• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:21
CET 13:21
KST 21:21
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw? Team Liquid Map Contest #22 - Presented by Monster Energy
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
ASL21 General Discussion RepMastered™: replay sharing and analyzer site mca64Launcher - New Version with StarCraft: Remast BGH Auto Balance -> http://bghmmr.eu/ Soulkey's decision to leave C9
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group C [ASL21] Ro24 Group B 2026 Changsha Offline Cup
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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 Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1713 users

[M] (2) 6m1hyg Hidden Sands

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2012-04-14 03:27:13
March 25 2012 22:28 GMT
#1
6m1hyg HIDDEN SANDS
v1.0 published on NA server as "6m1hyg Hidden Sands"
v1.0 published on EU server as "6m1hyg Hidden Sands" by Chargelot

[image loading]

The once-pristine tidal pools of Port-Zion are now littered with the refuse of heavy industry.

+ Show Spoiler [analyzer summary] +

[image loading]


+ Show Spoiler [previous versions] +

0.3
[image loading]
0.2
[image loading]
0.1
[image loading]


+ Show Spoiler [beauty shots] +

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


STATS
dimensions = 136x138
rush distance (analyzer main2main) = 161
rush distance (analyzer nat2nat) = 129

watchtowers = 2
rocks = 0

16 total bases
10 (6m1hyg) bases
4 (6m) bases
2 (6m2hyg) bases

tileset: port zion with xil sand and valhalla sand

FEATURES

Low resource map (6m1hyg w/ 2000mins 5000gas) following Barrin's current standard: http://www.teamliquid.net/forum/viewmessage.php?topic_id=321242

If the map is bad it is entirely a consequence of my lack of mapping skill and should not not reflect on the validity of FRB

there are quite a few small chokes near the center of the map which I did to match the smaller army sizes.

the mains are quite small, but there is alot of building space on the plateau on the same level as the natural, as well as a "in-nat" 6m base, mining workers on the min only can be hit by most (all?) ranged units (including roaches) if they have vision

your feedback, comments and suggestions are appreciated!
This is it... the alpaca lips.
Chargelot
Profile Blog Joined December 2010
2275 Posts
March 25 2012 23:18 GMT
#2
Lowering total resources + keeping the same number of bases as previous resource level maps + making bases more difficult to defend = the downfall of 6m.

You can't demand that a player should have to expand 20% faster with bases that are 50% harder to defend. That's not helping the game, that's inspiring 1 base 4gate vs 1 base 4 gate all over again.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
lost_artz
Profile Joined January 2012
United States366 Posts
Last Edited: 2012-03-26 00:26:13
March 26 2012 00:25 GMT
#3
Something I would consider changing is adding a ramp to the 12/1 o'clock bases from the high ground natural-ish area. Not only would it give players the option to choose between 2 possible thirds, in terms of 4th it would also keep players fairly spread out and it also would add a secondary attack path into the natural high-ground area that players could use if they couldn't break up into the natural via the already existing ramp.
sam!zdat
Profile Blog Joined October 2010
United States5559 Posts
March 26 2012 02:15 GMT
#4
These bases are way too hard to hold for 6m. Might work if you put a min only base on the high ground.
shikata ga nai
RumbleBadger
Profile Joined July 2011
322 Posts
March 26 2012 02:59 GMT
#5
Like others are saying the bases are too hard to take.

Also, the closer third is counterclockwise from the natural, but the better endgame plan (for the best protection) is to expand clockwise. Try to make it clearer which bases belong to which player.

Otherwise, the map is very interesting, if not ideal.
Games before dames.
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2012-03-26 03:57:17
March 26 2012 03:49 GMT
#6
I kinda messed up on this one...

@Chargelot: OK I see what you mean, I'll make some large changes to the map soon to try to make the bases easier to take.

@lost_artz: a problem I see with with doing that is that it might encourage players to expand equally in each direction which is bad generally because of reasons enumerated here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=304777 (circle syndrome, or too many ambiguous bases)

@sam!zdat: adding a mineral only on the nat highground might be a solution, however giving players free minerals in their base might be contradictory to the FRB concept (unless I am misunderstanding your idea); though super easy to harass minerals might be ok...

@rumblebadger: I intended for players to expand counter-clockwise and for that single base was be a late game option for the closer player, I tried to minimize the ability to expand further clockwise, but as it is it may be too easy to just keep expanding in that direction.




Anyway here is a new version, I tried to address most of the issues. The map is now published without the 6m1hyg tag before the name, I was a bit premature :/

+ Show Spoiler [map image] +

[image loading]


changes
-changed location of the nat ramp to be closer to the third base
-added barrier near the third to make the are less open and harder to attack (hopefully)
-increased the size of some of the central chokes slightly
-other small changes
This is it... the alpaca lips.
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
Last Edited: 2012-03-26 03:58:02
March 26 2012 03:56 GMT
#7
At firs I was sort of agreeing with the others that the bases seem too difficult to hold, since the double gas "fourth" is so far away from the third and is running contrary to what I believe is the more correct counter-clockwise expansion pattern. Working clockwise seems to move toward your opponent much faster (which may be ok for T) and also seems to lose some of the "protection" the chokiness of the middle area might offer.

But that is sort of the beauty of that being the double-gas base, because it is in a much more risky position. You are probably going to take the one on your side of the map and let it get sacked a few times just to squeeze out that extra gas.

Also, at first I was thinking there should be a ramp down to this base too, and that may still be a good idea, but I can definately see *not* going with that and keeping that large plateau area for extra production buildings. I've found that from playing on Devolution, I'm building production facilities all over the place with P & T. While some strategic blocking buildings may still be used on this map, it is a neat idea to have a large safe harbor for the abundant production structures.

Edit: To clarify, I was typing this up before I saw Nam's post above... doesn't change my opinion too much though.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
shibomi
Profile Joined June 2010
Canada8 Posts
Last Edited: 2012-03-26 05:24:49
March 26 2012 04:40 GMT
#8
Correct me if im wrong but isn't this a 7m1hyg map?

edit
Namrufus responce mentions "-other small changes" but i dont view having 7 mineral patches at the main as a small change (if a change at all) . So changing it to 7m1hyg would be more precise.
iMrising
Profile Blog Joined March 2012
United States1099 Posts
March 26 2012 05:05 GMT
#9
this map is solid except for 2 things.

1. the area behind the main's mineral line, if the terran drops siege tanks behind there with medivacs, its game over.
2. there might be a little too many bases (2 or 4 too many)

but solid map
$O$ | soO
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2012-03-26 08:05:06
March 26 2012 06:36 GMT
#10
Some words of encouragement: This is a new style. Everyone needs to work on it, and in truth, it will probably be best when we set new standards that none of us have even thought of yet. It's good that you're trying 6m. I think more people need to try. And it's only by trial and error that it will be perfected. So don't mind error.

Some advice:
[image loading]

14 base 6m has the mineral patch count of 10.5 base 8m. I think every map maker using 6m should refer to this chart whenever they want to build a new map. It shows how unrewarding a 3rd base is in 6m (containing only 2 more minerals than 2 base 8m), and why it should be easier to defend the third.

It shows that you need significantly more bases for the same number of minerals (the idea isn't to make the game end at 30:00 because there are no more minerals, it's to make the player more active in the game), and it just all around flat out tells us what we already knew but we weren't really thinking:

6m changes all the rules.

On March 26 2012 14:05 iMrising wrote:
this map is solid except for 2 things.

1. the area behind the main's mineral line, if the terran drops siege tanks behind there with medivacs, its game over.
2. there might be a little too many bases (2 or 4 too many)

but solid map


The idea that people look at 14 bases on a 6m and think "that's too much" is scary. Most 2 player 8m maps have 12 bases, equating to a total number of mineral patches found in 16 bases in 6m. Again, the reduction isn't intended to make the game end because there are no minerals left. Ideally, you would have the same number of minerals on a 6m and 8m map, but with more bases and more expanding on a 6m map.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-03-26 21:19:31
March 26 2012 21:15 GMT
#11
With the above post in mind, I think that sam!zdat 's suggestion is actually a pretty good one. If you add a mineral only base to the high ground you give players a real opportunity to actually macro up. (your main has 7m (??)) You would also of course add an extra ramp up to the high ground, probably blocked by rocks at first to make it so that the base is not "free".

Keep in mind that 4 6m 1hyg bases is ~ the same income as 3 8m2g bases. Therefore, the ease of defending 4 bases in 6m1hyg should be about the same as it is to defend 3 bases on a "normal" map.

Edit: I realized I posted a bunch of **** without providing any real evidence to support my claims. Therefore, I would refer skeptics to Barrin's 6m Devolution, and have them study the base layout (you can get to 4 bases somewhat easily)

As a side note, I think all map makers interested in 6m should consider Chargelot's post...
~ ~ <°)))><~ ~ ~
sam!zdat
Profile Blog Joined October 2010
United States5559 Posts
March 27 2012 00:32 GMT
#12
The 4th on Devolution in my experience is not so easy to take, at least for protoss. The mineral only is of limited utility especially in pvz.
shikata ga nai
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2012-03-27 02:44:56
March 27 2012 01:57 GMT
#13
@HypertonicHydroponic: Thanks for your thoughts! I'm going to try to make it so the expansion pattern is a bit more well defined.

@shibomi:
that is a mistake, the map is supposed to be 6m, thanks for catching that (I should have noticed...)

@iMrising:Ok, drops will probably be a bit too strong there, I'll shift the mineral line location away.

@Chargelot: Thanks for the advice, I wasn't thinking enough about the consequences of 6m, the things in you mention are important to consider. That chart is really eye-opening, even though it should be obvious. thanks!

@TheFish7: All of your points make sense, I should have put more thought into the expansion pattern. thanks for the feedback!

@sam!zdat, TheFish7: I think I will add that mineral only base to the nat plateau, I'll see how it goes.




version 0.3 updated in the OP and published to the NA server

+ Show Spoiler [map image] +

[image loading]


changes
- fixed main mineral line number
- change orientation of main mineral lines
- added min-only expansion to the plateau outside the main, most (all?) (including roaches) ranged units can hit mining workers from the lowground if they have vision.
-brought 2 gas expansion slightly closer to the nat entrance of the closer spawn, also moved the mineral line furhter back towards the edge of the map
-moved corner expansion back slightly

thanks to everyone that posted, your thoughts are appreciated! thank you.
This is it... the alpaca lips.
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2012-03-27 02:08:08
March 27 2012 02:00 GMT
#14
On March 27 2012 06:15 TheFish7 wrote:
With the above post in mind, I think that sam!zdat 's suggestion is actually a pretty good one. If you add a mineral only base to the high ground you give players a real opportunity to actually macro up. (your main has 7m (??)) You would also of course add an extra ramp up to the high ground, probably blocked by rocks at first to make it so that the base is not "free".

Keep in mind that 4 6m 1hyg bases is ~ the same income as 3 8m2g bases. Therefore, the ease of defending 4 bases in 6m1hyg should be about the same as it is to defend 3 bases on a "normal" map.

Edit: I realized I posted a bunch of **** without providing any real evidence to support my claims. Therefore, I would refer skeptics to Barrin's 6m Devolution, and have them study the base layout (you can get to 4 bases somewhat easily)

As a side note, I think all map makers interested in 6m should consider Chargelot's post...


I think anything beyond 4 bases on 6m should be more difficult to defend, however. It needs to be made standard so that it can be played on and utilized by bronze leaguers or MKP/DRG. So allowing players to more easily take a 3rd/4th will definitely make maps more usable (at least as usable as current 8m maps are), but how many gold league or even masters league players will get to 5 bases? I don't think it would happen very often. The players who would get to 5+ 6m bases would have the skill required to defend them, or they will swiftly learn to stick to 3-4 bases.

Overall I think there needs to be a more defined tipping point when it comes to the difficulty of taking more bases.

If in 8m the difficulty of holding a newly acquired base looks like this:
main: 0%
Natural: 10%
Third: 20%
Fourth: 30%
Fifth: 50%

I would have 6m look like this:
main: 0%
Natural: 10%
Third: 15%
Fourth: 25%
Fifth: 50%

Overall, it just need to be appealing to players. 5+ bases don't usually exist at one time, they're usually built out of necessity because the first base or two have mined out. In that situation, you are FORCED to take the fifth base, or you will lose. But early game expanding needs to be worth it, or we will see a serious decline in the metagame. Everyone will go back to 1 base all-ins for a long time simply to avoid dealing with the unappealing third/fourth.

keep in mind the above hypothetical base acquisition difficulties are assuming a 1v1 map like this. The rules are different on 1v1v1v1 maps, obviously.

@namrufus:
That's actually really nice. That mineral only expo makes a huge difference, and I like how the dual gas base is nicely tucked in against the plateau. It really makes all the difference. Very cool. The lack of a dedicated ramp at the mineral only base is made up for by its position. It's easy to defend early on, but it will get more difficult as the opponent gets the ability to fire up cliffs. Seriously well made, I think.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
grapz
Profile Joined August 2010
Canada20 Posts
March 27 2012 03:04 GMT
#15
Anyone want to try this map with me im a master lvl protoss
sam!zdat
Profile Blog Joined October 2010
United States5559 Posts
March 27 2012 03:16 GMT
#16
Grapz go to channel 7m.
shikata ga nai
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 27 2012 04:16 GMT
#17
I think this map came out really good. I was going to say the 3rd mineral line is too close to the low ground, but on second thought its actually a cool feature - it means that you can't just depend on that base to turtle up, and makes for more dynamic gameplay.
~ ~ <°)))><~ ~ ~
moskonia
Profile Joined January 2011
Israel1448 Posts
March 28 2012 13:51 GMT
#18
When will this be published in the eu? can't wait to try it
Namrufus
Profile Blog Joined August 2011
United States396 Posts
March 29 2012 04:00 GMT
#19
@Chargelot, TheFish7: thanks, I am wondering if this expansion or the other min only expansion should have a gas, with the two min onlies and the two gas fairly vulnerable, there might not be enought gas on the map in general, I'm not sure.

@grapz: please post if you noticed any problems with the map !

@moskonia: I may or may not be able to get the map onto the eu server
This is it... the alpaca lips.
Chargelot
Profile Blog Joined December 2010
2275 Posts
March 29 2012 04:56 GMT
#20
On March 29 2012 13:00 Namrufus wrote:
@Chargelot, TheFish7: thanks, I am wondering if this expansion or the other min only expansion should have a gas, with the two min onlies and the two gas fairly vulnerable, there might not be enought gas on the map in general, I'm not sure.

@grapz: please post if you noticed any problems with the map !

@moskonia: I may or may not be able to get the map onto the eu server

I hosted RetroSpork on eu for you. If you'd like me to put this one up just shoot me a PM, or email with the file attached if you still have my address laying around.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Kung Fu Cup
11:00
2026 Week 2
WardiTV551
TKL 186
IndyStarCraft 133
SteadfastSC91
Rex78
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 186
Lowko186
SortOf 145
IndyStarCraft 133
SteadfastSC 91
Rex 78
StarCraft: Brood War
Britney 64745
Sea 15757
Calm 6828
Jaedong 1708
Horang2 1282
Mini 706
Larva 628
EffOrt 477
Rush 383
actioN 366
[ Show more ]
ZerO 200
Snow 159
Last 157
ggaemo 153
Pusan 143
Light 111
Leta 106
ToSsGirL 72
Mind 67
Soma 63
Sharp 61
Backho 44
Aegong 41
Barracks 24
Bale 21
GoRush 20
Noble 17
sorry 16
Icarus 16
ajuk12(nOOB) 13
IntoTheRainbow 12
ivOry 8
Terrorterran 7
Rock 6
Dota 2
Gorgc3729
XaKoH 451
BananaSlamJamma210
XcaliburYe137
Counter-Strike
olofmeister1430
shoxiejesuss1200
x6flipin319
edward90
Heroes of the Storm
MindelVK17
Other Games
singsing1661
B2W.Neo739
Liquid`RaSZi685
XBOCT323
crisheroes202
Fuzer 172
hiko130
Sick75
ArmadaUGS49
QueenE13
ZerO(Twitch)5
Organizations
Dota 2
PGL Dota 2 - Main Stream35
StarCraft: Brood War
lovetv 11
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV352
Upcoming Events
Replay Cast
11h 40m
KCM Race Survival
20h 40m
The PondCast
21h 40m
WardiTV Team League
23h 40m
OSC
23h 40m
Replay Cast
1d 11h
WardiTV Team League
1d 23h
RSL Revival
2 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
2 days
Platinum Heroes Events
3 days
[ Show More ]
BSL
3 days
RSL Revival
3 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
3 days
BSL
4 days
Replay Cast
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
Light vs Calm
Royal vs Mind
Wardi Open
4 days
Monday Night Weeklies
5 days
OSC
5 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Rush vs PianO
Flash vs Speed
Replay Cast
6 days
Afreeca Starleague
6 days
BeSt vs Leta
Queen vs Jaedong
Liquipedia Results

Completed

Proleague 2026-03-23
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 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 © 2026 TLnet. All Rights Reserved.