• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:46
CEST 20:46
KST 03:46
  • 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
[ASL22] Ro4 Preview: Mirror Mirror2[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
SC4ALL: II SC2 Complete Invited Player Lineup8StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)67Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2316
StarCraft 2
General
How do you feel about the mass reverts in the 5.0.17 PTR? SC4ALL: II SC2 Complete Invited Player Lineup StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) Back to SC2 after 14 years - Protoss CTRL groups? October World Ranking: herO stays #1, ByuN returns
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Grand Finals Sea Duckling Open (Global, Bronze-Diamond) SC2 INu's Battles#21 [ 3-Days tournament ]
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 546 Catch the Train The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble
Brood War
General
Fantasy returning? Sagi.gg Launcher Released BW General Discussion PLAYzone Challenge - open offline tour in Prague 20-year-old Valorant player starting StarCraft
Tourneys
[Megathread] Daily Proleagues [ASL22] Ro8 Day 4 2v2v2v2 Tournament [ASL22] Ro8 Day 3
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9729 users

[M] (2) Paradise Lost

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Jacky_
Profile Blog Joined March 2011
Korea (South)47 Posts
Last Edited: 2017-03-05 17:33:12
February 16 2017 14:48 GMT
#1

(2) Paradise Lost

Size : 162x124
Spawn Positions : 2 at 4,10
Published on [NA],[EU],[KR],[SEA] - [Official] Paradise Lost

This map is supported by KeSPA Proleague Lobby Mod, WCS GameHeart


[image loading]

Previous Version
+ Show Spoiler +
Version 1.0
[image loading]




▶ Concept

Elsecaro is a resort town on Tyrador IX planet, which has a variety of resorts and tourist attractions. However, Zerg attacked Elsecaro by the 'Defenders of Man', resulting many casualties. The peaceful city became a shambles by the 'Tal`Darim', which is trying to eradicate 'Defenders of Man' who rescued the survivors to get public sentiment.
Since then, people have started calling it 'Paradise Lost'. In the end, this place became a place of tragedy created by the 'Defenders of Man' by the fall of man.

'Paradise Lost' is an epic poem of the British poet, John Milton. This is the theme of the fall of man and the possibility of salvation.


▶ Features

'Paradise Lost' is a map that further enhances the island expansion's usability. Through 'New Gettysburg', we noticed island expansions give another fun at Starcraft II. In this map, new elements are applied to use more active island expansions.
  • Sky Gate

    Sky Gate is like Destructible Rock you know, but it blocks the air path. Air units as well as ground units can attack this gate. it is the same as Destructible Rock, with 2000hp and 3 armor.

  • Narrow Path - It was removed.
    + Show Spoiler +
    https://www.youtube.com/watch?v=RfR_wf4dzM8

    Narrow Path is created to help for players. If the first island resources were depleted, we could see that a lot of hands were going through the process of sending workers to the second island. To solve this problem, this map is applied Narrow Path with a small amount of minerals and Sight Blockers. It is clogged with four minerals of resource 10, and it is necessary to secure the sight to gather the minerals.
  1. There are three island expansions near each player's the main.
  2. Air Blocker blocks the area around the islands, and is marked in blue.
  3. At 6, 12 o'clock, there is 'Sky Gate' blocking the air route, which can be destroyed to open a new air route.
  4. The first island expansion can be easily defended by building a defensive tower(such as Missle Turret) on the side of the main base, but It requires a larger defensive radius for a large number of island expansions.

▶ Changelog
    Version 1.1
    • Removed the 'Narrow Path'.
      Among the many feedbacks, it was often said that the 'Narrow Path' was complex and unintuitive, causing the players to be confused.
    • Created a new attack route. (Changed the third and the gold expansion's terrain.)
      It showed stable games, but the game was too boring due to the third and the fourth which are so easily secured. As a result, the third's expansion's terrain was changed, and the gold expansion was redesigned to create a new attack route.
    • Removed the diagonal rock between the third and the fourth.
      The diagonal rock was removed because players can defend enough the third.
    • Widened the central bridge and the central expansion's ramp.
      It was widened for smooth troops movement in the mid-late game.

▶ Detail Design

+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]





Contact me!

-Twitter-
@JackSolute

-Homepage-
JACKMADE.COM

Jacky || Starcraft2 Official Map Designer || Master of JACKMADE || jackmade.tistory.com/ || twitter.com/JackSolute
Phaenoman
Profile Joined February 2013
568 Posts
February 16 2017 15:11 GMT
#2
I like the gate concept, tho I am still disappointed about the air pathing issue we had on Getty. Hope it is not gonna be annoying here.
But I really do not understand this "narrow path" thing at all. What's it good for? I just feel that the islands and the gate are enough uniquness. More seems like overkill.
Random is hard work dude...
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 16 2017 15:27 GMT
#3
I like the idea behind it but personally I don't like how the entire map funnels into the center as the only pathway. I suppose in compensates itself with the extra space around the first 4 bases.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ej_
Profile Blog Joined January 2013
47656 Posts
February 16 2017 17:02 GMT
#4
wow this is amazing :o
"Technically the dictionary has zero authority on the meaning or words" - Rodya
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 16 2017 17:37 GMT
#5
Wow.

What an incredible map.
Cereal
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 16 2017 18:13 GMT
#6
My maps no longer look interesting. There's a reason you're my favorite mapper, Jacky.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
February 16 2017 18:30 GMT
#7
We just got rekt m8's
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
IeZaeL
Profile Joined July 2012
Italy991 Posts
February 16 2017 18:36 GMT
#8
Being this good should be illegal
Author of Coda and Eastwatch.
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
February 16 2017 20:09 GMT
#9
I want to see how games play out on this, looks fun.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2017-02-16 20:58:36
February 16 2017 20:55 GMT
#10
I don't get the point of walling off the Narrow Path with minerals and sight blockers. Why not just have the path be there from the start? Since you expanded to the island you obviously have a way to see past the sight blockers. It seems like a complicated gimmick that doesn't achieve very much (on this map at least. In general I can see why you'd want something like that).

I also really dislike the tiny center--while it encourages using the islands, it also restricts the player's options too much. While the concept is very cool the implementation forces air play at the exclusion of everything else. Coolness doesn't equate with playing well.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2017-02-17 04:10:11
February 17 2017 04:08 GMT
#11

Q: How crazy can my maps be?
Maps need to be ladder appropriate. This means that features requiring specialist knowledge (rising lava, geysers used to block ramps, etc.) will not be accepted.


Are we just ignoring this part of the contest rules? Because some of us other mappers could have gone ham with the arcade-ish features too if this is going to be allowed. Jacky maps are almost always sick so I can't complain that we're getting a cool map, but at the same time I think the playing field should be fair i.e. everyone should be held to the same rules.

Unless this isn't being submitted to TLMC in which case I withdraw my complaint.

Anyway, map is cool, especially the aesthetics. Great job there. I agree with zigg that the mineral path thingie is pretty pointless. The map already has a good amount of complication for newer players with the air blockers and air gate, not to mention being unconventional in layout, so it could probably do without that. The air blockers are a concern since nothing has changed - they still aren't really supported by the SC2 engine. But maybe (as I said last year w/ new gettysburg and it didn't happen unfortunately) they will add air pathing and we can all be happy
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
Broodie
Profile Blog Joined May 2008
Canada832 Posts
February 17 2017 04:11 GMT
#12
This looks so gorgeous
SilentLiquid.Broodie - Author of Tango Terminal, Ophilia RE, Cajun Quandary, & The Beneath
SidianTheBard
Profile Joined October 2010
United States2475 Posts
February 17 2017 05:43 GMT
#13
Okay, I think I did this with new gettysberg as well but here we go again.....

I love me some Jacky maps and I think his other two submissions are better but this one?

What is the point of ever getting an island base when you can grab 5 ground bases that are all extremely close to you and all 5 of those bases are in 1 choke. I don't understand how lezeal, uvantak & sunshine, who are three godlike mappers all think this is like "the best map ever". It's 5 ground base on a single choke? It's limited as hell in movement. Even all the ground bases are choked so hard because there are d-rocks at every single base. I suppose if you want skytoss to do even better than they are or terran to choke up the single ramp and parade push better than they are, then sure, this map does that.

I don't get why you make a ton of easy to defend ground bases, then try to incorperate air blockers & 3 island bases". Do one or the other. Make it hard to expand unless you do islands. Or, fuck the islands and make it easy to expand.

If you got rid of the 3rd island, the forward blue base & the gold base. Made the air blocker layer on the 2nd base (middle base) connect to your main so you essentially had "two" island bases unless they came into your main to drop it. You could then make the middle more more wide open. Get rid of all the rocks on your side. Bam, better map! =)

Here's my "idea"
[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.
Jacky_
Profile Blog Joined March 2011
Korea (South)47 Posts
Last Edited: 2017-02-17 08:22:14
February 17 2017 08:11 GMT
#14
On February 17 2017 00:11 Phaenoman wrote:
I like the gate concept, tho I am still disappointed about the air pathing issue we had on Getty. Hope it is not gonna be annoying here.
But I really do not understand this "narrow path" thing at all. What's it good for? I just feel that the islands and the gate are enough uniquness. More seems like overkill.

Yes, I also want Blizzard develops air pathing because its usability is endless. Using air pathing can create a variety of gameplay patterns. If we continue to show the map like this and get recognized by more people, I think there will be definitely something good.
I agree your opinion. Of course, this can be complicated, but it can be very handy for players. Since Starcraft II is a fast tempo game, I think players reduce their burden.

On February 17 2017 00:27 IronManSC wrote:
I like the idea behind it but personally I don't like how the entire map funnels into the center as the only pathway. I suppose in compensates itself with the extra space around the first 4 bases.

On February 17 2017 05:55 ZigguratOfUr wrote:
I also really dislike the tiny center--while it encourages using the islands, it also restricts the player's options too much. While the concept is very cool the implementation forces air play at the exclusion of everything else. Coolness doesn't equate with playing well.

The reason why the two bridges in the center are narrow is to act as a police line. In early games, there is no defense to the part of the bridge, so troops can cross the bridge freely. However, since the middle game, troops are defending up to this point, so the troops may be killed by passing through the bridge. So you have to move your troops through a wide second-floor hill
The reason for this design is to create a map that is favorable to the defender. Only certain parts are narrow, not all terrain is narrow, so the battlefields are everywhere.

On February 17 2017 13:08 Fatam wrote:
Are we just ignoring this part of the contest rules? Because some of us other mappers could have gone ham with the arcade-ish features too if this is going to be allowed. Jacky maps are almost always sick so I can't complain that we're getting a cool map, but at the same time I think the playing field should be fair i.e. everyone should be held to the same rules.

Unless this isn't being submitted to TLMC in which case I withdraw my complaint.

The reason I tried this part is because I want to say that map creators can make various maps if they actively use Air-blocker, which can create various games.
It will be up to the judges to judge fairness. But I do not think it is an element that is not suitable for ladder maps. If Blizzard accepts it as a good idea, it may be recognized as a good fit for a ladder map.

On February 17 2017 14:43 SidianTheBard wrote:
Here's my "idea"

Of course it is a good idea. Sorry, but I do not think it will be difficult to change this map. I will try it in the next work!

Thank for the feedbacks.
Jacky || Starcraft2 Official Map Designer || Master of JACKMADE || jackmade.tistory.com/ || twitter.com/JackSolute
Zweck
Profile Joined February 2015
Germany211 Posts
February 19 2017 21:26 GMT
#15
I really appreciate your mapping skills and i was a big fan of new gettysburg, but isnt this going a little bit too far in terms of "ladder" maps!? This feels a bit like an arcade map to me.
And i dont even think it will really be balanced, theres gonna be like 70% winrate for P in ZvP at least.
Its gonna be Turtlemech or the golden Armada 24/7 which is not so super interesting after all.
Terrans gonna lift some CCs down to the islands, make a clever sensor towers, park some vikings, and relax on 4 Base with a 1 Unit ramp. U cant even get a Nydus in there or a drop, and if you manage to do so somehow, u can just kill 1 of the 3 Islands, becaus nothing more than a ling at a time fits through the narrow path lol..
I mean sure, the "air gate" is a cool idea, and yeah, the air blockers have surely potential for more strategic variety, but this is an overkill.

Still its in the finalists of TLMC8, congratz to you, i personally wouldnt have even dared to submit sth like that. I guess im going to submit a Tower Defense to TLMC9. Sorry for being sarcastic here. There surely a little bit of jealousy involved too
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
[PkF] Wire
Profile Joined March 2013
France24239 Posts
February 20 2017 13:09 GMT
#16
It's original for sure but I don't get the idea behind
- fairly easy and straightforward expansion pattern
- AND 3 island bases that you can navigate between

agree with some of the feedback already given, looks more like an arcade map to me and I'm quite surprised to see it in the TLMC finalists although it looks gorgeous.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
February 20 2017 15:28 GMT
#17
here's an opportunity to go even more crazy, if you don't want to mess with the layout then reduce the resources at all bases except the islands, this will incentive players to actually use them.
vibeo gane,
[PkF] Wire
Profile Joined March 2013
France24239 Posts
Last Edited: 2017-02-20 16:21:31
February 20 2017 16:21 GMT
#18
On February 21 2017 00:28 -NegativeZero- wrote:
here's an opportunity to go even more crazy, if you don't want to mess with the layout then reduce the resources at all bases except the islands, this will incentive players to actually use them.

that's a very neat idea. In the current state of the map there is little incentive to use the islands since holding 5 bases seems so easy.
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 20 2017 16:41 GMT
#19
On February 21 2017 01:21 [PkF] Wire wrote:
Show nested quote +
On February 21 2017 00:28 -NegativeZero- wrote:
here's an opportunity to go even more crazy, if you don't want to mess with the layout then reduce the resources at all bases except the islands, this will incentive players to actually use them.

that's a very neat idea. In the current state of the map there is little incentive to use the islands since holding 5 bases seems so easy.


Making an island fourth easier than a mainland fourth would work too.

I'm speaking from a zerg perspective here, so you need a fourth to play out a game in most cases. In fact, losing your fourth is almost a guaranteed loss in most cases.

With that in mind, making an island fourth the easier fourth, you would always have a zerg take it, since it has such high value compared to other bases.
Cereal
[PkF] Wire
Profile Joined March 2013
France24239 Posts
February 20 2017 16:50 GMT
#20
On February 21 2017 01:41 InfCereal wrote:
Show nested quote +
On February 21 2017 01:21 [PkF] Wire wrote:
On February 21 2017 00:28 -NegativeZero- wrote:
here's an opportunity to go even more crazy, if you don't want to mess with the layout then reduce the resources at all bases except the islands, this will incentive players to actually use them.

that's a very neat idea. In the current state of the map there is little incentive to use the islands since holding 5 bases seems so easy.


Making an island fourth easier than a mainland fourth would work too.

I'm speaking from a zerg perspective here, so you need a fourth to play out a game in most cases. In fact, losing your fourth is almost a guaranteed loss in most cases.

With that in mind, making an island fourth the easier fourth, you would always have a zerg take it, since it has such high value compared to other bases.

yeah that's a solid suggestion
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 14m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
JuggernautJason224
BRAT_OK 60
StarCraft: Brood War
Britney 14503
BeSt 287
Mini 232
Dewaltoss 163
Mind 87
Hyun 35
Bale 24
NaDa 22
Dota 2
qojqva3219
420jenkins482
Counter-Strike
fl0m4266
Heroes of the Storm
Grubby5408
Khaldor1260
Liquid`Hasu1035
MindelVK16
Other Games
summit1g2322
FrodaN1815
B2W.Neo794
byalli401
Hui .239
QueenE84
Railgan56
Mew2King47
ToD26
Organizations
Other Games
gamesdonequick1152
BasetradeTV225
Dota 2
PGL Dota 2 - Main Stream46
StarCraft 2
angryscii 25
[ Show 17 non-featured ]
StarCraft 2
• Adnapsc2 34
• Reevou 7
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• 80smullet 21
• FirePhoenix7
• niya90s 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 3727
Other Games
• imaqtpie810
• Shiphtur284
• WagamamaTV255
Upcoming Events
BSL Open Qualifier
14m
BSL Open Qualifier
14m
Replay Cast
4h 14m
Afreeca Starleague
15h 14m
Rush vs Light
WardiTV Weekly
16h 14m
Monday Night Weeklies
21h 14m
Replay Cast
1d 4h
Afreeca Starleague
1d 15h
Soma vs Soulkey
INu's Battles
1d 16h
SHIN vs Cure
ByuN vs Zoun
PiGosaur Cup
2 days
[ Show More ]
The PondCast
3 days
INu's Battles
3 days
Replay Cast
5 days
BSL: Ladder Tournament
6 days
Sparkling Tuna Cup
6 days
Patches Events
6 days
Liquipedia Results

Completed

CSL 2026 AUTUMN (S22)
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
Acropolis #5 - GSB
Copium Cup
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
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.