• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:27
CEST 14:27
KST 21:27
  • 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 TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence2Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups1WardiTV TL Team Map Contest #5 Tournaments0SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
Weekly Cups (Sept 8-14): herO & MaxPax split cups SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues #1: Maru - Greatest Players of All Time
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series WardiTV TL Team Map Contest #5 Tournaments Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL20 General Discussion Playing StarCraft as 2 people on the same network [ASL20] Ro16 Preview Pt2: Turbulence Pros React To: SoulKey's 5-Peat Challenge
Tourneys
[ASL20] Ro16 Group C [ASL20] Ro16 Group B [IPSL] ISPL Season 1 Winter Qualis and Info! Is there English video for group selection for ASL
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Borderlands 3 Path of Exile General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1629 users

[M] (2) Ignition Point

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-07-01 21:47:25
June 10 2011 04:39 GMT
#1
[image loading]

Ignition Point is a 2-spawn rotational symmetry map. I've been working on this map for the past couple days and feel it is ready to get some feedback from you amazing TL folk.

Specs:
Availability: US
Map Size: 120x139
Expansions: 10 Blue, 2 Gold
XWT: One, directly in the middle.
Tileset: Tarsonis Cracks/Dirt/Concrete, Char Rocks, Auir Grass, Mar Sara Rocky/Dirt/Dirt Cracked

Ignition Point
[image loading]

Main/Natural:
+ Show Spoiler +
[image loading]


Aesthetics:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]



Any other feedback would be appreciated.

Thanks,
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 10 2011 05:45 GMT
#2
very polished map. i like the duel entrance to the nat. the map might be too plain but then again it might produce really good games ... have you had any people play on it?
SidianTheBard
Profile Joined October 2010
United States2474 Posts
June 10 2011 06:25 GMT
#3
Thanks, I've had a couple friends play on it, I'm on my laptop at the moment so I can't get the replays tonight. I'll post some replays on the map tomorrow when I can.

I decided to keep the map itself pretty plain just to not clutter up the playing field. I put tons of doodads around the outside of the map and in some of the holes and on some of the cliffs thru out the map but I wanted to keep it nice and clean where your army will be running around.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-06-10 06:27:01
June 10 2011 06:26 GMT
#4
I like this map, it looks amazing, but part of me feels that some of these ramps need to be widened more.... not sure which ones though.

On a more critical note, some of the blue bases need to be on lower ground... they're all on higher ground which isn't good.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 10 2011 06:34 GMT
#5
The green feels out of place. Its very lava-y and dark / dead , but then theres green stuff

Must.... not ... put.... belshir...in map.... aaaaa
KCCO!
Larsin
Profile Joined April 2011
Netherlands162 Posts
June 10 2011 08:13 GMT
#6
I dont like how every expansion(except gold) is on the high ground. lot of ramps to abuse.
Really like the rest of it, nice mix between open spaces and chokes.
edit: if a terran spreads out of a bunch of siege tanks at the xwt, Is there any way to pass?
Phaint
Profile Joined May 2010
Canada211 Posts
June 10 2011 08:18 GMT
#7
Too many ramps = forcefield WIN on 3 base on this map.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
Last Edited: 2011-06-10 08:43:10
June 10 2011 08:42 GMT
#8
*yawn*

[aggro]
I wish people wouldnt base an entire map critique on the possibility of forcefields, or tanks for that matter ...

yes forcefields and tanks exist
yes people will abuse forcefields and tanks on every map at some point

But that does not mean that 1 siegespot or a few ramps make a bad map. If taldarim altar would be posted here, would you also say the nat is siegable from the lowground? Probably not, same for shakuras (single wide ramp to nat & lowground siege), scrapstation (airadvantage due close spawns). I can name every map and tell something that imba one way or another. Does NOT mean they are bad maps.

People, look further please. Theres alot to maps. Theres structure, looks, flow of the game, strategic points, expansionpaths you take, airpositions, visionblockers and so on.
As much as I like the 'pro gamers' opinion on maps, they never seem to get past forcefields and tanks...

This map has great structure and looks, the expansions are very very well thought out and theres enough room to manouver and flank all paths and bases. Its just a very good map overall.

[/aggro]
KCCO!
Ragoo
Profile Joined March 2010
Germany2773 Posts
June 10 2011 09:57 GMT
#9
On June 10 2011 15:34 ihasaKAROT wrote:
The green feels out of place. Its very lava-y and dark / dead , but then theres green stuff

Must.... not ... put.... belshir...in map.... aaaaa


The green is ingenious, as is the whole stoned part. I'm glad this contrast is in the map, would be way to bland and cliché dark lava map without it.

Since volcanic ash is also very nice for plants to grow on it kinda does make sense to have green plants on natural lavamaps.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 10 2011 10:09 GMT
#10
Then again, fire is usually not advised to use for growing plants

I dunno, it just looks out of place, could be the borders they are in, they look to city-ish
KCCO!
OneNutTony
Profile Joined March 2011
Germany12 Posts
June 10 2011 12:15 GMT
#11
i would consider making that backdoor your concerned about a ramp leading upward into your base, so you will have A easier defense posture and B another base on even ground with the gold or watchtower layer.
Also you might consider changing those "plantwalls" at the golds to LoS to create a little bit more moveability around the XWT covered centre area.
Other than that i like the texturing and eventhough green plants might not be the best fitting in a lava-ish map the kind of colour it adds to the whole flaming area all over around makes it a lot more interesting then all those boredom 1colour pattern maps that tend to pop up once in a while.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 10 2011 17:04 GMT
#12
Two of us mentioned all the expansions (except golds) being on high ground and that it wasn't a good idea. Are you considering lowering some of them?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-06-10 19:44:11
June 10 2011 18:40 GMT
#13
@ ihasaKarto: <3 I wanted to put some different color variation in the map because otherwise it did feel a little bland and I thought why not add some alive and dead trees and a little bit of grassy area. Maybe I'll put something else in the place of the squares so they don't look so "city-ish"

@Phaint: It might change if I switch some bases around, we'll see. Although most of these areas take 3 or 4 forcefields to totally choke off an area, but then again most ladder maps are the same way unless you are going thru the middle.

@Ragoo: Glad you agree! :D

@OneNutTony: I've experimented with making the third on the low ground but the way I did it I didn't enjoy how it turned out. I'll possibly keep working on it and see what I can do with it though.

@IronManSC: I'll probably take a look at some of the expansions and see about putting 1 or 2 of them on the same level as the gold. Either the 2 and 8 oclock bases and maybe I'll see about the one by the destructible rocks.

I think many people think the map is full of chokes but you need to realize is that there are TONS of flanking oppurtunties on this map. So the chokes help terran and toss a lot but with all the movement around the entire map zerg can really do a number on their enemy. Plus if T and P are pushing along the sides of the map to stay where it is all choked up, zerg would easily be able to run around a set of lings or mutas to counter attack the main since the T/P army would be so far away.

Thanks for all the feedback so far and I'll mess around with a couple things, mainly seeing if I can move an expansion or two down to the low ground.

Just thought I'd draw up some pictures to show that even though there are a lot of chokes around the sides of the map, zerg has plenty of options:

+ Show Spoiler +
[image loading]
[image loading]
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-06-10 20:37:26
June 10 2011 20:37 GMT
#14
Put one of the 3rds (assuming you expand away from your opponent) on low ground. This makes the chokes a little bigger as well.

[image loading]

I could put the 2 & 8 o clock bases on the ground level as well but I think I'll keep it how it is because then you will have vision over the LoS blockers, plus those bases will be tougher to take as is so it'll allow for easier "sneaky" expansions.

OP has been updated with Overviews reflecting this change.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 11 2011 19:49 GMT
#15
This is much nicer looking. However, I am wondering about the golds now and whether or not you should put rocks there, or block them off at the choke. The golds seem really easy to take.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
June 11 2011 21:34 GMT
#16
This map looks baller
MrDonkeyBong
Profile Blog Joined April 2011
Canada103 Posts
June 12 2011 00:17 GMT
#17
Looks really pretty actually lol, I love the colours and the props. It's also a quite good size, maybe a little small but there are too many large maps these days anyway, so good job!
"If you wish to make an apple pie from scratch, you must first invent the universe." -- Carl Sagan
FlaShFTW
Profile Blog Joined February 2010
United States10192 Posts
June 12 2011 02:01 GMT
#18
ghost says: its gettin too hot...

very nice map
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
monitor
Profile Blog Joined June 2010
United States2406 Posts
June 12 2011 04:32 GMT
#19
I definitely like the 3rd on lowground more than highground, nice change. It makes it flow nicer, and it makes a cool visual design!

The backdoor could prove to be too much of an easy option for aggression, since it doesn't have a highground advantage. That'll have to be tested though, not much point in theorycrafting.

Overall looks really solid, way better than when you first showed me :p
https://liquipedia.net/starcraft2/Monitor
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2011-06-13 21:22:14
June 13 2011 21:13 GMT
#20
Could use some feedback on this latest change. I'm testing around with making both 3rd options on low ground. What do you guys think of this change, better, worse, indifferent?

Before:
+ Show Spoiler +
[image loading]


After:
+ Show Spoiler +
[image loading]


Angled Overview:
+ Show Spoiler +
[image loading]


I think I'm liking it on low ground. Doing this makes the natural a little more open and makes it feel a little more safe. With the base on low ground it also makes that 3rd a little more open and a little less safe. To compensate for this I added LoS blockers by the ramp to give some more protection to that base. Since you'll have the high ground you'll be able to see over the LoS blockers and should be able to prepare yourself better if they decide to attack from that side hallway.

Terran is not able to hit anything with siege tanks from behind those rocks. My concern about it still is that with that 3rd on low ground the choke is much smaller if the Terran/Toss decides to attack the zerg through that path it still might be super hard to defend.

Thanks for all the feedback so far and please let me know what you think.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
Mondays #51
WardiTV354
Harstem282
OGKoka 253
CranKy Ducklings160
Rex111
LiquipediaDiscussion
Afreeca Starleague
10:00
Ro16 Group C
Snow vs Sharp
Jaedong vs Mini
Afreeca ASL 16725
sctven
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 282
OGKoka 253
Lowko244
Rex 111
StarCraft: Brood War
Calm 11989
Rain 5531
Bisu 5436
Flash 4059
Sea 1998
BeSt 1500
EffOrt 945
actioN 552
Hyun 490
Stork 355
[ Show more ]
ZerO 331
Zeus 291
Pusan 236
firebathero 200
Hyuk 176
Soulkey 171
ggaemo 140
Mong 111
JYJ101
Rush 99
Mind 93
Barracks 79
Aegong 51
PianO 51
Sea.KH 47
hero 34
Movie 33
yabsab 28
Icarus 23
Terrorterran 21
SilentControl 18
Noble 12
zelot 12
soO 11
sSak 10
Bale 9
Sacsri 7
Hm[arnc] 7
Dota 2
singsing2862
Dendi691
BananaSlamJamma277
Fuzer 180
Counter-Strike
olofmeister1350
x6flipin653
byalli213
markeloff44
edward43
oskar29
Super Smash Bros
Westballz17
Other Games
B2W.Neo687
crisheroes353
XaKoH 168
hiko126
Mew2King43
NeuroSwarm39
QueenE35
Organizations
StarCraft: Brood War
UltimateBattle 360
lovetv 13
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
• lizZardDota246
League of Legends
• Nemesis1084
• Jankos316
Upcoming Events
Monday Night Weeklies
3h 33m
OSC
11h 33m
Sparkling Tuna Cup
21h 33m
Afreeca Starleague
21h 33m
Light vs Speed
Larva vs Soma
PiGosaur Monday
1d 11h
LiuLi Cup
1d 22h
RSL Revival
2 days
Maru vs Reynor
Cure vs TriGGeR
The PondCast
3 days
RSL Revival
3 days
Zoun vs Classic
Korean StarCraft League
4 days
[ Show More ]
RSL Revival
4 days
[BSL 2025] Weekly
5 days
BSL Team Wars
5 days
RSL Revival
5 days
Online Event
6 days
Wardi Open
6 days
Liquipedia Results

Completed

BSL 20 Team Wars
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
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 © 2025 TLnet. All Rights Reserved.