• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 08:46
CET 14:46
KST 22:46
  • 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
SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2
Community News
BSL Season 2025 - Full Overview and Conclusion6Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)16Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7[BSL21] Non-Korean Championship - Starts Jan 105
StarCraft 2
General
When will we find out if there are more tournament I am looking for StarCraft 2 Beta Patch files Stellar Fest "01" Jersey Charity Auction SC2 All-Star Invitational: Tournament Preview Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets
Tourneys
SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
Video Footage from 2005: The Birth of G2 in Spain [ASL21] Potential Map Candidates BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL Season 2025 - Full Overview and Conclusion
Tourneys
[Megathread] Daily Proleagues [BSL21] Non-Korean Championship - Starts Jan 10 Small VOD Thread 2.0 Azhi's Colosseum - Season 2
Strategy
Soma's 9 hatch build from ASL Game 2 Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026! Mechabellum
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Navigating the Risks and Rew…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1752 users

[M] (2) CloudNine

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Gl!tch
Profile Joined December 2010
United States573 Posts
Last Edited: 2011-09-03 00:04:32
August 21 2011 16:13 GMT
#1
Current Version: 1.0 Uploaded :D

Description:
+ Show Spoiler +
CloudNine is a map made in the style of Desert Oasis (2 players with close air). The map has a few twists however, such as a Xel'naga tower that can only be controled by air units, and mined out mineral patches to block expansions (BW style).


Textures:
+ Show Spoiler +
-Bel'Shir Dirt
-Aiur Tiles
-Aiur Small Bricks
-Aiur Large Bricks
-Bel'Shir Grass Light
-Bel'Shir Grass Dark
-Bel'Shir Small Tiles
-Bel'Shir Bricks Large


Theme:
+ Show Spoiler +
The map is grey and foggy, used old protoss temple pieces to make it seem like a shrine of sorts. The very low ground holds a demolished city-scape veiled in fog and patrolled by large sharks. Symbolism i hope a few people get .


Overview Pic's:
+ Show Spoiler +
Whole Map, 90 degree's:
[image loading]

Whole Map, angled view:
[image loading]

Main, Nat, and Third:
[image loading]
+ Show Spoiler [Explanation of layout] +
At first i had the ramp to the third only halfway blocked by rocks (a 6x6) but i considered an early tank push before the player had secured his third would be devestating, as the main mineral line is siegable from the third quite easily. The player can place a pylon/depot/overlord on the small jut of high ground in the main to keep watch of the rocks.


Side bases, and Gold base:
[image loading]
+ Show Spoiler [Explanation of layout] +
In the south is the south players possible fourth, depending on how the map splits in a game the high ground expansion could be taken as his fifth, or he could go for his corresponding gold base which is on the other side.

Custom Xel'Naga Watchtower:
+ Show Spoiler +
[image loading]

[image loading]+ Show Spoiler [Explanation] +
The watchtower can only be controled by air units, this does not nessicaraly punish a player for not going air. Any unit controling the tower can easily be shot down by any races ground to air units (stalker/marine/hydra)


Use of mineral patches:
+ Show Spoiler +
Main ramp:
[image loading]+ Show Spoiler [Explanation] +
I could use rocks, or lowered depot's, but i like mineral patches better. Currently they are both set at 50 minerals (10 workers).



Some detailed pic's:
+ Show Spoiler +
[image loading]The wall-off as protoss

[image loading]
Lots of spots along the main attack route for overlords, and a good spot for a proxy pylon

[image loading]
Each base has a small spot for cliff walkers that is closest to the center of the map. The Xel'Naga watchtower only gives vision to the first level, and even with vision a pylon will not be able to warp in units to the main from the bottom level.
note, in the map analyzer it doesnt give vision of the first level on the south main, but even with vision you still need vision to the top level to make a difference.



Map Analyzer:
+ Show Spoiler +
Overview:
[image loading]

Openess:
[image loading]

Shortest paths (Main to Main)
[image loading]

Shortest paths (Nat to Nat)
[image loading]

Not sure if anybody would want to cliff walk through the other guys main to get to his natural... but the distance should be relativly close.


This version is uploaded now, and being submited to MOTM 9 :D everybody check out all the cool maps there. http://www.teamliquid.net/forum/viewmessage.php?topic_id=261867#15
“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
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 21 2011 16:16 GMT
#2
i dont think the fog color fits with the overall theme.
Gl!tch
Profile Joined December 2010
United States573 Posts
August 21 2011 16:19 GMT
#3
What did you have in mind, i didnt want anything too vibrant as the ground above is the part that should stick out as the "utopia" above the destroyed city. I just went with grey... well just cuz
“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
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 21 2011 16:24 GMT
#4
To make a spoiler say something else, type "spoiler=text for title of spoiler" In brackets. Hit quote on this post if that didn't make any sense:

+ Show Spoiler [This is how you make a spoiler say som…] +
I put the sexy in dyslexia.
Gl!tch
Profile Joined December 2010
United States573 Posts
August 21 2011 16:30 GMT
#5
Ah thank you Soluhwin.
“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
Jhuyt
Profile Blog Joined July 2010
Sweden365 Posts
August 21 2011 16:31 GMT
#6
It's a beautiful map and it looks like a fun one too!
[17:32] <catphone> Roll for % cooler [17:32] <catphone> .roll d20 [17:32] <+Sweetiebot> catphone: 20 (d20=20)
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 21 2011 16:33 GMT
#7
That watchtower is pretty cool (:

I always encourage people to use more minerals blocks since in many situations they could be better than destructible rocks. This is not the case for blocking the gold on this map tho, I think rocks would be fine there , or rather better cause right now Terran has the easiest time mining those minerals by just floating a CC next to them when they want to take the gold.

+ Show Spoiler [off topic about mineral blocks] +
If you use minerals to block paths imo you should make them non-mineable by MULEs cause MULEs can often make it imbalanced. I was trying to make a new color of minerals to indicate that it can't be mined by MULEs but I can't even figure out how to change the mineral model +rage+


On the layout: This map will probably suffer from the same problem my last map Sauerkraut Heights had, Desert Oasis layout is very very counterattack heavy, making it extremely hard to move out vs Zerg and often resulting in basetrades.
Overall I think the bases are in nice positions tho

Did you change the lighting? Seems the brightness is way too high.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-08-21 16:39:20
August 21 2011 16:37 GMT
#8
i dont remember how to make the spoiler thing quote a post where its used to find out.


Imo this map favors terran vs zerg because:
1. its very easy to expand towards enemy.
2. most bases are very droppable and siegable abusing terrain behind the bases.
3. gold base seem quite easy to defend.
4. the mineral path blocking gold dosnt effect terran becuse they can build/ land next to it and then relocate.

Also zerg would be too strong in this map vs protoss because thers are no real chokes, very many attack paths and taking 3rd is not eaay for toss and 4th is very hard.

ps. i have no clue whatz the point of the path in the amin ramp.
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2011-08-21 17:05:16
August 21 2011 17:03 GMT
#9
You can tint the unit under the actor in the Data editor. There's resources on exact steps in the Blizz custom maps forum, and SC2mapster.com

I like the innovation going on here! Balance definitely looks like it will need testing and work, but I like the way you're thinking.

For the middle watchtower, doesn't zerg get a big advantage, since they can claim it from the early game with their overlord? It may still be viable for the map though, considering alternate attack paths and the terran just pushing out once he has a sizable force.
Gl!tch
Profile Joined December 2010
United States573 Posts
August 21 2011 17:16 GMT
#10
Thanks for advice guys.

Will be posting update, Rocks will now cover gold expo (didnt think about that)

I have to disagree that the gold is ez to take, the high ground above it is easy to access for the oponent and its very open.

As for the counter attacks, i think thats true after the rocks at the third are taken down. But i tried to make it hard to do that, as the player should always be aware of that area (can see from main).

SeaFood please give examples of terrain abuse?

oh and as for brightness, yes its very bright. Too much?
“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
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 21 2011 17:16 GMT
#11
On August 22 2011 02:03 FoxyMayhem wrote:
You can tint the unit under the actor in the Data editor. There's resources on exact steps in the Blizz custom maps forum, and SC2mapster.com


Sorry for being off topic but thank you so much!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Gl!tch
Profile Joined December 2010
United States573 Posts
August 21 2011 17:19 GMT
#12

ps. i have no clue whatz the point of the path in the amin ramp.

what.... (idk what you said) lol.

@FoxyMayhem:

I did think that zerg will have an early advantage with the overlord, but i did make it easy to shot down.

I looked in the data editor and i can exlude types of units like "biological" or "mechanical" but not specific units like "overlord"... I would if i knew a way.
“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
Gl!tch
Profile Joined December 2010
United States573 Posts
August 21 2011 17:43 GMT
#13
Update: 0.2

Changes:
lighting has blue/green tint, exposure tuned down (was very bright)
Gold base minerals arranged differently, now more open towards the center. Rocks cover the minerals in the style of Testbug
Path leading from natural to Watchtower has been narrowed.

New Pictures:

[image loading]

[image loading]

“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
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-08-21 18:54:42
August 21 2011 18:50 GMT
#14
On August 22 2011 02:16 Gl!tch wrote:
SeaFood please give examples of terrain abuse?

This is how the TvZ goes in this map.
+ Show Spoiler [image heavy] +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


I used the 0.1 version map on pics, but the 0.2 version really doesn't change anything in this case.
Gl!tch
Profile Joined December 2010
United States573 Posts
August 21 2011 19:12 GMT
#15
You assume Zerg will never take that third and be able to stop "step 2" (and thus step 3 and 4)

I dont know how u think terran will take the other players gold and hold it btw.... ?
“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
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-08-21 19:43:01
August 21 2011 19:41 GMT
#16
On August 22 2011 04:12 Gl!tch wrote:
You assume Zerg will never take that third and be able to stop "step 2" (and thus step 3 and 4)

I dont know how u think terran will take the other players gold and hold it btw.... ?

now i see that you tried to desing the map so players would expand countter clockwise, but atleast in tvz imo expanding clockwise is much better strat. this is because for terran it makes the better attack route the main attaxk route. for zerg its forced thus they want to exp away from opponent. if the zerg takes what you intended as third, the rush distance becomes too short for them.

Also, the only reason why step 3 and 4 exist are because the step 2 attack is holdable.
Stopping the attack in no way pervents step 3 or 4.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
August 21 2011 22:35 GMT
#17
The only problem i see is that it might be too easy to turtle on 3 bases as toss.
aka ChillyGonzalo / GnozL
Hossinaut
Profile Joined June 2011
United States453 Posts
August 21 2011 23:02 GMT
#18
It looks like an amazing map, my only issue with it is its somewhat difficult to grasp some of the features- they seem too lightly colored. However, in-game it might be totally different, so take it with a grain of salt.

Its an interesting idea, close air, far by ground, and I think you did a marvelous job of doing it, making a possibly "rush" map able to have huge macro and space control issue(s) potential. If that makes sense to someone besides myself, <3 u.

Gl!tch
Profile Joined December 2010
United States573 Posts
August 21 2011 23:59 GMT
#19
On August 22 2011 07:35 Fishgle wrote:
The only problem i see is that it might be too easy to turtle on 3 bases as toss.

This goes for all the races. Also, 2 pronged attacks are easy to pull off, the third and natural are pretty far apart and would be difficult to defend both at the same time.
“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
Johanaz
Profile Joined September 2010
Denmark363 Posts
August 23 2011 07:48 GMT
#20
On August 22 2011 01:13 Gl!tch wrote:
Help plz:
(If somebody could teach me how to do those fancy titles with the picture and map name, would be great.)


I call that a "thread header".

Made an example for you:+ Show Spoiler +

[image loading]Feel free to use this if you like it

How to:+ Show Spoiler +
You take your most snazzy screen, open it in PhotoShop (or Gimp, if you don´t have Photoshop), then open a new document at 590x250ish pixels. Then copy/paste your screenshot into the new document, the resize (pasted image, not document) until you have the best looking background for the title.
Then you use the type tool to write the map name. Pick a font that fits the maps overall theme.
If you want you can manipulate the text as well ( I used PhotoShops layer effects, gradient overlay, outer glow and inner glow, then rasterize type followed by some smudge tool).

Finally save as jpeg (or png).


TPW Map Maker - theplanetaryworkshop.com
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
12:00
#70
WardiTV875
OGKoka 296
Rex118
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko376
OGKoka 296
Harstem 238
Rex 118
StarCraft: Brood War
Calm 2494
GuemChi 1753
Horang2 1645
Larva 1016
Shuttle 714
EffOrt 704
Stork 682
ZerO 626
BeSt 578
Mini 550
[ Show more ]
Rush 292
Snow 279
firebathero 267
hero 139
Light 138
Soma 131
Pusan 106
Killer 95
JYJ 91
Mind 83
Hm[arnc] 83
Barracks 82
Aegong 77
Sharp 67
Sexy 49
ToSsGirL 36
Nal_rA 31
Terrorterran 20
GoRush 15
scan(afreeca) 14
zelot 14
ajuk12(nOOB) 13
Icarus 9
SilentControl 8
ivOry 7
Dota 2
Gorgc3226
singsing2425
qojqva906
Dendi366
XcaliburYe103
Counter-Strike
olofmeister2191
kennyS2064
x6flipin767
Super Smash Bros
Mew2King86
Other Games
B2W.Neo1286
crisheroes338
Pyrionflax324
Fuzer 289
hiko243
Sick171
Hui .94
ZerO(Twitch)18
Organizations
Other Games
gamesdonequick2010
StarCraft: Brood War
UltimateBattle 1292
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• HappyZerGling 113
• StrangeGG 39
• LUISG 30
• naamasc217
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Laughngamez YouTube
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade1861
Upcoming Events
Monday Night Weeklies
3h 15m
OSC
21h 15m
PiGosaur Monday
1d 11h
The PondCast
1d 20h
OSC
1d 21h
Big Brain Bouts
4 days
Serral vs TBD
BSL 21
5 days
BSL 21
6 days
Liquipedia Results

Completed

IPSL Winter 2025-26
SC2 All-Star Inv. 2025
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025

Upcoming

Escore Tournament S1: W5
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 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.