21:55 Plexa wrote:
Show nested quote +
On May 06 2016 04:05 -NegativeZero- wrote:
maps n stuff

[image loading]

[image loading]


The Korean scene would fucking love these maps.


Amen
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Enekh
Profile Joined December 2012
Korea (South)73 Posts
May 06 2016 15:39 GMT
#51
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Twitter : @Enekh / Creator of Acolyte, Dasan Station / Former Intothemap Admin
deymos
Profile Joined February 2016
35 Posts
May 06 2016 16:15 GMT
#52
First of all, thank you for making that kind of topic

Macro: Ultarian Mines

[image loading]

Gold base usage: A Treacherous Paradise (the "pocket" expansion is in front, not back and has some rocks, and it's your choice to take it or maybe leave it and expand towards gold base. Cross sprawns only)

[image loading]

"Cool map": Ashes of War (horizontal symmentry with rocks usage which can make rush distance very short at late game, there are lot of choices to expand - more risky and safer, but without gold base benefits. And there is open path to your backdoor, but rush distance into it is very long)

[image loading]

Thanks for your opinion
TheSkunk
Profile Joined September 2010
82 Posts
May 06 2016 19:36 GMT
#53
I know you gave an opinion of Phaeton Oasis already, but not the others, and I've made changes to all of them. Thanks!

Spear of Adun:
+ Show Spoiler +
[image loading]


Crystal Crypt:
+ Show Spoiler +
[image loading]


Phaeton Oasis:
+ Show Spoiler +
[image loading]
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 06 2016 20:30 GMT
#54
On May 06 2016 22:02 Plexa wrote:
Show nested quote +
On May 06 2016 04:26 NewSunshine wrote:
I'm confident in my other 2 submissions, but if you're still shelling out feedback, feel free to tell me what you think about this one:

[image loading]

Strikes me as being awkward to play =/ hard to envision how this map is supposed to play out in a fun way. Like I get that you want the gold bases in the center to be taken but I'm not sure what the rest of the map does to support that theme. I feel like it will be a really snowbally map in that one player getting an edge probably wins them the game because it's so hard to attack and move around the map.

I think I agree, it has some stuff I want to have in a map, but I don't think it's a very tight design. I was wondering if there was a certain thing I could change, but it might be more complex than that. I think I'll stick to using 2 maps this contest. Thanks!
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Beelzebub1
Profile Joined May 2015
1004 Posts
May 06 2016 21:02 GMT
#55
On May 05 2016 09:57 Plexa wrote:
Show nested quote +
On May 05 2016 02:59 Meavis wrote:
[image loading]

Annihilation Station with tweaks? I'm a fan. I don't think you're going to get a standard map executed much better than this (and also traditionally you've been strongest in created standard maps). I would imagine this map would be excluded from the finals only if (a) there are better standard maps (haven't seen any yet) (b) there are imbalances found (unlikely in this time period) (c) Blizzard don't to go in this direction. (c) is the most likely but that's to the detriment of the map pool.
Show nested quote +
[image loading]

It's not bad, but the previous map just feels better executed. It's hard for me to suggest improvements since it's already fairly polished and the criticisms would be to do with how effective the design decisions you've made. Anyway, since they're pretty similar in gameplay I wouldn't submit this one if you had to choose.
Show nested quote +
[image loading]

This is interesting, but it's not a finalist yet. I think you need to go over the map and really develop the ideas in this map: (i) the reasonably safe expansions (esp. nat third) but vulnerable to rocks being broken (ii) rocks dictating attack paths on an otherwise flat map. I'd suggest going a little crazy with these two ideas (so make bases extremely safe, but with rocks providing that safety and rocks better placed to dictate attack paths). With that more extreme map you can compare and contrast with this map and hopefully find a happy middle ground where the concept really shines and screams out for attention.

Show nested quote +
[image loading]

Comments similar to the second map, but it's less interesting still. With these maps you always run the danger of being boring unless it's exceptionally executed.
Show nested quote +
[image loading]

This is getting more interesting since there's all the LOS blockers around. Still feels like you're being restrained with your concept here. I think they need to be used as tactically as possible since a bunch of them don't really contribute to the map at all. I also wish that the high ground side paths were more important, not sure how you do that though. Needs to have more bases to be more LotV-esque.

Show nested quote +
[image loading]

Interesting idea here. Problem is that it's a huge pain in the ass to defend behind the exposed mineral lines. I would even consider making the highground at 3/6/9/12 a path between the natural and the area behind the mineral lines. Balance wise I'd be concerned about the strength of the high ground overlooking the natural area since it seems a huge pain to break an entrenched position there.

Show nested quote +
[image loading]
[image loading]

These two have the most potential.


That top one looks like a tlmc winner to me. I don't know how to just quote the map lol
BoxedCube
Profile Joined June 2012
United States23 Posts
May 06 2016 21:29 GMT
#56
Hi! Thanks for your comments last time Plexa. I have gone through and thought about it a bunch and revised the map drastically and hope you would look at it again!

[image loading]

Standard maps that I hope promotes early aggressive plays and late game positional plays. Natural backdoor can be walled with a pylon where the rocks are.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
May 06 2016 23:56 GMT
#57
On May 06 2016 22:07 Plexa wrote:
Show nested quote +
On May 05 2016 13:59 Uvantak wrote:
Hmm I was wondering if you would be able to keep up with the incoming flood of maps, but nice to see that somehow you still managed to, also regarding Bastion, I agree with you at least partially regarding that the idea behind the map became lost between all the changed I did to it to avoid it becoming too Z favored based on the initial Naturals which were more open, also the general idea of the map, goes more along Dallaire, where the center of the map is secondary to the sidepaths.

Also, here's a small sketch I did a while ago, seen that there's still some time, what do you think of it?

[image loading]

Fuck I missed this one. Strikes me as a playable four player map.... which is an accomplishment. Even the central bases seem holdable and not just win-more bases. Polish it up; if a standard map is what Blizz is looking for then this map could well be it (seeing as 4p maps are always in short supply). Might need a tweak to a few of the ramps to facilitate army movement but this is really promising.

Yeah, I knew you would like it, but my main issue with the map is that I'm not sure if this is the kind of thing the 1st stage judges are looking forwards to, had the TLMC been judged by the DevTeam like previous contests, I would send this one no problem seeing that this is the kind of thing they enjoy (I mean, I developed the map for them), but afaik this time the judges are mostly progamers who are pretty tired of the quirky maps, even if it is more of a standard-ish quirky one.

So yeah, overall I'm not sure what to submit given the "last moment" changes on the judging panel.
@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.
Avexyli
Profile Blog Joined April 2014
United States702 Posts
Last Edited: 2016-05-07 02:50:45
May 07 2016 02:32 GMT
#58
[image loading]

Macro Map. Subcategory would be the gold one, as the gold is close by and defendable as a natural, but punishable.

144x144.

ninja edit: fixed the distance between main and natural, squished the gap of the gold base entrance, added a ramp for the area above the gold.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 07 2016 06:01 GMT
#59
On May 07 2016 08:56 Uvantak wrote:
Show nested quote +
On May 06 2016 22:07 Plexa wrote:
On May 05 2016 13:59 Uvantak wrote:
Hmm I was wondering if you would be able to keep up with the incoming flood of maps, but nice to see that somehow you still managed to, also regarding Bastion, I agree with you at least partially regarding that the idea behind the map became lost between all the changed I did to it to avoid it becoming too Z favored based on the initial Naturals which were more open, also the general idea of the map, goes more along Dallaire, where the center of the map is secondary to the sidepaths.

Also, here's a small sketch I did a while ago, seen that there's still some time, what do you think of it?

[image loading]

Fuck I missed this one. Strikes me as a playable four player map.... which is an accomplishment. Even the central bases seem holdable and not just win-more bases. Polish it up; if a standard map is what Blizz is looking for then this map could well be it (seeing as 4p maps are always in short supply). Might need a tweak to a few of the ramps to facilitate army movement but this is really promising.

Yeah, I knew you would like it, but my main issue with the map is that I'm not sure if this is the kind of thing the 1st stage judges are looking forwards to, had the TLMC been judged by the DevTeam like previous contests, I would send this one no problem seeing that this is the kind of thing they enjoy (I mean, I developed the map for them), but afaik this time the judges are mostly progamers who are pretty tired of the quirky maps, even if it is more of a standard-ish quirky one.

So yeah, overall I'm not sure what to submit given the "last moment" changes on the judging panel.

I'd submit it anyway. So far as 4p maps go things don't get more playable than this.
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
May 07 2016 06:23 GMT
#60
On May 07 2016 11:32 Avexyli wrote:
[image loading]

Macro Map. Subcategory would be the gold one, as the gold is close by and defendable as a natural, but punishable.

144x144.

ninja edit: fixed the distance between main and natural, squished the gap of the gold base entrance, added a ramp for the area above the gold.

There's a lot of interesting ideas here but I feel like you need to show more restraint because there's so much going on that you have to wonder how much of it is actually necessary/beneficial to the map. So for instance, the high ground in the main doesn't seem to serve a useful purpose (I can only think it's useful to hide a drop; LOS blockers ala early WOL era maps could achieve the same thing in a less radical way). I'd remove those. The high ground XNT seem to only be usable by Terran, and provide questionable benefit in any eventuality (best case scenario; tanks holding that position but that's pretty unlikely IMO)

Next you have features that are in tension. I really like the destrucible rocks that need to be broken to reveal an exposed mineral line but let's think about that feature in the context of the map. The gold base is almost always going to be as a first or second expansion, meaning you're likely to have buildings/units in that area controlling the vulnerable side of the mineral line. That base might be taken then as a 4th or 5th base (more likely 5th since the high ground base near the gold is so safe) which means that destructible rock-vulnerable mineral line feature isn't really contributing much.

If I were you, I'd push for a gold base = risky base, blue base = safe base theme (which also helps to increase the validity of it being a gold base map). A starting point for this idea would be something like
[image loading]
And then you can iterate upon that until you are satisfied. You don't have to go this way obviously, but it really makes the theme of the map clear and removes the unnecessary features leading to a better experience.

Administrator~ Spirit will set you free ~
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