• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:47
CEST 05:47
KST 12:47
  • 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 TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence5Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups3WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
Team Liquid Map Contest #21 - Presented by Monster Energy #1: Maru - Greatest Players of All Time Weekly Cups (Sept 8-14): herO & MaxPax split cups SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments
Tourneys
WardiTV TL Team Map Contest #5 Tournaments Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
Diplomacy, Cosmonarchy Edition [ASL20] Ro16 Preview Pt2: Turbulence BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ ASL20 General Discussion
Tourneys
[ASL20] Ro16 Group D [ASL20] Ro16 Group C [IPSL] ISPL Season 1 Winter Qualis and Info! Is there English video for group selection for ASL
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile General RTS Discussion Thread Nintendo Switch Thread Borderlands 3
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
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
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1363 users

[M] (4) Sickle Storm

Forum Index > SC2 Maps & Custom Games
Post a Reply
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2011-11-29 07:49:07
November 29 2011 07:45 GMT
#1
Overview
[image loading]
Analyzer
[image loading]

Map size: 141x138
Main-Main (all positions) =40 seconds (in game)
Nat-Nat (all positions)= 20 seconds (in game)


If you happen to think that this is my second map thread in the last 24 hours, you'd be correct. With this in mind, I'd like to note that this is an experiment. An idea came to me, and thought it was so good I had to share. Then again, I the noob mapper might not notice something those of greater experience may notice with this map, which is also why I'm sharing it.

The idea was to allow for a main and natural to be on the same level, just like Taldarim, while not forcing PvP into a 4gate scenario. The result, 1 width ramp at natural, 2 width ramp in main but blocked by rocks. Granted, this map may not be the best execution of this concept, as I already know of a few flaws, but it will have to do. If the concept is good and works, then I'll spend more time with it on a more perfected map.

Edit: This is a work in progress, forgot to mention so in thread title.
Former ESV Mapmaker | @Timetwister22
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
November 29 2011 07:49 GMT
#2
20 seconds nat to nat? o_O

You definitely need to disable close spawns lol
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2011-11-29 07:52:15
November 29 2011 07:51 GMT
#3
Yes, that is one of the biggest, if not the biggest, flaw as thats the distance cross positions too. However, it is the main and natural concept that i am possibly looking at for a more perfected map. Just didn't know if the concept was good or not, considering I've been told equal level mains and naturals are not allowed, as it breaks PvP.
Former ESV Mapmaker | @Timetwister22
Doof
Profile Joined October 2010
United States204 Posts
November 29 2011 08:15 GMT
#4
On November 29 2011 16:51 Timetwister22 wrote:
Yes, that is one of the biggest, if not the biggest, flaw as thats the distance cross positions too. However, it is the main and natural concept that i am possibly looking at for a more perfected map. Just didn't know if the concept was good or not, considering I've been told equal level mains and naturals are not allowed, as it breaks PvP.

PvP sucks when there's no ramp that can be held by a single force field. But in this map, it looks like the ramp at the natural is narrow enough. Is it? If so, then the Protoss players could simply protect that ramp rather than the choke at their main.
The destructible rocks leading right into the main is the real concept question here. Idk if that's a good idea, especially considering that it would force the defender to split up a lot once those rocks go down. It's definitely interesting though. Like I said, I'm not saying it's a bad idea. I don't know. Would have to test myself. What do others think?
Every day should be a good day to die
Duvon
Profile Joined October 2011
Sweden2360 Posts
November 29 2011 08:21 GMT
#5
The path for attackers between main rocks and natural choke needs to be longer than for the defender.
Nothing is impossible, only some things for some people.
Timetwister22
Profile Joined March 2011
United States538 Posts
November 29 2011 08:23 GMT
#6
The path for attackers between main rocks and natural choke needs to be longer than for the defender.

I agree. Something I must consider if I redo this map with the same concept.
Former ESV Mapmaker | @Timetwister22
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 29 2011 14:06 GMT
#7
Nice idea. In this case I'd strongly prefer it if you'd use mineral blocks for the backdoor ramp tho, so the defender can decide when he opens this path.
Since Protoss can't warpin on ramps anymore you just have to put the mineral patches at the bottom of the ramp and then Protoss can't abuse it.
Also in this case you have to keep MULEs in mind so you either have to stack mineral patches (which sucks cos you can't see how many there are and you can mine all of them at the same time so I wouldn't do that) or you make 2 or even 3 rows of mineral patches.

How exactly can a purely 4p rotational map not be a square? (Map size: 141x138)

Middle is extremely open and not very interesting at all, but I guess you know that.

The idea is very nice, now just execute it well.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
RumbleBadger
Profile Joined July 2011
322 Posts
November 29 2011 14:27 GMT
#8
On November 29 2011 23:06 Ragoo wrote:
How exactly can a purely 4p rotational map not be a square? (Map size: 141x138)

I assume this is not the playable size, just the total map size.

Besides the other things people have said, make sure to watch for spawn imbalance. When spawning clockwise from your opponent, you get a much much easier third than your opponent does. When spawning counterclockwise, both thirds are very hard to take (one is very close to opponent, one is very far away from yourself unless you break rocks, which just makes it easier for opponent to attack you). Though I guess if you forced cross positions then it wouldn't matter.
Games before dames.
Timetwister22
Profile Joined March 2011
United States538 Posts
November 29 2011 18:59 GMT
#9
With this concept, would it be better just to swap main and natural? The reason I had it as such was to make the main choke more interesting for the other match ups. Yet, if the natural choke is going to be treated as if it were the main choke, then why not actually make it the main choke? This would make the natural more of an in base, but as of now it somewhat already is. Any thoughts on such an idea?
Former ESV Mapmaker | @Timetwister22
Antares777
Profile Joined June 2010
United States1971 Posts
November 29 2011 22:20 GMT
#10
Whoa, I think you might need to slow down making maps. I used to make some maps really fast, but I sacrificed quality for quantity, and I really hope that you do not do the same.

Like Ragoo said, a mineral block would be cool idea, but it's your decision depending on how you want the map to play out.

I think swapping the main and natural would be a cool idea. The map would then have a main + natural set up like ESV Katrina, but with a few differences. If you did this, you could remove the choke and add more room into the current natural/future main.

Forced cross-spawns will probably be necessary due to the distances between the adjacent bases. With that in mind, the next thing to do would be come up with a more interesting middle. Other four player maps that force cross spawns have a middle that doesn't follow the rest of the map symmetrically, so that different spawns can cause different styles of gameplay. The middle also has a lot of straight lines and is a little open and bland. Try to be as creative as you can while trying to keep the map balanced.

Good job so far!
Timetwister22
Profile Joined March 2011
United States538 Posts
November 29 2011 22:26 GMT
#11
Keep in mind, this wasn't meant to be a playable, legit map. It was only intended to share a concept that I thought of. Thus, this map will most likely undergo serious changes with a similar concept. This is just me experimenting and trying to understand what I'd have to do to make this concept work from the feedback I get.
Former ESV Mapmaker | @Timetwister22
lovablemikey
Profile Joined October 2010
264 Posts
November 29 2011 22:26 GMT
#12
The middle of your map is a hideously disgusting waste of space! Put some bases in there or something; mix it up, says I.
Please log in or register to reply.
Live Events Refresh
OSC
00:00
Mid Season Playoffs #2
CranKy Ducklings159
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 147
Livibee 76
ROOTCatZ 72
StarCraft: Brood War
Noble 60
ajuk12(nOOB) 25
JulyZerg 22
sSak 15
Bale 11
Icarus 7
Dota 2
monkeys_forever462
NeuroSwarm148
League of Legends
JimRising 564
Counter-Strike
Stewie2K557
Coldzera 253
semphis_21
Super Smash Bros
C9.Mang0334
Other Games
summit1g6735
shahzam832
Maynarde105
SortOf92
Trikslyr62
RuFF_SC219
Organizations
Other Games
gamesdonequick881
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota2617
League of Legends
• Rush1240
• Lourlo752
• Stunt251
Upcoming Events
Sparkling Tuna Cup
6h 13m
Afreeca Starleague
6h 13m
Light vs Speed
Larva vs Soma
2v2
7h 13m
OSC
9h 13m
PiGosaur Monday
20h 13m
LiuLi Cup
1d 7h
RSL Revival
2 days
Maru vs Reynor
Cure vs TriGGeR
The PondCast
2 days
RSL Revival
3 days
Zoun vs Classic
Korean StarCraft League
3 days
[ Show More ]
BSL Open LAN 2025 - War…
4 days
RSL Revival
4 days
BSL Open LAN 2025 - War…
5 days
RSL Revival
5 days
Online Event
5 days
Wardi Open
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #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 World Championship of Poland 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 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
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.