• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:14
CEST 15:14
KST 22:14
  • 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] Ro24 Preview: Summer's End6Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles1GSTL Returns in 2026!43Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
Weekly Cups (August 10-16): SHIN doubles Balance hotfix patch 5.0.16b (July 16) GSTL Returns in 2026! SC4ALL: II Talent Announcement! Protoss AoE skill expression
Tourneys
2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
ALAMAT BCA KCU BANDUNG Telp:08218200233 SC4ALL II: Brood War Player Announcement 3/4 - soO BW General Discussion Rush's Odyssey Controversy [ASL22] Ro24 Preview: Summer's End
Tourneys
[ASL22] Ro24 Group B [ASL22] Ro24 Group A Small VOD Thread 2.0 CSLAN 4 is Coming!
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread The Letting Off Steam Thread Artificial Intelligence Thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5764 users

[Map] Medusa

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-24 23:42:11
July 24 2010 23:17 GMT
#1
Map preview: (725x702)
[image loading]
High quality image (1444x1371)
Original SC1 Medusa

Players: 3
Size: 128x128

Money
Main: 8 mineral, 2 gas
Natural: 8 mineral, 2gas
Backdoor: 5mineral, 1gas
3rd: 7 mineral, 2 gas

Concept
u start off with ur main base which got a nice way to the natural, quite wide choke but enough to make a decent wallin.

behind the main minerals theres cliff with a ramp up towards it where alot of harassment can go on.

on the backdoor cliffs theres a backdoor expansion with low money but very safe to take.

these cliffs follow a long path with leads around the main base into the middle where there is a ramp down. on each of these ramps sits a destructible rocks of 2k hp that u must destroy to get acces into or out of the cliffs

by the natural is a very standard way out but outside the natural is some unbuildable area. out to the middle a bit and to the side u got a way into the 3rd base which leads quite a bit in and is quite open for air harass but is rather easy to defend vs ground harassment. the chokes of the 3rd bases are aswell unbuildable.

the middle is very large and very open, but also unbuildable with a few small locations around it where u still can build on the grass.

macro oriented map that encourages harass by drops and aerial attacks. having control of ur cliffs around the main base is very important and if your opponent get access to it he can pretty much destroy your main base from the cliffs.

Personal notes
i was not a huge fan of medusa1.0 in sc1 because i was a terran user. but once it reached the later versions it became a really brilliant and really popular map, then i started loving the map and now i just wanted to bring it back because i think it has huge potential for sc2 gameplay. the map is a 3 player map so it took quite a while to make and its not on exact symmetry as medusa but i think we all can agree its close enough

Pointers
creep will spread on the unbuildable terrain, its just impossible to put down creep tumors at them. so in this map u can put creep tumors in the small grass areas that u have between the rocks.

please help me if u got any suggestions if i need high grass/towers or if i dont need them then where should i put them etc, personally i kinda feel theres no obvious xel naga tower place for this map and high grass kinda doesnt fit in anywhere on the map.

Image Links
Destructible rocks in the middle
3rd base with unbuildable choke
Main base and cliffs hugging it
Middle of the map with unbuildable rocks
Natural with unbuildable rocks outside

Line of sight blocker (los): none
Watch Tower: none
Destructible debris/rocks: on the ramps in the middle

Poll: Do this map need Watch Tower(s)?

Every map don't need watch towers, its fine (46)
 
57%

I think thats a good idea (27)
 
33%

I don't think it needs it but it would be nice addon (8)
 
10%

81 total votes

Your vote: Do this map need Watch Tower(s)?

(Vote): I think thats a good idea
(Vote): I don't think it needs it but it would be nice addon
(Vote): Every map don't need watch towers, its fine



Download Map: no download available

Other maps:
Argutaris
Othello
Byzantium
City of Mengsk
Torrasque
Landscape
Black Rainbow
Gaia
Medusa
Progamerpls no copy pasterino
Brad
Profile Joined April 2010
2754 Posts
July 24 2010 23:19 GMT
#2
Looks good.
Lee Jae Dong proved that a focus on mechanics and execution could solve problems in the StarCraft game strategy.
Mutaahh
Profile Joined June 2007
Netherlands859 Posts
July 24 2010 23:24 GMT
#3
What if you move the natural expansions more to the center (harder to def)

and give the small back-door expo 8 patches, and make it that there are destructible rocks, so the map will have some diversity and uniqueness.
I want to fly
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-24 23:28:53
July 24 2010 23:28 GMT
#4
On July 25 2010 08:24 Mutaahh wrote:
What if you move the natural expansions more to the center (harder to def)

and give the small back-door expo 8 patches, and make it that there are destructible rocks, so the map will have some diversity and uniqueness.

actually im normally up for uniqueness and diversity but this is the medusa from sc1 man, i cant change this because its pure awesomeness and i wanna keep it as i remember it from sc1 with a few changes thats required for sc2

edit:
added image links in the OP so u can have a closer look at stuff
Progamerpls no copy pasterino
Merikh
Profile Blog Joined June 2010
United States918 Posts
Last Edited: 2010-07-24 23:33:44
July 24 2010 23:31 GMT
#5
Looks really good, hmm looking at it again in HQ could this map favor terran?
G4MR | I mod day9, djwheat and GLHF's stream
ckw
Profile Blog Joined February 2010
United States1018 Posts
July 24 2010 23:32 GMT
#6
Wow, sick I wanna play it. :-(
Being weak is a choice.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-24 23:33:57
July 24 2010 23:32 GMT
#7
On July 25 2010 08:31 Merikh wrote:
Looks really good, but possibly a little terran favored?

it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think?
could u explain how u think please?^^


On July 25 2010 08:31 Merikh wrote:
Looks really good,

Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th?

aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^
Progamerpls no copy pasterino
StupidFatHobbit
Profile Joined May 2010
United States98 Posts
Last Edited: 2010-07-24 23:38:33
July 24 2010 23:33 GMT
#8
I do think a watchtower would be a good addition, even if it's just a solitary one in the center of the map.

On July 25 2010 08:32 MorroW wrote:it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think?
could u explain how u think please?^^


Well from what I see, tanks on the plateau above the main essentially cover the ramp to the 3rd, and the main/nat entrance by themselves. Plus if zerg FE's to nat, they have to deal with pressure -> harass from plateau, and if they FE to the plateau then they don't get the double gas they need. Cutting down on how far that plateau extends so tanks on it don't cover the main entrance might help but this is more of a general racial issue with zerg having difficulty handling cliffs than anything else.
An expert is someone whose made all the possible mistakes there are to make in a very narrow field.
Merikh
Profile Blog Joined June 2010
United States918 Posts
Last Edited: 2010-07-24 23:36:23
July 24 2010 23:35 GMT
#9
On July 25 2010 08:32 MorroW wrote:
Show nested quote +
On July 25 2010 08:31 Merikh wrote:
Looks really good, but possibly a little terran favored?

it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think?
could u explain how u think please?^^


Show nested quote +
On July 25 2010 08:31 Merikh wrote:
Looks really good,

Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th?

aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^


Control main and natural with tanks on that ledge. Then your units would be outside your third since it's really close, jut seems easily defend-able. Guess I can't really judge right now, but that's just an idea. Guess we'll have to see.
G4MR | I mod day9, djwheat and GLHF's stream
Goobus
Profile Joined May 2010
Hong Kong587 Posts
July 24 2010 23:35 GMT
#10
Very nice looking map. Some concerns:

The bottom left expansion's choke is longer and narrower than those of the others.

The unbuildable areas may make it unreasonably hard for a Zerg to spread creep.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-07-24 23:40:31
July 24 2010 23:38 GMT
#11
On July 25 2010 08:35 Goobus wrote:
Very nice looking map. Some concerns:

The bottom left expansion's choke is longer and narrower than those of the others.

The unbuildable areas may make it unreasonably hard for a Zerg to spread creep.

well give me a break man its like that in sc1 map too :S the smallest areas of the choke of natural are same size of all

the unbuildable areas creep will spread on, but u cant build on them. so lets say u have a creep tumor. u can put it down the edge of the rocks and it will spread to the other side of the rocks then u can put down creep tumor there. so its great u point that out, awesome observation but ive thought this through and creep will spread on the rocks so its all good


On July 25 2010 08:35 Merikh wrote:
Show nested quote +
On July 25 2010 08:32 MorroW wrote:
On July 25 2010 08:31 Merikh wrote:
Looks really good, but possibly a little terran favored?

it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think?
could u explain how u think please?^^


On July 25 2010 08:31 Merikh wrote:
Looks really good,

Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th?

aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^


Control main and natural with tanks on that ledge. Then your units would be outside your third since it's really close, jut seems easily defend-able. Guess I can't really judge right now, but that's just an idea. Guess we'll have to see.

well yea its kinda easy to defend if u think it like that. but in the early stages zergs and toss has map control most of times and they can use that to destroy the rocks before u get tanks up on the ledge. its an impossible call right now but i think u have a solid ground behind ur thoughts, they might be true but that would only mean terran can turtle up 3 bases which doesnt necessarily mean its imbalance since the other races can contain u then. but in all honesty i believe the rocks will be taken down in the early stages of the game so i wouldnt worry about it^^
Progamerpls no copy pasterino
bITt.mAN
Profile Blog Joined March 2009
Switzerland3693 Posts
Last Edited: 2010-07-24 23:55:48
July 24 2010 23:55 GMT
#12
MorroW, if you put watchtowers you'd have to decide where to put them.

Not accessible from the mains, that's E Z mode. Perhaps right outside the rocks (as in to the right of the bottom set of rocks and same for all bases. This would mean you could see most of two natural exits (gives a better of army movement) but mainly lets you see inside your enemy's base (tech maybe, but mostly imba in favour of Mutas knowing just where the defenses are weakest). OUTSIDE ROCKS NO

In the middle. This is obvious, too obvious. It would let you see army movements across the entire central plain, so much for flanking unawares. It would also be unfair, only 1 watchtower to control ("Oh haha u suck u don't have the only watchtower") IN THE MIDDLE NO

My suggestion for where to put the watchtowers, if you really want them, is right inside the 3rd gas expansion, right across the bridge, on the side furthest from the nearest natural (so at 9 o'clock, at the top half of the exop, right in on the left of the bridge)

This would let you see army movements in and out of the natural, but not too much of the opponent's base (preferably they'd be placed in such a way that you would not see if an expo is being warped in.) This would also let you see if an army is moving along the top ridge, but hopefully not let you see too much of the main lowground.

The idea of having the watchtowers is to warn you of army movements. If they are at the 3rd expo positions ( 1, 5 and 9 ) they'd let you see an army moving out of a natural and an army moving out the back-door, which IMO is pretty useful and rather balanced. AT 3RD BASE LOCATION YES

It does not really matter all that much if they're at the top or the bottom of the bridge (refer to 9 o'clock), at all depends on how far their vision reaches. It'd be nice MorroW if you could upload some SS's with the sight-ranges of watchtowers at the different locations I suggested (outside rocks, middle, top and bottom of 3rd) so that we could vote, and make this port of Medusa complete, democratic and a community effort.
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
July 24 2010 23:58 GMT
#13
I think a watch tower for the middle would be nice, overall amazing map :D
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Merikh
Profile Blog Joined June 2010
United States918 Posts
July 24 2010 23:58 GMT
#14
On July 25 2010 08:38 MorroW wrote:
Show nested quote +
On July 25 2010 08:35 Goobus wrote:
Very nice looking map. Some concerns:

The bottom left expansion's choke is longer and narrower than those of the others.

The unbuildable areas may make it unreasonably hard for a Zerg to spread creep.

well give me a break man its like that in sc1 map too :S the smallest areas of the choke of natural are same size of all

the unbuildable areas creep will spread on, but u cant build on them. so lets say u have a creep tumor. u can put it down the edge of the rocks and it will spread to the other side of the rocks then u can put down creep tumor there. so its great u point that out, awesome observation but ive thought this through and creep will spread on the rocks so its all good


Show nested quote +
On July 25 2010 08:35 Merikh wrote:
On July 25 2010 08:32 MorroW wrote:
On July 25 2010 08:31 Merikh wrote:
Looks really good, but possibly a little terran favored?

it used to to be t>z, p>t and t>z in sc1 but this was like at super high pro level. i think it might be a little to call which race is imba this early just out the pictures dont u think?
could u explain how u think please?^^


On July 25 2010 08:31 Merikh wrote:
Looks really good,

Is the minerals at the top just "extra" that's there, not actually considered a 2nd/3rd/4th?

aha, those expansions we call backdoor expansions. it can act as a natural or as a 3rd base so its easier just to call it a backdoor expansion ^^


Control main and natural with tanks on that ledge. Then your units would be outside your third since it's really close, jut seems easily defend-able. Guess I can't really judge right now, but that's just an idea. Guess we'll have to see.

well yea its kinda easy to defend if u think it like that. but in the early stages zergs and toss has map control most of times and they can use that to destroy the rocks before u get tanks up on the ledge. its an impossible call right now but i think u have a solid ground behind ur thoughts, they might be true but that would only mean terran can turtle up 3 bases which doesnt necessarily mean its imbalance since the other races can contain u then. but in all honesty i believe the rocks will be taken down in the early stages of the game so i wouldnt worry about it^^


Where are the rocks XD?
G4MR | I mod day9, djwheat and GLHF's stream
HubertFelix
Profile Joined April 2010
France631 Posts
Last Edited: 2010-07-25 00:03:57
July 25 2010 00:03 GMT
#15
On July 25 2010 08:17 MorroW wrote:
macro oriented map that encourages harass by drops and aerial attacks..


If you want to keep this play, I suggest no watchtower.
Thanks for the work on new maps/convertions. I hope map upload will work on europe at the release.. I can't wait to play sc2 on other maps
di4m0nd
Profile Joined June 2010
United States297 Posts
July 25 2010 00:55 GMT
#16
the only change i would make is putting the temples back in so much cooler then rocks
but ya awsome map will enjoy it in sc2 i hope

oh also i miss clicked on the vote meant to click on no watchtowers
TLO | MC | Taeja | MarineKing | Alicia | HerO | PartinG | Bomber | Genius | MMA | CoCa | HuK | DRG | YugiOh | MVP | Jjakji | Stardust | Snute | Scarlett
GhoSt[shield]
Profile Blog Joined April 2010
Canada2131 Posts
July 25 2010 01:04 GMT
#17
No ability to stack the destructible rocks in the back? As a zerg user, any destructible rocks on any map has been very awkward to defend against. Especially since breaking the rocks gives the high-ground advantage to the attack and it is a long way ground-wise to get to that area.
SubtleArt
Profile Blog Joined January 2010
2710 Posts
July 25 2010 01:07 GMT
#18
Seems really disproportionate, and way smaller than the original. That or it could just be the fact that sc1 maps look like shit when converted to sc2 for some reason.
Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
raph
Profile Joined May 2010
United States204 Posts
July 25 2010 01:08 GMT
#19
i personally love this map =]
Juaks
Profile Joined June 2010
United States384 Posts
July 25 2010 01:13 GMT
#20
Are you going to remake Paranoid Android? Peaks of Baekdu? Python?
1 2 Next All
Please log in or register to reply.
Live Events Refresh
GSL
11:00
2026 GSTL: Main Stage Day 1
IntoTheiNu 991
herO (SOOP)196
CranKy Ducklings SOOP175
Maru141
Rogue131
SHIN 131
Zoun (SOOP)89
Cure79
LiquipediaDiscussion
Afreeca Starleague
10:00
Ro24 Group B
Sharp vs Shinee
Action vs Shine
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
herO (SOOP) 196
Maru 141
SHIN 131
Rogue 131
Zoun (SOOP) 89
Cure 79
Rex 30
ByuN (SOOP) 9
StarCraft: Brood War
Calm 6803
Shuttle 3093
Shinee 1724
Horang2 887
Shine 703
EffOrt 702
Soma 407
actioN 375
Mini 342
Light 303
[ Show more ]
Stork 223
Soulkey 185
ZerO 162
Larva 161
Snow 138
Rush 106
ggaemo 97
ToSsGirL 78
Hyun 60
[sc1f]eonzerg 48
hero 48
JYJ 30
Killer 28
Hm[arnc] 27
Bale 25
sSak 25
Sacsri 24
zelot 24
sorry 23
Free 22
soO 20
IntoTheRainbow 15
ajuk12(nOOB) 13
Noble 11
Icarus 10
Rock 8
Dota 2
Dendi2582
XBOCT1510
qojqva1070
BananaSlamJamma587
canceldota120
Counter-Strike
markeloff71
Super Smash Bros
Mew2King92
Heroes of the Storm
Trikslyr31
Other Games
B2W.Neo765
Lowko338
crisheroes327
PiGStarcraft219
DeMusliM202
Hui .192
Liquid`LucifroN148
Liquid`VortiX62
QueenE51
KnowMe28
ZerO(Twitch)5
Organizations
Other Games
BasetradeTV37
StarCraft: Brood War
lovetv 14
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 21
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV1211
League of Legends
• TFBlade561
Upcoming Events
PiGosaur Cup
10h 46m
Replay Cast
19h 46m
Afreeca Starleague
20h 46m
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
21h 46m
Replay Cast
1d 10h
The PondCast
1d 20h
KCM Race Survival
1d 20h
Replay Cast
2 days
Escore
2 days
PiG Sty Festival
2 days
[ Show More ]
CranKy Ducklings
3 days
PiG Sty Festival
3 days
Sparkling Tuna Cup
4 days
PiG Sty Festival
4 days
The Patches Monday
6 days
GSL
6 days
Liquipedia Results

Completed

CSLAN 4
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 1
Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 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.