• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:57
CEST 02:57
KST 09:57
  • 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
BGE Stara Zagora 2025: Info & Preview26Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3The Memories We Share - Facing the Final(?) GSL46Code S RO12 Preview: Cure, Zoun, Solar, Creator4[ASL19] Finals Preview: Daunting Task30
Community News
[BSL20] ProLeague: Bracket Stage & Dates8GSL Ro4 and Finals moved to Sunday June 15th12Weekly Cups (May 27-June 1): ByuN goes back-to-back0EWC 2025 Regional Qualifier Results26Code S RO12 Results + RO8 Groups (2025 Season 2)3
StarCraft 2
General
The SCII GOAT: A statistical Evaluation BGE Stara Zagora 2025: Info & Preview Magnus Carlsen and Fabi review Clem's chess game. Jim claims he and Firefly were involved in match-fixing GSL Ro4 and Finals moved to Sunday June 15th
Tourneys
Bellum Gens Elite: Stara Zagora 2025 Master Swan Open (Global Bronze-Master 2) $5,100+ SEL Season 2 Championship (SC: Evo) SOOPer7s Showmatches 2025 Cheeseadelphia 2025 - Open Bracket LAN!
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance Mutation # 473 Cold is the Void
Brood War
General
Will foreigners ever be able to challenge Koreans? [BSL20] ProLeague: Bracket Stage & Dates BGH auto balance -> http://bghmmr.eu/ BW General Discussion I made an ASL quiz
Tourneys
[ASL19] Grand Finals [Megathread] Daily Proleagues [BSL20] ProLeague Bracket Stage - Day 2 [BSL20] ProLeague Bracket Stage - Day 1
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
What do you want from future RTS games? Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Mechabellum
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Heroes of the Storm 2.0 Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Vape Nation Thread European Politico-economics QA Mega-thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard
TL Community
The Automated Ban List
Blogs
Cognitive styles x game perf…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Poker
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8989 users

[M] (8) Reakray

Forum Index > SC2 Maps & Custom Games
Post a Reply
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-09-03 10:10:04
August 24 2011 17:24 GMT
#1
Reakray 1.2
[image loading]
+ Show Spoiler [angled pic] +
[image loading]

+ Show Spoiler [scenery] +
[image loading]
[image loading]


  • Playable: 188x188
  • Intended play mode: 1v1
  • Normal bases: 16
  • Gold bases: 1 (with 8 mineral patches)
  • Xel´ Naga Watchtowers: 4
  • Enemy spawning: Anywhere exept the main rigth next to you (6 possibilities)
  • Texture: Korhal


I am back with a new eight player 1v1 map for you guys. I have learned from my mistakes that I did last time which were most importantly 1. Way too big map. 2. Trying to make symmetrical bases without copy/paste. 3. Tried to make unique aesthetics.

Detalis
The Xel´ Naga Watchtowers inbetween mains can bearly see enemy the nexus/CC/hatch if it is there. I added those in so finding your enemy would be quicker, and not denied because you guessed the enemy spawn location wrong 5 times. The towers get destroyed at the 5 minute mark to pervent its use to do funky highground vision shenanigans. The tower cannot see any buildings blocking the ramp, the mineral line or the gas geysers. The doodads in the center area make the shortest walk route to your enemy really rough, so for big armies using the open roads is suggested. The natural choke can be blocked with 3 barracks. There are no line of sight blockers or destructible rocks.

Changelog
+ Show Spoiler [patch 1.0.1] +
Bug fixes.

+ Show Spoiler [patch 1.1] +
Added destruction time to Watchtwoers.

+ Show Spoiler [patch 1.1.1] +
Tower bug fixes

+ Show Spoiler [patch 1.2] +
Texture updates, rotated the minerals in gold base and made the ramps leading there a little thinner

The map is published on EU server, but here is a download link for you guys without access to the server.
http://www.mediafire.com/?6p9jz3hkjp8itd5
FlaShFTW
Profile Blog Joined February 2010
United States10107 Posts
August 24 2011 17:27 GMT
#2
interesting. this could also work out in 2v2 or even 4v4. 4v4 would be very interesting, because the two halve of the teams would need to work individually because rush is quite large, so if one half of your team gets attacked, it would take some decision making on how you would go about doing something. I LIKE!!!

oh, and as for 1v1, pretty nice. i like
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-08-24 17:33:01
August 24 2011 17:30 GMT
#3
On August 25 2011 02:27 FlaShFTW wrote:
interesting. this could also work out in 2v2


How am I not surprised that was mentioned on the first reply hmm...

For what you said about 4v4 large rush distance, I tought 4v4 maps are generally much bigger than this. Also allies being far from each other in 4v4 sadly is nothing new. In too many blizz map the distance to some of your allies is much greater than to your enemies.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
August 24 2011 18:29 GMT
#4
Can I ask what rank you play at, sea_food, if you do ladder much? Providing free vision to warp into mains is a huge protoss advantage. The fact that the 3rd is a little difficult (which is a contestable statement imo) doesn't provide enough to counteract even the possibility of warpin based harass or blink play. Needless to say PvP in this kind of setup is completely degenerate.

Other than that I like the map a lot. I think you could easily fix this by having rocks "grow" onto the tower after 3-4 minutes in game. Or maybe something more flashy like a forcefield generator that casts permanent forcefields around the tower every 4 minutes throughout the whole game, requiring massive units to break. Is the gas in the middle high yield?
Comprehensive strategic intention: DNE
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-08-24 18:51:37
August 24 2011 18:45 GMT
#5
On August 25 2011 03:29 EatThePath wrote:
Can I ask what rank you play at, sea_food, if you do ladder much? Providing free vision to warp into mains is a huge protoss advantage. The fact that the 3rd is a little difficult (which is a contestable statement imo) doesn't provide enough to counteract even the possibility of warpin based harass or blink play. Needless to say PvP in this kind of setup is completely degenerate.

Other than that I like the map a lot. I think you could easily fix this by having rocks "grow" onto the tower after 3-4 minutes in game. Or maybe something more flashy like a forcefield generator that casts permanent forcefields around the tower every 4 minutes throughout the whole game, requiring massive units to break. Is the gas in the middle high yield?


I play terran in master league. Against a terran the warp in high ground isnt really an issue as pylons currently have only 4,5 range and usually protoss wants to keep their army in one ball to get benefits from guardian shield. And when game gets further on I can take controll of the lowground chocke where the protoss players try to blink, to pervent blink. Those are the reasons why I do not think it is a huge advantage against terran atlest. For zergs, i am not sure but I tought handling four gate is already pretty fully figured out. And if the protoss do warp in/blink into highground the distance for zerg forces to come from natural and defend there isnt so long. Also it took me 25min to find out how to make a highground in the map editor, I dont feel like figuring out how to make stuff appear at a certain time. That said, because of that feature I agree that this map favores protoss more than other maps do, like I said in the OP.

For pvp, I knew exactly what would this stuff do. But its just pvp so who cares. I am sure LSPrime had the exact same opinion when he desinged Tal Darim Altar.


The gas in the middle are normal.
Big J
Profile Joined March 2011
Austria16289 Posts
August 24 2011 19:46 GMT
#6
On August 25 2011 03:45 Sea_Food wrote:
Show nested quote +
On August 25 2011 03:29 EatThePath wrote:
Can I ask what rank you play at, sea_food, if you do ladder much? Providing free vision to warp into mains is a huge protoss advantage. The fact that the 3rd is a little difficult (which is a contestable statement imo) doesn't provide enough to counteract even the possibility of warpin based harass or blink play. Needless to say PvP in this kind of setup is completely degenerate.

Other than that I like the map a lot. I think you could easily fix this by having rocks "grow" onto the tower after 3-4 minutes in game. Or maybe something more flashy like a forcefield generator that casts permanent forcefields around the tower every 4 minutes throughout the whole game, requiring massive units to break. Is the gas in the middle high yield?


I play terran in master league. Against a terran the warp in high ground isnt really an issue as pylons currently have only 4,5 range and usually protoss wants to keep their army in one ball to get benefits from guardian shield. And when game gets further on I can take controll of the lowground chocke where the protoss players try to blink, to pervent blink. Those are the reasons why I do not think it is a huge advantage against terran atlest. For zergs, i am not sure but I tought handling four gate is already pretty fully figured out. And if the protoss do warp in/blink into highground the distance for zerg forces to come from natural and defend there isnt so long. Also it took me 25min to find out how to make a highground in the map editor, I dont feel like figuring out how to make stuff appear at a certain time. That said, because of that feature I agree that this map favores protoss more than other maps do, like I said in the OP.

For pvp, I knew exactly what would this stuff do. But its just pvp so who cares. I am sure LSPrime had the exact same opinion when he desinged Tal Darim Altar.


The gas in the middle are normal.



The warp in is HUGE in PvP and ZvP.
In ZvP 4gate attacks usually get hold off with (some) spines, which you don't have in the main.
In PvP it will mean that an offensive 4gate will be unstoppable if the pylon gets up (which can pretty much only be denied by a 2stalker rush). Also Blink all-ins in PvP and ZvP will be close to unstoppable.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
August 24 2011 19:58 GMT
#7
On August 25 2011 04:46 Big J wrote:
Show nested quote +
On August 25 2011 03:45 Sea_Food wrote:
On August 25 2011 03:29 EatThePath wrote:
Can I ask what rank you play at, sea_food, if you do ladder much? Providing free vision to warp into mains is a huge protoss advantage. The fact that the 3rd is a little difficult (which is a contestable statement imo) doesn't provide enough to counteract even the possibility of warpin based harass or blink play. Needless to say PvP in this kind of setup is completely degenerate.

Other than that I like the map a lot. I think you could easily fix this by having rocks "grow" onto the tower after 3-4 minutes in game. Or maybe something more flashy like a forcefield generator that casts permanent forcefields around the tower every 4 minutes throughout the whole game, requiring massive units to break. Is the gas in the middle high yield?


I play terran in master league. Against a terran the warp in high ground isnt really an issue as pylons currently have only 4,5 range and usually protoss wants to keep their army in one ball to get benefits from guardian shield. And when game gets further on I can take controll of the lowground chocke where the protoss players try to blink, to pervent blink. Those are the reasons why I do not think it is a huge advantage against terran atlest. For zergs, i am not sure but I tought handling four gate is already pretty fully figured out. And if the protoss do warp in/blink into highground the distance for zerg forces to come from natural and defend there isnt so long. Also it took me 25min to find out how to make a highground in the map editor, I dont feel like figuring out how to make stuff appear at a certain time. That said, because of that feature I agree that this map favores protoss more than other maps do, like I said in the OP.

For pvp, I knew exactly what would this stuff do. But its just pvp so who cares. I am sure LSPrime had the exact same opinion when he desinged Tal Darim Altar.


The gas in the middle are normal.



The warp in is HUGE in PvP and ZvP.
In ZvP 4gate attacks usually get hold off with (some) spines, which you don't have in the main.
In PvP it will mean that an offensive 4gate will be unstoppable if the pylon gets up (which can pretty much only be denied by a 2stalker rush). Also Blink all-ins in PvP and ZvP will be close to unstoppable.


Like you said, you dont need spines to hold off 4 gate. And to make things easier, the zerg can hit the relativly unprotected units in high ground while they warping in. I can see the blink stalkers being effective in ZvP, but not broken as the main is so far from the ramp that the zerg has a possibility to surround the stalkers that come far enough to actually get shots off at stuff. It is really hard to say before it get tested on high level, but that is my honest opinion.
Mammel
Profile Joined November 2010
Finland189 Posts
Last Edited: 2011-08-24 21:43:08
August 24 2011 21:41 GMT
#8
How about making watch towers expire at 5.30 or something? Problem solved, doesn't even affect scouting and also means that you don't need to hide buildings at corners so opponent can't just scout your base with tower.

Seriously, no matter how high or low the protoss winrate is, making few all-ins way more powerful isn't the right way to fix it.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-08-25 04:15:38
August 25 2011 04:08 GMT
#9
On August 25 2011 06:41 Mammel wrote:
How about making watch towers expire at 5.30 or something? Problem solved, doesn't even affect scouting and also means that you don't need to hide buildings at corners so opponent can't just scout your base with tower.

Seriously, no matter how high or low the protoss winrate is, making few all-ins way more powerful isn't the right way to fix it.

Yuou might be rigth. I probs ill do that. now that patch notes were announced i can do that with good hope for protosses.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-09-03 10:17:33
August 28 2011 13:39 GMT
#10
Patched the map so the watch towers die at 5 minute mark, because protoss is getting a buff in next patch.

EDIT: patched again. See patch note 1.2
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
Showmatches
Liquipedia
BSL: ProLeague
18:00
Bracket Stage: Day 1
StRyKeR vs MadiNho
Cross vs UltrA
TT1 vs JDConan
Bonyth vs Sziky
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft189
RuFF_SC2 160
StarCraft: Brood War
Britney 22153
soO 57
Icarus 4
Dota 2
NeuroSwarm75
League of Legends
Dendi2334
JimRising 472
Counter-Strike
Stewie2K496
Super Smash Bros
C9.Mang06225
Heroes of the Storm
Khaldor187
Other Games
summit1g7078
shahzam533
ViBE171
Sick57
UpATreeSC29
Organizations
Dota 2
PGL Dota 2 - Secondary Stream6504
Other Games
gamesdonequick588
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Berry_CruncH246
• davetesta30
• musti20045 27
• gosughost_ 7
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler87
League of Legends
• Doublelift4893
Other Games
• imaqtpie2410
• Scarra120
Upcoming Events
SOOP Global
2h 3m
Creator vs Rogue
Cure vs Classic
SOOP
8h 3m
Classic vs GuMiho
Sparkling Tuna Cup
9h 3m
AllThingsProtoss
10h 3m
Fire Grow Cup
14h 3m
BSL: ProLeague
17h 3m
HBO vs Doodle
spx vs Tech
DragOn vs Hawk
Dewalt vs TerrOr
Replay Cast
23h 3m
Replay Cast
1d 23h
Replay Cast
2 days
WardiTV Invitational
2 days
[ Show More ]
WardiTV Invitational
2 days
GSL Code S
3 days
Rogue vs GuMiho
Maru vs Solar
Replay Cast
3 days
GSL Code S
4 days
herO vs TBD
Classic vs TBD
The PondCast
4 days
Replay Cast
4 days
GSL Code S
5 days
WardiTV Invitational
5 days
Korean StarCraft League
6 days
CranKy Ducklings
6 days
WardiTV Invitational
6 days
Cheesadelphia
6 days
Cheesadelphia
6 days
Liquipedia Results

Completed

CSL Season 17: Qualifier 1
BGE Stara Zagora 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL Season 17: Qualifier 2
2025 GSL S2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025

Upcoming

CSL 17: 2025 SUMMER
Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Murky Cup #2
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.