• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:58
CET 04:58
KST 12:58
  • 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: The Forgotten Master of ZvT28Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0249LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2
StarCraft 2
General
Terran AddOns placement How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Nexon's StarCraft game could be FPS, led by UMS maker ByuL: The Forgotten Master of ZvT Oliveira Would Have Returned If EWC Continued
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) SEL Doubles (SC Evo Bimonthly) WardiTV Team League Season 10 RSL Season 4 announced for March-April The Dave Testa Open #11
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
Mutation # 514 Ulnar New Year The PondCast: SC2 News & Results Mutation # 513 Attrition Warfare Mutation # 512 Overclocked
Brood War
General
ACS replaced by "ASL Season Open" - Starts 21/02 TvZ is the most complete match up Soma Explains: JD's Unrelenting Aggro vs FlaSh BW General Discussion CasterMuse Youtube
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 Escore Tournament StarCraft Season 1 [LIVE] [S:21] ASL Season Open Day 1
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Path of Exile Beyond All Reason New broswer game : STG-World
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
US Politics Mega-thread UK Politics Mega-thread YouTube Thread Mexico's Drug War Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
YOUTUBE VIDEO
XenOsky
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Inside the Communication of …
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1313 users

[M] (2) Court of Owls

Forum Index > SC2 Maps & Custom Games
Post a Reply
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2017-03-21 13:09:02
March 12 2017 13:35 GMT
#1
◇ Court of Owls ◇

[image loading]

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]


◇ Backstory
- Named after an infamous conspiracy that controlled Gotham City for centuries.
- Aesthetics was inspired by a hidden base of the Court of Owls.

◇ Description
- A 2 player point symmetry map with new features.

[image loading]
- Openable/Closable Door : A neutral structure that morphs between different modes. The door has two modes: Closed one and opened one. When the door receives lethal damage, it changes into the other mode. This morph works similar to 'infinite' Collapsible rock. Closed one has 3 armor, 2000 hp and opened one has 3 armor, 1200 hp.

[image loading]
[image loading]
- The unit is two times wider than the original door units in game. So the opened one gives diagonal 5x5 path. Enekh presented the rough idea and I gave shape to it. I could decide to make the unit after looking at Fatam's Ala'Dor.

- Two bases are directly connected to the natural, but one door is opened while the other door is closed. For example, the door left to 11's natural is opened. Sieges cannot attack the natural's workers behind the door.

- Natual's entrance has a collapsible rock that helps wall-ins.

- Middle has a lot of 'opened' controllable doors. They can be used as tactival force fields for every races. Middle gives the shortest path to enemy's base, but lots of doors make it narrow, dangerous and complicated. Dual paths next to middle are wider, safer and much simple.

- Ways along to gold bases on 1 and 7 are blocked by four doors each. Two doors near gold are initially closed while the other two ones are opened.

◇ Thoughts
- Editting the doors' armor into 1 or lessening their hp, in order to make Zerg much easier to break them.

- Bases on far northeast and southwest are somewhat dull. I want to change them but I don't have a nice idea now.

◇ Etc.

◇ Details
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]







Fatam
Profile Joined June 2012
1986 Posts
March 12 2017 19:20 GMT
#2
Nice intepretation of the door idea

I had an idea for a future map to use doors as the central idea of the map, rather than something to support the map like on Ala'Dor, but this might be better than that idea.

Nice simple aesthetic style. It looks like the water is pathable in the middle, that might be worth mentioning since some people might get confused.
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
fluidrone
Profile Blog Joined January 2015
France1478 Posts
March 12 2017 19:41 GMT
#3
Game of doors <3
"not enough rights"
NinjaDuckBob
Profile Joined March 2014
183 Posts
March 13 2017 15:43 GMT
#4
One of the better interpretations of doors I've seen. Very interesting.
NinjaDuckBob ~ Fear the fuzzy!
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 14 2017 01:35 GMT
#5
Super excellent idea!
~ ~ <°)))><~ ~ ~
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
March 14 2017 11:02 GMT
#6
Fatam// Thank you. I could not even think of making the unit and this map if I had not seen new idea in your map. :D

I liked Ala'Dor, as new concept smoothly exists in the map. Players can easily understand the usage of door and other portions of map are quite standard. We can play on it without deep explanation. I think my map overdid a little.. I want to see your new door map, I don't think mine will be better.

I see. I should be explaining the walkable water. Or I can remove them and shorten water zones.. hmm.. Thank you for your feedbacks.

fluidrone// Yes, lots of lots of doors. :D

NinjaDuckBob// Thank you! Enekh presented the original idea of making infinite door. I just made it real.

TheFish7// Thank you! As I said, Enekh was the thinker.


I updated the map a little. Second floor's textures were color-swapped. Added some DOM lab doodads. Adjusted the door unit. I will add more doodads next time. This portion would be a lab making Talons.

I'm thinking of adding a new door with 3/2 times wider size. Existing door is wide as 2 block ramp and it could be too narrow for Zerg.

Also the title is now RQM_Court of Owls.






fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2017-03-15 15:57:47
March 15 2017 12:24 GMT
#7
This is a clear cut case of interesting + Show Spoiler +
This is a clear cut case of interesting simply because it calls out from our brain (while playing it in a 1v1 ladder game) and shines a new light unto some previous notions we have had / experienced:
in this case, the single player campaign indoor type of map gameplay where you "empty the map", room by room and get that "breather" when you can't open a specific door automatically (usually a save point with a transmission / video / display of score or new objectives/etc, a breather that allows you to get out of the immersion you were in (for a break or for a second, if the map is hard then to save and be "reassured" from it etc))

In this map .. when you open a door.. who knows what will happen and how this will add to the 1v1 tension
= that's fascinating at the most, to interesting in the least.
Furthermore, this is nothing more than a destructible rock, what i mean by that is that people don't spend all their games thinking "more" about destructible rocks then they do about the rest of the gameplayt/units/abilities/terrain/lighting/etc, it is a part of the gameplay but does not pollute it in any way).

Sorry if my comment seemed to draw out the sheer number of doors, it was meant to
i'm convinced that a map filled with such doors (going more into the "urban / installation / INDOORS " feel) is bound to be great, but it would be THE "door to door" map
That said, i think having 4/6 such neutral units in many 1v1 maps could really be nice!

In any case i love the idea realized and that with these units like the destructible rocks units, you can allow for same or even lower base mains to work / be fun to play in a 1v1 map.

i think the mechanic is good:
that you need an attacking unit to activate it (open/close) if you want to have "many" doors in a map (i would say different if you only had 2 in a 1v1 map for instance, in this case you have "many" doors and this is defining the layout, if you only had two doors/gates, it could be cool to delegate the access (the ability to open/close it) to a unit like the worker (like the collecting of terrazine in solo campaign) or a tier 2/3 unit, so that this would define extra timings and extra gameplay (having one worker allow the opening of a back door in front of the impending invading army is great added gameplay)

i think your priorities are semi good:
3 armor and 2000 hp dps required to go from closed to open = yes
but 1200 as cost to close it up again?

opening it is a clear cut yes, you need to destroy the door
(whatever the hp the layout calls for, or it could even be different in different places on the map if this hp / armor differential is showcased graphically on the doors)

..but i really think the closing of the door should not require dps, it should be more like a xelnaga tower trigger:
"Player"x" has a unit [any ground unit] for "y" seconds on region "z" [besides the door] and then the door can be shut in real time WHEN the Player "x" decides to select it and activate/close it through its menu
If the unit leaves more than 3 seconds away from the region, you lose the ability [call it "hacking"]
if your unit is killed you lose the door's control/access to the ability in its menu

If i must be frank i think that with so many doors, it could be interesting to even do the opening of the door the same:
you need a "dedicated" worker/specific ground unit to stay alive in region "z" to open the invulnerable door (a worker seems the best but if you want to go tier 2/3:
ghost or ghost with an upgrade = opens/closes the door in "t" seconds
infestor = opens/closes the door in "t" seconds.
High templar = opens/closes the door in "t" seconds.
This would really only add an extra capture the flag type of concept that we know from many places (from fps games to sc2 team games or other morrow area control mod .. to a 1v1 setting.
Real fun because if dps required to circulate on the map, an "x" 50 food type army squad can open, pass and then close the door in one go (with good micro skills) .. that really allows for these doors to make all the map evolve through out the early to late game, in a large palette of potential games...
The early game being all about getting to that "x" 50 food squad to be able to circulate
and organize the network of doors for
the midgame, allowing reinforcements to not be blocked by closed doors.. or intercepted by opposing dropped units (those doors give drops (using air transport units to circulate quicker on the map) an extra unneeded "buff"
and you would probably end up with a network of doors looking quite mathematical if you ever get to the late game

edit:
after thinking about it to death, i'm sure a cross between the two is advisable for optimum awesomeness for 1v1 ladder:

the door can be destroyed once, it has insane hp/armor (5000 5 armor)

you can gain (partial or complete) control of the door, it can be hacked (a ghost/infestor/templar or worker) by a unit indefinitely to open or close it through its menu, by the unit being geographically "connected to it"

ultimately (for late game) a worker could (with resources (min/gas/other) spent accordingly) repair/rebuilt the door
but that is just another not so well hidden old idea (that all three race could build walls without using buildings to do so...

so that two gameplays are accessible and both make sense all through the early mid and late game where priorities re align constantly

Again, this door business, even more than the destructible rocks, favor drop play for every race, favoring some more than others maybe just by the nature of the tech trees / race differences.




ps: + Show Spoiler +
if anyone wants help to do such a unit you know where to find me


tldr: good start
"not enough rights"
WenHe
Profile Joined February 2017
34 Posts
March 16 2017 01:32 GMT
#8
Why we can't play it on Chinese Service?
Avexyli
Profile Blog Joined April 2014
United States704 Posts
March 16 2017 03:25 GMT
#9
We don't have access to the Chinese server, so we can't upload to it.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
InfCereal
Profile Joined December 2011
Canada1759 Posts
March 16 2017 08:48 GMT
#10
On March 16 2017 12:25 Avexyli wrote:
We don't have access to the Chinese server, so we can't upload to it.


Oh I didn't know that.

So the Chinese can only play China made maps and arcade games?
Cereal
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2017-03-16 12:58:47
March 16 2017 12:53 GMT
#11
On March 16 2017 17:48 InfCereal wrote:
Show nested quote +
On March 16 2017 12:25 Avexyli wrote:
We don't have access to the Chinese server, so we can't upload to it.


Oh I didn't know that.

So the Chinese can only play China made maps and arcade games?
yes and no

No, mapmakers can donate their map for a chinese sc2 player to change to sc2China standards and upload.. mapmaker can hack a map change it and upload it .. how it is done notwithstanding it has / can be done i believe.
Yes, of course it is not a free ongoing solution like everywhere else.
"not enough rights"
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 24 2017 08:19 GMT
#12
RQM the doors are super rad. Can you talk more about how you implemented them? Do they use the destructible rocks behavior to push units out from a closing door? Are the footprints no-path "building" like rocks or do units get stuck on the doors while trying to path through them?

I have a long-standing idea for bridges that you might be interested in... I've never gotten it to work quite right though.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
March 24 2017 13:45 GMT
#13
I can answer these. The doors actually already exist in the editor premade (you have to use triggers to get them to open/close, but there is a command built-in for this) although the ones he did here he modified to have a bigger footprint (makes sense since you don't want all your doors to have a small-ish opening like the default ones). If you want to see how units interact with them when the doors close and such there is a tiny video on my map Ala'dor that might show what you want to know.

you should tell us your bridge idea you know i eat this shit up
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
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
Last Edited: 2017-03-24 14:03:43
March 24 2017 14:01 GMT
#14
EatThePath//
At first I made door with only collapsible rock. But it was odd to see doors destroyed and created repeatedly. Also it required dummy units morphing to other destructible rock.. So I referenced reviving behavior of Terran heroes. (WoL's Raynor, Tychus, Stetmann and Swann have it.) The door is a mixed result of collapsible rock and this reviving behavior.

1. When the door receives lethal damage, it becomes invincible. This state lasts for a while. The door starts morphing.
2. During this invincible state, invisible units are created at coordinates of the door. These units push other units close to the door. (I referenced 'push units' from collapsible rock's behavior. )
3. Those 'push units' are killed and morph is also completed.

Units notice the closed door as blocked path as it has building type-footprint.

I'd like to hear what you were planning.. Maybe I can help. :D

---

Oh I didn't notice the latest reply again.. Yes I made the existing doors bigger to allow more units to pass.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2017-03-24 17:09:14
March 24 2017 17:08 GMT
#15
Have you experimented with a timer on these doors? It'll open for 30 seconds, then close for a minute, rinse and repeat. Kinda throws off timed or planned attacks, players can choose to wait it out or move on, or blink past it etc. not sure how balanced it would be but it would be neat for certain bases to be extra protected, and then extra exposed for a short time. And I don't mean on every door, just a couple, like the bases on the ends of the walkway.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
March 25 2017 12:32 GMT
#16
That's an interesting idea. Timer can act as a time-based limit for players. However, I won't apply it to this map because:

I wanted this new feature to be well accepted by most players. So I just simplified the key into 'destruction', which can be easily recognized. Due to same reason, I don't want to put exceptions in door units.. Two or more doors being different from others can confuse players new to this map. Also I think unexpected closed doors with timers can greatly discourage planned attacks. They can be too strong in end bases..

I tried something new, so I wanted to keep other features friendly to players. Sorry.
Please log in or register to reply.
Live Events Refresh
Korean StarCraft League
03:00
Week 86
CranKy Ducklings121
HKG_Chickenman117
davetesta30
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 134
SpeCial 125
PiLiPiLi 21
RuFF_SC2 10
StarCraft: Brood War
GuemChi 1952
ggaemo 126
Dewaltoss 42
Noble 28
ZergMaN 22
Terrorterran 9
Icarus 6
Dota 2
monkeys_forever743
LuMiX1
Other Games
summit1g10831
C9.Mang0645
JimRising 538
Mew2King93
ZombieGrub48
Livibee32
Organizations
StarCraft: Brood War
Afreeca ASL 1740
Other Games
gamesdonequick1201
Counter-Strike
PGL206
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 78
• Kozan
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• Azhi_Dahaki3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift4208
• Lourlo251
• Stunt171
Upcoming Events
PiG Sty Festival
5h 3m
Reynor vs Clem
ShowTime vs SHIN
CranKy Ducklings
6h 3m
OSC
7h 3m
SC Evo Complete
9h 33m
DaveTesta Events
14h 18m
AI Arena Tournament
16h 3m
Replay Cast
20h 3m
PiG Sty Festival
1d 5h
Maru vs TBD
Sparkling Tuna Cup
1d 6h
uThermal 2v2 Circuit
1d 11h
[ Show More ]
Replay Cast
2 days
Wardi Open
2 days
Monday Night Weeklies
2 days
Replay Cast
2 days
Replay Cast
4 days
Replay Cast
4 days
The PondCast
5 days
KCM Race Survival
5 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-02-26
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Acropolis #4 - TS5
Jeongseon Sooper Cup
Spring Cup 2026
[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
WardiTV Winter 2026
PiG Sty Festival 7.0
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
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.