• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:02
CET 09:02
KST 17:02
  • 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
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros9[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3
Community News
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win52025 RSL Offline Finals Dates + Ticket Sales!10BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION1Crank Gathers Season 2: SC II Pro Teams10Merivale 8 Open - LAN - Stellar Fest4
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Intel X Team Liquid Seoul event: Showmatches and Meet the Pros Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win Weekly Cups (Oct 13-19): Clem Goes for Four DreamHack Open 2013 revealed
Tourneys
Kirktown Chat Brawl #9 $50 8:30PM EST 2025 RSL Offline Finals Dates + Ticket Sales! SC4ALL $6,000 Open LAN in Philadelphia Merivale 8 Open - LAN - Stellar Fest Crank Gathers Season 2: SC II Pro Teams
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment
Brood War
General
Map pack for 3v3/4v4/FFA games BW General Discussion Ladder Map Matchup Stats SnOw's ASL S20 Finals Review [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[ASL20] Grand Finals Small VOD Thread 2.0 The Casual Games of the Week Thread BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION
Strategy
PvZ map balance Current Meta How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Path of Exile Dawn of War IV Beyond All Reason Stormgate/Frost Giant Megathread 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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread The Big Programming Thread YouTube Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion Series you have seen recently...
Sports
TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 2024 - 2026 Football Thread NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Career Paths and Skills for …
TrAiDoS
KPDH "Golden" as Squid Game…
Peanutsc
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1123 users

[M] (4) Redrock Mesa

Forum Index > SC2 Maps & Custom Games
Post a Reply
kpm03
Profile Joined June 2011
United States16 Posts
Last Edited: 2011-07-05 03:20:50
June 27 2011 05:52 GMT
#1
[image loading]

(4) Redrock Mesa v2.4

Redrock Mesa is a Large-size melee map using the “Mar Sara” texture set. The map supports 4 players.

To clarify spawning locations:

The map is split horizontally. There is no close-air spawn arrangement.

If spawning at 1 o'clock or 11 o'clock, your opponent(s) can only spawn at 5 o'clock, or 7 o'clock.

Detailed Images:
Overview Map
Central Chokes
11 o'clock Quadrant
Airspace Behind 7 o'clock Main
Doodad's at 5 o'clock Main
Example Zerg 3rd
Example Protoss 3rd Chokes Outside of Main
Example Terrain Main Choke
Siege Tank Distance Check From Natural to Natural
Pylon Warp-in Range Check From Main Ground to Natural


Mapanalyzer Images
Analyzer Summary
Shortest Paths: 1 o'clock to 5 o'clock
Shortest Paths: 1 o'clock to 7 o'clock
Shortest Paths: 11 o'clock to 5 o'clock
Shortest Paths: 11 o'clock to 7 o'clock


Map Specifications
•Full size: 176x176
•Playable size: 156x148
•Max players: 4
•Total number of bases: 14 (2 rich mineral)
•Total number of natural expansions: 4
•Total number of 3rd expansions: 4
•Total amount of minerals: 168,000
•Total amount of gas: 70,000
•Total number of mineral nodes in each rich mineral base: 6
•Total number of destructible rocks: 6
•Total number of ramps: 12
•Total number of Xel’naga Watchtowers: 2
•Watchtower Coverage: 17.7%
•Total number of LoS curtains: 4
•Total number of cliff levels: 3
•Number of Creep Tumors required to reach Natural Expansion creep: 1
•Number of Creep Tumors required to reach 3rd Expansion creep: 1


Changelog

June 28, 2011
+ Show Spoiler +

•Removed backdoor ramps to main.
•Removed backdoor bridge to teammate's natural.
•Reduced size of main bases from ~45 CC's to ~35 CC's.
•Removed 4th expansion outside each main.
•Adjusted ramp at each main to point away from the main, reducing the defensible wall area.
•Increased distance from the backdoor natural and main body of the map. It is no longer possible for Protoss to warp-in units over the gap and into the natural.



The map has been published to Battle.net.

Comments and suggestions are welcome. Thanks for reading!


Other maps by me:
[4] Charred Redoubt
TheREALRaRas
Profile Joined January 2011
United States32 Posts
June 27 2011 06:06 GMT
#2
Is the inbase natural Siegable?
Antares777
Profile Joined June 2010
United States1971 Posts
June 27 2011 06:22 GMT
#3
The main bases are like the main bases on my old map Relic, but the middle is like Shakuras Plateau. I'm hoping that close spawns are not allowed. If so, then the map seems pretty solid to me.
kpm03
Profile Joined June 2011
United States16 Posts
June 27 2011 06:35 GMT
#4
Is the inbase natural Siegable?

Only from your own main really. The CC would be just barely in range from your 4th, but you would need something scouting the natural to actually shoot at it. Check out the picture to see.

Natural siege-tank distance check.


I'm hoping that close spawns are not allowed

No. If spawning at 1 o'clock your enemy will only spawn at 5 o'clock or 7 o'clock, etc.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
June 27 2011 06:40 GMT
#5
I think the main base ramp (the main ramp leading to the natural) needs to be fixed. It's angled in a way that makes it not worth trying to attack because the defendant has that entire wall next to it to reinforce himself easily against any push made against him. I would suggest taking those ramps and angling them outward instead of toward the natural..
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
SmashHammer
Profile Joined January 2011
United States148 Posts
Last Edited: 2011-06-27 06:54:29
June 27 2011 06:51 GMT
#6
I like the look of this map, but there are several layout elements that worry me a bit. First off is that the rush distances have a large range going from 135 units to around 190 units. This will add an element of luck into the gameplay because players might be forced to choose a build before getting to scouting their opponent and then get screwed due to spawn position. The in-base expansion backdoor route is similar to old Shakuras like stated above. You might want to change it up a bit because there is only one DR blocking the route unlike the two blocking old Shakuras. A small thing is the size of the mains, which is a very large, generally they are only around 25-35cc. In addition the gold base might need to be blocked with DRs to prevent terran from flying an early command center there. I think if you could tighten this map up some to reduce the size it would be really good. It also looks really well decorated.

EDIT: didn't see that close positions were prevented so disregard the first thing I said. 190 is still really long though.
TPW Mapping - theplanetaryworkshop.com
Ragoo
Profile Joined March 2010
Germany2773 Posts
June 27 2011 09:48 GMT
#7
Imo it's way too easy to turtle on + it's way too easy to split the map (similar to Shakuras). At the same time the backdoor in the back is a pain in the ass for Zerg in ZvP/T if they spawn air close and that front Backdoor will suck for Terran against early pressure.

Add rocks to the gold, remove the front backdoor, do something about the back backdoor, make the backdoor natural one gas and less minerals.
Then it's better but still, map split will be super easy and you basically created Shakuras with an easy backdoor nat and a super easy to take gold, so this will be so much turtling. So I guess you have to figure out some more drastic changes.

Ah , and it looks like you can warp into the back backdoor from the middle? I didn't test it but if so you should change that as well.

Aesthetics are nice and solid. There's not enough good desert maps so I'm glad you chose that

Mains are huge indeed, and I guess so is the rest. You should shrink the map.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Qegixar
Profile Joined May 2011
United States46 Posts
June 27 2011 16:09 GMT
#8
First off, you listed your shortest path analyzer links incorrectly, which is making me confused as to which spawns are allowed.

Secondly, the map looks far too choked off and easy to secure a lot of bases while only defending a few entrances. I understand that there are a lot of back doors, but that doesn't make for a dynamic game; it makes for an annoying game.

I would suggest getting rid of the 4th bases and connecting the land between the left and right 4th bases to make 2 more paths across the middle, and then moving the back door to the natural so that it leads to the new path where the 4th used to be instead of to the horizontal spawn's natural. This would make it a lot harder to turtle on 4+ bases and prevent the game from being decided by a single counterattack through the back door while still having the back door as an element in play.
WniO
Profile Blog Joined April 2010
United States2706 Posts
June 27 2011 16:11 GMT
#9
kind of cool watchtower placement
kpm03
Profile Joined June 2011
United States16 Posts
June 27 2011 17:53 GMT
#10
First off, you listed your shortest path analyzer links incorrectly, which is making me confused as to which spawns are allowed.


Crap, I don't know how I missed that. Thanks for pointing that out.

To clarify, the map is split horizontally for spawning locations, meaning your opponents will only spawn north or south of you. You cannot spawn on the same side horizontally, ie. 1 o'clock and 11 o'clock.

I'll see what I can do about the main size and backdoors, and adjusting the main ramp choke so there is less defensible wall area.

It seems rocks blocking the gold is a popular motion, so I'll add them. I think rocks blocking the ramps and the minerals is excessive, but removing the rocks on the ramp de-emphasizes the center chokes a lot I think.
kpm03
Profile Joined June 2011
United States16 Posts
June 28 2011 20:29 GMT
#11
Alright, I made some major changes to the layout. The images in the original post have been updated.


Changelog: June 28, 2011

•Removed backdoor ramps to main.
•Removed backdoor bridge to teammate's natural.
•Reduced size of main bases from ~45 CC's to ~35 CC's.
•Removed 4th expansion outside each main.
•Adjusted ramp at each main to point away from the main, reducing the defensible wall area.
•Increased distance from the backdoor natural and main body of the map. It is no longer possible for Protoss to warp-in units over the gap and into the natural.
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
June 28 2011 21:03 GMT
#12
My only criticism is that the Gold rocks are Overkill, you already have to kill a set of rocks to open up the possibility of taking the base, making it more difficult to take early.
Please log in or register to reply.
Live Events Refresh
Next event in 3h 58m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Britney 81072
NotJumperer 9
Dota 2
NeuroSwarm144
League of Legends
JimRising 801
Counter-Strike
Stewie2K1840
PGG 190
Other Games
summit1g14519
Hui .152
Dewaltoss20
Organizations
Other Games
gamesdonequick792
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
• Jankos1580
• Stunt639
Upcoming Events
Epic.LAN
3h 58m
BSL Team A[vengers]
5h 58m
Dewalt vs ZeLoT
UltrA vs ZeLoT
SC4ALL
5h 58m
SC4ALL
5h 58m
BSL 21
10h 58m
BSL Team A[vengers]
1d 5h
Cross vs Sobenz
Sziky vs IcaruS
SC4ALL
1d 6h
SC4ALL
1d 6h
BSL 21
1d 10h
Replay Cast
2 days
[ Show More ]
Wardi Open
2 days
Monday Night Weeklies
2 days
Replay Cast
2 days
Sparkling Tuna Cup
3 days
Replay Cast
4 days
The PondCast
5 days
Korean StarCraft League
6 days
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
CranK Gathers Season 2: SC II Pro Teams
Eternal Conflict S1

Ongoing

BSL 21 Points
BSL 21 Team A
C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
SC4ALL: Brood War
SC4ALL: StarCraft II
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025

Upcoming

YSL S2
BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 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.