• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:46
CET 17:46
KST 01:46
  • 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] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (October 19-25): Clem triples first in 5.0.173Evil Geniuses - shutting down17ISSL (IntoTheTV x SOOP SC2 League): Premier5Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League88
StarCraft 2
General
Weekly Cups (October 19-25): Clem triples first in 5.0.17 REPORT: StarCraft 2: Remastered In Development No more SC2 streamers on team liquid? Evil Geniuses - shutting down How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
2026 KungFu Cup Announcement RSL goes to London! 2026 Offline Finals Nov 21-22 ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament ISSL (IntoTheTV x SOOP SC2 League): Premier
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 549 Endless Sparkles The PondCast: SC2 News & Results Mutation # 548 Shining Bright Mutation # 547 Temple Of Terror
Brood War
General
BW General Discussion [BW] Looking for Clan Thread! [ASL22] Finals Preview: Sweet Victory! Recent recommended BW games [Megathread] Daily Funny Videos
Tourneys
[Megathread] Daily Proleagues [$1250] International ShieldBattery League KCM Race Survival 2026 Season 4 [BSL23] RO24 Group D - Sunday 21:00 CET
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Mobile Legends: Bang Bang Armies of Exigo - YesYes? General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
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
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread Canadian Politics Mega-thread
Fan Clubs
Reynor Fan Club The Flash Fan Club Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10049 users

[M] High Island

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-01-26 15:33:33
January 17 2011 23:11 GMT
#1
[image loading]


Hey everyone,

after a long time lurking around the Custom Map Forum, I'm now trying to contribute.

This is High Island, my attempt to make Steppes of War a better map.


[image loading]

main differences :

- size increased: 124x124 → 136x141 , nat to nat distance from 84.9 to 113.6 (~34% longer)
- ramps around the watchtower to third/gold are wider
- natural is not abusable with tanks anymore
- natural choke smaller
- main closer to natural (only 1 creep tumor needed)
- semi-island removed, instead there is a island now which has a small unbuildable highground area to prevent it from being dropproof with mass static defense; the island expo is protected by 1000hp 3 armor rocks (takes 5 SCVs about two and a half ingame minutes to take down)

All the changes were made to make Zerg easier on the map because SoW is normally very anti-Zerg.

Pictures
+ Show Spoiler [Pictures] +


+ Show Spoiler [LQ top view] +
[image loading]

+ Show Spoiler [HQ top view] +
[image loading]

+ Show Spoiler [HQ angled view] +
[image loading]





Analyzer Pictures
+ Show Spoiler [Analyzer pictures] +

+ Show Spoiler [shortest path main-main] +
[image loading]

+ Show Spoiler [shortest path nat-nat] +
[image loading]

+ Show Spoiler [summary] +
[image loading]

+ Show Spoiler [influence] +
[image loading]


+ Show Spoiler [SoW for comparison] +
[image loading]





Map is published on EU and NA as „High Island“.

Any feedback is welcome, whether it is about balance or aesthetics. I'll consider everything and try to make this map better.

Ragoo
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 17 2011 23:23 GMT
#2
I love the darkness thats closing in, but why is there space textures?
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 17 2011 23:27 GMT
#3
The space texture doesn't seem to fit and i personally don't like the islands that much ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 17 2011 23:30 GMT
#4
haha i wanted to do a map with such decoration
i will do it when i will have a good idea about layout/gameplay
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 17 2011 23:35 GMT
#5
On January 18 2011 08:23 WniO wrote:
I love the darkness thats closing in, but why is there space textures?



Hm,my thought was that it's a small Terran hideout base which got partly destroyed cause of the volcano (maybe it was even bigger than you can see now).
Does it really look that stupid? (sorry can't see these kinda things as I am the creator and love evertything about my map )

@dezi Did you like the semi-islands more? And why don't you like these islands?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-18 15:39:16
January 18 2011 00:50 GMT
#6
+1 for continuing the lava drip and make your mark+ Show Spoiler +

usually it's nice to answer a gameplay issue with graphics
(+ Show Spoiler +
graphics helping out players with tricks to better "situate" your units on said maps
)

it feels japonese somehow... water > beach > mountain > volcano

wherever you "end the lava drip" might become the coolest area on your map


edit:
"you do not want to have XWTs in locations where it is easy to mass units."
+1 Antares777 is spot on
+ Show Spoiler +
@Antares777: excessive bumping = 2 days for lings, i suppose it's worth doing once... in a life


edit2:
"By the way, can anyone tell me an easy way to replace 2 textures (the space textures) with something else now? When I replace them in my texture set I can't use the new textures "

there are several threads on tl about bugs with textures... use search function in proper forum

you have to modify the general tileset in map / map textures (you will click on only "highlighted" item on bottom of said menu)
then replace / yes blizz for ever and ever / correctly oe for another a SECOND time
then the effect should occur

you can also just "erase texure" with the proper brush while on terrain "view"
http://www.teamliquid.net/mirror/smilies/random-big.gif
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2011-01-18 00:58:13
January 18 2011 00:54 GMT
#7
:O

That volcano idea is really good for the texturing, nice job on that!

The map itself seems macro oriented, but I see a lot of Steppes of War built into the design, so it should be balanced in terms of build options. The only issue I can see at the moment is the poor XWT placement. In general, you do not want to have XWTs in locations where it is easy to mass units.

@Baserkville - glad to see that your back!
FlaShFTW
Profile Blog Joined February 2010
United States10584 Posts
January 18 2011 01:21 GMT
#8
if you turn your head sideways 45 degrees to the left, it becomes at better version of SoW!!! HOORAY!!!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Antares777
Profile Joined June 2010
United States1971 Posts
January 18 2011 01:57 GMT
#9
Whoa, didn't see the islands.

In my honest opinion, islands are generally safe expansions that should punish players for expanding to them by having 7 mineral fields instead of the standard 8 (you did this, good). Also, expanding to an island is more of a hassle, particularly if they have rocks. Islands with rocks will most likely not be used in actual games because of the risk that your army will get out of position. The unfortunate thing about islands is that they can be used for cheesy strategies from the Terran player. This is uncommon, but a Terran can lift his Command Center to an island and turtle and tech to something powerful like mass Battlecruisers. A more common strategy would be fast expanding there. This can happen on Lost Temple. Lost Temple's islands are in a balanced location in such that they are equidistant from the adjacent mains and not too close, so Terran will not be able to fast expand there as easily as on Scrap Station.

With that in mind, I do not think that the islands should have rocks blocking them. If removing the rocks gives Terran more of an advantage than on Lost Temple, your islands are not far enough away from the main and/or are too far away from the center of the map and thus protected from most air harassment and should be moved more so towards the center of the map. I think that your islands will be balanced without the rocks, but if it turns out they should be moved, then do it.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 18 2011 02:10 GMT
#10
On January 18 2011 08:30 Superouman wrote:
haha i wanted to do a map with such decoration
i will do it when i will have a good idea about layout/gameplay

...What do you call Testbug then?
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 18 2011 03:09 GMT
#11
dont try and make blizzards maps better than they are, just come up with original ideas for maps. i still say you should get rid of the space tileset. it would look wicked.
41d3n
Profile Joined November 2010
United States44 Posts
January 18 2011 04:30 GMT
#12
I'm for it! And, if it were on the NA servers, I'd play it!

I wouldn't mind seeing an expo at position 3 - make the map flow a little bit more and allow for some longer games (the likes of which have never been seen on SoW).
"I'm not supply blocked. It's a timing push." -Myself
bjornkavist
Profile Blog Joined June 2009
Canada1235 Posts
January 18 2011 04:43 GMT
#13
Cool map and I like the textures, but it seems like mutas could be a real problem flying between your natural, main and 3rd. It's a very long distance for stalkers to move between :o but besides that cool map keep up the good work man!
https://soundcloud.com/bbols
Ownos
Profile Joined July 2010
United States2147 Posts
Last Edited: 2011-01-18 05:45:01
January 18 2011 05:41 GMT
#14
So... you've "improved" Steppes of War by making it SHORTER?

Nice texture work. Really unique. But otherwise made a bad map badder.

I do like the pools by the nat, however.
...deeper and deeper into the bowels of El Diablo
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 18 2011 06:29 GMT
#15
On January 18 2011 08:35 Ragoo wrote:
Show nested quote +
On January 18 2011 08:23 WniO wrote:
I love the darkness thats closing in, but why is there space textures?

@dezi Did you like the semi-islands more? And why don't you like these islands?

I try to use as less islands as possible (also used them in earlier maps) because they are bad for zerg. But with this layout it don't see an other option currently.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 18 2011 14:48 GMT
#16
@FlaShFTW
HOORAY! That was my intention :D

@ Antares777 : Thanks! About the XWTs, I just placed them where they were in SoW and made sure that you can sneak by a dropship at the very edge of the map. Do you think there is a better place for them on the map? I really don't have an idea about what they should or could do on this map.

Now about the islands: First of all I replaced the semi-islands with these islands because I thought the semi-islands were disadvantegous for Zerg cause Protoss/Terran had an easy time defending them with only the one ramp as an entrance.
So I replaced them with islands. But I didn't want the standard Blizzard island (especially not in this position) cause it favors Terran. Terran can just build a CC in there base, grab 5 SCVs and get an easy third or even natural that is super safe very early in the game, and can later be nearly impossible to take down with mass turrets.
So first of all I made sure you can't just fly over there and grab the island so early, and that's why there are rocks. Now Zerg, Terran and Protoss are in the same position to get the island techwise: Terran needs either air or a Medivac, Protoss needs either Void Rays or a Warp Prism and Zerg needs either Overlord drop or a Nydus or Mutas.
I want to have rocks that you don't need your army for to take down, just some units. They are 1000 HP and 2 armor at the moment but I think I will lower that. I just have to make sure that it's not so low that 5 SCVs can easily take the rocks down, other than that the rocks don't have to do anything at all.
As I said I don't want the islands to be safe just by spamming turrets/spore crawler/cannons. I want these to be islands that are only safe if you control the air around the island. That's why they have a little unbuildable highground so you can safely drop them at any time, if the owner doesn't have aircontrol.
Considering I changed the concept from normal Blizzard islands, I might give them 8 mineral patches, what do you think?

@WniO
I will try to come up with something original but I really like the layout of Steppes (and I think others like it too) so I tried to fix the map.

Do you like this better for the main/natural?

+ Show Spoiler [new main and nat] +

[image loading]
[image loading]


@41d3n
Thanks! It would make me very happy if I could find someone willing to upload this to NA and if you'd play it

@bjornkavist
Thanks! What third are we talking about? Cause it's a long way for Mutas from the natural/main to the third, if they don't want to fly directly over your base.

@Ownos
Eerrr, I made it shorter? It says in the description that I increased „nat to nat distance from 84.9 to 113.6 (~34% longer)“. And also you can't siege your tanks in front of the natural and hit it, that's a big deal in TvX, too.

@dezi
Can you tell me if you think the way I made the islands is still bad for Zerg? And if not, why?

By the way, can anyone tell me an easy way to replace 2 textures (the space textures) with something else now? When I replace them in my texture set I can't use the new textures
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
CaptainCrush
Profile Blog Joined November 2010
United States785 Posts
January 18 2011 14:54 GMT
#17
Wow, think this looks really cool. Any chance of it coming to US?
Prog
Profile Joined December 2009
United Kingdom1470 Posts
January 18 2011 15:02 GMT
#18
On January 18 2011 15:29 dezi wrote:
I try to use as less islands as possible (also used them in earlier maps) because they are bad for zerg. But with this layout it don't see an other option currently.


Actually I think islands are quite good for zerg, as they have the easiest way to defend them with nydus worms. Muta with Nydus island expos was quite common in ZvP on LT recently. It's just important to make sure there are other options on the map as well, otherwise it streamlines zerg play too much and hurts protoss.
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 18 2011 15:10 GMT
#19
On January 19 2011 00:02 Prog wrote:
+ Show Spoiler +
On January 18 2011 15:29 dezi wrote:
I try to use as less islands as possible (also used them in earlier maps) because they are bad for zerg. But with this layout it don't see an other option currently.


Actually I think islands are quite good for zerg, as they have the easiest way to defend them with nydus worms. Muta with Nydus island expos was quite common in ZvP on LT recently. It's just important to make sure there are other options on the map as well, otherwise it streamlines zerg play too much and hurts protoss.


Yeah, I have seen this too, on several occasions from Darkforce in ZvP. He'd go for a Muta/Ling basetrade style and take the islands with Nydus. After the basetrade he is left with two islands and mass Muta do defend them.
That was before Toss started to do Stargate play against Zerg tho, and I don't believe this counterattacking style of Muta/Ling is very viable on this map.

@CaptainCrush
As I said, if I find someone to upload this to NA I will do it
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
January 18 2011 15:12 GMT
#20
looks nice, the major changes i see are the rush distance (better or worse?) also there's a choke at player start ramp and nat, making it alot easier to deal with 1 base pressure if u FE,

at good way of stoping seig tanks/collous shooting at the nat is to add highest cliff with a lowest cliff to prevent steping forcing fly'ers to be apparent to get odd pot shots.

i'ld almost say i feel you'ld be better off just making a sow map inspired layout with that theme then using the blizzards sow, as there so many niggley things to fix, esp with the mirror layout
Live Fast Die Young :D
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 17h 14m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Serral 1752
SteadfastSC 70
Codebar 23
StarCraft: Brood War
Shuttle 1385
BeSt 487
Leta 270
actioN 235
Dewaltoss 104
Sharp 64
Sexy 51
Hyun 45
ToSsGirL 33
Classic 30
[ Show more ]
Trap 28
Yoon 23
HiyA 21
soO 18
Rock 15
zelot 14
ajuk12(nOOB) 7
Sacsri 7
Dota 2
Gorgc18344
qojqva1747
XaKoH 459
syndereN302
420jenkins216
BananaSlamJamma57
Heroes of the Storm
crisheroes416
Lowko370
Other Games
singsing1878
Liquid`RaSZi1309
B2W.Neo1063
FrodaN567
Beastyqt318
mouzStarbuck222
Liquid`VortiX149
RotterdaM120
Trikslyr57
ceh924
Organizations
Counter-Strike
PGL36838
[ Show 19 non-featured ]
StarCraft 2
• 3DClanTV 26
• HeavenSC 18
• maralekos8
• Hinosc 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• FirePhoenix12
• Pr0nogo 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV453
League of Legends
• Nemesis2166
• Jankos1146
• TFBlade822
Other Games
• Shiphtur672
Upcoming Events
KCM Race Survival
17h 14m
IntoTheTV X SOOP
18h 14m
SHIN vs GuMiho
Clem vs Classic
OSC
1d 5h
WardiTV Invitational
1d 19h
GSL
1d 19h
Epic.LAN
1d 20h
Replay Cast
2 days
Sparkling Tuna Cup
2 days
Epic.LAN
2 days
AI Arena Tournament
3 days
[ Show More ]
Yamato Cup
3 days
Map Test Tournament
4 days
WardiTV Weekly
4 days
Replay Cast
5 days
Rogue vs Classic
Patches Events
5 days
PiGosaur Cup
6 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Proleague 2026-10-27
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
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

Upcoming

IPSL Winter 2026-27
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
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 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.