• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 11:57
CET 17:57
KST 01:57
  • 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
HomeStory Cup 28 - Info & Preview11Rongyi Cup S3 - Preview & Info3herO wins SC2 All-Star Invitational14SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8
Community News
Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)38
StarCraft 2
General
HomeStory Cup 28 - Info & Preview StarCraft 2 Not at the Esports World Cup 2026 Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win Oliveira Would Have Returned If EWC Continued herO wins SC2 All-Star Invitational
Tourneys
HomeStory Cup 28 KSL Week 85 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open!
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
The PondCast: SC2 News & Results Mutation # 510 Safety Violation Mutation # 509 Doomsday Report Mutation # 508 Violent Night
Brood War
General
Liquipedia.net NEEDS editors for Brood War BGH Auto Balance -> http://bghmmr.eu/ Can someone share very abbreviated BW cliffnotes? BW General Discussion [ASL21] Potential Map Candidates
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 Azhi's Colosseum - Season 2 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Battle Aces/David Kim RTS Megathread Nintendo Switch Thread Path of Exile Mobile Legends: Bang Bang Beyond All Reason
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 Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Let's Get Creative–Video Gam…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1989 users

[M] (2) Risen Memory

Forum Index > SC2 Maps & Custom Games
Post a Reply
Pklixian
Profile Joined October 2017
Canada81 Posts
Last Edited: 2019-08-09 21:34:33
August 09 2019 21:26 GMT
#1
Risen Memory [PLX]
2 player melee map
[image loading]


Size: 144x136
Spawns: Top left/bot right
Uploaded to all sc2 servers as Risen Memory [PLX]

__________________________________________________________________________________________________

Risen Memory is a fairly standard map with a more unique design, with a flat natural choke that uses a 4x4 rock to help in walling, this map provides 2 options for thirds. The triangle third which has the same size choke as the natural without the rock, and a forward third thats more open.

With fourth bases being 'far' the map might grow difficult to maintains more than 3 bases without control, though the forward third is able to be defended well from the natural high ground, and despite being open the fastest route to it is blocked by rocks.

As time moves on control over middle will become ever more important if you wish to secure the forward bases resting on it's sides, or wish to keep the other player at bay from easily pushing into your more vulnerable bases.
With 6-7 bases per player (including the natural) games should last rather long if you do not emerge victorious swiftly.

__________________________________________________________________________________________________
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 09 2019 22:17 GMT
#2
It looks to me like the nat2nat distance is a little bit short, considering the wide width of the ramps outside nat for the defender to control highground, and the even shorter distance once a set of rocks is broken. With this type of main/nat setup, a map that was taller vertically (instead of longer horizontally) would probably be more fitting in general to increase the distances.

Is the main too small? I am not completely up to date on what the size needs to be, but it looks smaller than any of the maps in the current GSL/ladder/ASUS ROG/etc. pools.

Cool flow between the defensive third and fourth bases.

12 and 6 o'clock bases feel like the ramps could be wider, considering that this path is a "major" attack path in lategame. 3x ramps feel like they may be too constricting. Maybe a 4x ramp with a 4x4 rock to be opened up late game? Or perhaps deleting the half base and adding rocks to that wall so it can be broken down in the late game?
https://liquipedia.net/starcraft2/Monitor
Pklixian
Profile Joined October 2017
Canada81 Posts
Last Edited: 2019-08-10 03:20:42
August 10 2019 03:19 GMT
#3
On August 10 2019 07:17 monitor wrote:
It looks to me like the nat2nat distance is a little bit short, considering the wide width of the ramps outside nat for the defender to control highground, and the even shorter distance once a set of rocks is broken. With this type of main/nat setup, a map that was taller vertically (instead of longer horizontally) would probably be more fitting in general to increase the distances.

Is the main too small? I am not completely up to date on what the size needs to be, but it looks smaller than any of the maps in the current GSL/ladder/ASUS ROG/etc. pools.

Cool flow between the defensive third and fourth bases.

12 and 6 o'clock bases feel like the ramps could be wider, considering that this path is a "major" attack path in lategame. 3x ramps feel like they may be too constricting. Maybe a 4x ramp with a 4x4 rock to be opened up late game? Or perhaps deleting the half base and adding rocks to that wall so it can be broken down in the late game?


I can look into the nat2nat rush distance when I have the time available, though having it being more vertical than horz would work better, I wanted the result I have. Regarding the half base, yeah the ramp nearby it could be turned to a 4x with a debris on it. 3x is restricting but it isnt bad for lategame, and its my standard ramp for all bases.
I make exceptions for paths that need a larger ramp to engage a area, but I do plan on having the highground base easier to defend. It depends, I personally think what I got is a even mix. Middle ramps could use more choking, though the rush distance shouldn't be that long.

Deleting the half base is not a bad idea, not fully keen on removing/keeping it really.
As I cannot predict if it will be used or wont be used. Since its a more vespene focussed base it will be useful in the lategame, with the continuous battle for middle since it drives most of the attack paths.

Will keep what you said in mind though, I can easily make room for a 4x4 ramp with debris on it to temp choke it.
And keep the half base with that.
Also the main shouldn't be that small, roughly standard size if you look at Avex's latest map clear waters/some current ladder maps. 1.5-2 tumors covers most of it.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 10 2019 23:52 GMT
#4
Is there a place I can see Clear Water? Couldn't find it when I did a TL/Google search. Perhaps I am out of the loop!
https://liquipedia.net/starcraft2/Monitor
Pklixian
Profile Joined October 2017
Canada81 Posts
August 11 2019 16:44 GMT
#5
On August 11 2019 08:52 monitor wrote:
Is there a place I can see Clear Water? Couldn't find it when I did a TL/Google search. Perhaps I am out of the loop!


What do you mean by clear water, if you mean more transparent water.
you can modify the settings of all available water types to make them different colors/more transparent.
besides that, I do not know.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
monitor
Profile Blog Joined June 2010
United States2408 Posts
August 11 2019 20:01 GMT
#6
On August 12 2019 01:44 Pklixian wrote:
Show nested quote +
On August 11 2019 08:52 monitor wrote:
Is there a place I can see Clear Water? Couldn't find it when I did a TL/Google search. Perhaps I am out of the loop!


What do you mean by clear water, if you mean more transparent water.
you can modify the settings of all available water types to make them different colors/more transparent.
besides that, I do not know.


Oh I meant the map by Avex that you referenced as having a similar main size to yours. I thought you were saying that it was called Clear Waters, and I couldn't find it.
https://liquipedia.net/starcraft2/Monitor
Antares777
Profile Joined June 2010
United States1971 Posts
August 12 2019 02:09 GMT
#7
I like the use of rocks around the center, but I think the center itself is otherwise uninteresting and presents a straightforward path between naturals. I think you might want to push the ramps with rocks on them away from the ramps next to them without the rocks. This would make the rocks a little more significant since the different in attack path would be greater, and enlarge the center/change its boundaries. Maybe then you could fit another obstruction or enlarge the one already there so that moving through the center has more risk?
Pklixian
Profile Joined October 2017
Canada81 Posts
August 12 2019 11:38 GMT
#8
On August 12 2019 05:01 monitor wrote:
Show nested quote +
On August 12 2019 01:44 Pklixian wrote:
On August 11 2019 08:52 monitor wrote:
Is there a place I can see Clear Water? Couldn't find it when I did a TL/Google search. Perhaps I am out of the loop!


What do you mean by clear water, if you mean more transparent water.
you can modify the settings of all available water types to make them different colors/more transparent.
besides that, I do not know.


Oh I meant the map by Avex that you referenced as having a similar main size to yours. I thought you were saying that it was called Clear Waters, and I couldn't find it.


oh sorry, I got mistaken. You should be able to find it ingame by searching (Avex -) and going to the very bottom.
My memory isnt the best when it comes to names :l
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Pklixian
Profile Joined October 2017
Canada81 Posts
August 12 2019 11:42 GMT
#9
On August 12 2019 11:09 Antares777 wrote:
I like the use of rocks around the center, but I think the center itself is otherwise uninteresting and presents a straightforward path between naturals. I think you might want to push the ramps with rocks on them away from the ramps next to them without the rocks. This would make the rocks a little more significant since the different in attack path would be greater, and enlarge the center/change its boundaries. Maybe then you could fit another obstruction or enlarge the one already there so that moving through the center has more risk?


Maybe,
looking at it moving the rock ramp a bit more to the right wont hurt.
Moving the ramp means I'll be moving the ramp leading to the half base, and removing the half base.
which isn't a problem, I can see why middle is not that uninteresting. I plan on making it more risky early game via choking it more, at least the path between naturals. But the middle currently stands for what I need for mid-late game. When you're trying to secure the later bases. Since you can use it to cut off paths if needed.

More risk does sound good though, and this map needs some more of that to make the forward third in example slightly more safe.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
mythikdawn
Profile Joined July 2019
United States25 Posts
September 01 2019 19:36 GMT
#10
Looks a little vulnerable to Terran drops, especially in ZvT, with the natural minerals placed against the main base cliff. Other than that, I like the layout, especially the linear expansion path into the center - haven't seen that in quite some time!
Please log in or register to reply.
Live Events Refresh
HomeStory Cup
12:00
Day 3
HeRoMaRinE vs ShoWTimELIVE!
TBD vs Serral
TBD vs Clem
TaKeTV6011
ComeBackTV 2199
IndyStarCraft 670
TaKeSeN 497
3DClanTV 170
Rex168
CosmosSc2 114
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 670
Rex 168
CosmosSc2 105
StarCraft: Brood War
Calm 3026
Shuttle 894
Stork 447
EffOrt 435
Larva 364
Hyuk 344
Mini 338
BeSt 234
firebathero 207
ggaemo 151
[ Show more ]
actioN 138
Hyun 92
Sharp 64
PianO 58
Free 36
Mind 36
Hm[arnc] 33
Rock 25
ToSsGirL 25
yabsab 23
HiyA 20
soO 19
JYJ 18
Barracks 17
Stormgate
BeoMulf90
Dota 2
Gorgc5508
qojqva2948
syndereN451
Fuzer 345
Counter-Strike
fl0m3608
kRYSTAL_29
Super Smash Bros
Mew2King72
Heroes of the Storm
Khaldor735
Liquid`Hasu430
Trikslyr27
MindelVK8
Other Games
FrodaN6737
Grubby2779
Liquid`RaSZi1994
singsing1736
B2W.Neo1542
Mlord731
crisheroes336
KnowMe128
QueenE127
Organizations
Other Games
EGCTV1512
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• StrangeGG 46
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2929
Upcoming Events
Replay Cast
7h 3m
Replay Cast
1d 7h
Wardi Open
1d 19h
WardiTV Invitational
2 days
Replay Cast
3 days
The PondCast
3 days
WardiTV Invitational
3 days
Replay Cast
4 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

Proleague 2026-01-31
OSC Championship Season 13
Underdog Cup #3

Ongoing

CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Rongyi Cup S3
HSC XXVIII
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W7
Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
LiuLi Cup: 2025 Grand Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
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.