• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:10
CEST 17:10
KST 00:10
  • 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
[ASL22] Ro4 Preview: Mirror Mirror4[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)73Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3
StarCraft 2
General
How do you feel about the mass reverts in the 5.0.17 PTR? Weekly Cups Results (Sep 28-Oct 4) StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) SC4ALL: II SC2 Complete Invited Player Lineup Back to SC2 after 14 years - Protoss CTRL groups?
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Grand Finals Sea Duckling Open (Global, Bronze-Diamond) SC2 INu's Battles#21 [ 3-Days tournament ]
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 546 Catch the Train The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble
Brood War
General
20-year-old Valorant player starting StarCraft Sagi.gg Launcher Released BGH Auto Balance -> http://bghmmr.eu/ Fantasy returning? BSL Season 23
Tourneys
[ASL22] Semifinal B [ASL22] Semifinal A [Megathread] Daily Proleagues [ASL22] Ro8 Day 4
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Dating: How's your luck? Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9449 users

Team Liquid Map Contest 12 - Page 6

Forum Index > SC2 General
114 CommentsPost a Reply
Prev 1 4 5 6 All
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 05 2019 14:44 GMT
#101
On February 05 2019 05:17 ZigguratOfUr wrote:
Show nested quote +
On February 05 2019 00:52 InfCereal wrote:
So, from a map maker's perspective, is anyone concerned about the insane map density on maps nowadays?

Just looking at all the maps, there's no where you can go on most of these maps without walking through a base, and all of the expansions are an arm length away.



In LotV you need at least 13 bases on a map to allow for macro games to happen (with 14 or 16 being most common). So maps that aren't reasonably dense tend to be too big.


What's the definition of "too big", though? What's the inherent downside of having bases further than an armlength away?

I mean, they're harder to defend, but is that necessarily bad for the game? Could you have less bases, further spread apart if there were more minerals per patch?

Or do you guys think this is just the optimal type of map for sc2?
Cereal
Ej_
Profile Blog Joined January 2013
47656 Posts
February 05 2019 14:53 GMT
#102
On February 05 2019 23:44 InfCereal wrote:
Show nested quote +
On February 05 2019 05:17 ZigguratOfUr wrote:
On February 05 2019 00:52 InfCereal wrote:
So, from a map maker's perspective, is anyone concerned about the insane map density on maps nowadays?

Just looking at all the maps, there's no where you can go on most of these maps without walking through a base, and all of the expansions are an arm length away.



In LotV you need at least 13 bases on a map to allow for macro games to happen (with 14 or 16 being most common). So maps that aren't reasonably dense tend to be too big.


What's the definition of "too big", though? What's the inherent downside of having bases further than an armlength away?

Protoss not being able to win a game vs Zerg that goes longer than 10 minutes, for one
"Technically the dictionary has zero authority on the meaning or words" - Rodya
JaleVeliki
Profile Joined February 2015
Croatia10 Posts
February 05 2019 15:01 GMT
#103
Here is my standard submission:

+ Show Spoiler +


Double Agent
[image loading]
TLMC11 finalist with 'Sudden Awakening' https://imgur.com/a/iAdLhtn
YTMadnetics
Profile Joined September 2018
Ireland51 Posts
February 05 2019 15:12 GMT
#104
On February 06 2019 00:01 JaleVeliki wrote:
Here is my standard submission:

+ Show Spoiler +


Double Agent
[image loading]


Is this map not incredibly favored towards Terran?

Not a negative point more of a question.

Incredibly easy for Terran to get to 4/5 bases due to the chokes for tanks/high ground bases + a large amount of space to drop in main?
"There is no cure for being an asshole"
themusic246
Profile Joined December 2012
United States214 Posts
February 05 2019 15:18 GMT
#105
Could you have less bases, further spread apart if there were more minerals per patch? Or do you guys think this is just the optimal type of map for sc2?


Aside from it being against the general standards of the contest, here are a few reasons why you generally don't see this:

1. If you modify the minerals for the mains/nats of every ladder map it would change the meta drastically from map to map. Having a universal strict standard is arguably more intuitive/balanced.
2. It could impact certain races differently and create imbalance quickly.
3. Modifying node values introduces unnecessary complexity having to learn mineral node values on all maps (literally clicking on each node and reading the max values)
4. Would inherently create turtley maps (if values are increased a lot) which tend to have a negative stigma and are overall less "eventful" and fun
5. Having a Big Game Hunters LotV is not in popular demand for competitive ladder at the moment (it was my favorite BW map though xD)


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
Elentos
Profile Blog Joined February 2015
55594 Posts
February 05 2019 15:35 GMT
#106
On February 05 2019 23:53 Ej_ wrote:
Show nested quote +
On February 05 2019 23:44 InfCereal wrote:
On February 05 2019 05:17 ZigguratOfUr wrote:
On February 05 2019 00:52 InfCereal wrote:
So, from a map maker's perspective, is anyone concerned about the insane map density on maps nowadays?

Just looking at all the maps, there's no where you can go on most of these maps without walking through a base, and all of the expansions are an arm length away.



In LotV you need at least 13 bases on a map to allow for macro games to happen (with 14 or 16 being most common). So maps that aren't reasonably dense tend to be too big.


What's the definition of "too big", though? What's the inherent downside of having bases further than an armlength away?

Protoss not being able to win a game vs Zerg that goes longer than 10 minutes, for one

Another definition is of too big is "So big it gets vetoed in ZvZ because the game ends before the overlord scouts that it's 13/12"
Every 60 seconds in Africa, a minute passes.
themusic246
Profile Joined December 2012
United States214 Posts
February 06 2019 04:14 GMT
#107
Alright almost 100 map previews posted.. predictions anyone?
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
opisska
Profile Blog Joined February 2011
Poland8852 Posts
February 06 2019 08:28 GMT
#108
On February 06 2019 00:35 Elentos wrote:
Show nested quote +
On February 05 2019 23:53 Ej_ wrote:
On February 05 2019 23:44 InfCereal wrote:
On February 05 2019 05:17 ZigguratOfUr wrote:
On February 05 2019 00:52 InfCereal wrote:
So, from a map maker's perspective, is anyone concerned about the insane map density on maps nowadays?

Just looking at all the maps, there's no where you can go on most of these maps without walking through a base, and all of the expansions are an arm length away.



In LotV you need at least 13 bases on a map to allow for macro games to happen (with 14 or 16 being most common). So maps that aren't reasonably dense tend to be too big.


What's the definition of "too big", though? What's the inherent downside of having bases further than an armlength away?

Protoss not being able to win a game vs Zerg that goes longer than 10 minutes, for one

Another definition is of too big is "So big it gets vetoed in ZvZ because the game ends before the overlord scouts that it's 13/12"


The map being big doesn't have to necessarily mean main bases being a silly distance from each other. There are more shapes than a square with mains in two opposite corners ...
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
Avexyli
Profile Blog Joined April 2014
United States712 Posts
February 06 2019 19:13 GMT
#109
On February 06 2019 17:28 opisska wrote:
Show nested quote +
On February 06 2019 00:35 Elentos wrote:
On February 05 2019 23:53 Ej_ wrote:
On February 05 2019 23:44 InfCereal wrote:
On February 05 2019 05:17 ZigguratOfUr wrote:
On February 05 2019 00:52 InfCereal wrote:
So, from a map maker's perspective, is anyone concerned about the insane map density on maps nowadays?

Just looking at all the maps, there's no where you can go on most of these maps without walking through a base, and all of the expansions are an arm length away.



In LotV you need at least 13 bases on a map to allow for macro games to happen (with 14 or 16 being most common). So maps that aren't reasonably dense tend to be too big.


What's the definition of "too big", though? What's the inherent downside of having bases further than an armlength away?

Protoss not being able to win a game vs Zerg that goes longer than 10 minutes, for one

Another definition is of too big is "So big it gets vetoed in ZvZ because the game ends before the overlord scouts that it's 13/12"


The map being big doesn't have to necessarily mean main bases being a silly distance from each other. There are more shapes than a square with mains in two opposite corners ...


I implore you to open the editor and spend quite a bit of time learning how to make maps and you'll find the reasons why most maps "look the same" as some people put it. People arguing about what maps can and should be from their armchair get a little tiring for us after so many years.
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
February 07 2019 16:56 GMT
#110
On February 07 2019 04:13 Avexyli wrote:
Show nested quote +
On February 06 2019 17:28 opisska wrote:
On February 06 2019 00:35 Elentos wrote:
On February 05 2019 23:53 Ej_ wrote:
On February 05 2019 23:44 InfCereal wrote:
On February 05 2019 05:17 ZigguratOfUr wrote:
On February 05 2019 00:52 InfCereal wrote:
So, from a map maker's perspective, is anyone concerned about the insane map density on maps nowadays?

Just looking at all the maps, there's no where you can go on most of these maps without walking through a base, and all of the expansions are an arm length away.



In LotV you need at least 13 bases on a map to allow for macro games to happen (with 14 or 16 being most common). So maps that aren't reasonably dense tend to be too big.


What's the definition of "too big", though? What's the inherent downside of having bases further than an armlength away?

Protoss not being able to win a game vs Zerg that goes longer than 10 minutes, for one

Another definition is of too big is "So big it gets vetoed in ZvZ because the game ends before the overlord scouts that it's 13/12"


The map being big doesn't have to necessarily mean main bases being a silly distance from each other. There are more shapes than a square with mains in two opposite corners ...


I implore you to open the editor and spend quite a bit of time learning how to make maps and you'll find the reasons why most maps "look the same" as some people put it. People arguing about what maps can and should be from their armchair get a little tiring for us after so many years.


Avex editor bootcamp when
Cereal
Avexyli
Profile Blog Joined April 2014
United States712 Posts
February 07 2019 20:29 GMT
#111
On February 08 2019 01:56 InfCereal wrote:
Show nested quote +
On February 07 2019 04:13 Avexyli wrote:
On February 06 2019 17:28 opisska wrote:
On February 06 2019 00:35 Elentos wrote:
On February 05 2019 23:53 Ej_ wrote:
On February 05 2019 23:44 InfCereal wrote:
On February 05 2019 05:17 ZigguratOfUr wrote:
On February 05 2019 00:52 InfCereal wrote:
So, from a map maker's perspective, is anyone concerned about the insane map density on maps nowadays?

Just looking at all the maps, there's no where you can go on most of these maps without walking through a base, and all of the expansions are an arm length away.



In LotV you need at least 13 bases on a map to allow for macro games to happen (with 14 or 16 being most common). So maps that aren't reasonably dense tend to be too big.


What's the definition of "too big", though? What's the inherent downside of having bases further than an armlength away?

Protoss not being able to win a game vs Zerg that goes longer than 10 minutes, for one

Another definition is of too big is "So big it gets vetoed in ZvZ because the game ends before the overlord scouts that it's 13/12"


The map being big doesn't have to necessarily mean main bases being a silly distance from each other. There are more shapes than a square with mains in two opposite corners ...


I implore you to open the editor and spend quite a bit of time learning how to make maps and you'll find the reasons why most maps "look the same" as some people put it. People arguing about what maps can and should be from their armchair get a little tiring for us after so many years.


Avex editor bootcamp when


Soon, very soon.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
themusic246
Profile Joined December 2012
United States214 Posts
February 09 2019 17:53 GMT
#112
Results when [image loading]
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
Julmust
Profile Blog Joined November 2008
Sweden4867 Posts
February 09 2019 19:54 GMT
#113
On February 10 2019 02:53 themusic246 wrote:
Results when [image loading]

Tomorrow morning EU time. We're gonna finalize the standings tonight and I'll make a post
AdministratorI'm dancing in the moonlight
monitor
Profile Blog Joined June 2010
United States2409 Posts
February 10 2019 01:51 GMT
#114
A few that stood out to me!

Standard:
Dispatch by Zweck
Primus by Solstice

Macro:
Final Boss by Superouman
Grand Blue by Freeze_be
Seorabeol by RQM

Challenge #1 (mineral node blocking):
Sylia by Pklixian

Challenge #2 (inhibitor zone):
Beach Station by NegativeZero
Mungyeong Saejae by RQM
https://liquipedia.net/starcraft2/Monitor
faciliyatsi
Profile Joined February 2019
1 Post
Last Edited: 2019-02-13 19:33:54
February 13 2019 18:14 GMT
#115
Bot edit.

User was banned for this post.
Prev 1 4 5 6 All
Please log in or register to reply.
Live Events Refresh
Next event in 8h 50m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech137
StarCraft: Brood War
Calm 5210
Bisu 2988
Soulkey 1614
Jaedong 727
EffOrt 612
Horang2 587
Mini 557
Larva 384
ZerO 296
actioN 256
[ Show more ]
ggaemo 242
Mind 108
Dewaltoss 96
sorry 92
Sea.KH 88
Sharp 83
hero 73
Barracks 73
Shinee 73
Pusan 57
Snow 54
Hyun 42
Bale 41
ToSsGirL 28
Trap 20
scan(afreeca) 19
Sacsri 15
Terrorterran 15
Rock 14
NaDa 13
ajuk12(nOOB) 8
zelot 8
Noble 7
Dota 2
Gorgc5294
qojqva2522
Dendi1353
420jenkins192
Counter-Strike
fl0m2565
x6flipin1293
Fnx 640
Other Games
hiko1090
Liquid`RaSZi775
B2W.Neo512
Lowko378
crisheroes296
DeMusliM264
Liquid`VortiX192
Livibee192
XBOCT189
QueenE103
Mew2King46
ZerO(Twitch)20
Organizations
Dota 2
PGL Dota 2 - Main Stream30
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 69
• mYiSmile132
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 46
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV634
League of Legends
• Nemesis3301
• TFBlade530
• Noizen125
Other Games
• Shiphtur295
Upcoming Events
PiGosaur Cup
8h 50m
Patches Events
1d
The PondCast
1d 18h
INu's Battles
1d 19h
Percival vs TBD
Zoun vs herO
OSC
2 days
Replay Cast
2 days
OSC
3 days
BSL: Ladder Tournament
4 days
Sparkling Tuna Cup
4 days
Patches Events
4 days
[ Show More ]
BSL Open Qualifier
5 days
BSL Open Qualifier
5 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

CSL 2026 AUTUMN (S22)
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
Acropolis #5 - GSB
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
HCC Season 3
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
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.