• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:51
CET 12:51
KST 20:51
  • 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
RSL Season 3 - RO16 Groups A & B Preview0TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation10Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
[TLMC] Fall/Winter 2025 Ladder Map Rotation RSL Season 3 - RO16 Groups A & B Preview Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time?
Tourneys
RSL S3 Round of 16 Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle [ASL20] Ask the mapmakers — Drop your questions BW General Discussion Terran 1:35 12 Gas Optimization BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Should offensive tower rushing be viable in RTS games? Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Path of Exile
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1756 users

[M] (6) Casino Palace

Forum Index > SC2 Maps & Custom Games
Post a Reply
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2012-04-29 03:16:10
April 29 2012 01:55 GMT
#1
Casino Palace
By: TheFish
Published on NA

[image loading]

Introduction/Inspiration:

This map is a concept for an Island team play ( 3 vs 3 ) map.

The idea was to create a layout that favors air play, but can still punish very fast expansions by Terran players. I have no idea if I have succeeded at this endeavor, but hopefully through the brilliant shared collective wisdom of the TL mapping community, we can create a "genre" of map that is fun to play. I made this map because I believe it is possible to use map features to eliminate some of the racial imbalance on Island maps.

A few things that are not standard in the hopes of balancing/creating a fun environment for players:

- the natural expos are blocked off by supply depots. I wanted to disallow very fast expansions, but I thought rocks with their hp and armor favored T and P too heavily.
- the naturals are 3,750 high yield gas, this is to help players going air to be able to support gas heavy units, and hopefully decrease the utility of marines and static defense...
- You can blink around the sides of the map. a 4 gate blink build will not hit until after the 9 minute mark, since you require an obs and 6 blinks to get across.
- Middle watchtowers overlook only airspace

Pictures (Aesthetics):

Just want to note that the aesthetics are pretty half-assed, since I would plan on using this as a proof-of-concept and possibly developing a prettier map with water and stuffs.

+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]


Analyzer was bugged by this map, but here is air distance;
+ Show Spoiler +
[image loading]


I am most interested to know what people think of the features of the map and whether or not they help with the viability of the map - Feedback is welcome ^.^
~ ~ <°)))><~ ~ ~
Arco
Profile Joined September 2009
United States2090 Posts
April 29 2012 02:51 GMT
#2
Looks pretty awesome! Would be fun to play with some friends.
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
April 29 2012 03:00 GMT
#3
Definitely looks awesome. Island maps are interesting, but I fear the power of a muta feed strat. That would be pretty impossible to deal with, especially with the high yield gas.
=Þ
Sumadin
Profile Joined August 2011
Denmark588 Posts
Last Edited: 2012-04-29 09:12:52
April 29 2012 03:02 GMT
#4
Is that 12 expansions per player? Seems a little overkill to me.

Other than that it seems like a good premise for an Intro island map. Having blink stalkers being able to go around on islands also seems important for this type of map.

My advices:
You need to reduce the reassources on the main island. People can max out just from 3 bases, having 5 on the main gives no futher reason to move out on the islands.


Islands in general needs to be rather big or turretrings becomes too powerful.

Also stick to standard Mineral/gas values. I know what you are trying but you won't convince anyone that islands are possible by breaking all the rules of ladder maps. I know ladder likely never will have an island map but still try to stick to them.

Edit: Missread it as a 1v1 Ignore all above.
The basic key to beating a priest is playing a deck that is terrible.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 29 2012 03:14 GMT
#5
On April 29 2012 12:02 Sumadin wrote:
Is that 12 expansions per player? Seems a little overkill to me.

Other than that it seems like a good premise for an Intro island map. Having blink stalkers being able to go around on islands also seems important for this type of map.

My advices:
You need to reduce the reassources on the main island. People can max out just from 3 bases, having 5 on the main gives no futher reason to move out on the islands.


Islands in general needs to be rather big or turretrings becomes too powerful.

Also stick to standard Mineral/gas values. I know what you are trying but you won't convince anyone that islands are possible by breaking all the rules of ladder maps. I know ladder likely never will have an island map but still try to stick to them.


Its a 3v3 map, so theres only ~ 4 expansions per player.

Working on the assumption that players will go for air builds on this map, I thought the extra gas might be necessary considering that any race that goes purely for air will be starved for gas and floating minerals. I feel that air units overall are weaker than ground units, so without the extra gas I thought that it would be too easy to have stalemates. The extra gas is in there to hopefully discourage turtling. Its obviously untested but something I feel might be needed to allow air heavy compositions - I'll change it if it proves to be imbalanced.
~ ~ <°)))><~ ~ ~
Straw1239
Profile Joined April 2012
United States2 Posts
April 29 2012 04:09 GMT
#6
Looks Pretty cool. I have always wanted to have a balanced island map.
Genome852
Profile Blog Joined August 2010
United States979 Posts
April 29 2012 07:59 GMT
#7
The middle seems pointless to take

Especially if it's an air / island map and where you tend to be more gas restricted than mineral restricted.
Callynn
Profile Joined December 2010
Netherlands917 Posts
April 29 2012 08:27 GMT
#8
Unfortunately, Island maps in sc2 restrict builds rather than encourage them. I never liked maps where people can easily turtle themselves in (like Twillight Fortress), and here you actually stimulate that effect. There will be a lot of long 200/200 builds as well as some air raids and drops and thats where the true variety ends.

It could be fun for some people, and the map looks definitly well-made for it's purpose - but it is not my taste.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Sumadin
Profile Joined August 2011
Denmark588 Posts
April 29 2012 09:12 GMT
#9
On April 29 2012 12:14 TheFish7 wrote:
Show nested quote +
On April 29 2012 12:02 Sumadin wrote:
Is that 12 expansions per player? Seems a little overkill to me.

Other than that it seems like a good premise for an Intro island map. Having blink stalkers being able to go around on islands also seems important for this type of map.

My advices:
You need to reduce the reassources on the main island. People can max out just from 3 bases, having 5 on the main gives no futher reason to move out on the islands.


Islands in general needs to be rather big or turretrings becomes too powerful.

Also stick to standard Mineral/gas values. I know what you are trying but you won't convince anyone that islands are possible by breaking all the rules of ladder maps. I know ladder likely never will have an island map but still try to stick to them.


Its a 3v3 map, so theres only ~ 4 expansions per player.

Working on the assumption that players will go for air builds on this map, I thought the extra gas might be necessary considering that any race that goes purely for air will be starved for gas and floating minerals. I feel that air units overall are weaker than ground units, so without the extra gas I thought that it would be too easy to have stalemates. The extra gas is in there to hopefully discourage turtling. Its obviously untested but something I feel might be needed to allow air heavy compositions - I'll change it if it proves to be imbalanced.



Oh i see sorry
The basic key to beating a priest is playing a deck that is terrible.
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
April 29 2012 10:13 GMT
#10
This actually looks like a ton of fun to play on, it seems like the kind of map where we could see BL/Corrupter vs Battlecruiser/viking vs Carrier/Voidray. Add to that drops and harass with muta/banshee/pheonix and you have a recipe for awesome.

Not sure how well it's balanced, but as far as mindless fun goes this shows a lot of promise.
They're coming to get you, Barbara.
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
April 29 2012 10:29 GMT
#11
Wouldn't a map like this encourage feeding builds? Im pretty sure if one player maxed out 3/3/3 carriers, and other used all the remaining minerals on marines, it would be pretty hard to stop.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
greggy
Profile Joined October 2010
United Kingdom1483 Posts
April 29 2012 11:25 GMT
#12
Problem with island maps is that they encourage turtling massively - and with hyg muta single or double muta feed is going to be pretty hard hard to stop. If you wanted to encourage air play I wouldn't make it a pure island but maybe more of a walled-off with rocks semi-island or something like that - so that ground play can actually work but is more difficult to do. Also 6 blinks is probably too much to get from one base to another.
Pobble
Profile Joined April 2011
Scotland9 Posts
April 29 2012 11:35 GMT
#13
This looks fun, will it be on the EU server any time soon?
moskonia
Profile Joined January 2011
Israel1448 Posts
April 29 2012 13:44 GMT
#14
This looks awesome, but did you consider putting natural creep tumors at the gold? I like your style, but I think without creep blocking it off, Terran can still gain alot by taking it as a natural or a very early 3rd.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
April 29 2012 20:50 GMT
#15
On April 29 2012 17:27 Callynn wrote:
Unfortunately, Island maps in sc2 restrict builds rather than encourage them. I never liked maps where people can easily turtle themselves in (like Twillight Fortress), and here you actually stimulate that effect. There will be a lot of long 200/200 builds as well as some air raids and drops and thats where the true variety ends.


Any map with odd features will encourage a certain type of playstyle. The objective here with this map is to experiment with different map features to see if we can come up with a way to make air play / island maps possible. The turtling effect may be too strong here, but the difference is that on an island map it would be hard to counterattack with units you are using to turtle with - excepting maybe stalkers. Its not like I could sit behind a wall of siege tanks and then move out when I'm maxed - you need air support to move an army around. Still, lack of variety could certainly be an issue with an island map.

On April 29 2012 19:29 iHirO wrote:
Wouldn't a map like this encourage feeding builds? Im pretty sure if one player maxed out 3/3/3 carriers, and other used all the remaining minerals on marines, it would be pretty hard to stop.


Maybe. Thats why I think the early bases need to be gas heavy - to diminish the utility of one teammate getting all the gas. A terran floating command centers around is a big issue, maybe the biggest issue, with island maps. The thing about marines is that you would need to put them into medivacs to move them around, and the good news about that is that it encourages controlling airspace. Marines could still break the whole damn thing though, I'm not sure.

On April 29 2012 20:25 greggy wrote:
Problem with island maps is that they encourage turtling massively - and with hyg muta single or double muta feed is going to be pretty hard hard to stop. If you wanted to encourage air play I wouldn't make it a pure island but maybe more of a walled-off with rocks semi-island or something like that - so that ground play can actually work but is more difficult to do. Also 6 blinks is probably too much to get from one base to another.


From what I've been seeing in my team games theres two ways to counter mutas - You can either rush the crap out of the zerg who is going gas heavy, or use a stalker/HT, festor/Hydra or Marine/thor/raven composition. Unfortunately, an island map removes the possibility of rushing and makes these units less desirable. Therefore, I think your suggestion is a good one, in the next incarnation of this map idea, I'll probably make it more viable to rush the opponent. The trick for me is to figure out how exactly to do this - with rocks, maybe allowing cliff walking/elevator play but not straight up rushes.

On April 29 2012 22:44 moskonia wrote:
This looks awesome, but did you consider putting natural creep tumors at the gold? I like your style, but I think without creep blocking it off, Terran can still gain alot by taking it as a natural or a very early 3rd.


This is probably a good idea. For the next version there won't be any gold minerals. I'm not sure how I feel about creep tumors but its a good idea to discourage terrans from floating around.
~ ~ <°)))><~ ~ ~
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
April 29 2012 21:35 GMT
#16
On April 30 2012 05:50 TheFish7 wrote:
Maybe. Thats why I think the early bases need to be gas heavy - to diminish the utility of one teammate getting all the gas. A terran floating command centers around is a big issue, maybe the biggest issue, with island maps. The thing about marines is that you would need to put them into medivacs to move them around, and the good news about that is that it encourages controlling airspace. Marines could still break the whole damn thing though, I'm not sure.

Doesn't giving gas-heavy bases encourage feeding strats? I mean, if everyone mined more gas, they have more to donate; and gas is usually the limiting factor in air strats. I think this can be balanced by making the naturals half bases; 6m1g (no high yield). You can even increase the gas limit on the natural geyser. This way, players will be more mineral heavy to discourage feeding strats. Then you need to put creep tumors/rocks everywhere to prevent terrans from building and floating ccs everywhere with all the excess minerals...
=Þ
Please log in or register to reply.
Live Events Refresh
RSL Revival
10:00
Group A
Solar vs MaxPaxLIVE!
Zoun vs Bunny
Crank 1145
Tasteless564
ComeBackTV 557
Rex127
IndyStarCraft 114
3DClanTV 49
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Crank 1145
Tasteless 564
RotterdaM 144
SortOf 140
Rex 127
IndyStarCraft 114
StarCraft: Brood War
Rain 6101
Calm 5759
Bisu 2414
Sea 1815
Horang2 1329
Flash 750
Free 605
Pusan 520
Leta 185
Last 166
[ Show more ]
sSak 98
ZerO 92
Rush 92
JulyZerg 80
ToSsGirL 67
Backho 54
hero 54
Aegong 47
Barracks 47
Sea.KH 27
Icarus 22
Terrorterran 18
NaDa 18
Noble 12
ajuk12(nOOB) 9
Dota 2
BananaSlamJamma232
XcaliburYe230
League of Legends
Reynor83
Counter-Strike
olofmeister719
zeus497
x6flipin452
shoxiejesuss332
allub77
Other Games
summit1g12020
B2W.Neo593
crisheroes339
ZerO(Twitch)3
Organizations
Other Games
gamesdonequick515
StarCraft: Brood War
lovetv 10
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt654
Upcoming Events
Kung Fu Cup
9m
ByuN vs ShoWTimE
Classic vs Cure
Reynor vs TBD
RotterdaM144
WardiTV Korean Royale
9m
PiGosaur Monday
13h 9m
RSL Revival
22h 9m
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
1d
herO vs TBD
CranKy Ducklings
1d 22h
RSL Revival
1d 22h
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
2 days
IPSL
2 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
2 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
[ Show More ]
Sparkling Tuna Cup
2 days
RSL Revival
2 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
3 days
WardiTV Korean Royale
3 days
BSL 21
3 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
3 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
3 days
Wardi Open
4 days
Monday Night Weeklies
4 days
WardiTV Korean Royale
5 days
The PondCast
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
RSL Revival: Season 3
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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.