• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:22
CEST 14:22
KST 21:22
  • 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
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
Douyu Cup 2026: $20,000 Legends Event (June 26-28)8[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th156Weekly Cups (May 18-24): MaxPax wins doubles0
StarCraft 2
General
TL Poll: How do you feel about the 5.0.16 PTR balance changes? RSL S6 finale at Blizzcon Oliveira Would Have Returned If EWC Continued Team Liquid Map Contest #22: Results and Winners High level ptr replays? where can I find them?
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
Where is EffOrt? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion vespene.gg — BW replays in browser Quality of life changes in BW that you will like ?
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread PC Games Sales Thread ZeroSpace Megathread
Dota 2
Looking for a Dota Mentor 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
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread Canadian Politics Mega-thread Trading/Investing Thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Does Workplace Frustration D…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9310 users

[M] (4) Sump

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Ferisii
Profile Joined February 2011
Denmark199 Posts
Last Edited: 2012-01-12 14:06:57
November 01 2011 00:55 GMT
#1
[image loading]
"Yay for new thread image!"
version 1.5 EU

My map entry for the first TL map contest :-)
Sump is a new 4 player map of mine, which originally, wasn't supposed to be finished. But after watching Blizzcon (specificly Sc2 art panel), a instense feeling struck me to try recreate the swamp/jungle theme they showed.


Map details:
Sump is a 160x159 playable map.
Close by ground starting positions are disabled. (12 vs 3, 9 vs 6)
Map contain 14 expansions, two of which are semi-islands. (Mains incl.)
Two Xel'naga Watchtowers.
Lots and lots of shubbery...

Update log:
~1.5
Shubbery has become immune to fire attacks thus no longer disappears from the field.
Negative effect from this is the map tag has become 'custom' from 'melee'.
~1.4
Ramps leading up to players main has been moved abit
Minor aesthetics changes. Disabled the shorelines from the water, making it look more swampy.
~1.3
Gold expansions has lost its colour and is now Blue. Change has also moved them abit
Fixed sneaky Stalker blink entrance to Naturals when working together with Xel'naga watchtowers.
Minor aesthetics tweaks. Also, XWT are now 5% cooler.
~1.2
Close by ground postions has been disabled
Middle has been cut open, giving new ways to attack the oppenent(s)
Ramps has been removed/added leading up to gold expansions, making the walk distance between close-air postions abit longer. Potently also giving new strategi oppotunities for players. The change has also rotated the gold expansions 180 degress.
Various aesthetics changes as been made. One change being the cut of foliage items by roughly 50% (Yay performace!)
~1.1
Forgot something, go to update 1.2! ^
~1.0
Map release

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

Northern base plus nearby expansions:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Detail shots!
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Analyzer data
[image loading]

Clickie for Album


Have fun ~

+ Show Spoiler +
Painting all this grass between all these stone tiles was... p.i.a. D:
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Antares777
Profile Joined June 2010
United States1971 Posts
November 01 2011 01:24 GMT
#2
I really like the Jungle/Swamp theme, you pulled it off quite well! I'm concerned about close spawn positions, particularly with how close the naturals are to one another. They even have a backdoor too, I think that those spawns should be disabled.

The map itself is huge. There's a lot of space in the gold expansions, the backdoor expansions, and even in the natural expansions where that space isn't needed. You need to work on your proportions a bit better.

Overall, this map must favor Zerg or Protoss because of its large size. Players can get a lot of easy expansions as well. The map is also very open and there are not a lot of chokes. The backdoor is huge, the ramps into the golds are huge, the gold itself is huge, there's really no place I'd like to engage an enemy army as Terran, and even Protoss to an extent.

This map needs some work.
CaptainHaz
Profile Joined December 2010
United States240 Posts
November 01 2011 01:47 GMT
#3
I really like the layout depending on spawns. The backdoor to the natural is a really cool feature. Contrary to the post above me, the map seems more Terran favored since PFs can be made at key positions in the late game and the 3rd and natural are defended by one choke. The openess may become an issue but for the most part it seems fine. Perhaps tighten some of the chokes a few hexes?

I really hope this map gets selected, really really nice layout.
All of us warned you of the big white face.
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 01 2011 02:10 GMT
#4
It is your best map, definitely. Its a good rendition of metalopolis style layout. But the rush distance between close spawn is far too short, you absolutely must force cross spawn.
starleague forever
Meltage
Profile Joined October 2010
Germany613 Posts
November 01 2011 10:11 GMT
#5
Lovely aesthetics. This is how the tileset should be used. Is the textures pure Auir? I know the pain of painting grass in between tiles, so feeling with you there

As a176 (can you have a more anonymous name? It's like R2D2 but harder to pronounce ) points out - the long rush distance is too small and forces cross spawns only, which is a bad thing. You need to remake the middle to make it work. Just cut the ramp along the shortest path, turn the mineral line 180 degrees and att a ramp in the oposite direction of the one with rocks.

http://mentalbalans.se/aggedesign
Apom
Profile Blog Joined August 2011
France656 Posts
November 01 2011 13:06 GMT
#6
Excellent job with the theme. The atmosphere is perfectly rendered. It's like Kurast Docks 2011.
NunedQ
Profile Joined March 2011
Germany235 Posts
Last Edited: 2011-11-01 13:29:06
November 01 2011 13:28 GMT
#7
I can't really comment on balance but aesthetically the best map i've seen so far in SC2!

Edit: Is it up on EU?
Archvil3
Profile Joined September 2010
Denmark989 Posts
November 01 2011 14:23 GMT
#8
Very nice, your best work so far. I hate to do it but I'll start with the negatives.

Close by land spawns. I did not see it mentioned if they were disabled or not but it is pretty much unplayable. The naturals are sooo close to each other with a backdoor as well.

Close by air. This looks a lot better but I find that the watchtowers have very limited use in the early game. It fully covers one attackpath that you are never going to get attacked from and only barely covers the last bit of the path through the golds. The last path is uncovered at all. It doesnt break the map though.

Cross positions. Looks awesome. Really really great games can by played cross spawn.

Overall, while I am not a huge fan of the layout, you are doing a really great job polishing it. Chokes and base sizes are so well done and a very nice variety in terrain. With a slightly better layout to begin with the polish you bring you your map the result would be outstanding.

The aesthetics are beautifull. I am absolutely blown away by it. Everything from the textures and the work with the doodads to the theme you picked is so well executed. A perfect example of how execution is worth so much more then overdoing it.

Your previous maps have been okay, you have been showing progress but this one is a huge step forward. Keep it up!
Let thy speech be better than silence, or be silent.
Dahlian
Profile Joined July 2010
Germany37 Posts
November 01 2011 14:37 GMT
#9
The terrans will say its to wide open, the zerg will say it has no open battlefield to offer. So I think the sizes should be quite good overall. As with many diagonally mirrored maps disabling close spawns could solve a few strategic problems. Other than that I really dig the map. Both visually and strategically.
Intuit these souls allowed to shine.
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2011-11-01 15:25:52
November 01 2011 15:21 GMT
#10
I kind of agree that the layout could have used some polish, its a shame because the aesthetics are stunning.

Making a diagonal reflective symmetry map that doesn't look like shattered or metalopolis is tricky!

The close positions just don't work at all, and I really think the only way to make the map work as a whole without gutting huge parts of it would be to deactivate close spawns.
It's funny; I dream a lot, but I'm not a very good sleeper.
Ferisii
Profile Joined February 2011
Denmark199 Posts
November 02 2011 13:38 GMT
#11
First of all, thank all you guys for the feedback you've been giving me for my map!
Secondly, sorry for answering back this kinda late, but I've been busy with other stuff which has been taken my time. (Tf2 halloween wuuut! :D Starcraft needs halloween themed maps, just sayin')

@Meltage
Yes the tileset is pure Auir, no custom texture customization added to it.
@Apom
Kurast Docks you say? Never thought of that, but now that you say it. Good memories.
@NunedQ
Yes, the map is released, and only so far, on EU under the name Sump (v1.0)

Now onto issues regarding distances.
I've been cooking up some possible solutions to this problem, and I would like you hear you peoples opinion on my tries.

Solution A
[image loading]
Changes: Middle has been cut open, allowing a new route to attack from, which also increases the benefit from controlling the watchtower covering that route. (Close-air positions)
Two of the ramps leading up to the gold has been removed while one new ramp has been opened. This change also increases the walk distance when have close-air positions
Ramps leading up to each players base has been shrunked abit while also the main ramp has been moved a tiny bit.
The close-ground postion walk distance has also been increased abit. This one, as I hope can be? A solution to making those two spawn location viable for normal game, instead of forcing cross/close-air positions.

Personally I'm not entirely happy with my solution A due to how I need to cut away more playable land near the middle, but you gotta do some stuff to make things work.

Solution B
[image loading]
Changes: Middle has been cut open, same reason why I did it on solution A.
Close-ground starting positions are gone.
Ramps leading to gold are still there, as after more thinking, I couldn't really see the reason why the distance was so bad. (close-air positions). But also I had the last minute thought, of couse after I had finished it, to give the same gold layout to it as I did on solution A.
I also tryed playing around with the idea to place some small chokes in the open areas, but I couldn't get a good solution to it, so that was skipped.

What is your thoughts? And do please make some visuals aswell. I love those.

Now i be off for a while to try install this new badboy of a GTX560
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
Ferisii
Profile Joined February 2011
Denmark199 Posts
November 03 2011 08:25 GMT
#12
Map has now been updated to 1.2! Update log, new screenshots and analyzer pictures can be found in the main post.
Author of Cactus Valley RE - My latest map: Para Bellum http://goo.gl/iV90wG
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 03 2011 09:01 GMT
#13
I just spent 10 minutes looking at your overview picture. God your work is pretty. ^______^

The update is good, I don't find any glaring issues. One technical concern: can you hit anything at the natural with siege tanks behind the rocks?

Besides that the only thing that sticks out is that in close air spawns, you can get 3 bases with functionally one chokepoint quite easily, and the attack distance to the far rocks entrance to the low 3rd is so long (also watched by the tower) so as to make 3 base turtle relatively easy. However, I don't think it's really a problem because it's easy enough to take a 4th and 5th in response, and they are well watched by the tower, and they are nice to defend but not too nice.

Such a pleasure to look at, hopefully I can play it sometime (I'm NA).
Comprehensive strategic intention: DNE
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
November 03 2011 09:06 GMT
#14
Your map will have issues with PF golds. I would suggest making the gold bases blue.
Administrator~ Spirit will set you free ~
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
November 03 2011 10:00 GMT
#15
I know this is not the first time I have seen it, but I like the idea of having the destructible rocks head right to the rear of the mineral patches.
Yeah, I agree with Plexa that there could be some issues with PF at the gold, but with that destructible path directly behind I think that might make it easy to sneak in and at least take out a ton of workers.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
November 03 2011 10:02 GMT
#16
On November 03 2011 19:00 TheAmazombie wrote:
I know this is not the first time I have seen it, but I like the idea of having the destructible rocks head right to the rear of the mineral patches.
Yeah, I agree with Plexa that there could be some issues with PF at the gold, but with that destructible path directly behind I think that might make it easy to sneak in and at least take out a ton of workers.

Not at midmasters or higher, terran pulls scvs and then traps army with his own forcing an engagement or to run past pf. That is, assuming his army isn't there already (no reason not to be really)
Administrator~ Spirit will set you free ~
SpoR
Profile Blog Joined November 2010
United States1542 Posts
November 03 2011 11:22 GMT
#17
backdoor rocks on nats leading to other backdoor rocks on nats is going to have the issues that shakuras plateu had with terrans.
A man is what he thinks about all day long.
Blazinghand *
Profile Blog Joined December 2010
United States25560 Posts
November 03 2011 17:11 GMT
#18
On November 03 2011 20:22 SpoR wrote:
backdoor rocks on nats leading to other backdoor rocks on nats is going to have the issues that shakuras plateu had with terrans.


He didn't post any analyzer images for close spawns so I think that spawn orientation is disabled... not sure though. If it's not, it should be for the reasons mentioned.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
0neder
Profile Joined July 2009
United States3733 Posts
November 03 2011 18:53 GMT
#19
Love the aesthetics. I'd love them even more if it was less dark, kind of like the values on your overhead shot.
FlaShFTW
Profile Blog Joined February 2010
United States10474 Posts
November 03 2011 18:53 GMT
#20
make it non backdoor close spawns. We don't want to have the same problem that shakuras did.

overall good map though.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
#91
IntoTheiNu 1239
WardiTV743
Rex146
Ryung 89
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 146
Ryung 89
SHIN 12
StarCraft: Brood War
Shuttle 4018
Sea 1438
Zeus 1387
Horang2 1325
Mini 991
Soma 393
EffOrt 384
actioN 296
Light 219
Soulkey 194
[ Show more ]
Rush 129
Snow 129
ToSsGirL 111
Pusan 106
Free 86
hero 55
Hyun 49
Sea.KH 42
[sc1f]eonzerg 37
sorry 30
Aegong 26
Shine 25
soO 24
Sacsri 22
Noble 20
HiyA 18
yabsab 18
scan(afreeca) 15
Bale 14
Icarus 13
Barracks 12
GoRush 11
zelot 9
ajuk12(nOOB) 8
Terrorterran 1
Dota 2
Dendi1145
XcaliburYe275
Counter-Strike
olofmeister1634
fl0m1400
byalli372
kRYSTAL_12
Super Smash Bros
Mew2King94
Other Games
Trikslyr1330
Lowko576
XaKoH 420
B2W.Neo408
Sick266
hiko178
amsayoshi51
MindelVK9
Organizations
Dota 2
PGL Dota 2 - Secondary Stream2910
StarCraft: Brood War
UltimateBattle 913
Other Games
BasetradeTV59
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Monday Night Weeklies
3h 38m
OSC
11h 38m
Replay Cast
1d 20h
The PondCast
2 days
Replay Cast
3 days
OSC
3 days
CranKy Ducklings
3 days
BSL22 NKC (BSL vs China)
5 days
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
Patches Events
6 days
BSL22 NKC (BSL vs China)
6 days
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
[ Show More ]
WardiTV Weekly
6 days
Liquipedia Results

Completed

Acropolis #4 - GSB
uThermal 2v2 2026 Main Event
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.