• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:20
CEST 18:20
KST 01:20
  • 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
Code S Season 1 (2026) - RO4 & Finals Preview5[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13
Community News
Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !16Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Code S Season 1 (2026) - RO4 & Finals Preview Team Liquid Map Contest #22 - The Finalists Code S Season 1 (2026) - RO8 Results Code S Season 1 (2026) - RO12 Results MaNa leaves Team Liquid
Tourneys
$5,000 WardiTV Spring Championship 2026 Maestros of The Game 2 announcement and schedule ! GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament KSL Week 89
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune Mutation # 524 Death and Taxes
Brood War
General
Lights Ro.8 Review (asl s21) 25 Years Since Brood War Patch 1.08 vespene.gg — BW replays in browser BW General Discussion Data needed
Tourneys
[ASL21] Semifinals B [BSL22] RO8 Bracket Stage + Another TieBreaker [ASL21] Ro8 Day 4 Escore Tournament StarCraft Season 2
Strategy
Muta micro map competition Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne ZeroSpace Megathread War of Dots, 2026 minimalst RTS Nintendo Switch Thread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread YouTube Thread Russo-Ukrainian War Thread UK Politics Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Why RTS gamers make better f…
gosubay
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1978 users

[Map] (4) Shakuras Marshes by EffectS & Koagel

Forum Index > SC2 Maps & Custom Games
Post a Reply
EffectS
Profile Joined May 2010
Belgium795 Posts
Last Edited: 2010-11-20 17:58:37
November 20 2010 14:28 GMT
#1
[image loading]

Intro:
Shakuras Marshes is a joint-operation between rookie mapmaker EffectS and expert texturer Koagel.

The map is build around two types of play I really enjoy to watch and play: 2-Base play and Long-game macro based play which results in splitting the map. Because of this, all players have an easy natural expansion no matter what positions the players spawn in. Plus, the natural and main are easily defended due to only one; easily blockable; entrance to them.

[image loading]

Low-Quality pictures >
Overview:
+ Show Spoiler +
[image loading]


Features:
-Wall-in:
+ Show Spoiler +
[image loading]

-Harassable main:
+ Show Spoiler +
[image loading]

-Siegeable third:
+ Show Spoiler +
[image loading]

-Harassable third:
+ Show Spoiler +
[image loading]


Additional Images (high quality) by Koagel:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]


Update 20 November 2010:
- Map Published.
- Map analysis following whenever dimfish gets back at me.

for information or bugs please contact me at TeamLiquid.net (EffectS)
or by mail at chopchopgrrpandah@yahoo.com
TEEHEE
DerNebel
Profile Blog Joined January 2008
Denmark648 Posts
November 20 2010 14:44 GMT
#2
The third seems impossible to take on this map, except for a T with siege tanks. The back of the main and naturals are ridiculously open to air harass.

What exactly stops a Terran from turtling up, easily denying the third everytime and just crush his opponent?
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
November 20 2010 14:53 GMT
#3
I really like this map. It's really well done, especially for a rookie mapmaker. Actually, it's one of the few I actually feel l ike commenting on.

I would widen the ramp for the highground path between horizontal position bases. Maybe widen the path itself while you're at it.

I think the middle is a bit too tight. I recommend that you move the mineral lines to the edge of the middle area instead of the centre, and open up the cliffs in the middle.

Great job. I like the map a lot.
Koagel
Profile Joined October 2010
Austria167 Posts
Last Edited: 2010-11-20 15:15:21
November 20 2010 15:07 GMT
#4
Wow, the transition from the hex tiles to the sand texture doesn't work at all on low settings. Should have checked that.
Btw, you can get rid of all these symbols you can't see ingame by pressing v in the editor.

Thought I'd also add some pictures with higher settings:
+ Show Spoiler +
[image loading][image loading][image loading]


In the beginning, I didn't like the tileset at all because I felt some of the textures would be impossible to use, but later I recognised that this was wrong. Blue, purple and turquoise fit together nicely if used correctly.
Still don't know why they labeled the turquoise texture as "dark sand". I feel like it clearly is a grass texture and I used it as such.

EDIT:

I think the middle is a bit too tight. I recommend that you move the mineral lines to the edge of the middle area instead of the centre, and open up the cliffs in the middle.

You'll have to check if you can siege them from the mains if you do this.
EffectS
Profile Joined May 2010
Belgium795 Posts
Last Edited: 2010-11-20 15:17:47
November 20 2010 15:13 GMT
#5
On November 20 2010 23:44 slivaz wrote:
The third seems impossible to take on this map, except for a T with siege tanks. The back of the main and naturals are ridiculously open to air harass.

What exactly stops a Terran from turtling up, easily denying the third everytime and just crush his opponent?


I'm trying to evolve the current terran a bit to BW FlaSh terran with this map and it's possible that I'm somewhat unconsciously biased towards T.
I remember a game between FlaSh & Jaedong in the finals on Grand Line SE. They spawned in opposite sides and Jaedong quickly had map dominance, FlaSh couldn't get out of his base, so he grabbed the second main/natural to the bottom of him and defended both his mains/naturals very well. Up to a point where Jaedong after 100 attacks and severel doomdrops which all failed, GG'd the game.

So you see, I had the spectator viewpoint in mind while creating this map. The defensive type player can easily take the two mains if the spawns are top vs down and force his opponent to GG.


On November 20 2010 23:53 neobowman wrote:
I really like this map. It's really well done, especially for a rookie mapmaker. Actually, it's one of the few I actually feel l ike commenting on.

I would widen the ramp for the highground path between horizontal position bases. Maybe widen the path itself while you're at it.

I think the middle is a bit too tight. I recommend that you move the mineral lines to the edge of the middle area instead of the centre, and open up the cliffs in the middle.

Great job. I like the map a lot.


I agree with the mid, for whatever reason I never really know how to handle middle sections of a map. I want the mid to have great strategic importance aswell as having an economic advatange and I never really know how to balance the map.

Thanks for replying Neo, really means a lot.


@Koagel: Thanks bud! I would've put on higher quality but I was a bit afraid of frying my graphics card .
TEEHEE
Koagel
Profile Joined October 2010
Austria167 Posts
November 20 2010 15:21 GMT
#6
On November 21 2010 00:13 EffectS wrote:
@Koagel: Thanks bud! I would've put on higher quality but I was a bit afraid of frying my graphics card .

Many people play on low settings anyway, so I should maybe try to balance visuals on low with visuals on high settings. Let's see if this is possible.

We should maybe do this again if you want to, I'm much better with the visuals than I'm with the actual mapping...
EffectS
Profile Joined May 2010
Belgium795 Posts
November 20 2010 15:29 GMT
#7
On November 21 2010 00:21 Koagel wrote:
Show nested quote +
On November 21 2010 00:13 EffectS wrote:
@Koagel: Thanks bud! I would've put on higher quality but I was a bit afraid of frying my graphics card .

Many people play on low settings anyway, so I should maybe try to balance visuals on low with visuals on high settings. Let's see if this is possible.

We should maybe do this again if you want to, I'm much better with the visuals than I'm with the actual mapping...


Sounds like a plan! :D
Gonna put this up for the mapmaking contest I think.
TEEHEE
Koagel
Profile Joined October 2010
Austria167 Posts
November 20 2010 15:35 GMT
#8
On November 21 2010 00:29 EffectS wrote:
Sounds like a plan! :D
Gonna put this up for the mapmaking contest I think.

Yeah, I feel like it's a reasonable entry.
DerNebel
Profile Blog Joined January 2008
Denmark648 Posts
November 20 2010 15:50 GMT
#9
On November 21 2010 00:13 EffectS wrote:
I'm trying to evolve the current terran a bit to BW FlaSh terran with this map and it's possible that I'm somewhat unconsciously biased towards T.
I remember a game between FlaSh & Jaedong in the finals on Grand Line SE. They spawned in opposite sides and Jaedong quickly had map dominance, FlaSh couldn't get out of his base, so he grabbed the second main/natural to the bottom of him and defended both his mains/naturals very well. Up to a point where Jaedong after 100 attacks and severel doomdrops which all failed, GG'd the game.

So you see, I had the spectator viewpoint in mind while creating this map. The defensive type player can easily take the two mains if the spawns are top vs down and force his opponent to GG.

How in the world does this make sense to you?

SC1 and SC2 are different games, the most obvious point here is of course the ability of SC1 zerg to actually take map control earlygame. In SC2 the zerg just can't do that before the creep spreads sufficiently, which is not until mid-late game.

Also, because of PFs, turrets and tanks, it is much easier for the terran to take the third than any other race.

I understand what you are trying to do, but I don't think that trying to influence the way people play terran is a viable excuse for what looks like straight-up imbalance.
EffectS
Profile Joined May 2010
Belgium795 Posts
November 20 2010 17:15 GMT
#10
On November 21 2010 00:50 slivaz wrote:
+ Show Spoiler +
On November 21 2010 00:13 EffectS wrote:
I'm trying to evolve the current terran a bit to BW FlaSh terran with this map and it's possible that I'm somewhat unconsciously biased towards T.
I remember a game between FlaSh & Jaedong in the finals on Grand Line SE. They spawned in opposite sides and Jaedong quickly had map dominance, FlaSh couldn't get out of his base, so he grabbed the second main/natural to the bottom of him and defended both his mains/naturals very well. Up to a point where Jaedong after 100 attacks and severel doomdrops which all failed, GG'd the game.

So you see, I had the spectator viewpoint in mind while creating this map. The defensive type player can easily take the two mains if the spawns are top vs down and force his opponent to GG.

How in the world does this make sense to you?

SC1 and SC2 are different games, the most obvious point here is of course the ability of SC1 zerg to actually take map control earlygame. In SC2 the zerg just can't do that before the creep spreads sufficiently, which is not until mid-late game.

Also, because of PFs, turrets and tanks, it is much easier for the terran to take the third than any other race.

I understand what you are trying to do, but I don't think that trying to influence the way people play terran is a viable excuse for what looks like straight-up imbalance.


Terran always has the advantage in taking expansions with slow pushing siege tanks.
Third is meant to be taken by players who have already gained map control.
I could go on about the map and how it's intended to be played, but we'll see how players actually play on it, instead of speculating about it.

Lastly I wanna say that SC2 as it is now, isen't THAT different from SC1 in it's begin stages.
TEEHEE
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2010-11-20 17:32:35
November 20 2010 17:22 GMT
#11
I would like to see a picture with the map borders turned on.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
risk.nuke
Profile Joined May 2010
Sweden2825 Posts
Last Edited: 2010-11-20 17:30:43
November 20 2010 17:27 GMT
#12
I agree with neobowman, this map is looking pretty nice, I kinda gotta agree on the mineral lines is to open for herassment, I play protoss and muta ling would destroy me on this map
Neo.G Soulkey, Best, firebathero. // http://www.teamliquid.net/forum/index.php?show_part=31
EffectS
Profile Joined May 2010
Belgium795 Posts
Last Edited: 2010-11-20 17:34:23
November 20 2010 17:32 GMT
#13
On November 21 2010 02:22 dezi wrote:
Why do both players start at the top area and not cross or at least one at bottom. I dislike LT with close spawns on the same side. This often leads to short games because it's hard to establish and hold a 3rd and this issue seems to be encouraged at this map. Additionally i would like to see a picture with the map borders turned on.


It's a small bug, it's a 4 player map and players can spawn at the 10; 2; 7; 5 o'clock positions.

On November 21 2010 02:22 dezi wrote:
I would like to see a picture with the map borders turned on.


Edited that for whatever reason , it's a 140x140 playable terrain map. Which means it's around 160x168 big. I might upload a picture for you later :D.


On November 21 2010 02:27 goldfishs wrote:
I agree with neobowman, this map is looking pretty nice, I kinda gotta agree on the mineral lines is to open for herassment, I play protoss and muta ling would destroy me on this map


Block the area infront of your ramp with gateway+forge so that you leave 1 hex open that you can block with zealot -> expand -> build cannons at your mineral lines -> tech how you want?

Should work .
TEEHEE
Koagel
Profile Joined October 2010
Austria167 Posts
November 20 2010 17:41 GMT
#14
+ Show Spoiler +
[image loading][image loading]

I don't know if EffectS changed minor things before releasing it, this is the version I have on the computer.
EffectS
Profile Joined May 2010
Belgium795 Posts
November 20 2010 17:57 GMT
#15
On November 21 2010 02:41 Koagel wrote:
+ Show Spoiler +
[image loading][image loading]

I don't know if EffectS changed minor things before releasing it, this is the version I have on the computer.


Nice, thanks.
I only changed minerals a bit at the 4/5 o'clock main.
TEEHEE
myl
Profile Joined October 2010
United States19 Posts
November 20 2010 18:25 GMT
#16
honestly, it looks like kulas ravine without the massive amount of expos
EffectS
Profile Joined May 2010
Belgium795 Posts
November 21 2010 12:34 GMT
#17
On November 21 2010 03:25 myl wrote:
honestly, it looks like kulas ravine without the massive amount of expos


I don't see where you get that from...
TEEHEE
EffectS
Profile Joined May 2010
Belgium795 Posts
Last Edited: 2010-11-22 20:32:21
November 22 2010 20:32 GMT
#18
Any comments from guys who played it yet? :D
I'm dying to hear some.

( + if you got replay send mehhh! )
TEEHEE
FlaShFTW
Profile Blog Joined February 2010
United States10402 Posts
November 22 2010 20:37 GMT
#19
make it so that you can only spawn cross positions... way too close rush distances between top 2 or bottom two. map is also really small, and i encourage more bases...
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 25 2010 01:44 GMT
#20
--- Nuked ---
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#52
RotterdaM384
SteadfastSC46
IndyStarCraft 1
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 1122
RotterdaM 384
mouzHeroMarine 331
SteadfastSC 46
BRAT_OK 24
UpATreeSC 17
IndyStarCraft 1
MindelVK 0
StarCraft: Brood War
Sea 6886
Bisu 1653
Britney 1641
Hyuk 399
BeSt 337
Soulkey 273
firebathero 184
Rush 103
Hyun 62
sorry 57
[ Show more ]
scan(afreeca) 56
hero 52
Dewaltoss 46
Aegong 40
ToSsGirL 35
Sharp 29
910 21
Rock 21
zelot 15
GoRush 14
Terrorterran 14
Dota 2
qojqva1365
syndereN573
monkeys_forever223
Counter-Strike
byalli400
Other Games
singsing2673
B2W.Neo1377
Liquid`RaSZi1287
hiko952
ceh9254
Hui .239
KnowMe98
Trikslyr49
Organizations
Counter-Strike
PGL1668
StarCraft: Brood War
lovetv 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 85
• Kozan
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 43
• Michael_bg 6
• FirePhoenix4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis6583
Other Games
• WagamamaTV469
• Shiphtur296
• imaqtpie209
Upcoming Events
Replay Cast
7h 40m
The PondCast
17h 40m
Kung Fu Cup
18h 40m
WardiTV Qualifier
21h 40m
GSL
1d 17h
Cure vs sOs
SHIN vs ByuN
Replay Cast
2 days
GSL
2 days
Classic vs Solar
GuMiho vs Zoun
WardiTV Spring Champion…
2 days
Replay Cast
3 days
Sparkling Tuna Cup
3 days
[ Show More ]
WardiTV Spring Champion…
3 days
Replay Cast
4 days
RSL Revival
4 days
Classic vs SHIN
Rogue vs Bunny
BSL
5 days
Replay Cast
5 days
Afreeca Starleague
5 days
Flash vs Soma
RSL Revival
5 days
BSL
6 days
Patches Events
6 days
Universe Titan Cup
6 days
Rogue vs Percival
Wardi Open
6 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

Escore Tournament S2: W7
2026 GSL S1
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
YSL S3
SCTL 2026 Spring
RSL Revival: Season 5
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 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.