• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:49
CET 04:49
KST 12:49
  • 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
BW General Discussion Ladder Map Matchup Stats SnOw's ASL S20 Finals Review [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Grand Finals Small VOD Thread 2.0 The Casual Games of the Week Thread BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION
Strategy
How to stay on top of macro? Current Meta PvZ map balance Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Dawn of War IV Beyond All Reason Stormgate/Frost Giant Megathread 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
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 US Politics Mega-thread Russo-Ukrainian War 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
Formula 1 Discussion MLB/Baseball 2023 2024 - 2026 Football Thread 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
Career Paths and Skills for …
TrAiDoS
KPDH "Golden" as Squid Game…
Peanutsc
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 964 users

[M] (4) Skov

Forum Index > SC2 Maps & Custom Games
Post a Reply
Ferisii
Profile Joined February 2011
Denmark199 Posts
August 05 2011 21:30 GMT
#1
[image loading]
"Generic map comment here!"
version 0.3 EU

Skov is my first four player map with three kinds of distances to the enemy place depending on where you spawn. (1v1) Else I can say I had great enjoyment creating this map, and as I hope, you'll have aswell when playing this map.

Map details:
Skov is a 160x162 playable map.
2 watch towers cover the open middle part of the map
Map contains 12 naturals (incl. main), zero gold expansions.
Many trees.

Update log:
~03
Fixed various cliff issues
added/fixed some detail
~0.2
Fixed placement issues
added/fixed some detail
~0.1
Map release

Screenshots
+ Show Spoiler +
Overview:
+ Show Spoiler +
[image loading]

Southern base + nearby naturals:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]

Detail shots!
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


Analyzer data
+ Show Spoiler +
Summary
+ Show Spoiler +
[image loading]

Distances
Note! Cliff walker unit distances, main to main are incorrect!
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Game on
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
August 05 2011 21:59 GMT
#2
I like it. Nice. I think it might work better with the middle-ish 10 and 5 o-clock bases being on tier 2, though, otherwise it appears quite difficult to take that as your third. What do you think?
TheMody
Profile Joined July 2011
3 Posts
August 05 2011 23:27 GMT
#3
I realy lik the Map design it looks great. I would suggest that the middle expansions are gold instead of normal mineral patches.
StateSC2
Profile Joined September 2010
Korea (South)621 Posts
August 05 2011 23:38 GMT
#4
Really great map! Just be sure to remove close air (if you haven't already) and add some more detail to the textures before you release it.

Some other suggestions: Maybe have the 10/5 expansions on t3 (highground), and the central 2/8 expansions on t1 (lowground) as golds. I think it would make more entertaining gameplay.
Fireblast!: "This guy is pointless and wonderful"
Fearlezz
Profile Joined April 2010
Croatia176 Posts
August 06 2011 02:23 GMT
#5
On August 06 2011 08:38 State wrote:
Really great map! Just be sure to remove close air (if you haven't already) and add some more detail to the textures before you release it.

Why should close air be removed? I don't get it. Because the close air nat-to-nat distance is even longer than if you spawn on the same half.

Tbh I can't wait for when mappers figure out how to make maps so no position has to be disabled, but lobbying to disable seemingly random spawns that you don't like at the first sight should be definitively ignored imo.
LawrenceVern
Profile Joined January 2011
Canada37 Posts
August 06 2011 02:34 GMT
#6
it seems to me this is a better version of abyssal caverns. They're VERY similar. Also, I love the texturing and the details you put into the side. I know it must've took you forever. The only thing that I think could be improved on is the large amount of chokes. Lategame FFs from protoss will be very powerful.
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
August 06 2011 02:42 GMT
#7
On August 06 2011 11:34 LawrenceVern wrote:
it seems to me this is a better version of abyssal caverns. They're VERY similar. Also, I love the texturing and the details you put into the side. I know it must've took you forever. The only thing that I think could be improved on is the large amount of chokes. Lategame FFs from protoss will be very powerful.


This. Overall, great detail and textures. I like the design quite a bit, but the large amount of choke points could be an issue.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-08-06 03:07:21
August 06 2011 03:06 GMT
#8
You may need to redesign the center areas to be less friendly to lategame protoss + forcefield, as mentioned above.

This is a really nice design except for the one fault which is so hard to deal with in reflection-symmetric 4player maps: the nat to nat distance in adjacent spawns is far too close. In this case it's actually in either adjacent direction. TvZ will be unfair, if the last year of map adjustments is any indication.

I don't know if there's a way to preserve the core of the layout and fix this. I'm sure it'll give some fun games anyway.

The nat to nat distances should be one of your top considerations in a design like this. I see you noted the variable distances for the 3 spawn setups, so I don't really need to tell you this. I suppose you may have a different opinion about minimum rush distance, which is okay, but you'll run into a lot of opposition, not least from players.

I don't usually suggest spawn limitations because I would prefer that be a holistic intention from the start of a design, but... I have to say this would be a fun "corners only" map.

My suggestion to adjust for more space would be to make the ramps facing middle from the XWT about twice as wide.
Comprehensive strategic intention: DNE
Ferisii
Profile Joined February 2011
Denmark199 Posts
August 06 2011 21:07 GMT
#9
Oh boy, lots of feedback... Here we go!

@FoxyMayhem
What can I say? I like experimenting with my maps. On a serious note, why I made those naturals easy to access was that, incase players spawned far away from eachother, I would have their prefered 3rd less easy to defend.

@TheMody
I played around with the idea to make the 2 middle naturals into gold bases, but decided in the end not to, cause of issues it might could have if players spawned close. Say now one player manage to lock down one gold, then the other player had to go a long way around to acquire one aswell.

@State
As of now, I have no plans to relocate the main bases for removing the close air position.
What do you exactly mean with adding more detail to textures (and where? :p). It's somewhat tricky to make grassy textures more detailed. Regarding the naturals, check above answer.

@LawrenceVern
Hah, didn't know that my map would resemble Abyssal Caverns that much. :D
Regarding chokes, I presume we're talking about the ramps. I thought of that yes, but I'm thinking that the sizes of the ramps, including how easy it is to walk around a locked ramp, would make up for it.

@EatThePath
What exactly is this imbalance regarding the adjacent naturals? About ramps, I'm thinking they're huge enough as of now, but could change.

Thank you all for leaving your feedback for my map!
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
PiGosaur Cup #54
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 174
StarCraft: Brood War
NaDa 73
Jaeyun 31
Dota 2
monkeys_forever662
PGG 171
NeuroSwarm57
LuMiX1
Counter-Strike
Stewie2K1475
Heroes of the Storm
Khaldor110
Other Games
summit1g10492
JimRising 450
WinterStarcraft416
C9.Mang0301
Hui .159
ViBE98
Skadoodle91
Livibee60
Organizations
Other Games
gamesdonequick1396
StarCraft: Brood War
UltimateBattle 27
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki11
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush773
• Stunt311
Upcoming Events
Epic.LAN
8h 11m
BSL Team A[vengers]
10h 11m
Dewalt vs ZeLoT
UltrA vs ZeLoT
LAN Event
10h 11m
BSL 21
15h 11m
BSL Team A[vengers]
1d 10h
Cross vs Sobenz
Sziky vs IcaruS
LAN Event
1d 11h
BSL 21
1d 15h
Replay Cast
2 days
Wardi Open
2 days
Monday Night Weeklies
2 days
[ Show More ]
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.