• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 18:45
CET 00:45
KST 08:45
  • 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
Rongyi Cup S3 - RO16 Preview3herO wins SC2 All-Star Invitational12SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)22Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
PhD study /w SC2 - help with a survey! herO wins SC2 All-Star Invitational Oliveira Would Have Returned If EWC Continued StarCraft 2 not at the Esports World Cup 2026 [Short Story] The Last GSL
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
[ASL21] Potential Map Candidates Fantasy's Q&A video BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues Azhi's Colosseum - Season 2 Small VOD Thread 2.0 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Current Meta Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft
Other Games
General Games
Battle Aces/David Kim RTS Megathread Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026!
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread NASA and the Private Sector
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Esports Advertising Shap…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1396 users

[M] (2) TPW Elder Roots

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2012-01-29 22:57:46
January 02 2012 17:31 GMT
#1
[image loading]
TPW Elder Roots v.1.3
Made by Icetoad and re-textured by Mereel
Published on : NA/EU
Map bounds: 144x134
Map Overview:[image loading]
Introduction:
+ Show Spoiler +
It's been a while since I haven't made a map, since Althea, in which there was I find a concept flaw in it. So for the pass couple of month, I was trying to make a map with a good concept. It took a while and while I was searching for a good layout I stumble upon a BW map called Eros Route. Easily we can see that porting it 1:1 would play terrible in sc2, so I decided to try to take the key concept of the map that could be taken and use it. In the first version of the map it resemble a lot the BW version, but it changed a lot since now. Why did I like this concept? Well I really liked how the pathing of the map played out, going to the nat was in a ''S'' form and how if you want to go the fastest way possible you had to take a choky path and you could get easily ambush. If you wanted to be more safe you had to go on the high ground, but you had a longer way to reach the opponent. This was really the key concept I liked about this BW map. Sadly, with comment and play testing I had to make the 2 high ground connect.


Angled View:+ Show Spoiler +
[image loading]


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

(Note: in the analyzer image the tower sees less because the range of the tower are of 20 not 22)
Specific Area of the map:
+ Show Spoiler +
Main:[image loading]
Natural:[image loading]
Third:[image loading]
Forth:[image loading]
Fifth:[image loading]
Middle:[image loading]


Aesthetic details:
+ Show Spoiler +
Texture used:
+ Show Spoiler +
Aiur small brick
Korhal grass
Korhal dirt
Port Zion dirt
Port Zion grass
Aiur Rock
Tarsonis Rubble
Cliffs used:
Aiur Manmade Cliff
Haven Organic Cliffs

Bel'shir lighting


Change log:
0.9
-Making it official public on TL.
v1.0
-Changed lighting to Bel'shir, I had many people complaining about Igrok lighting of Poizone.
-Reduced the LoSB number and nah acts more like aesthetic vegetation.
-Removed the Highest High ground on the ovi spot where you can FFE. Also changed a bit the doodad near it.
-The high ground hook on top of the open space of the nat is reduced. (Changed suggested by a176)
I hope you go play the map and like it. Please share any worries about possible Imbalance.
1.1
- Added path restriction on reaper path where there was some imbalance because Terran could drop tank on the high ground that way sieging a part of the main.
- Added the TPW tag.
1.3
- Changed the Natural layout, choke is 3 3x3 building
- Main was slightly reshape
- Layout was slightly changed
- Map completely re-textured and dooaded by Mereel (some small change of my part)
Map Maker of Nimbus
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 02 2012 18:57 GMT
#2
im glad to see some maps with spawns in the middle. theres alot of potential in this map, i like alot.

criticisms;
remove all the LOS blockers
im a little concerned about the middle area, the chokes are a bit on the small side, and the higher cliff protrudes just a tad too close to the enemy base for me. you could probably move them over a bit (maybe 3 ~ 4 squares) without totally messing with the overall look of the map and giving the defending player a bit more room to manoeuvre.
starleague forever
Mereel
Profile Joined February 2010
Germany895 Posts
January 02 2012 19:44 GMT
#3
that is an awesome map. really got that bw feeling i think. the only thing i dont like all that much is the texturing work, but thats just a personal opinion, everyone has their own style.
things i would change:
- remove the little highground in the natural choke, make it 3gateway blockable with rocks on the side

TPW Mapmaking Team
hoby2000
Profile Blog Joined April 2010
United States918 Posts
Last Edited: 2012-01-02 20:57:50
January 02 2012 20:48 GMT
#4
I'm not really a map maker, but a lot of advice I see given is the ramp from main to natural. I would love to be corrected here, but shouldn't the ramp face the natural instead of looking past it? Here's a picture of what I mean: WARNING: These are not EXACT corrections, but more me just trying to explain an idea. I'm not sure where the ramp would go exactly, this is just placement advice relative to the natural.

+ Show Spoiler +
[image loading]


So you could do your ramp either way in my opinion, but I could be wrong. The arrow to the left is leading straight to the natural as you see - this has a small disadvantage to the arrow on the right because the ramp is still a little open to intrusion, where as the arrow on the right faces it away from any incoming attacks, giving you small time boost before they can get to your ramp.

I think this is also to help the player get their natural more easily by either blocking off, or being more easily able to defend both the ramp and the natural. I feel like your setup is a lot like Abyssal Caverns (among other blizzard maps) where you're forced at an early point in the game as zerg to defend either the natural or the ramp.

Like I said, I could be wrong here and I'm just asking based off my experience on playing other maps and reading other map maker's comments.


Other than that though, I like it quite a bit. Someone mentioned above how awesome the spawns are in the middle, and I didn't even realize that other maps didn't do that! haha.


EDIT: I'm not sure if I explained myself well enough, so I hope you understand.


EDIT #2: Also, I realize that you would probably have to do some adjustments to the main and the choke leading to the natural, but I'm not a map maker so I have no idea what you would do to fix that if you were to change the ramp. Sorry! :/
A lesson without pain is meaningless for nothing can be gained without giving something in return.
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 02 2012 21:11 GMT
#5
On January 03 2012 05:48 hoby2000 wrote:
I'm not really a map maker, but a lot of advice I see given is the ramp from main to natural. I would love to be corrected here, but shouldn't the ramp face the natural instead of looking past it? Here's a picture of what I mean: WARNING: These are not EXACT corrections, but more me just trying to explain an idea. I'm not sure where the ramp would go exactly, this is just placement advice relative to the natural.

+ Show Spoiler +
[image loading]


So you could do your ramp either way in my opinion, but I could be wrong. The arrow to the left is leading straight to the natural as you see - this has a small disadvantage to the arrow on the right because the ramp is still a little open to intrusion, where as the arrow on the right faces it away from any incoming attacks, giving you small time boost before they can get to your ramp.

I think this is also to help the player get their natural more easily by either blocking off, or being more easily able to defend both the ramp and the natural. I feel like your setup is a lot like Abyssal Caverns (among other blizzard maps) where you're forced at an early point in the game as zerg to defend either the natural or the ramp.

Like I said, I could be wrong here and I'm just asking based off my experience on playing other maps and reading other map maker's comments.


Other than that though, I like it quite a bit. Someone mentioned above how awesome the spawns are in the middle, and I didn't even realize that other maps didn't do that! haha.


EDIT: I'm not sure if I explained myself well enough, so I hope you understand.


EDIT #2: Also, I realize that you would probably have to do some adjustments to the main and the choke leading to the natural, but I'm not a map maker so I have no idea what you would do to fix that if you were to change the ramp. Sorry! :/


normally the nat would be positioned so that you can do FFE for protoss. but he added an 'overlord pod', that piece of raised terrain that overlords can hover over for vision. it also acts as a choke for the FE buildings. for zerg in particular, creep tumors need to be spread towards the ramp anyways, so when the creep starts getting on the lower terrain, you can place buildings there to wall off in the same manner.

its a good observation, but this is just a different style of map. zergs cant be as passive in defense on this map, yes just like abyssal, but that isn't a bad thing
starleague forever
FlaShFTW
Profile Blog Joined February 2010
United States10276 Posts
January 02 2012 21:34 GMT
#6
I like this map, though it leans towards 5 base splits...

however i like the base layout and locations. look to see this in GSL soon.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Icetoad
Profile Joined May 2010
Canada262 Posts
January 02 2012 21:41 GMT
#7
@a176
Why should I remove the LOSB? I find it adds a bit of game play attention to your unit and makes ambush stronger. Also concerning the high ground thing, I'm trying to see if I should do that change. Only more testing will show if I should.
Also about the natural you well explained the ramp thing. Right now to fully wall-off you need 1 forge+1gateway.
@Mereel
I think you dislike the texture of the highground? Because this is also the area I dislike and I want to work on it.
Map Maker of Nimbus
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 02 2012 22:12 GMT
#8
i dont really see the need for them on the map. the paths are pretty narrow as is, and you have those raised terrain(s) scattered around the map, so vision is already reduced in that manner. they are just extra and unneeded punishment for both attacker and defender
starleague forever
RumbleBadger
Profile Joined July 2011
322 Posts
January 02 2012 22:16 GMT
#9
I really like a lot about this map. It's just really neat. The more I look at it I just get this little fuzzy feeling inside.

Some things I especially like:
A lot of the cliff and ramp and layout work is just brilliant. It's new and vogue and exciting, but still great proportions. As examples: the forked ramp in front of the third is really cool, and the parallel high ground and low ground in front of the fifth. The plateaus with the fourths on them and the central spine of high ground is well designed in general, and aesthetically appealing.
The aesthetics in general are beautiful imo, very simple in some spots but just stunning. Then again I'm a sucker for omni lights... but even the texturing seems very well done. Just dandy.

Although, I don't think the watchtowers are really necessary. The gameplay works fine with them as they are, but I think they could probably be removed... up to you.

Overall, a really, really cool map.
Games before dames.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-01-02 23:43:14
January 02 2012 23:41 GMT
#10
--- Nuked ---
Icetoad
Profile Joined May 2010
Canada262 Posts
January 03 2012 15:38 GMT
#11
@a176
I will remove some LoSB, but I want to keep some random scattered around the map that way giving it a bit more vegetation in term of aesthetic.

@RumbleBadger
The tower were something I had a hard time deciding where to put it because I feel that the map would work without tower, but the map has to much attack path to not have towers.

@Barrin
Barrin we can't always make fun maps and I was aiming this time for a solid map.

Change log v. 0.10:
-Changed lighting to Bel'shir, I had many people complaining about Igrok lighting of Poizone.
-Reduced the LoSB number and nah acts more like aesthetic vegetation.
-Removed the Highest High ground on the ovi spot where you can FFE. Also changed a bit the doodad near it.
-The high ground hook on top of the open space of the nat is reduced. (Changed suggested by a176)

Most of the image should be updated.
Map Maker of Nimbus
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 03 2012 15:43 GMT
#12
Nice work sir , cool concept (not sure if its new, havent been around much ) , middle spawns ftw!

Path leading up and down from spawns might be a little too long without anything there...
KCCO!
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
January 03 2012 19:16 GMT
#13
I'm really curious to see how this layout plays out, it looks awesome.
Icetoad
Profile Joined May 2010
Canada262 Posts
January 03 2012 19:23 GMT
#14
@ihasaKAROT
Well the path I find is okay and the problem is that I could never add a base in the middle, since it would be so close.

@FoxyMayhem
Well you can go test it and see how it will play out :D
Map Maker of Nimbus
hoby2000
Profile Blog Joined April 2010
United States918 Posts
January 03 2012 20:07 GMT
#15
On January 03 2012 06:11 a176 wrote:
Show nested quote +
On January 03 2012 05:48 hoby2000 wrote:
I'm not really a map maker, but a lot of advice I see given is the ramp from main to natural. I would love to be corrected here, but shouldn't the ramp face the natural instead of looking past it? Here's a picture of what I mean: WARNING: These are not EXACT corrections, but more me just trying to explain an idea. I'm not sure where the ramp would go exactly, this is just placement advice relative to the natural.

+ Show Spoiler +
[image loading]


So you could do your ramp either way in my opinion, but I could be wrong. The arrow to the left is leading straight to the natural as you see - this has a small disadvantage to the arrow on the right because the ramp is still a little open to intrusion, where as the arrow on the right faces it away from any incoming attacks, giving you small time boost before they can get to your ramp.

I think this is also to help the player get their natural more easily by either blocking off, or being more easily able to defend both the ramp and the natural. I feel like your setup is a lot like Abyssal Caverns (among other blizzard maps) where you're forced at an early point in the game as zerg to defend either the natural or the ramp.

Like I said, I could be wrong here and I'm just asking based off my experience on playing other maps and reading other map maker's comments.


Other than that though, I like it quite a bit. Someone mentioned above how awesome the spawns are in the middle, and I didn't even realize that other maps didn't do that! haha.


EDIT: I'm not sure if I explained myself well enough, so I hope you understand.


EDIT #2: Also, I realize that you would probably have to do some adjustments to the main and the choke leading to the natural, but I'm not a map maker so I have no idea what you would do to fix that if you were to change the ramp. Sorry! :/


normally the nat would be positioned so that you can do FFE for protoss. but he added an 'overlord pod', that piece of raised terrain that overlords can hover over for vision. it also acts as a choke for the FE buildings. for zerg in particular, creep tumors need to be spread towards the ramp anyways, so when the creep starts getting on the lower terrain, you can place buildings there to wall off in the same manner.

its a good observation, but this is just a different style of map. zergs cant be as passive in defense on this map, yes just like abyssal, but that isn't a bad thing



Ahh, I see. So my suggestion was because I'm a bad player - haha. I don't usually have creep spread to my natural by then so I was thinking only from MY point of view, but I could see that if a good zerg player was on this map, they would be able to block off quickly. I still question whether or not they would have enough time from when the first tumor was down to be able to spread fast enough to block off the ramp, but I will do some tests because I can only theorize so much.

Thanks for the response! I appreciate it.
A lesson without pain is meaningless for nothing can be gained without giving something in return.
ZealotKiller
Profile Joined September 2010
Canada161 Posts
January 03 2012 22:50 GMT
#16
Thanks for changing the lighting! I don't know why, but it felt kinda scary to me. (No disrespect to Igrok, it was really original, but I guess I simply wasn't used to it)
I just like liking things.
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 04 2012 00:56 GMT
#17
On January 04 2012 00:38 Icetoad wrote:
@a176
I will remove some LoSB, but I want to keep some random scattered around the map that way giving it a bit more vegetation in term of aesthetic.


theres some doodads you can use, i believe its called jungle brush, underbrush, jungle plants, or something of that sort.
starleague forever
Icetoad
Profile Joined May 2010
Canada262 Posts
January 04 2012 01:22 GMT
#18
On January 04 2012 09:56 a176 wrote:
Show nested quote +
On January 04 2012 00:38 Icetoad wrote:
@a176
I will remove some LoSB, but I want to keep some random scattered around the map that way giving it a bit more vegetation in term of aesthetic.


theres some doodads you can use, i believe its called jungle brush, underbrush, jungle plants, or something of that sort.

What I meant by vegetation was vegetation in the middle of the map that wouldn't affect pathing and that would look a bit like long grass in a plain.
Map Maker of Nimbus
Icetoad
Profile Joined May 2010
Canada262 Posts
January 15 2012 16:46 GMT
#19
Change log:
1.1
- Added path restriction on reaper path where there was some imbalance because Terran could drop tank on the high ground that way sieging a part of the main.
- Added the TPW tag.
Map Maker of Nimbus
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
January 15 2012 17:05 GMT
#20
Taking 5 bases looks really easy and could lead to split map scenarios.
Moderatorshe/her
TL+ Member
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 15m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nathanias 153
StarCraft: Brood War
Shuttle 104
ggaemo 54
Sexy 38
Dota 2
febbydoto31
League of Legends
tarik_tv8871
JimRising 506
Counter-Strike
minikerr32
Super Smash Bros
hungrybox1140
Heroes of the Storm
Khaldor242
Other Games
gofns11906
summit1g7982
FrodaN1536
ViBE97
KnowMe56
PiLiPiLi2
Organizations
Other Games
gamesdonequick1866
EGCTV1765
StarCraft 2
angryscii 59
Other Games
BasetradeTV55
StarCraft: Brood War
Kim Chul Min (afreeca) 9
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 22 non-featured ]
StarCraft 2
• Berry_CruncH295
• musti20045 50
• RyuSc2 42
• Hupsaiya 29
• Sammyuel 26
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• HerbMon 11
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21888
• WagamamaTV779
League of Legends
• Doublelift5650
• Scarra822
Other Games
• imaqtpie3018
• Shiphtur312
Upcoming Events
Replay Cast
15m
Replay Cast
9h 15m
RongYI Cup
11h 15m
Maru vs Cyan
Solar vs Krystianer
uThermal 2v2 Circuit
12h 15m
BSL 21
15h 15m
Replay Cast
1d
Wardi Open
1d 14h
Monday Night Weeklies
1d 17h
OSC
2 days
Replay Cast
2 days
[ Show More ]
WardiTV Invitational
2 days
Replay Cast
3 days
WardiTV Invitational
3 days
The PondCast
4 days
Korean StarCraft League
6 days
Liquipedia Results

Completed

Escore Tournament S1: W5
OSC Championship Season 13
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Rongyi Cup S3
Underdog Cup #3
Tektek Cup #1
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025

Upcoming

Acropolis #4 - TS4
Escore Tournament S1: W6
Escore Tournament S1: W7
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 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.