• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 08:38
CET 14:38
KST 22:38
  • 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
Behind the Blue - Team Liquid History Book7Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info4herO wins SC2 All-Star Invitational14
Community News
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)4Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April7Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0
StarCraft 2
General
Behind the Blue - Team Liquid History Book Clem wins HomeStory Cup 28 How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Rongyi Cup S3 - Preview & Info HomeStory Cup 28 - Info & Preview
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) WardiTV Mondays $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
The PondCast: SC2 News & Results Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation Mutation # 509 Doomsday Report
Brood War
General
Can someone share very abbreviated BW cliffnotes? StarCraft player reflex TE scores BW General Discussion Recent recommended BW games BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Diablo 2 thread Battle Aces/David Kim RTS Megathread EVE Corporation Nintendo Switch Thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
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
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2515 users

[M] (2) Sauerkraut Heights

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-07-27 09:31:27
July 16 2011 22:07 GMT
#1
Newest version up on EU and NA!

Hello my beloved mapmaking community,

this is the last version of the map "The Clearing" which I know called Sauerkraut Heights with aesthetics nearly finished and no more layout changes I can think of, so I guess it's ready to be published and criticized by you.


[image loading]

Click for HQ picture
(yes I'm aware that there are no trees outside of the map bounds and it looks ugly on the pic, deal with it )

Size: 134x148

+ Show Spoiler [Overview] +

[image loading]
Click for HQ picture


+ Show Spoiler [random closeups] +

These are not up to date!

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


+ Show Spoiler [Analyzer pictures] +

[image loading]
[image loading]


+ Show Spoiler [Pictures of building examples] +
[image loading]
[image loading]


I really try to perfect a simple, clean middle European climate look and I really tried to take WniO's advice seriously + Show Spoiler +
From the MotM thread:
On July 11 2011 04:43 WniO wrote:
oh and apparently shitting all over the map with tree doodads is just as good as spending 25+ hours on one. ill make sure to do taht next time.



This map obviously has the main idea of Desert Oasis, but I tried to make it not so obviously shitty and have bases that you can actually take.
I wonder if Protoss will have big problems going FE vs Zerg with two separate entrances like this tho, any thoughts?

Feel free to give me as much advice as possible, thanks in advance for any replies. I probably want to submit this to the next MotM, you might want to comment if you think it's worth it

edit: Textures used:
+ Show Spoiler +

Bel'Shir Grass Light
Agria Dirt Rough
Aiur Small Bricks
Agria Rock
Port Zion Grass
Agria Grass Green
Monlyth Rock
Haven Grass Rocky
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 16 2011 22:38 GMT
#2
lol at the wnio advice.

I envision a lot of air harass around the mains, which I can see being one of the main arguments, and a lot of narrow passages as well... other than that the colors and layout is nice. Center area with the towers remind me of Antiga Prime.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2011-07-16 23:18:45
July 16 2011 23:10 GMT
#3
Yeah I guess there are narrow passages BUT you can counter attack very easily as well (I go attack right, he goes counter-attack left and vice versa) so I hope it balances out like Crossfire.

edit: Oh and what do you think about the highground all around the map. Does that make air/drops overpowered? Haven't seen that in many maps.
edit2: btw @ IronManSC , the expansion layout for the third and onwards was very much inspired by your map Astro Field
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 16 2011 23:19 GMT
#4
Can you shoot the geysers at the natural from the high ground without revealing yourself? It looks like a single void ray or banshee could be soooo annoying (if this is true). If so it's a feature of the map! ;D
Comprehensive strategic intention: DNE
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 16 2011 23:34 GMT
#5
I'm not 100% sure about this but according to Liquipedia
"Ground units on low ground can counterattack air units over high ground. Air units will get the first shots but can be attacked as normal after that. "

If this would be a problem I could change geyser position tho, but I don't think it will.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Mereel
Profile Joined February 2010
Germany895 Posts
July 16 2011 23:40 GMT
#6
that looks pretty cool
i love the gras in the middle, its so ...green i guess o.+
and unique layout too, we hadnt something like that for a long time
TPW Mapmaking Team
LynxLynx
Profile Joined March 2011
Czech Republic38 Posts
July 16 2011 23:54 GMT
#7
new desert oasis
what
Gfire
Profile Joined March 2011
United States1699 Posts
July 17 2011 00:13 GMT
#8
I don't think taking the natural would be too hard, it's more closed than XNC. The only difference is that there's no "right" entrance to attack, as the rush distance to either could be the same, so an attack into either side might be more obvious.

No one has really played on Desert Oasis in some time so I don't know how this might function with the current metagame, which certainly involves faster expansions.

Still, to get a map layout like this to work, you might have to make it a nonrotational mirrored map (Like scrap station) so you can control the rush distance of each entrance, or have only one entrance to the natural without ruining the rush distance.

I think the glowing yellow light in the middle looks weird.
all's fair in love and melodies
GGPope
Profile Joined February 2011
Australia367 Posts
July 17 2011 00:19 GMT
#9
I know we'll get the "no one uses them anymore" argument when I say this, but there are very limited and quite predictable areas for reaper harassment on this map since the areas without trees are so narrow. Just a small point that might want to be considered.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 17 2011 00:23 GMT
#10
On July 17 2011 09:19 GGPope wrote:
I know we'll get the "no one uses them anymore" argument when I say this, but there are very limited and quite predictable areas for reaper harassment on this map since the areas without trees are so narrow. Just a small point that might want to be considered.


There are 3 ways for reapers to jump into the main and do some scouting and maybe harrass which is more than you get on most maps so I really don't think that's a problem
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Leviance
Profile Joined November 2009
Germany4079 Posts
July 17 2011 00:35 GMT
#11
This map is aesthetically awesome :D And I loved watching games on DO, so it would probably the same with this map, good job!
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
sCnDiamond
Profile Joined January 2011
Germany340 Posts
July 17 2011 00:45 GMT
#12
I also like the aesthetics of the map, reminds me of the Schwarzwald ;-). One thing though: you should put those mineral patches closer together. They are kind of spread out at each expo, which might force additional workers to mine at full capacity. It also makes it much more difficult to use them as "cover" for marines and zealots against zerglings in the early game.
formerly spinnaker.
lazyo
Profile Joined May 2010
Germany90 Posts
July 17 2011 00:51 GMT
#13
Tthe natural is impossible to secure. Not only can you not wall off, but you also need 4 crawlers/bunkers to cover your natural and main ramp against harrass. I would suggest a design like this:
+ Show Spoiler +
[image loading]

Sorry for using paint, but I hope you get the idea.

Otherwise it looks like a really good map with many viable attack paths and harrassment options.
Roflhaxx
Profile Joined April 2010
Korea (South)1244 Posts
July 17 2011 04:20 GMT
#14
I feel like siege tanks will be quite good for terran on this map because you can cover both ramps/chokes from main. Maybe even too good.
A game where the first thing you do is scout with a “worker”. Does that make any sense? Who scouts with a “worker”? That’s like sending out the janitor to perform recon, what general would do that? Retarded game.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 17 2011 08:10 GMT
#15
Why are there rocks at the far base?
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Serashin
Profile Joined November 2010
235 Posts
Last Edited: 2011-07-17 09:55:27
July 17 2011 09:49 GMT
#16
On July 17 2011 17:10 iGrok wrote:
Why are there rocks at the far base?


dont know his intention of them but i like to see them there to reduce the amount of easy takeable sneaky expansions , sure you can just scout all arround the map like on most maps but when it comes down to tense matches ur forced to use some time with ur forces to secure additional income . i know allot zvt where in the end just mule income with floating ccs won a very close game .

Other then that you gotta make the area between gold and natural where there is this choke way more open . there where your rokish stuff is just cut of some from it and this map is playable without splash turtle deathball fear.

The high lowground revalence aswell as how the flow of expansions is promises awesome games.

Dont know if this is a Xel Naga Caverns rivalist as top map as of yet just because i hate 300 apm spammed air battles where one click of a 0.1 sec time window can cost you the game.

I love also 2 attack paths for the natural cause i hate extreme greedy FE combined with static defense wich is unpunishable .

There are to many targets , and i smile everytime they try to defend and thinking they are smart.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 17 2011 10:30 GMT
#17
On July 17 2011 17:10 iGrok wrote:
Why are there rocks at the far base?


I don't know either...

... well first I just put them there cause the two lowground expos were so close together that I didn't want Zerg to take both too fast but they are kinda useless, except they create a more choked area. Guess I could remove them tho^^
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
July 17 2011 10:51 GMT
#18
That looks really good, easy 2nd expo, good 3rd, the 4th has two paths to it, good chokes, really nice design
How devious | http://anartisticanswer.blogspot.com.au/
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 17 2011 13:49 GMT
#19
fuck off

User was temp banned for this post.
zul
Profile Blog Joined February 2010
Germany5427 Posts
July 17 2011 14:30 GMT
#20
That map looks really good and I will play some games on it as soon as I get home. love the look as well as the strategical layout (expand placement or different paths to your opponent)
keep it deep! @zulison
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
uThermal 2v2 Circuit
12:00
Monthly #2 - February
WardiTV931
uThermal362
IndyStarCraft 283
TKL 217
SteadfastSC151
BRAT_OK 126
ForJumy 64
MindelVK42
Shameless30
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
uThermal 362
IndyStarCraft 283
TKL 217
SteadfastSC 151
BRAT_OK 126
ForJumy 64
MindelVK 42
StarCraft: Brood War
Britney 61485
Calm 8393
Flash 1906
firebathero 1354
Horang2 1094
GuemChi 691
Mini 573
Soma 535
actioN 368
ggaemo 327
[ Show more ]
ZerO 249
Last 235
Hyun 197
Mong 165
Mind 164
Sharp 134
Pusan 98
Leta 92
sorry 86
Sea.KH 62
Barracks 50
Free 49
Shuttle 48
910 44
Aegong 38
Backho 34
Shine 30
ToSsGirL 25
Movie 24
IntoTheRainbow 22
GoRush 20
scan(afreeca) 19
zelot 12
Icarus 5
Dota 2
qojqva460
XcaliburYe416
Fuzer 264
BananaSlamJamma216
Counter-Strike
fl0m1945
Super Smash Bros
Mew2King84
Heroes of the Storm
Khaldor412
Other Games
B2W.Neo2447
singsing2272
ZerO(Twitch)21
Organizations
Other Games
gamesdonequick1123
BasetradeTV102
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos5795
Upcoming Events
WardiTV Winter Champion…
1h 22m
OSC
10h 22m
Replay Cast
19h 22m
Wardi Open
22h 22m
Monday Night Weeklies
1d 3h
Sparkling Tuna Cup
1d 20h
LiuLi Cup
1d 21h
Reynor vs Creator
Maru vs Lambo
PiGosaur Monday
2 days
LiuLi Cup
2 days
Clem vs Rogue
SHIN vs Cyan
The PondCast
3 days
[ Show More ]
KCM Race Survival
3 days
LiuLi Cup
3 days
Scarlett vs TriGGeR
ByuN vs herO
Online Event
4 days
LiuLi Cup
4 days
Serral vs Zoun
Cure vs Classic
LiuLi Cup
5 days
Sparkling Tuna Cup
6 days
LiuLi Cup
6 days
Liquipedia Results

Completed

CSL 2025 WINTER (S19)
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
LiuLi Cup: 2025 Grand Finals
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 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.