• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 18:45
CET 00:45
KST 08:45
  • 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
TL.net Map Contest #21: Winners9Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
TL.net Map Contest #21: Winners RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8) Starcraft, SC2, HoTS, WC3, returning to Blizzcon! Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - 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
Nintendo Switch Thread Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
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 YouTube Thread Dating: How's your luck?
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 NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
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 Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1578 users

[M] (4) ESV Golden Valley

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 Next All
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-08-08 19:22:32
May 05 2012 23:22 GMT
#1
[image loading]

[image loading]

ESV.TV The home of the Korean Weekly!


ESV Golden Valley

v1.1
Made by: Gfire
Published on: [AM] [EU] [SEA] [KR]

[image loading]


Introduction/Inspiration:

This is a sort of setup which has been developing in my head for a while now. The other day I sat down and built it.

This is my first 4p rotational map in... Very long time. It's not something I saw much benefit in pursuing, as they are harder to make but not really any better in my opinion. However, I realized that maps are often about good concepts, and not striving to make some optimal or ideal map, I decided to make so since I had a rotational map concept developing in my head.

The concept is about the ground third bases (a bit inspired by Whirlwind, I admit,) but they are only 6m1hyg bases, so you'll have to take a fourth pretty early. I paired it with a bridge from the area between the two third bases which lead up to a high ground pod players can control towards the center. I really liked this general layout, and it seemed to work quite well for a 4p rotational map, although the mains are a bit squished.

The watchtower placement came in later. I thought there was a lot of airspace and I decided to include something which I had been thinking about for a while, which was using Watchtowers to spot air space to see drops or other flying units on route to your base. I think there could be some interesting tactics around the watchtower as well.




Close Ups: Imgur Album

Data (Aesthetics):
  • Texture Set:
    1. Agria Dirt
    2. Braxis Alpha Rust
    3. Braxis Alpha Rock
    4. Bel'Shir Grass Light
    5. Agria Grass Yellow
    6. Bel'Shir Bricks Small
    7. Aiur Tiles
    8. Aiur Small Bricks

  • Cliff Type:
    1. Aiur Manmade Cliffs
    2. Braxis Alpha Organic Cliffs




Pictures (Gameplay):
+ Show Spoiler [Analyzer] +
[image loading]

[image loading]

[image loading]

+ Show Spoiler [Angled Overview] +
[image loading]


Data (Gameplay):
  • Playable Bounds: 152x152
  • Main Choke <-> Main Choke Distance(s): 41 (close) 54 (cross)




Change Log:
+ Show Spoiler +
Update 1 - Updated Aesthetics, added LosB and critters, put a watchtower in the center and removed the other ones.
Update 2 - Updated the map for ESV Korean Weekly. Aesthetic and pathing improvements, minor bug fixes
Update 3 - Added a very small gap between the main and adjacent third.


[image loading]
all's fair in love and melodies
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 06 2012 00:45 GMT
#2
This is awesome! Seriously, this is one of the best "standard-ish" maps I've seen. Great work on the center. The bridge works well too.

I'm not sure how well the thirds will work with the metagame, but it might actually improve ZvP so it isn't such a fast max. We'll see.

I think you can probably start working on some creative stuff like new map features. Definitely work some more on the aesthetics- these are alright, but I think it could use some more doodads like trees, rocks, brush, etc.
https://liquipedia.net/starcraft2/Monitor
Gfire
Profile Joined March 2011
United States1699 Posts
May 06 2012 01:46 GMT
#3
On May 06 2012 09:45 monitor wrote:
This is awesome! Seriously, this is one of the best "standard-ish" maps I've seen. Great work on the center. The bridge works well too.

I'm not sure how well the thirds will work with the metagame, but it might actually improve ZvP so it isn't such a fast max. We'll see.

I think you can probably start working on some creative stuff like new map features. Definitely work some more on the aesthetics- these are alright, but I think it could use some more doodads like trees, rocks, brush, etc.

Thanks. ^^ That means a lot coming from you.

I want to add more to the aesthetics... I kinda suck when it gets to this point, though.
all's fair in love and melodies
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
Last Edited: 2012-05-06 02:25:12
May 06 2012 02:24 GMT
#4
Right now it looks a lot like dull green valley.

Try adding some of those yellow crystal things!

But otherwise very excellent and mechanically strong map.
FOR GREAT JUSTICE! Bans for the ban gods!
Natespank
Profile Joined November 2011
Canada449 Posts
May 06 2012 02:38 GMT
#5
<3
Gfire
Profile Joined March 2011
United States1699 Posts
May 06 2012 02:39 GMT
#6
On May 06 2012 11:24 Praetorial wrote:
Right now it looks a lot like dull green valley.

Try adding some of those yellow crystal things!

But otherwise very excellent and mechanically strong map.

Well I'm terrible at naming things.


On May 06 2012 11:38 Natespank wrote:
<3

<3
all's fair in love and melodies
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 06 2012 02:47 GMT
#7
I think it is really similar to Whirlwind, as you admit. However, it does have a cool idea, the watchtowers being used to watch airspace. Obviously, having too much airspace in a map is bad(not saying that about this map at all, just a general thing), but placing watchtowers that specifically cover chunks of airspace can create an entirely new type of map feature, and metalopolis-style maps(maps with blobs of airspace between the mains) might become more well-balanced. At least, there certainly is the potential for something like that.

You should change the name to Brown Valley. It fits better, and will make people laugh. :D
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
TremendO
Profile Joined May 2012
United States14 Posts
May 06 2012 04:41 GMT
#8
I dig the center. may be a BIT too easy for toss or terran to sit on 4 bases though... and a terran attack on the 3rd base would be pretty brutal with the watchtowers the way they are. but hey i play z so it's in my blood to complain. real nice aesthetics though... and i dont even like warm colors..
are80
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 06 2012 05:27 GMT
#9
This is inverse carl sagan + whirlwind. In other words, sweet. I really like the aesthetics vibe. The only thing that could go wrong with this map is the narrow chokes on the push between adjacent bases. Mech TvZ could get ugly, not sure. But the towers help immensely with early pushes and have that perfect balance of slightly out of the way to control, and also possible to avoid for longer route. On top of that they cover air space as a novelty feature. Cool.
Comprehensive strategic intention: DNE
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 06 2012 08:07 GMT
#10
Put the watch towers in the middle. The middle just looks boring and serves no real purpose unless it's cross-spawn. I also disagree with watch towers revealing 2 bases each.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Callynn
Profile Joined December 2010
Netherlands917 Posts
May 06 2012 09:58 GMT
#11
So the only way to get a third base with 2 geysers is by expanding to the other side of the map (and non at all if you play this map 2v2). I miss at least a third base with 2 geysers since it is hard to play a macro-oriented game with so few geysers.

I would consider blocking the entrance to a 'third' with rocks and add a geyser to the less safe 'fourth' (I am talking about the at the moment equally hard to defend third and fourth bases.

That way you kind-of solve the geyser issue and still leave a viable choice for some players who wish to take the safer base whose ramp is defended by a rock wall but has less gas.
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.
Samcai
Profile Joined March 2011
Belgium58 Posts
May 06 2012 11:09 GMT
#12
Really nice map

Aunvilgod
Profile Joined December 2011
2653 Posts
May 06 2012 11:44 GMT
#13
The layout is just... so cool. Death to all turtle games! \o/ The highgrounds should provide great strategical games on all spawns.

The middle seems a little empty. Could you spice it up a little?
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
Gfire
Profile Joined March 2011
United States1699 Posts
May 06 2012 17:35 GMT
#14
On May 06 2012 11:47 NewSunshine wrote:
I think it is really similar to Whirlwind, as you admit. However, it does have a cool idea, the watchtowers being used to watch airspace. Obviously, having too much airspace in a map is bad(not saying that about this map at all, just a general thing), but placing watchtowers that specifically cover chunks of airspace can create an entirely new type of map feature, and metalopolis-style maps(maps with blobs of airspace between the mains) might become more well-balanced. At least, there certainly is the potential for something like that.

You should change the name to Brown Valley. It fits better, and will make people laugh. :D

Yup. We'll see how well it works, I guess.

On May 06 2012 13:41 TremendO wrote:
I dig the center. may be a BIT too easy for toss or terran to sit on 4 bases though... and a terran attack on the 3rd base would be pretty brutal with the watchtowers the way they are. but hey i play z so it's in my blood to complain. real nice aesthetics though... and i dont even like warm colors..

Yeah, my biggest concern here would be a Terran expanding towards a Zerg in close positions and locking down the watchtower.

On May 06 2012 14:27 EatThePath wrote:
This is inverse carl sagan + whirlwind. In other words, sweet. I really like the aesthetics vibe. The only thing that could go wrong with this map is the narrow chokes on the push between adjacent bases. Mech TvZ could get ugly, not sure. But the towers help immensely with early pushes and have that perfect balance of slightly out of the way to control, and also possible to avoid for longer route. On top of that they cover air space as a novelty feature. Cool.

Yeah, TvZ mech is definitely a concern. Hopefully not too bad since the Zerg can expand away from the Terran and there's lots of space for counterattacks and such, but we'll see.

On May 06 2012 17:07 IronManSC wrote:
Put the watch towers in the middle. The middle just looks boring and serves no real purpose unless it's cross-spawn. I also disagree with watch towers revealing 2 bases each.

Yeah, I was already considering that. I'm not quite as conservative a mapper as you, and I put the watchtowers where they are although I knew they might cause problems.

On May 06 2012 18:58 Callynn wrote:
So the only way to get a third base with 2 geysers is by expanding to the other side of the map (and non at all if you play this map 2v2). I miss at least a third base with 2 geysers since it is hard to play a macro-oriented game with so few geysers.

I would consider blocking the entrance to a 'third' with rocks and add a geyser to the less safe 'fourth' (I am talking about the at the moment equally hard to defend third and fourth bases.

That way you kind-of solve the geyser issue and still leave a viable choice for some players who wish to take the safer base whose ramp is defended by a rock wall but has less gas.

They are high yield geysers, btw, so it's only a small amount less gas. The entire point of doing this is so that players have some incentive for taking fourth even before their main mines out.


On May 06 2012 20:09 Samcai wrote:
Really nice map


Thanks ^^


On May 06 2012 20:44 Aunvilgod wrote:
The layout is just... so cool. Death to all turtle games! \o/ The highgrounds should provide great strategical games on all spawns.

The middle seems a little empty. Could you spice it up a little?

The middle is a bit empty... I don't want it to be any less open than this, but visually it is a bit boring. I'm planning on working on the visual side a little more. It's also possible that I would put a watchtower in the middle if the current ones don't work out.
all's fair in love and melodies
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 06 2012 18:15 GMT
#15
You can just throw down some trees to make it look nicer ^^ Also generate foliage!

I agree with Superouman that the middle is a bit boring and could use a tower. The side towers are alright, but I don't think they're necessary. Drop spotting should be more about skill than just sitting at a tower imo.

https://liquipedia.net/starcraft2/Monitor
Gfire
Profile Joined March 2011
United States1699 Posts
May 06 2012 19:03 GMT
#16
I did generate foliage... Should it be thicker?

I'm more heavily considering removing these watchtowers after the comments. Thought a think it's "worth a try" it's not as if people are going to do intensive playtesting to figure out if it's worth it. Good players won't play a map a lot unless it's in a tournament, and a tournament won't include an untested map, especially if it has a weird, untested feature like this, which could be broken. It's the map pool paradox. For this reason, it's good to be conservative with maps if you want them to be accepted. That's hard for me because I like to push the limits, but it's probably the major thing holding me back from success as a mapper (second only to my refusal to use pathable water .)

So I'll likely take the watchtowers out. Maybe I'll add a poll for that.

I'm not sure what's wrong with the center though... Does it really need a watchtower to make it less boring? Is there not enough focus on the center? Does it need to have more weight to it? I would fear that a watchtower would remove from some positional play and map control, so I'm hesitant. Although it's probably preferable to the current setup of the watchtowers.

You say that drop spotting should be more about skill than just sitting at a tower, and I agree, but I also feel that way about push scouting.

I'll add some polls about it.
all's fair in love and melodies
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 06 2012 20:21 GMT
#17
Very nice work Gfire, I love the idea of lowering the resource counts on the bases beyond the natural.
I'm torn when it comes to the watchtowers - I like the idea of putting them on the sides of the map, but I worry that they will erode defender's advantage too much for whomever is not holding the towers.

For the aesthetics in the middle, I would suggest lots of scattered plants, jungle and wasteland, Brambles, and TempleBricks, Birds, Bush, maybe Tumbleweeds, Vines, Rock Small are all good for adding tiny details without worrying about footprints, and are less random than generated foliage.
~ ~ <°)))><~ ~ ~
Gfire
Profile Joined March 2011
United States1699 Posts
May 06 2012 20:30 GMT
#18
Yeah, I've added some trees in some areas and will continue to, and I'm also going to add vines and other details around as well. But since the map is in such a near-complete state as it is, there's not too much motivation to put a lot of time into it. I might work more on other projects than I have on this map for the few days before publishing, but I'll definitely continue to work on the aesthetics.
all's fair in love and melodies
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 06 2012 23:23 GMT
#19
On May 07 2012 03:15 monitor wrote:
You can just throw down some trees to make it look nicer ^^ Also generate foliage!

I agree with Superouman that the middle is a bit boring and could use a tower. The side towers are alright, but I don't think they're necessary. Drop spotting should be more about skill than just sitting at a tower imo.



Having a tower that allows drop spotting makes it a strategic asset with gravity on the map, distinct from other assets we've seen before. Whether or not this should exist essentially on the main push path, the chokiest path, the shortest path, and in a choky pocket, that is plenty questionable, and I lean towards probably not, but worth a shot.

The general concept though is not skill reducing like you suggest. If terran wants to send out drops, they need to shoo overlords with a viking or just hope they dodge. That is still the case here, except they also need to push out to the tower to get their drop through. Is there one ling? Your single stim marine just cleared your drop path. Is there creep at the tower? How much do you commit with then? Do they have a baneling trap on the ramp or choke? A flank waiting or a zergling group waiting to grab a marine squad? I think it creates much more depth than the usual "fly around the outside derp". And the dynamics change a lot in all matchups.

The middle is plenty useful and interesting once people have expanded away from each other to the half 4th of a far corner. A tower there would make the middle too choky / deathball favoured imo, as well as boring.
Comprehensive strategic intention: DNE
FlaShFTW
Profile Blog Joined February 2010
United States10231 Posts
May 07 2012 00:31 GMT
#20
i think what you are forcing the players to do is double expand so they get the full amount of gas after the natural. dont know if this will be a problem or not.

but this is a great map. i really like it.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
LAN Event
18:00
Stellar Fest: Day 1
UrsaTVCanada688
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
CosmosSc2 60
StarCraft: Brood War
White-Ra 285
UpATreeSC 103
NaDa 19
Other Games
tarik_tv10964
Grubby3940
summit1g818
shahzam386
FrodaN261
C9.Mang0147
ZombieGrub57
PPMD31
Models3
Organizations
Counter-Strike
PGL140
StarCraft 2
angryscii 21
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Hupsaiya 67
• RyuSc2 56
• musti20045 32
• davetesta13
• Adnapsc2 7
• IndyKCrew
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• mYiSmile13
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler36
League of Legends
• imaqtpie3047
Other Games
• Shiphtur175
Upcoming Events
Korean StarCraft League
3h 15m
CranKy Ducklings
10h 15m
IPSL
18h 15m
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
18h 15m
BSL 21
20h 15m
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
23h 15m
Sparkling Tuna Cup
1d 10h
WardiTV Korean Royale
1d 12h
IPSL
1d 18h
JDConan vs WIZARD
WolFix vs Cross
LAN Event
1d 18h
[ Show More ]
BSL 21
1d 20h
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
2 days
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
4 days
The PondCast
5 days
RSL Revival
5 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
6 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
Stellar Fest: Constellation Cup
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

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 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.