• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 11:08
CET 17:08
KST 01:08
  • 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
[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win2RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2[TLMC] Fall/Winter 2025 Ladder Map Rotation14
StarCraft 2
General
When will we find out if there are more tournament Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win SC: Evo Complete - Ranked Ladder OPEN ALPHA Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge RSL Season 3: RO16 results & RO8 bracket
Tourneys
Tenacious Turtle Tussle [Alpha Pro Series] Nice vs Cure RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly)
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
Data analysis on 70 million replays Which season is the best in ASL? sas.vorti stream [BSL21] Ro.16 Group Stage (C->B->A->D) FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[Megathread] Daily Proleagues [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET
Strategy
Game Theory for Starcraft How to stay on top of macro? Current Meta PvZ map balance
Other Games
General Games
The Perfect Game Nintendo Switch Thread 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
TL Mafia Community Thread Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread YouTube Thread Things Aren’t Peaceful in Palestine
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: 1944 users

[M] (2) FTM Ala'Dor

Forum Index > SC2 Maps & Custom Games
Post a Reply
Fatam
Profile Joined June 2012
1986 Posts
March 07 2017 06:49 GMT
#1

[image loading]

FTM Ala'Dor
by Fatam

[image loading]

150x152
Published to All Regions
Version 0.4

Overhead view: (~exact bounds)
[image loading]

(click all images for larger, better quality versions)

[image loading]

Close-ups:
+ Show Spoiler +

[image loading]


[image loading]


[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]



Hey all. Here is a standard-ish map with a new wrinkle: a door that you can open or close that accesses a highground third. I think this provides a very different option from rocks: you don't need any army to get through the door, and with rocks once they are down, they're down forever, whereas you can open and close the door at your leisure.

I want to make it clear that the door is not meant to be a huge gimmick, it's simply to help a standard-ish/macro map do something that normally cannot be done. I do have a map in mind for the future where the door(s) ARE the main gimmick, but this is not it.

I figured with the community and possibly Blizzard's acceptance of Jacky's Paradise Lost (we'll see on the latter) we should absolutely start throwing things like this in when we think it will enhance a map.

-----------------------------------------------------------------------------

Here's a super short clip I made to show how the door works (100% intuitive):
You simply step on the circle with any ground unit and the door opens. If you leave the circle and no ground unit is on the circle, the door will close.



As you can see in the clip, forces standing on both sides of the door are predictably split. One more thing to note about the door: it stops line of sight unless opened, as you might expect. So if you want to shoot/blink through the door you need vision.

-----------------------------------------------------------------------------

A few examples of tactics to think about here:

- Zerg can expand through the door for their fast 3rd, and if protoss tries to bounce between the third and the nat for some early adept harass just shut the door on the shades.

- Terran can take the third through the door, and if the base gets overrun simply lift, run the scvs through the door and close it. He loses mining time until he can take a third location back, but it absolutely shuts down any threat to the natural.

- Say you took the lowground base as your third and are getting harassed from the highground above it. You open the door so you can flank with part of your army from the nat while the other part goes up the ramp. Then you can close the door back when you're done.

- If you can manage to get a unit onto your opponent's circle (perhaps a changeling or DT would do the trick) you can open their closed door for your forces, at least until they realize what has happened and kill your unit

- It's a bit of a base trade deterrent. If you're bottom left spawn, going for an attack on his right highground base and your opponent is trying to attack your left highground base, you both take out each other's bases but then have some time to get back before they can break into your nat (assuming you were smart enough to close the door).

-----------------------------------------------------------------------------

The map isn't doing anything too crazy with regards to layout, so I'll keep the description short and let you figure out the subtleties:

Many ways to expand, with a pretty open middle that has little spots to get chokier fights as well. Plenty of overlord spots to help our zerg friends. Lots of consideration went into everything (rocks, entrances, where ramps should be, how wide each corridor should be, where chokes would help each race, etc.) so hopefully you agree with most of my choices.

The aesthetics may or may not make 100% sense but hopefully they look good.

Hope you like it. Thanks for looking. Please play some and give me some replays or feedback
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
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2017-03-07 07:15:47
March 07 2017 07:15 GMT
#2
I'm not usually fond of arcade-like features like this, but this one seems pretty cool. It has a meaningful impact on the map, while not being too insane. Though I think that when you have a feature this novel it really needs to be the main feature of the map rather than a one-off.

I'm not sure about the bases with all the narrow passages near the rocks that cover part of the ramp. That corner of the map feels rather awkward.
Fatam
Profile Joined June 2012
1986 Posts
March 08 2017 04:05 GMT
#3
Thanks for the comment.

The rocks on the ramp were something I was debating on including or not. Ultimately I wanted that 4th (the 4:30/10:30 base) to be a bit more attractive so that's why I ended up including them. I like the idea of that ramp being pretty far away from the ~6/12 oclock base, so if you want to defend a smaller choke you have to go far from the base, whereas if you just sit at the base you have to defend a wider choke. Give/take and all that.

The idea behind the area around the 5 oclock inner base (open spaces surrounding things yet several small choke entrances.. no large entrances for the attacker) is to make a base that isn't necessarily turtley since it can be attacked from many directions.. yet to attack it efficiently you have to split your army up rather than 1a'ing.

And just in general, I think open spaces contrasted with chokes is a very good thing for the game. It means where you fight matters a lot more than on some maps where every area of the map except the main and nat chokes are this vague meander between 12 and 16 squares in width. So boring.

That said, feel free to tell me what I'm getting wrong The map is very open to change, I kind of just reached a good stopping point as far as iterations went and thought any further time spent on the map would be much more effective if I had other people's opinions.

@ having more doors, where do think I should put more? I don't want to put more just for the sake of having more doors But I'm open to ideas.
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
NinjaDuckBob
Profile Joined March 2014
183 Posts
Last Edited: 2017-03-08 17:52:39
March 08 2017 17:14 GMT
#4
I'm not as good a mapper as Ziggurat, but I do have to disagree with his philosophy of making such features the main feature of the map if the map was not originally designed in such a way. Firstly, it already stands out as a pretty big feature of the map, likely affecting many games where that base is taken. Secondly, to add more of such a feature just for the sake of adding it to make it a "main feature" I feel does not go towards the purpose of making a map the best it can be. If it does make the map better, sure, but if a map was originally designed to have a solid design with a sprinkle of such features, it doesn't need to be turned into a map with its entire design based around that feature.

If you were going to put more, however, the candidate spots in my mind would be the chokes separating the innermost high ground bases @5 o'clock and 11 o'clock with the areas leading to the watchtower, and/or at the chokes between the bottom/top (6 o'clock/12 o'clock) 4th bases and the bottom/top (outer 5 o'clock/11 o'clock) 5th bases. Technically any chokes between areas on the high ground could be "candidate spots," but in my opinion the specific areas I mentioned would be the better ones.

+ Show Spoiler +
[image loading]


You could argue the more-centered 3 o'clock/9 o'clock bases could use the doors just for defense as exposed center bases, but this could screw up some ability for open lategame engagement in those areas.
NinjaDuckBob ~ Fear the fuzzy!
gab12
Profile Joined June 2016
Poland147 Posts
March 08 2017 19:44 GMT
#5
the idea looks so great
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
March 08 2017 20:56 GMT
#6
On March 09 2017 02:14 NinjaDuckBob wrote:
I'm not as good a mapper as Ziggurat, but I do have to disagree with his philosophy of making such features the main feature of the map if the map was not originally designed in such a way. Firstly, it already stands out as a pretty big feature of the map, likely affecting many games where that base is taken. Secondly, to add more of such a feature just for the sake of adding it to make it a "main feature" I feel does not go towards the purpose of making a map the best it can be. If it does make the map better, sure, but if a map was originally designed to have a solid design with a sprinkle of such features, it doesn't need to be turned into a map with its entire design based around that feature.

If you were going to put more, however, the candidate spots in my mind would be the chokes separating the innermost high ground bases @5 o'clock and 11 o'clock with the areas leading to the watchtower, and/or at the chokes between the bottom/top (6 o'clock/12 o'clock) 4th bases and the bottom/top (outer 5 o'clock/11 o'clock) 5th bases. Technically any chokes between areas on the high ground could be "candidate spots," but in my opinion the specific areas I mentioned would be the better ones.

+ Show Spoiler +
[image loading]


You could argue the more-centered 3 o'clock/9 o'clock bases could use the doors just for defense as exposed center bases, but this could screw up some ability for open lategame engagement in those areas.


Maybe I phrased that wrong. I don't think that a map not originally designed that way should have special features shoehorned into them as the main feature. I think that if you have a feature that special, it should be the main focus of the map. It's not something you should just add to a map like collapsible rock towers or Xel'naga watch-towers.
SwedenTheKid
Profile Joined July 2014
567 Posts
March 08 2017 23:23 GMT
#7
//It's not something you should just add to a map like collapsible rock towers or Xel'naga watch-towers.//

why not? It's essentially just like a retractable bridge. It isn't a very complex function, and can be worked into plenty of standard concepts.

I like map.
Casual Mapmaker
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
March 09 2017 00:58 GMT
#8
On March 07 2017 16:15 ZigguratOfUr wrote:
I'm not usually fond of arcade-like features like this, but this one seems pretty cool. It has a meaningful impact on the map, while not being too insane. Though I think that when you have a feature this novel it really needs to be the main feature of the map rather than a one-off.

I'm not sure about the bases with all the narrow passages near the rocks that cover part of the ramp. That corner of the map feels rather awkward.

i think if you design a map specifically around including stuff like this as a "main feature" it runs the risk of becoming gimmicky. imo it's very well executed here
vibeo gane,
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2017-03-09 03:39:52
March 09 2017 03:24 GMT
#9
On March 09 2017 08:23 SwedenTheKid wrote:
//It's not something you should just add to a map like collapsible rock towers or Xel'naga watch-towers.//

why not? It's essentially just like a retractable bridge. It isn't a very complex function, and can be worked into plenty of standard concepts.

I like map.


Because people will always focus on the new thing. The Air Gate on Paradise Lost probably come into play once every twenty games or so, but it's still the thing everyone focuses on when they see the map.

On March 09 2017 09:58 -NegativeZero- wrote:
Show nested quote +
On March 07 2017 16:15 ZigguratOfUr wrote:
I'm not usually fond of arcade-like features like this, but this one seems pretty cool. It has a meaningful impact on the map, while not being too insane. Though I think that when you have a feature this novel it really needs to be the main feature of the map rather than a one-off.

I'm not sure about the bases with all the narrow passages near the rocks that cover part of the ramp. That corner of the map feels rather awkward.

i think if you design a map specifically around including stuff like this as a "main feature" it runs the risk of becoming gimmicky. imo it's very well executed here


Very good point. The way it is placed in the natural does mean that it'll come into play most games for that matter. My criticism was unwarranted.
Please log in or register to reply.
Live Events Refresh
Next event in 6h 52m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 334
MindelVK 0
StarCraft: Brood War
Britney 36277
Bisu 6844
Horang2 1445
EffOrt 785
Shuttle 700
Mini 533
Light 439
ZerO 401
Soma 376
firebathero 371
[ Show more ]
BeSt 289
PianO 215
Hyun 145
Snow 135
Soulkey 132
Rush 121
Larva 78
Zeus 64
Barracks 52
Mind 38
soO 37
Free 31
ajuk12(nOOB) 29
Terrorterran 26
ToSsGirL 23
sorry 23
Aegong 21
scan(afreeca) 19
Mong 16
SilentControl 10
NaDa 9
Bale 7
Dota 2
Gorgc4009
singsing3022
420jenkins162
XcaliburYe101
capcasts1
Counter-Strike
fl0m7785
Other Games
Mlord435
FrodaN435
crisheroes378
Hui .246
RotterdaM240
ArmadaUGS121
Mew2King96
KnowMe89
XaKoH 69
ZerO(Twitch)17
Organizations
Dota 2
PGL Dota 2 - Main Stream171
StarCraft: Brood War
lovetv 12
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• poizon28 27
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• sasvorti00 0
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos3118
• TFBlade940
Other Games
• WagamamaTV292
Upcoming Events
Replay Cast
6h 52m
OSC
1d
LAN Event
1d 1h
Replay Cast
1d 6h
Replay Cast
1d 16h
WardiTV Korean Royale
1d 19h
Sparkling Tuna Cup
2 days
WardiTV Korean Royale
2 days
Replay Cast
3 days
Wardi Open
3 days
[ Show More ]
Monday Night Weeklies
4 days
StarCraft2.fi
4 days
Replay Cast
4 days
Wardi Open
4 days
StarCraft2.fi
5 days
Wardi Open
5 days
StarCraft2.fi
6 days
The PondCast
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
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
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
ESL Impact League Season 8
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.