• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:48
CET 16:48
KST 00:48
  • 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
SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion7Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)16Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
PhD study /w SC2 - help with a survey! When will we find out if there are more tournament Stellar Fest "01" Jersey Charity Auction Weekly Cups (Jan 12-18): herO, MaxPax, Solar win I am looking for StarCraft 2 Beta Patch files
Tourneys
$70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
A cwal.gg Extension - Easily keep track of anyone BSL Season 2025 - Full Overview and Conclusion [ASL21] Potential Map Candidates Gypsy to Korea Video Footage from 2005: The Birth of G2 in Spain
Tourneys
[Megathread] Daily Proleagues [BSL21] Non-Korean Championship - Starts Jan 10 Small VOD Thread 2.0 Azhi's Colosseum - Season 2
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft Current Meta
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
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread NASA and the Private Sector Canadian Politics Mega-thread
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
Navigating the Risks and Rew…
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: 1769 users

[M] (2) ESV Guardian

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-01-05 20:25:46
January 04 2012 23:56 GMT
#1
[image loading]

ESV.TV The home of the Korean Weekly!


ESV Guardian

V 0.6
Published on NA
By TImetwister22

[image loading]


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


Main-Main: 42sec
Nat-Nat: 32sec
Playable: 133x146

Aesthetics
+ Show Spoiler +
Bel'Shir Grass Light
Bel'Shir Grass Dark
Bel'Shir Brush
Bel'Shir Dirt Dark
Tarsonis Dirt
Bel'Shir Bricks Small

Bel'Shir Organic Cliffs


Aesthetic Pictures
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]


Features
-No Xel'naga watch tower.
-Backdoor into natural.
-Attacking the back door is a serious commitment, as doing so will put you far out of
position.
-Three third options
-Space Shark in middle! Yay!

Concept
I wanted to so something similar to Scorching Dawn but with a slightly different approach. Like Scorching Dawn, this map lacks a Xel'naga watch tower, promoting the emphasis of scouting and allowing sneakier tactics. However, unlike Scorching Dawn players have a choice of three thirds, and its easier to maintain map awareness.

About the Thirds
-Low ground third is the closest and furthest from opponent, however the ramp leading to it is blocked by rocks. It's 2 creep tumors away from natural.
-Central third is close and has no rocks blocking it, yet it's closer to your opponent. It's 1.5 creep tumors away from natural.
-Third along the main is fairly far from opponent, isn't block by rocks, but also slightly further from your natural than the other twol. It's 2.5 creep tumors away from natural.

Change Log
-Decreased size of main by a bit, was a little too large before.
-Brought base along the main slightly closer to the main and natural.
-Changed the cliffs and doodads behind the natural mineral line a bit to help FFE and allow prevention of lings from running around the cannon.

As always, feedback is more than welcome


Previous Versions
V 0.5
+ Show Spoiler +
[image loading]


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


Main-Main: 42sec
Nat-Nat: 32sec
Playable: 133x146

Aesthetics
+ Show Spoiler +
Bel'Shir Grass Light
Bel'Shir Grass Dark
Bel'Shir Brush
Bel'Shir Dirt Dark
Tarsonis Dirt
Bel'Shir Bricks Small

Bel'Shir Organic Cliffs

Former ESV Mapmaker | @Timetwister22
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2012-01-05 00:35:36
January 05 2012 00:08 GMT
#2
I find this map extremely similar to Xel'naga Caverns. The major differences are by the natural choke and the third (fifth expansion on XC). I understand that it is a very balanced layout that is easy to work with, but I feel like I've seen it a lot, possibly too many times. The aesthetics are beautiful though!

EDIT: I'll give a more detailed analysis when I'm done with my physics homework.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
January 05 2012 00:08 GMT
#3
holy balls thats a lot of airspace and exposed minlines!
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
monitor
Profile Blog Joined June 2010
United States2408 Posts
January 05 2012 00:10 GMT
#4
On January 05 2012 09:08 sob3k wrote:
holy balls thats a lot of airspace and exposed minlines!


I'm pretty sure the image taken includes the whole map, and the actual bounds that you see in-game are much small; there isn't as much airspace as the picture shows.
https://liquipedia.net/starcraft2/Monitor
Timetwister22
Profile Joined March 2011
United States538 Posts
January 05 2012 00:12 GMT
#5
On January 05 2012 09:10 monitor wrote:
Show nested quote +
On January 05 2012 09:08 sob3k wrote:
holy balls thats a lot of airspace and exposed minlines!


I'm pretty sure the image taken includes the whole map, and the actual bounds that you see in-game are much small; there isn't as much airspace as the picture shows.


Indeed, just wanted to show the pretty border art.
Former ESV Mapmaker | @Timetwister22
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2012-01-05 00:31:55
January 05 2012 00:23 GMT
#6
I feel like the concept of multiple options for a third has taken too much of a front seat in your map. Essentially the ONLY thing interesting about your map is that you have to pick where to put your third. That isn't inherently a fault, but the issue is that none of them feel like very good choices, you either have to break rocks, expand directly towards your opponent, or choose a far expansion.

Besides that I think it could really benefit from more aesthetic distinction between levels (currently all 3 levels look identical).
It's funny; I dream a lot, but I'm not a very good sleeper.
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 05 2012 00:30 GMT
#7
I find it similar to a blend of Xel' Naga Caverns and Arid Plateau. I see 4 bases that hover around a punctuated center, and the same sort of 3rd layout as Caverns. I did spot the key difference though, being there's no immediately available backdoor to the natural expansion. I do particularly like how every expansion beyond the natural is a possible third, though. That aspect of it looks really carefully planned and is seriously cool. I like it, although I could easily see a pathway behind the 3rd into the natural, just like XNC. Like, maybe, extending from the 3rd just above the south main, behind the upper low ground 3rd, and into the upper natural, maybe putting a ramp into the low 3rd. Not necessary, just another potentiality I see in this map. Looks very good as it is though.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 05 2012 00:41 GMT
#8
I think its just a bit too similar to XNC.
starleague forever
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-01-05 09:06:42
January 05 2012 01:01 GMT
#9
Yes, the mineral layout is like XNC, but it plays quite differently. Keep in mind there are only so many ways you can have a mineral layout. Its really how you go from base to base and the middle layout that makes a map unique and different. By all means, the middle and base to base interaction is much different here than on XNC, so expect different gameplay as well.
Former ESV Mapmaker | @Timetwister22
Icetoad
Profile Joined May 2010
Canada262 Posts
January 05 2012 01:30 GMT
#10
A very nice map. The map looks solid, but I think they are some flaw in the layout.
1. Doing a FFE is kinda hard because how the mineral placement is, you can easily run by the mineral and feels very easy to manoeuvre around the canon that will be place by the Protoss. So you should make the mineral placement less easy to go behind it.
2. Right now Zerg as a huge problem if they want to take an early third. I would suggest to bring the expo with the rock blocking the ramp a bit closer, but not to close. Second suggestion would be remove the rock and replace them with gold mineral(so a mineral block, but it becomes a bit like a destination remix).
3. The map right now doesn't feel very technical, reason why? Well most of the choke are around the same openness, try varying the openness of your choke. The middle feels very open.
I hope it helps make this even better than now.
Map Maker of Nimbus
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 05 2012 01:37 GMT
#11
Okay let me say that I rly like the way you did this backdoor with the path leading into it being very long and ending far out in the middle. The way it's designed it will rly promote mobile armies and harassment, cos it's so easy to get caught out of position when attacking and defending the base.

Some problems I see:
First of all remove rocks and add mineral blocks, like for example Destination. Right now I can't see any way Zerg can comfortably take an early third and defend it against the most simple pressure builds. Seems like a single voidray would shut down any early third attempt. So yeah mineral block would work out way better for Zerg, maybe with gold minerals like Grebliv did it

Secondly I think it's too easy to lock Zerg down on 4 bases while having 4 bases yourself. When you get four bases as T/P thats probably the middle base and backdoor and you cover both of those from the middle ramp leading in the backdoor, and then you are rly close to Zerg's only fifth option. I would personally like it if you stretched the middle out a bit more and added a half base into the backdoor, similar to Destination (wait wtf, I just realized this is super similar to Destination.

One other concern I have is the lack of really contested middle bases (unlike Destination) and thus a map split scenario. I don't see much space for a base like that unless you stretch it out by a lot. Just pointing that out as something that imo could turn out a serious flaw.

Last but not least I find the variety in choke sizes to be very boring. You could do a lot more extreme size differences or some bridges like... Destination.

So to summarize, make everything more like Destination and this map will be very good!
Picture related:
+ Show Spoiler +
[image loading]

Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-01-05 01:54:56
January 05 2012 01:43 GMT
#12
On January 05 2012 09:23 wrl wrote:
I feel like the concept of multiple options for a third has taken too much of a front seat in your map. Essentially the ONLY thing interesting about your map is that you have to pick where to put your third. That isn't inherently a fault, but the issue is that none of them feel like very good choices, you either have to break rocks, expand directly towards your opponent, or choose a far expansion.


I agree here. Once a player has established a 3rd, there's only one strategic decision left, which is what base will be the 4th, which won't be much of a choice generally. If this map had one more base to add more shape to the late game progression, it would instantly be twice as good, imo. It currently lacks the strategic depth that would give it more longevity beyond a month or two of competitive play to "solve" it.

The placement of routes, open space, and long alternate paths in this no-tower design is well executed. It helps enlarge the map which would otherwise be kind of ho-hum in today's terms due to its size and base layout. Again, if the map size was slightly increased and another base added, the return on depth, size, and possibilities would be greater than just the % increase in dimensions / bases.

Regarding mineral block, I think zerg is fine taking the lefthand 3rd. But mineral block would be a fine substitute. However, it's a really bad idea to use a small number of mineral patches when it's simple to just use more. Terran mules let them attack through the back door like it's not there if you only have 2 patches, and gold is irrelevant. I don't think the mining time / resource return is a relevant part of the equation. The function of the mineral door style is to create a block that the defender can open at their choosing, and it should be prohibitively difficult for the attacker to open it.

Assuming this is what you want, I strongly recommend a series of small denomination patches, possibly stacked directly atop each other, although I don't think that's necesssary in most cases. This most closely mirrors the BW equivalent (rewarding the use of multiple workers -- mules are mitigated as much as possible) and stacking is unnecessary. Unstacked clearly communicates the state of the door.

+ Show Spoiler [example image] +
.
[image loading]
Comprehensive strategic intention: DNE
erazerr
Profile Joined March 2011
Australia86 Posts
January 05 2012 03:11 GMT
#13
this map looks amazing! I like this layout, although similar to XNC, you've made it better with an easier to take natural base.
RumbleBadger
Profile Joined July 2011
322 Posts
January 05 2012 05:32 GMT
#14
While I don't think this map is as polished/innovative/exciting as Scorching Dawn, it's still a very solid map.

Personally, the only thing that I think could be done to improve the map for me (as in, in my opinion as a zerg player and map-maker) would be to rotate the natural slightly and fine a way to make the natural still FFEable while not having the rocks on the ramp to the third. While not necessary, it would help encourage beyond two-base play. As it stands, the map is playable, but none of the thirds are particularly attractive.

One lies much closer to the opponent, one is very far away, and one has rocks stopping you from effectively taking it quickly as zerg. Since that third is the most easily defensible for zerg, the rocks become especially annoying.

For the far third, to defend both the third and the natural, a player has to move nearly as far as their opponent to defend both openings. For the central third, while the defender doesn't have to move very far compared to the attacker, the possibility of counterattacks from many angles makes the base less attractive. The counter-clockwise third then seems the most attractive defensively, but the rocks need to be opened up. That's kind of a more in depth reasoning behind why I would like the rocks gone, even if it messes up the defensive capabilities of that base slightly (only slightly).

However.

One thing I really like about this map is how the options for thirds affect gameplay. The choice of third can suit gameplay very well. For example, a zerg going ling/infestor vs. terran would be week to drops. But if they take the far third, their main becomes very defended from drops because of the bases on all non-map-edge sides. That's just one example, but I could see how the option of thirds affects gameplay a tad more than people realize.

In the end, thank you for making this map. Not only because it's a very cool map, but it forced me to think very critically about a lot of aspects of map making. It's really spurred my creativity I think, and not many maps do that. Good luck on future map endeavors.
Games before dames.
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-01-05 07:32:53
January 05 2012 07:30 GMT
#15
I'm actually kind of surprised about the serious disliking of the rocks. Sure they make the low ground third harder for zerg to take early on, but aside the rocks that third has zerg written all over it. Only 2 creep tumors away, far away from enemy, super safe, and it's wide open. Where I certainly love all the feedback, here is what I'm thinking...

In a PvZ or TvZ scenario, removing the rocks all together would make denying an early zerg third very difficult if not impossible. The rocks are mostly there so zerg can't take a super safe early third. If you're going to take an early third, there must be risk. I don't feel being able to take a super early and super safe third would be too balanced. So, if you want a super safe third, break the rocks. If you want an early third, take the one along the main. Its three creep tumors away, and is further from the enemy, just not super safe. Chances are however if you're looking to take an early third, the Protoss or Terran is doing something where they won't be able to do much to punish it anyway, such as FFE.

Replacing the rocks with a mineral block pretty much ruins the potential of the backdoor being used for aggression. It is already super risky to take down those rocks and use the backdoor for aggression, I don't want it to be nearly impossible. If I were to put mineral blocks there however, this is what I think would happen, once more referring to PvZ and TvZ since I think these match ups would have the most impact. Protoss and terran take the forward third, then the fourth along the main. By securing those two bases their natural and main is nearly untouchable with the exception of mutas and drops. Thus, forcing Zerg into two strategies, which isn't something I really want. With rocks instead of mineral block, Zerg can still use their quick ground units to bust down the rocks and put aggression on the natural. Thus, giving Protoss and Terran something else to worry about.

For now, I'll keep the rocks and see how test games play out with Zerg. However, adding another base is a consideration, and something I will keep in mind during test games. I may post a rough layout with an extra base and see how it plays. Once again, thanks for all the feedback and more is always welcome!
Former ESV Mapmaker | @Timetwister22
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 05 2012 07:37 GMT
#16
I agree about the zerg 3rd and the role of those rocks against 4 base security.
Comprehensive strategic intention: DNE
ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
January 05 2012 08:39 GMT
#17
Is this supposed to be a Xel Naga Caverns clone? It's a beautiful map, but the layout has already been done...
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-01-05 09:06:29
January 05 2012 09:05 GMT
#18
On January 05 2012 17:39 ClysmiC wrote:
Is this supposed to be a Xel Naga Caverns clone? It's a beautiful map, but the layout has already been done...

Read my previous post...

On January 05 2012 10:01 Timetwister22 wrote:
Yes, the mineral layout is like XNC, but it plays quite differently. Keep in mind there are only so many ways you can have a mineral layout. Its really how you go from base to base and the middle layout that makes a map unique and different. By all means, the middle and base to base interaction is much different here than on XNC, so expect different gameplay as well.

Former ESV Mapmaker | @Timetwister22
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
Last Edited: 2012-01-05 18:46:12
January 05 2012 18:42 GMT
#19
I'm absolutely in love with this maps lay out.

But I do agree; put a sixth ase somewhere. I would recommend it next to what would sort of be the fifth now, even more to the outside than the current fifth.

Preferably 2 base that can be reasonably taken by both sides. All the bases now are reasonably uncontested.
I love.
ArcticRaven
Profile Joined August 2011
France1406 Posts
January 05 2012 18:48 GMT
#20
I hate the thirds. Like, completely and utterly, because none of them are really holdable as zerg vs a lot of things toss and terran can throw, like against stargate play, marine tank play, and mostly every strong 2-base push.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 9h 13m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 364
trigger 186
ProTech102
StarCraft: Brood War
Sea 9589
Rain 3064
Calm 2571
Horang2 1045
EffOrt 977
Larva 911
Soma 661
Stork 635
Mini 612
BeSt 514
[ Show more ]
ZerO 426
firebathero 282
Snow 276
ggaemo 262
hero 258
Sharp 153
Rush 144
Killer 98
Hyun 96
Mong 94
Mind 64
Shuttle 54
Hm[arnc] 37
ToSsGirL 36
soO 33
Movie 24
Barracks 21
Terrorterran 20
Rock 20
HiyA 17
scan(afreeca) 14
Sexy 14
Dota 2
Gorgc5799
singsing2819
qojqva1814
Dendi327
febbydoto1
Counter-Strike
Coldzera 992
byalli537
markeloff217
Other Games
Grubby1167
B2W.Neo1114
hiko687
allub311
Fuzer 172
Liquid`VortiX153
QueenE137
KnowMe49
ZerO(Twitch)23
ToD19
Liquid`Ken4
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 15
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Laughngamez YouTube
• Migwel
• sooper7s
StarCraft: Brood War
• FirePhoenix12
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade789
Upcoming Events
PiGosaur Monday
9h 13m
The PondCast
18h 13m
OSC
19h 13m
Big Brain Bouts
3 days
Serral vs TBD
BSL 21
3 days
BSL 21
4 days
Wardi Open
5 days
Monday Night Weeklies
6 days
WardiTV Invitational
6 days
Liquipedia Results

Completed

Proleague 2026-01-19
SC2 All-Star Inv. 2025
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025

Upcoming

Escore Tournament S1: W5
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
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
BLAST Bounty Winter 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.