• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:32
CET 13:32
KST 21:32
  • 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
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Weekly Cups (Nov 3-9): Clem Conquers in Canada2SC: Evo Complete - Ranked Ladder OPEN ALPHA7StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4
StarCraft 2
General
SC: Evo Complete - Ranked Ladder OPEN ALPHA Weekly Cups (Nov 3-9): Clem Conquers in Canada Mech is the composition that needs teleportation t Craziest Micro Moments Of All Time? RotterdaM "Serral is the GOAT, and it's not close"
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions Where's CardinalAllin/Jukado the mapmaker?
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1809 users

[M] (2) Engines of War

Forum Index > SC2 Maps & Custom Games
Post a Reply
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-12-23 06:11:05
December 17 2011 17:20 GMT
#1
ENGINES OF WAR v1.1.1
published on NA as "Engines of War"

[image loading]

Under the guidance of the great Emperor, the construction of armaments has transcended science to become an art.

+ Show Spoiler [overview] +
[image loading]

+ Show Spoiler [analyzer summary] +
[image loading]

+ Show Spoiler [old versions] +

v 1.0
[image loading]

+ Show Spoiler [beauty shots] +

[image loading]
[image loading]
[image loading]


STATS

dimensions (playable) = 132x122
rush distance (analyzer main2main) = 151
rush distance (analyzer nat2nat) = 116

spawns = 2
rocks = 4
towers = 2
bases (blue) = 10
bases (gold) = 2

Tileset = Valhalla

FEATURES

As you may have noticed, this is a Steppes of War remake.

I tried to fix the issues with the original map by doing a couple of things:
-increased rush distance
-safer natural (original steppes of war nats could be hit by tanks on the low ground)
-added an extra base for an easier third
-more attack paths through the map

CONCERNS

Gold base? I only have the gold base because steppes of war had a gold, I might remove it or change it to a normal base (or maybe even a half base)

rush distances? might be still too small nat2nat maybe.

Openness? though not as open as the analyzer summary may suggest (due to the small size of the map) the middle of the map is basically a large open field.

probably alot of other things, expert player or mapper I am not.

FEEDBACK, COMMENTS AND SUGGESTIONS

please post your feedback, comments and suggestions to help me improve this map!
This is it... the alpaca lips.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
December 17 2011 17:27 GMT
#2
Seems like a nice map, but the lowgrounds behind naturals seem pathable and that might cause confusion.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-12-22 05:14:48
December 17 2011 17:35 GMT
#3
On December 18 2011 02:27 Sea_Food wrote:
Seems like a nice map, but the lowgrounds behind naturals seem pathable and that might cause confusion.


yeah, I should have mentioned that. Those areas will eventually have doodads on them, so it will be clear that they are not pathable.




Also, i've misspelled the thread title ... Could a mod change it to "Engines of War" please? thanks Barrin!
This is it... the alpaca lips.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
December 17 2011 22:18 GMT
#4
The mains are enormous
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
a176
Profile Blog Joined August 2009
Canada6688 Posts
December 17 2011 22:22 GMT
#5
could you upload a high res version please
starleague forever
lovablemikey
Profile Joined October 2010
264 Posts
December 18 2011 02:32 GMT
#6
This is a nice design, but it's been done to death already. You can look at three fourths of the map threads here and they'll all have a similar design. Try spicing things up by bringing bases away from the edges of the map and putting in less typical walking paths. I would consider this a solid rough draft for something more interesting.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
December 18 2011 03:59 GMT
#7

The mains are enormous

38CCs according to the analyzer, which is on the large end of what seems to be considered standard from what I can tell. The mains didn't seem too huge from the games that I played vs AI on it, unless I am missing something...


could you upload a high res version please


here you go!: http://i.imgur.com/zjkdU.jpg


This is a nice design, but it's been done to death already. You can look at three fourths of the map threads here and they'll all have a similar design. Try spicing things up by bringing bases away from the edges of the map and putting in less typical walking paths. I would consider this a solid rough draft for something more interesting.


I usually like to try to make expansions away from the map edges, but this map is so small (about the same dimensions as steppes of war) that putting bases near the center would not leave much space for anything else really.

I agree that this map has a very plain expansion pattern, I tried to bring in a couple of interesting map features...
This is it... the alpaca lips.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-12-18 08:21:50
December 18 2011 08:20 GMT
#8
This map suffers from blobs on a plain. It's literally a bunch of expansions stapled to the edges of an open field with some holes. Movement is so uninhibited it removes any sort of compartmentalization. Army positioning consists only of anticipating an imminent engagement, never securing territory (because it's impossible--meaningless).

I'm trying to be forthright, not hypercritical; I hope that's coming through.

The two bases nestled at the XWT... that has an interesting flow. But in the late game there will be little reason not to just take both. Mostly, I dislike that. Part of me is into it and is trying to figure out if it might make for a cool game where both players nearly exhaust themselves in a huge 3base war with expo denies, and then both get double expansions for a cagey 2base lategame. Or something. But it just seems like a win more kind of feature.

The lack of central towers really helps enlarge the map though, and makes every inch of central terrain relevant, so that's good. However it feels almost pointless to try and observe enemy movements unless you're just trying to be warned of a timing push (as opposed to two players looking for an opening). Their army can just disappear and show up elsewhere so easily because there are hardly any long barriers.
Comprehensive strategic intention: DNE
Aunvilgod
Profile Joined December 2011
2653 Posts
Last Edited: 2011-12-18 10:36:20
December 18 2011 10:34 GMT
#9
I am not too sure how balanced this map is. Terrans have an easy gold, Zerg can go crazy expanding and covering their half of the map in creep but Protoss will have a hard time, especially considering the relatively wide open natural. I think you should make a single ramp to the natural, that would even things out a bit.

Btw, can you place tanks on these coloumns infront of the main`?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-12-23 06:13:13
December 18 2011 21:33 GMT
#10
EatThePath:
This map suffers from blobs on a plain. It's literally a bunch of expansions stapled to the edges of an open field with some holes. Movement is so uninhibited it removes any sort of compartmentalization. Army positioning consists only of anticipating an imminent engagement, never securing territory (because it's impossible--meaningless).

I'm trying to be forthright, not hypercritical; I hope that's coming through.

The two bases nestled at the XWT... that has an interesting flow. But in the late game there will be little reason not to just take both. Mostly, I dislike that. Part of me is into it and is trying to figure out if it might make for a cool game where both players nearly exhaust themselves in a huge 3base war with expo denies, and then both get double expansions for a cagey 2base lategame. Or something. But it just seems like a win more kind of feature.

The lack of central towers really helps enlarge the map though, and makes every inch of central terrain relevant, so that's good. However it feels almost pointless to try and observe enemy movements unless you're just trying to be warned of a timing push (as opposed to two players looking for an opening). Their army can just disappear and show up elsewhere so easily because there are hardly any long barriers


Thanks for the feedback, criticism is good. I definitely see what you mean.

Aunvilgod:
I am not too sure how balanced this map is. Terrans have an easy gold, Zerg can go crazy expanding and covering their half of the map in creep but Protoss will have a hard time, especially considering the relatively wide open natural. I think you should make a single ramp to the natural, that would even things out a bit.

Btw, can you place tanks on these coloumns infront of the main`?


I've been worried about protoss on this map, I'll try to make it a bit easier for them.

the small high ground pods in front of the natural are pathable, the lowground areas are not.




OK so here is a new version where I've tried to fix some of the problems. explaination below

[image loading]

+ Show Spoiler [analyzer summary] +
[image loading]


A - changed the geometry of the watchtower and los in this choke, to make the gold more vulnerable if taken from the clockwise direction, to make it a bit harder for one player to take both double bases at once
B - removed ramp from double base to third and reduced the other choke to a tiny size(this doesn't show in the analyzer summary). this is both to help players (especially P) defend a bit better as the attacker will have to go around the long way when flanking if they don't want to be massacred in the tiny choke; as well as stop Zerg from expanding quite as fast into the double base area.
C - increased chokiness in center of map - should help P a little and introduce a bit more definition into the central terrain.
D -the rocks here should increase the defensiveness of the lowground expo in the early game by forcing attackers to go around to flank.
E - added doodads to unpathable lowgrounds to clearly indicate that they are unpathable.

please tell me what you think!
This is it... the alpaca lips.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
December 23 2011 06:13 GMT
#11
Aesthetics Update!
v1.1.1

+ Show Spoiler [beauty shots] +

[image loading]
[image loading]
[image loading]


I'm still looking for feedback on the layout!
This is it... the alpaca lips.
TearsOfTheSun
Profile Joined March 2006
Canada995 Posts
December 24 2011 09:32 GMT
#12
i was going to say, i think the 3rd's should have the destructible debris/rocks on the other ramp, and the nat is so wide open toss is fucked if they want to FFE
Dixer_ca^^ | Polt | Byun | MKP | DRG | White-Ra | Beastyqt | Maru | Creator
Please log in or register to reply.
Live Events Refresh
WardiTV Korean Royale
12:00
Group Stage 1 - Group B
WardiTV500
TKL 254
Rex103
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 254
RotterdaM 198
Lowko178
SortOf 120
Rex 103
StarCraft: Brood War
Calm 6227
Hyuk 2478
Soma 488
Stork 430
ZerO 402
Pusan 209
Barracks 155
Rush 145
hero 132
Killer 110
[ Show more ]
sSak 84
Sharp 74
ToSsGirL 44
Backho 41
Aegong 41
zelot 39
Noble 39
Free 35
Icarus 24
Movie 20
Terrorterran 19
Shine 17
Sexy 15
Dota 2
Dendi523
XaKoH 443
XcaliburYe222
Counter-Strike
olofmeister1809
byalli523
edward5
Other Games
B2W.Neo1115
crisheroes267
DeMusliM260
Pyrionflax226
Sick225
ZerO(Twitch)2
Organizations
StarCraft: Brood War
lovetv 14
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Adnapsc2 8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota239
League of Legends
• Stunt633
Upcoming Events
OSC
3h 29m
Replay Cast
10h 29m
Replay Cast
20h 29m
Kung Fu Cup
23h 29m
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
1d 10h
The PondCast
1d 21h
RSL Revival
1d 21h
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
1d 23h
WardiTV Korean Royale
1d 23h
PiGosaur Monday
2 days
[ Show More ]
RSL Revival
2 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
2 days
CranKy Ducklings
3 days
RSL Revival
3 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
3 days
BSL 21
4 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
4 days
RSL Revival
4 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
BSL 21
5 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
Wardi Open
5 days
Monday Night Weeklies
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals 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.