• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:31
CEST 14:31
KST 21:31
  • 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 1 - RO8 Preview3[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10
Community News
Maestros of The Game 2 announcement and schedule !7Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12Code S Season 1 (2026) - RO12 Results12026 GSL Season 1 Qualifiers25
StarCraft 2
General
Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book Weekly Cups (April 27-May 4): Clem takes triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Code S Season 1 (2026) - RO12 Results
Tourneys
Maestros of The Game 2 announcement and schedule ! GSL Code S Season 1 (2026) Sea Duckling Open (Global, Bronze-Diamond) RSL Revival: Season 5 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 524 Death and Taxes The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base
Brood War
General
Do we have a pimpest plays list? Why there arent any 256x256 pro maps? BGH Auto Balance -> http://bghmmr.eu/ (Spoiler) Asl ro8 D winner interview BW General Discussion
Tourneys
Escore Tournament StarCraft Season 2 [ASL21] Ro8 Day 4 Small VOD Thread 2.0 [BSL22] RO16 Group Stage - 02 - 10 May
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread OutLive 25 (RTS Game) Dawn of War IV
Dota 2
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread Canadian Politics Mega-thread The Letting Off Steam Thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [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: 1234 users

[M] (3) Autumn Hills

Forum Index > SC2 Maps & Custom Games
Post a Reply
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-04-07 18:15:12
April 04 2011 19:53 GMT
#1
[image loading]


1v1 - 3 spawns

Size: 158 x 150 - 15 bases total

v1.1 published on EU.


Introduction: + Show Spoiler +
If it hadn´t been for MotM #4 I would never dream of doing a 3 player map, because of the complexity involved in creating a balanced layout. However, I have set my mind on participating in every single MotM, and thus I had to do a 3 player map as well.
I did the basic layout long before NullCurrent posted his excellent guide, so I used multiple Watchtowers and siege tanks with range display, placing them in an intricate triangular pattern, drew outlines of bases with different textures. I also placed units and measured travel distances all over the place. What a hassle!
But now that I´m done, I´m pretty happy with the result, and so far playing the map has been a blast. Hope you guys try it out and enjoy it.

Overview:
[image loading]


Analyzer: + Show Spoiler +
[image loading][image loading][image loading]

Additional pics n info:+ Show Spoiler +
Both entrances to the natural expansion can be walled off with 3 barracks. A ramped high ground helps defend the other nat entrance. [image loading]The center has a cute little colonist settlement.[image loading]For the autumn theme I used mostly custom colored Typhon trees. [image loading]More settlers...[image loading]

Tileset:+ Show Spoiler +
[image loading]


My Map Thread
TPW Map Maker - theplanetaryworkshop.com
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 04 2011 20:08 GMT
#2
I did my 3p before Null's guide, too, also with the help of towers and tanks!!

Also, you can throw three start positions on various points that are meant to equivalent in each 120 degrees of the map, then see what the map analyzer has to say about their distance by ground and air. This is pretty helpful for balancing the layout and allowing some asymmetries in there.


Regardless, Autumn Hills came out nicely! What I want to try first on this map is using that little high ground in the natural to contain my opponent on 1-base: as Zerg I will build a hatch up there and then build spine crawlers into the natural.
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-04-04 20:44:55
April 04 2011 20:28 GMT
#3
On April 05 2011 05:08 dimfish wrote:
+ Show Spoiler +
I did my 3p before Null's guide, too, also with the help of towers and tanks!!

Also, you can throw three start positions on various points that are meant to equivalent in each 120 degrees of the map, then see what the map analyzer has to say about their distance by ground and air. This is pretty helpful for balancing the layout and allowing some asymmetries in there.


Regardless, Autumn Hills came out nicely! What I want to try first on this map is using that little high ground in the natural to contain my opponent on 1-base: as Zerg I will build a hatch up there and then build spine crawlers into the natural.


Yeah that is definitely something to look out for. Hell, the creep will even spread into the main, so you can spine crawl directly in there. However that hatchery will be in range of stalkers and marines standing in the main, so it doesn´t break the map.

A screenshot for the curious:+ Show Spoiler +
[image loading]


edit: Thanks Dimfish! Oh, and roaches too...
TPW Map Maker - theplanetaryworkshop.com
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 04 2011 20:35 GMT
#4
Yeah, I wouldn't expect that to break the map, its just a clever feature that has defensive and possibly offensive potential. It just occurred to me a defender probably won't notice a hatch or bunker or whatever building up there until they come out and secure the natural.
Tiazi
Profile Joined February 2010
Netherlands761 Posts
April 04 2011 20:44 GMT
#5
I like the layout but the textures arent very attractive.
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
Johanaz
Profile Joined September 2010
Denmark363 Posts
April 04 2011 20:55 GMT
#6
On April 05 2011 05:44 Tiazi wrote:+ Show Spoiler +

I like the layout but the textures arent very attractive.


Thanks. The layout is the most important. I guess those textures look pretty bland from the editor screenshots. They look a little better in game, though. + Show Spoiler +
[image loading]
TPW Map Maker - theplanetaryworkshop.com
monitor
Profile Blog Joined June 2010
United States2409 Posts
Last Edited: 2011-04-04 21:06:58
April 04 2011 21:02 GMT
#7
Lol at thread banner, photoshop the sky!!!

I think the natural looks a bit hard to hold. I suggest making each choke 2rax to wall off. This will allow Terran and Protoss to do easier fast expansions, since right now the backdoor is deadly.

I'm not a fan of the 3 bases so closely huddles together, makes for bad gameplay and turtling. However, I don't really see anyway to fix it, so I'll have to live with it.

The highground pod in the natural looks unbelievably cheap for protoss, because they can warp units into the main. I suggest either removing it entirely, making it unbuildable, or making enough space between it and the main so a pylon can't warp across.

The mains in general look very small. Since a lot of it is a tiny pathway that curves around the natural, there isn't a lot of space for production buildings.

Other than that, nice job! I like the map, and aesthetics are unusual (but good).
[edit]
That in-game screen shot of the aesthetics looks amazing.
https://liquipedia.net/starcraft2/Monitor
CBWeyland
Profile Joined March 2011
United States13 Posts
April 04 2011 23:39 GMT
#8
OMG I love it.


NA servers plz :D
Learn to macro.
Johanaz
Profile Joined September 2010
Denmark363 Posts
April 05 2011 23:24 GMT
#9
A few minor changes made before submitting to MotM:

Added rocks to the gold bases, making them slightly less of a siege-fest.

Made high ground pods in the natural unbuildable in order to prevent pylon cheese.
Thanks to monitor and Dimfish for your feedback.

On April 05 2011 08:39 CBWeyland wrote:
OMG I love it.


NA servers plz :D


Thanks. WniO and I have been using each other as NA/EU proxies but we are both running out of slots.
TPW Map Maker - theplanetaryworkshop.com
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 05 2011 23:40 GMT
#10
good changes, and good luck in motm!

When will Blizzard just grant everyone who is using all their map slots an additional 20 slots?? I bet it'd be a drop in teh bucket for them
hobbidude
Profile Joined December 2010
Canada171 Posts
April 07 2011 11:41 GMT
#11
Have to say as a fellow map maker also in motm this is an absolute perfect piece of art. You really hit the nail on this one. Lovely colors that work well together and give a real atmosphere. Layout is great for gameplay and spaced nicely specifically with it being a 3 spawn. Though i'm off course partial to my own, i really hope you get motm #4.
Archivian
Profile Joined November 2010
United Kingdom362 Posts
April 07 2011 13:39 GMT
#12
I have to say I really do like this map and the theme.
I love that every route links so nicely and the autumn theme colours are great, and just the right amount of doodads used to help create a great feel to the map.
"you were only supposed to blow the bloody doors off!" Micheal Caine
Mafe
Profile Joined February 2011
Germany5966 Posts
April 07 2011 14:57 GMT
#13
It looks great and I like this map.
However, this map instantly reminded me of the wc3-map Odessa (especially if you would switch mains and the side expansions of odessa).
Then again, it is probably impossible. to create a map wiht no similarities any existing map.

Also I might turn out that securing the gold bases could give you the 2 bases behind the gold for free (almost no additional risk). Or the other way around I do not see why a player should take a base behind gold before he captured the gold base. Maybe is this intentional.
Johanaz
Profile Joined September 2010
Denmark363 Posts
April 07 2011 18:41 GMT
#14
Thanks everyone


On April 07 2011 23:57 Mafe wrote:
+ Show Spoiler +
It looks great and I like this map.
However, this map instantly reminded me of the wc3-map Odessa (especially if you would switch mains and the side expansions of odessa).
Then again, it is probably impossible. to create a map wiht no similarities any existing map.

Also I might turn out that securing the gold bases could give you the 2 bases behind the gold for free (almost no additional risk). Or the other way around I do not see why a player should take a base behind gold before he captured the gold base. Maybe is this intentional.


I never really played WC3, so it´s purely coincidental.

I guess you´re right about the expansion layout, however, given the relatively short rush distance, tight main and rather open natural, I doubt many games will evolve into 5-base turtle-fests.
My previous maps were tested by master players prior to release, but unfortunately I haven´t been able to do that this time. We´ll have to wait and see.
TPW Map Maker - theplanetaryworkshop.com
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 08 2011 05:55 GMT
#15
On April 08 2011 03:41 Johanaz wrote:
Thanks everyone


Show nested quote +
On April 07 2011 23:57 Mafe wrote:
+ Show Spoiler +
It looks great and I like this map.
However, this map instantly reminded me of the wc3-map Odessa (especially if you would switch mains and the side expansions of odessa).
Then again, it is probably impossible. to create a map wiht no similarities any existing map.

Also I might turn out that securing the gold bases could give you the 2 bases behind the gold for free (almost no additional risk). Or the other way around I do not see why a player should take a base behind gold before he captured the gold base. Maybe is this intentional.


I never really played WC3, so it´s purely coincidental.

I guess you´re right about the expansion layout, however, given the relatively short rush distance, tight main and rather open natural, I doubt many games will evolve into 5-base turtle-fests.
My previous maps were tested by master players prior to release, but unfortunately I haven´t been able to do that this time. We´ll have to wait and see.


Jeeze where do you get this testing crew? I'm jealous. :\

For one, ZvT will always have zerg taking the side base, not gold (at first), just to increase the walking distance and spread between bases.
Comprehensive strategic intention: DNE
Samro225am
Profile Joined August 2010
Germany982 Posts
April 08 2011 10:27 GMT
#16
very elegant solution. I love the layout and the simple, yet good looking visuals!
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-04-08 14:41:51
April 08 2011 14:39 GMT
#17
I like the theme, and the main and nat solution is very cool.

Do you feel the way to put up third and fourth is the only way, or just the easiest way to make the map balanced? I can't help but thinking rotational symetry should be used to make a map more dynamic than that, if you can do it without unbalancing the map >< This ranting is more about my own concern with rotational symetry than your map, though (my attempt - please comment). I think we should learn from Sanctuarium (or rather, Funcmode) and create balanced rotational symetry maps without mirroring them in the process.

I like how 3p maps allows for a wide middle and I think you've made a beautiful middle in many ways. I can't help but thinking, though, that the possible thirds should have more space between themself and between themself and the gold. A terran tanking up on the gold will control the possible thirds on that side?
If you would move the thirds further out on the map and use the extra space for a gap surround on the gold ... would that make the map too big? Movign the gold closer to the centre would affect the allready good layout in the middle.

I'm not in love with your custom lighting. It is the same on Mud Rock? I think it's too bright and especially some shades of green get too bright on my screen, like the green strokes on the natural cliffs .. Korhal Cracked Dirt?

On the map analyser image, the mineral lines look asymetrical. Is that just the analyzer not reading doodad footprint ... or is it just me?

Lastly, I like your stubborness in making a 3p map with the help of tanks and XWTs. Also, I fell in love with the construction of stairs on the colonist settlement by the gap. It's something profound with constructions we can all relate to in a fictional world - those with a practical, human meaning to them.
http://mentalbalans.se/aggedesign
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
11:00
Wardi Spring Cup
Zoun vs Ryung
Lambo vs ShoWTimE
IntoTheiNu 776
WardiTV689
TKL 202
Rex102
Ryung 79
LiquipediaDiscussion
Escore
10:00
Week 6
escodisco1932
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 202
ProTech131
Rex 102
Ryung 79
StarCraft: Brood War
Britney 37357
Sea 6603
Calm 4956
Horang2 1379
Bisu 1038
firebathero 948
Mini 460
Light 366
Pusan 303
Hyuk 303
[ Show more ]
Killer 299
EffOrt 283
Stork 258
Soma 249
actioN 240
ggaemo 227
BeSt 148
Soulkey 114
Zeus 104
ZerO 100
Hyun 90
Dewaltoss 72
Rush 67
ToSsGirL 63
hero 50
[sc1f]eonzerg 39
soO 38
Sharp 35
Backho 35
HiyA 35
Free 31
910 29
Shine 23
sorry 23
Bale 19
Barracks 19
IntoTheRainbow 16
Sacsri 15
scan(afreeca) 13
ajuk12(nOOB) 10
GoRush 10
Noble 9
Terrorterran 8
Icarus 7
Dota 2
Gorgc2566
XcaliburYe96
League of Legends
Reynor64
Counter-Strike
zeus738
allub306
edward95
Other Games
gofns15681
singsing2398
B2W.Neo1022
DeMusliM426
Lowko327
hiko237
KnowMe195
monkeys_forever138
Mew2King66
NeuroSwarm46
ArmadaUGS42
ZerO(Twitch)14
Organizations
Other Games
gamesdonequick1403
StarCraft: Brood War
lovetv 11
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 57
• LUISG 40
• Adnapsc2 15
• Kozan
• Migwel
• AfreecaTV YouTube
• intothetv
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis3674
• TFBlade1019
Other Games
• WagamamaTV339
Upcoming Events
Big Brain Bouts
3h 29m
Fjant vs Bly
Serral vs Shameless
OSC
9h 29m
The PiG Daily
10h 29m
Maru vs Rogue
TBD vs Classic
herO vs Solar
ByuN vs Solar
Replay Cast
11h 29m
CranKy Ducklings
21h 29m
RSL Revival
21h 29m
SHIN vs Bunny
ByuN vs Shameless
WardiTV Invitational
22h 29m
Krystianer vs TriGGeR
Cure vs Rogue
SC Evo League
1d
uThermal 2v2 Circuit
1d 2h
BSL
1d 6h
Artosis vs TerrOr
spx vs StRyKeR
[ Show More ]
Replay Cast
1d 11h
Sparkling Tuna Cup
1d 21h
RSL Revival
1d 21h
Cure vs Zoun
Clem vs Lambo
WardiTV Invitational
1d 22h
BSL
2 days
Dewalt vs DragOn
Aether vs Jimin
GSL
2 days
Afreeca Starleague
2 days
Soma vs Leta
Wardi Open
2 days
Monday Night Weeklies
3 days
OSC
3 days
CranKy Ducklings
3 days
Afreeca Starleague
3 days
Light vs Flash
Replay Cast
4 days
Replay Cast
5 days
The PondCast
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-05-05
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
Escore Tournament S2: W6
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
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

KK 2v2 League Season 1
BSL 22 Non-Korean Championship
YSL S3
Escore Tournament S2: W7
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
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
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 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.