• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:46
CEST 13:46
KST 20:46
  • 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
Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy15
Community News
LiuLi Cup - September 2025 Tournaments2Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris54Weekly Cups (Aug 11-17): MaxPax triples again!15
StarCraft 2
General
Team Liquid Map Contest #21 - Presented by Monster Energy #1: Maru - Greatest Players of All Time Production Quality - Maestros of the Game Vs RSL 2 Geoff 'iNcontroL' Robinson has passed away Heaven's Balance Suggestions (roast me)
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series Chzzk MurlocKing SC1 vs SC2 Cup Sea Duckling Open (Global, Bronze-Diamond) LiuLi Cup - September 2025 Tournaments
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
The Korean Terminology Thread BGH Auto Balance -> http://bghmmr.eu/ Pros React To: herO's Baffling Game ASL20 General Discussion BW General Discussion
Tourneys
[Megathread] Daily Proleagues [IPSL] ISPL Season 1 Winter Qualis and Info! Is there English video for group selection for ASL Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Path of Exile Warcraft III: The Frozen Throne
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
The Games Industry And ATVI Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread Canadian Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! [\m/] Heavy Metal Thread
Sports
MLB/Baseball 2023 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)
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Collective Intelligence: Tea…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 729 users

[M] (4) Vanadium

Forum Index > SC2 Maps & Custom Games
Post a Reply
Johanaz
Profile Joined September 2010
Denmark363 Posts
Last Edited: 2011-11-06 17:53:32
October 29 2011 09:54 GMT
#1
[image loading]

Vanadium

160x160 - 14 bases (2 gold)

1 year ago everybody agreed that 4p maps had to be reflective symmetry, because rotational symmetry had positional imbalances in close positions. Then came Tal´Darim Altar, Terminus RE & Crevasse.
Since then general consensus has moved towards reflective symmetry being viable only with close spawns disabled.
I have heard so many times now; this & that doesn´t work/can´t be done/tried & failed; but then someone finds a way to make it work. I want to be the one to make this work.
I´ve gotten distances to work, now, what remains is getting the 3rd bases to be not awkward & weird.
Not there yet, but I´m getting closer.

Original text:+ Show Spoiler +
So, my friends on TPW map making team tell me that this map suckx and it´s a boring clone of Metalopolis/Shattered Temple etc.

I have tried a number of times to make a reflectional symmetry 4P map where all spawn positions are viable and have rush distances within current tournament standards.
I felt really good when I finished the current layout, as the rush distances are within my overall goals:
Cross positions slightly less than Tal´Darim ( 144 units nat2nat)
Close positions longer than 110 units ~ 30 seconds (this map: 115 ~ 32 seconds)

So, why don´t my friends like it?

winners gold: the center gold bases are close to each other
-this can be fixed if I close the middle choke
SW/NE 3rds: terrain around it is overly complicated
- really?

Analyzer images:

+ Show Spoiler [Summary] +
[image loading]
+ Show Spoiler [Shortest] +
[image loading][image loading]
[image loading]




I chose my best 2 MotM maps for the TL map competition; I need a 3rd map to complete my submission set. My other 2 MotM maps are way too big/experimental to have a chance so I need to finish one of my new maps.
I hope you can help me understand why this map sucks, and if you have ideas to make this map not suck, thanks in advance .

[url=http://www.teamliquid.net/forum/viewmessage.php?topic_id=178008]My Map Thread
TPW Map Maker - theplanetaryworkshop.com
hobbidude
Profile Joined December 2010
Canada171 Posts
Last Edited: 2011-10-29 11:45:00
October 29 2011 11:35 GMT
#2
The options for thirds really do suck. I do like the differences with the layout in the top right and bottom left corners; the variation is nice but seems purposeless. The third when spawning close, ie behind the golds, seems fine. But those top right and bottom left corner...

My suggestion would be to place an optional third on the lowest cliff lvl by the nats and then reflect those corner bases around so the mins are on the inside towards the center; then maybe making them golds and on the highest cliff lvl kind of over looking the middle. But that might be too busy pumping that many bases in a small corner.

At the very least I don't think the corner bases should be on anything but the lowest cliff lvl, keep the tower location and layout the same, but put highground blocks instead of the destructible debris and make a hole with debris in the center between the two new pillars. Highground blocks will also provide nice locations for overlords to hide and overlook the nat. Just a couple tweeks needed then to make it smooth .I think this idea is much for useful and appropriate.

If you don't mind, send me the map file so i can explain the changes if my explanations aren't clear enough; it much easier to show in the editor than bmp anyday. No worries bout giving any credit, its just fun to tools around with ideas in the editor and help out a fellow mapper.


Ps i think closing the middle gap would be a great idea too as you already said; just continuing thous unique pillars into the center. Kind of making it xel caverns like with a small non-pathable area in the center for armys to circle around
Ragoo
Profile Joined March 2010
Germany2773 Posts
October 29 2011 11:48 GMT
#3
The thirds are just way too far away imo.

And middle gold bases almost always suck because middle bases = good for Terran; gold bases = very good for Terran -> middle gold bases = imba.
Also as you said they are winner bases, if someone has a good army advantage he can just sit at the gold base(s) in the middle with his big army and have a good position to defend and get aggressive while mining from a gold, which makes comebacks that much harder.
I don't agree with GSL removing all gold bases , but I don't like gold bases like this.

The tower positioning is neat

As others might have told you already, stop wasting your time with 4p mirrored. With close position I feel it's more about figuring out ANY way to make it work instead of making a map with good and interesting gameplay.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Johanaz
Profile Joined September 2010
Denmark363 Posts
October 29 2011 12:20 GMT
#4
I handed over the map file to hobbidude

I still hope to make this work and ship it for the contests.

Only 2 glaring issues: golds & SW/NE 3rds. Not unfixable imo.

So many awesome 4P rotationals out there, I don´t think I have more to offer there (except maybe a fixed Green Harvest), and I already have 2 good 2P, so that leaves this map.

Thanks for your comments.
TPW Map Maker - theplanetaryworkshop.com
Archvil3
Profile Joined September 2010
Denmark989 Posts
October 29 2011 12:53 GMT
#5
I am not convinsed about the winners gold. I mean the term seems to be thrown out every time there is an opertunity for it these days. Antiga Shipyard for example, looks like the biggest winners gold in history but I find it that more games it plays out like a high risk expansion rather then a winners gold. On the other hand Backwater gulch had absolute winners gold. My point being the close central placed golds does not neccesarily equal winners gold. As you said yourself closing the center would surely rule it out but even with an open center I think it could work as jsut a high risk expansion. I think I am positive about the golds even if unchanged to be honest.

SW/NE 3rds: terrain around it is overly complicated
- really?

Well yes. I mean I am lazy so when I open a mapthread for the first time I go straight for the pictures and before reading anything my first thought of the map was "hmm what is going on in the corners there?". So they may be on to something. It is not complicated though, at a further look it looks rather simple. It doesnt have that easy first time recognizion. I thin it is a good quality of a map if you can look at it for the first time and right away get an idea of it. I think it will play well though and I dont see a problem even though I think it is possible to rework it and come up with something that is more recognizeable and evenly functional at the same time.

As for thirds, the size of the map leads to 3rds being a bit distant. Thats just the general problem with 4p reflection symetri maps. You could add more bases so the distance would be shorter but then bases all around would be too close to each other. You could also shrink the map but then we would be looking at another metalopolis or shattered temple. I am not sure what the best solution for this is. I would love to see the game balance change to make this style more viable. 4p 12b rotational symetry maps like the recently posted twilight peaks and deadalus suffers from the same problem with the 3rds. 4p reflection symetry got 3rd base issues and it comes down to the game design that just limits these types of maps.

For this style of maps this is well executed but it is really tricky to make it fit with the current game design.
Let thy speech be better than silence, or be silent.
Johanaz
Profile Joined September 2010
Denmark363 Posts
November 06 2011 16:42 GMT
#6
Updated OP (overview+analyzer shots).

Did some changes:

Put rock in center gap.
Redesigned NW/SE 3rds.
Moved gold bases farther apart.
+ Show Spoiler +
[image loading]

Here are two replays, both about 22 minutes featuring masters (Protoss player is normally Terran )

TvP close positions
ZvP close positions

Plz take a look at the replays. Close positions won´t tell us all that much about the weird 3rds, however the low ground around it is battle zone when spawning close, so
TPW Map Maker - theplanetaryworkshop.com
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 06 2011 16:46 GMT
#7
There's an element to this... I just know it!
Good work.
Moderatorshe/her
TL+ Member
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 06 2011 17:00 GMT
#8
is this published anywhere? i definitely want to try it
starleague forever
Johanaz
Profile Joined September 2010
Denmark363 Posts
November 06 2011 17:39 GMT
#9
On November 07 2011 02:00 a176 wrote:
is this published anywhere? i definitely want to try it


Currently published on EU server. My NA proxy prefers finished maps
TPW Map Maker - theplanetaryworkshop.com
Please log in or register to reply.
Live Events Refresh
RSL Revival
10:00
Season 2: Group A
Cure vs Bunny
Creator vs Zoun
Crank 1147
Tasteless844
IndyStarCraft 186
Rex124
3DClanTV 47
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Crank 1147
Tasteless 844
IndyStarCraft 186
Rex 124
Codebar 27
StarCraft: Brood War
Shuttle 1173
firebathero 596
Larva 568
sSak 360
Mini 287
Zeus 258
Hyuk 251
JulyZerg 226
Last 225
ToSsGirL 224
[ Show more ]
Pusan 198
Light 160
ggaemo 160
TY 90
Hyun 86
Aegong 69
sas.Sziky 39
Sea.KH 38
Free 34
Movie 24
Icarus 20
Noble 19
JYJ19
scan(afreeca) 19
Shine 19
Hm[arnc] 4
Britney 0
Dota 2
The International91046
Gorgc13083
Fuzer 365
XcaliburYe206
Counter-Strike
x6flipin701
zeus11
Super Smash Bros
Mew2King51
Westballz35
Heroes of the Storm
Khaldor153
Other Games
singsing1409
B2W.Neo749
JimRising 340
DeMusliM242
MindelVK17
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Adnapsc2 12
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• Noizen33
League of Legends
• Jankos944
Other Games
• WagamamaTV273
Upcoming Events
Maestros of the Game
5h 14m
Maru vs Lambo
herO vs ShoWTimE
BSL Team Wars
7h 14m
Team Hawk vs Team Sziky
Sparkling Tuna Cup
22h 14m
Monday Night Weeklies
1d 4h
The PondCast
3 days
RSL Revival
3 days
RSL Revival
4 days
Online Event
5 days
BSL Team Wars
5 days
Team Bonyth vs Team Dewalt
BSL Team Wars
5 days
[ Show More ]
RSL Revival
5 days
Maestros of the Game
6 days
Cosmonarchy
6 days
Bonyth vs Dewalt
[BSL 2025] Weekly
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2025-09-02
SEL Season 2 Championship
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21: BSL Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
Chzzk MurlocKing SC1 vs SC2 Cup #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
BSL Season 21
BSL 21 Team A
EC S1
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
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.