• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:59
CEST 07:59
KST 14:59
  • 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
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall11HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7Weekly Cups (June 30 - July 6): Classic Doubles7[BSL20] Non-Korean Championship 4x BSL + 4x China10Flash Announces Hiatus From ASL76
StarCraft 2
General
RSL Revival patreon money discussion thread The GOAT ranking of GOAT rankings Weekly Cups (June 30 - July 6): Classic Doubles Server Blocker RSL Season 1 - Final Week
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event $5,100+ SEL Season 2 Championship (SC: Evo) $25,000 Streamerzone StarCraft Pro Series announced Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
[ASL19] Finals Recap: Standing Tall BGH Auto Balance -> http://bghmmr.eu/ Flash Announces Hiatus From ASL BW General Discussion A cwal.gg Extension - Easily keep track of anyone
Tourneys
2025 ACS Season 2 Qualifier [Megathread] Daily Proleagues Small VOD Thread 2.0 Last Minute Live-Report Thread Resource!
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile CCLP - Command & Conquer League Project The PlayStation 5 Nintendo Switch Thread
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 Things Aren’t Peaceful in Palestine The Accidental Video Game Porn Archive Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\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
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 599 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 4h 1m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 277
StarCraft: Brood War
PianO 2866
Leta 671
Noble 22
Dota 2
NeuroSwarm133
League of Legends
JimRising 755
Counter-Strike
Stewie2K1271
Heroes of the Storm
Khaldor188
Other Games
summit1g13059
WinterStarcraft578
ViBE233
ToD141
Organizations
Other Games
gamesdonequick38729
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH330
• OhrlRock 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1994
Upcoming Events
Sparkling Tuna Cup
4h 1m
RSL Revival
4h 1m
Classic vs Clem
FEL
9h 1m
Elazer vs Spirit
Gerald vs MaNa
BSL20 Non-Korean Champi…
12h 1m
Bonyth vs Dewalt
QiaoGege vs Dewalt
Hawk vs Bonyth
Sziky vs Fengzi
Mihu vs Zhanhun
QiaoGege vs Zhanhun
Fengzi vs Mihu
Wardi Open
1d 5h
Replay Cast
2 days
WardiTV European League
2 days
PiGosaur Monday
2 days
uThermal 2v2 Circuit
3 days
Replay Cast
3 days
[ Show More ]
The PondCast
4 days
Replay Cast
4 days
Epic.LAN
5 days
CranKy Ducklings
6 days
Epic.LAN
6 days
BSL20 Non-Korean Champi…
6 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Liquipedia Results

Completed

KCM Race Survival 2025 Season 2
HSC XXVII
NC Random Cup

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
2025 ACS Season 2: Qualifier
BSL20 Non-Korean Championship
CSLPRO Last Chance 2025
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

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
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.