• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:12
CEST 19:12
KST 02:12
  • 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] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)58Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1
StarCraft 2
General
StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) How do you feel about the mass reverts in the 5.0.17 PTR? SC4ALL: II SC2 Complete Invited Player Lineup StarCraft open world shooter announced at BlizzCon Weekly Cups (Sept 21-27): herO and ByuN double
Tourneys
2026 GSTL Grand Finals Sea Duckling Open (Global, Bronze-Diamond) Stellar Fest TWO the Moon (Dec 16-20) SC2 INu's Battles#21 [ 3-Days tournament ] ScienceCraft (October 24-25) - Live Event
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
BW General Discussion Bot on ladder JaeDong's ASL S22 Ro. 8 Review Fantasy returning? ASL22 General Discussion
Tourneys
[ASL22] Ro8 Day 4 [Megathread] Daily Proleagues [ASL22] Ro8 Day 3 [ASL22] Ro8 Day 2
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Nintendo Switch Thread General RTS Discussion 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
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread 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: 8351 users

[M] Python

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2010-08-25 15:33:13
August 18 2010 04:54 GMT
#1
[image loading]

The classic map that everyone has played a million times over and is sick and tired of.

PYTHON!

Made this one because no one else has made a decent conversion of it yet.

To play the map, search "TSI Python" in custom games. Map is only on US.

+ Show Spoiler [Brood War Version] +
[image loading]

[image loading]
HQ Image 2048x2048
+ Show Spoiler [Side View] +
[image loading]


Version 1.3 Changes:
  • Removed Xel naga watch towers and added two in the perpendicular diagonal.
  • Removed mineral block at island and replaced with destructible rock
  • Moved the gas at the 9 and 3 mains to the other side to lessen positional imbalance.
  • Altered position of 9 and 3 naturals to retain ample main size.
  • Corrected various pathing issues.


+ Show Spoiler [Version 1.0] +
[image loading]
HQ Image 2048x2048
+ Show Spoiler [Side View] +
[image loading]


Features:
  • 4 Players
  • Start locations at 6, 9, 12 and 3
  • Gold expansions between the 6 and 9 mains, and between the 12 and 3 mains.
  • Mineral and gas moved on some positions in mains to account for tanks.
  • Xel-Naga watch towers cover the middle
  • Snake in middle is depressed ground. Does not affect gameplay but looks cool.
  • Islands have 3 gas.
  • High ground behind natural is completely unwalkable.


Comments
      Don't mind the badly drawn snake in middle. I'm a bad artist. This one took me a while to make. Mostly because I constantly found new bugs to fix (such as a shark flying in the air) and had to correct them. Second because I was too lazy to make a picture for the thread. At any rate, I think it turned out well. Oh, and tanks are gay when mapping. 13 range, wtf. Xel Naga watch towers cover most of the middle. there's a tiny blind spot between the towers but you wouldn't be able to make use of it when moving large armies.

      I think the lack of tight chokes in this map contrasts sharply to the SC2 playstyle right now. It would be a nice difference to the strategies imo. The pathing and unbuildability is the same as in Brood War except that the middle is buildable. You can't reaper path through the islands or through the jagged cliffs. This means reaper distance is almost as long as regular path distance if the positions are 3 and 12 or 6 and 9. Play the map please, and if you find any bugs, tell me so I can fix. Enjoy.

Make sure to check out my other maps here.
Waffles
Profile Blog Joined July 2009
Romania605 Posts
August 18 2010 05:00 GMT
#2
i think the minerals in the island should be stacked or else the terran can just mule and free 100% protected 3rd. The whole problem with python was that a 3rd was hard to get.
NATO
Profile Joined April 2010
United States459 Posts
August 18 2010 05:04 GMT
#3
Are those watchtowers near the ramps to the nw and se expos? Given the sc2 cliff mechanic, this rather defeats the purpose of the ramp - since the person below will have vision.
SpiciestZerg
Profile Joined August 2010
United States154 Posts
August 18 2010 05:05 GMT
#4
That mineral trick to block building wont work since CC's now load up to 5 scv's. You gotta use destructible rocks or just make it an island.
The answer to all life's questions is more zerglings.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 18 2010 05:08 GMT
#5
I don't see why the island is easier to take than before. Epecially with Nydus worms and Warp-in with Warp prisms.

I don't really care much about high ground mechanic in SC2. If you're that late into the game that you're taking or attacking the corner expos, then you're going to have air units anyway.

The mineral trick will still work as far as I know. You can't unload scvs while in the air... I think. The Command Centre/Orbital command has no room to land.

And yes, I appreciate your comments.
GTR
Profile Blog Joined September 2004
51694 Posts
August 18 2010 05:14 GMT
#6
i didn't know python was a clone of grand line ;o
Commentator
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 18 2010 05:20 GMT
#7
Wrong pic. Bah, i'll change, thanks for catching that.
Pistolfied
Profile Joined June 2010
Canada79 Posts
August 18 2010 05:25 GMT
#8
CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.
Stop saying anywayS, it's anyway, not anyway>>S<<. Anyways is not a word!!!
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 18 2010 05:26 GMT
#9
Ahh, I see. I'll think of a way to fix that. Thanks for notifying me.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-08-18 05:31:43
August 18 2010 05:30 GMT
#10
On August 18 2010 14:25 Pistolfied wrote:
CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.

i'm like 95% sure CC's can't unload scv's while they're flying o_o


edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 18 2010 05:34 GMT
#11
On August 18 2010 14:30 prodiG wrote:
Show nested quote +
On August 18 2010 14:25 Pistolfied wrote:
CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.

i'm like 95% sure CC's can't unload scv's while they're flying o_o


edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/


It's to make sure the gases aren't tankable from islands....

Though in hindsight, it would've been better to move the start locations towards the nat so the gas doesn't get in the way. Figured it would affect the distances too much before, but now that I think of it....
monitor
Profile Blog Joined June 2010
United States2409 Posts
August 18 2010 05:46 GMT
#12
Really good attention to small details most mappers miss! I think the distances are close to perfect.

I only think you might want to make the island only 2 gas with desto. rocks...
https://liquipedia.net/starcraft2/Monitor
sfdrew
Profile Joined January 2010
United States201 Posts
August 18 2010 14:02 GMT
#13
I never liked the original, but this looks like a pretty faithful rendition.
I cant build there, somethins in the way
McCheese
Profile Joined July 2010
208 Posts
August 18 2010 14:19 GMT
#14
The 2 O'clock and 8 O'clock minerals in the main need to be rotated a bit so they are similar to those in the other two mains, because the gas block the ramp. and maybe add rocks to the "islands"? But otherwise it looks very similar to the original. Nice port. =P
NrG.NeverExpo
Profile Blog Joined December 2008
Canada2114 Posts
August 18 2010 15:09 GMT
#15
yea actually rocks on the islands would be a good move. Makes it really tough to grab that island cuz you're gunna wanna pull a semi decent amount of units over to kill the rocks. Or just 1 banshee would kill them in like 5 shots? xD
TwitteR: @NeverExpo follow me, i'll follow back :)
McCheese
Profile Joined July 2010
208 Posts
August 18 2010 15:14 GMT
#16
Yeah. Then terrain can't just float over so easily. And I think you could add LOS Blockers around the watchtowers or something in the middle with LOS Blockers possible to make it seem so open. Just tossing suggestions. =]
Rkie
Profile Blog Joined October 2009
United States1278 Posts
August 18 2010 15:58 GMT
#17
imo, it seems a bit too small. what are the dimensions of the map? this could be just that everything seems bigger in sc2, but im not sure.

and you said the lack of chokes in your map contrasts with sc2 maps. this, i like the most of this map. it allows for interesting positioning in order to flank.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
August 18 2010 16:53 GMT
#18
On August 19 2010 00:58 Rkie wrote:
imo, it seems a bit too small. what are the dimensions of the map? this could be just that everything seems bigger in sc2, but im not sure.

and you said the lack of chokes in your map contrasts with sc2 maps. this, i like the most of this map. it allows for interesting positioning in order to flank.


he most likely just converted and used the map size he was given. it gives for smaller maps than their broodwar equalents however it does follow the trends of small maps, rushdistances etc.
"Mudkip"
a_monkey
Profile Joined May 2010
Canada106 Posts
August 18 2010 17:08 GMT
#19
On August 18 2010 14:30 prodiG wrote:
Show nested quote +
On August 18 2010 14:25 Pistolfied wrote:
CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.

i'm like 95% sure CC's can't unload scv's while they're flying o_o


edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/


you CAN unload scvs from a flying cc, just checked
map looks good, though i would have to agree w/ NATO on the xel'naga tower positioning
a_monkey
Profile Joined May 2010
Canada106 Posts
August 18 2010 17:11 GMT
#20
On August 18 2010 14:30 prodiG wrote:
Show nested quote +
On August 18 2010 14:25 Pistolfied wrote:
CCs can load and unload SCVs while in the air and a mule call down makes it far too easy to get at the island. Terrans have a large advantage in terms of taking a 3rd because of that.

i'm like 95% sure CC's can't unload scv's while they're flying o_o


edit: what's with the gas in the way of the ramp on two of the bases but not the other? :/


you CAN unload scvs from a flying cc, just checked
map looks good, though i would have to agree w/ NATO on the xel'naga tower positioning
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Stellar Fest
13:00
Stellar Fest 2 The Moon: Qualifier Day 3
IntoTheiNu 1162
SteadfastSC790
ComeBackTV 767
TaKeTV 542
IndyStarCraft 220
Rex134
EnkiAlexander 79
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 790
IndyStarCraft 220
Rex 134
ProTech133
BRAT_OK 35
MindelVK 19
UpATreeSC 11
StarCraft: Brood War
Britney 40159
Shuttle 783
Mini 407
Larva 356
Rush 347
Dewaltoss 100
Hyuk 82
firebathero 80
Mong 72
Trap 42
[ Show more ]
Sexy 29
ToSsGirL 29
Bale 19
Rock 18
Shine 16
Sacsri 12
Terrorterran 8
Dota 2
Gorgc9279
qojqva1780
Counter-Strike
fl0m1411
Fnx 814
Heroes of the Storm
crisheroes1487
Khaldor1249
Other Games
hiko1292
FrodaN1224
Beastyqt286
DeMusliM268
XBOCT181
ArmadaUGS172
Mlord120
KnowMe119
XaKoH 108
C9.Mang089
QueenE88
Mew2King73
CosmosSc2 11
Organizations
Other Games
BasetradeTV262
Dota 2
PGL Dota 2 - Main Stream73
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH306
• StrangeGG 42
• poizon28 38
• Hinosc 18
• Kozan
• Migwel
• AfreecaTV YouTube
• intothetv
• IndyKCrew
StarCraft: Brood War
• FirePhoenix8
• Michael_bg 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis3698
Other Games
• Shiphtur344
• imaqtpie248
Upcoming Events
OSC
4h 48m
CranKy Ducklings
16h 48m
Online Event
17h 48m
FEL
22h 48m
AI Arena Tournament
23h 48m
BSL: Ladder Tournament
1d 1h
Sparkling Tuna Cup
1d 16h
INu's Battles
1d 18h
herO vs Classic
Percival vs Rogue
BSL Open Qualifier
2 days
BSL Open Qualifier
2 days
[ Show More ]
Replay Cast
2 days
Afreeca Starleague
2 days
Rush vs Light
WardiTV Weekly
2 days
Monday Night Weeklies
2 days
Replay Cast
3 days
Afreeca Starleague
3 days
Soma vs Soulkey
INu's Battles
3 days
SHIN vs Cure
ByuN vs Zoun
PiGosaur Cup
4 days
The PondCast
5 days
INu's Battles
5 days
Liquipedia Results

Completed

Proleague 2026-09-30
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
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 - GSB
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
Custodian Cup
Copium Cup
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
ESL Pro League Season 24
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.