• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:52
CEST 23:52
KST 06:52
  • 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 Play2Team 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 @ BlizzCon55.0.16 Hotfix (June 30) - Balance + Bug Fixes7Weekly 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)98
StarCraft 2
General
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon 5.0.16 Hotfix (June 30) - Balance + Bug Fixes 5.0.16 patch for SC2 goes live (8 worker start) Grayware Tech Services: Professional Help for Cryp ByuL, and the Limitations of Standard Play
Tourneys
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> Sparkling Tuna Cup - Weekly Open Tournament
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
ProGamer Paychecks Story BW General Discussion ASL 22 Proposed Map Pool Best thing happen to StarCraft since Remastered? Data needed
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
ZeroSpace at Steam NextFest - Last free demo Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Beyond All Reason
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
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine
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
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
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6650 users

[M] (2) Abyssal Reef

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2016-08-14 20:46:09
August 14 2016 20:44 GMT
#1

[image loading]

Abyssal Reef
is a macro friendly two player map that is based on The Great Barrier Reef.

I first want to give a huge shoutout to Team CruX, but mainly EastWindy for creating Abyssal City. It was probably my favorite map, aesthetically ever made and I've always wanted to do some type of underwater map. I finally got the motivation (and a layout I like) so I thought it's finally time. This map is a shout-out to you guys! Cheers!

[image loading]
_____

Map Bounds: 158x134
Sixteen 8m2g bases
Two Xel'Naga Watchtowers

Uploaded to all regions

~45sec main townhall to main townhall
~35sec nat to nat


Texture Set:
+ Show Spoiler +

Elsecaro 1
Xil Dirt Cracked
Agria Rock
Shakuras Sand Dark
ElsecaroCity3
Redstone Mud
Immortal Forge ROck
IceWOrldEx2_8

_____

Main
+ Show Spoiler +

[image loading]


Natural
+ Show Spoiler +

[image loading]

Natural Wall Off
[image loading]


3rds
+ Show Spoiler +

[image loading]

[image loading]


Forward Base + Watchtower
+ Show Spoiler +

[image loading]


Corner Base
+ Show Spoiler +

[image loading]


Middle
+ Show Spoiler +

[image loading]


_____

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


_____

Thoughts:

Fairly safe main & natural. Both 3rds are viable depending on which type of style you'd like to play. Plenty of harass & flanking available. Unsure if I'll keep the watchtowers as they seem awfully defensive early but I think especially when the rocks get taken down they become very fun to play around with.

Any and all feedback is appreciated.

Thank You,
SidianTheBard

Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Hexe
Profile Joined August 2014
United States332 Posts
Last Edited: 2016-08-15 00:48:04
August 15 2016 00:46 GMT
#2
I love the middle of the map. The cavity or hole right in the center, coupled with the great aesthetics, makes it a memorable location. It's been a long time since I've seen something stand out this much on the tl forums.

The lighting however makes the map look flat, and I think it needs to be toned down. Its very hard for me to look at the images let alone play.

edit: all around gorgeous details and look
Avexyli
Profile Blog Joined April 2014
United States711 Posts
August 15 2016 01:12 GMT
#3
This map makes me...

wet.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 15 2016 02:24 GMT
#4
decoration is fantastic, do units float upwards upon death like on abyssal city?
vibeo gane,
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2016-08-15 03:19:17
August 15 2016 02:58 GMT
#5
@Hexe - I could play around with the bloom effect a little bit to try to make it not so noticeable. I basically used the same lighting as Abyssal City was though, although there are brighter colors in this map so that could be why.

There was a couple different lighting I was looking at though, especially using a type of light that really made the colors pop. I went with the Abyssal City type lighting just because I wanted to try to give it an "underwater" type lighting.

Lighting Examples:
+ Show Spoiler +

Current:
[image loading]

Another Option:
[image loading]

Colors Pop:
[image loading]




@Avexyli - Ba da tshhh. =P

@Negative - Yup, very low gravity so somethings will float up. =)
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Isarios
Profile Joined March 2014
United States153 Posts
August 15 2016 07:51 GMT
#6
so, do i get water effects and things also on this map??
Blahhh
Woobz
Profile Joined August 2016
Canada23 Posts
August 15 2016 08:08 GMT
#7
I think it would be a lot more interesting if the middle of the map was more open. Most of the map is narrow paths and the line of sight blockers/narrowness of the center doesn't help. Great aesthetics though! Really pretty!
Knatterking
Profile Joined April 2014
Germany405 Posts
Last Edited: 2016-08-15 18:33:25
August 15 2016 18:30 GMT
#8
Siiiiiick, I love it

Edit: How will you wall-off as Protoss?
SidianTheBard
Profile Joined October 2010
United States2475 Posts
August 15 2016 19:24 GMT
#9
@Isarios - Well, some units will "float" up when they did (like in abyssal city), there are also some random fish swimming by. By your natural, some fish even swim up to your minerals!

@Woobz - I'd be tempted to remove the smaller batch of sight blockers in the middle and possibly open it up a tiny bit. I think I'd almost prefer to open the edges around the outside of the map more to hopefully make players want to use the outside rather then quickly rushing through the middle.

@Knatterking - I included a picture of a possible wall-off for Protoss under the "Natural" section. You can wall off with 3 gateways + 1 zeal completely. Or you can wall off the rock side with just 1 pylon and watch the ramp. I thinking it's good enough but time will tell.

---

Thanks for all the kind words about the aesthetics guys, appreciate it! =)
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Ve5pa
Profile Joined December 2014
United Kingdom252 Posts
August 15 2016 19:35 GMT
#10
Just gorgeous...
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2016-08-16 02:16:55
August 16 2016 01:28 GMT
#11
Couple of changes I'm contemplating on doing. I haven't done these yet, but it might be a possibility.

Remove some of the Sight blockers in the middle and made the giant hole in the middle a tiny bit smaller to make the middle not as choked.
+ Show Spoiler +

[image loading]


Re-arrange the gas on the natural to put both of them by your main, this allows me to move the ramp down (to make room for the changes to the forward 3rd) as well as move the actual natural base a tiny bit. Add rocks that cover 1/2 the ramp, thus you can easily 3warp gate to completely wall off if wanted.
+ Show Spoiler +

[image loading]


Change up the gas position of the forward third, add a 3x ramp that connects to the 3rd (makes rotating/flow of the map a ton better), and got rid of the watchtower.
+ Show Spoiler +

[image loading]


___

I've also had a ton of feedback regarding the lighting of the map. I'm still torn on this as I think the way it looks now makes it really have that "underwater" feel, yet it might be a little uncomfortable to play on, which is something that would need fixing.
___

How the new overview would like like:

[image loading]

Again, these are just some thoughts I'm thinking of as I get more and more feedback. I probably won't go through with any of them immediately but just letting people know I am open to suggestions. =)

Thanks again all!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Avexyli
Profile Blog Joined April 2014
United States711 Posts
August 16 2016 02:56 GMT
#12
I still have concerns that the nautral is too difficult to wall off. You'd need to cut away from the terrain, more likely from the side from the main.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-08-16 19:05:58
August 16 2016 19:05 GMT
#13
looks like a somewhat standard wall is possible with the proposed changes. you could pylon+3x3+3x3 the ramp and pylon+adept the small opening nearby. Or maybe even less buildings are required than that. Hard to tell from overview. But I think at the most you are building the same # of buildings you would for a normal wall.
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
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 16 2016 20:04 GMT
#14
Good changes sid, looking great. Not sure you need the rocks on the nat ramp, maybe just add a tree/barnacle to reduce the wall by 1 square and shift the big rocks on the 2nd entrance by 1 square? Seems really easy to defend the nat now, and the base density is really high until 5 bases, so I don't think you should make it an "auto" macro map.
Comprehensive strategic intention: DNE
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2016-08-17 00:00:02
August 16 2016 23:59 GMT
#15
New Overview I"m playing around with: Basically changed up the 6/12 bases to make it much more opened. It makes it a much better option for zerg as a 4th (maybe 3rd?) and I could now see terran taking it as a 4th since it'd be pretty close to how you rally your units anyway. It does make it a lot less choked off to help with army movement, but just weighing my thoughts.

Also made the choke outside your main ramp a little bigger so if siege tanks get behind the rocks they shouldn't be as devastating. Plus, doing it this way I get some more "coral pod" locations...so more colors & fish!!! =)



[image loading]

Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Isarios
Profile Joined March 2014
United States153 Posts
August 18 2016 10:57 GMT
#16
Btw. You made Habitation station? The Scarlett, sos and bomber games map? That map was fun for the shake up.

Cool! Yay for fish!

That whole rock placed on the natural into that other expansion just really reminds me of the map that's already in the map pool with that gold. And its kinda clunky.

As a "noob" this map is extremely confusing as to where to take a 3rd. That close 3rd is so attackable from the ledge that you can't easily defend. The other option is blocked by those rocks. And the far one is... pretty far.
So... I'm totally lost. I can't see a viable 3rd on this map. And viable 3rds are really important for Zerg and Protoss atm. Most Protoss builds want a fast 3rd.

The far corners of the map are sooooooo far away. They feel like they won't get used much. Sure its an easy 5th base, but that's not even a good thing: its hard to get a 3rd, and giving free 5th bases is not great for the game either.

I think you should avoid creating that double entrance with the rocks. It looks extremely forced and it creates too many problems. You could then put the 3rd on the same layer as the 2nd, making a ramp situation to attack into the 3rd. Which might be more interesting. ex. King Sejong is a low ground 3rd, vs a high ground 3rd.
Blahhh
SidianTheBard
Profile Joined October 2010
United States2475 Posts
Last Edited: 2016-08-26 02:12:33
August 26 2016 02:11 GMT
#17
Few minor changes. Still playing around with the natural. Added a couple different doodads to create a little more chokes around the corner bases and the 3rd that hugs the main.

[image loading]

---

Natural change:
+ Show Spoiler +

[image loading]
[image loading]


---

@Isarios
Yeah, not sure if 3rds are still too difficult to take. When you take the low ground 3rd, yes you have to defend the high ground behind you but it's pretty easy to rotate army up that way. Also, unless they drop it's going to take awhile to move an army there unless they take down the rocks. I also added a couple little doodads/cliffs by the 3rd hugging your main to make that possibly a little more desirable.

Also, added more colors, more fish, more bubbles & a little bit more fog in areas. Because why not! =P
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2016-08-26 07:36:04
August 26 2016 07:34 GMT
#18
New nat is better than the 2 rock version for sure.

It occurred to me that this is almost a "guaranteed 3 base map" even with the new nat, by that I mean that aggression before 3 base seems like it would be extremely uncommon, due to how both sets of rocks make most attacks have a super long rush distance or time invested, and also the way that back path is setup makes the attacker have an awkward angle/shitty concave. Of course the 3rds aren't super easy so it could be more a game of denying people's 3rds rather than the game actually always reaching 3 base, but that nat seems hard to attack.

Now granted, 2 base being hard to take down may not even be a bad thing. More of a "how much range of games do I want my map to have" thing. In the TLMC map tourney it was the general consensus that longer games = better games. Korhal Killzone still sits at the bar and gets shitfaced over this fact, amirite? So maybe this is not even close to turtley enough lol, better tighten up those 3rd chokes.
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
MrMcScribbles
Profile Joined October 2015
United States21 Posts
September 21 2016 01:48 GMT
#19
Great job on the aesthetics overall on this map. It takes a creative mind to really push the bounds on what ppl expect to see when someone sez "starcraft2 map". Great job and keep up the good works.
NsElin
Profile Joined May 2015
2 Posts
September 30 2016 13:39 GMT
#20
Can I use the sc2 tournament?
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Bombastic Starleague
20:00
GosuLeague Ro16 - Swiss
ZZZero.O115
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 631
Railgan 130
StarCraft: Brood War
ZZZero.O 115
Artosis 32
Purpose 12
Bale 5
Dota 2
Gorgc4287
Counter-Strike
fl0m1473
Super Smash Bros
PPMD57
Other Games
summit1g7969
Grubby3126
FrodaN794
shahzam676
C9.Mang0223
UpATreeSC114
JuggernautJason28
Organizations
Dota 2
PGL Dota 2 - Main Stream274
Other Games
BasetradeTV226
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• musti20045 23
• Hupsaiya 9
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie857
• Shiphtur318
Upcoming Events
PiGosaur Cup
2h 8m
Kung Fu Cup
13h 8m
Replay Cast
1d 2h
CrankTV Team League
1d 13h
Bombastic Starleague
1d 22h
The PondCast
2 days
HomeStory Cup
2 days
Replay Cast
3 days
HomeStory Cup
3 days
Replay Cast
4 days
[ Show More ]
HomeStory Cup
4 days
Sparkling Tuna Cup
5 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Proleague 2026-06-29
Douyu Cup 2026
Murky Cup 2026

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
CSL Season 21: Qualifier 2
SCTL 2026 Spring
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
Eternal Conflict S2 E1
Heroes Pulsing #3
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.