• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:09
CET 16:09
KST 00:09
  • 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 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
BGE Stara Zagora 2026 announced10[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2
StarCraft 2
General
BGE Stara Zagora 2026 announced SC: Evo Complete - Ranked Ladder OPEN ALPHA When will we find out if there are more tournament Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge
Tourneys
RSL Revival: Season 3 Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle [Alpha Pro Series] Nice vs Cure $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
A cwal.gg Extension - Easily keep track of anyone BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Which season is the best in ASL? soO on: FanTaSy's Potential Return to StarCraft
Tourneys
[Megathread] Daily Proleagues [BSL21] RO16 Group B - Sunday 21:00 CET [BSL21] RO16 Group C - Saturday 21:00 CET Small VOD Thread 2.0
Strategy
Game Theory for Starcraft How to stay on top of macro? Current Meta PvZ map balance
Other Games
General Games
Nintendo Switch Thread The Perfect Game Stormgate/Frost Giant Megathread Beyond All Reason Should offensive tower rushing be viable in RTS games?
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Where to ask questions and add stream? The Automated Ban List
Blogs
Esports Earnings: Bigger Pri…
TrAiDoS
Thanks for the RSL
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1816 users

[M] (2) Sequencer

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2017-02-18 13:38:48
February 15 2017 10:09 GMT
#1
Sequencer 0.1
130x162
Published on NA/EU/KR


[image loading]

This medium-sized macro map features a grid of alternating high ground pods, inspired by the BW proleague map "Geometry", encouraging players to use them to establish defensive positions. Destructible rocks initially block several paths and make certain bases easier to take. But once the rocks are down, despite the map's constricting appearance, it becomes quite open - since the pods are so close together, it's easy to move between adjacent pods to flank from a side ramp, and numerous possible routes are available to traverse the map. The map offers 2 choices of 3rd base: a standard, fairly vulnerable base on the low ground, and a protected base located behind the natural wall, but with a reduced resource count of only 6 mineral nodes and 1 geyser.



Features
  • Multiple alternating high ground pods allow for defensive positioning as well as flanking and outmaneuvering
  • Rocks slightly restrict initial pathing while allowing the full grid to be opened up later
  • Choice of a protected 3rd with only 6 minerals and 1 gas, or a more vulnerable standard 3rd

Angled
+ Show Spoiler +
[image loading]


Details
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]


Tileset
+ Show Spoiler +
Shakuras City3
Cybros2
Cybros6
Ulnar Outer7
Skygeirr Lab Inner Grid Small

Skygeirr Platform Manmade Cliffs 0
vibeo gane,
Blizzkrieg
Profile Joined March 2014
95 Posts
February 15 2017 13:51 GMT
#2
Great name, and gorgeous design. I'll let more experienced players speak to the game play aspect... but aesthetically, nice work!
Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. -Blaise Pascal
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 15 2017 13:59 GMT
#3
looks like a fantastic map for carriers. 4 high ground bases should make defending pretty easy.
Cereal
Ej_
Profile Blog Joined January 2013
47656 Posts
February 16 2017 10:17 GMT
#4
can't find it on either EU or Americas
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Gwavajuice
Profile Joined June 2014
France1810 Posts
February 16 2017 11:29 GMT
#5
I like your work and you made plenty of very good maps, I know you're a good map maker. So I'll allow me to be totally frank : I'm really puzzled to see how map makers refuse to acknowledge the fact that there are liberators and buffed tanks in the game and that maps should allow concaves and flanks to allow the defend against slow pushes.

The high ground + surrounding areas near the 1 and 7'o'clock seems really grim to me when I think PvT.

Also, appartently "positioning and clever manoeuvring" is just about run-byes and the impossibility to move your whole army to the centre of the map without being back-stabbed. I honestly think this would be fine if there was only zergs and terrans in the game, but it limits the protoss option drastically because of the low moving seeped of their armies.

I know many map makers see the centre of maps as just a big chaortic hub toward the opponent's bases, but it's sad to see people have given up on making the centre of the map controllable and strategically interesting like on King Sejong Station for example.

also 16 destructible rocks! is it an attempt to force Dustin Browder memes?

Voila, your map is nice but it could be way more balanced and interesting to play with a few adjustments, like reworking the 1 and 7 o'clock surroundings, and opening up the center to ease the movement slow armies and allow flanks and concaves to make army control a true factor in the outcome of battles.
Dear INno and all the former STX boys.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2017-02-16 12:41:01
February 16 2017 12:33 GMT
#6
On February 16 2017 20:29 Gwavajuice wrote:
I like your work and you made plenty of very good maps, I know you're a good map maker. So I'll allow me to be totally frank : I'm really puzzled to see how map makers refuse to acknowledge the fact that there are liberators and buffed tanks in the game and that maps should allow concaves and flanks to allow the defend against slow pushes.

The high ground + surrounding areas near the 1 and 7'o'clock seems really grim to me when I think PvT.

Also, appartently "positioning and clever manoeuvring" is just about run-byes and the impossibility to move your whole army to the centre of the map without being back-stabbed. I honestly think this would be fine if there was only zergs and terrans in the game, but it limits the protoss option drastically because of the low moving seeped of their armies.

I know many map makers see the centre of maps as just a big chaortic hub toward the opponent's bases, but it's sad to see people have given up on making the centre of the map controllable and strategically interesting like on King Sejong Station for example.

also 16 destructible rocks! is it an attempt to force Dustin Browder memes?

Voila, your map is nice but it could be way more balanced and interesting to play with a few adjustments, like reworking the 1 and 7 o'clock surroundings, and opening up the center to ease the movement slow armies and allow flanks and concaves to make army control a true factor in the outcome of battles.

which 1/7 areas? the double opposite facing ramps outside the nat? do you think that area should be more open, maybe with an additional ramp leading towards the center instead of the base that's currently there? still got 16 hrs before tlmc deadline so i can potentially make some changes.

as for the center, the ramp/high ground pod setup is intentionally visually misleading, but the whole thing is actually very open if you think about it. the amount of unpathable space between high ground pods is pretty small, so it's easy to go between pods to flank from the adjacent ramp.

+ Show Spoiler +
[image loading]


to help visualize it better, this image shows the exact same grid layout as the map, with the same spacing, but flattened to a single terrain level. (remember, high ground is meaningless once you have air vision.) plenty of flanking opportunity, you just have to go around one of the obstacles. in fact, a couple other mapmakers i talked to said it was too open, which is why i added the rocks to break up the pathing a little bit to begin with.

edit: @Ej_ that's weird, it's showing up as published in the editor, i'm trying to figure out what's wrong
vibeo gane,
Zweck
Profile Joined February 2015
Germany211 Posts
Last Edited: 2017-02-20 12:38:20
February 20 2017 12:37 GMT
#7
Still my favourite TLMC8 Map, i just love it.
It has an Idea behind it, it follows a theme, it looks nice without overdoing doodads. Its easy to understand and read right away, and still is complex. It has a dynamic that evolves around the stages of the game. its a different map in early game, then in lategame, but has a good dynamic in both i think. Only balance maybe a thing, its probably not the best map for zerg. 9/10
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
Fatam
Profile Joined June 2012
1986 Posts
February 21 2017 01:52 GMT
#8
It's funny, because we were discussing this map in its infancy and it had little to no rocks and it was pretty obviously Z favored. Now some rocks were added to balance things and people think it's bad for Z . I still think it is a fairly open map when you look at how wide each square is and how all the ramps are big. Like even with the rocks this is a more open map than many maps we've had.
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
Zweck
Profile Joined February 2015
Germany211 Posts
Last Edited: 2017-02-23 00:01:21
February 23 2017 00:00 GMT
#9
Yeah seeing it being played in the Tournaments makes me thinking the same (regarding the "wideness" of squares and ramps). I think its really balanced well. But still i think i would remove 1 or 2 rocks maybe
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
NiteshadeSC2
Profile Joined August 2012
Canada98 Posts
July 08 2017 04:47 GMT
#10
I find this map to be horrendous. Chokes everywhere, far too long distance to make any kind of early timing attack worthwhile. Poorly designed in my opinion. sorry. My 2 cents. maybe the worst map in the current pool. with a few modifications (make the map half the size for starters) it would be an excellent map.
www.niteshade.tv
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
July 08 2017 08:08 GMT
#11
On July 08 2017 13:47 NiteshadeSC2 wrote:
I find this map to be horrendous. Chokes everywhere, far too long distance to make any kind of early timing attack worthwhile. Poorly designed in my opinion. sorry. My 2 cents. maybe the worst map in the current pool. with a few modifications (make the map half the size for starters) it would be an excellent map.


I can't figure out if your opinion is worth more or less than 2 cents tbh.
InfCereal
Profile Joined December 2011
Canada1759 Posts
July 08 2017 13:09 GMT
#12
On July 08 2017 17:08 ZigguratOfUr wrote:
Show nested quote +
On July 08 2017 13:47 NiteshadeSC2 wrote:
I find this map to be horrendous. Chokes everywhere, far too long distance to make any kind of early timing attack worthwhile. Poorly designed in my opinion. sorry. My 2 cents. maybe the worst map in the current pool. with a few modifications (make the map half the size for starters) it would be an excellent map.


I can't figure out if your opinion is worth more or less than 2 cents tbh.


If you look closely, you can tell he just lost a game on sequencer
Cereal
Meepman
Profile Joined December 2009
Canada610 Posts
July 09 2017 05:44 GMT
#13
My sequencer games are some of my favorites, thanks for doing something different !
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
July 09 2017 10:50 GMT
#14
On July 08 2017 13:47 NiteshadeSC2 wrote:
I find this map to be horrendous. Chokes everywhere, far too long distance to make any kind of early timing attack worthwhile. Poorly designed in my opinion. sorry. My 2 cents. maybe the worst map in the current pool. with a few modifications (make the map half the size for starters) it would be an excellent map.

ladies and gentlemen, i present to you - sequencer 2: steppes of war edition

[image loading]
vibeo gane,
[PkF] Wire
Profile Joined March 2013
France24237 Posts
July 09 2017 12:51 GMT
#15
ha ha ha ^^
Kerdinand
Profile Joined November 2016
Germany113 Posts
July 09 2017 15:47 GMT
#16
Seems like a reasonable change Sequencer really needed. However, I think the rush distances are still far too long. If you want to make timing attacks worthwile, you should probably move one of the spawn locations to the natural of the other main or at least reduce the map size by another 50% or so.
A good start at least.
Na jakar me'nah. - sOs - PartinG - Stats
[PkF] Wire
Profile Joined March 2013
France24237 Posts
July 09 2017 17:28 GMT
#17
On July 10 2017 00:47 Kerdinand wrote:
Seems like a reasonable change Sequencer really needed. However, I think the rush distances are still far too long. If you want to make timing attacks worthwile, you should probably move one of the spawn locations to the natural of the other main or at least reduce the map size by another 50% or so.
A good start at least.

please do the 3rd edition Negative please ha ha
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
July 09 2017 17:42 GMT
#18
On July 10 2017 02:28 [PkF] Wire wrote:
Show nested quote +
On July 10 2017 00:47 Kerdinand wrote:
Seems like a reasonable change Sequencer really needed. However, I think the rush distances are still far too long. If you want to make timing attacks worthwile, you should probably move one of the spawn locations to the natural of the other main or at least reduce the map size by another 50% or so.
A good start at least.

please do the 3rd edition Negative please ha ha


It does look like there's space to collapse it horizontally.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
July 09 2017 18:50 GMT
#19
On July 10 2017 02:28 [PkF] Wire wrote:
Show nested quote +
On July 10 2017 00:47 Kerdinand wrote:
Seems like a reasonable change Sequencer really needed. However, I think the rush distances are still far too long. If you want to make timing attacks worthwile, you should probably move one of the spawn locations to the natural of the other main or at least reduce the map size by another 50% or so.
A good start at least.

please do the 3rd edition Negative please ha ha

very well then

sequencer 3: "just kill me already" edition

[image loading]
vibeo gane,
[PkF] Wire
Profile Joined March 2013
France24237 Posts
Last Edited: 2017-07-09 18:52:15
July 09 2017 18:52 GMT
#20
On July 10 2017 03:50 -NegativeZero- wrote:
Show nested quote +
On July 10 2017 02:28 [PkF] Wire wrote:
On July 10 2017 00:47 Kerdinand wrote:
Seems like a reasonable change Sequencer really needed. However, I think the rush distances are still far too long. If you want to make timing attacks worthwile, you should probably move one of the spawn locations to the natural of the other main or at least reduce the map size by another 50% or so.
A good start at least.

please do the 3rd edition Negative please ha ha

very well then

sequencer 3: "just kill me already" edition

that's PERFECT
1 2 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Korean Royale
12:00
Playoffs
Classic vs SolarLIVE!
Zoun vs Creator
WardiTV1030
TKL 299
IndyStarCraft 192
Rex131
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko480
TKL 299
IndyStarCraft 192
Rex 131
StarCraft: Brood War
Britney 39614
Rain 3308
Larva 1056
Stork 846
Mini 825
ZerO 510
Rush 424
Soulkey 420
firebathero 404
BeSt 285
[ Show more ]
hero 270
PianO 170
Barracks 98
Hyun 98
sorry 64
Mong 63
Sharp 55
Backho 48
Leta 36
ToSsGirL 28
Aegong 25
scan(afreeca) 20
Rock 18
Terrorterran 13
IntoTheRainbow 12
Dota 2
Gorgc5089
singsing2625
XcaliburYe329
420jenkins212
febbydoto10
Counter-Strike
fl0m4003
zeus2101
Heroes of the Storm
Khaldor328
Liquid`Hasu51
Other Games
B2W.Neo1567
DeMusliM387
Happy294
Pyrionflax244
Fuzer 222
Mew2King166
ZerO(Twitch)24
Organizations
Other Games
EGCTV369
Dota 2
PGL Dota 2 - Main Stream208
Other Games
BasetradeTV71
StarCraft: Brood War
lovetv 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 8366
• Ler99
League of Legends
• Jankos2810
Upcoming Events
OSC
1h 51m
BSL 21
4h 51m
TerrOr vs Dewalt
Semih vs Tech
Sparkling Tuna Cup
18h 51m
WardiTV Korean Royale
20h 51m
TBD vs SHIN
TBD vs Reynor
TBD vs herO
BSL 21
1d 4h
Hawk vs Kyrie
spx vs Cross
Replay Cast
1d 8h
Wardi Open
1d 20h
Monday Night Weeklies
2 days
StarCraft2.fi
2 days
Replay Cast
2 days
[ Show More ]
Wardi Open
2 days
StarCraft2.fi
3 days
PiGosaur Monday
3 days
Wardi Open
3 days
StarCraft2.fi
4 days
Replay Cast
4 days
The PondCast
4 days
Replay Cast
5 days
Korean StarCraft League
6 days
CranKy Ducklings
6 days
SC Evo League
6 days
Liquipedia Results

Completed

SOOP Univ League 2025
RSL Revival: Season 3
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
CSCL: Masked Kings S3
Slon Tour Season 2
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
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.