• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:39
CEST 02:39
KST 09:39
  • 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
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
[BSL20] Non-Korean Championship 4x BSL + 4x China1Flash Announces Hiatus From ASL63Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event22Esports World Cup 2025 - Final Player Roster16
StarCraft 2
General
Program: SC2 / XSplit / OBS Scene Switcher The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Weekly Cups (June 23-29): Reynor in world title form? PiG Sty Festival #5: Playoffs Preview + Groups Recap
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
Player “Jedi” cheat on CSL SC uni coach streams logging into betting site Flash Announces Hiatus From ASL BW General Discussion Practice Partners (Official)
Tourneys
[BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational The Casual Games of the Week Thread [BSL20] Grand Finals - Sunday 20:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread What do you want from future RTS games? Beyond All Reason
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Summer Games Done Quick 2025! Trading/Investing Thread Things Aren’t Peaceful in Palestine
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 620 users

[I] Examples of Expansion Layouts

Forum Index > SC2 Maps & Custom Games
Post a Reply
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2012-01-20 05:04:08
January 20 2012 03:15 GMT
#1
Hello there.

It's been a while since I wrote my last guide, so I'd like to go ahead and begin writing my next one. Circle syndrome, the hottest topic in Starcraft 2 mapmaking, has recently come up as one of the biggest issues facing all of our maps. I am going to go over a few examples of maps with circle syndrome, maps with expansion ambiguity, and maps with defined expansion layouts. But first, I need to define a few things.

Noun: Circle Expansion Pattern [sərkəl ikˈspanSHən patərn] - a two player map expansion layout where each player can expand clockwise or counterclockwise around the map which results in the last base being in close proximity to the opponent

Noun: Expansion Ambiguity [ikˈspanSHənˌambiˈgyo͞o-itē] - a layout where each expansion has its own unique benefits and drawbacks to expanding there, requiring a choice from the player

Noun: Defined Layout [diˈfīnd lāˌout] - a layout where there is a clear progression to expanding, players are meant to expand in an obvious order without any ambiguity

Adjective: Sesquipedalian [seskwəpəˈdālyən] - Characterized by long words



Maps with Circle Expansion Patterns

Bel'Shir Beach Winter by LSPrime
Map Size: 120x128
Number of expansions: 12
[image loading]


The most defining giveaway that this map has a circular expansion pattern is the option between two thirds. Each base is on the same level and the same distance from the natural; they differ slightly in their openness and how close they are to the opponent. Once you take one of these thirds, players can either continue expanding around that side of the map or they can double back and take the third they didn't before (the fourth).

Either way you begin circling around the outside of the map to take the fourth, fifth, and onward. After each player has taken their sixth base, even though it rarely happens, you are under three seconds away from the opponents base (or are below their main).

Dual Sight by LSPrime
Map Size: 150x120
Number of expansions: 10
[image loading]


As usual, the most defining feature that points to a circular expansion pattern on this map is that players can choose between two thirds. And again, each leads to a circular expansion pattern around the edge of the map. Often a Zerg will take the third against the main and Protoss/Terran will take the lowground third, which means players will be very close once each player takes their third (in non-mirrors).

The expansions on this map have a little bit more variety in their distance from the natural, their terrain level, and their openness. However they are still in a circle pattern around the map that arrive just seconds from the opponent on 5 base vs 5 base. Overall this results in game rarely getting past 3 or 4 bases, especially considering many of the expansions are unusually open.

Sungsu Crossing by Monitor
Map Size: 116x130
Number of expansions: 10
[image loading]


Same map as Dual Sight?

Two third options, circular expansion pattern around the map, yeah yeah you've heard it before. I won't bother extending details to this because what I said about the other two maps applies pretty perfectly. This map does feature a small 'blue storm-esque' choke which seperates the map from other circular expansion maps, but the open expansions and small map size sent it to the grave.



Maps with Expansion Ambiguity

Cloud Kingdom by Superouman
Map Size: 126x132
Number of expansions: 12
[image loading]


Cloud Kingdom does not have a circular expansion layout. But it does have expansion ambiguity, which is a nice way to incorporate choices into expanding without ruining the map (see what I did there?). Players can choose between taking a third against the main or a third against the natural, which is less vulnerable to forcefield attacks and runbys and also serves for a more aggressive playstyle.

After the third choice, the fourth, fifth, and sixth expansions are in a very clear order. And once players are on their 6 bases, you aren't seconds from the opponent- infact the only expansions that are close are the corner and the third against the natural. This means many games can easily get past 3 bases unlike most maps with circle syndrome.

Ohana Re by IronMan
Map Size: 128x135
Number of expansions: 10
[image loading]

Ohana Re has a pretty obvious third. The lowground expansion is close to the natural and can be even closer, safe by ground, farther from the opponent, and not very open. So the third expansion isn't very ambiguous (almost the opposite of Cloud Kingdom).

After the third base though, there are two options for a fourth expansion. One is slightly farther on lowground (next to the main) and the other is closer on highground, though it is closer to the opponent too. Either way though, you don't end up going around the map in a circle because you "double back" to expand. Additionally, you never end up getting too close to the opponent.

Sanshorn Mist by Superouman
Map Size: Unkown
Number of expansions: 12
[image loading]


There are actually three options for a third on this map (the island, expansion against the main, or the expo near the natural). Each has positives and negatives, but only one leads to a fourth. So you will go in a definite direction after doubling back to expand to your fourth.



Maps with Defined Layouts

Korhal Compound by Monitor
Map Size: 126x132
Number of expansions: 10
[image loading]


On Korhal Compound, the order which you take your bases is very clear. The lowground third is by far the easiest to hold by ground and it is the closest. Then you take the middle ground fourth, going across the map. Then the highground fifth is obvious because it is close to the fourth and the farthest from the opponent.



Every one of these layouts can work in competitive play (and already have). It is important to be aware of the different styles you are using and decide why you want to use them to make your map special. Keep in mind that many maps currently use circular expansion layotus- this design highly limits what you can do and is discouraged to allow macro games and unique gameplay.

Enjoy!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-01-20 04:04:36
January 20 2012 04:02 GMT
#2
--- Nuked ---
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
January 20 2012 04:06 GMT
#3
Hello there, Detective Flop here.

As already mentioned, I can't really see a big difference between the expansion layout of Dual Sight and Sanshorn Mist. Yes, Sanshorn has 2 islands that will never be used (especially not as 3rd).

"But I've seen someone using it in one game!!"

Well he had probably already either won the game or lost it later. Or it was a Terran. But let's not discuss balance here. The gold expo, which apparently isn't one anymore, is about 3x as far away as the ccw 3rd, so you won't take that one either. I mean it's not that much towards the enemy to call it an offensive expansion imo. It will be offensive as soon as you take all the expansions until you are at the 3rd near your opponents natural, which makes it very very proxy (CIRCLE SYNDROME ALERT!!).

On to exhibit B: Korhal Compound. I know how much you like drawings on mappictures, so I did the same:

[image loading]

As we can see in this piece of evidence, the base layout is almost exactly identical, even the routes between the bases show an awfully lot of similarity. Allowedly, I had to stretch the picture of Dual Sight a bit vertically to be able to compare it properly. Now you might say something stupid like "But mister officer detective, those lines aren't exactly on top of each other!". Indeed. We all know that people in the mapmaking community don't like to resort to plagiarism and generally steal neither layouts nor terrain features. And that's why the terrain is not exactly the same, which makes those lines vary. You can see that the path from natural to cw third is even longer on Korhal Compound.

So I have to come to the conclusion that I don't fully agree with all the examples you listed in this thread. On the other hand I welcome your effort to enlighten other, lesser knowable people about our new biggest concern in mapmaking, which without a doubt, clearly is called sərkəl ˈsinˌdrōm.

Thank you for the attention, I rest my case.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2012-01-20 05:03:36
January 20 2012 04:30 GMT
#4
On January 20 2012 13:06 FlopTurnReaver wrote:
Hello there, Detective Flop here.

As already mentioned, I can't really see a big difference between the expansion layout of Dual Sight and Sanshorn Mist. Yes, Sanshorn has 2 islands that will never be used (especially not as 3rd).

"But I've seen someone using it in one game!!"

Well he had probably already either won the game or lost it later. Or it was a Terran. But let's not discuss balance here. The gold expo, which apparently isn't one anymore, is about 3x as far away as the ccw 3rd, so you won't take that one either. I mean it's not that much towards the enemy to call it an offensive expansion imo. It will be offensive as soon as you take all the expansions until you are at the 3rd near your opponents natural, which makes it very very proxy (CIRCLE SYNDROME ALERT!!).

On to exhibit B: Korhal Compound. I know how much you like drawings on mappictures, so I did the same:

[image loading]

As we can see in this piece of evidence, the base layout is almost exactly identical, even the routes between the bases show an awfully lot of similarity. Allowedly, I had to stretch the picture of Dual Sight a bit vertically to be able to compare it properly. Now you might say something stupid like "But mister officer detective, those lines aren't exactly on top of each other!". Indeed. We all know that people in the mapmaking community don't like to resort to plagiarism and generally steal neither layouts nor terrain features. And that's why the terrain is not exactly the same, which makes those lines vary. You can see that the path from natural to cw third is even longer on Korhal Compound.

So I have to come to the conclusion that I don't fully agree with all the examples you listed in this thread. On the other hand I welcome your effort to enlighten other, lesser knowable people about our new biggest concern in mapmaking, which without a doubt, clearly is called sərkəl ˈsinˌdrōm.

Thank you for the attention, I rest my case.


Okay, yes Sanshorn Mist doesn't exactly have three viable third choices. But I think it illustrates my point that you can have many different kinds of expansion ambiguity without having circle syndrome.

Yes Korhal Compound and Dual Sight have similar expo layouts, but the third on Korhal is much more optimal to take than the highground fifth, unlike Dual Sight's layout. And also you aren't allowed to shrink the map image horizontally to prove a point :p

I'll take the time to revise the OP so my examples are bulletproof.

[edit]

Updated OP and completely removed anything relating to circle syndrome. Now it's just a circular expansion pattern because I don't think circle syndrome really makes sense the way BARRIN USES IT. <3
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
RumbleBadger
Profile Joined July 2011
322 Posts
January 20 2012 06:07 GMT
#5
The thing with Korhal Compount vs. Dual sight is that the rest of the map layout and some slight size differences make it very clear whose expansions are whose in Korhal compound. Also, since the gold draws both players, dual sight encourages multiply possible expansion patterns, while Korhal is very, very clear about your expansion pattern. Particularly the way the third is set up in Korhal Compound makes for much less circle syndrome.
Games before dames.
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 20 2012 11:13 GMT
#6
For maps with defined layouts, i'd rather use metalopolis
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2012-01-20 13:40:18
January 20 2012 13:37 GMT
#7
On January 20 2012 20:13 Superouman wrote:
For maps with defined layouts, i'd rather use metalopolis


The third, fourth and fifth can be ambiguous because you can expand to the center at any of these moments, usually depending on how aggressive you want to be, and that affects the timing of when you ultimately take the opposite spawn bases as fourth, fifth or sixth bases; shakuras is the same except it has two forward expansions instead of one.
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 20 2012 17:35 GMT
#8
On January 20 2012 22:37 XenoX101 wrote:
Show nested quote +
On January 20 2012 20:13 Superouman wrote:
For maps with defined layouts, i'd rather use metalopolis


The third, fourth and fifth can be ambiguous because you can expand to the center at any of these moments, usually depending on how aggressive you want to be, and that affects the timing of when you ultimately take the opposite spawn bases as fourth, fifth or sixth bases; shakuras is the same except it has two forward expansions instead of one.


Indeed as Xeno says, I didn't use Metalopolis for the defined layout because sometimes players will take the gold as a third, fourth, fifth, or even sixth base. I am looking to get a few more examples or the defined layouts though (right now I'm thinking Odyssey by Lefix).
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
January 20 2012 17:55 GMT
#9
On January 21 2012 02:35 monitor wrote:
Show nested quote +
On January 20 2012 22:37 XenoX101 wrote:
On January 20 2012 20:13 Superouman wrote:
For maps with defined layouts, i'd rather use metalopolis


The third, fourth and fifth can be ambiguous because you can expand to the center at any of these moments, usually depending on how aggressive you want to be, and that affects the timing of when you ultimately take the opposite spawn bases as fourth, fifth or sixth bases; shakuras is the same except it has two forward expansions instead of one.


Indeed as Xeno says, I didn't use Metalopolis for the defined layout because sometimes players will take the gold as a third, fourth, fifth, or even sixth base. I am looking to get a few more examples or the defined layouts though (right now I'm thinking Odyssey by Lefix).


Odyssey, Korhal Compound, and Dual Sight have practically the exact same base layout design - except odyssey is reversed. The only difference between them is obviously the aesthetics and how the bases are designed, but in terms of the base layout, all 3 are the same, so I don't know if you should use all 3 as "good examples" of defined layouts.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
monitor
Profile Blog Joined June 2010
United States2404 Posts
January 20 2012 18:07 GMT
#10
On January 21 2012 02:55 IronManSC wrote:
Show nested quote +
On January 21 2012 02:35 monitor wrote:
On January 20 2012 22:37 XenoX101 wrote:
On January 20 2012 20:13 Superouman wrote:
For maps with defined layouts, i'd rather use metalopolis


The third, fourth and fifth can be ambiguous because you can expand to the center at any of these moments, usually depending on how aggressive you want to be, and that affects the timing of when you ultimately take the opposite spawn bases as fourth, fifth or sixth bases; shakuras is the same except it has two forward expansions instead of one.


Indeed as Xeno says, I didn't use Metalopolis for the defined layout because sometimes players will take the gold as a third, fourth, fifth, or even sixth base. I am looking to get a few more examples or the defined layouts though (right now I'm thinking Odyssey by Lefix).


Odyssey, Korhal Compound, and Dual Sight have practically the exact same base layout design - except odyssey is reversed. The only difference between them is obviously the aesthetics and how the bases are designed, but in terms of the base layout, all 3 are the same, so I don't know if you should use all 3 as "good examples" of defined layouts.


Yes but you, Flop, and Barrin are also overlooking different features in a map that decrease the expansion ambiguity. Dual Sight has the most ambiguous third by far.

Korhal Compound the close third has a tiny choke to defend, it's seconds from the natural, and is very far from the opponent. The highground expansion is very far from the natural, close to the opponent, is more open, and leaves your natural more exposes. I don't think there will be any games that somebody takes the highground (fifth) as a third.

Dual Sight has a similar layout, except the third is more ambiguous. This is because it actually the expansion against the main isn't actually any closer to the opponent's natural, it has highground to defend with, and it almost shuts down drops into the main (ZvT it can be useful). What proves my point is that many games Zerg will take the expo against the main as a third - never has there been any question about which third to take on Korhal Compound.

Odyssey really only has one third you can possibly take because the other is just so much farther and is on lowground beneath a ramp. And once you take it, there is an obvious fourth and fifth bases.

It's easy to overlook features and just say "but the bases are in the same spot!", without actually considering how the map works as a whole.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Please log in or register to reply.
Live Events Refresh
Next event in 10h 21m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 232
Livibee 166
ProTech79
StarCraft: Brood War
Artosis 1055
Icarus 2
Dota 2
monkeys_forever260
Counter-Strike
tarik_tv6683
Fnx 1948
Stewie2K887
Super Smash Bros
Mew2King157
Heroes of the Storm
Khaldor223
Other Games
summit1g9844
fl0m884
ViBE230
Maynarde181
JuggernautJason15
Organizations
Other Games
gamesdonequick44998
BasetradeTV55
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• davetesta42
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• Ler59
League of Legends
• masondota2863
Upcoming Events
Wardi Open
10h 21m
Replay Cast
23h 21m
Sparkling Tuna Cup
1d 9h
WardiTV European League
1d 15h
MaNa vs sebesdes
Mixu vs Fjant
ByuN vs HeRoMaRinE
ShoWTimE vs goblin
Gerald vs Babymarine
Krystianer vs YoungYakov
PiGosaur Monday
1d 23h
The PondCast
2 days
WardiTV European League
2 days
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
uThermal 2v2 Circuit
2 days
Replay Cast
2 days
RSL Revival
3 days
ByuN vs SHIN
Clem vs Reynor
[ Show More ]
Replay Cast
3 days
RSL Revival
4 days
Classic vs Cure
FEL
4 days
RSL Revival
5 days
FEL
5 days
FEL
5 days
Sparkling Tuna Cup
6 days
RSL Revival
6 days
FEL
6 days
Liquipedia Results

Completed

BSL Season 20
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
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
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.