• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:11
CEST 15:11
KST 22:11
  • 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
Team Liquid Map Contest #22: Results and Winners6Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
Douyu Cup 2026: $20,000 Legends Event (June 26-28)8[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th153Weekly Cups (May 18-24): MaxPax wins doubles0
StarCraft 2
General
High level ptr replays? where can I find them? StarCraft II 5.0.16 PTR Patch Notes may 26th Team Liquid Map Contest #22: Results and Winners TL Poll: How do you feel about the 5.0.16 PTR balance changes? TL.net Map Contest #22 - Voting & Ladder Map Selection
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
Quality of life changes in BW that you will like ? [BSL22] Non-Korean Championship from 13 to 28 June BGH Auto Balance -> http://bghmmr.eu/ vespene.gg — BW replays in browser The Korean Terminology Thread
Tourneys
[ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread ZeroSpace Megathread Summer Games Done Quick 2026!
Dota 2
Looking for a Dota Mentor 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
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How Streaming Impacts Game P…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7198 users

[M] (4) Rock and Roll

Forum Index > SC2 Maps & Custom Games
Post a Reply
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-04-15 08:11:42
April 13 2012 20:47 GMT
#1
[image loading]
Published on NA Playable map bounds 170 x 170

The starting seed for this map was to have bases on the middle part of the sides of the map and not the corners. I then ran into the problem of having the distances too short. I solved this by using rocks to require players to weave around the map (like lines at Disneyland) and go through the middle to be able to get to other bases in the early game. This gave me the desired distances and made me excited because I hadn't seen a map exactly like what it was becoming. This also lead me to use rocks extensively.

Therefore, the character of the map is such that it is very closed off to start the game. There is only one path between bases and it goes through the center within view of the watchtower. But as you break down rocks it starts to open up more. At the same time I tried to make it so that even when it is more opened up bases are still defensible. When players start in the closer non-cross positions it is still possible for both players to expand away from their opponent. Your base naturally flows very well into adjacent empty main bases while hopefully not making it too easy to attack when an adjacent base is occupied.

Analyzer
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Screenshots
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]
FFE


On the topic of extra ramps in main
+ Show Spoiler +

On April 14 2012 06:04 MarcusRife wrote:
Show nested quote +
On April 14 2012 05:53 Yonnua wrote:
Three entrances to the main?


Yes. It is my opinion that in this case it helps the defender more than it hurts them. In the early game it shouldn't be hard to defend them given their position. When you are on three or four bases it helps you to move between bases more quickly. Additionally it makes expansion around the map flow better.


On April 14 2012 06:11 MarcusRife wrote:
Show nested quote +
On April 14 2012 06:04 Aunvilgod wrote:
6 pool all the way.

A main should not have more than 1 entrance.


The way the rocks are positioned you can only have four lings attack those at a time. It takes a long time. With proper scouting you should be able react accordingly and be safe. I don't subscribe to that general wisdom. If you don't believe me we can test it.



Another map by me
Devils Bluff - http://www.teamliquid.net/forum/viewmessage.php?topic_id=326850
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
April 13 2012 20:53 GMT
#2
Three entrances to the main?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
RFDaemoniac
Profile Joined September 2011
United States544 Posts
Last Edited: 2012-04-13 20:59:26
April 13 2012 20:59 GMT
#3
I'm a little concerned about having 3 openings to your main, even if two of them are blocked off by rocks in the beginning.

I do really like the high ground in front of the natural, that feels like a structure that hasn't been seen/used before.

It's also the case that reapers might be pretty deadly because of the ~50 second travel time from the edge of one main to the edge of the other in close positions.

One other concern that I have is for the high ground on either side of the outer paths that start blocked by rocks. Is it possible to siege the 3rd and 4th bases from that highground? That would be very annoying to deal with as zerg, particularly if one set of rocks was left up...

I do like the general idea of handling close positions in this way, it seems to make the map more interesting
MarcusRife
Profile Joined March 2011
343 Posts
April 13 2012 21:04 GMT
#4
On April 14 2012 05:53 Yonnua wrote:
Three entrances to the main?


Yes. It is my opinion that in this case it helps the defender more than it hurts them. In the early game it shouldn't be hard to defend them given their position. When you are on three or four bases it helps you to move between bases more quickly. Additionally it makes expansion around the map flow better.
Aunvilgod
Profile Joined December 2011
2653 Posts
Last Edited: 2012-04-13 21:05:05
April 13 2012 21:04 GMT
#5
6 pool all the way.

A main should not have more than 1 entrance.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-04-13 22:03:32
April 13 2012 21:07 GMT
#6
On April 14 2012 05:59 RFDaemoniac wrote:
It's also the case that reapers might be pretty deadly because of the ~50 second travel time from the edge of one main to the edge of the other in close positions.

One other concern that I have is for the high ground on either side of the outer paths that start blocked by rocks. Is it possible to siege the 3rd and 4th bases from that highground? That would be very annoying to deal with as zerg, particularly if one set of rocks was left up...

I do like the general idea of handling close positions in this way, it seems to make the map more interesting


Hopefully the reapers will be viable but not game breaking.

I added doodad on those highgrounds. Only one extractor is in range of a siege tank and possibly one mineral patch. But the bases are not. I don't see a problem with some possibility for harassment.
MarcusRife
Profile Joined March 2011
343 Posts
April 13 2012 21:11 GMT
#7
On April 14 2012 06:04 Aunvilgod wrote:
6 pool all the way.

A main should not have more than 1 entrance.


The way the rocks are positioned you can only have four lings attack those at a time. It takes a long time. With proper scouting you should be able react accordingly and be safe. I don't subscribe to that general wisdom. If you don't believe me we can test it.
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
April 13 2012 21:52 GMT
#8
Backdoor rocks to mains are never a good idea. So what would possess you to have two of them? Moreover, you can't FFe at the 'natural', and a 4gate is an insta-win in PvP.

Interesting idea, but start with taking away 2 ramps at the main, and making a viable natural. Then we can see how the map looks.
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
April 13 2012 22:12 GMT
#9
On April 14 2012 06:04 MarcusRife wrote:
Show nested quote +
On April 14 2012 05:53 Yonnua wrote:
Three entrances to the main?


Yes. It is my opinion that in this case it helps the defender more than it hurts them.


You're wrong, it hurts them much more than it helps them.

On April 14 2012 06:04 MarcusRife wrote:In the early game it shouldn't be hard to defend them given their position.


The distance for the defender is (slightly) less than the distance between them for the attacker, so it isn't as bad as it could be, but it's still not doable. If I have my units attack one of the entrances and another group attack another entrance then you can't defend unless you aren't getting a strong economy, so there's always going to be a requirement to one base for a considerable time on this map.

This is made considerably worse in PvP, where I can 4gate and throw a pylon near each entrance. Whenever you try to go to one pylon to defend I run a zealot up the ramp on the other side of the base and warp in units on the inside of the rocks. You come back to defend I do the same on the other side. Ultimately it stretches the defending player too thin against early pressure.

Then there's the TvZ issue. If the zerg hasn't knocked down all the rocks before terran gets siege tanks, the terran player can put a tank behind the rocks and siege up the main. So the zerg needs longer range units before the tanks are out. If you have them, the terran can always drop tanks on the high-ground outside the natural and siege that base up instead. Once again, there's too much pressure on the defender for so little effort by the aggressor.

On April 14 2012 06:04 MarcusRife wrote:When you are on three or four bases it helps you to move between bases more quickly. Additionally it makes expansion around the map flow better.


The same could be achieved with a better base layout without having the massive problem of making the main so vulnerable to one base aggression. It's good to be thinking creatively, but ultimately back-doors have proven over time to be pretty unworkable and especially if there are 2 backdoors.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
MarcusRife
Profile Joined March 2011
343 Posts
April 13 2012 22:16 GMT
#10
On April 14 2012 06:52 DYEAlabaster wrote:
Backdoor rocks to mains are never a good idea. So what would possess you to have two of them? Moreover, you can't FFe at the 'natural', and a 4gate is an insta-win in PvP.

Interesting idea, but start with taking away 2 ramps at the main, and making a viable natural. Then we can see how the map looks.


I gave my justifications for the ramps in replys further down. I will add it to the op. I provided a screenshot of how a ffe can be executed. It looks reasonable to me in that screenshot. Can you be more specific about why 4-gate is insta-win in PvP? That way I might be able to address it.
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-04-13 22:49:29
April 13 2012 22:24 GMT
#11
On April 14 2012 07:12 Yonnua wrote:
Show nested quote +
On April 14 2012 06:04 MarcusRife wrote:
On April 14 2012 05:53 Yonnua wrote:
Three entrances to the main?


Yes. It is my opinion that in this case it helps the defender more than it hurts them.


You're wrong, it hurts them much more than it helps them.

Show nested quote +
On April 14 2012 06:04 MarcusRife wrote:In the early game it shouldn't be hard to defend them given their position.


The distance for the defender is (slightly) less than the distance between them for the attacker, so it isn't as bad as it could be, but it's still not doable. If I have my units attack one of the entrances and another group attack another entrance then you can't defend unless you aren't getting a strong economy, so there's always going to be a requirement to one base for a considerable time on this map.

This is made considerably worse in PvP, where I can 4gate and throw a pylon near each entrance. Whenever you try to go to one pylon to defend I run a zealot up the ramp on the other side of the base and warp in units on the inside of the rocks. You come back to defend I do the same on the other side. Ultimately it stretches the defending player too thin against early pressure.

Then there's the TvZ issue. If the zerg hasn't knocked down all the rocks before terran gets siege tanks, the terran player can put a tank behind the rocks and siege up the main. So the zerg needs longer range units before the tanks are out. If you have them, the terran can always drop tanks on the high-ground outside the natural and siege that base up instead. Once again, there's too much pressure on the defender for so little effort by the aggressor.

Show nested quote +
On April 14 2012 06:04 MarcusRife wrote:When you are on three or four bases it helps you to move between bases more quickly. Additionally it makes expansion around the map flow better.


The same could be achieved with a better base layout without having the massive problem of making the main so vulnerable to one base aggression. It's good to be thinking creatively, but ultimately back-doors have proven over time to be pretty unworkable and especially if there are 2 backdoors.


Ah, ok now I see the PvP problem. But I disagree on the other match-ups. I fixed it so that you cannot get vision up the other ramps. You can see it in one of the screenshots.
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
April 13 2012 22:31 GMT
#12
On April 14 2012 07:16 MarcusRife wrote:
Show nested quote +
On April 14 2012 06:52 DYEAlabaster wrote:
Backdoor rocks to mains are never a good idea. So what would possess you to have two of them? Moreover, you can't FFe at the 'natural', and a 4gate is an insta-win in PvP.

Interesting idea, but start with taking away 2 ramps at the main, and making a viable natural. Then we can see how the map looks.


I gave my justifications for the ramps in replys further down. I will add it to the op. I provided a screenshot of how a ffe can be executed. It looks reasonable to me in that screenshot. Can you be more specific about why 4-gate is insta-win in PvP? That way I might be able to address it.



That is by no means a "proper" FFE. You have no real wall, a huge gaping entrance to your natural, and you REQUIRE at least two cannons to have any modicum of safety.

Looking back to Arid Plateau, Xel-Naga Caverns, or Searing Crater, these maps were generally judged fairly poor for FFE because of the fact that there were two major entrances to the natural expansion. ESPECIALLY Searing Crater, which has a similar style (albeit being more friendly) than yours.

Another issue that exists is the power of hellion run-bys and hidden banelings. Xel-Naga, when in tournament rotation, had these facets of play almost guaranteed because of the fact that the natural was so wide open with many entrances.

A 4gate is an insta-win in PvP because unless you 4gate yourself, the Protoss is simply going to break into your base from any given direction. You would need to be all over the place to prevent a Toss from, say, breaking down the backdoor while warping in the front.

The reason that back-door rocks are an inheranetly flawed concept is because it takes away 'assured' bases. In Sc2, you should have AT LEAST one "gimmie" base, and the meta is moving to have 2 "free" bases (main+natural). The game has evolved from a state of 1-base all ins to a more macro-focused playstyle, which, in turn, means that mappers have been pushed down a path of giving 'free' bases to players. Without AT LEAST a 'free' main, you will have only 1 base all-ins on this map, and nothing else.

The only map in history to have a (semi-functional) back-door-to-main is CrossFire LE. And lest we forget, how often did we see long epic macro games on that map, despite it having a balanced backdoor (hint: almost never). Having 3 entrances to the main is a decision that makes zero logistical sense, seeing that 2 entrances is already an idea that DOES NOT WORK in tournament play. You take away any defenders advantage, and give the attacker an advantage (more to defend, more options for attack).

As it stands, this is not a playable map at any competitive level, I'm sorry. other problems exist asides from the horribly broken main-base layout, but first things first- fix this problem and we can examine the remainder of the map
moskonia
Profile Joined January 2011
Israel1448 Posts
April 13 2012 23:47 GMT
#13
[image loading]

this is my idea to make FFE viable, you should make sure roaches cant hit the lower ramp though from behind the rocks.
this wont make FFE really easy, cause even though there is high ground blocking the wall, there are still 3 rocks left to break so he can enter

Anyways i like this map, pretty unique map, you got a special style and i hope you continue making maps
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
April 13 2012 23:58 GMT
#14
TMNT map. all the way.
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2012-04-15 07:41:01
April 15 2012 07:40 GMT
#15
On April 14 2012 08:47 moskonia wrote:

this is my idea to make FFE viable, you should make sure roaches cant hit the lower ramp though from behind the rocks.
this wont make FFE really easy, cause even though there is high ground blocking the wall, there are still 3 rocks left to break so he can enter

Anyways i like this map, pretty unique map, you got a special style and i hope you continue making maps



Updated so that a more traditional FFE is possible. All images should reflect this now. And thanks!
Please log in or register to reply.
Live Events Refresh
CranKy Ducklings
10:00
Sea Duckling Open #146 (PTR Edition)
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Britney 42355
Calm 5268
EffOrt 521
Hyuk 360
BeSt 316
Shuttle 225
Last 205
Zeus 140
Leta 121
hero 116
[ Show more ]
Hyun 96
Pusan 87
ggaemo 85
ToSsGirL 36
Movie 34
Terrorterran 31
Barracks 24
GoRush 21
soO 19
IntoTheRainbow 16
Rock 15
SilentControl 14
zelot 13
Sacsri 11
ajuk12(nOOB) 10
NaDa 9
Icarus 5
Dota 2
Dendi1407
XcaliburYe280
Counter-Strike
fl0m6907
Other Games
Lowko806
B2W.Neo681
DeMusliM292
Hui .263
Sick252
Pyrionflax240
byalli215
SHIN 171
XaKoH 127
Mew2King79
Organizations
Other Games
BasetradeTV196
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 93
• CranKy Ducklings SOOP21
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 3
• FirePhoenix2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2882
Other Games
• WagamamaTV838
Upcoming Events
uThermal 2v2 Circuit
1h 49m
BSL22 NKC (BSL vs China)
5h 49m
eOnzErG vs Mihu
Messiah vs XuanXuan
Jaystar vs TerrOr
Dewalt vs Bonyth
eOnzErG vs XuanXuan
Mihu vs TerrOr
Messiah vs Bonyth
Sparkling Tuna Cup
20h 49m
uThermal 2v2 Circuit
1d 1h
BSL22 NKC (BSL vs China)
1d 5h
Jaystar vs Dewalt
eOnzErG vs TerrOr
XuanXuan vs Bonyth
Mihu vs Dewalt
Messiah vs Jaystar
eOnzErG vs Bonyth
TerrOr vs Dewalt
Wardi Open
1d 21h
OSC
2 days
Replay Cast
3 days
The PondCast
4 days
Replay Cast
5 days
[ Show More ]
OSC
5 days
CranKy Ducklings
5 days
Liquipedia Results

Completed

Acropolis #4 - GSB
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
uThermal 2v2 2026 Main Event
Murky Cup 2026
Heroes Pulsing #2
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
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.