• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:51
CEST 02:51
KST 09:51
  • 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 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection6Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2
Community News
[BSL22] Non-Korean Championship from 13 to 28 June2Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th151Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
TL.net Map Contest #22 - Voting & Ladder Map Selection Code S Season 2 (2026): RO4 and Finals Preview TL Poll: How do you feel about the 5.0.16 PTR balance changes? What kind of tool would you be interested in? Oliveira Would Have Returned If EWC Continued
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament GSL Code S Season 2 (2026) WardiTV Mondays Maestros of The Game 2 announcement and schedule ! Crank Gathers Season 4: BW vs SC2 Team League
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
BW animated web series: seeking contributors 25 Years Since Brood War Patch 1.08 FlaSh's ASL S21 Finals Review BGH Auto Balance -> http://bghmmr.eu/ [BSL22] Non-Korean Championship from 13 to 28 June
Tourneys
[BSL22] Grand Finals - Sunday 21:00 CEST [ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Why doesn't anyone use restoration? Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
ZeroSpace Megathread Nintendo Switch Thread PC Games Sales Thread Summer Games Done Quick 2026! The Perfect Game
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 Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine YouTube Thread Russo-Ukrainian War Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Esportsmanship: How to NOT B…
TrAiDoS
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5754 users

EffectS' Concepts

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
EffectS
Profile Joined May 2010
Belgium795 Posts
Last Edited: 2011-02-12 16:14:56
January 22 2011 19:33 GMT
#1
Random intro:
+ Show Spoiler +
Hi, as most of you know, I'm a pretty aweful mapper. Therefor I'm trying to communicate with the community (you guys) as much as I can. Afterall, you're the guys that are gonna play the map.

Therefor, I made this. A thread where I can post all my terrible or awesome map ideas, hand them to the community and receive glorious feedback! After which I can change stuff up on the map or tell you guys to suck it up... either way! Here goes!

For you consideration, I'll only post analyzer images, cause I don't (attempt to) texture until my map is fully completed. Therefor I think stuff is better visible in the analyzer. So tell me what you like or dislike, and maybe your wish may be my command!


Updated!! (2011-02-12)


#1 (Current version):
[image loading]


Previous versions:
+ Show Spoiler +
Version 2.0
+ Show Spoiler +
[image loading]

Version 1.0
+ Show Spoiler +
[image loading]
TEEHEE
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 22 2011 19:37 GMT
#2
i think theres some unused space between the mains and the fourths. i do like the destructible debris positioning as it extends the rush distance between all bases. it has a cool design though.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 22 2011 20:19 GMT
#3
You need to make sure there's enough room between the golds. I can't really tell from the picture. Are those mineral-only golds? The may as well be non-expos then :/

My suggestions would be to add gas to the gold bases and throw up an LOS blocking curtain between them (like between the rocks)

I like the layout though, good concept!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 22 2011 23:15 GMT
#4
I fear that the natu to nat distance is the same as Steppes'.
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
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2011-01-22 23:32:18
January 22 2011 23:21 GMT
#5
The map looks to small and the HY might not be worth it. Can you give us infos about the size?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Zeon0
Profile Joined September 2010
Austria2995 Posts
January 23 2011 12:31 GMT
#6
get rid of this crappy mineral only expos. why do people put them in every other map?
Hater of MKP since GSL Open Season 2 | Fanboy of: NesTea Stephano IdrA DIMAGA MorroW ret DongRaeGu Snute SaSe Mvp ThorZaIN DeMusliM
EffectS
Profile Joined May 2010
Belgium795 Posts
January 23 2011 13:30 GMT
#7
On January 23 2011 21:31 Zeon0 wrote:
get rid of this crappy mineral only expos. why do people put them in every other map?


Tbh, the reason it's a mineral only HY expo is because atm there's not enough room. I was just checking with TL.net if this set-up is good tbh and to force some changes. ^_^
TEEHEE
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
January 23 2011 13:57 GMT
#8
extend the size of the map, if u use the filltool of 1 texture it leaves a thin line of the the cliff edges u can follow that to make some bits larger.
Live Fast Die Young :D
EffectS
Profile Joined May 2010
Belgium795 Posts
Last Edited: 2011-01-23 18:07:15
January 23 2011 14:26 GMT
#9
Ok, here's what I want to do:
  • Change lay-out of main into natural - for 1 creeptumor connection
  • Create more room the third (HY third) by compressing natural
  • Create natural backdoor closer to the natural and not weirdly placed as it is now
  • Change natural mineral line to double geyser towards the main instead of splilt geyser
  • Compress space between natural and third (not HY third)
  • Add a fourth base, if possible not akwardly close towards enemy main between third (not HY third) and enemy main
  • Increase map in total size
  • Make HY third not akward by decreasing open space by adding natural feeling crack that runs through center

Tell me what you think of these changes. It'll take a while for me to produce the next updated concept pic so please bare with me. ^_^
(didn't take me that long, I was focused enough to pull through!)

Updated, check OP.
TEEHEE
EunByuL
Profile Joined September 2010
Vietnam77 Posts
January 24 2011 07:52 GMT
#10
The new map is a real improvement on the first one! Keep it up!
Tôi không
EffectS
Profile Joined May 2010
Belgium795 Posts
January 24 2011 15:47 GMT
#11
Sorry for my shameless bump.
I need some more replies to make this thread work. So viewers, if you'd please take the time to write up what you think about it ^_^. I'd deeply appreciate it.
TEEHEE
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 24 2011 15:58 GMT
#12
Everything looks so tight, so small (but i also use v1.4.6 of the Analyzer). What's the size of the map?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 24 2011 16:05 GMT
#13
Thats one small map

However the whole idea behind it I absolutely love. Theres still alot of options in what to do and how to attack. But I do think the map should be streched a little to give a little more room for combat in the middle.

Great concept tho
KCCO!
Robinsa
Profile Joined May 2009
Japan1333 Posts
January 24 2011 16:28 GMT
#14
It feels like all SC2 maps are small and with a TON of chokes. Not saying all maps need to be big but it would be nice with some open maps tbh.
4649!!
EffectS
Profile Joined May 2010
Belgium795 Posts
January 24 2011 16:38 GMT
#15
Thanks for all your replies. The maps playable size is 100x108. I tried to create a map that's not too big in size, as you can see from the previous version of the map, which was even smaller. This because smaller maps force more fights and make positioning more important.
Also I don't think having this map rather small is bad because the rush distance is lenghten by quite a bit because of the destructable debris, which btw is perfectly defendable from the high ground of the main.
TEEHEE
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 24 2011 16:55 GMT
#16
Smaller map have more chokes and thus favoring T vs Z and P vs T but it's actually quite hard to judge just with the Analyzer pictures.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
EffectS
Profile Joined May 2010
Belgium795 Posts
January 24 2011 17:37 GMT
#17
On January 25 2011 01:55 dezi wrote:
Smaller map have more chokes and thus favoring T vs Z and P vs T but it's actually quite hard to judge just with the Analyzer pictures.


Ye, I think P is strongest on this map, due to strong 2 base play by wall-ing of the natural and later opening the destructable debris. However, I believe both T and primarily Z have alot of options to flank the opponent. Therefor, I think it's pretty balanced?
TEEHEE
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 24 2011 17:42 GMT
#18
I just see 'place Forcefield here' areas and no flank areas in the mid :p
Is this a tripple size ramp to the 3rd?
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Samro225am
Profile Joined August 2010
Germany982 Posts
January 24 2011 17:50 GMT
#19
On January 25 2011 02:37 EffectS wrote:
Show nested quote +
On January 25 2011 01:55 dezi wrote:
Smaller map have more chokes and thus favoring T vs Z and P vs T but it's actually quite hard to judge just with the Analyzer pictures.


Ye, I think P is strongest on this map, due to strong 2 base play by wall-ing of the natural and later opening the destructable debris. However, I believe both T and primarily Z have alot of options to flank the opponent. Therefor, I think it's pretty balanced?


besides chokes, I think many cliff level hurt Z, becaue with a few tanks they do not get anywhere near the top of ramp. T can happy-turtle on three base and then tankpush, i guess.

to make things worse, third is almost(?) closer to opponent's base, so if Z tries to get map control, T will drop whatever they like pretty much anywhere on this small map while defending with tanks on nat/third cliffs.

the air distance is really short compared to long walking rush distance.

what can you do? I would make the map bigger (118x118), use the space better (third and fourth) and open the centre and do something more interesting with gold and/or fourth.

probably it helps when you try to imagine where you would like to position your army when something specific happens?
EffectS
Profile Joined May 2010
Belgium795 Posts
January 24 2011 18:29 GMT
#20
On January 25 2011 02:42 dezi wrote:
I just see 'place Forcefield here' areas and no flank areas in the mid :p
Is this a tripple size ramp to the 3rd?

There's 4 entrances to the opponents side, I think except from facing a protoss death ball, every other race has a real good chance to flank the enemy. And yes, both ramps going to the third are 3's.

On January 25 2011 02:50 Samro225am wrote:
besides chokes, I think many cliff level hurt Z, becaue with a few tanks they do not get anywhere near the top of ramp. T can happy-turtle on three base and then tankpush, i guess.

to make things worse, third is almost(?) closer to opponent's base, so if Z tries to get map control, T will drop whatever they like pretty much anywhere on this small map while defending with tanks on nat/third cliffs.

the air distance is really short compared to long walking rush distance.

what can you do? I would make the map bigger (118x118), use the space better (third and fourth) and open the centre and do something more interesting with gold and/or fourth.

probably it helps when you try to imagine where you would like to position your army when something specific happens?

Sorry that maps with no cliffs aren't mainstream. Have you ever heard about mutalisk, this is the reason why I put both geysers towards the main in the natural, I don't put dual geysers for no reason. This is also the reason why air distances are so close.

I aplogize if I sound pissed atm, I just lost a LoL game which naturally makes me pissed. ^_^
TEEHEE
1 2 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#85 (PTR Edition)
PiGStarcraft578
davetesta26
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft578
ProTech94
Temp0 27
StarCraft: Brood War
GuemChi 3986
Rain 3115
Artosis 644
Noble 47
NaDa 21
Dota 2
monkeys_forever389
capcasts136
NeuroSwarm112
Super Smash Bros
hungrybox495
Mew2King65
Other Games
summit1g14051
Day[9].tv1281
shahzam739
C9.Mang0499
ViBE131
Maynarde118
UpATreeSC45
minikerr3
Organizations
Other Games
gamesdonequick856
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21291
League of Legends
• Stunt163
Other Games
• Day9tv1281
Upcoming Events
Replay Cast
8h 9m
Kung Fu Cup
10h 9m
Maestros of the Game
14h 9m
Classic vs Lambo
Clem vs Maru
Replay Cast
23h 9m
The PondCast
1d 9h
Maestros of the Game
1d 14h
Serral vs Rogue
herO vs SHIN
OSC
1d 21h
Replay Cast
1d 23h
Maestros of the Game
2 days
Replay Cast
2 days
[ Show More ]
CranKy Ducklings
3 days
uThermal 2v2 Circuit
3 days
Sparkling Tuna Cup
4 days
uThermal 2v2 Circuit
4 days
OSC
4 days
Wardi Open
5 days
Liquipedia Results

Completed

BSL Season 22
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
Acropolis #4 - GSB
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
uThermal 2v2 2026 Main Event
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
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
Heroes Pulsing #3
Heroes Pulsing #2
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.