Hello! This is the second time I post a new topic on TL. I wanted to introduce some of my newest maps.
After completing Judgement, I looked at many maps here on TL and Korean sites to learn more about mapping. I realized that I still had to improve. I have many remaining short points even now so I'm trying to fix them slightly by time.
My maps are usually dull and seems not interesting. This is because I prefer easy, safe ways to make paths. I'm trying to put more features and intended warfields to differentiate my maps these days...
I arranged the maps by chronological order.
◇ Judgement ◇
![[image loading]](http://i.imgur.com/T0nBW1q.png)
Size - 160 * 160 (176 * 184)
Number of players - 2
Tileset - Aiur City (+ Shakuras City, Slayn)
Spawn Positions - 2, 5, 8, 11
Base Count - 20
Uploaded on - NA, EU, SEA, KR
◇ Overview
+ Show Spoiler +
![[image loading]](http://i.imgur.com/Q4KQAUu.png)
◇ Details
+ Show Spoiler +
![[image loading]](http://i.imgur.com/3PuMMx6.png)
![[image loading]](http://i.imgur.com/p0VrvN2.png)
![[image loading]](http://i.imgur.com/kF0B1E5.png)
◇ Description
- A 4 player point symmetry map with back expansions just like 'Dusk Towers'. Encourages a prolonged macro games.
- Entrance of the Natural is wide as 'Dusk Towers', but it is narrowed by two 4 * 4 destructible rocks somewhat like 'Nimbus'. Players can adjust the width by their needs.
- Players can select the fourth base by considering the opponents' location. By destroying the rock on high places on the center, they can shorten the rush path.
◇ Great Kyungsung ◇
![[image loading]](http://i.imgur.com/rOk4U3O.png)
Size - 164 * 164 (184 * 192)
Number of players - 4
Tileset - Korhal City (+Tarsonis City, Aiur Temple, Phaeton)
Spawn Positions - 1, 2, 7, 8
Base Count - 16
Uploaded on - NA, EU, SEA, KR
◇ Overview
+ Show Spoiler +
![[image loading]](http://i.imgur.com/pSAgjjE.png)
◇ Details
+ Show Spoiler +
![[image loading]](http://i.imgur.com/0KUVfkh.png)
◇ Description
- A 4 player horizontally symmetry map. I tried to make a map without Judgement's short points. Unreachable space is reduced, and rotational unbalance is reduced. But yes, it's just another simple standard map. Only the diagonal starting locations are spawned. (1 and 7, 2 and 8) Players can take bases on center(with blockable rock) to take abnormal decisions. Push hard with hatchery or rolling the rock to make them safer.
- Kyungsung is an old word for Seoul. I designed the map as a city where the old and the new coexist.
◇ Nexon Arena ◇
![[image loading]](http://i.imgur.com/EHXvGU5.png)
Size - 148 * 148 (168 * 176)
Number of players - 2
Tileset - Korhal City Ex2 (+ Korhal, Elsecaro, TarsonisInterior)
Spawn Positions - 1, 8
Base Count - 15
Uploaded on - NA, EU, SEA, KR
◇ Overview
+ Show Spoiler +
![[image loading]](http://i.imgur.com/gXWkGma.png)
◇ Details
+ Show Spoiler +
![[image loading]](http://i.imgur.com/6UlpmGO.png)
![[image loading]](http://i.imgur.com/ikPosoP.png)
![[image loading]](http://i.imgur.com/kQa7QDL.png)
![[image loading]](http://i.imgur.com/4ymSd63.png)
![[image loading]](http://i.imgur.com/RaozOst.png)
![[image loading]](http://i.imgur.com/zN6BvOb.png)
◇ Description
This map was unintentionally made into a melee map. I just designed e-sports stadium 'Nexon Arena' on the center, then someone wanted it to be a playable map. I brang features of New Gettysburg's bases structure and back-naturals. Bottomright space of the map is like a tactical space, which can be used to turnabout the game. It's a simple map with fixed rush route and bases' order.
- I designed the map as a modern, realistic city this time.
◇ Carnival Night ◇
![[image loading]](https://i.imgur.com/Ktgqrp1.png)
Size - 148 * 148 (176 * 184)
Number of players - 2
Tileset - Korhal City Ex2 (+ Elsecaro, Moebius Lab)
Spawn Positions - 5, 11
Base Count - 14
Uploaded on - NA, EU, SEA, KR
◇ Overview
+ Show Spoiler +
![[image loading]](http://i.imgur.com/Mxgd9AW.png)
◇ Details
+ Show Spoiler +
![[image loading]](http://i.imgur.com/teIdF3h.png)
![[image loading]](http://i.imgur.com/kRNoBbI.png)
![[image loading]](http://i.imgur.com/fYVFwhk.png)
![[image loading]](http://i.imgur.com/eFy9HKi.png)
![[image loading]](http://i.imgur.com/EgsGv0E.png)
![[image loading]](http://i.imgur.com/4KAK0LJ.png)
![[image loading]](http://i.imgur.com/704OQrf.png)
◇ Description
- This map was not like this before, but I revamped it to make it better. I intended to give varying choices when getting triple bases. The one with rock-blocked path would be better for Zerg players. Sight blockers are placed to make attacks from side easier.
- Sonic 3’s stage ‘Carnival Night’ was the motif. I used dazzling doodads to depict night scenery.
- Edit on 2017.02.02: Updated the visual design. Main is now wider.
◇ Eversong Woods ◇
![[image loading]](https://i.imgur.com/GkK63h6.png)
Size - 148 * 148 (168 * 176)
Number of players - 2
Tileset - Aiur Temple (+ JarbanMinor, Endion, ElsecaroCity, BelShirEx2)
Spawn Positions - 2, 5
Base Count - 14
Uploaded on - NA, EU, SEA, KR
◇ Overview
+ Show Spoiler +
![[image loading]](https://i.imgur.com/VGxBomT.png)
◇ Details
+ Show Spoiler +
![[image loading]](https://i.imgur.com/VtpSuzA.png)
![[image loading]](https://i.imgur.com/EYepYNY.png)
![[image loading]](https://i.imgur.com/HiXYl6l.png)
![[image loading]](https://i.imgur.com/4NkL3VO.png)
![[image loading]](https://i.imgur.com/oulNY2y.png)
◇ Description
- I gathered features of my old maps to make this map. The blockable, narrow path on center and two wide hills next to it. I wanted a map where rush and macro can both be planned. But players should get bases in a fixed order if not considering gold base. I couldn't fix this so I decided to leave this as a feature..
- Edit on 2017.02.02: Triple base was placed on upper lands and became more defensive. Sight blockers were placed to encourage tactical movements.
- I designed the map with red maple trees, then couldn’t decided the title. Jacky recommended a wow related title so I went for it. For Lord Theron!
◇ The Four Seasons ◇
![[image loading]](https://i.imgur.com/htQHchR.png)
Size - 148 * 148 (184 * 192)
Number of players - 4
Tileset - BelShir (+ JarbanMinor, Endion, TarsonisInterior, IceWorldEx2, ElsecaroCity)
Spawn Positions - 2, 5, 8, 11
Base Count - 20
Uploaded on - NA, EU, SEA, KR
◇ Overview
+ Show Spoiler +
![[image loading]](https://i.imgur.com/uhtct2M.png)
◇ Details
+ Show Spoiler +
![[image loading]](https://i.imgur.com/crTleyg.png)
![[image loading]](https://i.imgur.com/Tj3o0js.png)
![[image loading]](https://i.imgur.com/e2X9uro.png)
![[image loading]](https://i.imgur.com/BSmYkHR.png)
![[image loading]](https://i.imgur.com/YsNrpVv.png)
◇ Description
- Natural and triple bases of rotational 4 player map lead to unbalance for different players. I tried to reduce it by putting triple bases connected to naturals. They are technically similar to naturals on back. Further bases are placed just to fit in circular balance. Those further bases’ spaces are too wide, but whenever I try to fix them it leads to much bigger disorder..
- This map simply started from an idea to put four seasons into one map. Spring part was greatly inspired by Namaste.
- Edit on 2017.02.02: Main became wider. Natural became narrow enough to wall. (Thx to -NegativeZero-.)
◇ Dulle-gil ◇
![[image loading]](https://i.imgur.com/6kmMKpd.png)
Size - 164 * 132 (184 * 160)
Number of players - 2
Tileset - Badlands (Mixed)
Spawn Positions - 2, 5
Base Count - 14
Uploaded on - not yet
◇ Overview
+ Show Spoiler +
![[image loading]](https://i.imgur.com/Eg9pZ98.png)
◇ Description
- Another simple map just with many paths. I just wanted to make a map with many rush-routes. Now I can say this map is really boring map..
- I tried to make badlands tileset in SC2. Dulle-gil is a Korean word for surrounding path in mountains.
◇ Broken Shore ◇
![[image loading]](https://i.imgur.com/s1wON9W.png)
Size - 136 * 160 (152 * 184)
Number of players - 2
Tileset - Char (+ Slayn)
Spawn Positions - 2, 8
Base Count - 16
Uploaded on - NA, EU, SEA, KR
◇ Overview
+ Show Spoiler +
![[image loading]](http://i.imgur.com/73FGo8H.png)
◇ Details
+ Show Spoiler +
![[image loading]](https://i.imgur.com/UkG3DVQ.png)
![[image loading]](https://i.imgur.com/T3PPraj.png)
![[image loading]](https://i.imgur.com/dQDOE5G.png)
![[image loading]](https://i.imgur.com/SPdr5pm.png)
◇ Description
- This time I wanted to be different from my dull style. Triple bases were placed similar to King Sejong station's naturals. After triple bases, players can choose different paths and bases. I tried to make a map with diverse circumstances.
- I designed the map while playing Legion’s Broken Shore event. I wanted to reproduce feelings of Burning Legion.
- Edit on 2017.02.02: Layout were heavily edited.
◇ Uldum ◇
![[image loading]](https://i.imgur.com/oHV0hQD.png)
Size - 148 * 148 (184 * 192)
Number of players - 2
Tileset - Mar Sara, Phaeton (+ Elsecaro)
Spawn Positions - 11, 5
Base Count - 16
Uploaded on - NA, EU, SEA, KR
◇ Overview
+ Show Spoiler +
![[image loading]](https://i.imgur.com/CP4Mbmq.png)
◇ Details
+ Show Spoiler +
![[image loading]](https://i.imgur.com/Af9ivMZ.png)
![[image loading]](https://i.imgur.com/8Qg3bns.png)
![[image loading]](https://i.imgur.com/6mWo96Q.png)
![[image loading]](https://i.imgur.com/ncsoWli.png)
![[image loading]](https://i.imgur.com/RZ4JJKr.png)
![[image loading]](https://i.imgur.com/YTjOTbS.png)
◇ Description
- Varying rush routes. Narrow and short route can be easily blocked. Once it is disabled, players can use wider and longer routes next to it.
- I just felt like making a desert map.
◇ Stormwind ◇
![[image loading]](http://i.imgur.com/oiFobtx.png)
Size - 164 * 164 (176 * 184)
Number of players - 4
Tileset - CompoundSewers, CompoundMansion
Spawn Positions - 1, 5, 7, 11
Base Count - 24
Uploaded on - NA, EU, SEA, KR
◇ Overview
+ Show Spoiler +
![[image loading]](http://i.imgur.com/ijZuork.png)
◇ Details
+ Show Spoiler +
![[image loading]](http://i.imgur.com/FPcK9Tv.png)
![[image loading]](http://i.imgur.com/WsiVxaY.png)
![[image loading]](http://i.imgur.com/WrmPGoQ.png)
![[image loading]](http://i.imgur.com/4dLBKHt.png)
◇ Description
- At first, this map was a shape of advanced Great Kyungsung. But as diagonally symmetric mains are vulnerable to air harass from every directions, the whole map was revamped. (Thanks to Jacky's comments)
- Intended to encourage an extreme macro games. All bases except two ones on center are relatively safe.
- Rock between natural and 3rd provides an extra defense-route for defenders.
- Two entrances to highlands can be chosen to defend/attack main-natural-3rd. The wider and the narrower.
- Two islands with air blockers make horizontal distances farther.
- Base on center becomes safer when the rock on defenders' side is destroyed.
- Designed as a city of Stormwind.
◇ Orgrimmar ◇
![[image loading]](http://i.imgur.com/YfvH6hz.png)
Size - 164 * 164 (176 * 184)
Number of players - 4
Tileset - MarSaraEx2
Spawn Positions - 1, 5, 7, 11
Base Count - 24
Uploaded on - NA, EU, SEA, KR
◇ Overview
+ Show Spoiler +
![[image loading]](http://i.imgur.com/KiKPkXi.png)
◇ Details
+ Show Spoiler +
![[image loading]](http://i.imgur.com/v6QsigE.png)
![[image loading]](http://i.imgur.com/YbSnxj2.png)
![[image loading]](http://i.imgur.com/z5JMy8c.png)
![[image loading]](http://i.imgur.com/08JKmBn.png)
◇ Description
- A macro map with a distinct natural/3rd layout.
- The safer 3rd becomes highly vulnerable after early games. Inspired by Crux Terminus.
- Much more dangerous gold is placed in front of natural. It can be easily defended after the surrounding bases are acquired.
- Breaking rock and taking the base beyond it provides defender the safest defense line.
- Designed to portray Orgrimmar.
◇ Geumgangsan ◇
![[image loading]](http://i.imgur.com/XU2p1QL.png)
Size - 156 * 156 (176 * 184)
Number of players - 2
Tileset - ElsecaroCity, BelshirEx2
Spawn Positions - 11, 5
Base Count - 16
Uploaded on - NA, EU, SEA, KR
◇ Overview
+ Show Spoiler +
![[image loading]](http://i.imgur.com/CUP8T3p.png)
◇ Details
+ Show Spoiler +
![[image loading]](http://i.imgur.com/DAcDeP2.png)
![[image loading]](http://i.imgur.com/5JDTAAh.png)
![[image loading]](http://i.imgur.com/onddRwW.png)
![[image loading]](http://i.imgur.com/2iWPNdZ.png)
![[image loading]](http://i.imgur.com/hdK8YDI.png)
![[image loading]](http://i.imgur.com/AdrqS5h.png)
◇ Description
- A macro map with an unusual feature.
- Force fields are blocking the way to pocket island. Breaking these leads to faster third, but requires fixed tech. The 4x4 rock is placed to prevent lifting command centers. It has 1 armor and 1200 hp.
- The pocket base can be also acquired later by breaking huge rock on natural.
- 4x4 rock helps wall-ins of natural. As the entrance covers three bases at most, I designed it to be wider in later games.
- Lots of rush routes are available. The shortest route can be easily defended by triple ramps. Breaking huge rocks on middle gives attacker a wider ramp to attack.
- Two Xel'Naga towers were placed to help spotting drops by outer portions.
◇ Court of Owls ◇
![[image loading]](http://i.imgur.com/k6eS6Ob.png)
Size - 156 * 156 (176* 184)
Number of players - 2
Tileset - CompoundMansion, CompoundSewer, Elsecaro
Spawn Positions - 11, 5
Base Count - 16
Uploaded on - NA, EU, SEA, KR
◇ Overview
+ Show Spoiler +
![[image loading]](http://i.imgur.com/VPg5Uo1.png)
◇ Details
+ Show Spoiler +
![[image loading]](http://i.imgur.com/GOsLFQu.png)
![[image loading]](http://i.imgur.com/TVBKTQk.png)
![[image loading]](http://i.imgur.com/J1wZWzu.png)
![[image loading]](http://i.imgur.com/GmIEX68.png)
![[image loading]](http://i.imgur.com/dCNsbww.png)
![[image loading]](http://i.imgur.com/g8nymJ9.png)
◇ Description
- A 2 player point symmetry map with new features.
- More details are avaliable at here.
◇ Midnight(Twilight Princess) ◇
![[image loading]](http://i.imgur.com/9EPYyX3.png)
Size - 148 * 164 (168 * 196)
Number of players - 2
Tileset - ShakurasTemple, ShakurasCity
Spawn Positions - 1, 7
Base Count - 16
Uploaded on - NA, EU, SEA, KR
◇ Overview
+ Show Spoiler +
![[image loading]](http://i.imgur.com/0NTiNGe.png)
◇ Details
+ Show Spoiler +
![[image loading]](http://i.imgur.com/cki7wkw.png)
![[image loading]](http://i.imgur.com/wLedh7R.png)
![[image loading]](http://i.imgur.com/u3yL91D.png)
![[image loading]](http://i.imgur.com/cIhJCRZ.png)
![[image loading]](http://i.imgur.com/uVGlyZH.png)
![[image loading]](http://i.imgur.com/VTTKoue.png)
◇ Description
- A 2 player point symmetry map. Very standard map like a 2 player Judgement.
- More details are avaliable at here.
◇ Void Piercer ◇
![[image loading]](http://i.imgur.com/Oum6bG5.png)
Size - 148 * 148 (168 * 176)
Number of players - 2
Tileset - ShakurasCity, Cybros, Xel'Naga Cavern
Spawn Positions - 2, 8
Base Count - 16
Uploaded on - NA, EU, SEA, KR
◇ Overview
+ Show Spoiler +
![[image loading]](http://i.imgur.com/URueiQ0.png)
◇ Details
+ Show Spoiler +
![[image loading]](http://i.imgur.com/P4pICHV.png)
![[image loading]](http://i.imgur.com/CjlSgxr.png)
![[image loading]](http://i.imgur.com/OdSrhWk.png)
![[image loading]](http://i.imgur.com/SCNLZTP.png)
![[image loading]](http://i.imgur.com/EZw2PXm.png)
![[image loading]](http://i.imgur.com/UlVto7E.png)
◇ Description
- A 2 player point symmetry map. Standard map with a little variation.
- More details are avaliable at here.
◇ Gardens by the Bay ◇
![[image loading]](http://i.imgur.com/nPgMlKS.png)
Size - 156 * 156 (168 * 176)
Number of players - 2
Tileset - AiurEx2, CompoundMansion, TarsonisEx2
Spawn Positions - 11, 5
Base Count - 16
Uploaded on - NA, EU, SEA, KR
◇ Overview
+ Show Spoiler +
![[image loading]](http://i.imgur.com/Ru3clIa.png)
◇ Details
+ Show Spoiler +
![[image loading]](http://i.imgur.com/FuWgFze.png)
![[image loading]](http://i.imgur.com/BYYkdYD.png)
![[image loading]](http://i.imgur.com/npv5ITr.png)
![[image loading]](http://i.imgur.com/vh6f2ck.png)
![[image loading]](http://i.imgur.com/q8shNQX.png)
![[image loading]](http://i.imgur.com/whsvmBX.png)
◇ Description
- Gardens by the Bay is a large macro map with lots of expansion choices and strategic points. Long platforms are wrapping up two of three choices for third. Its most passages have average width while some are much wider. \
- - More details are avaliable at here.
Any feedbacks are welcome! Thank you.
:D
# 1.01: Modified and added some description of maps. I will slowly start updating other old maps after a month. - 2016 09/29
# 1.10: Major update. Carnival Night, Eversong Woods, the Four Seasons and Broken Shore were editted. A new map - Uldum - was added. - 2017 02/02
# 1.20: Three new maps were added: Stormwind, Orgrimmar and Geumgangsan. - 2017 03/03
# 1.30: Detailed introduction for Geumgangsan was added. - 2017 03/12
# 1.40: Newest maps were added: Court of Owls and Twilight Princess(Midnight) - 2017 04/01
# 2.00: 2.0! Removed custom stuff of Void Piercer and Midnight, for TLMC. Added brief stuff about Gardens. - 2017 08/20
# 3.00: Added TLMC9 submissions and more. - 2017 12/11