• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:37
CET 22:37
KST 06:37
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies1ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile General RTS Discussion Thread
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2193 users

[M] (2) Heartstone Canyon

Forum Index > SC2 Maps & Custom Games
Post a Reply
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
Last Edited: 2011-10-02 12:53:21
August 20 2011 15:51 GMT
#1
Heartstone Canyon 0.7
Graphics somewhat better, though sloppy in places.
[image loading]

  • Players: 2 - 1v1 design, 8/2 o'clock starting.
  • Size: 156x120 playable
  • Expansions: 12.
    • 10x 8 mineral expansions. 2 gas..
    • 2x 6 rich mineral expansions. 2 gas.

  • Rush Distance: 40 seconds, main ramp to main ramp.
  • XWTs: 2.
  • Destructible Rocks: Protects Third's backdoor.
  • LoSBs: Plants around XWTs.
  • Servers: EU


Concept: Ugh, why can't I design a normal map.

Confessedly, this map was the result of me having idle hands whilst watching various events. I wasn't thinking too heavily about the design, but somehow ended up having a main surrounded by walls.

Either way, this developed into a canyon of sorts, and after fiddling around I found an expansion layout I was comfortable with, and decided to separate the map with bridges.

They lead directly towards/outwards from the naturals but give a fair bit of breathing room.

There's a couple of things that bug me which I can't put my finger on, but overall this is finally at a stage where I'm happy to at least preview it.

Overview:
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
Main, natural, third.
[image loading]
[image loading]
[image loading]
Further expansions
[image loading]
This fourth is too vulnerable for my tastes, might end up rocking up one ramp.
[image loading]
Middle passage.
[image loading]
[image loading]
Entire Map


Map Analysis and Rush Distances:
+ Show Spoiler +

--Unavailable just yet--


Detail Shots:
+ Show Spoiler [Towers] +

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


+ Show Spoiler [Eye Candy] +




Changelog:
  • 20/08/2011 - v0.1 - Initial map published!
  • 20/08/2011 - v0.2 - Bridges widened, area outside natural given more terrain to compensate.
  • 31/08/2011 - v0.3 - Huuge Graphical update, natural choke made closer to third, rocks cover backdoor to third.
  • 05/09/2011 - v0.5 - More Graphics tweaking, mostly balance changes on the middle regions.
  • 02/10/2011 - v0.7 - Overhaul on the distant expansions, spreading them out a little more, pushing one closer to the natural.Reduced amount of dead space. 12 and 6 o'clock expos now made gold.


Concerns:
  • Vulnerability of fourth.



Download:
    None yet.


Other maps by me:
(2) Heimdall's Sanctuary
(2) Mountain Retreat
(4) Revolution to the Origin
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 20 2011 15:54 GMT
#2
The only 2 gas expansion is your natural? That, and the fact that only 4 narrow bridges in the center would create very drawn out, split map scenarios because no one would want to attack through there.
I put the sexy in dyslexia.
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
August 20 2011 16:12 GMT
#3
The bridges are far from narrow. They're a little wider than the equivalent on metalopolis.

As for the expansion/gas issue, that's my bad. While a one-gas close third is good, there was no need for me to be too enthusiastic about it. That's easy enough to rectify, however. I can just put it back on the far expansions.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 20 2011 16:50 GMT
#4
It's good, but the third seems far away. You should probably make the 6 o'clock and 12 o'clock 3rds have 2 gasses, as it seems hard to hold and not quite worth it. As Soluhwin said, It's difficult to attack and the map leads to low gas scenarios (late game) I would suggest having a total of 6 2 gas expansions: Naturals, 12 o'clock 3rds, and 1 of the corner expansions in each corner. I would also widen central bridges, and maybe open up the middle (or remove it).
By the way, I like your previous map's eye candy (Heimdall's Sanctuary ), so I can't wait for aesthetics!
Moderatorshe/her
TL+ Member
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
August 20 2011 17:10 GMT
#5
Opening the middle would ruin a lot of the map's flavour and really impair the rush distance, but I might widen them a little more.

..Hmm, actually I have an idea - gimme a minute, I'll work on something, and maybe push the 12/6 third a little closer...
CharlieBrownsc
Profile Blog Joined December 2010
Canada598 Posts
August 20 2011 17:42 GMT
#6
The lack of double-gas expansions isn't a great idea IMO. The thirds should have double gas

And surrounding your main in walls is even worse than the old cliff on lost temple in terms of getting pwned by siege tanks or thor drops
SC2 ID: CharlieBrown.318, #1 bitbybit.Prime fan
The Intensity
Profile Joined May 2011
United Kingdom66 Posts
August 20 2011 17:49 GMT
#7
Those cliffs above the main, please tell me siege tanks can't get up there.

Us zergs are begging you.
COCA!
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
August 20 2011 18:08 GMT
#8
For a second I thought the mains were the 3 and 9 o clock bases. Is that viable? It sure makes taking a third more viable, and you can chose which direction you expand. ^_^
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
Last Edited: 2011-08-20 18:34:41
August 20 2011 18:33 GMT
#9
On August 21 2011 03:08 FoxyMayhem wrote:
For a second I thought the mains were the 3 and 9 o clock bases. Is that viable? It sure makes taking a third more viable, and you can chose which direction you expand. ^_^

Originally, I had an idea to do something like that - in the end, I realised it was a bad plan to have two alternate spawning points unless I wanted to do so from the beginning.
...are the thirds really that hard to take?

I'll have to rethink things if that really is the case - It seemed fine to me, too. : (

But that's fine, this sort of thing is precisely why I'm posting now and not later - I'm not experienced enough.

Anyway, posted a quick update - now to watch some TL Opens.

--

For people asking about cliffs, if you look at the analyser pics, they're greyed out. I'm inexperienced, not stupid. :p

They'll be coated with all sorts of junk when this map is fleshed out.
SwitchAUS
Profile Joined June 2011
Australia106 Posts
August 20 2011 18:36 GMT
#10
All I really have to say is: Siege Tank drops

But otherwise I really like the map, just some of the areas need to be made a little less tank/colo frendly.
I'm awesome, and I f--k dolphins.
Gl!tch
Profile Joined December 2010
United States573 Posts
August 20 2011 19:30 GMT
#11
On August 21 2011 03:36 SwitchAUS wrote:
All I really have to say is: Siege Tank drops

But otherwise I really like the map, just some of the areas need to be made a little less tank/colo frendly.

If you are refering to the high ground spots above the mains and many bases he already said he has blocked them with pathing.

As for the map, i have to agree with above posts that the third is quite hard to take.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
August 20 2011 20:21 GMT
#12
I'll spend more time thinking about this, but is something more like this more suitable? (I'll tighten around the geysers, but this is a very rough plan - there is a ramp there at the north still, even if it is a bit hard to see)

[image loading]
[image loading]

I did consider rocks on the ramp way back, but had figured that that wasn't too big a problem in the first place. Now I'm not so sure, although no-one really explained why the third was difficult.
Gl!tch
Profile Joined December 2010
United States573 Posts
August 20 2011 20:27 GMT
#13
The third was diffucult (Imho) because your army would have to travel from within your natural (where most army's remain parked unless moving around the map) all the way around that little jut of high ground. Say somebody sends like 5 marines to harass a bit, you send your army to compensate and they have to walk around that high ground part, then the terrans main army could hit you right there and get a perfect concave every time. (To sum this up, its easy for a player to park his main army between your nat and third).

Your change i believe helped this, as now you can park your army at 1 large choke and defend both your main and the northern ramp of the third.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
August 20 2011 20:47 GMT
#14
On August 21 2011 05:27 Gl!tch wrote:Your change i believe helped this, as now you can park your army at 1 large choke and defend both your main and the northern ramp of the third.

Which is what I wanted to avoid in the original design, but the back ramp to the third answers that I guess, while also providing side attack routes.

--

I see your point, though. Why did I not think of just moving the choke south a bit. >.<
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
August 31 2011 01:45 GMT
#15
Map Update. Think I overdid the foliage in some places.

Will try to get some test matches done on EU server tomorrow~

Also, I love me some rock doodads. 1630 doodads total.
Gl!tch
Profile Joined December 2010
United States573 Posts
Last Edited: 2011-08-31 04:22:42
August 31 2011 04:22 GMT
#16
I like the improved visuals (Saw that you posted a ridge on the map art thread)

As for any aesthetic improvments, my only suggestion would be to add some variation. The map seems monotone (orange/rusty red throughout)

Possibly adding different textures in the main or center.

all in my opinion... i see no major balance changes.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
September 05 2011 14:45 GMT
#17
Updated.

Map analyser isn't perfect, as it can't track the fences in the middle.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
September 05 2011 14:59 GMT
#18
If theres sand and metal next to it for example, its never a 'clean' seperate area. Theres allways dust and sand blowing over or people walking it transfering on the metal. Try to incorporate that in your texturing.

Just gives it that nice finished look. Right now it looks waaaaay too clean for something with sand n dust
KCCO!
berdage
Profile Joined November 2010
United States9 Posts
September 05 2011 15:02 GMT
#19
On September 05 2011 23:59 ihasaKAROT wrote:
If theres sand and metal next to it for example, its never a 'clean' seperate area. Theres allways dust and sand blowing over or people walking it transfering on the metal. Try to incorporate that in your texturing.


I agree, already a good looking map, that will just make it that much prettier.
LunaSaint
Profile Blog Joined April 2011
United Kingdom620 Posts
October 02 2011 12:47 GMT
#20
Pretty big update - Tried to make better use of the space available, though I still don't quite like what I've done with the high ground at 3 and 9. Any suggestions that are better than rocking one ramp?
Also, any other criticism is welcome.
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
17:00
#35
RotterdaM1266
TKL 355
SteadfastSC238
IndyStarCraft 232
kabyraGe 184
EnkiAlexander 55
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1266
TKL 355
SteadfastSC 238
IndyStarCraft 232
MaxPax 131
UpATreeSC 80
trigger 45
StarCraft: Brood War
Dewaltoss 91
firebathero 91
Mini 89
910 29
Dota 2
syndereN1053
NeuroSwarm32
monkeys_forever8
League of Legends
Trikslyr51
Counter-Strike
minikerr2
Heroes of the Storm
Liquid`Hasu484
Other Games
Grubby7121
FrodaN2154
fl0m950
Beastyqt707
B2W.Neo270
QueenE114
ArmadaUGS105
C9.Mang085
Mew2King66
ZombieGrub30
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• StrangeGG 33
• HeavenSC 15
• Reevou 14
• Kozan
• AfreecaTV YouTube
• intothetv
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• mYiSmile10
StarCraft: Brood War
• blackmanpl 48
• Azhi_Dahaki24
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Other Games
• imaqtpie1951
• Shiphtur264
• Scarra62
Upcoming Events
WardiTV Invitational
1d 14h
Gerald vs YoungYakov
Spirit vs MaNa
SHIN vs Percival
Creator vs Scarlett
Replay Cast
2 days
WardiTV Invitational
2 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
4 days
Sparkling Tuna Cup
5 days
Replay Cast
6 days
Wardi Open
6 days
Liquipedia Results

Completed

YSL S2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.