• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:07
CEST 21:07
KST 04:07
  • 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 HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Reynor: GSL Loss Wasn't About Preparation Format12[IPSL] Spring 2026 Grand Finals - This Weekend!5Weekly Cups (July 6 - 12): Protoss strike back12BSL Season 22 Full Overview & Conclusion8BSL Season 22 Full Overview & Conclusion8
StarCraft 2
General
5.0.16 patch for SC2 goes live (8 worker start) Is the larve respawn broken? BGE Stara Zagora to be held again in June 2025 Weekly Cups (July 6 - 12): Protoss strike back Serral wins HomeStory Cup 29
Tourneys
WardiTV Summer Cup 2026 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29 Vespene Cup #1 — $300+ USD, July 10
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 # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
Recommended FPV games (post-KeSPA) Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) BGH Auto Balance -> http://bghmmr.eu/ Etiquete rules in Asl? screpdb: new Starcraft reporting tool
Tourneys
[IPSL] Spring 2026 Grand Finals - This Weekend! Escore Tournament - Season 3 [Megathread] Daily Proleagues [ASL22] Wildcard Qualifier
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Path of Exile Stormgate/Frost Giant Megathread Summer Games Done Quick 2026!
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
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion! Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 McBoner: A hockey love story Tennis[sport] Formula 1 Discussion
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Poker (part 2)
Nebuchad
The Experiences We Want and …
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6119 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 States10527 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
OSC
17:00
Mid Season Playoffs
Shameless vs Lambo
SKillous vs Cham
Percival vs Harstem
ShoWTimE vs Krystianer
SteadfastSC237
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 449
elazer 299
SteadfastSC 237
UpATreeSC 145
BRAT_OK 74
mouzStarbuck 64
JuggernautJason34
MindelVK 20
EmSc Tv 20
CosmosSc2 0
StarCraft: Brood War
Calm 4268
Mong 183
910 37
Noble 13
Dota 2
qojqva1926
Trikslyr51
League of Legends
KnowMe63
Counter-Strike
ScreaM1540
allub446
Heroes of the Storm
Liquid`Hasu311
Other Games
singsing2182
ceh91368
B2W.Neo473
Beastyqt385
XaKoH 176
C9.Mang0154
RuFF_SC220
Organizations
Other Games
gamesdonequick2494
StarCraft 2
TaKeTV593
EmSc Tv 20
EmSc2Tv 20
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 19 non-featured ]
StarCraft 2
• Hupsaiya 81
• StrangeGG 67
• Reevou 7
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 19
• 80smullet 17
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis2436
• Scarra681
Other Games
• imaqtpie689
• Shiphtur357
Upcoming Events
Replay Cast
13h 53m
CrankTV Team League
15h 53m
WardiTV Qualifier
16h 53m
Epic.LAN
17h 53m
Big Brain Bouts
20h 53m
SHIN vs Elazer
Percival vs Nicoract
Reynor vs Lambo
Replay Cast
1d 4h
RSL Revival
1d 13h
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
1d 14h
Epic.LAN
1d 17h
IPSL
1d 20h
Dragon vs Hawk
[ Show More ]
RSL Revival
2 days
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
2 days
IPSL
2 days
Bonyth vs Ret
WardiTV Weekly
3 days
Monday Night Weeklies
3 days
PiGosaur Cup
5 days
The PondCast
5 days
Replay Cast
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Proleague 2026-07-13
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Stake Ranked Episode 3
XSE Pro League 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

Upcoming

Escore Tournament S3: W3
ASL S22 SEASON OPEN Day 1
Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer 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 © 2026 TLnet. All Rights Reserved.