• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 18:34
CET 00:34
KST 08:34
  • 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 ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Team Liquid Map Contest - Preparation Notice6Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
Vitality disbanding their sc2-team How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Team Liquid Map Contest - Preparation Notice ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026 RSL Season 4 announced for March-April Sea Duckling Open (Global, Bronze-Diamond) PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
BSL 22 Map Contest — Submissions OPEN to March 10 Flash's ASL S21 & Future Plans Announcement BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues ASL Season 21 Qualifiers March 7-8 [BSL22] Open Qualifier #1 - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
PC Games Sales Thread Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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 Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread UK Politics Mega-thread
Fan Clubs
The IdrA 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
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
ONE GREAT AMERICAN MARINE…
XenOsky
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1933 users

New Map Feature for a future TLMC

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Inrau
Profile Joined June 2019
35 Posts
June 29 2019 22:54 GMT
#1
I posted this over at reddit, but I might as well post it here as well since this is where the TLMC stuff officially is.

[image loading]

I wanted to create a new feature that wasn't too drastic. I'm thinking the Pools would mainly be used for a fourth or fifth location, possibly to make golds even more risky.
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2019-06-30 09:48:38
June 30 2019 09:48 GMT
#2
Interesting. I've always enjoyed the idea of having ressources use less space so that mapmaker could be more creative with the the terrain surrounding an expand.
rly ?
fluidrone
Profile Blog Joined January 2015
France1478 Posts
June 30 2019 13:34 GMT
#3
<3 more! .. i always want more rts in my rts!
"not enough rights"
4theNookie
Profile Joined May 2018
2 Posts
June 30 2019 15:26 GMT
#4
Cool idea. I like it. Adds definite variety to builds.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2019-06-30 23:58:48
June 30 2019 18:52 GMT
#5
Sorry.. the reptilian part of my brain just woke up

[image loading]

Did you apply this concept on a map in the editor (working version or not) or is this your dream come true idea and you know nothing about how or if it could be done? somewhere in the middle?

(i'm mentioning that because the mineral nodes are hard units to deal with or edit .. "full of blizzard hotfixes" or even "notoriously buggy territory")
"not enough rights"
Inrau
Profile Joined June 2019
35 Posts
July 01 2019 01:24 GMT
#6
+ Show Spoiler +
On July 01 2019 03:52 fluidrone wrote:
Sorry.. the reptilian part of my brain just woke up

[image loading]

Did you apply this concept on a map in the editor (working version or not) or is this your dream come true idea and you know nothing about how or if it could be done? somewhere in the middle?

(i'm mentioning that because the mineral nodes are hard units to deal with or edit .. "full of blizzard hotfixes" or even "notoriously buggy territory")


I only thought of the idea, I have not the skills or time to make a prototype version. I imagine Blizzard would probably have to make the damn thing if mineral nodes are cumbersome. Thanks for the comment(s)
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2019-07-01 11:36:35
July 01 2019 11:35 GMT
#7
Workers should stay "burrowed" when they mine the pools then.
Less is more.
themusic246
Profile Joined December 2012
United States213 Posts
July 01 2019 15:54 GMT
#8
This idea isn't bad actually..
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
Sanglune
Profile Joined February 2016
Netherlands30 Posts
July 02 2019 16:36 GMT
#9
Would certainly fix all problems we have designing the natural against cannon rushes.
hg2g2
Profile Joined January 2013
Canada71 Posts
July 02 2019 17:18 GMT
#10
I just wanna say, liquid gold bases just sound great.
Skypirinha1
Profile Joined June 2018
14 Posts
July 05 2019 22:55 GMT
#11
+1
I also think it’s a cool idea.
It probably makes cleaning up harrasment a little easier, instead of helping the agressor. (?)
Maybe it coud be used as a mix between a base and a regular pathway. (think of maps like Terraform where the mineralwall bases are made with these minerals instead.)
Also hybrid minerallines with some of these minerals could be usefull to help dealing with harras or like sanglune said the bane of “low” elo: The Cannonrush.
🚫🍷
Antares777
Profile Joined June 2010
United States1971 Posts
July 21 2019 19:43 GMT
#12
It's a neat idea that might just function as somewhat of a quality-of-life improvement for mapmakers, but might have some unintended effects on gameplay. While we won't have to worry nearly as much about the placement of mineral fields with regards to cannon rushes, unit harassment changes dramatically. No longer would a handful of units be able to hide behind the mineral lines and use them as a shield. Melee units would benefit from this change while ranged units would not. Overall, it seems like it would benefit Zerg while hurting Terran or Protoss in either ZvT or ZvP.

Something else to note is that works would be able to surround a harassing unit(s) much more easily. It's hard for me to say whether that is a good thing or not, since I usually think that if you are attacking with your workers to defend you're already in a bit of trouble.

I could see this feature being used on some maps where minerals from an expansion double as a wall. With bellow-ground minerals, the wall is no more, but the workers are still just as vulnerable as before.
techsupport90
Profile Joined July 2019
1 Post
July 22 2019 05:58 GMT
#13
--- Nuked ---
Inrau
Profile Joined June 2019
35 Posts
July 23 2019 01:16 GMT
#14
On July 22 2019 04:43 Antares777 wrote:
It's a neat idea that might just function as somewhat of a quality-of-life improvement for mapmakers, but might have some unintended effects on gameplay. While we won't have to worry nearly as much about the placement of mineral fields with regards to cannon rushes, unit harassment changes dramatically. No longer would a handful of units be able to hide behind the mineral lines and use them as a shield. Melee units would benefit from this change while ranged units would not. Overall, it seems like it would benefit Zerg while hurting Terran or Protoss in either ZvT or ZvP.

Something else to note is that works would be able to surround a harassing unit(s) much more easily. It's hard for me to say whether that is a good thing or not, since I usually think that if you are attacking with your workers to defend you're already in a bit of trouble.

I could see this feature being used on some maps where minerals from an expansion double as a wall. With bellow-ground minerals, the wall is no more, but the workers are still just as vulnerable as before.

Thanks for the in depth reply. I do think it would be interesting to see how harass would change. How progamers react to the less guarded workers, maybe they would have more vision invested, or static defense. I think if a standard expansion with Mineral Pools, (or whatever they are called,) favors zerg, then maybe making the expansion entrances tighter would offset this.

I do wish I had the skills to make a prototype of this, but at the end of the day it was just an idea.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2019-07-23 02:47:54
July 23 2019 02:45 GMT
#15
i think people should keep in mind it wouldn't have to be all 8 mineral patches, it could be a mixture or alternating as well. for example the patches near the main base cliff could be open to nerf cannon rushes, but others could be left intact to preserve interactions like bio vs melee. mappers can also adjust things like the area or shape of terrain behind minerals to account for the sim city effect as well.

widow mines could also benefit insanely since as far as i know anywhere you can walk units you can burrow them as well. there's a lot to consider
TL+ Member
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2019-07-23 10:27:48
July 23 2019 10:06 GMT
#16
Again, i don't want to sound negative but the minerals are build in with a gazillion interdependencies..
i think those are even axioms :/

First you want to duplicate the minerals (so you can keep standard default ones) > not sure it is possible :/
(building the ore from scratch seems the best way but .. wouhouuu so much to do )

then you want to make the "ore" (the new duplicated mineral) footprints non existent and make no unit able to collide it
> i'm doubtful, maybe it works ?

and then you want to make it seem visually as they are beneath ground level > sounds ez manually but quite a challenge to not do it via triggers .. not that the tools aren't there and easy to identify but more that it will bug when you actualy launch the game on bnet (if it ever passes the publish phase/gate) and showcase it over ground

the trickiest and possibly hardest part is that the minerals have like "x" variation models.. and they also vary while losing mineral count ...

.. quite the challenge overall (i'd add kappa forbidden word if i had enough rights but i don't :D .. but i would add it to entice / bait / kite mapmakers into trying to do it on a new map! )

as to ORE dripping on the way .. i love the idea <3
(again, i would cheat and add a trigger probably :D , because using the tools in galaxy proper sounds ludicrous)

ok now the full truth.. last time i tried messing with stuff on the map was a few years ago :p and i totally broke my galaxy :D ..
i was messing with the terrain minimal height and wizzzz
all minerals were now unminable on the map..
i took me on a roller coaster of fixing
..
now admittedly i'm far from the sharpest tool in the box
but i did do other tries with the minerals (like trying to make them not invulnerable) and

every time
something bugs

... all this said, i'll probably end up trying to cheat my way into the sunken ore :D .. hope others do too <3
i'll message you if/when ive failed/wonnered
"not enough rights"
themusic246
Profile Joined December 2012
United States213 Posts
July 24 2019 02:49 GMT
#17
Uploaded a quick/dirty prototype... published on NA... Custom > Melee > "Mineral Pool POC"

battlenet:://starcraft/map/1/311278

1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
Inrau
Profile Joined June 2019
35 Posts
July 25 2019 17:23 GMT
#18
On July 24 2019 11:49 themusic246 wrote:
Uploaded a quick/dirty prototype... published on NA... Custom > Melee > "Mineral Pool POC"

battlenet:://starcraft/map/1/311278


Holy hell. This is awesome, great work.

Its a very good prototype, Its really fluid bringing in hellions over the mineral lines.
[image loading]
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
July 25 2019 21:40 GMT
#19
This is great. I would love to see this tested extensively.
Celebrating Starcraft since... a long time ago.
kaye052
Profile Joined July 2019
1 Post
July 26 2019 05:32 GMT
#20
--- Nuked ---
1 2 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
22:30
Best Games
ByuN vs Clem
ByuN vs herO
ByuN vs MaxPax
PiGStarcraft432
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft432
ProTech145
UpATreeSC 0
StarCraft: Brood War
Sea 8376
Shuttle 71
Dota 2
monkeys_forever192
League of Legends
JimRising 403
Super Smash Bros
hungrybox266
Heroes of the Storm
Khaldor139
Other Games
FrodaN4373
summit1g4033
Grubby3528
shahzam551
KnowMe240
ToD193
C9.Mang0158
ViBE91
capcasts55
Mew2King28
Organizations
StarCraft 2
angryscii 42
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• musti20045 40
• davetesta28
• Adnapsc2 25
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21087
League of Legends
• Doublelift5612
Other Games
• imaqtpie942
• Shiphtur187
Upcoming Events
Replay Cast
26m
CranKy Ducklings
10h 26m
RSL Revival
10h 26m
WardiTV Winter Champion…
12h 26m
AI Arena Tournament
20h 26m
Replay Cast
1d
Sparkling Tuna Cup
1d 10h
RSL Revival
1d 10h
WardiTV Winter Champion…
1d 12h
OSC
1d 12h
[ Show More ]
Replay Cast
2 days
Replay Cast
2 days
Monday Night Weeklies
2 days
OSC
3 days
Replay Cast
5 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-05
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

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
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
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.