• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:05
CEST 01:05
KST 08:05
  • 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
[ASL22] Ro24 Preview: Summer's End6Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
GSTL Returns in 2026!43Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) GSTL Returns in 2026! SC4ALL: II Talent Announcement! Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
SC4ALL II: Brood War Player Announcement 3/4 - soO BW General Discussion Rush's Odyssey Controversy [ASL22] Ro24 Preview: Summer's End StarCraft 64 is coming to Philly at SC4ALL II
Tourneys
[ASL22] Ro24 Group A Small VOD Thread 2.0 CSLAN 4 is Coming! ASL Season 22 LIVESTREAM with English Commentary
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7999 users

[M] (2) Redstone Bluffs

Forum Index > SC2 Maps & Custom Games
Post a Reply
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-04-06 22:37:17
March 29 2012 08:27 GMT
#1
New Version
[image loading]
No longer published

Old Version
+ Show Spoiler +
[image loading]



I would like to get some feedback on this map. There is still work to be done. I am trying something that is not the usual. The goal for this map was to have more dynamic expansion paths. I didn't want the order in which you take the bases to be cut and dry. I wanted it to be strategy dependent (i.e. aggressive vs. passive) and dependent on the expansion path of your opponent.

I would also like to respond to the post immediately after the OP that the main choke to main backdoor is shorter than main choke to main choke being a problem. My intention for this map was to make so that the main choke, backdoor, natural, and third were not as clearly defined. The goal was to create more factors you need to pay attention to when expanding and defending. If there are commandments of starcraft map design that I am breaking then I would like to know. I can then pull it back a little to make it a worthy map. But to say the main choke to main backdoor is shorter than main choke to main choke, therefore BROKEN, is not seeing the map for what it is trying to be.

If players expand as shown here.
[image loading]

and they push up the lane depicted there. I am trying to look at it as a player pushing from their natural to their opponents natural. In that case then the distance is about the same as pushing from natural to natural on close-air positions on metalopolis. (From the analyzer the distance is 112. Metalopolis is 110 or 116 depending on whether it is top or bottom) But here there are rocks to slow them down in the early game and a defensible high ground. There is some sentiment around that gameplay is stale and FRB is the way to go. That may be true but I am trying introduce some interesting dynamics while still working under the current paradigm? Are there any thoughts on this?

If you see any issues and have ideas about how to address them while maintaining my goal for this map I would like to hear them.

Analyzer stuff
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


Screenshots
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
March 29 2012 09:22 GMT
#2
First off
Poll: Main choke to main backdoor is shorter than main choke to main choke.

Maps with this are basicly unplayable. (27)
 
44%

Okay, but in special circumstances. (14)
 
23%

A bad feature that makes the map worse by default. (9)
 
15%

A compleatly fine map feature. (8)
 
13%

Fine map feature, but only if backdoor is blocked by rocks or other (3)
 
5%

61 total votes

Your vote: Main choke to main backdoor is shorter than main choke to main choke.

(Vote): A compleatly fine map feature.
(Vote): Fine map feature, but only if backdoor is blocked by rocks or other
(Vote): Okay, but in special circumstances.
(Vote): A bad feature that makes the map worse by default.
(Vote): Maps with this are basicly unplayable.


You should make the path to backdoor much longer from enemy main choke.

Also the area in front of the third base seems way too open to me.
Aunvilgod
Profile Joined December 2011
2653 Posts
March 29 2012 12:51 GMT
#3
That poll lacks participation. Maps are not per se unplayable. The backdoor just needs to be easy to defend. Place a watchtower overlooking the attack routes to the backdoor which is easy to take for the defender. Put the whole backdoor on a highground connected to the main.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-03-30 22:15:39
March 29 2012 13:45 GMT
#4
On March 29 2012 18:22 Sea_Food wrote:

You should make the path to backdoor much longer from enemy main choke.

Also the area in front of the third base seems way too open to me.


Although your first point may be true, I'm not certain that it is necessarily the case. It seems as though you are basing this on a very general principle that I am not sure is true. Sure the backdoor on Blistering Sands didn't work but there are several features about this one that make this backdoor different from that map. If you can give some specific reasons why it doesn't work on this map and how it can be addressed I would like to hear them.

As to your second point it is 12 squares wide. I didn't want to make it possible to FFE wall off that front and take an easy three bases. Perhaps 10 wide would be better. That is an easy fix if it is an issue. EDIT (Changed in new version. It is now a triple wide ramp.)
Aunvilgod
Profile Joined December 2011
2653 Posts
March 29 2012 19:41 GMT
#5
The third is fine in my opinion. You could move the mineral line to make a Xel-Naga caverns style FFE possible if it is not already.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
March 30 2012 17:12 GMT
#6
I can tell you enlarged the destructible rocks into the backdoor expansion. This doesn't affect anything. If you test it, I'm willing to bet units can still go through them.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
MarcusRife
Profile Joined March 2011
343 Posts
March 30 2012 21:26 GMT
#7
On March 31 2012 02:12 IronManSC wrote:
I can tell you enlarged the destructible rocks into the backdoor expansion. This doesn't affect anything. If you test it, I'm willing to bet units can still go through them.


You are correct about them being enlarged. You are almost right about it not affecting anything. It affects the visuals. It blocked the ramp before it was enlarged, it just looked like it wasn't big enough like there was space to get through. I enlarged it so it looked like it filled the space. As it is now there is no way through besides destroying them
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
March 31 2012 00:48 GMT
#8
Very interesting. How would you defend 4 bases? When your opponent has 4 bases, he can push through your backdoor and attack your 4th at the same time and you wouldn't be able to anything about it if you took the corner base, and if you took the center base, you'd be exposed to a lot of runbys if you didn't protect your 4th.
And the destructible rocks are fine ^_^
ModeratorI am still alive, somehow
TL+ Member
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-03-31 02:54:12
March 31 2012 02:43 GMT
#9
On March 31 2012 09:48 TehTemplar wrote:
Very interesting. How would you defend 4 bases? When your opponent has 4 bases, he can push through your backdoor and attack your 4th at the same time and you wouldn't be able to anything about it if you took the corner base, and if you took the center base, you'd be exposed to a lot of runbys if you didn't protect your 4th.
And the destructible rocks are fine ^_^


I didn't quite follow what you were saying. Let me try to exhibit some 4 base vs. 4 base scenarios and see if that answers your question. Open the spoiler to see the visual exposition.

I am assuming you are the player at 4 o'clock and the opponent is at 10. Hence the U and and O. I think in most scenarios you should be able to position your army near the orange dot and take an appropiate 4th depending on the 4th your oppoenent takes. If your opponent has the blue base as his 4th then take your corresponding blue base. If he takes the purple base then I would suggest taking your green base. Finally if he takes the green base then take your purple base. Knowledge of your opponent's army movements is critical and creating walls to hinder run-bys is also probably necessary

This is how I drew it up in my head. There most likely are necessary tweaks.

+ Show Spoiler +
[image loading]
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-04-06 22:38:04
March 31 2012 23:45 GMT
#10
I take the lack of responses means no one likes the map. Re-work in progress.
Please log in or register to reply.
Live Events Refresh
The Patches Monday
16:15
#3
SteadfastSC124
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 124
EmSc Tv 13
Dota 2
NeuroSwarm110
League of Legends
JimRising 409
Counter-Strike
summit1g8620
Fnx 900
Super Smash Bros
hungrybox931
PPMD57
Other Games
Liquid`RaSZi1715
shahzam543
ToD524
C9.Mang0347
Trikslyr35
Organizations
Other Games
gamesdonequick217
BasetradeTV30
StarCraft 2
EmSc Tv 13
EmSc2Tv 13
[ Show 14 non-featured ]
StarCraft 2
• Hupsaiya 85
• RyuSc2 46
• musti20045 27
• davetesta17
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21944
Other Games
• imaqtpie1459
Upcoming Events
Afreeca Starleague
10h 55m
Sharp vs Shinee
Action vs Shine
GSL
11h 55m
PiGosaur Cup
1d
Replay Cast
1d 9h
Afreeca Starleague
1d 10h
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
1d 11h
Replay Cast
2 days
The PondCast
2 days
KCM Race Survival
2 days
Replay Cast
3 days
[ Show More ]
PiG Sty Festival
3 days
CranKy Ducklings
4 days
PiG Sty Festival
4 days
Sparkling Tuna Cup
5 days
PiG Sty Festival
5 days
The Patches Monday
6 days
Liquipedia Results

Completed

CSLAN 4
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 1
Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 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.