• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:34
CET 08:34
KST 16:34
  • 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 Pros5[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!9BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION1Crank Gathers Season 2: SC II Pro Teams10Merivale 8 Open - LAN - Stellar Fest4
StarCraft 2
General
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 RotterdaM "Serral is the GOAT, and it's not close" DreamHack Open 2013 revealed
Tourneys
SC4ALL $6,000 Open LAN in Philadelphia Merivale 8 Open - LAN - Stellar Fest Crank Gathers Season 2: SC II Pro Teams 2025 RSL Offline Finals Dates + Ticket Sales! $5,000+ WardiTV 2025 Championship
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
SnOw's ASL S20 Finals Review BW General Discussion [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/ Ladder Map Matchup Stats
Tourneys
[ASL20] Grand Finals Small VOD Thread 2.0 The Casual Games of the Week Thread BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION
Strategy
Current Meta How to stay on top of macro? PvZ map balance Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Dawn of War IV
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
Russo-Ukrainian War Thread US Politics Mega-thread The Big Programming Thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 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
KPDH "Golden" as Squid Game…
Peanutsc
Reality "theory" prov…
perfectspheres
The Benefits Of Limited Comm…
TrAiDoS
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1493 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
Replay Cast
23:00
Crank Gathers S2: Playoffs D1
BASILISK vs Shopify Rebellion
Team Liquid vs Team Falcon
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Leta 462
Mong 390
Aegong 176
NotJumperer 13
NaDa 9
Dota 2
XaKoH 549
League of Legends
JimRising 885
Counter-Strike
Coldzera 343
Other Games
summit1g14922
NeuroSwarm60
Dewaltoss11
Organizations
Counter-Strike
PGL658
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
• Jankos1438
• Lourlo822
Upcoming Events
Replay Cast
1h 27m
WardiTV Invitational
4h 27m
ByuN vs Spirit
herO vs Solar
MaNa vs Gerald
Rogue vs GuMiho
Epic.LAN
4h 27m
CrankTV Team League
5h 27m
BASILISK vs Team Liquid
Epic.LAN
1d 4h
BSL Team A[vengers]
1d 6h
Dewalt vs Shine
UltrA vs ZeLoT
BSL 21
1d 11h
BSL Team A[vengers]
2 days
Cross vs Motive
Sziky vs HiyA
BSL 21
2 days
Replay Cast
3 days
[ Show More ]
Wardi Open
3 days
Monday Night Weeklies
3 days
Sparkling Tuna Cup
4 days
Replay Cast
5 days
The PondCast
6 days
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
WardiTV TLMC #15
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
CranK Gathers Season 2: SC II Pro Teams
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

SC4ALL: Brood War
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
SC4ALL: StarCraft II
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.