• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:56
CET 17:56
KST 01:56
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Potential Updates Coming to the SC2 CN Server What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
How much money terran looses from gas steal? ASL21 General Discussion RepMastered™: replay sharing and analyzer site mca64Launcher - New Version with StarCraft: Remast BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro24 Group C [Megathread] Daily Proleagues [ASL21] Ro24 Group B 2026 Changsha Offline Cup
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2455 users

[M] (2) Illusory Garden

Forum Index > SC2 Maps & Custom Games
Post a Reply
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-12-14 21:46:33
December 14 2010 02:21 GMT
#1
Hey guys, this is my first map since... wow, almost a year. I got frustrated with the editor for a lot of reasons, but now I'm starting to think it was just me. Well, I have a new map that is somewhat reminiscent of Sin Chupung Ryeoung (someone please tell me how to spell that) and Destination. That being said, it is a rather linear map that also others "safe" expansions where you are not forced to expand in the direction of you opponent. The long rush distances and large amount of bases tend to make this map favor long macro-oriented games, which I love.

I still have not published it yet, but have redesigned a few things. Check out the revised image.

Mains are located at the top-left and bottom-right positions.

Overview
+ Show Spoiler +
[image loading]


Overview (revision)
+ Show Spoiler +
[image loading]


51 in game seconds from main ramp to main ramp.

Something is seriously wrong with the images, it's like upside down or something, so if the map feels different in game, don't worry about it.

I added destructible rocks in several locations to choke the map up a little and contain Zerg (at least until they destroy the rocks). I also raised some of the ground in the middle of the map, made a small choke there and added LoSBs. I also added destructible rocks to the natural choke, ramp that leads into the third base, and ramp that leads into the fifths.

There is a backdoor into the natural, which is supposed to make gameplay more dynamic and allow greedy fast-expanding players to get punished if they aren't careful and if the attacker is aggressive, even though the map is very linear. I removed the destructible rocks there, because it didn't make sense. Now, the naturals are rather open, so that Terran/Protoss can stop a Zerg expansion more easily.

The middle of the map connects to the fifths/fourths (it's hard for me to tell which base would be the preferred fourth) and allows a player to attack the thirds without passing through the middle and onto enemy territory, so it's kind of like a sneak attack.

LoSBs are located at the expansion above/below the mains, at the side attack path that connects into the middle and in between the third and natural cliff. I added XWTs in the revision. There are four of them. They are supposed to help Terran and Protoss fend off Zerg.

I tried my best to make it look aesthetically pleasing as well as improved gameplay than my other maps, which I vaguely remember, but I do remember that they were terrible. I think I'm heading in the right direction with this map though.

I encourage those reading this thread to give me the utmost cruel criticism on everything this map has to other so that I can make better maps in the future! Mainly, I want to know whether or not I'm heading the right direction to fix this problem.
jdsarge
Profile Joined October 2010
United States308 Posts
December 14 2010 02:59 GMT
#2
Post the file so we can look around a bit more. I love your description and the image is nice, but I'd like to test it out for myself.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 14 2010 03:08 GMT
#3
--- Nuked ---
Antares777
Profile Joined June 2010
United States1971 Posts
December 14 2010 03:36 GMT
#4
On December 14 2010 12:08 Barrin wrote:
Oh... no wonder you stopped making maps... + Show Spoiler +
LOL JK SRY SRY <3


Anyways I like it ^_^_^ Once you've expanded past your natural, defending all of your bases properly seems to coax your army closer and closer to the enemy, which most maps do actually, but I like the way it's done here.

You've got some skill with the outside decorations dude, seriously pretty damn good.

I think you should make the textures inside the playing field blend more though (I can give a few tips on how to do this if you want). Also you used the same textures throughout the whole map. It's best to give certain areas certain themes IMO.

Pylons might be able to be placed in certain areas (behind natural rocks, on the 5th(4th?)) that would let you warp into the main (which isn't necessarily bad in this map). In fact, that might be one of the only thing in this map with high spectator value >.< >.<

I don't see any real issues with this map TBH. It has flavor. I would only make changes after testing at this point o.O


Yeah, I stopped making maps because I COULDN'T DO IT and moved onto Halo: Reach forge, were I have made some awesome stuff.

Thanks! I always considered my aesthetics to be the worst.

I'll keep that texture thing in mind. I might give certain areas themes when I publish this (hopefully sometime this week, Halo: Reach MLG map submissions end Friday and that will be my #1 priority, then school, then SCII).

I like the idea of having pylons warping things into the main, it keeps you focused!

I'm going to reread your spectator value thread to get a better idea of what I can do better.
monitor
Profile Blog Joined June 2010
United States2408 Posts
December 14 2010 04:10 GMT
#5
I'm just going to be completely honest, but don't take it personally. This map could use some work balance wise, and spectator wise.

1) Turtling. Expansions can't be harassed. Main to main distance is huge. The fastest path is the widest. Four bases are easily defended by two small chokes.

To fix this, I suggest making the fourths cliffable. Also, make the thirds a bit closer but remove 1 gas. And cut out the center of the map and squish the two halves together. Aim to have playable size around 128x108. This may require remaking the entire map, I'm not sure.

2) Natural. Realistically, the back door isn't going to be used because the main entrance is by far closer, and already extremely wide. And its on high ground. And its blocked by rocks.

Twisting the natural is the first step to fixing this flaw. Curve it more compactly into the main, and allow it to be walled off much easier. Then remove the rocks, but make the back door tight (2rax or so). Test to make sure you can't tank the nat from across the high ground!

3) Aesthetics. From above, it looks okay. When in-game though, areas should differ. Make individual sections recognizable, otherwise it will seem chaotic and unorganized. Seperate bases, levels, and space by using different textures, but also make sure they aren't too abrupt transitions.

https://liquipedia.net/starcraft2/Monitor
G_Wen
Profile Joined September 2009
Canada525 Posts
December 14 2010 04:30 GMT
#6
This map is just too freaking large. Zerg players can comfortably drone away for far too long before getting punished. The middle is also extremely wide open and generally uninteresting.

Like monitor said I do feel the BD is a bit unreasonable to attack, the same problem appeared when we were testing Neo Avalanche.

I'm partial to the decorations but the cliffs surrounding your map are very nice.

The main problem with the map is still it's size and that will prevent other gameplay problems from being discovered until it's fixed.
ESV Mapmaking Team
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 14 2010 09:07 GMT
#7
--- Nuked ---
Koagel
Profile Joined October 2010
Austria167 Posts
December 14 2010 09:14 GMT
#8
I don't think the rock textures should be used as the main texture for the paths. Most of them have very easily recognisable patterns, and if textures suffer from this, you usually want to hide it. You can hardly do so if the texture is used on larger areas.
Also, try to let the textures fade out into the direction of the paths. Don't sandwich textures, you want them to fade out in one direction usually, not have a blot of one texture inside of another.
Also, you don't want large areas where you have 50% rock texture and 50% grass on top of each other. Looks strange.
The meanders between the hills look nice and the general colour theme of the map is fine too. You'll surely get to it when you start mapping more often than once a year. ;D
Antares777
Profile Joined June 2010
United States1971 Posts
December 14 2010 11:36 GMT
#9
@Monitor - ...And that would be me subconsciously favoring Zerg. Dammit, that is like the third time... I'll try to improve the map to make it less Zerg favored, thanks for your help.

@G Wen - I'll try to improve the map to make it a bit more reasonable for all races and fix the backdoor.

@Barrin - SCII Map Analyzer doesn't work for Macs the last time I checked (does it now?).

@Koagel - The rock texture was the lightest in the title set, so I thought that it would make a good path for the map. Haha yeah I should map more on SCII, and next map I'll make something ridiculously simple lol.
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2010-12-14 21:48:22
December 14 2010 19:47 GMT
#10
I have been thinking about removing the rock and adding LoSBs at the natural backdoor. I'm too lazy to entirely redesign the main + natural, but I think that I can squish the bottom and top of the map together without much trouble. This will force me to change the middle a little bit.

What do you guys think?

EDIT: I just updated the OP, so please, take a look.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 15 2010 08:18 GMT
#11
I like the LOS at the natural back entrance. The complaints about the size are fair. If I had to guess, I would say you're just not well-acquainted with the size of things, it takes a long time. For example, the amount of space at the third is just huge, unless you intentionally want a giant field there. You could easily make a version of this map that straight 75% shrinks it. You would lose a little of the character of how the center flows into the expos, but not destroying the essence. I wouldn't be so heavyhanded though, it might be useful to try tweaking your way there.

The towers in the center are kind of the same syndrome. They don't really do anything except cover more terrain, which looks fun to control, but isn't that valuable to control. One thing to bear in mind with the rocks is that they are less and less important as the game goes on. By the time players are bumping elbows at the 4ths/5ths, their armies will annihilate rocks too quickly for their presence to make a big impact.

I love the general mood of the aesthetics. Clean it up if you intend to make a trophy map, otherwise I wouldn't worry about it too much besides just practicing (which is certainly worth it).

Oh, and <3 forge! GL with the MLG contest.
Comprehensive strategic intention: DNE
Antares777
Profile Joined June 2010
United States1971 Posts
December 16 2010 01:49 GMT
#12
On December 15 2010 17:18 EatThePath wrote:
I like the LOS at the natural back entrance. The complaints about the size are fair. If I had to guess, I would say you're just not well-acquainted with the size of things, it takes a long time. For example, the amount of space at the third is just huge, unless you intentionally want a giant field there. You could easily make a version of this map that straight 75% shrinks it. You would lose a little of the character of how the center flows into the expos, but not destroying the essence. I wouldn't be so heavyhanded though, it might be useful to try tweaking your way there.

The towers in the center are kind of the same syndrome. They don't really do anything except cover more terrain, which looks fun to control, but isn't that valuable to control. One thing to bear in mind with the rocks is that they are less and less important as the game goes on. By the time players are bumping elbows at the 4ths/5ths, their armies will annihilate rocks too quickly for their presence to make a big impact.

I love the general mood of the aesthetics. Clean it up if you intend to make a trophy map, otherwise I wouldn't worry about it too much besides just practicing (which is certainly worth it).

Oh, and <3 forge! GL with the MLG contest.


Size is my #1 problem on making maps. I think I must have really bad depth perception or something, and I vaguely remember making a map that was like 90 x 90 or something ridiculously small and not even realizing it until I tested out. I guess that is what I have to think more thoroughly on in the future.

You're right about the rocks, I thought having them would help on earlier in the game, but later can be destroyed and make it more Zerg favored. This would give Terran and Protoss better chances of not getting totally annihilated at the beginning and then when everyone has an army, micro gets more and more important.

Thanks! I'm probably not going to win the MLG contest, two other maps that I am familiar with (that I believe are superior to my own) have already been entered, but we'll see.


I started working on a new map instead of resizing this one, I'll get it up on TL in two or three days max.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
December 16 2010 03:23 GMT
#13
i wanna play it :<
Antares777
Profile Joined June 2010
United States1971 Posts
December 16 2010 11:57 GMT
#14
i wanna play it :<


I can resize this one too, but I really want to make a good map first. So after I publish the other map that I am working on, I'll resize and fix this one and then publish it, so everyone can play on it.
Please log in or register to reply.
Live Events Refresh
Next event in 7h 4m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 318
TKL 148
elazer 142
JuggernautJason47
MindelVK 31
StarCraft: Brood War
Britney 32625
Calm 4470
Mini 719
EffOrt 403
ggaemo 255
Shuttle 217
firebathero 177
Rush 153
Soma 119
actioN 113
[ Show more ]
Leta 100
Mind 58
Aegong 43
Mong 43
IntoTheRainbow 15
Noble 13
GoRush 10
Bale 10
ivOry 8
Dota 2
Gorgc8687
BananaSlamJamma203
Counter-Strike
kennyS875
pashabiceps570
ceh9283
adren_tv92
Other Games
singsing1463
FrodaN895
B2W.Neo828
DeMusliM343
Grubby335
RotterdaM220
Hui .142
KnowMe121
QueenE82
oskar46
Rex21
Organizations
Dota 2
PGL Dota 2 - Main Stream27
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• LUISG 5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV684
• lizZardDota244
League of Legends
• Nemesis3100
• TFBlade698
Other Games
• Shiphtur147
Upcoming Events
Replay Cast
7h 4m
KCM Race Survival
16h 4m
The PondCast
17h 4m
WardiTV Team League
19h 4m
OSC
19h 4m
Replay Cast
1d 7h
WardiTV Team League
1d 19h
RSL Revival
2 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
2 days
Platinum Heroes Events
2 days
[ Show More ]
BSL
3 days
RSL Revival
3 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
3 days
BSL
4 days
Replay Cast
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
Light vs Calm
Royal vs Mind
Wardi Open
4 days
Monday Night Weeklies
4 days
OSC
5 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Rush vs PianO
Flash vs Speed
Replay Cast
6 days
Afreeca Starleague
6 days
BeSt vs Leta
Queen vs Jaedong
Liquipedia Results

Completed

Proleague 2026-03-24
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
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
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.