• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:10
CEST 16:10
KST 23:10
  • 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
ByuL, and the Limitations of Standard Play1Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)63ZeroSpace at Steam NextFest - Last free demo31Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611
StarCraft 2
General
Mizenhauer's Douyu Cup Preview ByuL, and the Limitations of Standard Play Enough with this crap patch: boring and suck! Is the larve respawn broken? 5.0.16 patch for SC2 goes live (8 worker start)
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) INu's Battles#17 <BO.9> RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament GSL CK #4 20-21th June
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 531 Experimental Artillery Mutation # 530 One For All Mutation # 529 Opportunities Unleashed
Brood War
General
ASL 22 Proposed Map Pool Quality of life changes in BW that you will like ? [BSL22] Non-Korean Championship from 13 to 28 June BSL Season 22 BW General Discussion
Tourneys
[Megathread] Daily Proleagues The Casual Games of the Week Thread [BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST CSLAN 4 is Coming!
Strategy
Why doesn't anyone use restoration? Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds
Other Games
General Games
Beyond All Reason Nintendo Switch Thread ZeroSpace at Steam NextFest - Last free demo Stormgate/Frost Giant Megathread Games for Kids
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How To Predict Tilt in Espor…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 18348 users

[M] (2) Perdition

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
BoomStevo
Profile Joined August 2010
United States332 Posts
Last Edited: 2010-12-16 14:40:07
November 08 2010 06:15 GMT
#1
[image loading]
Perdition

Images:
Overview: + Show Spoiler +
[image loading]

Angled View: + Show Spoiler +
[image loading]

Analyzer Image: + Show Spoiler +
[image loading]


Old Images:
+ Show Spoiler +
Overview: + Show Spoiler +
[image loading]

Angled View: + Show Spoiler +
[image loading]

Analyzer Image: + Show Spoiler +
[image loading]


Notes:
This is my first reflection symmetric map. It's on the Char tile set. Char is full of rocks, pulsating gooey things and guts apparently. Welcome to Perdition. I hate it. I hope you do too.

P.S. Droopy.

My Map Thread
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
November 08 2010 06:28 GMT
#2
I dig it just from the look. I will have to check it out more though. I love these 2-player maps like Scrap Station style. They lead to some interesting play.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 08 2010 06:34 GMT
#3
Let's talk through this. Can you expand on your negative feelings? How do you feel when you look at your map?
Comprehensive strategic intention: DNE
BoomStevo
Profile Joined August 2010
United States332 Posts
November 08 2010 06:50 GMT
#4
On November 08 2010 15:34 EatThePath wrote:
Let's talk through this. Can you expand on your negative feelings? How do you feel when you look at your map?

I figured no one actually read that. Nice to know some people do. I don't actually hate it, but I do much prefer rotationally symmetric maps when it comes to two players.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Amadi
Profile Joined September 2010
Finland139 Posts
November 08 2010 07:18 GMT
#5
I don't really hate this, but I can't say I'd love this, either. I don't like the air distance, to begin with, and the mains are boring. The gold in middle is way too risky to be taken under almost any circumstances, and the way expansions are set up is a bit boring. It's not bad in any way, it's just very standard, basic, simple, and forgettable.
BoomStevo
Profile Joined August 2010
United States332 Posts
November 08 2010 08:04 GMT
#6
On November 08 2010 16:18 Amadi wrote:
I don't really hate this, but I can't say I'd love this, either. I don't like the air distance, to begin with, and the mains are boring. The gold in middle is way too risky to be taken under almost any circumstances, and the way expansions are set up is a bit boring. It's not bad in any way, it's just very standard, basic, simple, and forgettable.

I can't disagree with you. But, I will say that the air distances are comparable to close air on Metalopolis. And I'm not really sure what an exciting main would look like. You'll have to explain that to me.

Also, Any expansion anywhere close to the middle of the map will be difficult to take. Do you think it would make the map better if I removed the gold in the middle? I don't think it would change much, so why not leave it in and make it a slap in the face to your opponent when you're winning and you do take it.

I think the expansion pattern on this style of map has a fine line between safe and impossible. I leaned toward safe. But if a game progresses as far as taking a 4th expansion, there will be definite conflict.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 08 2010 09:06 GMT
#7
1 questions, did you turn around the whole map? I thought during your first version of this the bases were at 9 and 12 instead of 3 and 6? ^^ Anyway it still looks somewhat like a BETTER remake of scrap station. What's the rush distance?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
November 08 2010 09:12 GMT
#8
I approve of this map.
Treatin' fools since '87
BoomStevo
Profile Joined August 2010
United States332 Posts
November 08 2010 09:15 GMT
#9
On November 08 2010 18:06 dezi wrote:
1 questions, did you turn around the whole map? I thought during your first version of this the bases were at 9 and 12 instead of 3 and 6? ^^ Anyway it still looks somewhat like a BETTER remake of scrap station. What's the rush distance?

Yes, I did flip it around. I also changed the far away gold... It's probably not the best WIP I had in my thread, but I have trouble doing finishing work on a map unless I have a clear vision of what I want the map to look like. I found the Char tile set easy to work with so I decided to finish it despite its not-so-greatness. Ground rush distances according to the map analyzer are 167.2 main-to-main, and 149.8 nat-to-nat.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Perdition
Profile Blog Joined June 2010
American Samoa77 Posts
November 08 2010 10:57 GMT
#10
In short, I approve.
The richest man is not he who has the most, but he who needs the least.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-11-08 11:08:40
November 08 2010 11:06 GMT
#11
compared to ground distance it looks like flying is really super short distance.

I am interested to know how the rampy "inner circle" plays out considering it being highgroud to control outer circle.

on the symmetrical 1on1 map problem:
when you feel bad about the close distance of bases in 2player symmetrical maps, why did you not switch main and third? then the air close distance issue is kind of solved.
another possibility is to fit another expansion between the two that is long distance or hard to controll unless you have air advantage allow me to shamlessly link to my last map

I think a bigger problem (in 2player symmetrical maps) is to design a centre. it must provide enough space, you need to have access from everywhere, but it has to be controllable at the same time.
therefore I'd love to play on your map and see how the centre(circle thing) with ramps plays!

great stuff for an interesting discussion, guys!
BoomStevo
Profile Joined August 2010
United States332 Posts
November 08 2010 20:01 GMT
#12
I don't really have any problems with the air distance. I knew it was short when I made it and did what I could to make it reasonable. If it proves to be a problem, I can add air pathing blockers. I have attempted doing a reflection symmetrical map where the mains are far away in the corners. As you noted, with that layout, I had difficulty designing a center that was interesting while leaving room for viable expansions and while not having close rush distances. If I'm going to put the mains in the opposite corners, I might as well make a rotationally symmetric map.

For example, take your suggestion to switch the main and third. This could work, but the changes would be pretty drastic. I would have to remove the high ground ramp path because it would be too close to the main. I would then make it so the two (old) mains connected in order to make the thirds attackable without having to travel through the natural. This would create conflict around the thirds but destroy any idea of an interesting center by splitting the attack paths. I've come to believe that the center space is what makes a map interesting. That space and how it is controlled is key.

Though, my biggest problem with reflection symmetry is that the closer an expansion gets the line of symmetry, the more difficult it becomes to take. Look at Scrap Station and it's thirds. The thirds are too close making them quite difficult to take and because of this, I rarely see plays on the map above two bases. Look at Tendency (Samro's map linked in his post), the fourths are close and if you read the thread many are concerned that a single player might take both of them. It's difficult creating a viable and interesting expansion pattern when you have to so closely and carefully avoid the center without making the map too huge.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
G_Wen
Profile Joined September 2009
Canada525 Posts
November 08 2010 20:15 GMT
#13
Wow, another great map. It feels like scrap station done right. Going to play a few games on it whenever I get my computer fixed so I can give more feedback. Keep up the good work.
ESV Mapmaking Team
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 08 2010 20:56 GMT
#14
Ha, I was being a bit tongue in cheek, though I was riffing on that grain of truth...

The discussion has gone over everything I saw in this map. Yeah, it's more "reasonable" than Scrap Station, but it comes off so bland and vaguely problematic. I really agree with you that a main tenet of good mapmaking is having a good center, and that this is harder on a mirrored 2 player. You achieved good results here.

It really helps to have a theme in mind to play up in your layout, otherwise everything turns out ho-hum unless you get lucky. "What is the purpose of making this map that other maps have not yet achieved?"

In this case, the map is so plain at first glance, but your careful design considerations bear out some interesting mid/late-game possibilities. In fact I think the cosmetics could be leveraged to make things "pop" more, helping to define spaces, which gives the player direction in how to use the map advantageously. This is why char can't have nice things.

I know you've seen it before because you posted in the thread, but I think this map is a great example of the possibilities of mirror 2 player that are still available to experiment with: http://www.teamliquid.net/forum/viewmessage.php?topic_id=150414
Comprehensive strategic intention: DNE
BoomStevo
Profile Joined August 2010
United States332 Posts
November 08 2010 22:17 GMT
#15
How would you change the cosmetics in order to better define the spaces? When I texture maps, I usually try to make sure each area is distinct from the area next to it. For Example, the main is much darker than the natural, and the third is given more of a red rock texture. So each expansion is separated from each other with difference in textures. Then the main attack path is highlighted with a light dirt texture. Are there other areas which need definition?

I see 5-6 general areas of conflict throughout play: The 2 areas outside of the naturals in the early game and once the rocks have been broken down between the bases, the 2 high ground ramp areas on the central attack path in the mid game, and the area between the fourths in the late game. Am I wrong about these areas? Should these areas be more clearly defined?

Highest Authority does provide one way to assuage the difficulties. Namely, it is much, much larger than Perdition. Highest Authority has a playable area of 168x158 whereas Perdition is 132x132. If I do make another reflection symmetric map I will probably make it slightly bigger, but probably not as big as Highest Authority. Though you will notice that most of the bases are far from the line of symmetry and this does create some very long attack distances. Think about attacking the thirds; they are so far away.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2010-11-08 22:53:49
November 08 2010 22:49 GMT
#16
You describe the layout the way I see it. I was more commenting than critiquing. I agree with the "map of europe" approach where adjacent areas are different textures. With Char though, at least for me, the distinction is minor. It's sort of a feeling I get, I guess? Think about it like this. If you were sent to Perdition to do a mission at a specific location but your spaceship won't land precisely there, how would your orders read? "Go to the dark rocks next to the gray-brown rocks, next to the lava." Silly example but that's the only way I can explain it. Imagine the same map redone in Belshir, for instance. There'd be a rocky plateau [main], a grassy U-ridge with a ravine in the middle [gold] and two secluded beaches [third]. The tree lined avenue [fourths] has a gap in the vegetation where you can go behind the pond [corner gold]. (This is just extemporized.) It seems like Char has to work a lot harder to evoke a sense of distinct settings. Personally I find this helps a lot while you're playing.

Working on Char I would probably turn to doodads to fill it out in the style I describe. Just making it up: the thirds would be boneyards with carcasses strewn about. The high ground pods would be rocky pinnacles with spires around the edge. The avenue between fourths would have active lava bubble pits, or some kind of alien lava foliage.

This might be a personal preference thing, or does it seem valid?

Edit: As an addendum, I think you could have a less distinctive map appearance as well, but I find this suits an intentional "dreary wasteland" aesthetic. The layout here is much more "active" though. A wind-blown desert with spaces defined by rock walls can be monotone. There are a lot of curves and ups and downs here that, to me, want to be their own little places.
Comprehensive strategic intention: DNE
BoomStevo
Profile Joined August 2010
United States332 Posts
November 09 2010 02:57 GMT
#17
There's definitely a lot of detail work that may be difficult to see in the images. I haven't really thought about making it so each area used different doodads. I think if the areas were too different from each other, it might look weird. It is all supposed to be the same place after all.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 14 2010 08:37 GMT
#18
--- Nuked ---
BoomStevo
Profile Joined August 2010
United States332 Posts
December 16 2010 14:47 GMT
#19
Updated the OP with a new version.

Changes:
- Moved the ramp to the third.
- Increased the size of the natural choke.
- Decreased the size of the ramps to the center gold.
- Added a third gas to the center gold base.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Antares777
Profile Joined June 2010
United States1971 Posts
December 16 2010 23:37 GMT
#20
How exactly can you use the symmetry tool like that? I have trouble with that feature, it's like guess and check.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 51m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko872
Ryung 728
LamboSC2 208
Rex 79
StarCraft: Brood War
Britney 34218
Sea 1526
Mini 1063
Light 782
EffOrt 774
Horang2 523
Soma 483
Hyuk 439
firebathero 308
Snow 285
[ Show more ]
BeSt 255
actioN 231
Last 185
Soulkey 159
hero 126
Rush 124
Zeus 109
Leta 104
ToSsGirL 83
NaDa 76
Sharp 75
Hyun 70
Sea.KH 62
JYJ 50
Aegong 41
Movie 38
Free 32
yabsab 31
GoRush 21
sorry 20
Hm[arnc] 19
scan(afreeca) 17
NotJumperer 17
Sacsri 15
IntoTheRainbow 14
ajuk12(nOOB) 14
Bale 13
zelot 12
Rock 11
Icarus 6
HiyA 5
Dota 2
Gorgc8243
Dendi1082
XaKoH 328
XcaliburYe124
Counter-Strike
zeus551
kRYSTAL_57
Other Games
singsing1925
B2W.Neo1155
hiko1046
DeMusliM320
crisheroes305
Sick230
Pyrionflax162
Mew2King98
Beastyqt94
QueenE45
Organizations
Dota 2
PGL Dota 2 - Main Stream15806
StarCraft: Brood War
UltimateBattle 1354
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2126
• TFBlade978
Upcoming Events
OSC
1h 51m
Douyu Cup 2020
14h 51m
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Douyu Cup 2020
1d 14h
Maestros of the Game
1d 22h
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
1d 23h
Douyu Cup 2020
2 days
BSL22 NKC (BSL vs China)
2 days
Online Event
3 days
RSL Revival
3 days
WardiTV Weekly
3 days
[ Show More ]
RSL Revival
4 days
RSL Revival
5 days
Kung Fu Cup
5 days
OSC
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Proleague 2026-06-24
WardiTV Spring 2026
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
CSL Season 21: Qualifier 2
SCTL 2026 Spring
Douyu Cup 2026
Maestros of the Game 2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026

Upcoming

CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
BCC 2026
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E1
Heroes Pulsing #3
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.