• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:10
CEST 06:10
KST 13:10
  • 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] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Code S Season 1 (2026) - RO8 Results0Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Code S Season 1 (2026) - RO8 Results MaNa leaves Team Liquid Weekly Cups (May 4-10): Clem, MaxPax, herO win Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book
Tourneys
2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! $5,000 WardiTV Spring Championship 2026 SC2 INu's Battles#16 <BO.9> Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
Quality of life changes in BW that you will like ? Flashes ASL S21 Ro8 Review ASL Tickets to Live Event Finals? BW General Discussion Pros React To: Leta vs Tulbo (ASL S21, Ro.8)
Tourneys
[ASL21] Semifinals B [Megathread] Daily Proleagues [ASL21] Semifinals A [BSL22] RO8 Bracket Stage + Another TieBreaker
Strategy
Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game PC Games Sales 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 Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA 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
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1398 users

[M] (4) Holy Water

Forum Index > SC2 Maps & Custom Games
Post a Reply
Penke
Profile Joined October 2010
Sweden346 Posts
February 22 2011 21:39 GMT
#1
[image loading]

Holy Water


Hello fellow TLers!

This is my very first map. I did spend quite a lot of time with it and I would be happy to hear your opinions. Any criticism is appreciated!

Map info

Playable area: 132 x 118
Tile set: Ulaan (Cave) and Ulnar (Xel'Naga Worldship)
Bases: 12
Status: Published on EU (Probably not finished edition)

Background
As a first map, I wanted to create a pretty standard, good looking 4-player map, where the nature of the game should not be decided too heavily based upon spawn locations (i.e Metalopolis). Instead I tried to make rush distances fairly equal and you should be able to get three bases without too much trouble in every spawn location. Granted, It might be difficult on horizontal spawns, but the natural to the base positioned vertically to yours is a viable option.

Overview
[image loading]
(Click on image for larger picture)

Tilted view
[image loading]
(Click on image for larger picture)

Main, natural and third setup
[image loading]
(Click on image for larger picture)



Features


Xel'Naga towers overloock the two vertical paths through the center as well as the natural expansions and airspace.
[image loading]


Line of sight blockers are located between the thirds.
[image loading]


Only one creep tumor is required to connect the main and natural expansion.
[image loading]


The gas is NOT siegable from between the natural expansions.
[image loading]


Buildable and pathable streams are distributed throughout the map. These are only aesthetical and do not interact with gameplay.
[image loading]



Analyser pictures

[image loading][image loading]
[image loading]
[image loading]

Credit goes to Bait for testing and good advice
Vehemus
Profile Joined November 2010
United States586 Posts
Last Edited: 2011-02-22 21:53:49
February 22 2011 21:52 GMT
#2
At first glance I was going to say that the positions look extremely close and could be broken by siege tanks, but upon reading in detail it's clear that this isn't the case. I really, really like this map and would love to play on it.

I don't know that I necessarily like the watchtowers being able to see into the natural expansion, nor do I like that the watchtowers cover the entirety of both paths when passing through vertically but absolutely none of the path when going horizontally.

Very nice job and keep up the great work. This map is pleasing to the eye and has an interesting layout.
This space for rent.
horsman
Profile Blog Joined June 2010
Canada45 Posts
February 22 2011 21:53 GMT
#3
looks like a really good map, actually.
soulcrusher
Profile Joined August 2010
United States143 Posts
February 22 2011 21:59 GMT
#4
Looks awesome.
CEVO SC2 Official
Penke
Profile Joined October 2010
Sweden346 Posts
Last Edited: 2011-02-23 08:14:17
February 22 2011 22:01 GMT
#5
On February 23 2011 06:52 Vehemus wrote:
At first glance I was going to say that the positions look extremely close and could be broken by siege tanks, but upon reading in detail it's clear that this isn't the case. I really, really like this map and would love to play on it.

I don't know that I necessarily like the watchtowers being able to see into the natural expansion, nor do I like that the watchtowers cover the entirety of both paths when passing through vertically but absolutely none of the path when going horizontally.

Very nice job and keep up the great work. This map is pleasing to the eye and has an interesting layout.


Well, I fiddled around quite a bit with watchtower positions, and I realized that they don't provide much information at all if they don't cover the naturals (and by the way, you can just barely see the nexus/CC/hatch, nothing else) since the vertical path could be covered just as easily with a unit. In most blizzard maps, the towers cover multiple attack paths, but that is impossible with this map, so I thought that the added information of the natural expansions should make up for that.

Also, in order to cover the horizontal paths as well it would require 4 towers, which I think is a bit too much. If the towers are going to only cover the horizontal positions then I feel that the space there gets to cluttered and if a map split occurs it could occur vertically, which is not intended.
Maynarde
Profile Joined September 2010
Australia1286 Posts
February 22 2011 22:10 GMT
#6
I was gonna cry about how the bottom half of the map has a stream through it and it wouldn't be balanced, THEN saw how it was a "buildable / pathable" stream. Awesome map dude, would love to give it a go.
CommentatorAustralian SC2 Caster | Twitter: @MaynardeSC2 | Twitch: twitch.tv/maynarde
Iamyournoob
Profile Joined August 2010
Germany595 Posts
February 22 2011 22:11 GMT
#7
At first I was a little worried, but the more I got a sense of the map the more i like it - especially the look. So, yeah it is great, but what about the mid? I wonder if it is too easy to be abused by colossus...
WniO
Profile Blog Joined April 2010
United States2706 Posts
February 22 2011 22:12 GMT
#8
that looks pretty fun to play. the water looks great but it would look better if the rivers weren't so straight, but maybe that's the style you were going for. otherwise its pretty impressive for your first going.
Penke
Profile Joined October 2010
Sweden346 Posts
Last Edited: 2011-02-22 22:16:12
February 22 2011 22:15 GMT
#9
On February 23 2011 07:11 Iamyournoob wrote:
At first I was a little worried, but the more I got a sense of the map the more i like it - especially the look. So, yeah it is great, but what about the mid? I wonder if it is too easy to be abused by colossus...


I haven't actually thought about that. If it turns out to be too much of a problem the cliffs in the midle could always be made unpathable since they don't serve a big role anyways.

Thanks for your comment
FlaShFTW
Profile Blog Joined February 2010
United States10401 Posts
February 22 2011 22:20 GMT
#10
On February 23 2011 07:10 Maynarde wrote:
I was gonna cry about how the bottom half of the map has a stream through it and it wouldn't be balanced, THEN saw how it was a "buildable / pathable" stream. Awesome map dude, would love to give it a go.

SAME!!!

also, this map looks SICK. first look (wow, streams??? WTF?) and then as i read on, it began clear!!! i was ENLIGHTENED!!! ok jk.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
iGrok
Profile Blog Joined October 2010
United States5142 Posts
February 22 2011 22:43 GMT
#11
It looks ok. But if we spawn, say, top positions, I can't take a third, and probably not a 4th either. Its a very zoned map. Would be good for 2v2 Top vs Bottom.

Aesthetically its nice except for the streams. As previously mentioned by someone, they're a little straight. Also, they're the same width the whole way through... mix it up a bit ^^.

A very well put together post! And for a first map, damn thats good. I see good things in your future.

P.S. next time use spoiler tags for all the pictures though ^^
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
101toss
Profile Blog Joined April 2010
3232 Posts
February 22 2011 23:01 GMT
#12
Looks great. At least much better than blizzard's map pool
Math doesn't kill champions and neither do wards
Moody
Profile Blog Joined August 2010
United States750 Posts
February 23 2011 00:05 GMT
#13
Top v Top and Bottom v Bottom would be really really difficult to take a 3rd on. I mean... it appears that if I siege up at my 3rd, I can shell you coming out of your 3rd. o.O Dunno how it would actually play out, but it seems really metalopol-ish.
A marine walks into a bar and asks, "Where's the counter?"
Penke
Profile Joined October 2010
Sweden346 Posts
Last Edited: 2011-02-23 08:24:11
February 23 2011 08:13 GMT
#14
Thanks for all the kind comments

It looks ok. But if we spawn, say, top positions, I can't take a third, and probably not a 4th either. Its a very zoned map. Would be good for 2v2 Top vs Bottom.

Aesthetically its nice except for the streams. As previously mentioned by someone, they're a little straight. Also, they're the same width the whole way through... mix it up a bit ^^.

A very well put together post! And for a first map, damn thats good. I see good things in your future.

P.S. next time use spoiler tags for all the pictures though ^^


Top v Top and Bottom v Bottom would be really really difficult to take a 3rd on. I mean... it appears that if I siege up at my 3rd, I can shell you coming out of your 3rd. o.O Dunno how it would actually play out, but it seems really metalopol-ish


Yes, horizontal positions is the hardest ones to take a third on, but these positions tend to favor longer games than close positions on for example Metal or LT for several reasons.

1: You expand away from your opponent when you take your natural, and the area is quite choked.
2: The rush distance on horizontal positions is actually longer than vertical. Both main to main and nat to nat.
3: The third base would probably be the natural vertically located to yours. You can easily defend the attack path in front of your base, and if your opponent chooses to go around the center through the attack path away from your base, he leaves his own base very vulnerable.
4: You can choose to take the standard third as your fourth (or even your third) as in horizontal positions, the natural ramp is not as good of an option to attack through because of the destructible rocks and the easy defence, which makes your defence focused on only entrance (If however your opponent sieges to hard in this position, the natural ramp once again becomes an option). There are of course one of these expansions for either player, unlike Metal or LT where it's shared. (And to Moody: No you can not siege the ramp on the other third from yours, as the siege tank range is only about three fifths of the way. If you however were to position your tanks on the low ground closer to your opponents third then there are vision blockers as well as high ground advantage that will help solving this problem.

I have no idea about what you mean with "the streams are to straight" :S

Anyways, thanks for the feedback
Bait
Profile Joined February 2011
Sweden3 Posts
February 24 2011 20:44 GMT
#15
Thx for adding me to the tester!

I have read all the comments and they seams to love it and the feedbacks seams really helpfull.
Great work!
Ownos
Profile Joined July 2010
United States2147 Posts
February 24 2011 21:09 GMT
#16
Looks really good, but I can see some issues with horizontal spawns. Namely, the third being so damn close. But I guess that's still 1 base better than LT/Metal's situation in those positions. I can see the map being really fun on cross/vertical positions. Map also seems a notch smaller than most Blizzard maps as well. Too lazy to pull up the actual figures to compare.
...deeper and deeper into the bowels of El Diablo
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
February 24 2011 21:27 GMT
#17
Thismap looks really really nice. I'd like to try it out, and i'd suggest that you move the horizontal spawns farther from each other and expand the middle area. As it stands the thirds are terribly close to each other and it's terribly reminiscent of metal because you're going to be hard pressed to take a third if your opponent can get a lead and take his ahead of yours.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
sevia
Profile Joined May 2010
United States954 Posts
February 24 2011 21:49 GMT
#18
I really like the aesthetics and cross-position layout, but horizontal positions suffer from an issue that I see in a lot of maps: by the time you can get your third, you're already butting heads with your opponent's territory. There needs to be a really fluent base layout from horizontal, vertical, and cross positions; when maps have extremely close thirds like this it kills any chance of late-game play.
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSL Season 2: Qualifiers
CranKy Ducklings122
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 231
Nina 121
StarCraft: Brood War
GuemChi 6250
Noble 8
Icarus 5
Dota 2
NeuroSwarm300
League of Legends
summit1g9842
JimRising 703
Super Smash Bros
hungrybox1467
Mew2King28
Other Games
C9.Mang0529
WinterStarcraft441
monkeys_forever382
Maynarde174
ViBE56
Organizations
Other Games
gamesdonequick1076
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• EnkiAlexander 80
• practicex 20
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Scarra1424
• Lourlo792
• Stunt306
Upcoming Events
The PondCast
5h 50m
OSC
5h 50m
Replay Cast
19h 50m
RSL Revival
1d 5h
OSC
1d 8h
Korean StarCraft League
1d 22h
RSL Revival
2 days
BSL
2 days
Bonyth vs Doodle
Dewalt vs TerrOr
GSL
3 days
Cure vs herO
SHIN vs Maru
BSL
3 days
OyAji vs JDConan
DragOn vs TBD
[ Show More ]
Replay Cast
4 days
Monday Night Weeklies
4 days
Replay Cast
4 days
The PondCast
5 days
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-05-13
WardiTV TLMC #16
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
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
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: W7
YSL S3
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
BLAST Bounty Summer 2026: Closed Qualifier
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.