• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:18
CEST 16:18
KST 23:18
  • 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] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage3Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3
StarCraft 2
General
Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win Rongyi Cup S3 - Preview & Info Team Liquid Map Contest #22 - Presented by Monster Energy Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool What mix of new & old maps do you want in the next ladder pool? (SC2)
Tourneys
GSL CK - monthly team event Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
[BSL22] RO32 Group Stage so ive been playing broodwar for a week straight. ASL21 General Discussion Gypsy to Korea Pros React To: JaeDong vs Queen
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group F Escore Tournament StarCraft Season 2 [ASL21] Ro24 Group E
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Darkest Dungeon
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
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread The Chess Thread Russo-Ukrainian War Thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
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 General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Loot Boxes—Emotions, And Why…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1385 users

[M] (2) Demise on the Temple

Forum Index > SC2 Maps & Custom Games
Post a Reply
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2016-05-26 22:36:14
May 10 2016 22:16 GMT
#1

[M] (2) Demise on the Temple


Changes:
-The goldbase is closer to the natural
-The Natural is smaller
-The distance between bases is slightly shorter
-The airspace behind the main and the natural is less
-The Goldbase can be taken as save 4th base by using the desctructible rocks to close the path at the xel naga tower
-removed the middle Goldbase
-moved the 8 o'clock base closer to the 9 o'clock
-the 7 o'clock base is now an island base
-increased the blocked ramp near the xel naga watch tower, which makes 8 o'clock base more accessable
- removed the Reaper stairs
-And some more minor tweaks
Pictures:
New/Old:
[image loading]
Current Version:
[image loading]
[image loading]

Details:
+ Show Spoiler +

[image loading]


+ Show Spoiler +

[image loading]

+ Show Spoiler +

[image loading]


The Size:
playable: 134x146

Description:
Ingame map info:
- Many different pathings enable strategic army movement
- Xel Naga Towers cover keylocations on the map but not the middle
- You can chose to expand to the goldbases, but you will pay the price!

short description:
The overall distances are quite short.The distance between the naturals is almost as short as on Prion Terraces. When destroying the rocks you get access to a nearby goldbase. The distance to the goldbase is slightly shorter than to your third. But the goldbase is harder to defend and is closer to your opponent than the blue third. When chosing the 4th base you basicaly have 2 options. Either take the goldbase, if you haven't already taken it, or expand to the middle. When chosing the middle base, your reinforcement will be faster as if you would take the saver goldbase. Yes, the goldbase is the saver 4th base, as you can seal it off by destructible rocks.

Distances
Main to Main: 43 seconds
Natural to Natural: 32 seconds
Thanks to all Galactic Gaming members, <RodG> Mamba, <INFED> FläskFräskarn and <INFED> FräskFläskarn
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-05-11 08:00:17
May 11 2016 07:58 GMT
#2
Pretty interesting. At first I was going to suggest deleting the rock tower or the rock towards the gold, but it makes sense as an annoying way for the enemy to cut off reinforcements and makes the gold a riskier move. That is, if they can get in there to knock them down. Might require air units or dt's or just a random hit squad sent in.

I would say either make a path from the third (12/6 o'clock) to the corner base (1/7 o'clock) or just delete the corner bases and the land they are on. The dead space resulting from it wouldn't really matter too much, and the map already has more than enough bases. Also it encourages players to use the more interesting bases.
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
Tyrellion
Profile Joined May 2016
1 Post
Last Edited: 2016-05-11 13:33:58
May 11 2016 13:31 GMT
#3
I really like the gold bases they lead to diffrent intresting games
SkullEST
Profile Joined July 2010
Estonia32 Posts
May 15 2016 15:12 GMT
#4
good map
ZikMoZ
Profile Joined March 2014
Denmark22 Posts
May 15 2016 16:56 GMT
#5
i have played a lot of games on this map, it's super good, i wish it was in the map pool, it's so much better than the orther maps we are playing on atm.
Sweetness.751
Profile Joined April 2011
United States225 Posts
May 20 2016 21:56 GMT
#6
It appears to be a good map. Should have been a finalist imo.
Elentos wrote: Do you think only 10 life points more for Viking is enough bObA wrote: 10 life points is all you need to send someone to the Shadow Realm.
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2016-05-21 06:18:44
May 21 2016 06:18 GMT
#7
This map seems alright. It has some interesting ideas, but idea execution is not this map's strong suite. This map is pretty good for a beginner map, but overall isn't that great for the following reasons:

- The first three bases are just out right standard, nothing do different there. When it comes time to take a fourth, the central blue base in the middle of the map is the best answer. The reason the gold base connected to the nat should not be a third, or even a fourth really, is that it's just way to hard to defend. It is just as close to your opponent as the central blue fourth, it is very open with that large ramp, drops can elevator between it and the main, and get to the base to defend it is near impossible. I mean, the only way to get to the base is through that super awkward choke from the nat, which liberators, disruptors, or lurkers will happily deny from you entering.

- The central gold bases are pretty useless. They are what I call Winner Golds, in which the person who is already winning the game gets to take to secure their win. This is generally looked at as a bad thing, because it prevents comeback potential, which in turn makes the game less exciting to both play and watch.

- The three blue bases in the top right and bottom left of the map are also useless. They are super far away, and the pathing to defend them is really awkward. It's as if they were put there just because the map needed more bases. They weren't particularly designed well, nor do they really fit into the flow of the rest of the expansion pattern on this map.

- This map also has a lot of random features that don't make sense to me, such as the collapse rocks in the middle. Things on maps should have large impacts, not just minor impacts that do next to nothing.

Overall, the map is playable. The gold base connected to the nat is a really interesting idea, but its just executed really poorly. The rest of the map is alright, but I don't think this map can really support games beyond the mid game, despite having the base count to support super late games.
Former ESV Mapmaker | @Timetwister22
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2016-05-21 07:41:15
May 21 2016 07:36 GMT
#8
On May 21 2016 15:18 Timetwister22 wrote:
This map seems alright. It has some interesting ideas, but idea execution is not this map's strong suite. This map is pretty good for a beginner map, but overall isn't that great for the following reasons:

- The first three bases are just out right standard, nothing do different there. When it comes time to take a fourth, the central blue base in the middle of the map is the best answer. The reason the gold base connected to the nat should not be a third, or even a fourth really, is that it's just way to hard to defend. It is just as close to your opponent as the central blue fourth, it is very open with that large ramp, drops can elevator between it and the main, and get to the base to defend it is near impossible. I mean, the only way to get to the base is through that super awkward choke from the nat, which liberators, disruptors, or lurkers will happily deny from you entering.

- The central gold bases are pretty useless. They are what I call Winner Golds, in which the person who is already winning the game gets to take to secure their win. This is generally looked at as a bad thing, because it prevents comeback potential, which in turn makes the game less exciting to both play and watch.

- The three blue bases in the top right and bottom left of the map are also useless. They are super far away, and the pathing to defend them is really awkward. It's as if they were put there just because the map needed more bases. They weren't particularly designed well, nor do they really fit into the flow of the rest of the expansion pattern on this map.

- This map also has a lot of random features that don't make sense to me, such as the collapse rocks in the middle. Things on maps should have large impacts, not just minor impacts that do next to nothing.

Overall, the map is playable. The gold base connected to the nat is a really interesting idea, but its just executed really poorly. The rest of the map is alright, but I don't think this map can really support games beyond the mid game, despite having the base count to support super late games.


Would have been really nice to proove all your points in the map contest tourney hosted by Blizzard and those BTTV
guys.
The only point i fully agree is the point that the last 2 bases are more or less just there to have more bases to expand in the late game. Which might be better executed on other maps but as an experienced player wasnt that important in my opinion. They are still easy reachable by both players and the delta distance between the main bases to those bases is neglectable.
wjat
Profile Joined August 2015
385 Posts
May 21 2016 16:40 GMT
#9
this map looks awesome^^
IIEclipseII
Profile Joined February 2016
Germany157 Posts
May 26 2016 21:57 GMT
#10
Due to feedback from monk, I did some major changes to the map layout.
Fer_BambooPanda08
Profile Joined May 2016
2 Posts
May 27 2016 02:46 GMT
#11
Is gannam terran viable? If it is, and if is not op nor unfun to play against , is nice to have a map that adds 1 agreesive strategy for terran. You could play economical gannam though. Or maybe make an allin work well for terran; and terrans lack effective all-ins.

Overall, gannam on this map could add great variaty to sc2, or be very bad for the game.
Please log in or register to reply.
Live Events Refresh
Next event in 9h 42m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 268
Hui .198
ProTech120
trigger 102
StarCraft: Brood War
Calm 5853
Bisu 3617
Horang2 2993
Jaedong 2022
Soma 1013
EffOrt 717
Shuttle 610
Larva 531
Aegong 472
Stork 402
[ Show more ]
Light 329
Soulkey 293
Snow 259
Hyuk 238
Mini 230
ZerO 220
ggaemo 195
Rush 168
actioN 152
JYJ 89
hero 80
Sharp 47
[sc1f]eonzerg 47
Shinee 45
Backho 43
sSak 41
Hm[arnc] 36
Movie 31
Terrorterran 23
Sacsri 16
910 15
Noble 14
soO 14
ajuk12(nOOB) 13
zelot 13
Icarus 7
Dota 2
Gorgc4485
qojqva2524
Counter-Strike
fl0m2040
oskar91
Other Games
singsing2294
Liquid`RaSZi1063
B2W.Neo790
hiko684
Lowko349
crisheroes277
RotterdaM200
XcaliburYe157
XaKoH 133
ArmadaUGS88
QueenE80
Mew2King70
ZerO(Twitch)16
Organizations
StarCraft: Brood War
UltimateBattle 513
Other Games
BasetradeTV481
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV554
• lizZardDota246
League of Legends
• Nemesis3214
Upcoming Events
PiGosaur Cup
9h 42m
Replay Cast
18h 42m
Kung Fu Cup
21h 42m
Replay Cast
1d 9h
The PondCast
1d 19h
CranKy Ducklings
2 days
WardiTV Team League
2 days
Replay Cast
3 days
CranKy Ducklings
3 days
WardiTV Team League
3 days
[ Show More ]
uThermal 2v2 Circuit
4 days
BSL
4 days
Sparkling Tuna Cup
4 days
WardiTV Team League
4 days
BSL
5 days
Replay Cast
5 days
Replay Cast
5 days
Wardi Open
5 days
Liquipedia Results

Completed

CSL Elite League 2026
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
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
BLAST Bounty Winter 2026

Upcoming

Escore Tournament S2: W2
IPSL Spring 2026
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
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.