• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:44
CEST 14:44
KST 21:44
  • 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
[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?131Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!46
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner will earn a spot at HSC 30! SC4ALL II: StarCraft 2 Player Announcement 7/8
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 KSL Week #92 IntoTheTV X SOOP SC2 League : Weekly & Monthly 2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Practice Partners (Official) Broodwar Prediction Market Official StarCraft website teases new content ahead of BlizzCon? [D] Brainstorming a balance patch for Brood war
Tourneys
[ASL22] Ro16 Group A [ASL22] Ro16 Group B Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Diablo IV [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion!
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6007 users

[M] (2) Steadfast Fortress

Forum Index > SC2 Maps & Custom Games
Post a Reply
fAiLeDaWaY
Profile Joined August 2011
Germany12 Posts
Last Edited: 2011-08-17 17:37:59
August 17 2011 17:33 GMT
#1
[image loading]
[image loading]
[image loading]

Steadfast Fortress created by fAiLeDaWaY
EU-Published
Playable 149x128

Design: Steadfast Fortress unites elements of jungle and an exotic island. It is designed as an fortress, which is an island actually. Therefore there is much deadspace for airusage above the water. Additionally there are some protoss-doodads to create a mystic atmosphere.

Game: On Steadfast Fortress there is only cross-spawn. This is one central feature of the map, because this creates two extremely different gamestyles: On the one hand rush gameplay, on the other hand a very hard macro style. On those macro positions it is really easy to get a 3rd, but it is hard to play against styles like dropplay, if rocks aren't destroyed.
A second feature is the waterway which will be open after 30 game-minutes. It creates another route for attacks, especially if the center is hard sieged.

I really appreciate any suggestions, please comment and give tips :D
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
August 17 2011 17:54 GMT
#2
Is this a 2-player map or 4-player? Where are the starting locations? I'm guessing 4 main bases but they're all different shapes and sizes.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
fAiLeDaWaY
Profile Joined August 2011
Germany12 Posts
August 17 2011 17:56 GMT
#3
ya sry man it is 2-player 1on1 melee. Those big 4 platforms are the starting positions
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-08-17 18:50:27
August 17 2011 18:50 GMT
#4
hm, could you add analyizer pics and maybe a pic with higher resolution
A little hard to really comment on everything.
I like the doodating and the general look, but it might by a little choky, and are the nat geysers in the front of the base?
fAiLeDaWaY
Profile Joined August 2011
Germany12 Posts
Last Edited: 2011-08-17 21:39:18
August 17 2011 19:49 GMT
#5
alright here i've got some new pictures:
[image loading]
overview
[image loading]
the top
[image loading]
the bottom
[image loading]
the center

i really dont know how to design the center in terms of balnce and gameplay... but im really looking forward to use concrete tips. Thank you m8s

Edit:

[image loading]
[image loading]
[image loading]
OrchidThief
Profile Joined April 2011
Denmark2298 Posts
Last Edited: 2011-08-17 20:35:17
August 17 2011 20:33 GMT
#6
Looks like a zerg nightmare to me, full of chokes and a billion places to put/elevate tanks/marines. I dislike the gimmick in the middle, I really wish people would stop doing that kind of stuff and just design maps that are unique without stuff like that.

Edit: It'd probably make a nice TvT map though, potential for some incredible positional play matches.
The Final Boss
Profile Joined February 2011
United States1839 Posts
Last Edited: 2011-08-17 21:39:21
August 17 2011 21:38 GMT
#7
I like the map personally (can't play it because it's EU only, upload to NA ^^) but I'm not sure that I like that there are two different bases that you can get. I mean it's not a big deal, but I think I would like the map more if you always both spawned top/bottom or always both spawned left/right. Otherwise it just looks like it would be weird to play on as you'd have to practice with both spawn locations and I'm not sure how much a certain spawn location might favor strategies.

Due to this map not being on NA I can't really comment on it's playability, but I'm intrigued by how the map works. The middle is interesting, but I would cut it back to only two gases instead of four, as it seems a little extreme that a person would be able to get four gases off one CC/Nexus/Hatch.

Aesthetically, the map is beautiful from the shots you've provided, great job! ^^
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-08-17 21:40:52
August 17 2011 21:39 GMT
#8
I have to agree, it's very choky which usually means zerg nightmare if it can't compensate it with something like counterattack routes (like Crossfire).

I think the gold bases might have to go (there are 6other expansions per side on the map anyways) and then do something to broaden the middle (cut the two platformsfrom each side a little bit; use that area where the gold's vespins now are, to broaden the ramps

btw, are you sure that you can't blink in the top right/bottom left main bases, if you control the high ground and/or the watchtower next to it?
edit: ah, no problem, now I've seen the analizers
fAiLeDaWaY
Profile Joined August 2011
Germany12 Posts
August 17 2011 21:45 GMT
#9
ya thank you for your comment, ehm i really think i have to design the center in a different way. How would one big platform be without any chokes and ramps? Think siege on the cliff to protect those gold naturals and gases would be kinda insane...
I also thought about the connection between both naturals (at the left and the right), if there were deadspace (like trees or smth. like that), it wont favor drops that huge...
fAiLeDaWaY
Profile Joined August 2011
Germany12 Posts
August 17 2011 21:48 GMT
#10
also a nice suggestion bigJ. Lemme sleep a bit, then i may make some changes and post the new results . But please don't comment less than u did before :D thanks to all subscribers!
Big J
Profile Joined March 2011
Austria16289 Posts
August 17 2011 21:50 GMT
#11
ah, one more thing I forgot:
Vespin geysers in the front are pretty hard to defend and this (awesome looking) "beach bases" kind of block the bottom route with their minerals... It will slow everything down brutally, not even talking about them being mined while trying to push down there...
Fearlezz
Profile Joined April 2010
Croatia176 Posts
August 18 2011 01:02 GMT
#12
I like the "vulnerable geysers" idea.
fAiLeDaWaY
Profile Joined August 2011
Germany12 Posts
Last Edited: 2011-08-18 19:30:44
August 18 2011 19:28 GMT
#13
hey guys, here an update :D

[image loading]
the whole map
[image loading]
The new center- very less chokes and a huge area to flank and do stuff like that
[image loading]
the new 3rd for macro devices- there is no more place to drop on. Instead a big ramp creates another route to attack the opponent or break the contain

please tell me what you do think abouut those changes
The Final Boss
Profile Joined February 2011
United States1839 Posts
August 18 2011 20:27 GMT
#14
Don't put rocks at the third base. I can maybe possibly sometimes understand putting rocks at a gold base to prevent a fast expansion to it, but really. Why at the third? All that does it give Zerg a super hard time against forge first builds from Protoss which are already super strong on this map. If you really need rocks at an expansion, go with the gold, but preferably just keep destructible rocks out all together (only map where I like the destructible rocks is Crevasse because it affects the gameplay (basically makes rushes much more difficult but allows for much faster mobility around the map late game) but not in the way that rocks affect Delta Quadrant or Blizzard's Map Pool version of Tal'Darim Altar (stopping players from taking fast third bases).
Corak
Profile Joined February 2010
Germany188 Posts
August 20 2011 10:26 GMT
#15
The Depot is on the wrong side of the ramp. This way it prevents offensive and defensive Wall offs.
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
11:00
Pre Blizzcon Cup
Cure vs Zoun
SHIN vs TBD
ByuN vs MaxPax
Percival vs YoungYakovLIVE!
IntoTheiNu 975
WardiTV877
Rex122
Liquipedia
CranKy Ducklings
10:00
Sea Duckling Open #149
CranKy Ducklings111
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko428
Rex 122
IndyStarCraft 75
BRAT_OK 74
SHIN 27
Railgan 26
MindelVK 14
StarCraft: Brood War
Britney 40170
Calm 10620
Leta 830
Pusan 508
Soma 319
Mini 305
Stork 205
EffOrt 168
firebathero 167
Last 148
[ Show more ]
sorry 118
Barracks 107
Rush 85
910 77
Killer 68
ZerO 56
Yoon 52
Mong 50
Free 27
soO 24
Hm[arnc] 19
SilentControl 14
yabsab 11
Noble 10
scan(afreeca) 5
Dota 2
Dendi1445
qojqva853
ODPixel340
canceldota124
syndereN48
LuMiX0
Other Games
singsing1859
Pyrionflax378
crisheroes334
mouzStarbuck246
Hui .201
DeMusliM198
KnowMe108
ZerO(Twitch)8
Organizations
StarCraft: Brood War
UltimateBattle 14
lovetv 8
[ Show 13 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• FirePhoenix7
• Michael_bg 6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2273
League of Legends
• Jankos1899
Upcoming Events
AI Arena Tournament
4h 16m
OSC
7h 46m
Sparkling Tuna Cup
21h 16m
WardiTV Invitational
22h 16m
Shopify Rebellion Sundays
1d 2h
Spirit vs Mixu
Clem vs TBD
RSL Revival
1d 3h
Serral vs Rogue
BlizzCon
1d 5h
IdrA vs MC
Replay Cast
1d 11h
Afreeca Starleague
1d 21h
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
1d 22h
[ Show More ]
Monday Night Weeklies
2 days
Afreeca Starleague
2 days
Snow vs Shinee
Shine vs EffOrt
GSL
2 days
PiGosaur Cup
3 days
The PondCast
3 days
Kung Fu Cup
3 days
Replay Cast
4 days
KCM Race Survival
4 days
IntoTheTV X SOOP
4 days
Replay Cast
5 days
IntoTheTV X SOOP
5 days
Replay Cast
6 days
GSL
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Blizzard Classic Cup 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 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.