• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:18
CEST 09:18
KST 16:18
  • 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
ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon215.0.16 Hotfix (June 30) - Balance + Bug Fixes28Weekly Cups (June 22-28): Zergs thrive in new patch2[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)99
StarCraft 2
General
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon 5.0.16 Hotfix (June 30) - Balance + Bug Fixes 5.0.16 patch for SC2 goes live (8 worker start) Is the larve respawn broken? ByuL, and the Limitations of Standard Play
Tourneys
Crank Gathers Season 4: BW vs SC2 Team League RSL Revival: Season 6 - Qualifiers and Main Event Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! INu's Battles#17 <BO.9>
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery Mutation # 530 One For All
Brood War
General
First season(s) of tastosis gomtv gsl vods? Starcraft vs Retro Category on Twitch Best thing happen to StarCraft since Remastered? BW General Discussion ASL 22 Proposed Map Pool
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals The Casual Games of the Week Thread [BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
ZeroSpace at Steam NextFest - Last free demo Dawn of War IV Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread
Dota 2
Looking for a Dota Mentor 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
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Men's Fashion Thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Listen To The Coaches!
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4467 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
Next event in 3h 42m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft695
StateSC2 1
StarCraft: Brood War
GuemChi 3832
Shuttle 814
BeSt 228
Mong 209
Free 110
soO 89
Mind 70
Dewaltoss 35
yabsab 33
HiyA 27
[ Show more ]
Sacsri 26
Bale 25
ToSsGirL 13
Purpose 9
Dota 2
NeuroSwarm113
League of Legends
Doublelift5952
Super Smash Bros
Mew2King163
Other Games
summit1g7104
ceh9505
Happy234
Livibee80
RuFF_SC240
Organizations
Other Games
gamesdonequick805
BasetradeTV238
Dota 2
PGL Dota 2 - Main Stream236
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH234
• Hupsaiya 150
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1172
• Rush1156
• Stunt487
Upcoming Events
CrankTV Team League
3h 42m
Bombastic Starleague
12h 42m
The PondCast
1d 2h
HomeStory Cup
1d 3h
Replay Cast
1d 16h
HomeStory Cup
2 days
Replay Cast
2 days
HomeStory Cup
3 days
OSC
3 days
Sparkling Tuna Cup
4 days
[ Show More ]
WardiTV Weekly
5 days
The PondCast
6 days
Liquipedia Results

Completed

YSL S3
Douyu Cup 2026
Murky Cup 2026

Ongoing

IPSL Spring 2026
Acropolis #4
CSL Season 21: Qualifier 2
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026

Upcoming

Escore Tournament S3: W1
CSL 2026 Summer (S21)
Escore Tournament S3: W2
ASL Season 22:Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Light Tournament 2026
Eternal Conflict S2 Finale
Heroes Pulsing #3
Eternal Conflict S2 E1
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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.