• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:47
CEST 08:47
KST 15:47
  • 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
Serral wins EWC 20250Tournament Spotlight: FEL Cracow 20259Power Rank - Esports World Cup 202578RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder1EWC 2025 - Replay Pack1Google Play ASL (Season 20) Announced26BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0
StarCraft 2
General
Serral wins EWC 2025 TL Team Map Contest #5: Presented by Monster Energy #1: Maru - Greatest Players of All Time Power Rank - Esports World Cup 2025 EWC 2025 - Replay Pack
Tourneys
FEL Cracov 2025 (July 27) - $10,000 live event Esports World Cup 2025 $25,000 Streamerzone StarCraft Pro Series announced $5,000 WardiTV Summer Championship 2025 WardiTV Mondays
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune
Brood War
General
[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder Google Play ASL (Season 20) Announced [Update] ShieldBattery: 2025 Redesign Dewalt's Show Matches in China BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational [CSLPRO] It's CSLAN Season! - Last Chance
Strategy
Does 1 second matter in StarCraft? Simple Questions, Simple Answers [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Total Annihilation Server - TAForever [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Stop Killing Games - European Citizens Initiative Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Eight Anniversary as a TL…
Mizenhauer
Customize Sidebar...

Website Feedback

Closed Threads



Active: 628 users

[Map] (2) Starchild by prodiG

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-08-10 00:25:16
August 02 2010 22:21 GMT
#1
[image loading]

This is my 9th map (I think). View the rest of my maps here: [GE]prodiG's Map thread and view the iCCup map pool here: iCCup Mapmaking Team & Map Pool

Starchild is named after the song "Starchild" by Wintersun. It is a 2-player map inspired by Heartbreak Ridge, a popular 1v1 map in SC:BW, and may be featured in the iCCup Map Series pending further testing.

To play the map, search "iCCup" in custom games. Map is only on US atm. See changelog section for changes.

Version 1.2
[image loading]

+ Show Spoiler [Additional Images] +

Version 1.1

[image loading]
Click for High Res image


Half-done
[image loading]

beta version
[image loading]

Original terrain and tileset design
[image loading]

The third sketch I made of the map (and the only one i didn't throw out)
[image loading]



Features
-Inspired by Heartbreak Ridge, an SC:BW map.
-Destructible rock blocking cliff behind natural expansion
-Two Xel’Naga Towers that provide vision to that player’s natural choke point
-Dangerous ramps
-Gold expansion hidden by LOS Blockers

+ Show Spoiler [Known issues and bugs] +

-Passive players (particularly Zerg) will have a difficult time securing a 3rd expansion against a more aggressive opponent.


+ Show Spoiler [Changelog] +

Version 1.2
-Added rocks and building blockers to prevent protoss from warping units in behind the rock @ natural
-Added destructible rock to 2 and 6 o'clock expansions to make mass expanding take longer
Version 1.1
-Changed the gold to only have 5 mineral patches instead of six



Check out my other maps!
Ground Xero

Impervious

Fighting Spirit

Neo Tornado

Neo Metalopolis

Redemption

Match Point

Valhalla

View all of my projects here!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
August 02 2010 22:28 GMT
#2
Looks nice but is that whole cliff by the nat able to be dropped on?
R4ptur3d
Profile Blog Joined November 2009
Canada206 Posts
August 02 2010 22:29 GMT
#3
Who the hell vomitted this out :/


NAW MAN IM KIDDING, It looks good. Keep going big ;D
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 02 2010 22:30 GMT
#4
Looks really cool. Only one question, is there only one way to access the high yield expansion? If so I think it would be a bit too easy to defend.

I also remember that a lot of people were crying about the ridges when HBR was converted the first time that they're not any good because of the missing high ground mechanic. I think it's still cool because you don't see stuff shooting from high ground^^
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-08-02 22:44:55
August 02 2010 22:42 GMT
#5
On August 03 2010 07:30 FlopTurnReaver wrote:
Looks really cool. Only one question, is there only one way to access the high yield expansion? If so I think it would be a bit too easy to defend.

I also remember that a lot of people were crying about the ridges when HBR was converted the first time that they're not any good because of the missing high ground mechanic. I think it's still cool because you don't see stuff shooting from high ground^^

The idea between the gold is that the player will have to be scouting the gold expansions fairly often, because it's so easy to sneak the expansion in.

As for the ridges, they force slower armies like a mech ball to be more careful about when they try to cross one of them

On August 03 2010 07:28 Numy wrote:
Looks nice but is that whole cliff by the nat able to be dropped on?

The section that sticks out from the lake behind it is not pathable (cliffwalkers have to go INSIDE the natural and walk up the cliff to abuse it - if the rock hasn't been broken). Other than that, the rest of it is droppable, uor you can just walk up and break the rock down.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 02 2010 23:07 GMT
#6
On August 03 2010 07:42 prodiG wrote:
The idea between the gold is that the player will have to be scouting the gold expansions fairly often, because it's so easy to sneak the expansion in.

Well that's good but doesn't have anything to do with the ability to defend easily >.>

I don't mind if an expansion is easy to hold, I just wouldn't make it the high yield :/
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Manbear
Profile Joined August 2008
Canada306 Posts
Last Edited: 2010-08-02 23:16:17
August 02 2010 23:15 GMT
#7
On August 03 2010 08:07 FlopTurnReaver wrote:
Show nested quote +
On August 03 2010 07:42 prodiG wrote:
The idea between the gold is that the player will have to be scouting the gold expansions fairly often, because it's so easy to sneak the expansion in.

Well that's good but doesn't have anything to do with the ability to defend easily >.>

I don't mind if an expansion is easy to hold, I just wouldn't make it the high yield :/


It has everything to do with it being easy to defend, the player needs to scout it often BECAUSE it is so easy to hold and it is also a high yield, even if it was a normal expansion it would still need to be scouted often however the fact that it is high yield makes it even more vital to keep track of along with it being easy to defend.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
August 02 2010 23:17 GMT
#8
would it not be better to make the destructible rocks not cover both the droppable highground and the second entrance into your main? These big ones often take quite alot of time to pre empatively break down.
"Mudkip"
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 02 2010 23:24 GMT
#9
On August 03 2010 08:17 Madkipz wrote:
would it not be better to make the destructible rocks not cover both the droppable highground and the second entrance into your main? These big ones often take quite alot of time to pre empatively break down.

...It does
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
August 02 2010 23:26 GMT
#10
On August 03 2010 08:15 Manbear wrote:
Show nested quote +
On August 03 2010 08:07 FlopTurnReaver wrote:
On August 03 2010 07:42 prodiG wrote:
The idea between the gold is that the player will have to be scouting the gold expansions fairly often, because it's so easy to sneak the expansion in.

Well that's good but doesn't have anything to do with the ability to defend easily >.>

I don't mind if an expansion is easy to hold, I just wouldn't make it the high yield :/


It has everything to do with it being easy to defend, the player needs to scout it often BECAUSE it is so easy to hold and it is also a high yield, even if it was a normal expansion it would still need to be scouted often however the fact that it is high yield makes it even more vital to keep track of along with it being easy to defend.

If a player does a good push and takes out a good advantege where the opponent can't counter right after the attack he can get the expansion easily and the opponent can scout it as much as he wants to. Just saying, on my maps people cried when the high yield expo was in the middle of the map and had only 4 accesses.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Superouman
Profile Blog Joined August 2007
France2195 Posts
August 02 2010 23:50 GMT
#11
hey that gold expo is just too safe if you take your third. its an auto 4th =/

and even the fifth is easy to secure once you have the third, you should move that 5th more where the water is. and open an other big way to the gold expo

and good thing you made an overlord spot at the nat. I hope you did it intentionally, you should do it in each map. Think about zergs =(
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 03 2010 00:04 GMT
#12
On August 03 2010 08:50 ProTosS4EveR wrote:
hey that gold expo is just too safe if you take your third. its an auto 4th =/

and even the fifth is easy to secure once you have the third, you should move that 5th more where the water is. and open an other big way to the gold expo

and good thing you made an overlord spot at the nat. I hope you did it intentionally, you should do it in each map. Think about zergs =(

Nobody said you had to expand horizontally. Why not expand downward, toward your opponent?

By doing this you'd be pushing toward the back of his natural expansion ;D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Superouman
Profile Blog Joined August 2007
France2195 Posts
August 04 2010 00:23 GMT
#13
third is closer if you expand horizontally
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 06 2010 17:18 GMT
#14
Map is published on US as "iCCup Starchild"
Gold expansions now have five patches instead of six.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 10 2010 00:33 GMT
#15
Bump for update:


Version 1.2
-Added rocks and building blockers to prevent protoss from warping units in behind the rock @ natural
-Added destructible rock to 2 and 6 o'clock expansions to make mass expanding take longer
Version 1.1
-Changed the gold to only have 5 mineral patches instead of six
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Ipp
Profile Blog Joined March 2010
United States456 Posts
August 10 2010 13:39 GMT
#16
I think the ramp near the natural is a bit unfair, Terrans can take much more advantage of it especially because the building blockers prevent nydus/warp-ins now (according to 1.2 updates). Drop a few tanks on the ledge without taking out the destructible rocks and GG.
http://youtube.com/RageQuitTV
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 10 2010 13:56 GMT
#17
On August 10 2010 22:39 Ipp wrote:
I think the ramp near the natural is a bit unfair, Terrans can take much more advantage of it especially because the building blockers prevent nydus/warp-ins now (according to 1.2 updates). Drop a few tanks on the ledge without taking out the destructible rocks and GG.

Heh, I probably should have been more clear in the changelog. Only a.~4x5 area on the side of the rock facing the 6 and 12 o'clock expansions is unbuildable, not the whole area.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-08-10 14:07:32
August 10 2010 14:04 GMT
#18
On August 03 2010 08:24 prodiG wrote:
Show nested quote +
On August 03 2010 08:17 Madkipz wrote:
would it not be better to make the destructible rocks notcover both the droppable highground and the second entrance into your main? These big ones often take quite alot of time to pre empatively break down.

...It does

You did not understand what i tried to say. Let me try again.


Big rocks take time to get down for both zerg and protoss.

It is very fustrating + Show Spoiler +
lots of ugly words, tearing the hair off my head kind of fustrating
to expand there for zerg only to find reapers on top of cliffs you can not get to unless you pre empatively break down a set of rocks that you simply wont be able to break down in time.

Zerg are already disadvantaged by the distance it has from main to natural.

This is stepping into kulas ravine territory where a good terran will win against zerg purely because he has all the map advantages.

I am sorry that this is coming late but Real life is busy.
"Mudkip"
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 10 2010 14:31 GMT
#19
On August 10 2010 23:04 Madkipz wrote:
Show nested quote +
On August 03 2010 08:24 prodiG wrote:
On August 03 2010 08:17 Madkipz wrote:
would it not be better to make the destructible rocks notcover both the droppable highground and the second entrance into your main? These big ones often take quite alot of time to pre empatively break down.

...It does

You did not understand what i tried to say. Let me try again.


Big rocks take time to get down for both zerg and protoss.

It is very fustrating + Show Spoiler +
lots of ugly words, tearing the hair off my head kind of fustrating
to expand there for zerg only to find reapers on top of cliffs you can not get to unless you pre empatively break down a set of rocks that you simply wont be able to break down in time.

Zerg are already disadvantaged by the distance it has from main to natural.

This is stepping into kulas ravine territory where a good terran will win against zerg purely because he has all the map advantages.

I am sorry that this is coming late but Real life is busy.

oh i get it, you double negative'd my face off :<

reapers have to run into the natural to get up the cliff, they can't get up from the back so the zerg at least has an opportunity to snipe them before they run up. other than that, i'd have to test the rocks as they are now vs. a rock only blocking the one side to make a concrete decision
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
DEATH2u
Profile Joined May 2010
Australia17 Posts
August 11 2010 00:12 GMT
#20
Whens this coming to SEA? !
Big fan of DjWHEAT and Day[9]
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 13m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 267
ProTech72
StarCraft: Brood War
Sea 4212
Leta 873
Larva 362
Backho 86
soO 65
zelot 65
Sacsri 55
Noble 29
HiyA 24
scan(afreeca) 16
[ Show more ]
NotJumperer 13
Bale 12
Icarus 8
Dota 2
XcaliburYe23
XaKoH 5
League of Legends
JimRising 735
Counter-Strike
Stewie2K956
Other Games
summit1g8951
SortOf49
Organizations
Other Games
gamesdonequick1460
StarCraft: Brood War
UltimateBattle 60
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• davetesta90
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota253
League of Legends
• Rush1979
• Lourlo1478
• HappyZerGling143
Upcoming Events
Wardi Open
4h 13m
Sparkling Tuna Cup
1d 3h
WardiTV European League
1d 9h
Online Event
1d 10h
uThermal 2v2 Circuit
2 days
The PondCast
3 days
Replay Cast
3 days
Korean StarCraft League
4 days
CranKy Ducklings
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

BSL 20 Non-Korean Championship
FEL Cracow 2025
Underdog Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
CC Div. A S7
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

BSL 21 Qualifiers
ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
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 © 2025 TLnet. All Rights Reserved.