• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:38
CEST 19:38
KST 02:38
  • 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
Maestros of the Game: Week 1/Play-in Preview9[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy9
Community News
Weekly Cups (August 25-31): Clem's Last Straw?30Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris46Weekly Cups (Aug 11-17): MaxPax triples again!15Weekly Cups (Aug 4-10): MaxPax wins a triple6
StarCraft 2
General
Weekly Cups (August 25-31): Clem's Last Straw? Heaven's Balance Suggestions (roast me) Speculation of future Wardii series Geoff 'iNcontroL' Robinson has passed away #1: Maru - Greatest Players of All Time
Tourneys
LiuLi Cup - September 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond) Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game—$20k event w/ live finals in Paris Monday Nights Weeklies
Strategy
Custom Maps
External Content
Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies
Brood War
General
Starcraft at lower levels TvP BGH Auto Balance -> http://bghmmr.eu/ ASL20 General Discussion BW General Discussion Victoria gamers
Tourneys
[ASL20] Ro24 Group F [Megathread] Daily Proleagues Is there English video for group selection for ASL [IPSL] CSLAN Review and CSLPRO Reimagined!
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne Nintendo Switch Thread 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
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 Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s) Gtx660 graphics card replacement
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
How Culture and Conflict Imp…
TrAiDoS
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2448 users

[M] (4) TPW Damage Inc.

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 Next All
Mereel
Profile Joined February 2010
Germany895 Posts
Last Edited: 2011-12-20 22:49:31
September 03 2011 17:07 GMT
#1
[image loading]

-Banner by funcmode-


Hi guys,
finally finished my latest project. was quite some work to get everything done. specially the texture gave me some headache at the beginning.

Description:
The Map is split into 2 1v1 Maps. u only can spawn topleft/bottomright or topright/bottomleft. i used a new technique to block ramps. it was used before in BW but never in sc2. i blocked 2 ramps with minerals and each of them have something around 20 minerals value.
it enables a new map design. in this case u can, for example forge fe at the top left base and be safe from rushes while having a backdoor to your third. because nobody will bring 3-5 workers to mine the way open.

General:
+ Show Spoiler +
Texture: Tarsonis/Costum
Playable: 131x126
Expands: 12
Xel'Naga: 2

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/q7BOr.jpg

AnalyzerOverview:
+ Show Spoiler +
[image loading]

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

Old:
+ Show Spoiler +
Design Influence:
+ Show Spoiler +
[image loading]

General:
+ Show Spoiler +
Texture: Costum
+ Show Spoiler +
[image loading]

Playable: 162x145
Expands: 12
Xel'Naga: 2
Uploaded on EU

Overview:
+ Show Spoiler +
[image loading]
HQ: http://i.imgur.com/qmn7l.jpg

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

Analyzer TopLeft/BottomRight:
+ Show Spoiler +
[image loading]
[image loading]

Analyzer TopRight/BottomLeft:
+ Show Spoiler +
[image loading]
[image loading]

Pictures:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


TPW Mapmaking Team
Gl!tch
Profile Joined December 2010
United States573 Posts
September 03 2011 17:21 GMT
#2
Super cool, i've heard of and am looking for the niflhiem tileset, where is it? :O
“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
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
September 03 2011 17:41 GMT
#3
woah this is sick, cant wait to see some games played on it
Fearlezz
Profile Joined April 2010
Croatia176 Posts
September 03 2011 17:50 GMT
#4
Looks so, so good!, I only worry about naturals @ 11, 5 being easily siegeable from behind the mineral block.

Also, I'd add a ramp to the high ground @ 1, 7 above the choke and make it pathable (like Bel'Shir Beach) to help with defending in PVP. But even if it stayed like this it wouldn't make the map any less awesome.
Mereel
Profile Joined February 2010
Germany895 Posts
September 03 2011 18:02 GMT
#5
On September 04 2011 02:50 Fearlezz wrote:
Looks so, so good!, I only worry about naturals @ 11, 5 being easily siegeable from behind the mineral block.

Also, I'd add a ramp to the high ground @ 1, 7 above the choke and make it pathable (like Bel'Shir Beach) to help with defending in PVP. But even if it stayed like this it wouldn't make the map any less awesome.


hm the siegetank problem is actually true^^
i think i did that because Sanctuarium has the same setup and it works there.
+ Show Spoiler +
[image loading]

if its a major problem then i have to rework the whole side...i dont wanna do that :D
TPW Mapmaking Team
Fearlezz
Profile Joined April 2010
Croatia176 Posts
September 03 2011 18:06 GMT
#6
The only difference between defending against siege tanks on these two maps is that you either have to mine all mineral block patches very, very early or go way, way around to even be able to engage the tanks. I don't really want for you to having to rework the whole side, but I do see it as a concern in my eyes.

Who knows, maybe it ends up not being a big deal after all, fingers crossed for that ^^
Mereel
Profile Joined February 2010
Germany895 Posts
September 03 2011 18:06 GMT
#7
On September 04 2011 02:21 Gl!tch wrote:
Super cool, i've heard of and am looking for the niflhiem tileset, where is it? :O


u can change the texture the 'original' texture uses. its in the data editor and then in the texturelist.
search for nilfheim or nilf.
TPW Mapmaking Team
dezi
Profile Blog Joined April 2010
Germany1536 Posts
September 03 2011 18:17 GMT
#8
I would change the mineral values on the ones blocking the passages to a amount where a single MULE isn't enough to deplete them
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
September 03 2011 18:22 GMT
#9
On September 04 2011 03:17 dezi wrote:
I would change the mineral values on the ones blocking the passages to a amount where a single MULE isn't enough to deplete them



this is true, it would be really easy to do a marine/marauder stim attack, and then just drop a single mule to give you a back way in
Ragoo
Profile Joined March 2010
Germany2773 Posts
September 03 2011 18:24 GMT
#10
Just played on it, cross spawn didn't work ;( Aesthetics are amazing and the middle platform is really cool !

I think the sieging of the nat is more like on Shakuras, but better since as defender you can easily mine those mineral patches. It's fine I'd say. (btw, interesting that we both chose to give our mineral blockers 15 minerals, guess it's officially the perfect number then ).

As I said in the MotM thread, if you don't know how you make the minerals that block not mineable by MULEs and MULEs become a problem, I know a solution.

Problem I see is that you can easily cover a lot of bases.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 03 2011 18:25 GMT
#11
--- Nuked ---
Mereel
Profile Joined February 2010
Germany895 Posts
September 03 2011 18:31 GMT
#12
On September 04 2011 03:25 Barrin wrote:
This is fucking beautiful!

I spotted a dot of terrain that isn't symmetrical - look closely at the big ramp right outside nat choke on top left and bottom right.


i dont see anything^^
TPW Mapmaking Team
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 03 2011 19:08 GMT
#13
On September 04 2011 03:31 Mereel wrote:
Show nested quote +
On September 04 2011 03:25 Barrin wrote:
This is fucking beautiful!

I spotted a dot of terrain that isn't symmetrical - look closely at the big ramp right outside nat choke on top left and bottom right.


i dont see anything^^

It's super minor.
On a more positive note, this map is AMAZING! Are there forced opposite spawns? Because I love positional imbalance
Moderatorshe/her
TL+ Member
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
Last Edited: 2011-09-03 20:08:48
September 03 2011 19:56 GMT
#14
This map is insane. In a bad way.

1 vs 7
Wide chocke no ramp to main. PvP thrown out of the window right there. TvT early aggression will be strong as hell, and that will lead to very luck based games.
Now natural is easy to defend. That will mean pretty much force terran and protoss to FE, which zerg countters by trying to take fast third. On those positions that will be no problem. Zerg over powered.
TvP would be the most resonable match up here I think, but still I think it will be terran favored because of the general openness of the map and because taking 3rd/4th/5th/6th is kinda easy.

4 vs 10
Zerg is a bit underpowered. Main base extend to very easy ramp defense + natural choke defense. 3rd is hard to take before you have opened a pathway but easy after that. Also terran/protoss only needs to hold 3 chokes that are near to each other to secure 6 bases out of 14. Overall, pretty nice macro favored play.


Suggestions:
You cannot leave the 1vs7 main chocke how it is. I am pretty sure. Also I would like if you did this (or something equivalent):
[image loading]
It would make the redic easy 3rd in 1vs7 spawns a bit harder, make use of the one useless base you have on your map atm with 4vs10 and the base you can secure after mining the wall out harder.
monitor
Profile Blog Joined June 2010
United States2404 Posts
September 03 2011 20:10 GMT
#15
Nice map! I have to say I like the suggestion that Sea_Food gives of adjusting the 3rds so that there is only one. Right now the map seems very saturated (expos are very very close), and it wouldn't hurt to remove one. There are a couple other suggestions I have:

[image loading]

Firstly, I would adjust the top left and bottom right naturals so they can be walled at a single choke, highlighted in red. This way you can remove the mineral walls, which are really annoying when you try to take a third, and can be abused by tanks very easily. They're also not necessary in this situation imo.

Next I would make the bottom left and top right natural's on highground. To me, either the main or natural needs a highground advantage. This way static defense is more viable for defending, and PvP isn't a nightmare.

Lastly I would remove the thirds and put one expo between them. Right now it's pretty turtley because of the short distance to that expansion and is a bit too easy to hold. My picture is not exactly perfect, but you could probably do something similar.

#1 is a good option for an aggressive 3rd, likely for Terran or Protoss in the top left/bottom right.
#2 is a good option for a defensive 3rd, likely for Zerg in any positions.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Mereel
Profile Joined February 2010
Germany895 Posts
September 03 2011 20:11 GMT
#16
the thing is that u misinterprate the expand patterns. if u start at 10 i take my natural and then the base below it as third, not the one the analyzer shows as third.

i know the choke ala taldarim altar is not that popular, but we still play taldarim right?
it is a problem in pvp no doubt, but i dont change it for one matchup.....i knew that as i designed the map.
if the other matchups evolve how u say it then i have to ofc.
TPW Mapmaking Team
MuteZephyr
Profile Joined August 2010
Lithuania448 Posts
September 03 2011 20:18 GMT
#17
Wow, so pretty, I love the design and the bringing back of the blocking minerals. I don't really have design suggestions since I haven't played on it yet, but I love the aesthetic. I really miss snow maps. I want to see one in the ladder pool so bad...
I don't Micro, I FEMTO. That's 9 orders of magnitude more extreme.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
September 03 2011 20:23 GMT
#18
On September 04 2011 05:11 Mereel wrote:
the thing is that u misinterprate the expand patterns. if u start at 10 i take my natural and then the base below it as third, not the one the analyzer shows as third.

i know the choke ala taldarim altar is not that popular, but we still play taldarim right?
it is a problem in pvp no doubt, but i dont change it for one matchup.....i knew that as i designed the map.
if the other matchups evolve how u say it then i have to ofc.


I do not misinteprate it. I know it is like you say, but the thing is, it would be better if it werent so.

Also we would not play tal darim if the main chocke there was as wide as it is in your map.
monitor
Profile Blog Joined June 2010
United States2404 Posts
September 03 2011 20:27 GMT
#19
On September 04 2011 05:11 Mereel wrote:
the thing is that u misinterprate the expand patterns. if u start at 10 i take my natural and then the base below it as third, not the one the analyzer shows as third.

i know the choke ala taldarim altar is not that popular, but we still play taldarim right?
it is a problem in pvp no doubt, but i dont change it for one matchup.....i knew that as i designed the map.
if the other matchups evolve how u say it then i have to ofc.


I didn't misinterpret the expo pattern, I think that third base is definitely a bit too close. Right now the reinforce distance is really short, it's pretty choked, and there's an extremely easy fourth, fifth, and sixth base connected to it. It'll probably result in a lot of turtling imo, and adjusting the third so that there's only 5 bases per side (and one aggressive expo) would reduce the turtling and improve gameplay I think.

TalDarim has a mostly-highground natural. There is another entrance, but you can abuse the highground very easily since the long path is considerably longer to use in a normal situation. On this map, the third's ramp is a bit too far away and wide open to be able to use. PvP will be a slightly wonky (bit worse than taldarim), and also TvZ and TvP because you can't use the highground for bunkers, tanks, forcefields, cannons, banelings, or spine crawlers which are used in most FEs. It'll also make defending hellions TvZ very hard since you can't block any ramps with queens or roaches. I think making the natural highground would be an easy change to improve these potential flaws/imbalances.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Mereel
Profile Joined February 2010
Germany895 Posts
September 04 2011 16:14 GMT
#20
Different attemps to solve the issue:

Open version (not finished, no idea what to do):
[image loading]

Weird version (dont like it):
[image loading]

Different Ramps (the bases are the same but the ramps are bigger):
[image loading]
[image loading]

i like the last one the most. filling up the open space if i would use one base looks just 'madeup' to solve something. or someone shows me a good design.

there is just too much space

TPW Mapmaking Team
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 23m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 579
Livibee 88
BRAT_OK 82
MindelVK 24
StarCraft: Brood War
Britney 31359
EffOrt 899
Mini 890
BeSt 267
ggaemo 191
firebathero 179
sSak 88
PianO 46
Nal_rA 45
Mind 44
[ Show more ]
Mong 41
Sexy 38
Hyun 33
Aegong 28
Rock 27
Movie 26
Backho 18
Shine 18
yabsab 15
Dewaltoss 15
HiyA 9
ivOry 9
ajuk12(nOOB) 9
sas.Sziky 8
Dota 2
Gorgc7318
qojqva3236
XcaliburYe121
LuMiX0
Counter-Strike
Fnx 1966
fl0m1718
oskar245
Other Games
FrodaN1800
Lowko464
ceh9450
Grubby434
Hui .268
KnowMe150
ArmadaUGS146
Trikslyr110
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• davetesta61
• iHatsuTV 9
• Reevou 4
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV503
League of Legends
• Nemesis5951
Counter-Strike
• imaqtpie345
• Shiphtur250
Upcoming Events
Replay Cast
6h 23m
The PondCast
16h 23m
RSL Revival
16h 23m
Maru vs SHIN
MaNa vs MaxPax
Maestros of the Game
23h 23m
Classic vs TriGGeR
Reynor vs SHIN
OSC
1d 9h
MaNa vs SHIN
SKillous vs ShoWTimE
Bunny vs TBD
Cham vs TBD
RSL Revival
1d 16h
Reynor vs Astrea
Classic vs sOs
Maestros of the Game
1d 23h
Serral vs Ryung
ByuN vs Zoun
BSL Team Wars
2 days
Team Bonyth vs Team Dewalt
CranKy Ducklings
2 days
RSL Revival
2 days
GuMiho vs Cham
ByuN vs TriGGeR
[ Show More ]
Cosmonarchy
2 days
TriGGeR vs YoungYakov
YoungYakov vs HonMonO
HonMonO vs TriGGeR
Maestros of the Game
2 days
Solar vs Bunny
Clem vs Rogue
[BSL 2025] Weekly
3 days
RSL Revival
3 days
Cure vs Bunny
Creator vs Zoun
Maestros of the Game
3 days
Maru vs Lambo
herO vs ShoWTimE
BSL Team Wars
4 days
Team Hawk vs Team Sziky
Sparkling Tuna Cup
4 days
Monday Night Weeklies
4 days
Liquipedia Results

Completed

CSL Season 18: Qualifier 2
SEL Season 2 Championship
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL 2025 AUTUMN (S18)
Maestros of the Game
Sisters' Call Cup
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

LASL Season 20
2025 Chongqing Offline CUP
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
RSL Revival: Season 2
EC S1
BLAST Rivals Fall 2025
Skyesports Masters 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
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.