• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:35
CET 06:35
KST 14:35
  • 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
Team Liquid Map Contest #22 - Presented by Monster Energy5ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool30Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Potential Updates Coming to the SC2 CN Server Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (August 25-31): Clem's Last Straw? Weekly Cups (March 9-15): herO, Clem, ByuN win Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
Gypsy to Korea BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion JaeDong's form before ASL BSL Season 22
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours Small VOD Thread 2.0 IPSL Spring 2026 is here!
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread 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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread Mexico's Drug War
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
Formula 1 Discussion 2024 - 2026 Football Thread Tokyo Olympics 2021 Thread General nutrition recommendations Cricket [SPORT]
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: 5111 users

[M] (4) Core Delta

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-09-26 12:05:06
April 24 2011 13:32 GMT
#1
[image loading]

[image loading]

MotM #7 finalist!

Score:
Balance: 7.8
Aesthetics: 7.6
Intangibles: 7.2

Average: 7.5



Features

- Rotational symetry. One third on each side of your main should be equally attractive and similiar, although not identical in layout.

- Small high ground pods with ramps next to the left hand third. There is a one three square gap that allows units to pass shoulder to shoulder.
+ Show Spoiler +
[image loading]


- XelNaga Watchtower spies the middle platform and the narrow chokes next to it. It also neutralizes the advantage of the LoSB line on each side of the middle platform.

- Reaper backdoors between third and other player's main (in close positions spawn) - narrow paths which allow for small cliff-jumping units (or collossi) to pass by. Tanks can be dropped on the path, but can only siege the area behind the mineral line.

Facts

Players: 4
Map size: 152x152 (playable, incl. air)
Resoruces: 16 regular bases
XelNaga Towers: 1 in the map core
Short main-to-main: 146
Short nat-to-nat: ~120
Cross main-to-main: 179
Cross nat-to-nat: ~155
Main size: 30 CCs

Textures
+ Show Spoiler +
[image loading]


Published on EU as TPW Core Delta.


Analyser

+ Show Spoiler +


Summary
[image loading]

Short main-to-main
[image loading]

Short nat-to-nat
[image loading]

Cross main-to-main
[image loading]

Cross nat-to-nat
[image loading]



Detail Images

+ Show Spoiler +




[image loading]

"Coastline area is cleared. Back to base. Wherever those killing birds are, they're not here. They couldn't have .. ehm.. FLOWN that far with our cattle, do you think?"



[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

The left-hand possible thirds with pathing displayed

+ Show Spoiler +

Horizontal
[image loading]

Vertical
[image loading]





http://mentalbalans.se/aggedesign
Archvil3
Profile Joined September 2010
Denmark989 Posts
April 24 2011 14:19 GMT
#2
A balanced/playable version of Delta Quadrant ?

Looking nice, good balanced layout and visualy as good as it gets with that tileset. Not sure why you got those ramps up to the unpathable highgrounds in the middle of the map though. Aesthetics I guess?
Let thy speech be better than silence, or be silent.
Mereel
Profile Joined February 2010
Germany895 Posts
April 24 2011 14:23 GMT
#3
looks good, gonna play some games later
TPW Mapmaking Team
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-04-24 15:22:26
April 24 2011 15:21 GMT
#4
@Archvil3 I had no thought of Delta Quadrant when I made the concept for this map I agree, the tileset was a test, I'll likely change to comethign with better blending textures.

The ramps onto the high ground is a small feature. Part of that high ground is pathable, so you can build a pylon there, drop medivac load of troops, hide banelings, etc. Perhaps it shoud be bigger to affect gameplay more, but I don't want to make that third much harder to defend.

@Mereel cool, let me know how they go and what you think of the map after that A known bug is that the mineral lines are not always balanced or optimally placed.
http://mentalbalans.se/aggedesign
Mereel
Profile Joined February 2010
Germany895 Posts
April 24 2011 18:14 GMT
#5
ok there are some problems with the mineralz but u will fix that anyways.
a really huge thing was the terrain texture at the natural, its the same on highground, ramp and lowground in front of it. i had to search the ramp.....i really couldnt see it.

u better change that too^^
TPW Mapmaking Team
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
April 24 2011 18:43 GMT
#6
Ah so this is the crevasse clone you were talking about I guess?
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Meltage
Profile Joined October 2010
Germany613 Posts
April 24 2011 19:16 GMT
#7
@Mereel Yeah it's the tileset limitations that forces me to use the same texturing .. I'll prob change the setting.

@FlopTurnReaver - lol. No there are no XNTs on the low ground
http://mentalbalans.se/aggedesign
MarcH
Profile Joined January 2011
United Kingdom362 Posts
April 24 2011 19:39 GMT
#8
Those blue and yellow lines rond the side are those the play bounds and the veiw bounds in the map maker? cos when ive messed about in their thats what i thought they were if im wrong just ignore this bit but it seems like your cutting through some mineral lines etc although it does look fine on the analyzer just make sure their is space for drops etc around the main nat as it will be verry easy to secure 3-4 bases otherwise as you get into the mid game.
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
April 24 2011 20:03 GMT
#9
I really like it, my only recommendation is to add symmetrical rocks at one of the 3rd/4th base locations. This is the way delta quadrant should have been made.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-04-24 21:22:32
April 24 2011 21:19 GMT
#10
There is a mineral patch at the 2, 3, 8, and 9 oclock bases that is blocked by the two in front of it. I think this is what Mereel was talking about. Also, I prefer having a square or two of breathing room from the blue boundary line at all outlying points, but it's up to you.

The layout is sort of generic but it's quite a bit more interesting once you get to 3 bases or more, because then there are two push paths and the center terrain comes into play. The ramp outside the lefthand third is sort of random, I'm not sure how it would be used. Because of the direction the ramp points it's hard to use it defensively, and you can't really attack from it except for tanks. So it's mostly a hiding place and a pylon spot, it seems to me. But that's fine because it's better than a hole in the ground.

The righthand third is quite wide open, it seems scary depending on the situation. It might be better to provide a defensive choke structure, but that would throw off the layout a little.

Anyway I quite like it, but I feel like it's boring, even though I can't pin down any particular insufficiency. The middle is really interesting actually. I think the first 4 bases is why I feel that way, because you really just defend some open ground with two paths in. This leads to a large fight with two big armies off a 2base economy, with less back and forth action.

[edit] Regarding above statement, a better player would meet an attack at the forward choke points, which makes for a more interesting game. So it's good that it rewards forward position like that, and may be the answer to my concerns.

Nevertheless your sense of proportion is shown here again, nice work.
Comprehensive strategic intention: DNE
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-04-25 23:24:54
April 25 2011 19:04 GMT
#11
@Elgear sort of. It's the blue line, but it's not accurate. I'll increase teh map for some more airspace I think. Thanks for poiting out, a valid point.

@Whiplash Destructible rocks blocking the CC placement? Please elaborate why that should be on Delta Quadrant and on my map. Are the third and fourth terribly close to the main and nat?

@EatThePath Your feedback always seems insightful and clear to me - and thus valuable What is it you like about the middle? I think that's the only opinion you don't elaborate on.

That the map is somewhat typical and booring beacuse of it's openess has been my concern as well. I'm trying to add details that will add and twist the smaller features of the map, without comprimising the map layout.

I'm with you on the point that I two big armies fighting in open space on 2 base economy is not very GG. With back and forth action you mean harrassment? Or do you mean armies dancing around one another trying to get the best positions?

Good point about the forward chokes. Did you notice that there is a 2x4 doodad in the middle of the wide path?

Map Update
I've done some smaller updates that adressess some of the concerns. OP updated with images.

* Changed the cliff type of the nat ramp, so that it's easier to spot.
* Mineral lines updated, should be playable now, although I havn't been able tot test yet.
* Extended map playable bounds to 150x150 from 146x146 for some more air space around the map edges.
* Adding LOSB-pockets outside the nat at the siegeable edges ... which are also cliff-walk/jumpable.


[image loading]
http://mentalbalans.se/aggedesign
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-05-01 20:45:34
April 28 2011 20:22 GMT
#12
I made some adjustment to the more awkward feature - the small high ground by the left-hand third.

I deemed it OK to choke up the map a little here, since it'is so wide open in general. Now, there are two ramps on each side, and only small units can move across easily. There is space for 3 pylons or 1 pylon and 2 cannons, for instance (or 12 Sensor Towers

[image loading]

I think more space will make the high ground too much of deathball advantage. Those could camp and harrass the third. The area also helps creep spread and have room for 3 spine crawlers. Mainly, I guess, it will be used for 'safe scouting' with a worker to see if the opponent will take a third. Scouting overlords will be more vulnerable compared to a unpathable high ground, but that also adds some tension to the gameplay.

The left hand possible thrid should be slightly more easy to protect now and the right hand would be slightly harder, unless you make use of the high ground.

Do you think this is a change to the better or no? Why?

[image loading]
http://mentalbalans.se/aggedesign
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 29 2011 07:24 GMT
#13
I think you should just open that center area with space.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Meltage
Profile Joined October 2010
Germany613 Posts
April 29 2011 17:59 GMT
#14
On April 29 2011 16:24 IronManSC wrote:
I think you should just open that center area with space.


I'm trying to accomplish some unique map feature here Any good reason why I should make a hole instead? Please elaborate.
http://mentalbalans.se/aggedesign
DNB
Profile Blog Joined November 2010
Finland995 Posts
April 29 2011 19:26 GMT
#15
Looks like a mech heaven

Maybe remake the 4th bases as golds instead?
The Final Boss
Profile Joined February 2011
United States1839 Posts
April 29 2011 22:06 GMT
#16
This is such a cool looking map. Next chance I get I will definitely try to play some games on it. I wish that Blizzard maps were more like this instead of Delta Quadrant....
Zurachi
Profile Blog Joined October 2010
Canada289 Posts
April 30 2011 00:36 GMT
#17
Map looks really sweet! Definitely would like to see on NA
@ZurachiTV | www.youtube.com/ZurachiTV | "Satisfaction is the beginning of regression."
Chahta
Profile Joined February 2011
United States148 Posts
April 30 2011 00:56 GMT
#18
Looks beautiful, I foresee nice counterattack routes. Love to see this on NA!
I accidentally whole f*cking base
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 30 2011 03:56 GMT
#19
The new raised position with ramps on both sides is much better for fighting off tanks there. It's much simpler for devious flanks too (like speedling runby). Overall it just seems much more dangerous. This is a step in the right direction to me. Putting a pylon up there will be a landmark in the progress of expanding and moving out on the map as a Protoss.

The more I think about it, the more I like it; excellent example of exploitable terrain.
Comprehensive strategic intention: DNE
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2011-05-22 15:07:11
May 22 2011 14:26 GMT
#20
Currently re-making the tileset from space to lunar. I think the pink construction vs the pale ground and sand is quite nice and clean.


[image loading]


I'm also debating wether I the nat is too easy to defend or no. The standard nowadays seems to lean towards the un-safe nats of XNC and the like. However, the rotational symetry imbalances causes me to pause and think twice about adding a second ramp or backdoor to the nat.

[image loading]

I wish there was destructible ramps, so that the player may destroy the second ramp in certain matchups and close position tvp. Note that the ramp creates a shortcut to the right-hand third.

Also, I added rocks to the narrow path close to the middle, overseen by the XNT in the centre (not seen on this pic, see OP for overview image).

Your thoughts on this?
http://mentalbalans.se/aggedesign
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
22:00
Best Games of SC
Solar vs ByuN
MaxPax vs Solar
Rogue vs Percival
Cure vs Solar
herO vs Solar
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 217
ProTech130
Livibee 47
StarCraft: Brood War
Leta 118
Nal_rA 112
Noble 71
sSak 52
Bale 14
Dota 2
NeuroSwarm225
LuMiX0
Counter-Strike
Stewie2K1
Super Smash Bros
amsayoshi102
Other Games
RuFF_SC2272
ViBE134
Mew2King41
Organizations
Other Games
gamesdonequick726
Dota 2
PGL Dota 2 - Main Stream155
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1534
Other Games
• Scarra1012
Upcoming Events
RSL Revival
4h 25m
herO vs MaxPax
Rogue vs TriGGeR
BSL
14h 25m
Replay Cast
18h 25m
Replay Cast
1d 3h
Afreeca Starleague
1d 4h
Sharp vs Scan
Rain vs Mong
Wardi Open
1d 6h
Monday Night Weeklies
1d 11h
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Soulkey vs Ample
JyJ vs sSak
Replay Cast
3 days
[ Show More ]
Afreeca Starleague
3 days
hero vs YSC
Larva vs Shine
Kung Fu Cup
3 days
Replay Cast
3 days
KCM Race Survival
4 days
The PondCast
4 days
WardiTV Team League
4 days
Replay Cast
4 days
WardiTV Team League
5 days
RSL Revival
6 days
Cure vs Zoun
WardiTV Team League
6 days
BSL
6 days
Liquipedia Results

Completed

Jeongseon Sooper Cup
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
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

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
CSL 2026 SPRING (S20)
CSL Season 20: Qualifier 1
Acropolis #4
IPSL Spring 2026
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.