• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:43
CEST 02:43
KST 09:43
  • 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
Flash Announces Hiatus From ASL50Weekly Cups (June 23-29): Reynor in world title form?12FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
The GOAT ranking of GOAT rankings The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Esports World Cup 2025 - Final Player Roster How does the number of casters affect your enjoyment of esports?
Tourneys
RSL: Revival, a new crowdfunded tournament series [GSL 2025] Code S: Season 2 - Semi Finals & Finals $5,100+ SEL Season 2 Championship (SC: Evo) FEL Cracov 2025 (July 27) - $8000 live event HomeStory Cup 27 (June 27-29)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Help: rep cant save Flash Announces Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ [ASL19] Finals Recap: Standing Tall Player “Jedi” cheat on CSL
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile 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 Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Trading/Investing Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread NBA General Discussion Formula 1 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: 643 users

[M] (8) Sand Ocean

Forum Index > SC2 Maps & Custom Games
Post a Reply
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-03-09 21:47:17
March 07 2012 02:20 GMT
#1
[image loading]

<Sand Ocean> (<1.1>)
Made by: <TheFish>
Published on: < [NA] >

Version 1.1 Has been updated and uploaded to NA

[image loading]



Introduction/Inspiration:
Building on my experience creating Black Mesa, I decided to tackle yet another 4v4 melee map. Seeing as how I thought up the layout while listening to the F-zero soundtrack, I decided to name it Sand Ocean. My idea behind these 4v4 maps is that I want to create something a bit more macro oriented than the current ladder maps. I also want to challenge myself and get people thinking about how to balance team maps.

In terms of balance, I would expect alot of 2 base play since it is easy to hold on to the 7 local bases near the starting locations. When designing the layout, I was trying to encourage the bottom left team to expand to their right, while the top right team should have an easier time expanding left. Thats where the bridge comes in - my hope was that after people start expanding on the sides, the bridge would become hugely important since it becomes not only the path to your opponents expansions, but also holds 2 gold bases.


Pictures (Aesthetics): (please note that pics are from version 1.0)

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]




Data (Aesthetics):
Texture Set:
Monlyth Sand
Meinhoff Rock
Monlyth Dunes
New Folsom Sand
Monlyth Bricks
Monlyth Plates
Tarsonis Detail
Meinhoff Craters

Cliff Type:
Meinhoff Organic
Monlyth Manmade

Data (Gameplay)
Playable Bounds: 198 X 184
Number of Starting Positions: <8>
Number of Bases: 30; 26- normal, 2- 8min/1richgas, 2- 6richmin/1richgas

Pictures - Map Analyzer

+ Show Spoiler +
[image loading]

[image loading]



Change Log Version 1.1

+ Show Spoiler +
- Added 2 new bases - at 3 o'clock and 9 o-clock.
- Removed the watchtowers at 3 and 9 o'clock and removed the highground islands they were on
- Moved the other two watchtowers to the center of the attack path, placed them on low ground, removed their high ground islands.
- Widened the center of the "bridge" and added warning decals to denote seige-tank range on main bases.
- Widened the chokes leading onto the "bridge"
- Teams should now have an easier time expanding in both directions.
- Added blue fog.


Feedback is of course welcome
~ ~ <°)))><~ ~ ~
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 07 2012 02:25 GMT
#2
Quite nice, but I would personally redesign it so that:
1. All bases are in the corner, as the mains near the center lead to a very choked and long, bland center. I would perfer a more open center since it is 4v4.
2. Make it easier for 2 players to take a third, as you need the entire map to secure them, despite the large number of bases, which I like.
Moderatorshe/her
TL+ Member
FlaShFTW
Profile Blog Joined February 2010
United States10141 Posts
March 07 2012 03:39 GMT
#3
Should include an easier nat for the 4th player or else its gonna turn into a 6 pool + 3 fe xD
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 07 2012 04:10 GMT
#4
OK, Here is how I see the expansions thing going as I laid it out...

+ Show Spoiler +
[image loading]


And some potential changes I have been toying with in my head, but I'm not sure about.

-Bringing the odd-man-out 2nd base ( 6 / 12 oclock) slightly closer to the double-main.

-Widening the southernmost and northernmost entryways to the "bridge"

-Tucking the one gas blue mineral base in closer to the corner.
- Adding another base at 3 oclock and 9 oclock (I have been reluctant to go up to 30 bases. it seems excessive) And moving that watchtower to the middle of the attack path and the 1gas blue mineral base. This would of course change the way players would expo...

~ ~ <°)))><~ ~ ~
WniO
Profile Blog Joined April 2010
United States2706 Posts
March 07 2012 04:57 GMT
#5
its a ok job with the textures, but the layout looks really fun, the middle feels forced though.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
March 07 2012 08:26 GMT
#6
Poor guy whos last to expand and has to take the gimpy, friendless expo to the sides
KCCO!
Chargelot
Profile Blog Joined December 2010
2275 Posts
March 07 2012 11:04 GMT
#7
On March 07 2012 17:26 ihasaKAROT wrote:
Poor guy whos last to expand and has to take the gimpy, friendless expo to the sides

This happens a lot in 3v3 and 4v4 maps. It's actually a good way to force decision making and strategy.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 07 2012 20:32 GMT
#8
@TehTemplar; Thanks! 1- So you're saying it would be better if the center were a bit more open and that the main bases in the middle should be farther apart. I agree with you that my bridge may be a bit too cramped and I'll probably be widening it up a bit. However, if you look at a map like Extinction It doesn't even have a real center (at least not for ground units) and I still manage to have a lot of fun games on that map.
2- Yes it is tough to take a 3rd base. This is on purpose. However, what your saying is that you need to control a huge area of the map to get a 3rd, which I agree with, but can't think of an easy solution.

@FlaShFTW Indeed! You've just described 75% of the 4v4 games on ladder. However, I don't want to make it 8 base vs. 8 base right off the bat because then you just make timing attacks very strong. Imagine 4 zergs all roach/ling all-inning at once, or a 32-gate timing attack.

@WniO Thank you. I agree the middle could be improved upon. Also my texturing is not the best, but I'm quickly getting alot better

@ihasaKAROT This is true, but it is also the case on District 10 as well as on Deadlock Ridge. I actually took alot of inspiration from these maps as I feel they encourage some of the most fun gameplay in 4v4. If you notice my expansion pattern is very similar to district 10, that was by design.

@Chargelot Yes, thanks for pointing this out. Its what I had in mind when I laid out the expos in this way. To continue the debate, I would be certainly willing to reposition some of the natural expos, etc, to make them easier to hold, or closer to the mains, but I'm not willing to add pocket expansions or make the map encourage "nr20" type gameplay.

Thanks for the comments, I'll be updating with some small changes soon. If anyone has any suggestions or counterpoints to my ideas, I'd be delighted to hear.
~ ~ <°)))><~ ~ ~
Dark Lord
Profile Joined March 2011
United States38 Posts
Last Edited: 2012-03-08 02:38:01
March 08 2012 02:36 GMT
#9
On March 07 2012 13:10 TheFish7 wrote:
OK, Here is how I see the expansions thing going as I laid it out...

+ Show Spoiler +
[image loading]



The lone thirds you indicated are less likely to be taken. the picture below depicts what I mean.

+ Show Spoiler [Expansion Pattern] +
[image loading]


Since the other three players on the the red team are expanding counter clockwise it is also likely that the fourth player will take a more exposed expansion in that same direction. Even though that expansion is more exposed it is also more protected by the other teammates, while the other expansion would be basically defenseless. Players are just more likely to expand in the same direction unless someone is ninja expanding. The thirds I marked are more likely to be possible fourths for the other team if the game were to go really long in my opinion. This creates an interesting attack pattern to the game, as shown with arrows, where each team wants to attack in different lanes.

Note that I'm just suggesting that your intended theory of expansion taking is wrong, not that that imbalances the map or anything. I'm just saying that the way you think expansions are going to be taken may not be right.

EDIT- The point is if for some reason you really want players to expand that way you might want to rework those expansions.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-03-08 21:13:44
March 08 2012 21:04 GMT
#10
@Dark Lord Good point and very insightful. The bases in question ( 3oclock and 9oclock) have been bugging me since I started this map, I just could never think of a way to make that area more interesting. I have been thinking of everything from making that base a gold base, to moving the watchtower, to adding another expo there, to adding some destructible rocks a la District 10. that area is the main place teams will defend in, so its pretty important but I could never quite decide what to do with it, so I just stuck to my original plan. That being said, I'd like to make it more interesting....

EDIT: I think I know what I'm going to do. I'm going to move that watchtower "forward" so that it more closely mirrors the one closer to the other team on the same path. I'd put it roughly in the spot where the current statue is. That way that area is a bit easier to defend. The only question that remains is what to do with the resources in that area. I'll start by moving that base closer to the mains, but the question is whether or not I should add another base at 3oclock and 9oclock, which would make 30 bases total. As far as I know (not 100% sure) the most bases on any ladder map is 24.
~ ~ <°)))><~ ~ ~
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
March 09 2012 08:21 GMT
#11
I feel like the 12 and 6 watch towers are in the wrong places, and nonethless too powerful. They're on high ground which means you can park a dozen siege tanks next to it and you've secured it pretty good. I would move those 2 towers somewhere out of the way.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-03-09 21:53:09
March 09 2012 21:50 GMT
#12
Update: Version 1.1 has been published on NA.

Change Log Version 1.1

+ Show Spoiler +
- Added 2 new bases - at 3 o'clock and 9 o-clock.
- Removed the watchtowers at 3 and 9 o'clock and removed the highground islands they were on
- Moved the other two watchtowers to the center of the attack path, placed them on low ground, removed their high ground islands.
- Widened the center of the "bridge" and added warning decals to denote seige-tank range on main bases.
- Widened the chokes leading onto the "bridge"
- Teams should now have an easier time expanding in both directions.
- Added fog.


Pictures of the changes ~~
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


@IronManSC Thanks for the advice, I decided you were right and got rid of those high ground spots. The number of towers is now 2, and they are located in the middle of the main attack routes, you can now also sneak around the watchtowers by sticking to the sides of the map. (see pic above)
~ ~ <°)))><~ ~ ~
iceman8711
Profile Joined March 2012
United States14 Posts
March 10 2012 16:25 GMT
#13
Very interesting layout. Right now the outer starting positions have the advantage of joined mains, however the inner spawns are separate rather than joined. Maybe the outer spawns should be separated like the inner spawns? I would choose one or the other. In late game, the inner spawns are obviously going to be more vulnerable to quick aerial pokes so army mobility is going to be important. Not sure what should be done about it, but it's something to consider. I really like the crystals in the water by the way.
Edmund Duke Stadium - http://www.teamliquid.net/forum/viewmessage.php?topic_id=318778
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 12 2012 16:43 GMT
#14
@iceman8711 Thanks! Yes, I do see that it could be a potential problem. The easy fix I would go for would be to simply connect the bases closer to the middle to make it a bit easier to defend air units and drops.

If anyone is interested, here is a replay of a ZZZZ v ZZZZ game I played with Very Hard AI's on the map, just to test it out and play around. All the AI's go roach/hydra, so I just dismantle them with ling/muta. Its really easy to trick the AIs in the middle to run their units back and forth to defend my air aggression. I'd think a human player would be smarter, but it makes me think air units might be a bit strong with the layout how it is.

http://drop.sc/130139
~ ~ <°)))><~ ~ ~
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
HSC 27: Groups C
CranKy Ducklings80
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 243
NeuroSwarm 113
CosmosSc2 65
StarCraft: Brood War
Artosis 811
Aegong 53
Icarus 9
League of Legends
JimRising 756
Counter-Strike
taco 1301
Stewie2K1093
Super Smash Bros
hungrybox525
Other Games
summit1g8144
shahzam1343
Day[9].tv761
ViBE227
Mew2King121
Organizations
Other Games
BasetradeTV44
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 48
• davetesta36
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• intothetv
• IndyKCrew
• Kozan
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift4887
• Jankos1560
• masondota2617
Other Games
• imaqtpie1151
• Day9tv761
Upcoming Events
RSL Revival
9h 18m
herO vs SHIN
Reynor vs Cure
OSC
12h 18m
WardiTV European League
15h 18m
Scarlett vs Percival
Jumy vs ArT
YoungYakov vs Shameless
uThermal vs Fjant
Nicoract vs goblin
Harstem vs Gerald
FEL
15h 18m
Korean StarCraft League
1d 2h
CranKy Ducklings
1d 9h
RSL Revival
1d 9h
FEL
1d 15h
RSL Revival
2 days
FEL
2 days
[ Show More ]
BSL: ProLeague
2 days
Dewalt vs Bonyth
Replay Cast
3 days
Sparkling Tuna Cup
4 days
The PondCast
5 days
Replay Cast
5 days
RSL Revival
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-06-28
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
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
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
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.