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Active: 1373 users

GSTL maps got final updates

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Xeph
Profile Joined September 2004
Korea (South)191 Posts
Last Edited: 2011-02-06 19:48:13
February 06 2011 10:45 GMT
#1
New maps for GSTL got final updates for the league. I sent mapfiles to EU, NA, SEA, TW uploaders, and those maps will be updated on server soon. I also sent GomTV modified version of Lost Temple, Xel'Naga Cavarns, Metalopolis.

Thank you again [SCC]Faust(NA), [wh]_ForAlways(NA), MeLo(SEA). Beta(TW) and specially thank you smileyyy(EU).


Below screenshots are from the latest version. You can see lot of changes; resources, rocks, terrains, rush distances, neutral supply depots or something.


1. Crevasse (custom, 크레바스, KR EU NA SEA TW avilable) by JackyPrime

[image loading]

2. Crossfire SE(customized blizzard, 십자포화, KR EU NA SEA TW available) by JackyPrime

[image loading]

3. Terminus Re(customized Blizzard, 종착역, KR EU NA SEA TW available) by LSPrime

[image loading]

4. Tal'Darim Altar(custom, 탈다림 제단, KR EU NA SEA TW available) by LSPrime

[image loading]

5. GomTV Modified Lost Temple screenshot by smileyyy

[image loading]
Persistent Pursuit of Perfection
Special Endrey
Profile Joined June 2010
Germany1929 Posts
February 06 2011 10:48 GMT
#2
Oha, thx for the update , what did change at lost temple, xel naga and metalopolis ?
This signature is ruining eSports - -Twitter: @SpecialEndrey
ALPINA
Profile Joined May 2010
3791 Posts
February 06 2011 10:51 GMT
#3
Crevasse looks awesome and I especially like the textures on that map
You should never underestimate the predictability of stupidity
Xeph
Profile Joined September 2004
Korea (South)191 Posts
Last Edited: 2011-02-06 10:53:02
February 06 2011 10:52 GMT
#4
On February 06 2011 19:48 Special Endrey wrote:
Oha, thx for the update , what did change at lost temple, xel naga and metalopolis ?

Pre-installed destructible neutral supply depots to prevent entrance-blocking with two bunkers or three pylons.

You can see an example on Terminus RE.
Persistent Pursuit of Perfection
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
February 06 2011 10:55 GMT
#5
They look way better than the 1.2.1 maps. Am I the only one who finds it ironic that they removed most of the gold expansions or changed them back to blue ? I guess the boosts proved a bit too much.
I will never ever play Mech against Protoss. - MVP
Chise
Profile Joined December 2010
Japan507 Posts
Last Edited: 2011-02-06 11:00:49
February 06 2011 10:59 GMT
#6
Props to GOM for really trying to balance the maps the best they can and making changes until they are balanced.

Maps like those look like the future of SC2 to me.
Ziggitz
Profile Joined September 2010
United States340 Posts
February 06 2011 11:01 GMT
#7
On February 06 2011 19:52 Xeph wrote:
Show nested quote +
On February 06 2011 19:48 Special Endrey wrote:
Oha, thx for the update , what did change at lost temple, xel naga and metalopolis ?

Pre-installed destructible neutral supply depots to prevent entrance-blocking with two bunkers or three pylons.

You can see an example on Terminus RE.


Awesome.

I noticed on some of the maps the expos have only 7 mineral patches. Is this with terran in mind giving them better income that zerg or protoss percentage wise with their mules to account for the larger map sizes?
milesfacade
Profile Joined November 2010
United Kingdom799 Posts
Last Edited: 2011-02-06 11:07:16
February 06 2011 11:03 GMT
#8
These are all the changes I can see:

Crevasse: Scrap metal has replaced the rocks. There is a larger ramp from third to fourth base. No more rocks at third. Other slight dimension changes. Gold minerals changed to normal minerals.

Crossfire SE: No changes as far as I can tell

Terminus RE: No longer scrap metal at the fourth. Orientation of third base changed. Neutral supply depot on main base ramp.

Tal'Darim Altar: No more rocks at third expansion. All gold bases removed.
Smigi
Profile Joined April 2010
United States328 Posts
February 06 2011 11:05 GMT
#9
These maps are great. I can't wait.

I LOVE how they removed the rocks from the potential thirds on Taldarim and Crevasse.

They were just annoying more than anything.
Drone then Own
zonic
Profile Joined May 2010
New Zealand64 Posts
February 06 2011 11:08 GMT
#10
these maps so big! 16 bases in a 1v1
Licmyobelisk
Profile Blog Joined August 2008
Philippines3682 Posts
Last Edited: 2011-02-06 11:09:11
February 06 2011 11:08 GMT
#11
is it me or Crossfire feels like a terrible map for zergs due to pathing and unable to spread out? (well, I dunno but I suppose should be fine with them since they like the roach balls)

Wow, I think Terminus RE is the most exciting map ^_^
I don't think I've ever wished my opponent good luck prior to a game. When I play, I play to win. I hope every opponent I ever have is cursed with fucking terrible luck. I hope they're stuck playing underneath a stepladder with a black cat in attendance a
Amestir
Profile Blog Joined May 2010
Netherlands2126 Posts
Last Edited: 2011-02-06 11:13:03
February 06 2011 11:09 GMT
#12
Hmm it's great they fixed the bunker / pylon blocking but I find this a rather clumsy solution. Surely there has to be a more elegant solution?
We know nothing.
Norada
Profile Joined August 2010
China482 Posts
February 06 2011 11:10 GMT
#13
wtb these maps to go on ladder. they look so sexy<3
PredY
Profile Joined September 2009
Czech Republic1731 Posts
February 06 2011 11:23 GMT
#14
is taldarim altar smaller or did they just remove the gold expos?
http://www.twitch.tv/czelpredy
Ultramus
Profile Joined June 2010
United States319 Posts
February 06 2011 11:24 GMT
#15
On February 06 2011 20:08 Licmyobelisk wrote:
is it me or Crossfire feels like a terrible map for zergs due to pathing and unable to spread out? (well, I dunno but I suppose should be fine with them since they like the roach balls)

Wow, I think Terminus RE is the most exciting map ^_^


Having played it a few times, I kind of enjoy it, as a muta/ling player, bigger maps=more gas=more mutas!! and I can't be killed as easily by 2 base timings that hit before I have any appreciable number of mutas up. I can see your point with the pathing but it's too big to effectively control with a big death ball or tanks without some of them being undefended. Just my opinion and experiences though.
Baking is like science for hungry people
imJealous
Profile Joined July 2010
United States1382 Posts
Last Edited: 2011-02-06 11:34:17
February 06 2011 11:27 GMT
#16
On February 06 2011 20:08 Licmyobelisk wrote:
is it me or Crossfire feels like a terrible map for zergs due to pathing and unable to spread out? (well, I dunno but I suppose should be fine with them since they like the roach balls)

Wow, I think Terminus RE is the most exciting map ^_^

I don't think it will be terrible. It could be a good candidate for veto depending on what original ladder maps are still in the pool but its still a large map with lots of freedom to expand. Most of the current ladder maps have similarly dangerous terrain features, shorter rush distance, and fewer viable expansions to boot.

Also, if large macro based maps like these do turn out to tip the balance of the game too far in zergs favor then features like these that favor tanks and colossus may be necessary to restore map balance.
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
ccHaZaRd
Profile Joined February 2009
Canada1024 Posts
February 06 2011 11:35 GMT
#17
crevasse and crossfire look awesome :D
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
February 06 2011 11:43 GMT
#18
Crossfire looks unbelievably big
MrCon
Profile Blog Joined August 2010
France29748 Posts
February 06 2011 11:48 GMT
#19
They removed the stupid rocks at the 3rd \o/ This is great.
Lunat!c
Profile Joined March 2010
122 Posts
February 06 2011 12:07 GMT
#20
I think those maps are great! But I already saw some games on them and from what I saw I am pretty sure that those maps change the whole balance of the game e.g. Protoss can easily take 3 bases and build up a perfect army against zerg with maps like these we will need a lot of balance patches...
TeWy
Profile Joined December 2009
France714 Posts
Last Edited: 2011-02-06 12:11:23
February 06 2011 12:08 GMT
#21
On February 06 2011 20:27 imJealous wrote:
Show nested quote +
On February 06 2011 20:08 Licmyobelisk wrote:
is it me or Crossfire feels like a terrible map for zergs due to pathing and unable to spread out? (well, I dunno but I suppose should be fine with them since they like the roach balls)

Wow, I think Terminus RE is the most exciting map ^_^

I don't think it will be terrible. It could be a good candidate for veto depending on what original ladder maps are still in the pool but its still a large map with lots of freedom to expand. Most of the current ladder maps have similarly dangerous terrain features, shorter rush distance, and fewer viable expansions to boot.

Also, if large macro based maps like these do turn out to tip the balance of the game too far in zergs favor then features like these that favor tanks and colossus may be necessary to restore map balance.



The game will never be balanced for small and large maps.
Right now, the game is not balanced for these maps.
Not balanced in all aspects (units speed, units collizion size, strength of each race etc....).

Of course I'm still prefering these than the Blizzard terrible ones, but Blizzard will soon have to make a choice about the philosophy of their map pool. Imo, having such a secession with Blizzard even before the release of the expansions can bring nothing good.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50628 Posts
February 06 2011 12:10 GMT
#22
On February 06 2011 20:08 zonic wrote:
these maps so big! 16 bases in a 1v1


it used to be 20....lol
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Gorguts
Profile Joined July 2010
Canada254 Posts
February 06 2011 12:15 GMT
#23
What's this? No rocks blocking expansions?!?!


fuck yes.
hugman
Profile Joined June 2009
Sweden4644 Posts
February 06 2011 12:21 GMT
#24
I think Terrans are going to like Crossfire
emc
Profile Joined September 2010
United States3088 Posts
February 06 2011 12:22 GMT
#25
On February 06 2011 21:08 TeWy wrote:
Show nested quote +
On February 06 2011 20:27 imJealous wrote:
On February 06 2011 20:08 Licmyobelisk wrote:
is it me or Crossfire feels like a terrible map for zergs due to pathing and unable to spread out? (well, I dunno but I suppose should be fine with them since they like the roach balls)

Wow, I think Terminus RE is the most exciting map ^_^

I don't think it will be terrible. It could be a good candidate for veto depending on what original ladder maps are still in the pool but its still a large map with lots of freedom to expand. Most of the current ladder maps have similarly dangerous terrain features, shorter rush distance, and fewer viable expansions to boot.

Also, if large macro based maps like these do turn out to tip the balance of the game too far in zergs favor then features like these that favor tanks and colossus may be necessary to restore map balance.



The game will never be balanced for small and large maps.
Right now, the game is not balanced for these maps.
Not balanced in all aspects (units speed, units collizion size, strength of each race etc....).

Of course I'm still prefering these than the Blizzard terrible ones, but Blizzard will soon have to make a choice about the philosophy of their map pool. Imo, having such a secession with Blizzard even before the release of the expansions can bring nothing good.


The maps in 1.2.1 are pretty big, even the new LT has been opened up to make it seem larger than it is, so macro based maps are definitely on blizzards mind. Now we will have to wait and see how the statistics line up on blizzards end, but if match ups prove imbalanced on bigger maps then we may see balance changes. I really think that some maps like LT and meta should be rid of close positions and THEN balance the game, so that no map has close positions so then the game can be balanced and tested around games that last longer than one would in close positions.
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
February 06 2011 12:45 GMT
#26
taking out the destructibles at the 3rd is a good move imho, overall these maps look great. Now we'll just have to wait and see how they play out in a truly competitive environment. Hoping for greatness!
Do you really want chat rooms?
imyzhang
Profile Blog Joined March 2010
Canada809 Posts
February 06 2011 13:51 GMT
#27
any one know how zvt is on crossfire?
bleh
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
February 06 2011 13:54 GMT
#28
is this going to be the new version of LT?
[image loading]
its the PTR test map #1 and IMO it looks suspiciously like Lost Temple lol
www.root-gaming.com
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50628 Posts
Last Edited: 2011-02-06 13:56:02
February 06 2011 13:54 GMT
#29
On February 06 2011 22:51 imyzhang wrote:
any one know how zvt is on crossfire?


It is terran favored,but not by much and mech is really good on the map.

@Drewbie,no the edited version spoke of is the one where you can't block the ramp with 2 bunkers.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Blasterion
Profile Blog Joined October 2010
China10272 Posts
February 06 2011 14:00 GMT
#30
On February 06 2011 22:54 drewbie.root wrote:
is this going to be the new version of LT?
[image loading]
its the PTR test map #1 and IMO it looks suspiciously like Lost Temple lol

Will they name it Neo Lost Temple?
[TLNY]Mahjong Club Thread
debasers
Profile Joined August 2010
737 Posts
February 06 2011 14:03 GMT
#31
The supply depot idea is pretty awesome!
sleepingdog
Profile Joined August 2008
Austria6145 Posts
February 06 2011 14:03 GMT
#32
All Blizzard now would have to do is execute a "copy/paste"-command to increase the quality of the current mappool tremendously.

On February 06 2011 22:54 drewbie.root wrote:
is this going to be the new version of LT?
[image loading]
its the PTR test map #1 and IMO it looks suspiciously like Lost Temple lol


With the exception that the close air positions look more like metalopolis/scrap-station...
"You see....YOU SEE..." © 2010 Sen
RyanRushia
Profile Blog Joined April 2010
United States2748 Posts
February 06 2011 14:17 GMT
#33
maps look crazy as shite... excited to see people start to play on them more so we can see how they actually play out!
I saw the angel in the marble and carved until I set him free. | coL.Ryan | www.twitter.com/coL_RyanR
debasers
Profile Joined August 2010
737 Posts
February 06 2011 14:22 GMT
#34
On February 06 2011 21:22 emc wrote:
Show nested quote +
On February 06 2011 21:08 TeWy wrote:
On February 06 2011 20:27 imJealous wrote:
On February 06 2011 20:08 Licmyobelisk wrote:
is it me or Crossfire feels like a terrible map for zergs due to pathing and unable to spread out? (well, I dunno but I suppose should be fine with them since they like the roach balls)

Wow, I think Terminus RE is the most exciting map ^_^

I don't think it will be terrible. It could be a good candidate for veto depending on what original ladder maps are still in the pool but its still a large map with lots of freedom to expand. Most of the current ladder maps have similarly dangerous terrain features, shorter rush distance, and fewer viable expansions to boot.

Also, if large macro based maps like these do turn out to tip the balance of the game too far in zergs favor then features like these that favor tanks and colossus may be necessary to restore map balance.



The game will never be balanced for small and large maps.
Right now, the game is not balanced for these maps.
Not balanced in all aspects (units speed, units collizion size, strength of each race etc....).

Of course I'm still prefering these than the Blizzard terrible ones, but Blizzard will soon have to make a choice about the philosophy of their map pool. Imo, having such a secession with Blizzard even before the release of the expansions can bring nothing good.


The maps in 1.2.1 are pretty big, even the new LT has been opened up to make it seem larger than it is, so macro based maps are definitely on blizzards mind. Now we will have to wait and see how the statistics line up on blizzards end, but if match ups prove imbalanced on bigger maps then we may see balance changes. I really think that some maps like LT and meta should be rid of close positions and THEN balance the game, so that no map has close positions so then the game can be balanced and tested around games that last longer than one would in close positions.



Yeah, and big maps are good for everyone, from the noobiest casual player, to the professional players.

Casual players often whines when they get "rushed", so there's no reason not to make bigger maps.
Snickersnee
Profile Blog Joined October 2010
United States241 Posts
February 06 2011 14:24 GMT
#35
I really like these maps alot, i'm just so happy to have distance!
Had an idea that combines the intimate moment of delivering babies with Crazy Taxi last night. Can emotional arcade style gaming work?
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50628 Posts
February 06 2011 14:24 GMT
#36
On February 06 2011 23:00 Blasterion wrote:
Show nested quote +
On February 06 2011 22:54 drewbie.root wrote:
is this going to be the new version of LT?
[image loading]
its the PTR test map #1 and IMO it looks suspiciously like Lost Temple lol

Will they name it Neo Lost Temple?


they will probably name it not-a-python.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Anomandaris
Profile Joined July 2010
Afghanistan440 Posts
February 06 2011 14:24 GMT
#37
awesmoe maps! I sincerely hope that blizzard will add these to the ladder map pool
debasers
Profile Joined August 2010
737 Posts
February 06 2011 14:31 GMT
#38
I just wished some of the maps were made 2 player maps and not 4 players. That way the excessive amount of expansions could be cut out.
Kanil
Profile Joined April 2010
United States1713 Posts
February 06 2011 14:55 GMT
#39
It looks like Terminus got some re-texture work. It still looks awful, but less so than before. Don't know why they didn't just use the original tileset on that one.

Can't wait to see how these maps work out.
I used to have an Oz icon over here ---->
homeless_guy
Profile Joined June 2005
United States321 Posts
February 06 2011 15:00 GMT
#40
Great Maps! I dream of being able to play ladder games on maps this good. Maybe by summer (when I'm done teaching & have time to play again) the ladder map pool will be stronger.

One question--and please excuse it it seems silly--is there any significance to the blue & green hexagons on Tal'Darim Altar & Crevasse?
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
Last Edited: 2011-02-06 15:04:59
February 06 2011 15:03 GMT
#41
On February 06 2011 22:54 drewbie.root wrote:
is this going to be the new version of LT?
[image loading]
its the PTR test map #1 and IMO it looks suspiciously like Lost Temple lol


it's what lost temple would have been from the start if they'd have left all the not so good design decisions out.

On February 06 2011 23:31 debasers wrote:
I just wished some of the maps were made 2 player maps and not 4 players. That way the excessive amount of expansions could be cut out.


Looking at the maps now that are any way decent it's obvious that when blizz does maps for 4p that's where the magic happens. imho they can keep doing 4p maps
Do you really want chat rooms?
Makeone
Profile Joined December 2010
Sweden24 Posts
February 06 2011 15:07 GMT
#42
i dont see why you wold need to modify naga caverns?
Antoine
Profile Blog Joined May 2010
United States7481 Posts
February 06 2011 15:09 GMT
#43
Hm, did crevasse always have the destructible debris on the main ramp?
ModeratorFlash Sea Action Snow Midas | TheStC Ret Tyler MC | RIP 우정호
smileyyy
Profile Joined March 2010
Germany1816 Posts
February 06 2011 15:18 GMT
#44
On February 07 2011 00:09 Antoine wrote:
Hm, did crevasse always have the destructible debris on the main ramp?


Nope check this picture of the old version. TerminusRe got some major updates too

+ Show Spoiler +
[image loading]


Btw this is how the ramps have been modified: Lost Temple. :o
[image loading]
Fruitseller: I feel like it's a good strategy[6Pool]. I had a lot of strategies, but I thought about it a lot and decided to 6 pool. Other people told me to 6 pool too
BenKen
Profile Joined August 2009
United States860 Posts
February 06 2011 15:19 GMT
#45
wow cool. can't wait to see these in GSTL.
I deadlift for Aiur
Existential
Profile Joined December 2010
Australia2107 Posts
February 06 2011 15:27 GMT
#46
I'm liking the fact that you can't block the ramp anymore.
Jaedong <3 | BW - The first game I ever loved
Xeph
Profile Joined September 2004
Korea (South)191 Posts
February 06 2011 15:55 GMT
#47
On February 07 2011 00:18 smileyyy wrote:
Show nested quote +
On February 07 2011 00:09 Antoine wrote:
Hm, did crevasse always have the destructible debris on the main ramp?


Nope check this picture of the old version. TerminusRe got some major updates too

+ Show Spoiler +
[image loading]


Btw this is how the ramps have been modified: Lost Temple. :o
[image loading]

Thank you for your LT screenshot. Can you take a screenshot of others too?
Persistent Pursuit of Perfection
smileyyy
Profile Joined March 2010
Germany1816 Posts
February 06 2011 16:00 GMT
#48
On February 07 2011 00:55 Xeph wrote:
Show nested quote +
On February 07 2011 00:18 smileyyy wrote:
On February 07 2011 00:09 Antoine wrote:
Hm, did crevasse always have the destructible debris on the main ramp?


Nope check this picture of the old version. TerminusRe got some major updates too

+ Show Spoiler +
[image loading]


Btw this is how the ramps have been modified: Lost Temple. :o
[image loading]

Thank you for your LT screenshot. Can you take a screenshot of others too?

It is always the same method anyways / looks identical. Every main ramp has these 2 extra squares on which you cant build.
Fruitseller: I feel like it's a good strategy[6Pool]. I had a lot of strategies, but I thought about it a lot and decided to 6 pool. Other people told me to 6 pool too
Xeph
Profile Joined September 2004
Korea (South)191 Posts
Last Edited: 2011-02-06 16:03:09
February 06 2011 16:01 GMT
#49
On February 07 2011 01:00 smileyyy wrote:
Show nested quote +
On February 07 2011 00:55 Xeph wrote:
On February 07 2011 00:18 smileyyy wrote:
On February 07 2011 00:09 Antoine wrote:
Hm, did crevasse always have the destructible debris on the main ramp?


Nope check this picture of the old version. TerminusRe got some major updates too

+ Show Spoiler +
[image loading]


Btw this is how the ramps have been modified: Lost Temple. :o
[image loading]

Thank you for your LT screenshot. Can you take a screenshot of others too?

It is always the same method anyways / looks identical. Every main ramp has these 2 extra squares on which you cant build.

Okay, thank you. I modified OP with your screenshot.

BTW I prefer neutral supply depot method. At least, it is destructible.
Persistent Pursuit of Perfection
ranjutan
Profile Joined November 2010
United States636 Posts
February 06 2011 16:38 GMT
#50
On February 07 2011 00:00 homeless_guy wrote:
Great Maps! I dream of being able to play ladder games on maps this good. Maybe by summer (when I'm done teaching & have time to play again) the ladder map pool will be stronger.

One question--and please excuse it it seems silly--is there any significance to the blue & green hexagons on Tal'Darim Altar & Crevasse?

They're just decorative.
http://i53.tinypic.com/1r3j0p.gif
dvide
Profile Joined March 2010
United Kingdom287 Posts
Last Edited: 2011-02-06 17:20:56
February 06 2011 17:19 GMT
#51
Very glad they've removed rocks blocking expansions. I never could understood that. What advantage is there to controlling an important position on the map if you can't expand behind it? Really looking forward to the GSTL now.

EDIT: But please allow us to save replays
Dark-Storm
Profile Joined May 2010
Canada334 Posts
February 06 2011 17:21 GMT
#52
only change i noticed was Crevasse no longer has the 4 gold bases
I don't have Pet Peeves. I have Major psychotic Fucking Hatreds
asmo.0
Profile Joined August 2010
Norway318 Posts
February 06 2011 17:33 GMT
#53
On February 07 2011 02:21 Dark-Storm wrote:
only change i noticed was Crevasse no longer has the 4 gold bases

If you look at both the new and the old version at once you'll see a bit more.
- Ramp to main is twice the size, but half blocked by destructable rocks.
- Map in general smaller, more mashed down.
- Slight modifications to the edges, slightly increased/reduced space.
- Different textures, size and angle on the main destructable rocks (the ones seperating bases)
Lexvink
Profile Blog Joined May 2010
Canada310 Posts
February 06 2011 17:34 GMT
#54
Does anyone know if the new ramps prevent the Rax + Supply Depot wall in?
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
February 06 2011 17:41 GMT
#55
can't wait to see games on them
wat
smileyyy
Profile Joined March 2010
Germany1816 Posts
February 06 2011 17:41 GMT
#56
On February 07 2011 02:21 Dark-Storm wrote:
only change i noticed was Crevasse no longer has the 4 gold bases

hmm the 4th ( the 4 bases in the middle close to the towers) have only geyser but its a rich geyser which returns 6 instead of the usual 4 gas and there are only 6 mineral patch
Fruitseller: I feel like it's a good strategy[6Pool]. I had a lot of strategies, but I thought about it a lot and decided to 6 pool. Other people told me to 6 pool too
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
February 06 2011 17:44 GMT
#57
These look so much better than the new blizz maps. I hope they include them in ladder at some point.
bebe01
Profile Blog Joined July 2010
Korea (South)512 Posts
February 06 2011 17:45 GMT
#58
these maps are good for me to turtle and mass 3/3 bcs and orbitals
DoomGuy
Profile Joined December 2010
United Kingdom44 Posts
February 06 2011 17:51 GMT
#59
On February 06 2011 23:00 Blasterion wrote:
Show nested quote +
On February 06 2011 22:54 drewbie.root wrote:
is this going to be the new version of LT?
[image loading]
its the PTR test map #1 and IMO it looks suspiciously like Lost Temple lol

Will they name it Neo Lost Temple?


Call it Found Temple.

danielsan
Profile Joined December 2010
Romania399 Posts
February 06 2011 17:55 GMT
#60
I love those maps
beat farm
Profile Joined October 2010
United States478 Posts
Last Edited: 2011-02-06 18:22:24
February 06 2011 18:21 GMT
#61
whats the differences on the gomtv modified lost temple? i can't tell.
Karliath
Profile Blog Joined April 2010
United States2214 Posts
Last Edited: 2011-02-06 18:31:32
February 06 2011 18:31 GMT
#62
On February 07 2011 03:21 beat farm wrote:
whats the differences on the gomtv modified lost temple? i can't tell.


I think there are three extra squares of unbuildable ground.
AbeToss
Profile Joined September 2010
United States60 Posts
February 06 2011 18:31 GMT
#63
On February 07 2011 03:21 beat farm wrote:
whats the differences on the gomtv modified lost temple? i can't tell.


You can no longer wall off the ramp with two bunkers.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
February 06 2011 18:43 GMT
#64
I am really depressed that we don't get these on the ladder
sleepingdog
Profile Joined August 2008
Austria6145 Posts
February 06 2011 18:44 GMT
#65
On February 07 2011 03:43 floor exercise wrote:
I am really depressed that we don't get these on the ladder


Lol this...on the one hand, I'm so excited to see the maps on GSTL, on the other hand, I'm deeply sad inside that we probably won't be able to play on any of these on ladder
"You see....YOU SEE..." © 2010 Sen
holynorth
Profile Blog Joined August 2010
United States590 Posts
February 06 2011 18:45 GMT
#66
On February 07 2011 02:34 Lexvink wrote:
Does anyone know if the new ramps prevent the Rax + Supply Depot wall in?


Looking at the picture, yes they do.
gods_basement
Profile Blog Joined August 2010
United States305 Posts
February 06 2011 18:58 GMT
#67
could we get a re-up with spawning positions? they're especially confusing on the first two.

also, can you reup the ramps with "buildable squares in a seperate color from walkable squares? thanks! nice work
(TT~TT)
elmizzt
Profile Joined February 2010
United States3309 Posts
February 06 2011 19:00 GMT
#68
On February 06 2011 21:07 Lunat!c wrote:
I think those maps are great! But I already saw some games on them and from what I saw I am pretty sure that those maps change the whole balance of the game e.g. Protoss can easily take 3 bases and build up a perfect army against zerg with maps like these we will need a lot of balance patches...

Terrible mindset. New maps will require new strats and innovation in play, yes. It's not very constructive to just assume that balance patches will be needed.
d=(^_^)z
Mentymion
Profile Joined July 2010
Germany259 Posts
February 06 2011 19:03 GMT
#69
Ähm Iam not sure but...where/how can I download those maps ? Are they not released yet or is this GSL specific stuff ? Would love to try these out, even the older versions.
Latham
Profile Blog Joined May 2007
9568 Posts
February 06 2011 19:06 GMT
#70
On February 07 2011 04:03 Mentymion wrote:
Ähm Iam not sure but...where/how can I download those maps ? Are they not released yet or is this GSL specific stuff ? Would love to try these out, even the older versions.


I dunno about the newest versions, but the old ones have been on b.net for some time. You go into create map and search for "GSL". Then you DL them and create like that everytime, I think.

Also, I want these on ladder. nao.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
February 06 2011 19:20 GMT
#71
Watch and learn blizzard mapmakers.
Valor is a poor substitute for numbers.
sjschmidt93
Profile Joined April 2010
United States2518 Posts
Last Edited: 2011-02-06 19:28:56
February 06 2011 19:28 GMT
#72
Rocks removed! Perfect.

I still don't know why they're throwing crossfire in there.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
-miDnight-
Profile Joined September 2010
Taiwan455 Posts
February 06 2011 20:39 GMT
#73
i wonder if people will just bunker up the ramp
http://www.facebook.com/midnightsc Chinese caster from TW (go SEn)
FPSKeNz
Profile Blog Joined August 2010
91 Posts
February 07 2011 05:51 GMT
#74
Are these up on SEA yet? I can't find them. Only managed to search for Crevasse.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
February 07 2011 06:10 GMT
#75

I am really depressed that we don't get these on the ladder


There's still hope... Blizzard may possibly add a couple GSTL maps along with a couple of their Testmaps (depending on how balance/feedback goes) and keep 4 or so of their current maps (Shakuras, Xel Naga, Scrap Station, Metal, no LT because of LT 2.0 aka Testmap1) ending up with 8 maps.

I won't be surprised if they don't but I hope they do
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
ApBuLLet
Profile Joined September 2010
United States604 Posts
February 07 2011 06:17 GMT
#76
My opinion after only looking at these maps, and not really playing them much, is that they are definitely better then most of the maps we have in the ladder right now. Personally I feel like Crevasse and Terminus RE are by far the best of the group of maps. Tal Darim Altar looks like it may be a bit too big, and I have a hunch that Crossfire SE will be a bit Terran favored, but maybe not (I'm a bit undecided on that).

Anyways I'm really happy to see a shift in the type of maps in the map pool for tournaments, hopefully soon the general size and style of maps normalize so that it doesn't feel like you're playing totally different games depending on what map you're playing
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
February 07 2011 06:20 GMT
#77
man we wont get to play this on ladder...
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
February 07 2011 06:25 GMT
#78
The maps looks fucking terrific. I can't wait to see them used in GSL as well as GTSL. I hope blizzard wisens up and realizes their maps are mostly garbage and implement these.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Sakarabu
Profile Blog Joined April 2010
United Kingdom132 Posts
Last Edited: 2011-02-07 06:34:56
February 07 2011 06:32 GMT
#79
On February 06 2011 19:52 Xeph wrote:
Show nested quote +
On February 06 2011 19:48 Special Endrey wrote:
Oha, thx for the update , what did change at lost temple, xel naga and metalopolis ?

Pre-installed destructible neutral supply depots to prevent entrance-blocking with two bunkers or three pylons.

You can see an example on Terminus RE.


Why do they/you/anyone feel that you need to dictate the strategies used in the game? This just seems like a completely unecessary and overly drastic measure to something which is really not an issue anymore. Infact you could very easily argue that this is just removing a skill factor from the game (timing for zergs to patrol at the bottom of the ramp) and dumbing it down.

Whens the last time you even saw a pylon block in professional play? Whens the last time you saw a pylon block that then led onto Protoss winning in a professional game?
Yamulo
Profile Blog Joined October 2010
United States2096 Posts
February 07 2011 06:48 GMT
#80
yea i wish it was these maps on ladder, not the new blizzard maps.. but i hope the blizzard maps are good.
~~~Liquid Fighting (SC2)~~~
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
February 07 2011 06:50 GMT
#81
On February 07 2011 15:32 Sakarabu wrote:
Show nested quote +
On February 06 2011 19:52 Xeph wrote:
On February 06 2011 19:48 Special Endrey wrote:
Oha, thx for the update , what did change at lost temple, xel naga and metalopolis ?

Pre-installed destructible neutral supply depots to prevent entrance-blocking with two bunkers or three pylons.

You can see an example on Terminus RE.


Why do they/you/anyone feel that you need to dictate the strategies used in the game? This just seems like a completely unecessary and overly drastic measure to something which is really not an issue anymore. Infact you could very easily argue that this is just removing a skill factor from the game (timing for zergs to patrol at the bottom of the ramp) and dumbing it down.

Whens the last time you even saw a pylon block in professional play? Whens the last time you saw a pylon block that then led onto Protoss winning in a professional game?

There were plenty of pylon blocks and cannon rushes back in the Dreamhack LAN tournament. Plus, I think this fix was more geared towards bunker-blocks, especially since Blizzard fixed pylon-blocks after their last patch. Many, many more games have been decided by these bunker-blocks.

Better safe than sorry, especially considering the shit-storm that usually arises if someone tries to bunker-block or pylon-block. GOM doesn't want people to freak out and stop watching GSL after one person does a ramp block in one game (i.e. Idra vs Jinro on Metalopolis).
ㅇㅅㅌㅅ
thehitman
Profile Blog Joined July 2010
1105 Posts
February 07 2011 06:55 GMT
#82
huge maps, I like them. They look cool and are suited for macro play.
revoN
Profile Joined February 2010
Japan804 Posts
February 07 2011 11:10 GMT
#83
So it's still possible to block the ramp but you need to place 4 bunkers instead of 3 now...
On the other hand it's not possible to block if you're a Protoss since it'd cost a fortune to do so.

Good changes though.
StarCraft도 Quake도 좋아해요.
Zoia
Profile Blog Joined November 2010
United States419 Posts
February 07 2011 11:16 GMT
#84
Those look so sick holy cow
www.twitch.tv/starcraftsquad - Caster for Playhem.tv
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
February 07 2011 11:31 GMT
#85
btw they didnt change the thor->hatch thing on the cliff? such a tiny change that would fix zvt on lt (outside of maybe close positions)
life of lively to live to life of full life thx to shield battery
FPSKeNz
Profile Blog Joined August 2010
91 Posts
February 08 2011 17:28 GMT
#86
Only Crevasse is up on SEA from what I searched. The other maps are all the previous versions (before the modifications).
whomybuddy
Profile Joined August 2010
United States620 Posts
February 08 2011 19:13 GMT
#87
I wish I can play on those maps on ladder. So I can do banneling burst all games while other guys trying to expand because they think they can safely expand on large map. It takes seconds for speedling to get to the other guy base.
Roaches all the way way way.
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